The Scribbler

Gnasher's page

Organized Play Member. 61 posts (62 including aliases). No reviews. No lists. No wishlists. 7 Organized Play characters. 1 alias.


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Dark Archive

Krune's biggest weakness is that his spell selection is downright awful.

Spoiler:

I mean what conjurer wouldn't have maze memorized? He should know way better than that, being a friggin' runelord with a super high int.

On the other hand, if he had a tricked out spell list, how would a party actually ever beat him?

Dark Archive

In Northern Colorado we just completed a table of Year of the Shadow Lodge as Core, and a table of Bonekeep 1 as Core recently as we did a mini-convention. Was a hell of a ride. About half of our Core players are new to the organized play and attracted to it because of the low amount of books needed. The other half are regular PFS players who enjoy the challenge of Core games.

Dark Archive

This spell has been around since the first Cheliax book came out. The Genie is out of the bottle on this one, and by taking it away, it will cause far more complaints than keeping it.

I do say leave it be, and in order to work on countering the spell, just be ready to actually use couterspells. A mage working in conjunction with anyone can nullify this spell completely and drop enormous bombs on people, if that's what you want to do. If you want your 300 + pt full melee attack or gigantic Horrid Wilting to kill people outright, just have them ready to counter it so their buddy can drop the bomb.

I do disagree with the action economy issue with the spell for NPc's though. Any caster smart enough to have this spell ready to go, is going mohave contingencies (not just the spell) ready to go. PC part of 5 - 6 runs in an the lone caster bad guy uses EFS. He Then teleports / Dimension Door's to a place where he can recover for a round or three, and now has the edge of surprise back. Or he casts stuff like Repulsion to get people away from him.

With the sheer amount of power going around because of the number of books that keep rolling in, this really seems like a puny spell compared to some of the junk people can pull these days. When doing less than 100+ Pts in a round is considered "non optimal" and everyone can easily make most of the sub -20 saving throws the average NPC wizard is tossing about with their spells, this seems pretty situational.

Of course, the best thing would be having an NPC wizard who knows the faintest glimmer of actual tactics when dealing with adventuring parties are. (I often find the biggest problems with NPC weakness to be their tactics, not their stats or spells, but that's a different thread).

I say keep it. Its not that big of a deal, and by the time it becomes a problem, most parties are at seeker level or at least close to it

Dark Archive

Ah yeah that

Spoiler:

For the Occluding Field, you can have them see that the giants in the area are all wearing Sihedron rings or medallions. You can also have them do a Detect Magic / Spellcraft once the field starts hitting them at a high enough difficulty to identify the effects.

Since the sanctioned part of Spires starts at the tower you may have to handwave the outside part of the climb, and as such have the field only have an effect inside. This way they may be able to hit and run, grabbing what they need. As written, if they dont have rings or medallions, the Occluding Field will eventually kill them due to sheer number of dice rolled. Of course, hit and run can change Karzoug's tactics at the end as he will have time to re-memorize and observe the PC party directly, which amplifies the threat as soon as he has decent tactics.

Further, how many received dominant weapons? That's going to be a big problem toward the end if they dont have any. Being stunned for a round while a prepared 20th level wizard gets to play around is pretty much death.

Dark Archive

I have a character that does this, and I played him last Thursday to make a legal table for a 7-11, so for all I know, this could be me the OP is talking about.

If it is, the first thing I want to say is that I'm sorry for making it not very fun for others at the table. It's not my intent to marginalize anyone, and I realize this character can be a little disruptive, so I tend to shy away from playing him outside a group of regulars who are used to the stupid shenanigans, and often partake in them together.

For the record, the character is level 9, and really just bought the Maul on the tail end of 8 / beginning of 9. It is a Half Orc Invulnerable Rager Barbarian, who is kind of awful in the social sections of the scenarios, as well as awful at saves. As many of you have pointed out, the Maul is an expensive item, so treasure has been pretty terrible. He only wears light armor, and only has a stat belt other than the Maul, so yes, his saving throws suck, though Superstitious helps.

I created this character to be part of a team of face-smasher types who were a little light in the intellect department. Many of the scenarios used to get him to this level were GMing ones, so I did my best not to be a drag on people.

I didn't come to the game with intent to play this character, and since the one I wanted to play was not eligible for either table (Magus 6 with choices of 1-5 or 7-11), it was this, or another team based Rogue.

The character is terrified of irrational things, and monsters that don't have any equipment (I'm looking at you demons.. and elementals... and animals... and naked monk sorcerers...etc) simply don't get attacked; kind of like kryptonite to Superman.

It doesn't fix everything though, and once this character hits 11, he's done, as no further retirement is in his future. I figure he's close enough to retirement that a few plays here and there won't matter too much, plus I fully expect the ruling on the Maul to be changed sooner or later, which would end most of the craziness. Until then, he gets 2, maybe 3 games per year anymore.

Again, if I was the cause of discomfort or otherwise causing someone to not have fun at a table, then I sincerely apologize. I'd be happy to play another character or anything but that one whenever you GM or are at the same table if it makes you uncomfortable.

Side note..... How come Level 6 is where Scenarios get really scarce? Stuck between 1-5 and 7-11, I've had to sit out of play a different character twice in a week now. Perhaps we can encourage the writing and scheduling of more 3-7's?

Dark Archive

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The Best AP that Paizo ever published, now updated so I can run it without restarting everything?!

I'm so in.

Hopefully they do a limited. I love this path.

Dark Archive

This is something I don't understand. People one on to ask a question, then when they don't get the answer they want, they argue it.

Why ask the question in the first place?

If you firmly believe there is no ruling on it and are going to ignore the ruling on the forum linked to you here, why ask?

I apologize, I don't want to come off like a jerk, but it's a peeve.

As far as I have known, it is only clerics who have access to the alternative summoning lists.

Dark Archive

I actually really like table variation and other judgments on the fly by GM's. Sure they can cause some issues from time to time, but on the whole, the more a GM can do to make a game fun, the better off the game can be. Yeah, a GM can be a petty butthead who decides to use these powers for evil, but I really believe most of these people will use the freedom to make the game more fun.

At a certain point, with no more ambiguity, we end up playing a video game with a few dice rolls. Those grey areas are what can make a GM really shine. Already, "Run as Written" can be exceptionally shackling when it comes to running against optimized groups. Giving a challenge based on spell choice or different tactics can help quite a bit, but that's a discussion for another time.

Overall, I tend to trust players, and the groups are pretty well self policing. We all know each other in our local lodge, and anyone who has something wonky usually gets the "c'mon man that's lame" treatment.

Dark Archive

Find other solutions, right?

So what is the solution to a group of players who are up and coming, and they want to do some of the scenarios like Waking Rune and Eyes of the Ten because they heard they were really cool.

