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11 posts. Alias of Diskordant.




Hello guys. My schedule has eliminated my ability to play a table top game, however I have lots of downtime and a shiny new iPhone 5(yes I'm bragging a little) so I thought I would give the pbp boards a run again. I had started a campaign about a year ago and it ran for about a month before I had to bail on it. I am ready to try again though, and since this is the only way I will get some RP time in, at least for the foreseeable future, I think I can stick with it.

The other thing about playing a pbp game is I can have groups or even individuals in completely separate parts of the game world without neglecting other players. I'm sure I'm not the first to realize this but I am excited about the gaming possibilities. This of coarse makes this an ambitious project with 3 different simultaneous story arches that are all tied together into a single plot.

So what I'm looking for is 6 to 18 characters(I may allow people to have more than one character if there is not enough interest in the game, but each player can only have a single character in each arch). And possibly 1-2 assistant DMs to help me administer things in the threads.

Here is the "back of the book blurb" for the campaign as a whole:

Unknown forces have isolated The Shaw from the rest of the world. The mountains blocking the peninsula off from the rest of the continent are malevolent and prone to isolated earthquakes and landslides, as if they were trying swat flies off their backs. The seas surrounding The Shaw on the remaining three sides was turned to a green crystalline substance, harder than adamantium, with frozen waves sharper than a razor. In the north, where the once prosperous port city of Tempo was located, now lies a city empty of all but a handful of people. Within the city walls there are whispers of a rumor that could hold the key to the Emerald Seas. The Magic City, once nothing more than an isolated Wizards school, is now the most populous city in The Shaw, as people flock to the protection of the mages. There is unrest amongst the Wizards in their tower, and blood, fire, and magic have been unleashed within. A powerful and ambitious young wizard has taken the seat of power, and he seeks to rule The Shaw in an iron magical fist. To the south east, out from the only tunnel through the Underdark that still allows access between The Shaw and the outside world, a black wind rose. The wind blew through a small hamlet and left in its wake zombies, skeletons and worse.

There are three arcs, The Tower in the Magic City, The Emerald Sea, and The Death Wind. Each arc will have 2-6 characters starting at level 3. Most anything in the PRD is available. I don't do well with visual arts so combat will be handled through text, unless I have an assistant DM who is willing to handle maps. For that reason I will restrict master summoner and brood master, as well as any character that is centered around having 4+ combatants, but eidolon focused summoner, and regular pet characters like the druid are okay. I will try to get some important pictures up, like a general map of The Shaw, at some point.

My GM style is a very loose. I have very little planned and usually run reactionary to the characters, so in a sense the campaign will be sandboxy, but I have specific 'scenes' that your characters will be guided to(or that will just happen to them). Also sometimes I put things in that happen. Like once characters were in a fight with some easy mooks, and there was no real challenge, but that's when the building next to them exploded(a plot hook).I see PCs as agents of fate, kinda like Ta'veren from Wheel of Time. So things happen around them, and to them. I won't kill a character from something like this, but you could find yourself in a desperate situation because of it.

Alright so I think that's enough to see if there is any interest. Post if you're interested in playing or assisting. If I get enough interest I will post more details about the world and character generation specifics.


So I'm thinking of starting a pbp since my gaming group and I have grown apart and I don't have time to devote to a structured weekly schedule. For the pbp campaign I have in mind I want to mess with spell lists a bit and here are my thoughts:

• You can cast any spell on your spell list as normal.
• You may cast any spell on any other spell list that has the same maximum level as you, ie. wizards clerics and druids or rangers and paladins or bards magi and summoners.
• Casting a spell of another class always takes 1 spell slot higher than the highest level another class casts it at. For example if there was a spell that wizards have on their list at 5 and clerics at 6, Druids could cast it as an 8th(with appropriate dc for an 8th level spell).
• Casting a spell of another class requires an appropriate knowledge check with a dc = 20 + spell level * 2 or lose the slot.
• All spells not on your list have a "wild" magic chance, that is reduced by the result of the check(this will be a dm behind the scenes type thing(that is still being worked out) but even if successful there is a chance of the raw magic going haywire, and the worse you roll the more likely it will happen)

What do you guys think? Will this give too much power to spell casters?


First the rules:

PRD wrote:

Silent Hunter : Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces the elven magic racial trait.

And:

PRD wrote:

If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.

Note emphasis mine.

So an elf with silent hunter who successfully creates a diversion using bluff is at a -5 penalty to hide?


PRD wrote:
Hide in Plain Sight (Su) : A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Me: if dim light is 10' away from the SD he an HIPS

DM: the SD must be in an area of dim light that is at least 10' large to use HIPS

Who's right?

Also does anyone read this ability as a SD can always stealth while being observed but still needs cover or concealment unless near dim light?


