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I have not yet had the chance to play or run yet, but I am positive overall. There is once area of concern though. I am concerned that resonance points make low level characters even squishier. That a GM can not throw in some heal pots or wands to help a group that has gotten too low on HP and other resources. I would like to hear other people's thoughts on this, especially if you have experience with the new edition.
I will be playing a Perfect Scholar Unchained Monk. Because the build is incredibly MAD, I will be dumping Charisma. The main thing that I am looking for is interesting ways to rp my low Charisma, although I would appreciate other advise as well.
Hello, there I am brand new to the organized play side of PACG. Since my local group is stuck on the sixth adventure of the latest season, I am trying to see what other ways I might participate until the group finishes, or gives up out of frustration. Does PSCAG have the equivalent of "campaign mode," or some other way of getting credit for running through the main box?
I am working on a campaign where the PCs have to keep a low profile because a corp, probably Apsis, has trashed train rep and launched an attack campaign to paint them as monsters. I am torn on if there should be some sort of mechanic to monitor how well they are doing at staying under the radar. While it would be easier to largely leave this to plot, I also want to them to weigh the risk and reward of certain actions. Do you think that there should be some sort of background game mechanic, if so do you know of any good examples?
I would like your thoughts on an idea. What if Con was needed to hit with heavy weapons and sniper rifles while sniping? With heavy weapons, I would argue that you use your body steady the weapon and absorb the strain. While sniping can easily be as much about endurance as hand eye coordination. Right now I am just playing around with ideas.
I have been playing around with character ideas and this has lead me to wonder what sort of violent sports would exist in the Pact Worlds? What safety measures, if any, would there be? How much of this would very from world to ,world? I am mainly thinking about what would be mainstream, as I am sure that all sorts of underground fighting arenas have, and likely always will exist.
I am working on my first Starfinder character. I want to make a Mechanic who acts as a scout and makes a living as an info broker. I am thinking Ysoki for my race, and Outlaw for my theme. I am not sure if Hover Drone, Stealth Drone, or Exocortex fits better. I would greatly appreciate any advice. Thank you in advance.
I am seeking players for an offline campaign where the Pathfinder Society is trying to establish a lodge in the faraway city/state known as Freeport. The game will include both politics and exploration with an overall mood of pulp. I am mainly available on Friday and Saturday. I would prefer to play at either Hero's Emporium or Family Time Games. Feel free to ask me any questions. EDIT: I have found one person. They need to play every other Saturday. One to Five works best for me time wise.
I am working on a campaign where the Pathfinder Society is trying to establish a lodge house in a new land. What are some good product to find out more about the Society itself? I see the game being both about intrigue and exploration, with a pulp feel over all. I would also appreciate any other recommendations on where else to look to look for material. I am open to third party stuff.
I am working on a Pathfinder campaign that will have a sword and sorcery feel. By sword and sorcery, I am referring to the fantasy pulp genre of which Conan is the most well know. Right now I would appreciate suggestions on where to set it. What part of the Inner Sea do you think is the easiest to switch from high fantasy to sword and sorcery?
I can not think of why this archetype was banned. Can someone else see something that I can not? Yes, the archetype does allow multiple pets, but other legal archetypes have that option, and that was simply taken away in organized play? Maybe the archetype depends on more on multiple pets then I realize? Really, more opinions would be appreciated.
I would like to create a campaign by stringing together a number of sanctioned modules with campaign mode. The main help that I seek is choosing which modules. I would also appreciate it if anyone had an idea for why the PCs are moving around so much besides making them members of the society in game as well. Thank you in advance.
Greetings, everyone. I am starting a Wayang controller druid for PFS. I would greatly appreciate some advice, especially on spell selection. I am going with a Wayang so that I can take the Darkness Domain for my Nature Bond. I have taken the Wild Whisperer archetype, but I am willing to change that. I have also taken the Shadow Speaker and Scion of Shadows alternative racial traits. Thank you in advance.
Deniables, Inc. is a freelance business dedicated to helping Freelancers and Johnsons find each other. It is also an open secrete that they specialize in also making sure that payments can not be traced. As independent contractors for Deniables, Inc. you will be able to make cardinals doing the dirty work for various corporations. We will do all we can ensure both the anonymity of your "employer" and that you will be paid, fully and on time. We strive to strike that critical balance between freedom and security that all Freelancers crave. We thank you for registering for us and wish you the best of luck. Game[: Mutant Chronicles 3r ed
Feel free to ask me any questions. Good luck and good gaming.
