Shendakut

Ghul, Doomed Knight's page

162 posts. Organized Play character for rainzax.



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Hello!

If the non-repeatable quest I signed up to run doesn't fire, this is a secondary recruitment for (#Q-09) "Wayfinder Origins"!

Players chosen shortly after Outpost starts.


Treasure Bundles

Earn Income

Verdant Wheel *** Venture-Agent, Maine–Midcoast

As title.

What is the fate of Disturbing Knowledge which originally appeared in the Advanced Player's Guide but did not make the cut for the Remaster (it's not in Player Core).

Same question for similar skill feats.

Cheers!

Verdant Wheel

Hey folks,
I have a Resentment Witch, and looking to compile spells from the Occult list that work synergy with the Familiar's ability.

2nd
Slow

That's all I got so far. Are there any rank one spells that synergize? What about rank three and four?
Cheers
=)


Against the Unliving (Map) | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | ☘️ @ Endra (☑), Flory (☑☑), Jaehaera (☑) | Contact Info | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition

The squire of a long-dead knight asks for the help of heroes in investigating the site of their master’s death. A bleak island awaits the heroes, now inhabited by the dead and undead alike. It’s up to the PCs to retrieve mementos of lost knights and lay to rest any lingering spirits on the island.

Discussion


Against the Unliving (Map) | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | ☘️ @ Endra (☑), Flory (☑☑), Jaehaera (☑) | Contact Info | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition

The squire of a long-dead knight asks for the help of heroes in investigating the site of their master’s death. A bleak island awaits the heroes, now inhabited by the dead and undead alike. It’s up to the PCs to retrieve mementos of lost knights and lay to rest any lingering spirits on the island.

Gameplay


Recruitment for Against the Unliving, a Pathfinder 2nd edition Bounty for 3rd level characters.

Apply below!

Check out my QM alias for how I like to roll.

Taking a couple days to recruit 4 players.

=)


Hello!

I am looking for two suggestions.

The gods Daikitsu and Fumeiyoshi.

What more “mainstream” gods have the most similar profiles?

Asking because I am looking to replicate Boons / Curses for gods that have not yet been given that level of attention for a PF2 game.

Cheers!


1 person marked this as a favorite.
Tactical Map | Action ◆◇↺ | Checkbox ➤ (□□□) vs (☑☑☑) | Auntie Wu (☘️☑☑☑☑□□/□), Kazuki (☘️☑☑☑☑□□□/□/☑☑□), Lan (☘️□□□□□/□), Sigurd (☘️☑☑☑☑☑☑☑☑□/□), Vekka (☘️☑☑☑☑☑□/☑) | Status Symbols ➤ ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Spell Templates

House Rules and PbP Expectations

House Rules

I got Houserules about Wealth, Downtime, Rarity, Recall Knowledge, and Dubious Knowledge. The first two because I find having to "share" a single pile of loot can lead to problems including: tracking and accounting challenges, discrepancy about who gets what, and inflexibility through the course of character evolution. Rarity because, as described in Recruitment, I want to stick to easy-to-run-for-GM options without taking away everyone's ability to showcase a couple "special" features. And finally, even with the announced changes to RK clarifying that the RKing player may ask as specific mechanical question, I find some rough edges around making it an action that PCs consider worthwile of investment while also making it run smooth at the table for the GM.

Houserules:

Wealth by Level
Tracking discovered loot, purchases, and sell-backs is always a challange in tabletop RPGs, so, I am houseruling to “abstract” it in a similar way to how PFS handles character wealth.

Instead of tracking individual coins and treasure, each time there is Character Advancement (Level 12, 13, 14…), characters will be instructed to “soft rebuild” their Wealth according to Table 10-10 with the following Guidelines:

Best Fit
This is not a free rebuild, instead, try to rollover an 80%-90% threshold of continuity between levels. This means to keep the majority of your most expensive items narratively consistent, upgrading or obtaining new items, perhaps “discovered” items along the way, with that last 20%-10% representing things you sell back, consumables you use or trade out, etc. This will be an Honor System enforcement, as I have zero intention of auditing individual characters’ treasure lists with a fine-toothed comb each and every level.

Downtime Wealth
If you created wealth for yourself using the Downtime subsystem (for example by using Earn Income or Craft), this “track” of wealth is seperate from but additive to that which is bestowed by Table 10-10. You are expected to keep a record of this independently, as your character’s base wealth (from the table) will change each time they gain a level, while any created wealth will, in effect, “rollover”.

Discovered Loot
Also seperate from Table 10-10, again similar to how PFS functions, any discovered loot (including consumables) may be used normally by the party through the course of adventuring. Then, when it comes time for Character Advancement, that loot will “disappear”, assumed to either be sold back through the “abstraction” that is this houserule, or, alternatively, Incorporated into your characters new Wealth.

Loot that is Incorporated in this way will recieve a 10% discount from it’s market value, to openly incentivize PCs to use what they find during the Adventure for the Adventure.

Rarity Boons
Using the Rarity system, I do want to restrict some of the Options characters can use to the following:

-Common character options only.
-Each character gains two (2) Rarity Boons they can use to Access options that are Uncommon or Rare.
-Uncommon options use 1 Rarity Boon - Rare options use 2 Rarity Boons.
-Options (Items) discovered in the AP itself do not require Rarity Boons to use.
-As we progress through the AP, I will likely assign additional Rarity Boons, useable during Character Advancement, while upgrading Wealth, or utilizing the Retraining subsystem.

Recall Knowledge
Having played this action by the book to the best of my ability, I am unsatisfied with what I percieve to be it’s risk-reward ratio, feeling that it is slightly too punitive to be an action that PCs are willing to take going in “blind” to a new situation. My houserule here is an attempt to loosen that up a little.

This (LINK) is my change.