I get to make my own bow for a campaign that will feature heavily in the Abyss. So I'm thinking the best bow for this would be a +5 bane(evil outsider) bane(chaotic outsider) bane(demon outsider) holy bow. This would give me +11 to hit, overcome cold iron, and provide +11 + 8d6 damage. Thoughts? Should I just make +1 seeking speed baneX3 holy longbow and use cold iron arrows?


We are going to be playing savage tide ap and I want to know which planes we are going to do I know which to pick. I figure I'll take wherever we are at 3 but at 8th I want to pick my end game favored plane(so I can have the highest bonus on it). I'm thinking it'll be either hell or the abyss.

Also I'm assuming that for my 5th level FE I can choose Outsider(Evil) and be fine.


I'm planning on playing a mobile fighter/archer and between archery feats, weapon feats, getting mobility and nimble moves as difficult terrain is very common and I'd rather that than Point Blank Master, I have a very feat intensive build. Common wisdom in the 3.0 days was you had to take precise shot. Now I'm not so sure.

Rules:

Shooting or Throwing into a Melee : If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.)

If your target (or the part of your target you're aiming at, if it's a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you're aiming at is engaged in melee with a friendly character.

If your target is two size categories larger than the friendly characters it is engaged with, this penalty is reduced to –2. There is no penalty for firing at a creature that is three size categories larger than the friendly characters it is engaged with.

Precise Shot : If you have the Precise Shot feat, you don't take this penalty.

First off I noticed no chance to hit an ally. Secondly the penalty is reduced by half if the target is 2 size categories larger, and eliminated if 3. interstingly if you maneuver yourself right, and your allies do to, you can avoid the penalty altogether whenever fighting a large creature, or larger, by aiming at a part of him that is 10' away from your ally:

x = empty space
a = aimed at part
e = enemy
f = friend
x x x x
x a e x
x e e x
x x x f

If you aim at the "part" of the enemy in box a it is at least 10' away. Might be a bit of a stretch.

Further more, if your ally is not an AoO junkie you can always use refocus to go after your ally, before your target so he can always 5' outta melee. Then there's also all the times that as the ranged support you'll be taking out bigger threats(like casters) while your frontline holds off the brutes.

Has anyone ever had any experience trying an archer without precise shot? Is it a viable build?


I want to play a stealthy mobile archer character. Any advice on my build would be appreciated.

Rolled stats: 18,12,12,12,10,9
Elf, Fighter(mobile archetype)
Str 12
Dex 20(18 +2 race)
Con 10(12 -2 race)
Int 14(12 +2 race)
Wis 10
Chr 9

Race Options:
Silent Hunter(no penalty to stealth for less than a move, can run and stealth at -20)

Traits:
Warrior of Old(+2 init)
Highlander(+1 stealth, and stealth is class skill)

Feats:
1st: Point Blank Shoot
FB1: Rapid Shot
FB2: Precise Shot
3rd: Deadly Aim
FB4: Weapon Focus(Longbow)
5th: Weapon Specialization(Longbow)
FB6: Manyshot
7th: Nimble Moves
FB8: Greater Weapon Focus(Longbow)
9th: Dodge
FB10: Mobility
11th: Improved Precise Shot
12th: Greater Weapon Specialization(Longbow)
Not sure after this, maybe penetrating strike or critical focus.

Skills:
Stealth (max)
Perception (max)
Acrobatics (near max)
Craft(bow) (up to +10)
Craft(Alchemy) (up to +10)
Survival (1 rank at level 1)
Cllimb (1 rank at level 2)
Other fighter skills (1 rank as I get a chance

We are using core and APG only. My DM may allow me to use expert archer in place of leaping attack.

I want to be self sufficient on arrows, and make alchemical arrows(like smokestick, alchemist fire, and thunder stone arrows)

I'm considering dropping my con to 8 in favor of a wis 12.

I know the concept isn't optimal, but I would like to optimize the concept.


For my tenth level fighter should I spend my 16k on an adamantium full plate or increasing my cloak of resistance from +2 to +4. I suppose some info would help

I have an ac of 28 in my current regular full plate, 30 when the oracle casts magic vestments, and up to 33 when I use combat expertise. I still get hit fairly often as I am playing a two-handed weapon brute and everything targets me first. My saves are F+11, R+8, W+8. The other party members are a paladin, and a wizard.


So I am 8th level and wondering about where to go with my two handed fighter. My current build is as follows:
Str 26
Dex 18
Con 15
Int 13
Wis 17
Cha 15
Feats:
WF: Falchion
Dodge
Mobility
Spring attack
Combat expertise
Power attack
Whirlwind attack
GWF: Falchion
IC: Falchion
Leadership

Obviously critical feats seem very good but I'm worried that when I'm doing 70+ damage on a crit are enemies gonna really survive multiple crits? If not then I only need 2 at most. Also if it helps we are playing Curse of the Crimson Throne, my cohort is a modified Pixie Oracle. I'm actually not sure what the rest of the party is because we are undergoing a bit of a restructure.


