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Male Warforged Artificer (Alchemist) 5. AC 21. HP 43/43. HD 5/5, 1st 4/4. 2nd 2/2.

Squeak winced as his predictive algorithms ran through the likely result of the fight. Sadly it appeared it would be necessary to sacrifice one - or more likely both - of the new companions to ensure Bronwyn was not injured.
'No. I made an agreement. No-one is expendable. I must do what organics would do. I must do... the stupid thing.'

"Rainn. Run to the others. I will draw fire... Avenge me." The words were easy, but this next would not be. 'I can only hope my draconic is up to the task...'
Draconic
In a flat, emotionless, but loud voice, Squeak recited "You ****ing **** ****ers! You killed..." a tiny gap as he failed to recall Male-Companion-0128's name "him! **** You! I will BURN your temple AND your FALSE GOD! And you with it!'" Squeak grasped for more insults to translate "I question your paternity! I had a long term relationship with your mother! Were you born like that, or are you horrifyingly injured? Hearsay evidence claims you have had no sexual partners if male, or very many if female!"

Each insult was accompanied by a new bolt, most at the injured lizardfolk, but one of which struck the injured Fendir.
Being clever... I hope.
Standard to shoot Firebolt
Bonus to cast a Heightened Healing Word on Fendir... delivered through a healing potion strapped to a bolt.
The other bolts are just the repeating enhancement on the crossbow, but hopefully that makes Squeak a priority target!
attack+bless+bardic: 1d20 + 6 + 1d4 + 1d8 ⇒ (6) + 6 + (4) + (7) = 23
attack+bless+bardic: 1d20 + 6 + 1d4 + 1d8 ⇒ (1) + 6 + (1) + (3) = 11
damage: 2d10 + 3 ⇒ (2, 9) + 3 = 14
healing word: 2d4 + 3 ⇒ (2, 2) + 3 = 7
persuasion: 1d20 + 3 ⇒ (2) + 3 = 5 bless if it applies: 1d4 ⇒ 3
Remember Squeak's AC is temporarily 22 (I believe) because of the enhancement he put on his armor this morning.
Edit: sigh, I have adjusted the speech for the terrible roll. Including forgetting Fendir's name. Guess I should have saved the d8 for that!

Edit2: Ninja'd by Rainn. Teach me to keep editing! In which case I guess when Rainn runs up he will as well?


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Male Warforged Artificer (Alchemist) 5. AC 21. HP 43/43. HD 5/5, 1st 4/4. 2nd 2/2.

Yay! Exam is done!

Action 1
Squeak puzzled quietly to himself as he attempted to work out whether to interject. On the one hand Palisade seemed to be doing quite well, on the other hand were the anecdotes Corporal Jenkins had shared with Private Shoemaker about picking up females, and specifically the disastrous consequences of the time he had tried to pick up two at the same time.

Carefully he felt out the situation "So, you both accept that Palisade would be carrying both of you, at the same time? Is that likely to cause any difficulties for you?"

Squeak ran back over Jenkins' stories, looking for anything that stood out. There was something he had not understood at the time, something about drinks. "Would he also be carrying provisions for you? Specifically hydration?"

Action 2
@Note: not sure of the time of day - please change meal appropriately. Also, don't forget old 162!
Squeak looked to Vi for direction on how much information to share. It was unlikely that these people were shapechanged Lizardfolk, or vampires, or possessed by Demons - but even more unlikely that a Warforged would be able to work that out from their body language.

Instead he stalled "I am a chef." he declared, answering the question with its immediate answer "And as such what I am doing is that I am about to start making (dinner/breakfast/lunch). I'm afraid it's only parboiled potatoes basted in goose fat and oven baked to a crunchy golden consistency, served alongside steamed long beans and artichoke hearts in a butter sauce, a Pork loin that I had had slow cooking in a buried cauldron since yesterday and a crisp white wine. Desert was to have been meringue, but I am afraid my stores are depleted. I have been forced to jury-rig a berry compote and can only hope our chocolatier can rescue us."

He nodded "As you can see, our culinary situation is becoming dire. I don't suppose you have a pound of sugar?"


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HP 15/15 AC 14

prescience: 1d20 ⇒ 19

Zyrel looks into the lines of probability as bullets zip past him.

With a sigh and a heavy heart he follows the line that doesn't lead to him getting hit.

Dropping his bow - and wincing a little as it falls to the floor - he steps forward, the curved elven blade on his back singing as it whips from its sheath. Zyrel leaps forward, the momentum of his move adding to the leverage from the downward strike

mechanics:

attack: 19 + 4 + 1 = 24
confirm: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
damage: 1d10 + 2 + 1 ⇒ (9) + 2 + 1 = 12
additional damage if crit: 1d10 + 2 ⇒ (4) + 2 = 6
Move + draw, strike. Close to 5', so if he tries to move or shoot hopefully he will provoke an AoO. If so, here it is...
AoO: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8damage: 1d10 + 2 + 1 ⇒ (2) + 2 + 1 = 5


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LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 0/0 Eng 12/16 Comp = 63| HP = 36 +5 temp -8 lethal -2 nonlethal | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status: +4&-1 con -2 dex. Lucky +1

I can understand that! Stay Sane :)

Also, Imix may just have been seduced by the republican system. He'd started to wonder if monarchy was a bad idea, and this might have just sold it to him.

