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1 person marked this as FAQ candidate.

Courtly Hunter is an archetype in Ultimate Intrigue. It has a class feature, Subtle Companion, that reads:

Subtle Companion (Su): At 2nd level, a courtly hunter can transform her animal companion into a similar Tiny animal to allow it hide easily or even blend in and act as a spy. For instance, a tiger could be transformed into a housecat, a wolf could be transformed into a Tiny dog, a dire bat could be transformed into a Tiny flying fox, and so on. This functions as a polymorph effect, and the animal companion gains a +2 size bonus to Dexterity and a –4 size penalty to Strength (use the polymorph table on page 212 of the Pathfinder RPG Core Rulebook to adjust its ability score if the animal companion is larger than Medium). As a standard action, the courtly hunter can touch her animal companion to transform it.
This ability replaces precise companion.

A strict interpretation of this ability would mean that, once the courtly hunter polymorphs their animal companion with this ability, that they cannot reverse it (at least at least until level 7 when the Courtly Hunter gains the alternate form class feature). Is that how the ability is supposed to work?


John Compton wrote:
Adam Mogyorodi wrote:
To clarify then, an oracle who chooses spiritual weapon or ally as a spell known must use his or her wisdom modifier, but an oracle that learns it from the mystery class feature can use his or her charisma modifier instead?
This is the case. The intention is not to create a blanket rule of "spiritual ally uses whatever stat you want." Rather, it's to allow select characters make use of class features that they had no direct choice over. Otherwise an ancestors mystery oracle has "wasted" her 2nd- and 4th-level bonus spells.

Two things stand out at me.

The first is that this ruling never made it into the PFS FAQ, Clarifications Document, or another compiled rules reference.

It is understandable you do not want to make a blanket PFS houserule allowing these spells to use the spellcaster's spellcasting ability score modifier, while still allowing characters that have 'no choice' in the matter of taking this spell not lose out. However this creatures problems with the consistency and immersion of your campaign setting when having a choice means using WIS, and not having a choice means using the caster's spellcasting ability score modifier. This leads to situations where an Ancestor oracle with Spiritual Weapon uses their CHA modifier, whereas another oracle with Spiritual Weapon uses their WIS modifier. I find it difficult to think of an in-universe justification for this.

3/5

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While this document is primarily for softcover books, there is a houserule that is strongly encouraged by the APG that could be brought into the campaign at the same time if PFS leadership thought it makes sense to (and it would make players of Oracles [and now Fractured Mind Spiritualists too] quite happy!). Specifically, cleric spells that reference only using WIS instead of casting modifier on CHA based spellcasting classes.

It would be a happy present to see this brought into PFS :)


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You might think that you need to pour through various obscure sourcebooks to build a broken character that causes nobody else at your table to have fun, but that isn't true! You can do this just with the Pathfinder RPG line of products (and not even that many books in it really). You're probably going to want to make a wizard, because they consistently have spells that are allowed in PFS that can immediatly shut down a combat in the first round. If you combine spells like these with a really high initiative modifier, then you are very likely to go first and end combat before any other player can act.

The example level 1 build I have below has an initiative modifier of +17 at level 1. It reaches this with: 18 DEX (+4), Improved Initiative (+4), Greensting scorpion familiar (+4), Reactionary trait (+2), forewarned class feature (+1), Fleet-Footed alternate racial trait (+2). Even if you roll a 1 when rolling initiative, you are still pretty likely to go before every other character in combat. You do not even need to be worried about surprise rounds, because the Diviner School's Forewarned class feature also ensures you always act in surprise rounds.

The spells you will be using will be ones that can disable, incapacitate or seriously hamper multiple enemies at once. Some examples of good spells to be using for this purpose at some of the spell levels in your PFS career are:
1st: Color Spray, Grease
2nd: Glitterdust, Web
3rd: Slow, Stinking Cloud
4th: Black Tentacles, Confusion
5th: Icy Prison (Ultimate Magic; while this spell doesn't disable multiple enemies, it deserves mention for how it wins bossfights even when saved against)

While using a build like this, with spells that are mostly from the Core Rulebook, you can make combat unfun for everybody else (including the GM). However, there is also another part of Pathfinder Society you can perform reasonably well in at no expense to your combat ability; social encounters. While it is not a book in the RPG line, Pathfinder Society Primer is related enough to this campaign to be included here I feel. The trait "Clever Wordplay" allows you to use your Intelligence modifier instead of your Charisma modifier for a Charisma based skill; in our case we will take Diplomacy.

So how does this relate to power creep in new sourcebooks? While new options in new sourcebooks might be more powerful than some other existing options, they are generally not anywhere close to being broken like already legal options in the Core Rulebook (and the RPG line). Unless more Master Summoners are printed, new character options that may or may not be legalized for play are not going to be as powerful as what is already legal from the core line of products.