So after reading part of the is it bad form to kick a pc when he's down thread I realized I probably should be doing more of that, but I've always thought the death threshold and stabilization rules needed some work. So heres my new take on them.

You can go to negative a number of HP equal to your con score plus your level plus your hit die(for multiclass characters it's whichever hit die they have the most of, and if it's equal than average them).

This creates a starting minimum of -12, elven wizard who dumped con to 7 before racials, and a max of -33 for dwarves barbarian with a 20 con. At 20th you're looking at about -38 for the wizard and -76 for the dwarf. Everyone else will fall into the middle.

Stabilize checks will just be a straight con check with dc = -HP. You receive a +1 if your highest number of HD is 8, +2 if 10, +3 if 12(average and round down if two or more equal number of HD). 20 auto succeeds, no auto failure. You gain a +1 for 5th level and every 5 after.

Endurance grants you an additional +4 to stabilize.

Toughness give you a bonus to stabilize equal to 1/2 level.

Then to tell if a combatant is dead or dying it's either a heal check dc 10 as a move action that draws an AoO

or a perception dc 15 as a free action. If the subject is bigger or smaller than medium the dc decreases or increases by 4 per size category. Also for every 5' away you are you increase the dc by 1


So as I posted in another thread my GM allows custom magic items, and fairly ridiculous ones too. Here's a list of what I have gotten so far:

Boots of expeditious retreat for 4k to increase speed by 30
Scabbard of bless weapon for 1800 casts bless weapon caster level 1 everytime I draw my weapon(lasts 1 minute)
Scabbard of bless lead bladed weapon for 3150, does same as above but also casts lead blades(lasts 1 minute)
Cloak of reincarnation for 2600, usable 1/week casts reincarnate 1 minute after death
Vestment of Breath of life also 2600, usable 1/week casts breath of life on the round after death

In my other thread someone suggested a ring of protection from evil. I'm looking for other really good items I can have made. I don't think my dm would allow gloves of true strike so let's just skip that. But what other custom items would you make with this kind of freedom?


Okay I know you can't make a character that's impossible to kill, but what build would be good for a character this is extremely hard to kill. This is for a 6th level cohort to replace one I lost due to large amounts of damage. Here are all the other specifics:
6th level
34 point buy
All HD are maxed
Core, APG, B1 only
16k GP no single item over 4k, custom items available, even ubercheese items like scabbards of bless weapon for 1800 and boots of expeditious retreat for 4k
Party has a +1 Mithril Chainshirt and Cloak of resistance +1 for him to use that is not included in the 16k

The primary issue is damage, when creatures hit, they do 20-40 damage. Our last fight we were taking 3d8+17 against enlarged derros. The fight previous to that had my Orc invulnerable rager barbarian killed outright in three or four attacks from 105 to -45 before his rage ended. I'll admit that his ac was pathetically low at 19(15 when raging and using reckless abandon)


Is there any item that grants a spontaneous caster extra spells or even let's them recast the same spell again but on a different target? I'm trying to use my 12th level inquisitor's 3rd level spells to cast greater magic weapon and magic vestments on everyone in the party's weapons armor and shields. The problem is I need 13 3rd level spells per day to do so. I know I could make a staff but then we'd need ten days of down time between adventuring days, or at least major days.


If I hit with multiple attacks and the target fails more than one save is he still only dazed for 1 round? Or is he stunned for 1 round/failed save?

Though I'm sure the answer is the same but what about stunning assault?


After seeing the FFT thread and realizing he wasn't trying to make jobs, just the setting I thought I'd get the ball rolling on a "job" system.

Right now the way I would do it is create job stones, like the crystal pieces, and have everyone start off as an expert. Your skill points and class skills always remain the same as an expert.

Your BAB, Saves, HD type, base weapon and armor proficiencies, and spell slots would all be based off your character level and the job stone you have equipped.

All other abilities would be based off your job level, including things like bonus fighter feats highest spell level you can cast, wild shape, sneak attack damage, and monk abilities.

When you gain XP you split it however you want between job level and character level. Level ups occur at the same XP, you just track how much XP each job you've equipped has.

For example if you start with 4 job stones(fighter, wizard, cleric, theif) at character level 1, and gained 6600 XP. As he gained it he could apply 3300 to character level, and 3300 to fighter level. Now he has 3 bonus combat feats and bravery +1 and armor training 1. His saves are F +3 R +1 W +1, he has martial weapon prof, and heavy armor prof and 3d10 HP. Now he switches to rogue. He retains the 2 bonus feats and bravery +1 and armor training 1 but now his saves reflect that of a rogue(F+1 R+3 W+1) and 3d8 HP, he is only proficient in light armor and rogue weapons sneak attack +1d6 and trapfinding. He also retains his feats gained when his character level reached 1 and 3.