In a word, I have removed the “disinformation” result from Initial attempts to identify an unknown creature / combatant, only re-introducing that type of result on Retries, as well as explicitly allowing Retries after “failure” results.

This means that Initial checks to Recall Knowledge can be rolled by you, the player, openly, and that I will only activate the Secret trait on Retry attempts to Recall Knowledge against the same subject!

One Caveat: Retries will be allowed whereupon a creature / combatant exhibits a new ability or behavior (action, reaction, spell, strategy, etc), and a character wanting to attempt a Retry must explicitly name the new ability or behavior as a signal to the GM to conduct the Secret check.

Dubious Knowledge
I have narrowed this skill feat to be paired with specific skills, instead of a blanket effect for any RK check. Read the old and new version below (we will use the new version - changes in italics).

Dubious Knowledge (Old)
[General] [Skill]
Prerequisites: trained in a skill with the Recall Knowledge action
You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which.

Dubious Knowledge (New)
[General] [Skill]
Prerequisites: trained in a skill with the Recall Knowledge action
You're a treasure trove of information, but not all of it comes from reputable sources. Choose a skill. When you fail (but don't critically fail) a Recall Knowledge check using any that skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which.
Special: You can select this skill feat multiple times, each instance selecting a different skill.

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PbP Player / GM Expectations

The following are my accumulated expectations for Players and the GM while enjoying the rich asynchronous PbP medium. I know it's a lot. But. PbP campaigns are fragile things, and I have discovered that these are the things I need from you to sustain my joy in doing the GM work, which is, focusing on the story while maintaining the well-balanced mechanics to do so and keeping the "screen time" manageable for "irl" stuff. If any of these will present a problem for you, consider speaking up sooner than later. If you observe me laxing on my own expectations, don't hesitate to call me out!

0) Have Fun
1) Post Daily
2) Do the Math
3) Check the Tracker
4) Share Ability Links / Text
5) Utilize Action Symbols (◆◇↺)
6) Organize your Dice Expressions
7) Manage your Token on the Map
8) Use Discussion for Discussion
9) Participate in the Bot Tree

0:

Have Fun

This is Play by Post!

Seize the medium: Write descriptive posts with fun language, read your fellow players' posts and respond to them, juxtapose "Outer Words" vs "Inner Thoughts", indulge the Writer inside yourself. If it's not Fun, it's not worth doing!

1:

Post Daily

Be committed for the long haul to post on a daily basis, which includes weekends, to keep the pace of the game fun and progressing. Obviously life happens, so off-days here or there are not a big deal. But checking in once or twice a week will not cut it. If you will be absent for an extended period, give the party advance notice and arrange someone to Bot for you.

2:

Do the Math

Complete posts - especially during Encounter Mode - help the game flow smoother and make it easier for the GM to keep things organized for you in the Tracker. Please do not just throw dice at the post. Analyze the results of your dice to determine the Final Outcome, and communicate it back using Game Terms (X Damage, Y Healing, etc).

3:

Check the Tracker

I try to keep a summary of all the moving bits through different Modes of Play (ex. Encounter Mode) in Trackers under spoilers. Take the time to use these Trackers to update yourself on relevant game information before making your posts - they are meant to keep you informed as towards making better strategic decisions as well as more descriptive posts. Notice that something like a monster's AC may be unknown during round one, but suddenly be detailed during round three, to represent your character's ongoing analysis of the situation.

If you see I missed something in the Tracker, raise the correction immediately in Discussion, and I will tend to it during my next pass!

4:

Share Ability Links / Text

Include Links and/or Direct Text in your posts - especially for unusual abilities or one that do not come up that often. Basic Actions like Step, Stride and Strike, or reactions like Attack of Opportunity and Shield Block are excluded from this request - these are so common that they needn't really be actively adjudicated. As character abilities become more familiar to the GM and party, this requirement can be relaxed, as we will have "learned" the necessary interactions. But when in doubt, or if you anticipate a questionable interaction, post it! And allow the GM to make an informed adjudication.

5:

Utilize Action Symbols (◆◇↺)

Clearly Communicate Game Terms during Encounter Mode using these symbols. I will keep them posted in my GM Alias as well as in the Campaign Tabs for you to copy/paste. Doing so helps the GM to adjudicate the Encounter by anchoring visual cues within the post, helping to summarize your Turn supported by the descriptive text of the narrative.

For reactions (↺), be sure to include some conditional language for it's trigger - especially if you have more than one. If your reaction involves a die roll (ex. Attack of Opportunity), please spoiler the roll, so on GM's turn, if he "trips" your trigger, he can open that spoiler and resolve it.

6:

Organize your Dice Expressions

Sometimes we lose track of the little "+1"s that come and go, which at critical junctures can be the difference between success and failure. So, it is important to track them.

Specifically, for Circumstance or Status bonuses and other miscellaneous modifiers, please include clear indication in your dice expressions ex. "{dice=Attack with Inspire Courage (+1/+1) vs Monster}1d20+15+1; 2d8+4+1{/dice}" instead of "{dice=Attack}1d20+16; 2d8+5{/dice}"

If a DC you are rolling against is known, consider putting it directly into the expression ex. “{dice=Recall Knowledge w/ Arcana vs DC 15}1d20+7{/dice}”. This helps me to adjudicate it immediately without having to scroll.

Relatedly, to minimize confusion and shenanigans, Roll Dice in the correct Order of Operations. For example, if on a monster's turn you are prompted to make a Saving Throw, resolve it first thing in your next post, then post your 3 Actions + 1 Reaction, then conduct any End of Turn effects, etc.

7:

Manage your Token on the Map

You are responsible for moving your Token around on the Map or Maps, and will need to develop a reliable way to interface with Google Slides consistently. Sometimes, but not all the time, the exact path taken by your character may matter (Hazards, Monster Reactions, etc), and if you anticipate so, please indicate your square-by-square trajectory with clarity.