They don't have enough to make a full table, and others who have not played it would rather continue to enjoy the low level game, effectively leaving these few folks stranded on an island until maybe, a couple of people will get there in a year or three.. Sure there are other alternatives, other modules, and such, but they want to have the crack at those that the first group did.

Some have offered to replay those with them. But they can't because of some jerk doing super replay "speed runs" in Cincinnati ruined it for everyone, In a different game and a different living campaign at that! (Just picked Cincinnati because its a city far from my own, not because it actually did it)

Look, the replay we are suggesting is not unlimited. Its not even that unrestricted. The current restrictions on replay are just going to drive players to simply ignore those rules. Yes, it is driving some players to want to <gasp> cheat when it comes to replay, because in the end, it's not really policed by anyone. Let's be honest with each other. If someone wants to replay against the rules, there's pretty much nothing stopping them, aside from their own honesty and integrity. I mean really, when was the last time you had all your chronicle and inventory track sheets audited, especially against the other characters you have?

The only tracking we have is the website, which isn't all that accurate as results get put in by anyone and at the whim of the entrant. We find ourselves with a bunch of materials that are increasingly worthless as we won't bring ourselves to break the rules.

So, no, "Find another Solution" is a dismissive and frankly condescending answer. It's not that simple, and if replay is a big scare because of "cheating" just look at the other type of "cheating" it encourages.

I stand by my position to have GM stars refresh annually. I still believe that making it a boon unfairly punishes those that cannot make it to larger conventions, which most of the specials already feel like they do. This will limit replay to, at maximum, 5 per year. Further I wish to specify in that when I say replay, that it is for the player and not the character (Same character cannot do same scenario more than once, even with stars.)

Unfortunately, I don't believe we are going to change any of our minds on the matter with this thread, other than having our voices heard.

Dark Archive

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All I'm asking for is a refresh of GM star credits annually. Making it a boon was a mistake I believe.

It will limit replay, and encourage GM-ing. Plus, anyone who is actually a high star level GM will generally abide by "not being a jerk." We DO generally trust someone who is a 4 - 5 star GM right?

It will prevent multiple speed runs as well, and give the prolific GM's an ability to play with friends here and there where they may have run through originally.

Dark Archive

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As much as I love playing and GM-ing in Pathfinder Society, the replay restriction is one of the weakest areas.

I would love to replay some of the best scenarios or GM them for other folks but with no credit applied to anyone, even for GM-ing it again, there is little incentive beyond just enjoyment, which, admittedly, there is much of.

I would love to be able to Play specific scenarios such as Waking Rune, Rats of Round Mountain, or the big one, Eyes of the Ten more than once. With what we have, when the first group got past retirement, the second group is basically having some trouble filling their ranks because the higher level character players can't replay it.

GM Star Refreshes being a convention boon is pretty terrible really. They should refresh annually at the start of the season (Gen Con). I know that now the annual boon someone mentioned may be a possibility, but prior to that, if you didn't go and play at a big convention, your stars meant squat really. An annual refresh for all would help immensely in making GM-ing meaningful to those that cannot play at conventions.

Dark Archive

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I would be against this, as it encourages deity fishing for your weapon of choice, instead of choosing a deity who's faith is interesting.

Dark Archive

Lorewalker wrote:


The poster I responded to was certainly removing an option. The spell is clear in writing. Whatever you view as 'over powered' or 'not intended' is immaterial as you are bound by the PFS guide, as a GM, to run the game by the rules with no changes.
There is plenty in the game that is not clear, or left vague and I am not saying the game does not have those and that a GM has no room to adjudicate. The game only functions when there is a GM to make judgments about issues of clarity, snap judgements about rules not written and ask players to avoid using disruptive abilities. Among the many many other tasks they have at the table.

As a GM volunteer, I may not have the right to make things up, but I absolutely have the right to call out a player for being a butthead who is ruining the fun for me as the GM as well as the other players at the table. I also have the right to tell him to cut that crap out.

We had a player a couple of weeks ago try to say that he can Kraken Throttle anyone to death in 2 rounds because there was never an "Official PFS Ruling" made on it, only people talking about it on the forums who may or may not have been the guy who wrote the rule. This same player tried that gold weapon trick to get money at level 1 some time back.

We told him not to do it, and he said we couldn't stop him. We then said he could just not come if he's going to act like a jerk.

I understand that you as a player wouldn't use it, and that's awesome, but I'm right there with rknop.

Ultimately, it looks like this spell needs some work in how it interacts with other abilities and spells in the game.

Dark Archive

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With lots of players citing "Rules Bloat" our attendance at our normal PFS games seemed to be declining over the past two years. Our multiple table events often condensing down to a single table or barely scraping by with two. Sure, some days it still worked out no problem, but it seemed the days of 4 table Sundays were gone.

A few weeks ago, we started running a Core table on an off night, and now we've already outgrown one venue and moved to another, so we can have multiple tables. New players who were were not part of the previous group started showing up and brining their friends with the barrier to entry gone. Now these players have also started attending regular games, not just Core ones.

Many of us are optimizers. Many of us can use the books with each other in ways that make the character classes sing with overpowered auras of destruction, but Core provides a unique challenge that we almost universally enjoy. It makes us approach missions with some thought and really can test our chops as players.

Sure we miss a few rules here and there, but Core has done wonders for our player base and revitalized the game for many of us. Way to go with this.

Would love to see more Core oriented stuff!

Dark Archive

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I absolutely loved Curse of the Crimson Throne. Great RP opportunities all the way through. Each book ties in very well to each other, and the adventures never lose sight of who the bad guy is. I've found that in several AP's the villain never really appears till the latter half, except in foreshadowing (Rise of the Runelords, Kingmaker, Carrion Crown, etc) so they lose some of the impact.

Unfortunately, Curse of the Crimson Throne, while I think it is Paizo's finest AP ever, is not sanctioned for PFS, and it is written for 3.5.

I would buy the heck out of an updated version.

For PFS sanctioned ones, Jade Regent has a lot of good opportunities, due to interactions with NPC's and exotic locales (Crown of the World, Minkai)

Dark Archive

Most of the time, a caster can stay out of combat's way on their own. They are supposed to be more intelligent than everyone else, so if they are putting their face where it is likely to get hit, they probably aren't playing as smart as they could be.

AC is not necessary, unless your group is constantly being surrounded, and if you are continually bombarded with mass amounts of AoE effects, HP is far more valuable. Plus the magic item slots you are wasting on AC can be spent on items that make a caster exponentially more powerful. Rings of Protection suck compared to Rings of Freedom of Movement or Rings of Wizardry. Amulets of Natural Armor are terrible compared to other amulets, and so on.

In my experience of playing wizards and such, there are just times when you don't do anything and let the thugs handle combat with the little guys. The only times I went down was when I myself did something stupid and got hit for it.

Witches tend to be more about disabling and deception, so perhaps they have spells that will really make the other characters shine, or perhaps making the bad guy do dumb things.