Gorgeous rebuttal, GMBP!


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LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 0/0 Eng 12/16 Comp = 63| HP = 36 +5 temp -8 lethal -2 nonlethal | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status: +4&-1 con -2 dex. Lucky +1

Imix considers "I would indeed have suggested this course of action for my people. Had I done so perhaps the coup that toppled my own empire might have never happened. Had I been a leader at such a time I would have assumed death was inevitable and sold my life as dearly as possible. Should I have succeeded in stopping the coup..." he considers for a moment "I see. An interesting dilemma. Once a coup is launched, logically the only two options available to the innocent are to either accept one's death and try to die fighting, or to abandon one's allies and join the enemy. I believe I know what my choice would be, but I had not considered the problem in this light; if the enemy believes enough of the senate will be swayed to choose to change sides, this action would not only be unlikely to prevent a coup, but instead actively makes it easier to succeed and therefore makes the action more likely - indeed may even precipitate the very coup it is intended to prevent."

Imix bows to the otterling, lower than he has before "I see your wisdom. I have ever had a weakness with politics - this is normally considered an asset in a Suriname, but now it has led me to advise incorrectly. I hypothesise this is one of the reasons the Suriname are forbidden to do anything but advise, except in very narrow circumstances."

"While I still believe that the enemy has infiltrated your ranks - especially given that your city is built on their old stronghold - I can see now that there is no easy solution at hand. The best I could reasonably promise is that if, after investigation, I truly believe that survivors of a coup were instigators I would seek to kill them - a threat so full of caveats it would be better not to make it."

"Bluntly, I had considered your Senate to be inferior to a hereditary monarchy. I see now I have judged it unfairly - I now see the benefit of your system over pure autocracy. It is yourselves; the senators."

"Your senators appear to have been schooled in intrigue and politics beyond anything I had ever expected to encounter outside the very highest level of the imperial courts. Your cunning and insight into exploiting human weakness make you more than just an asset in this fight against the Enemy. It makes you essential."

"Again and again the Enemy has misled us. Tricked us. Fooled us. Betrayed us. They have whittled away all but those whose own forthright, honest nature left them unable to anticipate such attacks. I had believed that this was the will of the Gods, saving those who put others above themselves, but perhaps not."

"Hamfatten was the worst of us. A scheming politician willing to do anything to survive. His death leaves us far poorer. All we truly have now is Oios; an investigator prepared to accept a death sentence in order to do his duty to his people. While his knowledge of the darker half of human nature is expansive, he himself is, unfortunately, a veritable beacon of honour and light."

"I am now convinced we must give to your Senate all the information, all the minutiae, that we have encountered - not simply our interpretation. Perhaps your experience will enable you to spot some pattern we do not, before that pattern comes to some terrible conclusion."

"I ask the Senate to consider our problems, and create a task force of those most gifted at intrigue, ensure such a task force is free from the Enemy, and set them to anticipate our Enemy's actions."

"Additionally: should our immediate problems be resolved, I would ask the Senate to consider a proposal that I be trained in politics and intrigue, in order to avoid giving such poor advice in the future."


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Male Warforged Artificer (Alchemist) 5. AC 21. HP 43/43. HD 5/5, 1st 4/4. 2nd 2/2.

Action 2
"A gross simplification." Squeak complained. "The true nature of our existence is the magic, not simply the physical chassis that the magic happens to animate."
He slowly walked towards the lizardmen "If you would like to know more I am happy to explain how we work. We truly are an incredible creation of..."
He trails off, slows and stops.
"Palisade." he said quietly "Do you realise these poor primitive folk have never even had the opportunity to hear about the Creator Goddess?"

Action 3
"It sounds as if we share an enemy." Squeak offered to his companions "Perhaps we should enquire as to who to fight these enemies, as well as if they desire us to do so. Additionally, perhaps one of us should attempt to learn a few useful phrases? We could share supplies as a means of building trust."
Squeak indicated the supplies he and 162 are carrying "I couldn't bring the cellar with us, obviously, but I do have a nice selection of wines and spirits. I also have some cheeses that frankly I am concerned will need to be eaten soon, given my refrigeration technology is simply not coping with this humidity." He sighed again "I'm also concerned some of Bronwyn's hair products may be the worse for wear. And this jungle truly is difficult to move through. Thank goodness for 162, or we may have had to leave the sewing machine behind! Or worse, the laundry equipment! Possibly even" he shudders "The largest of my cast iron skillets."
This last was of course hyperbole - under no circumstances would Squeak have left his precious skillets - forged from the chestplate of one of the fallen - behind, even if he had to forego the collapsible bathtub'.


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HP 15/15 AC 14

stealth+gear: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
perception: 1d20 + 11 ⇒ (2) + 11 = 13
climb: 1d20 + 6 ⇒ (5) + 6 = 11 Edit: yeah, that's not going to make it...
Zyrel nods to his smaller companion, and starts to climb. He leaps to the top of a nearby bin, then to almost the top of a a nearby wall, immediately kicks off to land to the top of a roof overhang - and promptly passes straight through the desiccated wood and onto the ground with a loud crash and a cloud of dust.
Disgusted he grabs a chunk of overhang from the ground nearby. "Worm rotted, and they just painted over it."