8:

Use Discussion for Discussion

Let's keep Gameplay in Gameplay, and Discussion in Discussion, and I will respond to queries accordingly. A note here about Gameplay to Discussion ratio. I've had to ask players who have disruptively used Discussion to question everything that happens in Gameplay to step down before. It's worth mentioning as this can be a pattern with some folks. While I encourage asking questions in Discussion - especially new players! - please be mindful of utilizing the shared space; it is a place to seek common understanding, not to be needlessly combative.

9:

Participate in the Bot Tree

Pledge to Bot the characters immediately preceding and following (and wrapping around) your character's alphabetical name in the event of a 24-hour space elapsing when they have been "up" - As a GM I will not Bot characters, so it is up to the party as a team to support eachother in this regard.

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That's all folks. When you get a minute, make sure this is the game you'd like to step into by acknowledging the above Houserules and Expectations. I will house them in my DM alias as well (along with other links and goodies) if you forget something (like, when we advance to Level 2 and you're like "How much money do we have?" etc...)


Tactical Map | Action ◆◇↺ | Checkbox ➤ (□□□) vs (☑☑☑) | Auntie Wu (☘️☑☑☑☑□□/□), Kazuki (☘️☑☑☑☑□□□/□/☑☑□), Lan (☘️□□□□□/□), Sigurd (☘️☑☑☑☑☑☑☑☑□/□), Vekka (☘️☑☑☑☑☑□/☑) | Status Symbols ➤ ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Spell Templates

The Season of Ghosts Adventure Path is named for a traditional period in Shenmen that takes place during the first few weeks of summer, when the woodlands see an increase in hauntings, spirits, and undead. While the cause of this increased haunting is uncertain, these ghosts often lure people to their deaths.

In Willowshore, a massive feast and festival takes place on the last day of spring. Called the “Reenactment Festival,” this gala is meant not only to celebrate the end of spring, but to trick the evil spirits and ghosts believed to come out of the woods during the first few weeks of summer. As the festival’s feast concludes, the town reenacts victims being snatched away by “ghosts” (played by townsfolk in paper masks). Those not involved in the faux abduction pretend to plunge into collective panic as designated wailers mourn loudly while others play out a search and rescue effort. This farce is believed to trick real ghosts into thinking that someone has already haunted the settlement, and thus trick them into seeking a happier village to inflict misery upon once the season of ghosts begins the next day on the first day of summer.

As fate would have it, the PCs are chosen this year to play the role of the town’s abductees—reasons for their abduction are built in to the various Season of Ghosts backgrounds, so if you don’t use one of these backgrounds for your character, work with the GM to create a reason similar to those presented there to explain why you’re among the festival’s abductees. Once you’re “abducted” from the feast, your captors roll you up in straw mats and then carry you off into a forest clearing on the town’s outskirts, where you’re expected to stay overnight. With the first dawn of summer, the “abductees” are ransomed by whoever is in charge of that year’s Reenactment Festival. This year, that honor falls to one Choe Chun‑hu, beloved leader of Willowshore’s millers. He has promised to bring the “ransom” (a selection of delicious breakfast delicacies) to the PCs in the forest clearing the next morning for them to enjoy before leading them back to town to proclaim the Reenactment Festival a grand success.

While it often rains during the summer, you luck out and spend a relatively comfortable night out under the stars. Of course, staying overnight in any woodland carries some risk, and you all have plenty of time to prepare. You can bring all your starting items and gear, as determined during character creation, to have with you during your abduction—items not brought will be waiting for you back at home.

The Season of Ghosts Adventure Path begins when you and the other PCs awaken in a forest clearing on the first day of summer... but there’s no sign of Choe Chun-hu and the breakfast he promised!


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

When you get the chance:

Character Name:
Society / Character #:
Level and Faction:


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Lost on the Spirit Road: Getting Started

Each of the PCs arrived in Minkai within the past few months. Since then, the PCs have been working with Venture-Captain Amara Li to help lay the groundwork for a lodge in Minkai, performing a variety of tasks that are well-suited to their individual skills. They know that Amara Li has been collecting relics from across the world to house in a new museum with a focus on relics from Minkaian history that have been kept in other nations. To this end, she has been traveling all over the nation to pursue leads. These relics have come from a combination of purchases and donations, and she has occasionally called on local Pathfinders to guard the relics. The PCs are currently working in Sakakabe, a prosperous city famous for its trade in silver and pearls. Venture-Captain Li summons the PCs to meet with her in one of the gardens of the Kiniro Kyomai teahouse, a famous teahouse run by geisha. The quality of the Kiniro Kyomai’s tea, food, and samisen music make it a popular destination for locals and travelers alike. She waits for the PCs to enjoy their tea before turning their attention to more serious matters.

“I fear that misfortune may have struck some of your fellow agents. I hope that you can help them return here to safety, but I fear the task I have to request of you may instead center around recovering what you can from your fallen allies and, if it is safe to do so, completing the mission in their stead.”

“Last year, I received a donation of relics from Taldor. The route is lengthy and complicated, so I will spare you unnecessary details. A caravan carrying the relics safely arrived in Hongal to the north, where it met up with a pair of Pathfinder agents, Lin Po and Ti Lan. These agents inspected the cargo, sent me a missive indicating that all was in order, and joined a second caravan to take the Spirit Road through the Forest of Spirits. The journey is understandably long, taking over two months to complete. Still, the caravan is late, and I fear that they may have run into trouble along the way. They were supposed to reach Sakakabe two weeks ago."

“While it’s possible that they were waylaid in the northernmost parts of Minkai, I believe it’s far more likely that they ran into trouble in the Forest of Spirits, a mystical place that shelters departed souls and most of the world’s kami. Kami are spiritual guardians with a deep connection to certain living locations or living things. The locals pay great respect to the kami, never intruding further into the forest than their one coastal road, the Spirit Road, and a number of small settlements built around shrines. This should make tracking the caravan simple, since there’s only a single road along which they should have had to rest or resupply at some point. I need you to check each of the roadside settlements until you find the last one to have seen the caravan, then track it from there and figure out what happened.”