What it sounds like, is that the saving throws to resist their effects isn't high enough. That means they need ways to get that linked stat up as high as possible, as well as taking spell focus in a choice school of spells. Most witch effects, such as hexes or their spells rely on the enemy failing. It's usually save negates, which puts the Witch in a poor situation if their saves are made frequently. (Happens in our game with our shaman who can't land a hex to save his life).

Defensively, just think through it. If grapples are a problem, find or make a Ring of Freedom of Movement. If arrows and projectiles are an issue, look to Wind Wall or Fickle Winds. If they are getting stabbed, they need to be in a position to not be stabbed, and staying away and using range can help this quite a bit.

Dark Archive

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I just ran this scenario last night. The investigation went well, and the set up with the cutpurse and coins worked out wonderfully.

The only complaint I have about this scenario is the loss of a potential item if anyone doesn't have a specific chronicle sheet. (No one at the 7 person table, inc. GM did)

This addition was terrible. Please Paizo, never do this again. My players, even if they didn't want the item itself, felt that hey were penalized for not attending a big convention. They already feel like they have no chance of getting any boons worthwhile because the majority of the players in my area do not attend Gen Con, Origins, or PaizoCon. Making it so an item only shows up if someone attended a limited access special kind of rubbed salt in that wound, even if the item wasn't spectacular or life changing.

The scenario itself was solid. The players really liked the mix of combat and investigation, especially how it didn't just give them the answer, in that they had to figure out where the attacks were coming from based on information they gathered themselves.

Dark Archive

Charging an enemy with reach. Does it provoke an attack of opportunity.

One part of the rulebook says yes, as you are moving through a threatened area. Another part says no as you are charging and the charge action does not.

I really wish there was an official FAQ on this one instead of digging around forum posts by non-rule writers.

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Wait till you get to the retirement arc. The Pathfinder Society as an In game organization is greedy, nosy, and driven to get what it wants by any means necessary. I've always said, the Aspis Consortium may be just as shady, but at least they are honest about it.

Who knows what happens to the artifacts after they are catalogued.

A really neat arc for a future season could be taking out some of the outright corruption at the head of the society and replacing it with player driven stuff. It could use which person was supported the most etc. on chronicle reporting. Leave faction people in place, just haul out the decemvirate and unmask them.

Dark Archive

Quote:
Result: Wizards are, once again, the undisputed God class that makes DMs from Gencon to PFS Core tables cry bitterly into their screens

Really? Those guys are volunteers and deserve to have some fun too you know. They put a lot of work in so you can have your munchkin character. Cut them a break and maybe play ball with them instead of acting like a jerk who just wants to exploit the game.

This is the kind of character a GM should have the right, no, duty, to bury in a hole behind the shed.

Dark Archive

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Can we take the acronym "DPR" out of this conversation? I don't care if it's that important to you as a stat, please try to rephrase it. It makes us sound like a bunch of insufferable cheeto stained neck beards making spreadsheets in our dark basement corners when we are trying to mathematically tweak a game where situation will trump raw numbers most of the time.

If people want to play it as a numbers game fine. I don't have to play with them, and neither does anyone have to play with anyone they find playing something "inferior."

As for me, I think Core is an awesome challenge, and creating a character who can squeak by on his wit and skin of his teeth is far more enjoyable than creating the damage machine monster or invincible guy.

If you're into numbers, try it sometime. Try to be as "bad" as you can be and still get by. I bet it's a lot harder than just trying to add numbers up to crush the enemy.

Dark Archive

"Twisted Urge to Kill" and "Insatiable Bloodlust," cursed or no, I have a hard time buying that the character isn't evil. It's pretty Snidely Whiplash if you ask me.

If you are looking for an anti-hero type, and don't want to be an angsty fop, consider separating from Urgathoa. The connection really drives the evilness home on top of those things.

Something you may want to look at is someone who genuinely believes they are doing good, but ends up not truly being a good guy. Take someone who worships Serenrae and sees the only way to redeem enemies is in her judgment, so he murders them coldly. Or Overdoing the Justice portion of Iomedae. That can be twisted into an inquisition (not class ability) type attitude, where you torture enemies to get the answers you want.

If you are looking for something more primal, you can have, say a tribesman who's belief that if they don't destroy their enemy utterly, Rovagug will rise up and devour their family member's souls.

There are ways to work these things in.

If you wanted to still use Urgathoa, figure out the connection from an RP side. Being driven to do something by a curse makes you a monster like a werewolf, or worse, something to be put down like a rabid dog. Having other reasons would be more of an interesting dynamic.

Dark Archive

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It could be argued that Murder-Hoboing in general is evil. Killing something simply because they are evil could be evil itself.

There's a lot of grey area here. I tend to agree that the character you described is evil, because coup de grace is a deliberate, difficult and unnecessary maneuver to pull off in the middle of combat. To even get it done, the opponent has to be helpless, so, to do it at all, you're just stabbing a helpless opponent. Not exactly the good thing to do in really, any situation.

I've seen a lot of threads recently regarding evil, and how it applies in PFS. Each time, someone asks for an opinion, then argues with the people who respond if they give an opinion contrary to their own. Please, if you ask an opinion, don't tell the guy who responded that you were right all along and they are wrong. Doing this isn't asking for advice, it's picking a fight.

Ultimately, I'm not a fan of the alignment system, and I have probably abused leeway with it more than I should have in a couple of my characters. Anymore, I consider it a Roleplaying challenge, regardless of my personal feelings for it. I have one character who is high seeker levels who absolutely despises the Decemvirate and the Society's leadership, and I'm creating a core Monk who is utterly loyal to it.

Bottom line? Play the game with what you have, don't try to change the game to fit what you want.

Home games though. The chains are off. Go crazy. Eat opponent's brains. Stab puppies, kick old ladies. Whatever floats your boat and makes your game better. Organized play just has more stringent requirements.

Dark Archive

It's important to remember that while it is an awesome adventure path, Curse of the Crimson Throne was built with D&D 3.5 rules. Not only that, it doesn't take into account 6 players nor does it take into account years of rules bloat.

As a GM the first thing I would do, is take a look at what your players are doing and what they usually do. Do they have a specific tactic they exploit the hell out of? Turn it against them later. Is it just that the monsters aren't tough enough? Change things up on them.

Feel free to make adjustments and add in other monsters. Increase saving throw DC's. Add HP.

I HEAVILY altered the final fight but it was a blast.

Spoiler:

Gave Queen Ileosa 4 3 simulacrums of herself to run counter songs, inspire courage and others simultaneously, altered her spell list to give her Healing Thief and Unwitting Shield, and run all of that plus the Erinyes at the same time. Those big damage fighters? Well, when they hurt their own party, they tend to hold off a second. It didn't matter to me if certain spells were on a list or not. I figured she was possessed by Kazavon, an ancient dragon chosen of Zon Kuthon, so knowing them wasn't a big deal.