Example Build:
Elfy “I Go First” Elfington
Male Elf Diviner 1
N Medium humanoid (elf)
Init +17; Senses low-light vision; Perception -1

DEFENSE

AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 7 (1d6+1)
Fort +1, Ref +4, Will +0; +2 vs. enchantments
Immune sleep

OFFENSE

Spd 30 ft.
Melee Quarterstaff -2 (1d6-2)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 1st; concentration +6)
8/day—diviner’s fortune (+1)
Diviner Spells Prepared (CL 1st; concentration +6)
1st—true strike, x2 color spray (DC 16), grease (DC 17)
0 (at will)—dancing lights, ghost sound (DC 15), detect magic, read magic
Opposition Schools abjuration, necromancy

STATISTICS

Str 7, Dex 18, Con 12, Int 20, Wis 7, Cha 7
Base Atk +0; CMB -2; CMD 12
Feats Run (Bonus), Spell Focus (conjuration) (Bonus), Improved Initiative
Traits Reactionary (Advanced Player’s Guide), Clever Wordplay (Diplomacy; Pathfinder Society Primer)
Skills Diplomacy +5, Knowledge (Arcana, Dungeoneering, Local, Nature, Planes, Religion) +9, Spellcraft +9
Languages Common, Elven, Celestial, Sylvan, Draconic, Goblin, Orc
SQ: Fleet-Footed (Advanced Race Guide), arcane bond (greensting scorpion (Ultimate Magic)), forewarned +1
Combat Gear quarterstaff; Gear spellbook (cantrips, grease, color spray, true strike, 5 other 1st level spells go here; they honestly don't matter), spell components pouch, 145gp


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On page 19 of the Hell's Vengeance player's guide, Urgraz (the duergar antipaladin) is mentioned as poisoning members of his family. However, duergar are, as a race, immune to poison.


It would be nice to actually be able to download and read this. That would be a nice thing to be able to do.


Player here (no spoilers please, unless they are Star Wars related). My group and our GM are perplexed by what exactly some of the officer roles are supposed to do for the Silver Ravens rebellion group. The player's guide details their mechanical benefits pretty well, but completely fails to do say what exactly these roles do for the organization roleplay-wise.

Recruiter, Spymaster and Strategist seem self-explanatory enough for what they do for the organization, but what do the Demagogue, Partisan, and Sentinel actually do for their jobs?


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Mark Moreland wrote:
Oceanshieldwolf wrote:
I agree with General Spoon - she doesn't seem personally evil to me. Just another righteous zealot.
And yet she detects as evil when divinatory magic is used to determine the truth of her alignment. Weird.

Well then your writer really dropped the ball when writing her motivation as protecting innocents.


Cole Deschain wrote:
General Spoon wrote:
Nothing about her background really suggests that she is evil.

Ratting out her parents and then feeling no remorse as they're viciously tortured to death, signing on to inflict further torture in the name of law and order, cold-bloodedly executing her own brother on what amounts to hearsay?

None of this, uh, none of this says "evil" to you?

"Three days later, when her parents finally succumbed to their tortures and died, Linxia made a decision: she would become a Hellknight herself. Her parents' crime was not their own—they had been misled by a friend, and paid the price. As a member of the Order of the Rack, however, she could help protect other innocents from such dangerous whispers and prevent them from suffering the same fate."


Adam Daigle wrote:

Answers! (mostly)

A) All of the villains we're presenting for Hell's Vengeance have the letter "E" in their alignment.

If that's the case, then this iconic's background story does a very poor job of presenting her as evil. If anything, it presents a very strongly LN character, and an argument for playing a LN character. Nothing about her background really suggests that she is evil.

3/5

LazarX wrote:
General Spoon wrote:
Sin of Asmodeus wrote:
Eldritch Archer needs to be banned. Its just way too over powered. Sorry, but it is.
Can you explain why you have this opinion? Just saying it is overpowered is not going to convince anybody to agree with you, and it also prevents people from making an argument against your position.

Read Cyrad's post above... he pretty much spellls it out. One of the limiting factors for the magus is that he had to put his bod up front to do his mega single target damage.

The Eldritch Archer does away with that and brings in all the advantages of archery. Melee magi may just as well quit the Society now, and take up knitting.

The poster I was replying to did not make any references to other posters in the thread and their arguments, not even so much as "for reasons already mentioned." You, however, are doing it right ;)

3/5

Sin of Asmodeus wrote:
Eldritch Archer needs to be banned. Its just way too over powered. Sorry, but it is.