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Male Warforged Artificer (Alchemist) 5. AC 21. HP 43/43. HD 5/5, 1st 4/4. 2nd 2/2.

Action 1
"I would assume that a sudden attack by Bronwyn was the result of some form of enchantment, given Bronwyn's previous behaviour. If she gave a reasonable explanation for the necessity, then given her superior intellect and logical ability I would be prepared to participate in combat, but seek to incapacitate, rather than kill."

Squeak looked thoughtful "As for emotions, emotions are an undesirable emergent side effect of prolonged contact with humanoids. They have very little to do with, and are secondary to, objectives. Confession: I have developed some emotion for you, Bronwyn and Palisade. Were you to be killed I might indeed display an irrational desire to punish those who killed you."
"Most sentients act on emotion, rather than a logical series of objectives. This renders their utility functions inefficient to manage, and difficult to predict. The result is a serious reduction in combat effectiveness. I conclude that most emotions are therefore counterproductive, and should be avoided at all times."
Squeak hesitated. "I say most emotions because there is one human emotion that stands above all others. It took me a long time to see it , but there is one emotion that keeps sentient society functioning. The emotion that ties organic beings together. It is the one emotion I feel might improve Warforged by its acquisition. I speak, of course, of Vengeance."

Squeak hesitated "On that basis, were I to feel 'Vengeance' for your destruction I would seek to publicly punish those responsible. In this way I will acquire a reputation that I will impose an additional cost on those I value. This would help to ensure that the future existence of those I value is, on average, slightly extended."


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-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8

Tyrus stumbles over an apology as he grabs the proferred paper bags. "Sorry. Must dash! Sorry. Luca! Sorry!"
by the fourth apology he's out the door Kien holds open. "What is it?" he asks, more quietly. "We only just got your buns"


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skills & init:
Init +1 Per +2 Know(All)+11
Points:
HP 14/21 FS 0/1 SS 1/1 HeP 3/5
Active Effects:
False Life, Mage Armor
Defences:
AC 11 15(14) Touch 11(10) Flat Footed 10 14 CMD 12(11) Fort +1 Reflex +2(+1) Will +5 +2 vs fear/death
2 dex dam

Aduard perked up "Brother Swarm, I assume? Delighted to meet you. Please accept my apologies for the invasion. We understand this area to have been claimed by The Beast of Ustalav. That he came here, cunningly took the children to be his servants, and drove the adult residents to flee his wrath." the wizard held his breath a moment "Do I take it you are then entity who accomplished all this? Or are you perhaps one of The Beast's Servants, residing here at his indulgence?"


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LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 0/0 Eng 12/16 Comp = 63| HP = 36 +5 temp -8 lethal -2 nonlethal | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status: +4&-1 con -2 dex. Lucky +1

mechanics:
alchemy: 1d20 + 8 ⇒ (17) + 8 = 25

"Poison indeed." Imix confirms, memories of poison lessons vivid in his mind. "Heartslocke Cane milk - hardens the blood starting in the heart. Very effective, but has a short life. I've not heard of a way to preserve the potency beyond an hour after harvest. Even at fifty five minutes it took the subject a very long time to die."
"Given the primary method of exposure is consumption, I wonder if a 'friend' handed them a gourd with something in it to disguise the taste."


2 people marked this as a favorite.
skills & init:
Init +1 Per +2 Know(All)+11
Points:
HP 14/21 FS 0/1 SS 1/1 HeP 3/5
Active Effects:
False Life, Mage Armor
Defences:
AC 11 15(14) Touch 11(10) Flat Footed 10 14 CMD 12(11) Fort +1 Reflex +2(+1) Will +5 +2 vs fear/death
2 dex dam

Aduard blinks for a second "Pardon. I meant young Stockl." Aduard shakes his head "Not good when a caster of spells starts to slip like that. A word or two wrong can be disastrous." He feels his head carefully "Doesn't seem to be damaged, and I don't believe I'm suffering from a curse. Probably it is simply exhaustion - I feel as if I haven't stopped travelling since we left Harrowstone, and that was hardly a vacation."

He dons a grim grin and turns to Radag "My apologies Irefist. Rest assured no-one would mistake you for a young man."


1 person marked this as a favorite.
skills & init:
Init +1 Per +2 Know(All)+11
Points:
HP 14/21 FS 0/1 SS 1/1 HeP 3/5
Active Effects:
False Life, Mage Armor
Defences:
AC 11 15(14) Touch 11(10) Flat Footed 10 14 CMD 12(11) Fort +1 Reflex +2(+1) Will +5 +2 vs fear/death
2 dex dam

SO ANNOYING.


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HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

@Cecilia: Sorry to hear that :(

@Rhona: Undead were immune to criticals & precision in 3.5e, but not in Pathfinder. Makes sense: you explicitly kill a zombie by cutting off its head, and a vampire with a shot to the heart.

@DM Kaavek: I spent three Glowglyph charges back here to make Morgrym's shield glow for 10 minutes, and can add another charge during that time to make it an hour. Is it still glowing?
I'll hold off until I know.

glowglyph wrote:
Glowglyph: The inscribed item sheds light as a torch. As a standard action, the bearer can command the rune to erupt in a burst of light as a shield with the blinding special ability with a burst radius of 5 feet per glowglyph rune inscribed on the item. This expends all glowglyph runes on the item.