Or he could have applied 1300 to thief, 1300 to cleric, 1300 to wizard, and 2400 character experience. The switches to fighter. He would have 1 feat F +3 R +0 W +0, 2d10 HP, 1 bonus combat feat, sneak attack 1d6, trapfinding, two domains, channel 1d6, a wizard sub school power, scribe scoll feat, arcane bond, and I'll probably implement a spell point system of somesort and he would have access to prepare spells from either wizard spellbook or cleric list. Though not many as a fighter would have few spell points, maybe even none.

I'm not sure about how to handle spells yet, as many classes would lose spells altogether with what I originally thought.

Any thoughts?


18 to be "human maximum".

I just saw it in another thread on the homebrew board where someone was complaining that too many rogues are starting with 18 Dex, the maximum people can get.

Do people even realize that any human character, PC or NPC, can achieve 25 in any physical stat, I'd they are born gifted (starting with a 20) and apply themselves(reach level 20 apply all level bonuses in that stat). It's 28 in mental stats if they can live long enough too.

People need to get off the 20 is greater than human max and it's ridiculous to start off with a max stat let alone higher than that. 25-28 is human maximum and can only be achieved at the end of a life long career perfecting one's craft.

This is my official petition to end this archaic belief.
/rant


I'm making some custom races for my campaign that will only have three race options, human, beastman, and were-man. To compensate this I'm trying to broaden the scope of humans, even though they are already strong for any class.

So what I'm wondering is:
+2 any stat = +2 any physical, -2 any physical, +2 any mental
If so would:
+2 to any 2 stats -2 to any stat = +2 any stat, +1 skill point/level.

For Beastman I'm thinking:
+2 any physical, +2 Wis, -2 Chr or +2 any stat
+2 survival
+2 perception
Scent or Low-light vision

For Were-man:
+2 any stat
Alternate form: +2 any physical, -2 any mental, pick one attack form below:
Bite 1d6 +1.5 Str
2 claw 1d3 + Str
Horns(gore) 1d8 + Str
Slam 1d6 + Str
Alternate form is only usable for 1min/level a day, usable in 1 min increments, requires standard action to use.
Handle animal +2


Hey all, so I've just started rewatching The Slayers again and I think that I'm finally ready to do something I've wanted to do for a long time, convert the plot of the series into a campaign. Now I know I can't get it exactly right but I do think it's be a fun departure from our too serious games. I would like some help if anyone is willing to lend it to me.

So starting off I'm gonna tell my players the following:
1: Make characters that know each other and are going out to infiltrate a band of local bandits
2: Charcters are traveling to Atlas City
3: Due to the fact that this is a plot converted from another source(my players don't watch anime so I might as well keep the source secret) there will be some cinematic scenes where certain NPCs can do things for sake of story that they can't do in normal battles.
4:Recurring villains, some villains will get away. Mostly you will always get to kill them eventually.
5: Be good sports, this is a plot driven game so please pick up on GM cues and follow them. (Like don't sell the Orholicum statue to Zelgadis or worse yet give it to Rezzo)

Some slight tweaks I'm gonna make to the monsters:
1: Minions. I'm gonna take this straight from 4e. Loads of low AC low-mid damage NPCs that go down in 1 hit.
2: Solo monsters. Also from 4e monsters that can accomplish more in a turn than what a normal character could, again mostly for cinematics. This will be saved for enemies like Shabranigdo(spelling?) and Zanifar(spelling?).

So I'll post my rough outlines here(I never run with much more than that anyways).

On a side note has anyone ever tried to run a game based off the plot of some other source material? How did it work out?


I know this gets thrown around alot, but I'm going to be running this in about a month with three players. Here's the party make-up/player styles.

Human Blind Flame Oracle(experienced, somewhat a optimizer)
Half-Orc Alchemist(experienced, optimizer)
Hafling Cavalier(not very experienced, doesn't optimize but is open to suggestions)

Stat gen will be done by:

1. Roll 3d6. All 1's, and 2's are bumped to 3. Three 1's counts as an 18.
2. Generate 6 numbers
3. Convert numbers to points using point buy table
4. Character with the most points is done, characters with less receive bonus points equal to the difference of their points and the highest.
5. The lower two characters spend the bonus points to increase their rolls.
6. Arrange to taste.
7. Apply racial modifiers.

It writes more complicates than it is.

So right now I'm thinking all I'll do is move the ap to fast track. Between them getting 33% more xp and the faster track they will finish the first 2 APs a level ahead, 2 levels after broken moon, and 3 levels by the end.


I'm going to be running this in about two months and I want to make it play more like call of Cthulhu. There are several road blocks however.

1. It is a huge departure from my groups established play style. We've been running high power games(my game that is about to wrap up has an effective 48 point buy) and I plan on running this with a 15-20 point buy. I want the threats of this campaign to be very real to the characters unlike in our other games.

2. I have very little experience running a published adventure(this is probably minor)

3. I'm not really into horror, gaming movies or otherwise. I just really wanted to try something different and I've played a couple of short CoC games and thought it'd be fun to try a game like that. I like the whole Cthulhu style mythos but not really sure how to better bring it out in game, especially since I can't really put my finger on what it is that appeals to me. I like the "old ones" ancient magical/technological aliens of great psychic power I guess.