“Be sure to respect the kami and the local traditions honoring them; I don’t want you to come to harm in your journey. The kami are mostly benevolent, so long as they receive the proper respect, but there are some dangers that might have harried the caravan. Bandits, hobgoblins, and giants, among other creatures, dwell within the forest. The forest also hosts some aggressive plants and animals, not to mention malign spirits such as the oni, the sworn enemies of the kami. The locals will know more than I of what perils to expect.”

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Background Knowledge

Forest Lore (DC 13), Spirit Lore (DC 13), or Nature (DC 15):

Critical Success

Spoiler:

The PC knows several details about villages bordering the Forest of Spirits, as well as the kitsune that populate the region. Such PCs gain a +2 circumstance bonus on checks to investigate the village and to negotiate with the thief.

Success

Spoiler:

The PC recalls general information about the Forest of Spirits, including its dense populations of kami and mostly benign spirits that can possess living creatures to share memories but exert little control over their hosts.

Critical Failure

Spoiler:

The PC recalls that the Forest of Spirits is named for its numerous incorporeal undead denizens, including fell spirits who possess travelers’ bodies only to horrifically murder their hosts. A PC who receives this result and is not corrected is frightened 1 for the duration of Encounter B: Caravan Defense

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Feel free to introduce your characters and roll applicable Background Knowledge Checks!


Hello!

I am looking for a lean team of 3-5 daily posters to "speedrun" the PFS scenario #1-06 "Lost on Spirit Road"!

☆) One Animist
☆) One Exemplar
☆) One to three other players

This is not FCFS, but I will choose the team from among applicants in the next couple days. If you plan to play a playtest class, please be prepared to always post exact text for Playtest material your character is using. Slight priority towards those who have GMed for me and/or folks I have had a good time playing PFS alongside.

Apply with the character you would like to play below, with all relevant statistics housed within the applying Alias.

Cheers!

Verdant Wheel

What if each Apparition, in addition to granting spells, also granted a different benefit to each sub-class?

As an example.

Channeler could get a resistance based off one energy type, in addition to everything it already receives.

Sage could get proficiency in a single weapon group, in addition to everything is already receives.

Something to telegraph their intended purpose (before 9th level) mechanically?

A third subclass could one day get training in a skill, etc...


Against the Unliving (Map) | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | ☘️ @ Endra (☑), Flory (☑☑), Jaehaera (☑) | Contact Info | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition

On the edge of the land known as Numeria, the Pathfinder Society has operated in secret under threat of death from the region's ruler, the cruel Black Sovereign. Venture-Captain Dagur Hawksight hopes that a meeting with the recently-sober monarch will allow the Pathfinder Society to operate openly and study the alien technology contained within Numeria's borders, but other forces have their own plans for the region. The PCs must ensure that the meeting between Dagur and the Black Sovereign goes off without a hitch, thwarting acts of treachery and sabotage.

Gameplay


Against the Unliving (Map) | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | ☘️ @ Endra (☑), Flory (☑☑), Jaehaera (☑) | Contact Info | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition

On the edge of the land known as Numeria, the Pathfinder Society has operated in secret under threat of death from the region's ruler, the cruel Black Sovereign. Venture-Captain Dagur Hawksight hopes that a meeting with the recently-sober monarch will allow the Pathfinder Society to operate openly and study the alien technology contained within Numeria's borders, but other forces have their own plans for the region. The PCs must ensure that the meeting between Dagur and the Black Sovereign goes off without a hitch, thwarting acts of treachery and sabotage.

Discussion


On the edge of the land known as Numeria, the Pathfinder Society has operated in secret under threat of death from the region's ruler, the cruel Black Sovereign. Venture-Captain Dagur Hawksight hopes that a meeting with the recently-sober monarch will allow the Pathfinder Society to operate openly and study the alien technology contained within Numeria's borders, but other forces have their own plans for the region. The PCs must ensure that the meeting between Dagur and the Black Sovereign goes off without a hitch, thwarting acts of treachery and sabotage.

This is the Recruitment Thread for the Gameday VII Online Convention to play Pathfinder Society Quest #8: Shadows of the Black Sovereign.

We begin September 4th! Check out my QM Alias here to see what sort of game I like to run, what Resources I have to help us learn the game as we go, and what Expectations I have of my players. PM me with any questions you have? New Players Welcome! Looking forward!

Verdant Wheel

As title.

Doubling Rings + Armory Bracelet

Doubling Rings:

This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon’s fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are weapon potency and striking, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed.

The replication functions only if you wear both rings, and it ends as soon as you cease wielding a melee weapon in one of your hands. Consequently, the benefit doesn’t apply to thrown attacks or if you’re holding a weapon but not wielding it (such as holding in one hand a weapon that requires two hands to wield).

Armory Bracelet:

Several small charms shaped like weapons hang from an armory bracelet, which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms.

Activate [two-actions] envision, Interact Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold.

Q) Does Armory Bracelet create "runes" when it imbues a created temporary weapon with "+1 striking" (or better)?
Q) If so, do the Doubling Rings effectively transfer the enhancement to the hand with the other weapon?
Q) Can my rogue use a bead to improve his main weapon in this way with the Moderate version!?!

Cheers
=)


Hello!

Over the next two months, I would like to begin recruiting for the Season of Ghosts adventure path to be run in "campaign mode" (PFS credit) with four 1st-level characters using the Ancestry Paragon variant rule, a simple "boon" system for governing rarity (to start: up to 2x uncommon or 1x rare character option), as well as a PFS-like "abstracted" system for tracking Wealth (based upon Table 10-10 in CRB; check out this DM Alias) and Downtime (I love Downtime and will grant it liberally when possible). We will fully embrace the Remaster as it unfolds too!