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HP 15/15 AC 14

The port
Zyrel's eyes narrow for a moment in suspicion, then he nods to himself, and once more takes to scanning the area rather than looking at their contact.
"As Elsa says." Zyrel reiterates and expands "What are the parameters of our engagement? What must we do, what must we avoid, what is permissible but regrettable?"
"Our goal is to find who is distributing 'Slag', and stop them distributing it. Are we required to identify the entire distribution system, or only those directly distributing it? Should we expect these distributors will have bribed..." human civilisation is so predictably short sighted, it is better to be prepared "...local officials into rendering information and/or aid?"


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HP 15/15 AC 14

The trip
Zyrel quickly gives up any thought of assisting Erick; Gunsmithing is obviously sufficiently different to his existing careers that any overlap is coincidental. Further it becomes clearer that the making of firearms is as much an art as it is a skill.

Soon he takes to keeping Erick company, working on turning his new-bought supplies into scrolls, sketching what Erick is doing, and asking occasional questions such as "Is there a mathematical relationship to the bore-curves?" and "Is there a way of ensuring consistency between the alchemical properties of the powder?" He takes note of Erick's setup to ensure the gun fires straight, especially given the difficulty in using a plumb line on the open sea.

He's appreciative of the gun "It is elegant. I had not expected that. So many of the firearms I saw in the war lacked any aesthetic qualities beyond simple bilateral symmetry. Thank you. Does it have a name?"

As soon as he has gun and rounds he spends the evenings carefully practising. He asks Kristlefur and Erick to demonstrate the correct form, and then practices each part of each movement endlessly, drawing bead and pulling trigger while the gun is not loaded. It is not until the last night, as the ship is approaching shore and the trip all but done, that he finally fires it.

He leaves an empty box to bob in the waves as they sail away. Stuffing his ears with cotton, and bandaging them to his head he takes a moment to brace himself, draw bead, and fires. As soon as the round fires he is spinning the next barrel into place.

mechanics:

foresight: 1d20 ⇒ 16
perception: 1d20 + 14 ⇒ (20) + 14 = 34 - looking to spot a DC 10 target as far away as possible. Using Eagle Eyes and Eagle Eyed (so ignore 5 points of penalty, and 20ft per point).
Edit: 24 +5 = 29 = 380ft. that is 4 range increments at 80ft, so -4 (sniper) to hit.
Assuming non-proficient and against touch AC. Guessing AC 10? -4 for no Dex. +4 for Diminutive. so 10.
attack #1: 16 + 5 - 4 - 4 = 13
attack #2: 1d20 + 5 - 4 - 4 ⇒ (11) + 5 - 4 - 4 = 8
attack #3: 1d20 + 5 - 4 - 4 ⇒ (2) + 5 - 4 - 4 = -1 Edit: is this a misfire?
attack #4: 1d20 + 5 - 4 - 4 ⇒ (18) + 5 - 4 - 4 = 15
attack #5: 1d20 + 5 - 4 - 4 ⇒ (19) + 5 - 4 - 4 = 16
attack #6: 1d20 + 5 - 4 - 4 ⇒ (16) + 5 - 4 - 4 = 13
Edit: Yay! Even if the third shot leaves it broken (damn it) the other three would have hit.

The first round slams home, the second misses, the third all but explodes in place, but the next three strike home. Nearly 400 feet away the box explodes into shrapnel, and vanishes between the waves. Zyrel winces, unwinds the bandage, and unstuffs his ears.
"Truly, Erick, it is a fine weapon. I could have fired no faster with a bow, nor any further. My skill is not so great with this weapon - yet - but I can see the potential here. Had that box been orc or demon, these shots would have killed it where arrows would have left it merely injured." he looks thoughtful "The sound though, that is a problem. Also, the flash from the first all but ruined my night sight. Finally, the third round went... wrong. I'm not sure of the words. Could you check to see if I have damaged the weapon already?"
He nods to those watching "Also, if my form was incorrect, I would be grateful for correction. I realise I have rushed to practice like a fool, but I though it best to fire while we were still out from the port."


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HP 15/15 AC 14

Zyrel looks curiously at the paper, and nods approvingly. "My purpose in coming to Alkenstar was to investigate whether this new technology of firearms was maturing to the point it could provide a genuine competitor to bows. I had intended to contract one of the craftsmen here to attempt to provide the physical basis of the weapon. Had I realised you were a craftsman of this skill I would have approached you earlier. Are you interested in another commission?"
"I also am interested in a rifle, such as you seem to be describing. I suppose I will also need several thousand rounds to start practising, in order to achieve enough mastery to allow a fair comparison to be made." he looks thoughtful "Is it possible to make ammunition that can be used in all the weapons? That would stop us from needing to be careful not to mix our..." he hesitates "... packages?"

"Can you explain the difference between ammunition types, Erick? I have seen men pour powder and ball, use paper packages, and use metal. Unlike arrows, men seem to always use one particular type."