So far all I know that I'm changing up is I'm going to use the book descriptions from Spacelard. Those hit right on the spot. I'm also considering using the insanity rules from pathfinder. I might incorporate the d20 Cthulhu madness system instead, if I can find my book. Haunting seems for the most part okay, just need to add some references and encounters with Lovecraftian flavored stuff, but The Beast looks like it'll need much more help.

Any suggestions would be very helpful.


My group prefers to roll stats over point buy, but my group is also used to epic fantasy stats(my current character is 18, 18, 16, 15, 14, 14 and he's not even the best at our table). I'm going to be running a horror themed adventure(and then carrion crown if they enjoy it), but I want the characters to be significantly less powerful but still roll stats. Here's what I'm thinking:
3d6 treat all 1's and 2's as 3's.
This generates stats between 9 and 18 weighted heavily towards twelve. I'm thinking of let then roll 7 sets keep 6.

What do you all think?


I'm running a game in a homebrew world and I have lost one maybe two players leaving me with a group of only two, so I'm recruiting up to four players.

Please post your character's Nickname or Title only. You may submit up to three and I'll choose one. Examples are:
Slanter
Traveller
Beestinger
Gutlighter
Grimwald Deathcrusher
The Great Miguel
And so on

For purpose of style of game here is the discussion thread link.

And the in game thread link.

The game is a fairly slow paced game, I don't quite post daily more like 4-6 a week.


So my gm is letting me take a pixie cohort but since we are only level 7, I need to reduce it down to an appropriate cohort for my level.

Here's what I'm thinking. Remove the 1/day SLAs and the arrow abilities.

At 8 add back in the SLAs.

At 9 give arrow special abilities 1/day

At 10 as stat block

Do you think this checks a pixie's level enough?


I'm thinking about running a late night pathfinder "minis" type game, heavy on combat light on story. Something like munchkin meets pathfinder, kick in a door fight monsters, grab loot, kick in next door. Any intrest?


We're playing Curse of the Crimson Throne, and we just made level 7. This is the only level I'm not sure of what feat to take as starting next level I begin to qualify for more feats that I want than I can take :)

Here's the build:

Human Fighter 7
Str 21
Dex 18
Con 15
Int 13
Wis 15
Chr 15 (we roll stats, and I rolled amazingly well :)

Feats:
Weapon Focus(Falchion)
Weapon Specialization(Falchion)
Power Attack
Dodge
Mobility
Spring Attack
Combat Expertise
Whirlwind Attack

Traits(bonuses as I forget what they're called):
+1 will, +1 K(religion) and class skill

So top contenders are Lunge*, Iron Will, Leadership and Blind-Fight.

We are using core only with case by case use of APG, though those are rare.

Due to the fact the they named the feat "lunge" my DM ruled it won't work the way implied by the feat for WW. Instead I pick a primary target and I attack the area around him out to a max of 10' but not the squares opposite side of me.

For Leadership I'm wanting to take a Pixie cohort as I am a Priest Desna, and my Pixie would be a boon from her to aid me in my priestly duties. Once I reach high enough level that is. The Pixie will then take cleric levels to compensate for my lack of spells.

I'm open to other suggestions.


Do you think it'd be a balanced feat to allow a character to use a feat to gain an animal companion?

I think it would and here's why:

At character level 7 I could use a feat to gain a Druid companion, which would in turn come with an animal companion. Now the Druid would be two levels lower than I would, and consequently so would the animal comanion, but if we eliminate the followers and the Druid I think it's entirely equal in power.

I know this is a slippery slope though, because it opens up the whole "well if I can use a feat to gain an animal companion then why not use a feat to gain spell casting as a wizard of equal level by the same logic."

That being said I think I'd allow it for a 7th level character to gain an animal companion or a familiar, but only if they don't already have one or the other. No Druids with both animal companions and familiars.

What do you guys think?


I'm playing a fighter that has a pet lizard. He is about to reach level 7 and has commissioned a set of mw spiked full plate to be made. He is also having a matching set made for his pet lizard, which is like a big iguana or something and I can't find stats for such a critter. The stats for lizard under familiar seem like stats for small lizards and under lizards are medium sized lizards. Any suggestions on where to look?

Just to be clear this lizard is just for rp purposes, I have no intention of him entering combat, but if something were to happen I'd just like to have the relevant stats handy.


Okay this is something I just found that I had been working on back in 3.5 and thought would work really well for my current campaign but need some help with it.

Warcrafter
"You call that making war? Let me show you how it's done."