Also, one thing it seems like they are doing is withdrawing and coming back, multiple times. Push them, put them on a timetable, and give consequences to using those kinds of tactics. Maybe the enemies get wind they are about the be invaded and they took their loot and ran off. Or they called in extra security. Maybe they put up some additional traps.

If they cleared the bigger monsters and are just coming back to pick up loot, you can have the lesser ones grab it and take off with it, or better yet, use it against them.

This particular path lends itself well to the timetable because really bad stuff can happen if you wait around too long and treat it like a console RPG.

I ran this for 6 players about 2 years ago, and I loved every minute of it, especially Scarwall.

Basically, you're the GM, don't limit yourself to what's on a page. Challenge your players and make it fun for everyone, even you!

Dark Archive

Personally, I'm not a fan of the new races so much, especially the Kitsune. I'm not really looking forward to the "cantina effect" of having fox people around. They will be far more common than the others I suspect. Just a personal preference. More power to you if you like them.

That said, I'm with BNW on the Aasimar. Having a race with no drawbacks, and a bonus worth 4000 gold (a second +2 stat bump with no drawback) they far outshine other races in classes that are not feat dependent at lower levels. I've been trying for weeks to make an effective monk without making them an Aasimar, and it's very difficult with the limited point buy due to the number of stats a monk needs,(other monk problems aside.)

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1 - Personally I really liked the old way.

I understand that PFS is set up so your character is a "Pathfinder," but I'm not a fan of the Society in world at all. I love organized play, but I don't want to identify as a "pathfinder," especially after playing Eyes of the Ten. The old Faction Missions made it feel like there was a different way to play than just be some Venture Captain's lackey.

It's a vehicle to make things easier to organize. I get that. I just wish it didn't involve being a mandatory member in world.

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Those familiar with older Shadowrun Missions will remember a thing called "Table Rating."

It was a quick slider to adjust difficulty of a mission by adding the rating (0-4) to the number of dice the GM got to roll for every NPC action or roll in the scenario. This could result in a significant increase in the difficulty of the mission. The table rating was agreed to by the party before the mission started, and could effect the reward in the mission.

In Pathfinder Society, I could see a similar system in play for the players who explicitly want more challenge, but don't get anything but bragging rights out of it (read: Hard Mode Waking Rune.)

Maybe do a smaller scale, say up to Table Rating 3, and everything the scenario has is now +3 to die roll totals. It would make things significantly more dangerous (Think of those little creatures with lots of attacks.. and it stacks up) with early season scenarios and low level scenarios especially.

I don't think a higher table rating should earn more loot, though. I really enjoyed the big game hunting aspect of Hard Mode Waking Rune. It made us think, and work very closely together as a team.

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I'm an insufferable power gamer and I will only say: rules and power creep are incredibly damaging to a living campaign.

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I completely agree that the Pathfinder Society, as an in game entity, is decidedly not a "Good" organization. Neutral makes more sense for who they are and what they pull. Mass invasion of privacy via magical means, and hoarding of artifacts for an unknown purpose (it's never, "find out more about this one artifact we have that isn't the Tapestry," It's more like "Thanks for the artifact, throw it on the pile over there, and go get me more.") are only a few. Their security measures put the Pentagon to shame, and for what? A glorified explorer's club? No way, these guys are far more sinister than we are led to believe.

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Mattastrophic wrote:

Upon further thought, here are some other things to add to this list:

-Blood of Angels's aasimar heritages.

This I completely agree with. Aasimar is already pushing the limits of an overpowered race, with 2 +2 to ability scores, no negatives, darkvision, energy resistance and a spell like ability. To give them more variety basically makes Blood of Angels the old "Complete book of Elves," in that, anything any other race can do, they can do better.

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Having played a fair number of scenarios and recently going through EoT, I have begun to wonder, what does an organization like the Pathfinder Society need with the amount of surveillance, secrecy, and extreme security they have?

For an organization that touts their archaeological exploits and hoards things like pottery shards, they have an awful lot of extra security and ways to keep very very close eyes on members. We know they collect some magic items, and have access to a few artifacts (Hao Jin Tapestry etc), but even those things aren't near justification for the level of security and secrecy the Decemvirate keep.

We all know the Decemvirate are a bunch of cagey, secret folks who wear masks and shouldn't even know who each other are. Why is that even a concern for a group who's primary motto amongst it's members is "Explore, Report, Cooperate?"

Spoiler:
Then there's the revelations towards the end of Eyes of the Ten. I'm not going to go into specifics, even in a spoiler tag, so lets just say that even Batman had to back down from some of those types of things because they were unethical.

Is the society really run by some malevolent external force that wishes to remain anonymous? Are members of the Decemvirate possessed by devils, or devils themselves in humanoid form? I certainly wouldn't be surprised if at least on the Venture-Captain level, there is some of this. It would certainly explain Sheila Heidmarch better if she were some kind of disguised devil.

Bottom line, it seems the leadership of the Pathfinder Society (In Game of course) is lying to its members about who they are and what their purpose is...to what end? It certainly makes the Aspis Consortium look good. At least they are honest in saying they just want these artifacts for personal gain.

Any thoughts on the matter?

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I'll chime in and say that I echo Lormyr and Thomas Graham in the issue about the Adventure Paths and Modules. Having these things available for credit is an awesome resource, and I can't wait either for new ones to become available.

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Said Wizard here. There were a few things that took me by surprise, mainly to do with spells.

Spoiler:

Really I was surprised he didn't have some of the really nasty spells at higher level. I was expecting stuff like Maze, Time Stop, Mage's Disjunction, Plane Shift etc, hence the dimensional anchor curse, but he didn't have it. Really, Wish was one of the lesser worries as that spell has been nerfed pretty heavily over the last couple of decades. (From "I do what I want" to "I maybe sometimes can do what I want, but most of the time it's pretty well defined within the limitations of the spell") Many consumables died to bring us this information, but it was worth it.

Dark Archive

We have a local group that really relies heavily on teamwork feats. Because of this, Cavaliers work wondrously. Cavalier/Rogues with Swap Places, Outflank and Precise Strike get some great bonuses when working in tandem. It's really pretty gross.

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One Roasted Runelord. Cooked to Order.

This Runelord was lovingly tenderized by a god-mocking cross between a cat, a lizard, and a cartoon. Point seared by rays, and braised on a skewer of arrows, he was then served chilled with a heaping side of expended scroll ashes and potion bottles.

The Cerberi enjoyed it very much. Three dog heads is a lot to feed.

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This was a rule in 3.5, but for some reason I didn't find it in PF, so if you could direct me I'd be most appreciative.

You are standing directly in front of a dragon, in melee combat. The Dragon goes full attack and is attacking you with its claws, wings and bite.