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LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 0/0 Eng 12/16 Comp = 63| HP = 36 +5 temp -8 lethal -2 nonlethal | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status: +4&-1 con -2 dex. Lucky +1

Imix fights down instincts that tell him to fight.

"Calm. Down." he says, with as much control as he can muster. His third eyelid nictates. "I have not refused you tribute. Our siblings have not refused you tribute. I speak of knowledge - that which you use the Tribute to acquire. I am trying to help you. I am trying to forge a deal between us, not renege on the one between you and our Siblings." Teeth grind "You regard my power as a parlour trick? Perhaps it is. I have, after all, been able to do as much since I was six. I have not been idle. I have woken the Nargun. Laid down those who defeated death. Fought the creatures of the Flame. Fed my people simply through my power as we travel through these lands."
He shakes a little, control slipping "And Conspiracies? You resemble, Seer Orleva, one of the Flame's creatures - but the power I channelled would have had one of them screaming, thus this is a coincidence. Proof dispels doubt. Is that the conspiracy of which you speak, Seer Orleva? Is it the Flame? For I have proof of that, proof that came too late to save my people but might still save yours."
"No hand is raised against you, Seer Orleva. If you feel insulted, or aggrieved, raise it with my commander. Attack now, and start a war." He smiles a wide smile now, his teeth jagged and sharp "If it is that, like me, your soul is unsatisfied with the logic demanded by duty, I would be delighted on a personal level to step aside from our roles, and our companions, and contend together. It would be refreshing to debate someone like minded."


1 person marked this as a favorite.
skills & init:
Init +1 Per +2 Know(All)+11
Points:
HP 14/21 FS 0/1 SS 1/1 HeP 3/5
Active Effects:
False Life, Mage Armor
Defences:
AC 11 15(14) Touch 11(10) Flat Footed 10 14 CMD 12(11) Fort +1 Reflex +2(+1) Will +5 +2 vs fear/death
2 dex dam

Aduard takes a deep sigh, and pulls himself to his feet. "I suspect there's nothing for it but to take a look - preferably while the sun is out."

Ladies; he bows to each, and turns towards the direction where Flicht left.
"Ladies. I wish I could spend more time in your company, but if we are to investigate across the river then I dare not let any more daylight escape." He shakes his head slowly, in apparently genuine regret "I will ensure we stop by, before we leave, so you may know my unquiet spirit does not haunt your ancestral lands. If we meet with some success, I may even be able to offer you some small measure of comfort."


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LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 0/0 Eng 12/16 Comp = 63| HP = 36 +5 temp -8 lethal -2 nonlethal | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status: +4&-1 con -2 dex. Lucky +1

mechanics:

perception: 1d20 - 1 ⇒ (19) - 1 = 18
Artistry: speeches: 1d20 + 8 ⇒ (11) + 8 = 19
diplomacy: 1d20 + 9 ⇒ (5) + 9 = 14
channel: 2d6 ⇒ (3, 4) = 7 damaging negative. If she's negative, something should show.

"I am the Suriname. Suriname Imix." Imix inclines his head. "It is good to meet you, Seer Orleva."

"Suriname are, as best we understand, a tool of our Gods. When a great change is needed, one of our people is born Suriname - born to fulfil some great Purpose. A naturally occurring, living gate between the Powers and Dominions. Trained properly a Suriname's power is, perhaps, the most powerful of all of the Magi."

He sighs "We come from far away. We were driven from our home by something called the First Flame - the same power that broke this land long, long ago. Like its namesake the Flame burns until everything is consumed, then gutters and dies, only for the embers to ignite anew when their time comes again."

"That time is now. The Flame seeks to corrupt the source of the River that forms these lands. When they succeed..." he shakes his head slowly "the pure water that flows in to dilute your tainted water will itself be tainted, and a new breaking created. Every living thing, corrupted as it is, will likely be twisted to serve the Flame, or killed."

"Forgive us our suspicions. The First Flame is deceitful, and everywhere. This land was its stronghold for years. Everything is to be questioned. Everything is to be suspected. My companion's job is to be wary - but we have met new allies as often as we have met deceitful enemies. It is a risk to trust, of course, but as things stand we face inevitable failure - only through risk can we hope to succeed."

He bows slightly "Working to bring back the rain is honourable work. But it is plugging a leak in a sinking boat. Make no mistake, the First Flame is the true threat. If it cannot be countered, all we can do is lead our people, and the Enclave, far enough away that perhaps some fraction will survive long enough to maintain some semblance of civilisation."

A pause "But the Gods, it seems, still guide us. How else to describe that here, in the very stronghold of the Past Flame, we find not just new brothers and sisters but an entire order devoted to divination."

"As for cleansing water..." He pulls a cup, and steps closer to Orelva so she can see him fill it with the water she emerged from. With a tight lipped smile he carefully holds the cup to show there is no legerdemain or trickery, then channels.


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HP 15/15 AC 14

Zyrel knots the rope around Kristleifur's waist and leg, makes it fast to the roof, and then waits, looking through possibilities for one where they do not fail.