Can you explain why you have this opinion? Just saying it is overpowered is not going to convince anybody to agree with you, and it also prevents people from making an argument against your position.


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Fitz and Nighteyes! I am now 100% sold on Hunter fitting into a niche fluff-wise.


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Ravingdork wrote:
So how do I get it working offline? (Please assume that I know absolutely nothing and may well need to be walked through it.)

You will need Python on your machine, which I am assuming is Windows. If it isn't, then download for your OS as appropriate. I suggest version 2.7.8, if only because I use a version of 2.7 when I wrote this. I believe that it should have a setup that handles setup for you when run.

You will also need to save the script as a python file; you can just copy paste the script into a notepad and save it with the ".py" extension. If notepad chops up the indentation, you may need to get a more powerful text editor like Notepad++ to paste into. I am getting a syntactical error when I simply paste it into notepad that would be a pain in the butt to fix manually, but if you paste it into Notepad++ and select all, edit, indent, decrease line indent. This should fix the syntax up right quick.

Again, I am making an assumption that you are using a Windows OS. Open the command prompt, and navigate to the folder containing the python file you just saved. To change directory, the command is "cd X" where X the directory you are moving to. To move up a directory, you can use "cd ..". To see the contents of your current directory, you can use "dir".

I believe that this should be what you need, but if it doesn't work feel free to use Googlefu to muscle past a problem instead of waiting on me.


Alleran wrote:
General Spoon wrote:

Here's a python script I put together today for determining if the results of a dice roll can be used to make any of the prime constants for an effective spell level: Sacred Geometry Python Script

It has been tested a bit, but not extensively. I am confident enough in it to drop it here though for people to have fun with. It has consistently had a runtime of only a few moments during testing, though I haven't done any complexity analysis of it.

Note, however, that it doesn't remove unnecessary parenthesis. If it doesn't find a solution, the script simply doesn't return anything.

Have fun!

Would you give an example of a command line input? I'm not sure exactly what I should be putting in, or how.

The format this script is expecting is "[a, b, c, d...]"

As for crashing the browser with a large input: I have experienced no problems when testing in command line (requires python on your end for this), and much faster speeds than online interpreters.


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Ravingdork wrote:

For someone who doesn't know a damn thing about python script...how do I even begin to use it?

There's no buttons or form fields to fill or anything. Just a foreign code.

If you don't want to get python on your machine for this one task, an option is to use an online Python interpreter like this one I just found and executed the script in. Code goes in the left box, hit the arrow, then enter input when prompted.


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Here's a python script I put together today for determining if the results of a dice roll can be used to make any of the prime constants for an effective spell level: Sacred Geometry Python Script

It has been tested a bit, but not extensively. I am confident enough in it to drop it here though for people to have fun with. It has consistently had a runtime of only a few moments during testing, though I haven't done any complexity analysis of it.

Note, however, that it doesn't remove unnecessary parenthesis. If it doesn't find a solution, the script simply doesn't return anything.

Have fun!


I talked with oru GM and told hm "this is making us all notcomfortable please don't do tihs anymore" becauese our session wsa today but then he just wsa upset and said shamira came and killed the unkidnapped pregnant (n)pc and she also killed like irabeth but we just used raise dead on irabeth. So Irabeth is alive again but i am concerned we will b attacked again? we fought shamara off which is how irabeth did, but our gm said we think she might be an enemy we see again many times so what should we do we almost died the first time we were attacked by her?


Okay so its like this. My GM had the shadow demon in book 2 kdinapp another player's pc and we learned later she was the slave of shamira but not really a slave more like a pampered pet or something? anyways we rescued her somehow 6 weeks later ingame but now she is pregenant whit shamira's demon child. this character has been mindraped or something and as a result is now loving shamira, her child, and her ex-lover a ratfolk who is another pc. she hasnt told shamira about the child and our gm said that demonchilds are different so it grows quickly and will kill her when born like the baby killed bella. also the pregnant (n)pc is now CE and doesnt want to be good so what should we do?


Can not a prepared caster use their intelligence, which the gods also gave them? Why should THEY be unable to use their gifts, while sorcerers are allowed to use theirs? Further, abjurerers are very very anti-mage. Though they are a prepared arcane caster, and are persecuted for using their god-given gifts.

3/5

Elf and Faerie Dragon
Human (Varisian)
Half-Orc (no longer played)
Human (Osiriani; married to below)
Elf (Married to above)
Aasimar
Half-Elf
Tiefling
Aasimar (never played)
Credit Baby


I am going to plug a different option than Robes of Arcane Heritage for the body slot. The Mnemonic Vestment from UE costs only 5,000gp. Once a day, you may use it to cast a spell from a written source (spellbook or scroll) that you have on you as if it was a spell that you knew, consuming an appropriate level spell slot and setting the CL and DCs to your own. You can even apply metamagic feats to it on the fly, as well as other feats that affect the spell.