Can this dragon hit you with its tail without penalty in addition to its other attacks?

Seems a little goofy if it can, as it is a rear facing attack.

Dark Archive

PFS Scenarios are very scripted. They tend to be railroady and very linear. Most of the time, this comes from a necessity to meet a timetable and to tell a coherent story, and make things go smoothly. Don't get me wrong, I love PFS, but being on the tracks is more or less the price of admission. Being crafty with spells or using a dedicated scout may help you quite a bit, though. In fact, being that character may open up a lot of possibilities even if you are at a random table.

If you want more of a flexible way of dealing with encounters, play Shadowrun. It lends itself more to team planning and setting up encounters like that.

Dark Archive

Its not a monster, but I would nerfbat the blanket immunity from mental domination effects of Protection from Evil to a +2 bonus to the saves.

Dark Archive

I kinda doubt we'll see this one in any playable capacity with the way things are. Mythic tiers are integral to how the game is ran, and there is no "Non-mythic version" actually in the book that I've seen. There is a sidebar in the first book saying that it CAN be run with non-mythic PC's but "adjustments" would have to be made.

From just a cursory glance at some of the later books, those "adjustments" entail overhauling a huge portion of the encounters and NPC's in order to make it work.

Not only that, but a couple of the NPC's you receive your missions from are frankly above the In-Game Pathfinder Society's pay grade.

Dark Archive

Well just take a look at the Adventure Path that releases at Gen Con. this year its Iron Gods. Last year it was Wrath of the Righteous. The year before the big release was the Rise of the Runelords pfs edition.

Rise of the Runelords - Year of the Risen Rune
Wrath of the Righteous - Year of the Demon (Siege of Diamond city even happens kinda in the background of The Worldwound Incursion and vice versa)
Iron Gods - Year of the golem?

Since the PFS releases have been tying into the AP ones, you can bet Numeria will be involved.

Dark Archive

1 person marked this as a favorite.

Did your players have fun, even if they got geeked?

If so, it doesn't matter if they got killed, everyone had a good time, and you can pick up with a session that is about recovering from this.

That's really the heart of it. As a GM, you can do whatever you like to help recover from this so over a year of game time isn't lost this close to the end. As long as people are having fun, who cares what the book says?

Dark Archive

3 people marked this as a favorite.

76) As a spellcaster, I will be properly prepared and not caught unaware. If I can caught unaware, I will find a way to either rapidly put up protection or get away to do so at my leisure.

77) If I am a spellcaster, I will have a functional and useful spell memorization. I will never quicken stupid spells just to suck up a level slot.

Dark Archive

Natural attacks from playable humanoids have traditionally been very weak. It's why you don't see a lot of tengu biting people for massive damage. Sure it's there, it can count as an offhand or secondary, but beyond doing the amulet thing or going monk or something similar, you may be out of luck. Best bet is to lay out options, and let her learn on her own.

Far be it from me to discourage anyone from playing a type of character they want to play, but I know it's a type I'd never try. Then again, I'm just not a fan of catfolk.

Dark Archive

Lord Pendragon wrote:

No offense, but maybe you should keep your judgments to yourself. If I were looking for cheese I'd be working on improving the tactic I'll be using 99.9999% of the time, which is melee Spellstrike/Spell Combat. My custom gunblade will be heavily enchanted over the course of the campaign, and I expect will be hitting +10 well ahead of the rest of the party. I certainly wouldn't be asking about ways to not use that weapon and instead use my completely unenchanted gun.

.....

Okay, I think I'm going to stop responding to you here. If you can't discuss the subject without continually insinuating that I'm an evil powergamer having nastybadfun, then please refrain from participating at all.

Okay I just couldn't stop thinking about this. You claim to not want cheese, yet you pick a fairly borderline cheese class, build a custom weapon that is presumably better than what is readily available (since you would have just chosen one otherwise,) and brag about hitting +10 before the rest of the party? Then you get hyper defensive when probed about it and stop responding?

If you aren't looking for cheese I'm not sure what you are looking for.

This is not a knock. Remember, cheese can be fun too! I love myself some cheese. Especially if everyone is on board the cheese-submarine.

If you are serious about it though and your GM is crazy enough to work with it, try the spell storing route. I also believe there is useful ammunition that can store a spell and explode on impact.

You know what would be cool? Spell combat with cone spells. Or spell combat with Web if you can get the ranges to work out right. Imagine a gun that can shoot a cone of glue. Kind of like the old wand of viscid globs before they nerfed it in 3e.

On that note, how about using alchemical stuff? Thunderstones, tanglefoot bags and such on your ammo? Is the gun more of a solid slug thrower or a blunderbuss?

Dark Archive

Not to be facetious, but isn't "ranged spellstrike" already in game?

Isn't is called a "spell?"

Sorry couldn't resist.

Dark Archive

As a wizard, be smarter than the rest of your party. Live up to the 18 - 20 INT.

CON is better than DEX is better than AC. Spending money on Bracers of Armor + 1 will make you regret it. A Wizard's AC almost invariably is lower than that of a fighter or armor wearer, so you have to do what you can to stay out of the combats.

My wizard has an AC of 10 and is about to hit 11th level. Most people can't believe it when I tell them that, but why would I spend a few thousand gold on making myself harder to be hit when I just don't get hit in the first place. Magic items aren't cheap and spending in unnecessary areas will bite you in the rear sooner or later.

Mystic Lemur has it exactly right. Just make it a pain in the butt to get to you and you wont be targeted. If you have a decent CON when they do come after you,you can simply immolate them for being so dumb as to approach after you soak a hit or two.

Also: Jack up your INT as high as you can and follow up with spell focus feats in your favorite schools. Your effects will live and die on your Save DC, and unless you want to be a Bard-like buff bot, save DC's will be big for you.

Dark Archive

Just a quick question.

Would someone under the spell "Statue" be effected by Horrid Wilting? In this sense, I mean someone who is actively in statue form at the time the spell is cast.

The spell states it turns a creature to solid stone. Solid Stone has no water to evaporate from Horrid Wilting.

What it doesn't say is that it changes your creature type or grants any immunities beyond hardness 8.

Dark Archive

Personally, this change wont have much of an effect on my group. We tend to play up just for the challenge of it, and the extra gold is really just gravy, not something required. We're looking forward to taking on the hard mode Waking Rune, so a team of us are working together to get there.

Now, in a con situation, or one where we are grouped with other PFS players because we either want a break, or just want to try something new for a bit, playing up or down based on unanimous table vote is always supported.

I've played down when only one guy didn't want to play up. Really, one person's fun is not ever worth sacrificing because I want to pew pew more. I'd rather they have a good time and come back to grow the region in organized play.

Dark Archive

An Addendum:

Selective Spell is a waste. Don't bother. Just communicate with your party and be smart about placement. You won't get all the bad guys in one swoop, but you have an entire party of "minions" to pull cleanup after the bomb drops.