"I suggest you put everything that might fall out in a pouch, and leave it in my bag." Zyrel whispers to the gnome "'as it will fall and clatter upon the stones below." a moment more "Also anything especially heavy, or delicate." another moment, and a sigh "Put the items you will need in your hands now." another "Ensure your boots are well buckled. I will tie off the rope so that if you do fall, you will not fall far; be prepared for the stop, so that it does not dislocate anything - and do not cry out. Should you be injured I will retrieve you and attend immediately." Finally, with a nod to himself, as much as his brave companion, he indicates for his companion to lie on the ground.

Carefully he stands, backpack in one hand, rope-attached gnome in the other, using the weights to counterbalance. His arms are spread wide, with the rope between them, running over his bracer as if a pulley, with his handgrip used to stop the rope, rather than lift the weight.

Turning slightly he moves his arms over the edge of the roof, Kristleifur moving with the rope to swing wildly over nothing for a moment. Slowly Zyrel brought his arms together, the rope feeding through and the gnome - now upside down - lowering closer to the window.

"Do you have enough rope?" he whispers quietly.

mechanics:

Hmmm - Given he can change his action based on his foresight, let's pick one where K doesn't die...
foresight: 1d20 ⇒ 5 no
foresight: 1d20 ⇒ 12 Sure. +9 for acrobatics. +2 for strength. Zyrel can deadlift 350lbs, if he has to. Endurance might be an issue, but he eats elf rations, which helps with that.


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HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum considers carefully. Abadar was not renowned as a merciful god - if this were a criminal enterprise, he was duty bound to end it. On the other hand, Abadar did allow making peace - peace being better than war was, after all, one of his major 'friendly' arguments with Gorum.
"Peace!" he says confidently, striding forward with outstretched hand.


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LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 0/0 Eng 12/16 Comp = 63| HP = 36 +5 temp -8 lethal -2 nonlethal | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status: +4&-1 con -2 dex. Lucky +1

@Oios: Not sure what to say that doesn't sound trite. The fact that this happened in New Zealand stuns me, as I'm in Australia. I can only hope that the tragedy galvanises a togetherness response, and wish you peace.


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-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8

spellcraft-pentalty: 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24
I guess that spell will heal that last point of damage, though ;)
I keep having to remember Tertius' viewpoint is much different to Tyrus

Tertius's eyes widened as they entered the Fortress, and stayed wide.

Dazed he shook hands with yet another doctor, mumbling an answer to a question. 'I worked as a Tutor and Scholar at the University for years. I organised rosters, and birthdays. I think they liked me, but they never asked me for my advice.'

His wide-eyes teared up a little as a new nurse was introduced to "Doctor Tyrus" by a matriarchal woman who mentioned how much was needed.

When one of the senior clerics, clearly someone 'Tyrus' had a deep relationship with, asked about his expedition Tertius blinked, stammered an answer and realised; not only did the woman consider Tyrus a peer, she was envious of his expedition.

'Why not?' he realised 'Apparently I am a successful and respected physician who gave up a fulfilling and well-paying job to fulfil a lifelong dream of undertaking an adventure through orc-infested woods in order to be the first to enter an archaeologically significant site untouched by human hands in centuries. I return rich, and with insights into magic that would probably make for a well respected book. I am a 'name'!"[/b] he exulted, then paused for reflection "I am a name. And the name is Tyrus."

When the prelate himself cast one of the highest level spells Tertius knew of, apparently out of friendship, Tertius all but cried in joy - despite the hope crushed by the spell's failure.

"If [i]am old." he acknowledged "I have lived a good life. I am with wonderful friends. I do not" he stressed "intend to go easily, though. My notes indicate that clerical healing was only a possibility, not a certainty. Given what we have faced so far, there is every reason - much to my astonishment - to believe that this cure may be within eventual reach."

"Though his - my - notes are obscure, there is a clue as to a cure in my journal. I intend to follow the path laid down by the man I was, in the belief that hope is not dead."

He turns to the dwarf. "Prelate Hine. Your help - and the help of the whole order - has been a balm for my soul. Had you been able to help me I would have loved to stay here; but it appears my road leads on." He sighs "There is a spell - an extract really - that I have been working on. Arcane in nature it is inefficient compared to your divine-granted gifts; but that nature means it might also provide hope in those rare cases, such as this, where the powers of Good are stymied. It is" he hesitates "Necromancy, essentially. Not Black - but not White either. Grey, perhaps. It lends some of the resilience of the Undead to the Living, allowing them to endure long enough that other courses may be pursued. It is... Time. Time to research a disease. Time to draw out a poison. Time to recover from surgery."
"Assuming I can finish my work before we go, I would be delighted to entrust a copy to the Order, here. I caution you that it is not a simple spell, and should only be given to those you trust. There are hints - insights even - in its workings that would be terrible in the wrong hands. I would not see a spell I designed to save lives used to terrible purpose."


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HP 15/15 AC 14

Best of luck!


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LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 0/0 Eng 12/16 Comp = 63| HP = 36 +5 temp -8 lethal -2 nonlethal | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status: +4&-1 con -2 dex. Lucky +1

This is one of my favourite games ever - I'm really glad it has made it as far as it has!