Mutant Chronicles is a retro dieselpunk techno fantasy game of high octane action. This love child of Shadowrun and Warhammer 40K is set in a future out of a late eighties, early nineties sci-fi action movie. What I have in mind is to follow the default campaign of freelancers doing the dirty work of various corporate interests. This will be set in the Dark Legion era. Mutant Chronicles is a 2d20 system game by Modiphious.
This is a Recruitment for a Mummy the Curse game set in Washington DC. The game is set during a possible near future where an FBI investigation leads to a special election for President of the United States. Caution: this game is intended to be politically charged, with probable racial politics as well. The chosen players will have all recently awoken. Number of players: 4 Recruitment end date: 4-26-17 Other rules: The head of each cult will be played by a different player. Good luck and good gaming.
Greetings, everyone. I will be joining a game of Hell's Rebels soon, and I was wondering how well a Courtly Hunter would work? Considering that his companion was sent as a gift from an eccentric uncle, what would be an interesting choice for an exotic pet? Finally, any suggestions for spending 700 gold? Our GM decided that everyone would start with 500, plus the bonus 200 from Child of Kintargo. I nearly forgot, i am going for a melee build.
I am very confused on whether the Totem Spiritualist needs to command their Animal Phantom in the same manner as an Animal Companion? The archetype mentions that that the animal gets tricks, but it does not grant Handel Animal as a class skill. The base class does not have Handel Animal as a class skill, either.
Hopefully this will stay civil long enough to get some interesting discussions going. I think that Steve Rodgers is a great example of how to play a Paladin, while Superman is a bad one. Steve Rodgers is the nicest guy you will ever meet. That is, you can imagine actually meet someone like him. Superman is, usually, such a goody goody that he is more of a parody of himself. Steve Rodgers is still down to Earth. He has high and low moments. He has his flaws. Players and GMs alike, when it comes to Paladins, think Steve Rodgers, not Superman. Thoughts?
I would like to start up a game that uses ideas and material from Horror Adventures. I would greatly appreciate advice on what actually works, what just needs a little tweaking, and what is best avoided. I will likely be using Meetup to gather the group for this game, this I can not consult my players at this time. Thank you in advance.
I am planning on running a desert based campaign. I am trying to figure out a good system to handle desert travel that makes the players cautious about wandering the desert. At one extreme you just handwave everything with the use of low level spells. At the other, you crack down on keeping track of food, water, and weather. I am hoping to find some sort of happy medium. My first thought is to use some sort of ration system similar to Dungeon World. I would appreciate any other thoughts that you have.
Insect Subdomain:
insect sUBDomain Example Apocrypha (Ghlaunder): While Ghlaunder’s faithful honor the pests that carry contagion, a cult deep within the Mwangi Expanse has dedicated itself to raising giant mosquitoes. Each cultist adopts such a beast and allows it to feed on a portion of his blood every day while he seeks out and exposes himself to ever-deadlier contagions. Few survive this excruciating regimen of self-sacrifice, dictated by their unholy text The Sipping Sacrifice. Those who can sustain it hope that as their bonded companions ingest and gestate countless plagues, the vermin might metamorphose into Ghlaunder’s most beloved minions: blightspawn (Pathfinder RPG Bestiary 5 43).
Associated Domain: Animal. Associated Deities: Achaekek*, Aldinach, Deskari*, Ghlaunder, Kitumu, Mazmezz. Replacement Power: The domain spells provided by the Insect domain affect vermin rather than animals, treating them as if they were not immune to spells with the mindaffecting descriptor. Any such spell that allows a Will save can instead be negated by the target vermin with a successful Fortitude save at the same DC. The following granted power replaces the speak with animals power of the Animal domain. Exoskeleton (Su): As a swift action, you can grow an exoskeleton that grants you a +1 enhancement bonus to your natural armor and 1d4 temporary hit points + 1 for every 2 cleric levels you have. The natural armor bonus increases by 1 for every 5 cleric levels you have. The exoskeleton retracts after 1 round, ending its benefits. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Replacement Domain Spells: 4th—giant vermin, 5th— vermin shape IIUM, 8th—summon nature’s ally VIII (1d3 goliath stag beetles; Pathfinder RPG Bestiary 2 44). Given that the subdomain affects vermin instead of animals, which companion do they get at level four?
About HallevaHalleva Female Changeling (Winter Hag)
DEFENSE
OFFENSE
ABILITIES
Racial Features:
Winter-born changelings gain a +5 racial bonus on Acrobatics and Climb checks on icy or slippery surfaces. Claws: A changeling’s hands and fingernails tend to harden and become sharp as she reaches adolescence. This gives her the claw (1d4) natural attack. Natural Armor: Hags and their offspring have uncommonly tough skin. A changeling begins play with a natural armor bonus of +1. Class Features:
Bloodrage (Su): The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution(such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonusto his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. Claws of the Hag (Ex): A hag-riven grows a pair of vicious claws that are treated as natural weapons. These claws are primary attacks and deal 1d4 points of damage each (1d3 for a Small creature) plus the hag-riven’s Strength modifier. At 2nd level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 5th level, the damage increases to 1d6 points (1d4 for a Small creature).