Full disclosure: I have attempted twice to run a full-length AP on these boards, both ending in different kinds of failure. My attempt at "Fists of the Ruby Phoenix" was mostly foiled by my inexperience running at high level play (starting at 11th level), and my attempt at "Agents of Edgewatch" was confounded by my inability to connect with the themes in a way that kept my interest. And so, I humbly submit my application to GM this AP knowing my track record for such a commitment is less-than-stellar. That all said, I am interested primarily in recruiting people who I have either GMed for, played under, or played alongside in the PFS games that have been held here, rather than folks that are more unknown quantities per se. If we have had a good time in a game together (especially if you have GMed for me!), you know who you are, please consider applying here. Also, check out my DM Alias to see what expectations I will hold at the tables I run - these are important to me and I don't want them to come as a surprise!

So, to summarize:

☑ Ancestry Paragon (bonus Ancestry Feat to start)
☑ Rarity "Boon Slots" (2x Uncommon or 1x Rare options to start)
☑ "Abstracted" Wealth sub-system (see DM Alias) plus Downtime (have a plan for it!)
☑ Campaign Mode (PFS credit)
☑ Transition to Remaster

Questions!? Who's in?!

Verdant Wheel

As title.

Weapon Siphon

Weapon Siphon:

Usage: attached to a melee weapon
Activate: Interact

This set of tubing snakes down the striking surface of a weapon to deliver alchemical explosives. A single lesser alchemical bomb can be fitted to the weapon siphon as an Interact action. The bomb must be one that deals energy damage, such as an acid flask, alchemist's fire, bottled lightning, frost vial, or thunderstone. The next three attacks made with the weapon deal 1d4 damage of the bomb's damage type in addition to the weapon's normal damage. If the second and third attacks aren't all made within 1 minute of the first attack, the bomb's energy is wasted. These attacks never deal splash damage or other special effects of the bomb and aren't modified by any abilities that add to or modify a bomb's effect.

Adding a weapon siphon to a weapon throws off its balance, causing the multiple attack penalty with the weapon to be one greater than usual (usually –6 on a second attack and –11 on a third; or –5 and –10 with an agile weapon).

Q) Can you pre-load it (say, during Daily Preparations)?
Q) Is the MAP penalty -1 per iteration of MAP, or just -1 total?
Q) During Encounter Mode, how many hands to Interact to load a 1-handed weapon?
Q) During Encounter Mode, how many hands to Interact to load a 2-handed weapon?
Q) Do you need to Regrip a 2-handed weapon after Interacting to load it?

Cheers.

=)

Verdant Wheel

Dwarves!

Wait what is a “Battle Master?”

***

As title.

Looking to run (#1-15) "The Blooming Catastrophe" in the coming weeks.

Is there a good full length 1st-4th Scenario to do either before or after?

Looking for a "two-logy" of some sort even in an unofficial capacity.

Verdant Wheel

I have fun playing my swashbuckler, but i noticed i leaned a little hard into the absurd "Don Quixote" concept to justify how the mechanics and narrative intersect.

So what about this change for Panache, to give it a little more reliability without taking away the risk/reward concept:

Panache:

You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not.

You gain panache by successfully performing attempting but not critically failing the skill check associated with specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashbuckler's style. At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold).

While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher can be used only while you have panache and if you succeeded or critically succeeded your most recent check to gain panache, but cause you to lose your panache.

Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache.

In a word, this change makes it easy to gain panache (similar to activating a stance; a single action cost) for the purpose of gaining a small boost to damage, speed, and skill checks, but in order to use some of your more powerful abilities - those which require it's expenditure - you still have to "earn" it by succeeding at the (likely high DC) check.


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Welcome!

Go ahead and get started with the Opening Tasks for this scenario.

Opening Tasks:

□) Place your token (link in GM alias / campaign tabs)
□) Fill out Macros (link in campaign tabs)
□) Introduce your PC (gameplay)


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

You arrive at one of Skyreach Tower’s convocation halls for the festivities.

It seems as though the entire Grand Lodge has the air of a celebration. The great gates are flung wide, and the phoenix trees lining the entryway are in full flame. The halls of the main tower of Skyreach, normally somber and reserved, echo with the sound of voices and music. The great ballroom is decked for a celebration, with colorful banners and bunting along the walls, tables replete with food and drink, and a jovial cacophony of conversation rising from Pathfinders of all ancestries, nations, and backgrounds.

After a quick scan of the room, it’s obvious that many of the attendees have gathered in small groups here and there. A half-orc woman in an iconic ship captain’s hat stands near the punch bowl, handing cups to anyone who passes within reach, and a dark-skinned half-elf leads a small group of new agents around the room, introducing them to other attendees. Several senior agents stand in quiet conferral with a dark-haired Taldan man with a distinctive chin strap beard, while a scholarly dwarf tells a rousing tale to a growing audience.

Verdant Wheel

As the title.

Currently GMing a game and wondering if the Sprite player riding their Corgi can Command it to Stride twice for 50 feet of movement and still have two actions left to use for other things. This seems really good (especially considering the ancestry's low base speed), so it raised a flag for me.

Command an Animal:

Most animals know the Drop Prone, Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse's Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity's number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike.

Am I wrong to suspect that 50 feet of movement for a single action seems... less balanced compared to nearly every other character option? Help!

Cheers.

Verdant Wheel *** Venture-Agent, Maine–Midcoast

Hey community,

As the title.

I got some new planters getting involved that want to know what the legal ancestries are (0 AcP) for building their own characters.

Is there a centralized link that shows a list (with AcP costs) that I can point them too to spend / save their free 80?

Verdant Wheel

As title.

Spellstrike @ “Make a melee Strike with a weapon or unarmed attack”

Say, a leshies seed pod or a sprite’s spit.