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LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 0/0 Eng 12/16 Comp = 63| HP = 36 +5 temp -8 lethal -2 nonlethal | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status: +4&-1 con -2 dex. Lucky +1

Imix had always maintained that his Keeper's obsession with making him play team sports was illogical. "When." he had asked reasonably "Is the Empire going to need me to stop a ball from going between two poles of wood. This is at best combat practice, and better served by actually practising combat."
As he lined himself up as between the two pillars he silently thanked the gods that this was an argument he'd lost.

mechanics:

1 action: move
2 actions: readied to play goalie
I moved Imix 4 moves (3 squares) SW.
This will provoke an AoO from the Librarian... I'm guessing it's not going to take it though.


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LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 0/0 Eng 12/16 Comp = 63| HP = 36 +5 temp -8 lethal -2 nonlethal | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status: +4&-1 con -2 dex. Lucky +1

What's the deal with the con damaged people? Imix isn't that sort of cleric.


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LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 0/0 Eng 12/16 Comp = 63| HP = 36 +5 temp -8 lethal -2 nonlethal | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status: +4&-1 con -2 dex. Lucky +1

Imix thinks on this "Not necessarily, Istiel. We know some rocks are salty. When a river runs through these rocks it slowly cuts them away. This takes many, many years - but the water must go somewhere. Perhaps this is where the rivers end. With nowhere else to go, and if it was large enough and shallow enough, then potentially it might be salty. Almost certainly though, nothing lives in it." He turns to the Wavewhisperers "Nothing lives in the itsasoa, yes?"


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-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8

"I'm poor?" Tyrus asked incredulously.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

After a lot of thought.

Customisation at level 1.

Background: I loved the idea of skill feats, ancestry feats, class feats, "multiclass feats" and general feats in theory but the current implementation seems a bit flat. At high levels I can see there are more options (and here I am talking about "option slots", as I realise the number of options to install in those slots will go up over time) but the vast majority of my characters never get past level 3, and I now regard level 5 like most people regard level 20.

1st level characters need more differentiation.

Class

At a minimum I'd like to see all classes with a level 1 class feat - even if it is in reality a feat tax style feat.

The fact someone cannot start as a multiclass bothers me. Fiction is full of characters who are an A and a B. These cannot be built in the current system until higher levels

Ancestry

Please give Ancestries more options at 1st!
Especially if you are going to do half-elf and half-orc. I was a huge fan of the idea at the start (it's basically multiclassing for races) but the first implementation was disappointing and the second implementation is worse.

Paizo; The lack of options means you are handicapping your ability to release new races later!

The concept of Heritages as "Ancestry Feats you can't pick up after 1st" sounded great! Magic is always going to be the way to get round this, of course, but it explained a lot. By all means add the heritage combos together to create sub-races ("Oh, Drow have the Darkvision and Natural Magic heritages but High Elves have the Snooty and Natural Magic heritages)

Yes, some of these Heritages are going to be the same (like Darkvision) but I am okay with that.

Incidentally - I have run a very successful high power 1e game where I doubled racial effects at the start - a very simple change that really worked to make race important at the start (the theme I wanted in the game).

Skill and Background

A level 1 skill feat gives characters a thing that there character is better at. I am okay with this being covered by the Background, I guess, as that is really all that is.

Not the issue

Scaling Feats. Note that scaling feats (which on balance I like) will not help with this issue as they don't actually scale until higher levels.

Imbalanced Feats. I'm fine if all feats are not equal (I guess) - though I do think designers should try for feats to be equal within their type and level.

Feat Trees. I like Feat Trees. You can stop people climbing the tree at the start (like humans in 1e) by just making one feat require level 2.

Total Numbers of Feats. Look - if there's math that says a 20th level character can't have more than X feats, fine. Give them more at 1st and slightly slow the gain over the next 19. Especially with Ancestry where it makes sense to front load this! We're all looking up tables or using sheets now, so when we get feats doesn't necessarily need to be able to be described by a simple "Every x level" formula, I think.

N00b characters. If People want characters at 1st to be even weaker, it would be really easy to do a "level 0" optional build. You get Ancestry, Background, Racial HP, and the multiclass feat for your actual class.

Just Start Higher. Sure - in theory GMs could just "start" their games at 3rd with characters below 3rd being trainees. Unless all the APs start doing this people are still going to want to start at level 1, where you are a competent and differentiated professional.

Other ways of customisation. Sure, wizards can have different spells and fighters can wear different armour. A lot of these options can be switched though. My wizard can teach spells to my friends, and your light fighter can wear the tank's full plate.

Signature Skills. I love the change away from signature skills as a way of doing customisation (Please, please don't change it back!) But it's been done now and while it helps it is not enough.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Batman.

So, one of the concepts I've had trouble writing up in P1e is Batman. I can make a competent human, but he just doesn't seem to ever get to the same level as Batman. I end up having to take a class with supernatural abilities to get there. He ends up being some kind of stupid Paladin-reformed Assassin crossbreed. The Vigilante came close - and with Skill Unlocks closer - but still ended up not quite there.

Skill Feats mean for the first time I think Batman is best stated out as stock standard Rogue.
A bunch of Skill Feats at Legendary should make you Batman.

I want to love this.

I loved Skill Unlocks.

When I explained (pre-release) to my players about Legendary Skills letting non-magical classes keep up with magical they were very interested. As written it does not do that. I think this is one of the biggest misses of P2E.

I agree with Milo v3 (above) that they are downpowered, and don't need to be.