I also disagree on the Sorc dip. +2 Points per die of damage is okay, but when you already throw a guaranteed 90, 20 points is nothing but faffing about and keeping your caster level down. Between saves, resistances and evasion, it's pretty nullified in the end.

Dark Archive

I play a wizard in PFS, and I have found that a good CON has saved my bacon more times than I can count, most recently, sucking 2 empowered Cone of Cold spells. If it weren't for my 16 con I'd be a magesicle.

I don't have a high DEX, and I find that AC items are a waste of time. Simply put, if something if big enough to hit a fighter, it will be big enough to hit a wizard, AC 10 or AC 25. The strength you have is that you don't have to be in combat.

Pick up a Lesser Maximize Rod as soon as you can and combine it with Empower Spell. I chose Universalist for my school for Metamagic Mastery. Sure I dont get the tiny bonus from Evoker, but I get 90 point Fireballs memorized in a 3rd level slot. Also, pick up a Lesser Elemental Metamagic Rod (Cold). Cold is the one energy type that Devils, Daemons and Demons are all "vulnerable" to. (They have resistances sure, but not outright immunity)

A recommendation: Get Spell Focus, Spell Penetration, and their greaters too. As you go up in level, things will routinely make a 21 save, so you need to jack that saving throw and make sure things land on monsters with spell resistance at all costs.

All of that said, your boomchuck damage at 11th/12th level relies upon failed saves. As you get higher, you will be doing less explosions and more setup. More things have Evasion higher up too, which causes issues with the fireball mage.

Keep your options open, but make sure when you want something to hit, by god it will hit. As always, a well placed Enervation (or two) is your friend, as is having Illusion open as a school (Mirror Image / Displacement is invaluable). And a Well timed Charm Person can win you a prestige point, even with the crappy CHA.

Too much rambling.

About DM-Salsa

Hello! If you're here, I'm assuming that you're either a player in one of my games or in a recruitment thread I'm running. Below you'll find resources and guides on how I do things, what my players can expect from me, and what I expect from my players. We're all here to have fun, so let's make sure we have the most fun we can.

Play Guide
If you haven't already, check out both Doomed Hero's and Painlord's guides on how to be a good player in a play-by-post (PBP) game. The long story short, pay attention, be engaged, always be pushing, leave hooks for other players and the GM, and keep track of your stuff.

Doomed Hero's Guide to Play By Post Gaming
Building a Better Doomed Hero: Painlord's Advanced Play-by-Post Play

If you're new to the PBP format, or it's been a while since you've played, then I highly recommend reading through those. It should take about 15 minutes or so, and it's time well spent.

What players can expect from me:

1. I am not perfect. I will make mistakes. That said I will do my best to correct them and take steps to prevent myself from making the same mistakes twice. I ask for patience and in return I'll try to be patient with all of y'all.

2. I love character interactions and banter. You can expect a lot of role-playing in my games. One of my favorite things is when characters do something that is in character yet totally unexpected. If you think your character would go out and do something reckless, then by all means do it.

3. I will do my best to involve everyone. If two characters are off to the side having an RP session, I will bring in an NPC to interact with other characters or ask what they are doing while this is going on or just find something that will engage the other players and help spread some of the spotlight. I don't do this to detract from the roleplaying, but to make sure that everyone feels like they are doing something other than waiting around for the scene to move on. It's also a good way for me to get less involved characters to come out of their shells.

4. I will do my best to make sure you're having fun. As a GM, this is my number one priority is to make this fun for everyone. If you're not having fun, then I as a GM have messed up.

5. I will do my best to communicate what's going on and what's planned. This is so that everyone is on the same page and to give everyone an opportunity to correct me if I'm mistaken about something.


What I expect from my players:

1. Honesty. Please be honest with yourself, your fellow players, and me. Don't try to lie to make yourself look better or to get your way. The truth has a way of coming out and lying is one of the ways that will get me to kick you from the game with no warnings. This game is built on trust, and trust requires honesty. If you can't be honest, then how can I expect you to be a good player?

2. Respect. I expect people to act like adults and respect each other. We can disagree and we can even not like each other, but I do ask for some modicum of maturity. I don't agree with everyone here on the boards. I don't expect everyone here to agree with me. I do expect a basic level of maturity and respect while handling those disagreements. Being disrespectful is also one of those things that will get me to kick you from a game with no warnings. In theory, we're all adults or close to it. Let's treat each other as such, please.

3. Communicate. Let others know if they are doing something that bothers you. Especially let me know if something I am doing is bothering you or if you have concerns. If you'll be absent for a while, let us know. If something came up, just pop on and post a quick message that you'll be away for a while. Details can wait. All I'm asking is that you let us know if you'll be unable to post. Trust me, I know the site's awful on mobile, but you can still post.

As another side of this, if something has wowwed you or a line has you laughing, post about it! That's why there's a discussion thread in our games (among other reasons.) Let us know if you enjoyed something in the game or if you think something is particularly clever. Don't forget that you can mark posts as favorites, and seeing that someone liked your post enough to do so is an amazing feeling. It never fails to bring a smile to my face when I see that.

4. Engage. I expect players to engage with each other and with the game. As I mentioned, my favorite thing about tabletop RPGs is the banter and character interactions. If I post something and tag your character in it, I'm expecting a response. Please, don't leave me wondering what I did to cause you to clam up. If nothing else, pop into the discussion thread and let me know you need some more time to respond because you need to think through how your character would react to the situation. And if something isn't engaging you in a way you find fun, let me know. It's my job as GM to make sure everyone has fun, and if something isn't working out, I want to know about it sooner rather than later so we can work out how to make this fun for you too. I'm actually a pretty easy man to entertain and please, so don't worry about ruining my fun. I can make my own if need be.

5. Have Fun. I expect my players to have fun. This is a game, after all. Don't be afraid to poke fun at something or to be a bit silly. I have thick skin and I am of the belief that if you can't laugh at yourself, when are you ever going to laugh? Don't be afraid to do something bold or write up a cool scene. If you're worried about it fitting, just ask about it.

General Rules and Guidelines
1. Post regularly. Once a day is awesome, but as long as we can keep things moving forward a regular clip, I'll be happy. I will insist a once-a-day posting rate for combat. It's slow enough as is.

2. Keep track of your stuff. I'm the worst about this when it comes to gold in games I play, but I still try to make an effort. When it comes to ammo, spells, or limited use abilities, please mark them off as you go. It takes only a few seconds more.

3. Present information in a clear format. If I need to GMPC your character for whatever reason, I'll need to have enough information to be able to run your character. The standard Pathfinder stat blocks are a good starting point, but don't forget to that they don't include everything. Please include spells in your spellbook, if you have one, and what spells you typically prepare for a day. It would also be a good idea to include a GMPC section that details how your character would act in combat.