Do I get my once per combat ranged booom?

Cheers.


Against the Unliving (Map) | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | ☘️ @ Endra (☑), Flory (☑☑), Jaehaera (☑) | Contact Info | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition

Bounty GMs!

Go ahead and "dot it" and we'll get started when we are fully mustered and organized.

Cheers!


Against the Unliving (Map) | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | ☘️ @ Endra (☑), Flory (☑☑), Jaehaera (☑) | Contact Info | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition

Bounty GMs!

As the "owner" of the Campaign, let me know what you need to get started, and I will format it on my end. Going to go ahead and get Whitefang Wyrm set up, and that GM can get us going when they are ready.

Perhaps we can discuss what character we want to bring?

And/or, as we have some new GMs, fielding any questions for them?

Cheers.


Bounty GMs!

Welcome to the Recruitment thread. I will set up a Gameplay and Discussion thread shortly. Here is our tentative schedule based on our Cottonseed Mustering:

1) Whitefang Wyrm @ GM Merisial the risen @ May-June
2) Blood of the Beautiful @ ??? @ June-July
3) Shadows and Scarecrows @ ??? @ July-Aug
4) Cat’s Cradle @ GM Melda @ Aug-Sept
5) Witch’s Winter Holiday @ GM Super Zero @ Sept-Oct
6) The Road from Otari @ GM Frost @ Oct-Nov

Once we got one more GM, I will nab the remaining spot, and we can get going.

Cheers!

Verdant Wheel

Hello Community.

I am curious what people think about the suggestion in the Core Rulebook that Aid default to DC 20.

↺) Aid

I am considering instead making the default Aid DC to be either 2 or 5 points lower than the DC of the primary check.

What do you think might be the consequences of such a change, comparing the two?

Cheers.


Agents (#197, #237, #368, #491, #908) w/ Hero Points @ Marcellus (☑□□), Chomski (□□□), Greyjay (□□□), Tanaterra (☑□□□), Laz (□□□□) | Edgewatch (Map / Slides)

Welcome to Discussion!

I realize there is "a lot to do" in the Gameplay, but feel free to slow it down by first introducing your character, reacting / responding to Lieutenant Grospek Lavarsus, perhaps rolling that perception check, then when ready, addressing the "Noise Complaint" skill challenge that follows, with both words and dice. If you don't completely understand the mechanics of the challenge, don't sweat it, maybe wait for my ongoing Status Trackers to post to get an inside view.

I will post some Houserules at a later time here, as well as field any "ooc" ("out of character") questions you may have - do ask!


Agents (#197, #237, #368, #491, #908) w/ Hero Points @ Marcellus (☑□□), Chomski (□□□), Greyjay (□□□), Tanaterra (☑□□□), Laz (□□□□) | Edgewatch (Map / Slides)

Book One: Devil at the Dreaming Palace

NPC: Lieutenant Grospek Lavarsus (LN Human City Guard Commander)

The lieutenant rises from behind his desk, glaring out from beneath brooding brows as he silently studies his new agents. After a long moment, he shakes his head, muttering something under his breath...

Perception (Auditory) DC 15:

"unbelievable"

...before pulling his well-chewed cigar from his mouth and gesturing disdainfully "This year's Radiant Festival is the most ambitious peacetime undertaking the city's seen. The Edgewatch is responsible for the safety of thousands. I told the council I would need the best of the best. And stead they've sent me you: a bunch of rookies so green you've practically got gills! Did you pin those badges on yourself, or did Sergeant Ollo have to do it for you?" He sighs and sits. "Abadar only knows what sin I committed to deserve you. But. We work with what we're given" his already-stern gaze turns even moreso "You do what you're told, learn from the veterans, and maybe you'll come out of this proper guards. But if I catch you shirking work or tarnishing the reputation of the precinct, I'll bounce you outta here so hard you'll land in Absalom Harbor! Clear?" He doesn't wait for an answer, instead snatching up a piece of paper from his desk and holding it out "Here's your first assignment: A bunch of dung-headed wannabe adventurers are smashing up the Tipsy Tengu. Clean it up - book'em or fine'em, just don't kill anyone" He shuffles through some more papers on his desk before looking back up pointedly "Well? You want me to hold your hand on the way there? Get going! Dismissed!!"


1 person marked this as a favorite.

Agents of Edgewatch

Recruitment open for one month from June 21st to July 21st. Please apply with a fully complete character below.

We will use the Free Archetype variant rule and start the game at 2nd level, and characters must take an "Agents of Edgewatch" Background. Also, each character will roll a randomized three-digit badge number (using 3d10 or 1d1000). And will be referred to in-game by that badge number!

I am looking for players that are amenable to my "PbP Player Expectations" - click my AP alias to check them out. If you are applying here, I will assume you have signed off on them, and are prepared to do your part helping me to adjudicate the game and focus on the storytelling.

We will begin in July after Recruitment closes.

Cheers!

Verdant Wheel

With this variant rule, all characters select two of their 1st-level trained skills to be their Background Skills, which automatically increase in proficiency at levels 2, 7, and 15 to expert, master, and legendary proficiency respectively.

Background Skills may not be freely selected. Instead, they must be chosen from among named skills which are granted by virtue of the character’s “ABCs” - namely, skills which are granted to the character from 1st-level Ancestry feats (including heritage feats), skills which are granted to the character from their Background, and/or skills that are granted to them from their Class features, subclass features (Deity, Order, Racket, etc), and/or 1st-level class feats.

As a final benefit, the character gains two free Assurance skill feats for each of their Background Skills (if they would already gain Assurance in this skill from another 1st-level source, they may instead select another skill feat which has a prerequisite of being trained in that skill as a replacement).