Joseterant was out number by the orcs six to one, they didn't stand a chance. Feeling the rage build in him he could already see how this was gonna go. First his javalin would take one, he'd still be standing but gravely wounded. He would close with his long spear and three orcs would respond with axes and the other three, including the wounded one would draw thier bows. One of the axe wielders would go down by his longspear before even getting close enough to use his ax. That's when he would switch to his great ax and he would fell the first orc in one swing and leave his ax in the second. Before either body hit the ground his swords would be out and he'd close with the first two archers. They would grab for thier axes but one would die by his longsword and the other injured with the short sword before they had time to get on the offensive. The wounded orc would begin to flee but it'd be too late. Two darts would catch him in the back before he got far. That would only leave the javilen wounded orc who would already be running. His bow would take him down before he got far. 

A warcrafter is a master of not one weapon or tactic but of them all. He uses weapons as tools of war as easily as a master carpenter uses a hammer. At home on a battlefield a warcrafter is a wonder to behold. Fluidly he moves through a battle easily changing weapons, tactics, and even foes in a grisly dance of blood. A warcrafter does not become attached to any weapon, nor does he train anymore with one weapon than another. A warcrafter is just as deadly with a dagger as he is with a great ax. He uses the right weapon for the task at hand and when the situation changes so does his tool. As he progresses he not only has the weapons he's carrying at his disposal but also those dropped by him or even his fallen enemies. 

Warcrafters tend towards either law or chaotic alingments.  Drawing both the practiced perfection of the monk or the wild chaotic swings of the barbarian, a warcrafter is rarely neutral. They can be either good or evil. 

Requirements:
Bab +5
skills: balance 8 tumble 8 craft(weaponsmith) 5
Feats: quick draw, power attack, combat reflexes
Base land speed greater than a normal member of thier race. 
Special: must have killed enemies with at least three different weapons, or natural attacks. 

Hit Die: d10

Full attack progression
Reflex good save

Skills:  acrobatics climb craft knowledge(engineering) perception swim 
Skill points 2+int mod

Special abilities:

Enhanced weapons: starting at first level any weapon that a warcrafter wields that he is profcient with gains an enhancement bonus of +1. Ranged weapons confer this bonus to thier ammunition. Weapons are also considered magic. This bonus only applies while the warcrafter holds the weapon or in the case of thrown weapons until they finish thier attack after being thrown. This bonus improves by +1 for every odd level. At seventh level the warcrafter chooses one aspect of his alignment(law, chaos, good, evil) his weapons are now considered that alignment for purposes of overcoming damage reduction. True neutral characters may pick any alignment. Once choosen this choice cannot be changed. 

Improved movement: at second level the warcrafters speed is increased by 10ft. This improves any movement bonus granted by a class ability such as a barbarians fast move. Any restriction that would cause the warcrafter to loose thier orginal movement bonus also applies to this movement. The bonus increases to +20 at sixth level

Mobility: a warcrafter gains mobility as a bonus feat at fourth level even if he does not meet the prequisits for it. If he already has mobility the bonus to ac increases by +2 for a total of +6 versus AoO caused by moving. 

Cleave:a warcrafter gains cleave as a bonus feat at sixth level. If he already has cleave then he gains great cleave. If he already has great cleave he can now take a 5' step between cleave attacks. 

Momentum strike: At fifth level when attacking with a weapon that he did not attack with on his previous attack or a creature he did not attack with his previous attack a warcrafter gains an additional d8 damage on a succesful attack.  He can get this bonus multiple times in one turn as long as he attacks with a different weapon or a different creature. This bonus increases to 2d8 at tenth level.

Weapon kip up: a warcrafter can pick a weapon up off the ground as a free action or as part of a move action through a square. 

Battle balance: a warcrafter can take 10 on acrobatics checks in battle even when he normally wouldn't be able to do so. Once per day he can take a 20.

Name not decided: at nineth level a warcrafter can unleash devistating power from his attacks. Anytime he scores a critical threat a warcrafter can choose to increase the multiier of his weapon by one. If he does so he must roll a d3 and on the roll of a 1 he destroys his weapon.  This decision is made before the roll to confirm. Even if the confirm misses the weapon can be destroyed. In the case of natural weapons a warcrafter instead takes a -4 penalty to that natural weapon roll for the remainder of the encounter.     

Sorry for the format, I'm posting from my phone so I'm limited on my patience for text formatting.


It's a dark and stormy night, somewhere in the world but in the town of Three Forks Divide it's a pleasant early spring evening. Most townsfolk have completed their work for the day and are relaxing in the large Two Prongs Inn, the town's major tavern. Your characters all happen to be here this fateful night doing as you all wish.

Also in attendance this night is the mayor, Destry. Destry is normally in attendance at the Inn on quiet evenings like this, but he usually only drinks a pint or two. This evening he is already three sheets to the wind and has built himself a small fort on his table out of the empty steins, refusing to let the serving wench, Serenity, to take them away.


Is there anyway to use your dex mod for melee touch attacks instead of str?


Welcome to the Phi'Shaw Off the Cuff game.

Here are the character generation rules.

12 point buy for 5 stats, you get a free 18. You may reduce a 10 as low as 8 for up to 2 points but no stat can be less than 8 after race adjustments, and only one stat can be less than 10.