Also, include things like saves, AC, HP, Perception, and Initiative in your tagline. There's a dozen different ways to do it, but here's the one that I've mostly settled on.

Race: Spells, wands, ammo, other consumables, and conditions

Classes/Levels: Additional information, such as stats for mounts and familiars

Gender: Alignment, Gender, Race, Classes/Levels, HP, Non-lethal damage, AC, CMD, Saves (and modifiers,) initiative, and perception (with modifiers)

What is needed will naturally change based on the game system being used, but this generally works well for Pathfinder 1e and Dungeons and Dragons 5e.

4. Hook your GM. When writing your character's background or expanding on it, give me hooks that I can use to get your character involved. This could be something from their backstory or a character trait that they have that would compel them into joining this adventure. Hooks get me excited because they allow me to set up those opportunities for character moments, interactions, and banter that I love so much.

5. Involve other characters. All of the PCs are part of a team, supposedly. If you want to take a game to the next level, start having your character interact with your fellow PCs. This brings out some of the best play that I have ever seen in games and it doesn't require much from the GM beyond setting up opportunities for those interactions. Maybe your character has a rivalry with another PC. Maybe they are falling head over heels in love with the cleric. Maybe two of you always argue like an old, married couple.


Resources for making Characters and Character Backgrounds:

Below are links and questions that I think can help players stuck on coming up with something for their characters. While I will happily read and have typed out 20,000 word backstories, I don't ask that of my players. Most of the time, I just need a few paragraphs and that's enough to get the gears turning. However, if you feel your character's background is a bit lacking, feel free to use the resources below to help flesh out your character.

Names
Fantasy Name Generators: A collection of a dizzying array of random name generators if you're stuck on finding a name.
Behind The Name: This one is for real-world names, but includes meanings behind the names as well. Great if you want to evoke a certain image.
Nordic Names: Great for finding old Norse names.
20,000 Names: A great resource for finding names from all sorts of cultures. Like Behind the name, they also provide the names' meanings.

Backgrounds and Motivations
Ash’s Guide to RPG Personality & Background
10-minute Background

Twenty questions to help you create a backstory for your character

Spoiler:

Found here.

What is your character’s name?
How old is your character?
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Where was your character born?
Where were you raised?
By who?
Who are your parents?
Are they alive?
What do they do for a living?
Do you have any other family or friends?
What is your character’s marital status?
Kids?
What is your character’s alignment?
What is your character’s moral code?
Does your character have goals?
Is your character religious?
What are your character’s personal beliefs?
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Why does your character adventure?
How does your character view his/her role as an adventurer?
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
How does your character get along with others?
Is there anything that your character hates?
Is there anything that your character fears?


20 Questions for Deep Character Creation
Spoiler:

Sadly, the page I found this on has since been zapped from the internet. Thankfully I had copied the questions.

Concept
These are the fundamentals, the broadest strokes. Every character should have answers to these five, including NPCs. It’s the quickest way to give the sense of a full individual instead of a cardboard stereotype.

1. What emotion best describes your character? Find one primary emotion your character expresses. Try to use a colorful, specific word to describe it. For instance, instead of “angry” you might say “vengeful” or “raging,” or instead of happy you might say “cheerful” or “exalting.”
2. What emotion does your character evoke in others? How do others react to you? Do you impress, scare, calm, excite, or perhaps annoy? Again try to find the most specific term you can. Is this reaction different between friends and enemies?
3. What does your character need most? If your character had everything he or she needed, why go on an adventure? Most people’s needs are fairly universal, although they can change over time. Common needs are survival, security, companionship, esteem, romance, family, or wisdom. Consider what your character’s starting needs are, and where you want them to be by the end of the adventure or campaign. It helps to establish this need with the GM, to ensure it fits with the themes of the game.
4. What is your character’s goal in life? This should be the principle, underlying motivation for everything your character thinks, says, and does. If your character were lying on the brink of death, what makes him or her cling to life? What could your character lose that he or she would consider worse than death? This goal is often broad, and sometimes unachievable. Whatever the nature of the goal, it should be something your character can strive for his or her entire life. The best goals are ones that can be threatened, as they will help create more compelling adventures. Ideas include justice, revenge, protecting loved ones, redeeming one’s self, or gaining some kind of power. When you think of something, ask yourself “why?” to make sure it isn’t because of some larger, more important goal.
5. How does your character believe this goal can be accomplished? Because the goal can often be ideological, the method to achieving it is sometimes equally insubstantial. Your character’s methods should be strongly tied to beliefs (or lack of beliefs), and primarily be a decision of lifestyle. A character bent on revenge might consider perfecting a fighting discipline, while a character devoted to a cause might consider a religious or philosophical doctrine.

Background
For any campaign, a character should have come from somewhere. Spend any length of time with someone and their history is bound to come up. These questions give your character history, and therefore dramatic and emotional weight.

6. Where did your character come from? Consider your character’s initial roots, before he or she was a teenager. These times are what shape your character the most. Who were your parents? Where did you live? What was your family’s economic and social status? How were you educated? What were the three most important lessons you learned?
7. When did you grow up? Everyone begins taking responsability for their own lives at different times and in different ways. Describe the events related to when your character started taking care of him- or herself.
8. What values does your character hold? Name three things your character considers sacred, and three things he or she is idealogically opposed to. These things will usually stem from a combination of your goals and your personal history. Consider especially where the values came from. Was your character taught these values? Did they develop as a reaction to something your character considered noble or diabolical? Establish lines that your character will not cross in pursuit of his or her goal to add challenge to playing your character.
9. How does your character dress? Start generally with an overall statement of the quality of your character’s appearance, such as projected social status, trade, common activities, or how groomed or slovenly your character is. Begin to hone in on telling details, especially those things that most people take for granted. How exactly does your character style his or her hair? What decorative articles does your character wear, such as jewelry, decorated buttons or buckles, a belt, gloves, etc.?One especially telling detail is footwear. Describe in detail what your character wears on his or her feet, including cut, tightness or looseness, heel height, sole hardness or softness, lacing/buckling/tying or lack thereof, toe shape (square, round, pointed…?), color, material, shininess, cleanliness, repair or disrepair, and any other details you can think of.
10. What are your character’s means? Consider all the resources your character has. This should include material resources such as money and property, social resources such as friends and allies, and personal resources such as skill, courage, strength, wits, etc. It might help to make a list of all your character’s resources that he or she might use to overcome adversity. Consider challenges like fights, puzzles, traveling, persuading (and being persuaded), and any others.

Details
Now we’re picking nits. These five are all about texture and color. These answers take your character beyond an adventure serial persona and into reality. Answers to these make your characters memorable for years.