Buy a spellbook, and before you know it you'll be spending money to get spells scribed into it. And because of the relatively cheap cost of Mnemonic Vestment, you might find yourself buying more than one over your career, swapping out the one you are wearing after each use.

3/5

Wait, so you're telling me that there are GMs that remember if players have diseases to resolve? Sorry, but I don't buy it.

3/5

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I am no longer allowed to waste brave Riddlywipple's sacrifice by completing the tpk a few rounds later.

3/5

wvpolarbear wrote:

Five crits in a row on my players. Welcome to the ownzone.

Thanks to all for playing, and to Jesse for organizing.

Haha, I heard about that Huge Black Dragon getting off like 5 crits in one round, from my GM, who had a tone of disbelief in his voice.


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I'm going to plug the Periscope from UE. Use its size modifier to stealth (+12) when looking around corners instead of your own. It is only 20gp, and there are countless situations where you want to take a look around a corner.

3/5

I am no longer allowed to kill Vermlek Clerics in the surprise round through AoO's.

I am no longer allowed to put a saddle on a huge zombie spider, and pass it off as an exotic pet in broad daylight as we march to the BBEG's house.

I am no longer allowed to kill surrendered cultists by biting their heads off, even if they are evil.

I am no longer allowed to successfully convince Glabrezu that we will release him if he doesn't kill somebody's animal companion, only to renege on the promise after the dumb mutt is safe.

I am no longer allowed to convince the Paladin that she should totally jump down to the BBEG, as I have Feather Fall; the BBEG always has Dispel Magic.

3/5

Must also drop out after reviewing my course schedule.

3/5

I have several characters in tier, including a sorcerer 5, a bard 4, a barbarian 1/alchemist 2, a rogue 3/evoker 1, and a druid 2. I am interested in playing.


Name: Seldlon
Race: Elf
Classes/levels: Urban Barbarian 1/Rogue 2
Adventure: The Haunting of Harrowstone
Location: The Oubliette
Catalyst: The Lopper

Name: Marina
Race: Aasimar
Classes/levels: Cleric 2/Sorcerer 1
Adventure: The Haunting of Harrowstone
Location: The Oubliette
Catalyst: The Lopper

The Gory Details: After the party's dhampir archery paladin quickly dispatched the Burning Skeletal Champion Fighter 3, the party healed the damage they took before she could destroy it. Healed up, they decided to investigate the deranged laughter from the pit to the north, and were met by the Lopper climbing up the rope and through the grate.

The party's witch ran back around a corner almost immediately, and the Lopper spent a few rounds chopping at the other three party members. First taking a swipe at the dhampir, he quickly realized he wouldn't do much to her, and changed tactics to ignore her (easy enough to do, as she wasn't able to hit him with a single arrow during the fight). After a few rounds of causing people to bleed, Marina is doing a decent enough job of stopping the bleeding.

So the Lopper decides to chase after that nice not-bleeding witch that fled him, and is immediately struck by her burning hands when he turns the corner, staggering him. The rest of the party gives chase, and not happy, the Lopper drops Seldlon into negatives. He is brought conscious again by Marina, but is dropped again by the Lopper, and bleeds to death on his turn.

Exhilarated, the Lopper chases the witch who has fled him again, and is struck by another Burning Hands from a readied action. The Lopper is unhappy to be staggered again, and stumbled over to the witch, who slaps him with a third burning hands on her next turn. At this point really fearful of her, he runs back and begins to chop at Marina. The witch flees while he eventually drops Marina to negatives, and she bleeds to death a few rounds later.

What followed was the dhampir paladin grabbing Marina's wand of CLW, and beginning to try and poke the Lopper with it in a long stalemate, that was broken maybe two dozen rounds later when the Lopper started to roll good bleed damage and low negative energy damage, forcing the dhampir paladin to also flee Harrowstone.

It is likely the witch will prepare nothing but fire spells the next day.

3/5

Silbeg wrote:

Really, for me, it just takes being part of the story.

Example, my namesake character is a rogue, and as such, seems to be often outclassed in everything (save perhaps actual disabling devices, usually!) However, in a certain recent scenario, two members of his party rushed forward while going through a trapladened dungeon, and both got hit with a trap. That is the only trap out of probably 10 that we triggered, thanks to Silbeg and his "magic fingers".

Or, it could be Angelo, who last night was the third of three wizards in his adventuring party (third by level, that is). He managed to keep himself useful... in one encounter he set up a pack of rabid dogs with a Grease spell and a Color Spray. Good use of 2 first level spells, I'd say!