Any Paizo OGL content may be used including playtest stuff.

Max starting money. You may choose one item pack from below in addition to that:
1. Upgrade 1 weapon you purchased to masterwork
2. 300gp worth of spells in your spellbook or familiar(witches)
3. 300gp of spells or potions
4. Masterwork Chainshirt and 1 first level potion

Cleric domains have special rules, if anyone is playing a cleric let me know and I'll elaborate. There are only nine gods, one for each alignment. Most people worship Phi'Shaw(LG), the Brilliant Fist of Justice, and namesake of the world.

Hit Points for first level are Constitution score + max hit die. If you're a fighter with a constitution of 10 you start with 20 HP. A wizard with constitution 14 would also have 20 HP.

No Gnomes, I hate gnomes and as a dm I need to be impartial but my hatred of gnomes is irrational :), all other 1/2 CR creatures are up for discussion.

You may pick two traits, no traits that give you money or items. You may make up your own traits with my approval that grant a +1 bonus to a skill and make that skill always a class skill.

You can take one flaw from UA, I'm posting from my phone so I will get a link later.

Also from UA we will be doing random modifiers so make sure to read that section too.

Backgrounds: I have a somewhat established world. You will begin in the small town of Three Forks Divide, a very outta the way place. You can be a local or not, you are free to make up the details of a small town or village that you're from but if you're from a city you most likely will be from the port city of Kempo.


Hi all, I'm new to pbps. I played in nightfliers return to korvosa thread as the great katallin before his work got the better of him and he had to close it down. So I'm gonna give it another shot and I thought I might try running one. This will be my first attempt to run one so the only thing I can promise you is there will be kinks, and not the good kind, well maybe a few of the good kind;).

Anyway the campaign will be run sandbox style with no hand holding by me, either in story development or in combat. Your characters will be completely free to do as they wish, back out of quests, not do quests, turn into villains whatever, though I will not tolerate infighting so the party needs to be cohesive. By the same token if your first level characters hear of an ogre troop living in the hills and you investigate those hills you can expect to be making replacement characters if you fail to get away fast enough.

Tone and feel of the campaign will evolve over time and be dependent on my mood when I make particular decisions, much the way I feel Fate works. The rating will mostly be a high PG-13 to low R, but may have some brief and rare NC17 elements on occasion. Don't worry it won't cross any taboos, at least no taboos as they are in Las Vegas where I'm from, I realize other countries and regions may see different things as taboo, but please don't let that stop you from playing.

I would like to see at least one post daily, if you can't post on certain days that is understandable.

Character submissions will be handled as follows, all I want is your characters name and his "title." That's all I won't even read anymore so please don't write more I don't want to waste the time of those who don't make it. The title should be one word, though compound words are okay. Here are a few examples:

Grimwald "DeathCrusher"
The "Great" Miguel
Lluren the "Undying"
Elmindreada aka Dread
Belandanverald the "Baratone"
Grizzolorrrk the "StinkHorn"

You get the picture. All other guidelines for character and background generation are TBA, though I reserve the right to tweak backgrounds as needed to get the character together.

Casting will end without notice. If I have too many quality submissions I may do a second round for my top picks with a twitter post length submission of a character concept.


I'm posting from my iPhone so I apologize for not supplying the relevant text.

In my game tonight my character was subjected to two attacks by a ghoul touch wand. The first attack the dm said I was paralyzed no save after the npc hit my touch ac. The second time I knew it was a ghoul touch wand so I looked up the entry on my phone and saw that it says fortitude negates, so I said that I get a fortitude save.

So my main argument is that the saving throw entry says fort negates therefore I get a save against the spells main effect and that the text about stench is only secondary to the saving throw entry.

My dm's argument is that fort negates only refers to the stench portion of the spell.

Balance issues aside who is by RAW correct and can you quote the rule that proves it?


Okay so I want to start a campaign at 1st level with an absolutely brutal encounter with a homebrew creature that is believed to be immortal. In the setting the characters will be far greater than average people(I use rolled stats 4d6 reroll 1s and 2s keep highest).

The plan is this, I'm going to have each player make two characters. They will all start in a tavern when this immortal creature walks in and tells the barkeep to lock the doors then proceeds to kill everyone but the bar staff. The players will either have to defend themselves or kill the bar staff to get out. I intend for the creature to take out half the party before dying(hence every player rolling up 2 characters).

What this is supposed to accomplish is three things:

1. The characters now have made enemies with the immortal creatures who are associated with the law of the land making them outlaws.

2. Setting the tone for a very gritty game.

3. Hopefully the characters get how epic it is to actually kill one of these creatures believed to be immortal. The people of the land certainly will and will treat the characters as living legends.

So here is where I need advice:

Is this a good idea?

As a player would you like this or would it piss you off?

Should I let the players know ahead of time that I will kill half of them off in the first hour of the game?