Bloodline Powers:
Hag Bloodline Evil Eye (Su) At 1st level, you can curse an opponent with a wicked glance. As a standard action, you can afflict one target within 30 feet that you can see, causing it to take a –2 penalty to AC and on attack rolls for 1 round per class level or until the target hits you with an attack. The target can negate this effect with a successful Will saving throw (DC = 10 + half your bloodrager level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier. Feats:
Power Attack (Combat): You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Traits:
Warded against Witchery: Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts. You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters. Cruel Child: Your wicked bloodline shines through, manifesting as a sadistic bloodlust in battle. When you make a full-round attack with your claws, you gain a +1 trait bonus on the attack rolls. Skills:
Intimidate +5 (1 rank) Kn. Local +1 (1) Perception +4 (1) Survival +4 (1) Handle Animal +5 (1)
Languages:
Common Skald Equipment:
Club (0g)
Hide Shirt (20g) Furs (12g) (+2 bonus on Fortitude saves to resist cold weather. This does not stack with any bonuses gained from the Survival skill. Furs may supplement another outfit.) Hex Nail (20g) Bloodrager’s Kit (9g) (This kit includes a backpack, a blanket, a belt pouch, a flint and steel, an iron pot, soap, torches (10), trail rations (5 days), and a waterskin.) Traveler’s Outfit (1gp) Cold Weather Outfit (starting outfit) 83gp Backstory:
Before the Call, Halleva lived quite a normal life. She was the daughter of Ulfen farmers; she lived happily among hardy people in a quiet village, and never really wanted anything more. The winters in the Lands of the Linnorm Kings were long and harsh, but Halleva loved the cold. She often pushed back her hood and opened her furs to let the Northern air caress her skin. She couldn’t imagine living anywhere else. At midwinter on Halleva’s eighteenth year, a voice as soft and familiar as a fresh snowfall came to her in her dreams; it seemed winter itself was calling to her. She rose from her warm bed in a dreamlike trance, and stepped barefoot into the knee-deep drifts of snow outside. She flitted through the village, dancing with the wind and the ice that blew against her bare skin until her lips and fingers were blue, until a well-meaning guard approached her. He gripped her frozen shoulders, and started to ask if she was okay. Still under winter’s spell, she flew into an icy rage at the one who dared to interrupt her! Her eyes and hair turned stark white, her fingernails became wickedly pointed icicles, and she howled as she tore at his flesh. It was now that she awoke, with ghastly claws deep in a man’s stomach, and hot blood pooling in her hands. She’d grown up with cautionary tales about the Witches to the east; she knew what she was, and she knew she had to get away. She fled south, south, south, as far from winter’s grasp as she can get; even the deserts of Qadira will hardly be far enough. Taldor is just another stop along the way.
Personality:
Halleva is an ordinary girl trying to come to terms with what has happened to her. She still feels the call of the North, and is constantly torn between resisting the fate that surely awaits her there, giving in, or even exacting revenge on the creature that caused all this.
She is haunted by the violence she committed just before she fled her home, and both wracked with grief and furious at the evil that drove her to it. Truthfully, she doesn’t even know for certain that she killed a man, as she ran away without checking, which has left her with an uncomfortable mix of curiosity and guilt. Underneath it all though, she’s still just an Ulfen farm girl; simple and sweet, with an adventurous streak.
Appearance:
Mostly, Halleva just looks like an Ulfen girl; long, blonde hair, blue eyes, high cheekbones, pale skin. She’s attractive, certainly, but in a friendly way; the skin on her palms, knees, and elbows is rough and has clearly seen a life of hard work.
When her emotions sweep her away, though, she becomes much more frightening. Her fingernails grow into grotesque icicles, her hair turns white and whips around in a nonexistent wind, and her eyes become cold and stark white.
Bot Me!:
In intense and/or dangerous situations, Halleva often gets swept up in her emotions. In combat, she'll enter a bloodrage and move into melee range before attacking with her claws. She will continue to use her claw attacks and alternate between using the Power Attack feat for extra damage, and making a full attack to utilize the Cruel Child trait bonus. [dice=Claws, Bloodrage, Power Attack]d20+4+2-1[/dice ]
[dice=Claws, Bloodrage, Cruel Child]d20+4+2+1[/dice ]
She can use Kn. Local, Kn. Geography, and Survival as needed or to aid another. |