Just being able to have those things that you can talk about, and feel proud about. If all you do is follow the others... never landing a hit, never getting to speak, never solving a puzzle; well, that can get boring, as in, why did I spend 5 hours for that freak of a gunslinger alchemist with 3 arms to blast everything into a pulp in the first action of combat?

The third arm is not required in any way; one can simply put weapon cords on their pistols, which do not interfere with reloading.

3/5

I would like to be there, with either a Rogue 3/Evoker 1 or a Barbarian 1/Alchemist 2.



Hello all. I am seeking two or maybe three players to join an existing group to begin the module Malevolence where the players are hired to investigate a creepy mansion in an isolated abandoned town on the coast.

I have run a group through Fall of Plaguestone and three wish to continue. Currently the group has a Human Duskwalker Oracle (rebuilt from a cleric), a Dwarven Rogue and a Halfling Monk. Characters that can bring something new to the table and compliment the group would have an edge.

Characters would be third level. The posting rate wouldn't be the most fast paced but it's a good group.


Feel free to dot.


Feel free to dot.


I'm going to be very silly again and try to consume even more of everyone's spare time. I understand people are busy with a lot of commitments so I wont be upset if people don't take me up on the offer but I wanted to see who'd be interested (and able).

I'm considering running Fall of Plaguestone with a few tweaks. If it goes well then I could carry over characters into the Age of Ashes adventure path...

Our heroes to be are journeying with a merchants wagon that has left Andoran and is journeying through Isger.

Backgrounds for Fall of Plaguestone:

Fall of Plaguestone is designed for 1st-level characters, built using the rules found in the Pathfinder Core Rulebook. In addition to the backgrounds presented in that book, the following are additional background options available to PCs at the start of the game to represent their ties to the world and the story that is unfolding in Isger and its neighboring countries. With an eye towards Age of Ashes considering the backgrounds and advice in it's player guide. That said we can always just have characters part ways as they continue on with the merchants wagon if people want to bow out or introduce a new character then.
Lesser Scion
You are the youngest child in a noble house (in Cheliax, Isger, or Andoran) and stand to inherit nothing from your family. Although you have a minor title, it affords you no lands or wealth, but it has garnered you a small amount of respect and deference in your travels. When play begins, you are riding in a caravan bound for Elidir, where a cousin has promised to allow you to stay with them for a month.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You are trained in the Diplomacy skill and the Heraldry Lore skill. You gain the Hobnobber skill feat.

Lost and Alone
You were training to become a knight in Lastwall when the Whispering Tyrant escaped his imprisonment and destroyed the nation. It was only by dumb luck that you are alive at all, but the memories of that fateful day haunt your dreams. When play begins, you have boarded a caravan heading toward a new town, having worn out your welcome in Falcon's Hollow.
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You are trained in the Intimidate skill and the Warfare Lore skill. You gain the Intimidating Glare skill feat.

Missionary
You received training from clergy in a faraway temple, who sent you out into the world to spread the faith. Although you are relatively new at this, you are always on the lookout for new places in need of your deity’s teachings and guidance. When play begins, you are riding along in a caravan making your way through sparsely populated regions of Isger, spreading the news of your faith to those who will listen.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You are trained in the Diplomacy and Scribing Lore skills. You gain the Group Impression skill feat.

Refugee
The fighting around the Lake Encarthan region has forced many of the people residing there to flee from the violence. Although your home is gone, you have managed to survive and are making your way south in search of a better life. When play begins, you are riding along in a caravan taking you to what might be either a new home in Isger or simply another waypoint in your journey.
Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You are trained in the Survival skill and the Hunting Lore skill. You gain the Forager skill feat.

Teamster
You left your home a few months back for a life on the road, working for one caravan company and then another, always on the lookout for a new job and a better life. Last week, you were hired by a representative of the Bort Bargith’s company. You don’t know anyone from the company just yet, but most of its members seem to be honest merchants and traders.
Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. You are trained in the Nature skill and the Mercantile Lore skill. You gain the Train Animal skill feat.


Feel free to dot here while we discuss characters.


Character Generation
20points for abilities.
2 Traits (One campaign one from the players guide).
Any paizo class.
Races (the weirder the more convincing will be needed.
Background Skills
Make sure to consider underwater combat... Drazh would have a hard time with his hammers for example as it's a bludgeoning weapon, there are feats to get around this but piercing weapons work well. Underwater archetypes are more viable in this campaign.
Feats that make you choose a specific weapons (for example weapon focus) you choose a fighter weapon group so instead of longswords it'd be heavy blades.


As requests, no more recruitment page for us!