How should I make the creature mechanically? I'm thinking low DR, a small amount of fast healing, and a load of HP. He will wield a longsword so his damage will be fairly low (1d8 + 3 1 attack while he's toying with them, then when he hits about half HP and gets serious 2 attacks)


We meet tuesday nights 8:30pm to about midnight weekly. Currently running Curse of Crimson Throne, and maybe 1 other campaign alternating weekly. Need two players.


1 person marked this as FAQ candidate.

We just fought some imps and my character was utterly useless, a hafling using daggers. So I wanted to see ways to fix that and I found that mithril counts as silver. The cost for mithril is 500gp/lb, so am I right in thinking that a mithril dagger would therefore cost 251gp for a small creature by raw?

If that's RAW then would you agree that a reasonable houserule is to make it 301gp since it is still masterwork? Or would you still charge the full 500gp even though I could get a human sized dagger for the same price?


I am starting a game with a Human Fighter, Str 18 Dex 14 Con 12 Int 11 Wis 14 Chr 14(28 point buy), who uses a falchion. He's going to be a falchion master, priest of desna(in title and action). I want him to be a weapon master with the falchion, but I also want him to wear heavy armor, and it just seems that giving up Armor training isn't worth what you get for it, unless I dump his dex and even still moving 30 in full plate is very desirable.

What are other people's thoughts?


I am looking to try this pbp thing so if anyone is starting a new game or has a spot left in their game I submit to you:

The "Great" Miguel
CG Human Fighter
Trait: Starchild

Basic Description:
Miguel is an ex-pirate, turned world traveler. He loves three things: Desna, travel, and his sword, though not always in that order. He is a fighter trying to become in truth as good with the weapon he carries as he believes himself to already be.

Miguel is a formidable sight. He stands just over six feet tall and weighs 200 pounds. He has dark hair and light eyes and a somewhat condescending grin ever-present on his otherwise warm face. He carries a falchion on his back and appears to be very comfortable with it's weight and that of his armor, like a man in a uniform. His cloak and boots are always travel worn for he calls only the night sky and his dreams home.

Background:
The Great Miguel was the firstborn of twins to a Calistrian prostitute who served in the temple in Ilizmagorti. Their father was first mate on a pirate ship, and after a particularly good hall he went upscale for some entertainment. That resulted in Miguel and Manuel. Miguel's small amount of training in the Calistrian temple gave him a basic knowledge of Desna and her domain over travelers. With a love of Desna Miguel's feet began to itch, and as they approached the age of majority they sought out their father with the help of a particularly found priestess and joined on his ship. Manuel was born with his fathers love of the sea, while Miguel loved the thought of exploring the world he was more drawn to the art of the sword then the call of the ocean. It didn't take long before Miguel couldn't handle the confines of a life devoted to the sea so he struck out on his own to explore the world and to master the art of the sword

Personality:
"Alone and outnumbered The great Miguel once bested three marauding pirates!" Miguel has been lucky. Though not really a personality trait, it has shaped his personality. Miguel believes himself to be better with the sword then he truly is. This primarily comes down to him defeating rivals he could not have beaten without luck to have given him the upper hand. Pirates who tried to board his ship while it was weakened after a good haul before getting to port found themselves always slipping on a loose board on the deck giving Miguel an opportunity to land a decisive blow. Or when boarding a merchant ship Miguel was faced with three superior swordsmen who were all dispatched by a snapped line that caused the sail to pull a loose rope tripping up their feet, throwing them off balance and right into Miguel's assault. Miguel is not completely unaware of his luck, but he certainly thinks its not quite as important as his skill. His personal motto is "Some say better lucky than good, I believe best to be lucky and good." His delusions of grandeur make Miguel rather fearless, and prone to stupidity. His worship of Desna and his history of everything turning out okay make the "discretion" part of valor a completely alien concept to him. He willing throws himself into the fray without thought of personal safety. He willing goes where others fear without worry of repercussion.

Aside from his superiority complex Miguel is a very likable guy. He follows his heart and encourages others to do the same. If he weren't so oblivious to danger he would make a good leader, as his refusal to even contemplate the possibility of failure is rather contagious. He has a joking, never very serious attitude, and even sees death as little more then just a journey to a new realm, and nothing to be saddened by.

I should easily be able to post once a day and usually more. I live in western US GMT -8. I can easily change minor things about Miguel to make him fit better into a specific campaign if need be.


We are starting a 3rd level pathfinder game and I'm going to be playing a Fighter, straight class all the way. I'm gonna be human and the feats I've choose so far are: Weapon Focus(Falchion), Dazzling Display, Power Attack, Cleave. My 5th feat I am having trouble making the decision between Intimidating Prowess, and Iron Will. My relevant stats are Str 19, Wis 14, Chr 12.

What would help alot is to know if Dazzling Display is effective at all? I know +2 on Will saves is a big boost for my worst save and that helps, alot. So I guess it all comes down to if the +3 to +6 bonus at higher levels for intimidate checks is worth +2 in will saves?