Ex. A dwarf with the Dwarven Lore ancestry feat, the Barrister background, and the Cleric class with the deity Abadar may choose two from the following skills as Background Skills: Diplomacy, Crafting, Dwarven Lore, Legal Lore, Religion, and/or Society. He chooses Diplomacy and Society, which now increase to expert at 2nd level, master at 7th level, and legendary at 15th level, and he also gains Assurance in those two skills at 1st level. This is all in addition to the "normal" skill increases he may freely choose at higher odd levels from his class.

What do folks think?

Verdant Wheel *** Venture-Agent, Maine–Midcoast

Piggybacking off This Thread.

It looks like "GM ultimately decides"...

What are the implications for Society play - just that?

Curious what folks' table experiences are so far!


Against the Unliving (Map) | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | ☘️ @ Endra (☑), Flory (☑☑), Jaehaera (☑) | Contact Info | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition

Welcome!

This is the Initial Check In. We will do a Mission Prep with additional questions after you read the Bounty Poster.

Check In:

Paizo Handle:
Character Name:
PFS / Character Number / Faction:
Character Ancestry / Background / Class / Level:

Check out my Campaign Resources above, and feel free to ask any questions you have about the above right here in the Discussion tab!


Against the Unliving (Map) | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | ☘️ @ Endra (☑), Flory (☑☑), Jaehaera (☑) | Contact Info | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition

We begin our story near the settlement of Aaminiut, where for some reason, each of you find yourselves, whether you live here, came alone, or traveled together...

Character Introductions:
When introducing yourselves in your opening post, choose one or more Intro Questions below to answer (first spoiler). Then, at your option, please post your Proficiency and Modifier (plus any relevant Skill Feats) in the following skills that represent your Background Knowledge (second spoiler):

Intro Questions:

Q) Are you from Aaminiut? If not, what are you doing here? Describe your (long) journey here!
Q) Are you more of an outdoorsy type or city slicker? What skills do you bring to the table? How did you learn them?
Q) How well do you work within a team? Are you a leader, or follower, or both? What skills do you possess that support others?

Background Knowledge:

Aaminiut Lore
Arcana
Dragon Lore
Erutaki Lore
Merchant Lore
Nature
Sailing Lore
Tundra Lore
Ulfen Lore

If you haven't already, please proceed to Discussion to complete the Check In.

Finally, without further ado, let's hunt down The Whitefang Wyrm!


Greetings,
As the title, this is a recruitment thread for a "lean squad" of 4 players of with 1st-level characters to play the 2nd Edition Pathfinder Society Bounty "The Whitefang Wyrm" written by Michael Sayre.

Expectations
Post once per day, able to access Google Slides.

Bounty #1: The Whitefang Wyrm:

In the frigid region known as the Crown of the World, people from diverse cultures and backgrounds must all band together to survive the long nights of winter and deadly thaws of spring. The way of life of these hardy frontier folk is now threatened by a serpentine creature that slips in during the dead of night and empties their nets of fish and their smoking racks of fresh meat. Unable and unwilling to let this theft stand, the people of the tiny northern town of Aaminiut have placed a bounty on the creature known locally as "the Whitefange Wyrm"

Who's in?

Verdant Wheel *** Venture-Agent, Maine–Midcoast

Hey Community,
As title. I did not participate in the Playtest. How does this Boon work?

Cheers.


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

We begin our story on a trek headed for Oprak, a territory carved from a sparsely-populated, forbidding, three-hundred-miles-across section of the Mindspin Mountains (between Nidal and Nirmathas), enroute to said territory, on an expedition through that surrounded-on-all-sides mountain range, with but a single post-marked missive to summon thee!

Sparking Character Introductions:
When introducing yourselves in your opening post, choose one or more Intro Questions below to answer (first spoiler). Then, at your option, please post your Proficiency and Modifier (and any relevant Skill Feats) in the following skills that represent your Background Knowledge (second spoiler). Finally, review the missive sent to you from Venture-Captain Sheila Heidmarch (third spoiler):

Intro Questions:
Q) How did you arrive in the Mindspin Mountains headed for Oprak? Describe your long journey here!
Q) Are you better with Giving orders or Taking orders? Why? Are you more suited to Lead or Follow? Why?
Q) Have you ever been part of a Military? What was your Rank? Or another hierarchal organization with ranks?
Q) Are you a Negotiator? What experience do you have settling Contracts? Are you more a Talker or a Supporter?
Q) What are your thoughts on the Hobgoblin people? Are you aware of the stereotypes surrounding them? Do you agree?

Background Knowledge:
Recall Knowledge
-Aspis Consortium Lore
-Hobgablin Lore
-Mercantile Lore
-Oprak Lore
-Society
-Underworld Lore

Gather Information
-Diplomacy
-Mountain Lore
-Survival

Missive:

Greetings Pathfinders,
Past dealings with the hobgoblin nation of Oprak have finally borne fruit. After sending a trial squad of hobgoblin troops to Absalom to train in Society protocol, the hobgoblin nation has now invited the Society to trade talks taking place a camp on the nation’s western border. You and your companions are to represent the Society and secure an executed trade agreement with Oprak.

Rendezvous with Sergeant Drussem, a strong supporter of the Society, at the Shoreline Drinkhall in the East Shore district of Korvosa. As you may already be aware, Drussem is an invaluable source of information about her fellow hobgoblins and a supporter of the Society. Drussem will escort you through the harsh Mindspin Mountains to the camp. It may take you through cold mountains, so be sure to purchase any equipment you need in town. The Society is not the only organization that Oprak has reached out to; the Aspis Consortium, have somehow slithered their way into the upcoming talks and wrapped their coils around a seat at the trade table. Keep your eyes on the Aspis’ agents at all times. The Pathfinder Society would see Oprak aligning with the Aspis Consortium over the Pathfinders as a great diplomatic loss that would further empower the Aspis Consortium and likely cause the Society to lose a valuable potential ally.

Safe travels,
-Venture-Captain Sheila Heidmarch

Next, if you could each proceed to Discussion to complete the Check In.