For several weeks, excitement has been building in Kenabres—Armasse is coming! Traditionally an opportunity for scholars and priests to come together to study the lessons of history from wars past, since Aroden’s death, this holy day has become more about training commoners in weaponry, choosing squires, and ordaining new priests. Over time, Armasse has grown to encompass jousting competitions, mock duels, battle reenactments, and other festival events. In Kenabres, the festiva (which takes place on 16 Arodus) is eagerly anticipated, for it provides distractions from the horrors of being on the front line of the war. Smiles on faces normally marred by downcast eyes and furrowed brows do wonders for city morale in the weeks leading up to the event.

Armasse is a citywide celebration, but the majority of the event, including its jousting matches and other entertainments, takes place at Clydwell Plaza, just west of the cathedral but for now our unwitting heroes could be in other locations in the city.


Wrath of the Righteous campaign
-25 point buy
-Background skills
-Alternate crafting
-VMC and normal multiclassing are both options
-Feats like weapon focus that require you to pick a weapon instead you just have to pick a weapon group like heavy blades etc
-The Wrath Campaign traits would not lock you into a specific archetype... though obviously they lend well to the intended one


Lets start considering character options.

There are backgrounds that it says we should use for making the characters to help them fit.

The New Backgrounds:

CHARACTER BACKGROUNDS
During character creation, players each select a background for their characters. The Pathfnder Playtest Rulebook presents a variety of backgrounds that can be used for any type of character, but for Adventure Paths and other significant adventures, we’ll be providing campaign specific backgrounds players can choose from to help their characters more directly ft into the campaign’s plotline.
In Doomsday Dawn, players must select from the following unique character backgrounds while creating characters for “The Lost Star.” See pages 38–39 of the Pathfinder Playtest Rulebook for more on backgrounds.

BUDDING OSIRIONOLOGIST BACKGROUND
The secrets buried in the seemingly endless sands of the nation of Osirion have long intrigued you, even though you’ve never actually visited the nation. Some day, you hope to correct that.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You gain the Terrain Stalker (rubble) feat, and you’re trained in the Ancient Osirion Lore skill.

ESOTERIC SCION BACKGROUND
One of your family members belongs to a semisecret society called the Esoteric Order of the Palatine Eye. You’ve long held an interest in perhaps some day joining the order and have studied strange topics in preparation for that day.
Choose two ability boosts. One must be to Intelligence or
Wisdom, and one is a free ability boost. You gain the Quick Identifcation feat, and you’re trained in the Esoteric Order Lore skill.

FAMILY FRIEND BACKGROUND
Your family has been friends with the Deverins of Magnimar for a generation, and you’ve grown accustomed to hobnobbing with the aristocracy even if you have little or no interest in such matters.
Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost. You gain the Hobnobber feat, and you’re trained in the Nobility Lore skill.

GOBLIN RENEGADE BACKGROUND
You had been working with a gang of goblin burglars, but that new leader was no good. It took a lot of guts to stand up to him, but you survived! Now you’re stuck with the longshanks, but maybe you can get back at the old boss.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. You gain the Quick Repair feat, and you’re trained in the Criminal Lore skill.

MIND QUAKE SURVIVOR BACKGROUND
As a child, you once woke from a particularly harrowing nightmare, and this nightmare has plagued you ever since. You’ve had strange thoughts and knowledge that you always felt weren’t truly your own.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You gain the Dubious Knowledge feat, and you’re trained in the Dominion of the Black Lore skill.

PATHFINDER HOPEFUL BACKGROUND
You’ve long wanted to join the adventurous Pathfinder Society, a world-spanning organization of relic hunters. This aspiration has led you to take up the dangerous life of an adventurer eager to make a name for yourself and gain the attention of the Pathfinder Society.
Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost.
You gain the Additional Lore feat, and you’re trained in the Pathfinder Society Lore skill.

At a quick glance the characters we will be making at this point will be the main characters but at a future point we'll be making other characters but these guys are the 'stars'.


Our adventure begins several years ago beneath the streets of Magnimar in the year 4,707...


Male Human Level 3 Investigator

To be clear I'm going to do one, possibly two Starfinder Society scenarios but we're not abiding by the SFS rules. But it shouldn't be too long before the adventure path comes out.

We'll use the standard points buy (this is different in Starfinder than Pathfinder).

Themes from in and outside the core rulebook are fine.

Races from the core rulebook including the legacy ones are all fine. Races from the other Starfinder books can be discussed with me just remember large size characters might have difficulty fitting in places for one! If there's a race from Pathfinder you'd really like to try in Starfinder we can consider converting it. So yeah if you want to try a Gnoll Soldier that might be doable.