11. What are your character’s personal tastes? Name at least three things your character enjoys for no reason other than personal preference. A good place to start is with each of the five senses. Consider a sound, smell, taste, feeling, or sight that is uniquely pleasing to your character. Also consider activities such as hobbies or habits. Name three things your character dislikes, as well.
12. What are your character’s opinions? Decide upon at least three major aspects of local society and your character’s opinion on them. This could be generalizations such as rich or poor people, more specific areas like a particular political or religious group, or very specific things like a prominent individual or an aspect of the character’s job. Check with your GM for relevant things in the campaign to have opinions about.
13. What is your character’s comfort zone? What environment, activity, or mindset puts your character at ease? This can add a lot of color to your character during stressful moments, as he or she will have a place to go or a thing to do at these times. It helps to have a comfort zone broken up into the above parts so at least some of it is portable.
14. Who has had the biggest impact on your character’s life? Name and briefly describe at least one person who had a significant impact on how your character perceives the world today. You can name more than one, but they should each reflect different aspects of your character’s beliefs. Use this as a reference point when your character has to make difficult decisions (i.e., “What would so-and-so do?”).
15. What are some of your character’s unexpected quirks? Name three things that are unexpected about the way your character behaves, such as things that go against his or her normal social status, age, or trade. How about three unexpected talents or abilities like being able to sing, or knowing some trivial knowledge, or being good at math? Three things your character can’t do that most other people can such as whistling, swimming, or reading well? How about three things your character fears, such as heights, dogs, or insects?

Player
These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what’s expected to give everyone a good time.

16. What kind of story does your character belong in? Who are the characters your character interacts with? What settings does he or she inhabit? What themes are important? What conflicts does your character face? These things are important to understand so your GM can create adventures that will engage your character, and so you will have a better chance at getting along with your fellow players’ characters.
17. What role does your character fill? Roleplaying is all about the ensemble cast. Make sure you fill a unique role in the party, and you aren’t stepping on anyone else’s toes. Consider your role in the interpersonal relations of the party, your role in combat, what skills your character is best at, and what thematic note your character hits.
18. What should the other players know about your character? These should be major thematic points, your character’s general emotion (if it isn’t secret), potential surprises or areas that might be difficult, and any other pertinent information. Also start sketching out potential interactions, such as another character you might go to for help (or who might go to you for help), or someone you’ll probably butt heads with. Getting these things out in the open is important to ensure there aren’t unpleasant surprises.
19. What is your play style? Do you like heavy character immersion, or attention to detail in the rules, or perhaps you’re especially goal-oriented? Maybe you’re a bit competitive. Do you prefer lots of colorful descriptions, or a quicker framework understanding of situations? Do you speak in your character’s voice? You may not even be aware of your own play style. Keep this in mind as you play so you can better communicate with your fellow players about the direction of the party as a whole, and the course of the adventure. This also helps your GM understand your personal needs at the gaming table.
20. How do you want your character to die? Your character won’t live forever, although you might not play him or her to the end. If you had your choice of deaths for your character, what would it be? Death of old age, having survived through all his or her trials? Perhaps a bloody, violent death? A noble sacrifice? Happenstance? It can also provide an unusual layer of texture to your roleplaying, as you have a better understanding of your character’s fate. It will also tell you if your character is a tragic or heroic one. Finally, it can help your GM in resolving conflicts in-game if he or she has an idea of your comfort zone with threats to your character’s life.



Additional Information and Resources:

Paizo Campaign Tools
Chrome and similar WebKit Broswers
Firefox (Possibly out of date. Last update was in 2018, it seems.)
This is a browser plugin that provides some neat features, such as the ability to rearrange your campaign tab, highlighting new posts in a different color, and the ability to set custom character avatars.

Guides on how to PbP
DoomedHero's Guide to Play-By-Post
Building a better DoomedHero: Painlord's Advanced Play-By-Post Guide

Languages
To help keep things consistent, we'll be using the following languages as stand-ins for the many languages of Golarion.

Golarion Language Stand-ins

Spoiler:

Aboleth = R'Lyehian
Abyssal = Urdu
Aklo = Telugu
Ancient Osiriani = Lao
Aquan = Tamil
Auran = Armenian
Azlanti = Greek
Catfolk = Basque
Celestial = Arabic
Draconic = Bengali
Drow = Tamil
Druidic = Irish
Dwarven = Hebrew
Elven = Welsh
Erutaki = Finnish
Giant = Latvian
Gnoll = Indonesian
Gnome = Hungarian
Goblin = Maltese
Halfling = Estonian
Hallit = Russian
Hongali = Albanian
Ignan = Georgian
Infernal = Persian
Kelish = Catalan
Minkaian = Japanese
Necril = Khmer
Orc = Czech
Osiriani = Gujarati
Polyglot = Swahili
Senzar = Macedonian
Shae = Belarusian
Shoanti = Croatian
Skald = Icelandic
Sylvan = Korean
Tengu = Filipino
Terran = Yiddish
Thassilonian = Kannada
Tien = Chinese (Traditional)
Undercommon = Thai
Varisian = Lithuanian
Varki = Malay
Vegepygmy = Zulu
Vudrani = Hindi

Other Language Tools:
Upside Down Text Generator
Zalgo Text Generator
FSymbols Text generators/alterers Various tools for creating and altering text.

For the sake of everyone's sanity, be sure to put the original, english text in a spoiler and mark it as the language being used. In general, it's best to go in order and use a separate spoiler for each one. Especially if you're using the Zalgo generator.

For example wrote:


"میں بیوقوفوں سے گھرا ہوا ہوں۔," The Dread Lord of the Crypts sighed in Abyssal. He picked up his staff and settled into his throne. "Iltqajt sew! X’nista ’nagħmel għalik," he says in the goblin tongue, his voice cheery.

Abyssal

Spoiler:
"I am surrounded by idiots."

Goblin
Spoiler:
"Well met! What may I do for you?"

Tokens and Character Art

If you'd like to make life on your GM a little easier, here are some tools and resources that you can use to create tokens for the battlemap or pick out art for your character. While AI artbots are an option, I'd ask that you not use them due to ethical concerns about how they were/are developed. If you grab something online, please link back to the original artist in your character's profile.

Token creators
Token Tool (Download)
VTT Token Maker (Web app)
Tokenstamp

Art Resources
My Fantasy Character Pinterest Board
DeviantArt
Artstation
Instagram

Other Resources
Party Loot Sheet - This is a blank sheet that you can copy to your Google Drive to use for games that you are in or running. There's some built-in functionality, such as automatically calculating total value, weight, and sell value as well as highlighting based on status and which character is carrying the items. There is a readme that explains more about how to start using the sheet.


Contact Information
If you need to contact me or would like to chat outside of the boards, here's my email and Discord username.
Email: salsa.the.geek@gmail.com
Discord: salsathegeek

A special thanks
I want to thank the following people. They may no longer be active on the boards, but they have inspired me to be a better player and a better GM.

Doomed Hero
Painlord
Wilmannator (AKA GM Damo)
Lady Ladile