Finally, without further ado, let us smoke out the Snakes in the Grass!


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Welcome!

This is the initial Check In for the "Outpost V: Rivalry" play-by-post scenario "(#2-12) Snakes in the Grass" game, written by Lysle Kapp, mustered by "first come first served" according to signups on the spreadsheet and starting March 6th, 2022. If you have signed up on the spreadsheet, great, you are "in", and please complete the Check In below!

(We will do Mission Prep with additional questions after you get your Mission Briefing)

Check In:

Paizo Handle:
Character Name:
PFS / Character Number / Faction:
Character Ancestry / Background / Class / Level:
(Optional) Downtime Skill / Task Level / Task DC / Die Result / Outcome:

Check out my Campaign Resources above, and feel free to ask any questions you have about the above right here in the Discussion tab!

Special: Hobgoblins start with +1 bonus Hero Point from GM for this game!

Verdant Wheel *** Venture-Agent, Maine–Midcoast

Hey Community,
As title.

Does

Practiced Medic (Radiant Oath Boon):

By spending your off-hours administering medical aid to those in need, you have developed extraordinary first aid instincts. After
purchasing this boon, you can spend Downtime to provide medical services to others. Once you have expended 8 days of
Downtime in this way, you can expend the boon as a free action before attempting a Medicine check to Administer First Aid, Treat
Disease, Treat Poison, or Treat Wounds
. You improve your check’s degree of success by one step (such as if you roll a failure, you
get a success instead); the boon is not expended if your original roll is a critical success. Once you expend this boon, it provides no
other benefit.

+
Natural Medicine:

LINK

You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.

=
Yes or No?

Is there any language on skill function substitutions?

Cheers.


Against the Unliving (Map) | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | ☘️ @ Endra (☑), Flory (☑☑), Jaehaera (☑) | Contact Info | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition

Former players of "Absalom Noir" welcome!

I'd like to take up the mantle as GM, keeping this campaign a small 4 players, but am currently ordering the books, so let's have a little "session 0".

Two ideas:

#1) Use the Free Archetype variant rule
#2) Keep Lavanna as an NPC "abstraction" but with her Divine Font activated by PCs in Encounter / Exploration Mode
#3) Open to another idea?

Simple majority vote here, I'll vote to break a tie. Anything else we need to discuss?

Cheers.


Tactical Map | Action ◆◇↺ | Checkbox ➤ (□□□) vs (☑☑☑) | Auntie Wu (☘️☑☑☑☑□□/□), Kazuki (☘️☑☑☑☑□□□/□/☑☑□), Lan (☘️□□□□□/□), Sigurd (☘️☑☑☑☑☑☑☑☑□/□), Vekka (☘️☑☑☑☑☑□/☑) | Status Symbols ➤ ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Spell Templates

The Ruby Phoenix Tournament begins!
The sorcerer Hao Jin has returned to Tian Xia to host her decennial international fighting tournament, and contestants from all over the world have arrived to try their chance at winning a prize from her vault of incredible treasures. Before they can compete in the tournament, however, fighters must first complete a series of qualifying challenges on the uninhabited tropical island of Bonmu, where wild dinosaurs roam amid the ancient ruins of a lost civilization. Can the heroes defend their island stronghold, outlast their many ruthless rivals, and survive the perils of so-called Danger Island? Let the competitors decide!


Tactical Map | Action ◆◇↺ | Checkbox ➤ (□□□) vs (☑☑☑) | Auntie Wu (☘️☑☑☑☑□□/□), Kazuki (☘️☑☑☑☑□□□/□/☑☑□), Lan (☘️□□□□□/□), Sigurd (☘️☑☑☑☑☑☑☑☑□/□), Vekka (☘️☑☑☑☑☑□/☑) | Status Symbols ➤ ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Spell Templates

Welcome!
We got some time before my books arrive and I get a chance to read through them. Estimating at least a week - but who knows these days! In the meantime, let's gather here, finalize our 11th-level (!) characters, and put our Team Concept together.

Norms:

◆Host your Full Character in an Alias
◆Assemble an organized Character Bar
◆Render text of all abilities as Linked or Spoilered
◆Make liberal use of Action Symbols
◆Be prepared to post Daily

I am assuming none of the above should come as a surprise. That said, in order to assist with me running for five high-level characters in a way that progresses the action forward at a good pace, I am essentially asking for special attention to be paid to the formatting of posts that are especially "crunchy" (Encounter Mode, etc). As for me, I do not work from home, and will spend most weekdays 8am-5pm (PDT) unable to access this PbP, in terms of timing of GM posts.

Some of you asked about Uncommon and Rare options. I'll ask you to limit yourself to a small number of these types of selections, ideally something that really defines your concept or build, but in general, as this system is rather well-balanced, I'm not overly worried about any elements contained within it at this time.

Let me know what questions you have?
Is there anything you need from me?

Cheers!


1 person marked this as a favorite.

Hello Community,

Just ordered the "Fists of the Ruby Phoenix" trilogy, and looking for a group to take along these PbP Boards, starting when the books arrive! Interested in applying? Check out my DM, GM, and QM Aliases to see what kind of game I like to run, and if you like what you see, feel free to apply below with an 11th level character with whom you are interested in competing.

You can view the Players Guide here: LINK

I'll admit that I will be selective towards those who have GMed for me and those I have played alongside. Yes to PFS credit. Yes to Ancestry Paragon variant rule. Looking to hold recruitment open for the better part of the week (and extended as needed). Let's jump right into high-level play! Cheers.

Verdant Wheel

As title.

Negative Healing

The relevant part of the text is on page 53 of Secrets of Magic, after Act Together (◆ to ◆◆◆) and Share Senses (◆), where it talks about sharing hit points and "healing either of you recovers your hit points".

Yin and Yang or Oil and Water?

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