As for starship combat, as I've said I think it's not all that well suited for PBPs, I'm not going to ignore it completely but I'll file off starship encounters that seem tacked on. With the current adventure path I've been left with the impression they just shoved a starship fight in some of the books to make sure there was one.


Male Human Level 3 Investigator

Against the Aeon Throne with a prologue. Feel free to dot!


Male Human Level 3 Investigator

Now you can make your rolls.


Male Human Level 3 Investigator

For five years, the faithful of Sandpoint have attended church in temporary structures erected after fire destroyed the previous temple, and while their new religious leader was helpful, kind, and wise, church wasn’t the same. Now, the new cathedral is finally done. All that remains is for the Swallowtail Festival, on the Autumnal Equinox, to renew the site’s blessings from the gods and it will be as if the Sandpoint Fire had never occurred.

The turnout for the opening speeches is quite respectable, and the four keynote speakers each deliver short but well-received welcomes to the festival.

Mayor Deverin’s friendly attitude and excitement prove contagious as she welcomes visitors to town and jokes about how even Larz Rovanky, the local tanner (and notorious workaholic) managed to tear himself away from the tannery to attend, much to everyone’s amusement (except Larz’s).

Sheriff Belor Hemlock brings the crowd down a bit with his dour mood, his reminder to be safe around the evening’s bonfire, and his request
for a moment of silence to remember those who lost theirlives in the fire that claimed the town’s previous church several years ago.

The next speaker is scheduled to be local nobleman Lonjiku Kaijitsu, but Mayor Deverin apologizes on his behalf as a sudden illness has prevented him from attending the ceremony (this isn’t something that surprises the locals, given Lonjiku’s well-known dislike of frivolity and festivals).

Sandpoint’s own show man Cyrdak Drokkus is more than up to the challenge of bringing the crowd’s mood back up with his rousing anecdotes. He delivers a not-completely-irreverent recap of the long process the town went through to finance and construct the new cathedral. He throws in a bit of self promotion at the end, as is his wont, inviting everyone to stop by the Sandpoint Theater the following evening to check out his new production of “The Harpy’s Curse,” revealing that the lead role of Avisera the harpy queen will be played by none other than the famous Magnimarian diva Allishanda!

Finally, Father Zantus steps up to give a short speech thanking everyone for coming before declaring the Swallowtail Festival underway.

Just let me know what kind of contest you'd like to participate in! There wont be any wizard duels but a variety of fun and games are going on.
Various games and contests are being held, from tug of wars and sack races to two musicians with fiddles trying to out do each other. There are even some people test their skills at the edge of down doing a little archery but it seems to be mostly an impromptu affair. Riddle contests and various other challenges abound.


Male Human Level 3 Investigator

Feel free to discuss things here.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Stats 4d6 keep the best three rolled six times with twenty point buy as a safety net.-Some have already rolled these in a thread set up by a player.

Race wise it'd be best to stick with core though a case could be made for things like Aasimar or Tieflings.

Classes: Any Paizo. Unchained or regular versions or a class are acceptable.

Traits: Two, you do not have to take a campaign trait but need a reason to be invested in Sandpoint or the surrounding area. Lets keep reflarvouring to a minimum.

Optional Rules: Background Skills. Variant Multiclassing is acceptable as is normal multiclassing. Skill Unlocks can be gained with a feat, or if you are an unchained Rogue. Added since I've spoken with people: Alternate Crafting from Unchained

Grumbaki-Probably some kind of melee character.
Meloriel-Shifter
Zanbabe-???
MDT-Sylph Elemental Master Arcanist (presumably air)
Something Wicked-Oracle or Psyker
Decimus Observet-Inquisitor

I'd like to keep things moving along and given how long things can take I'll be doing without random encounters and maybe removing some of the 'padding'.


Male Human Level 3 Investigator

Getting to a safe point to exit the system, it takes a few days to get to the systems edge. The dangers and horrors seen as well as the potential profit are clear in your minds... as are the hints at more. You augurs had detected planets yet unexplored by you, someday you will return to make more fortune... or find your doom.

The Hymn of Battle delves into the warp and you can immediately tell something is wrong. You can feel the deck plates shudder beneath your feet. The walls groan in protest as they are put under immense strain. The comms system crackles to life as the navigators tower tries to contact ye. <-ergency. It's like ---olding onto us, pulling --- back in. - can press ahead or -xit?>


Male Human Level 3 Investigator

Migrating the campaign here so people can make their own rolls etc.


Male Human Level 3 Investigator

Mustering the Holy Ordos
Mission One: Deep Down the Hive


Male Human Level 3 Investigator

Feel free to dot.


Male Human Level 3 Investigator

Welcome everyone and remember all of our fleshy members get a bonus feat so Tik'klik hasn't got too much of an edge.


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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

This will be a game following a modified version of the Kingmaker adventure path including other modules (including the Emerald Spire Super Dungeon). Ye will be given a challenge to complete before being deemed worthy of being granted one of the Charters.

I have two friends already confirmed but I am looking for a further three players to round out the group. There is a slight chance of third friend joining but this is quite unlikely and if so I would still recruit three other players to be fair to people applying.

The characters so far include: Halfling Far Strike Monk, Elf Witch. Both are putting finishing touches on their background and character.

There were four charters up for grabs… three have been claimed though it is telling not all groups have succeeded or returned. Established groups were given first crack at the challenges but many have been found wanting. Ye have been grouped together for the next group to be set out, it seems another group has fallen or given up.

The First Charter: This was awarded as a courtesy to the mercenaries known as the Iron Wraiths. Hardened warriors of great renown it seemed foolish to ask them to jump through hoops. However they have been given the most challenging territory, the Glenebon Uplands, to explore the Tiger Lord barbarians and to make diplomatic contact with Pitax to sort out any border disputes.

The Second Charter: Baron Hannis Brelev, a Brevic Nobleman, by the looks of things knew that this opportunity was coming. A skilled politician before the announcement he had secured the loyalty of several skilled diplomats and veteran soldiers. Prepared as he was he overcame the challenge set before him easily, disappearing into the wilds of Iobaria and returning victoriously. That one or two members of his group did not haven’t seemed to dampen his spirits. The Slough to the uneducated would seem a strange choice given some of it’s terrain but Baron Brelev is acutely aware of the trade routes operating through the area. The Swordlords seem happy to let an experienced politician with good foresight to take this charter.

The Third Charter: ...hopefully yours. Others have set forth with unknown challenges but have either not returned or had to admit defeat. Now is your opportunity much to the annoyance of your peers who would likely be happy if you were quick about failing. The Greenbelt remains and if you can rise to the challenge could perhaps be yours.

The Fourth Charter: Sword Lord Maegar Varn bucked the format for his group and before being issued a challenge offered to quickly prove his worth by taking on any one the organisers wished in a duel. It was hard fought but none could deny his skills after a grueling duel. Always eager for a challenge he and his adventuring companions chose the charter relating to the Nomen Heights… a few tried to replicate his deed with the backing of their companions but after the third was soundly bested and their groups all being sent home people started thinking the better of it.

Note: I am going transplanting Thornkeep the the Emerald Spire Super Dungeon from way in the west of the River Kingdoms to southeast of the stolen lands. They’ll give nearby dungeons for ye to have a bit of a diversion in between books if ye feel so inclined.

This game will likely reach a slightly higher end level than normal for Kingmaker with a few extra diversions thrown in. I’ll be scaling some encounters up to make sure they are still a challenge if the party is ahead of the curve. So hopefully by the end your party will be at or near level 20!

You can find the Kingmaker Player’s Guide here. http://paizo.com/products/btpy8dqh?Pathfinder-Adventure-Path-Kingmaker-Play ers-Guide

Character Creation:

Stats: 4d6 Keep the best three. Assign them as you like. If you don’t like them you can do a 20 point buy build.

Hit Points: Max for first level. After first half hit dice +1, so d6=4, d8=5, d10=6, d12=7

Traits: Two traits, another with a drawback. Additional traits feat is also fine.
*You must have a campaign trait but suitable campaign traits from other campaigns including frontier healer, missionary etc will be considered.

Classes: Any Paizo. Core, Base, Hybrid, Occult are all fine with me however I expect you to know your class reasonably well. New players are welcome but if they come at me with a bizarre build neither of us understand that’s not too appealing. Characters filing missing roles will have a bit of an edge.

Race: Core is fine, the further you get from this and higher race points the less the character will be considered but a good background can win me over.

Wealth: Average


Optional Rules in Place: Background Skills. Alternate Crafting Rules from Unchained. I’ll be using Ultimate Campaigns Kingdom rules as they are more refined than Kingmakers. I’m probably going to use some elements from Legendary Rulership as it’s the same author but thats a problem for a long way down the road.

No Item Crafting During Character Creation.

Posting Rate: I expect players to post at least once a date on weekdays, I understand if it gets more quiet at the weekends. My availability at weekends varies wildly but if I am about don’t be surprised if you see me responding a good bit if I have the time.

Combat: I am going to try using google slides but it will be my first time setting it up so be forewarned. If someone is lagging behind I might bot them for a round.

Oh yes for the map as ye explore I intend to use hex kit to present ye with a nice fog of waresque map where the adjacent unexplored territories are black and white and as you explore I replace the hex tile with a nice colour one!