Seperately people have argued for every skill feat to be scaling - Catfall is great for a feat that starts at meh and progresses to legendary. This would really help. Every Skill Feat should get awesome, I think - either because it eventually gets amazing or because it can combine in clever ways.

I'm going to coin a term Usages because I don't have my book here. Usages are things you can do with skills. Recall Knowledge. Escape from a grapple. Climb a wall. Some of them are free when you reach a proficiency level (including untrained), and some of them require purchasing Skill Feats. Some Usages get better - either as proficiency level rises, or because they are modified with more Skill Feats. I'm sure you know what I mean.

Back on topic - I do sort of like the idea of skill feats being baked into Usages, in the way Crafting sort of does it. Higher proficiency levels unlocks new Usages and improvements to the Usages you have.
I'd also go the other way - there's some (trained) Usages I see could being turned into Skill Feats. That'd make the Skill Feats more useful, but at the cost of it not being possible (at all) until a certain point.
If this goes further, then I think there might need to be a rule about "letting your players roll for a Usage they don't have"

example1:
Roll at -10 (critical success = bare success)

example 2:
Spend a hero point to get a roll

This might get around the "but surely I should have some chance of identifying the painting as a forgery because I walked through a gallery that one time and I have Lore: carpentry" argument, but risks depowering Usages and Skill Feats even more. As a GM I HATE when my players end up staring at a brick wall in a module because no-one has the skill.

I think one thing that there needs to be more of is generic skill feats for when a skill is a character's niche. By generic I mean skill feats that can be bought for any skill, not skill feats that effect every skill. By constraint there cannot be many skill feats in the base book - so the feats there need to basically sell the concept, and provide some feats with very widespread usage, and generic feats do that well, at the risk of being a bit boring - they're the example that has to be awesome because of how they combine.

example1:

I would love a generic skill feat that basically comes from Fate.
"Unusual Usage". This could instead be a bunch of named feats.
You gain a usage from skill X for skill Y.
Has to be run past the GM to make sense.
There'd need to be a penalty too, or your 20th level rogue could end up running everything off Dex. At a minimum I'd think you need to be an extra level proficiency level (so at trained you can pick up a normally untrained usage, at expert you can pick up a trained, etc.)

example2:

A generic skill feat that gave you a bonus action if you spend at least actions on Usages from the same skill in your turn. At master is 2. At legendary is 1. Buy it for athletics and do Parkour.

I love the fact that Skill Feats can be basically used to "create" a new skill. For example an entire detective concept could be built around a tree of Skill Feats built on pretty much any skill. You could even build them around a Lore if needed. This is huge for the expansion of Pathfinder into the future. You could do a Lore:Mathematics tree that ends up as futuristic science. You can (and really, do) do an entire tree around Craft: Alchemy.

I think it would make sense for Paizo to have a section about running more realistic games, and talk about (A) reducing magic and (B) reducing proficiency levels - especially Legendary. If I'm trying to run some gritty realistic game of thrones knock off I might not want you to play Batman.

I also think it might be worth Paizo considering Orange and Red Skill Feats. Possibly the Azlanti had a Skill Feat that modifies magical crafting in some awesome way - but finding someone who knows it, let alone is prepared to teach it, might be an adventure in itself. Maybe stick one in the Core Book to show it exists.

These feats need to be awesome, but they need to SOUND awesome. Like the Stunts in Spirit of the Century. I'm pretty confident half the community would jump over themselves to help on this if needed.


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-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8

"Yes! Yes there is!" Tyrus brightened "My notebook!" with surprising alacrity the older man grabs the book and flips through. "This... this is brilliant! I wrote this? Wait - we raided a Makon temple?" he visibly pulls himself around "Aha! Yes, I've improved the formula that gives me mental clarity. I should have the supplies for it as well. I can try upping the dose." it becomes clear the old man is talking to himself now "What was I taking? Sixteen ounces a day!" his hand starts shaking "That's already risking kidney failure. Alright. Alright. Deal with the symptom. Memory loss - no, trouble accessing memories. They're still there. Mensha? Too risky - and expensive. Arcane energy could help on a very temporary basis. There's meant to be a spell to do longer term augmentation - but its 2nd order. I've got notes here... for a 3rd order spell! Doesn't seem to have anything to do with memory, just some sort of anaesthetic."
Tyrus - or Tertius - looks down at Torble apparently 'hearing' something. He pauses, breathes deeply and looks up.

"I can rely on Torble to fill some of the holes - he's more intelligent than I remember. I'll take copious notes, and rely on you as well. I should be able to help aid recovery from this attack with alchemy. There's a spell - that I don't know - that should alleviate the symptoms for perhaps an hour at a time, if I can get access to it." Tyrus' voice is calmer, more logical.
He sighs "Otherwise time, bed rest, and fluids. This episode should abate, and I may have anywhere from days to months before the next one. Torble tells me I pushed myself beyond all sensible limits, so I am hopeful this is anomalous - a warning of what is to come."

"I gather I had a line on a potential cure. I need to keep working towards that - I can't afford to spend time in recovery if I've entered stage three. I was working on a new spell, apparently. I'd like to follow that up." he gives an exasperated sigh "Apparently I've decided to stop taking appropriate notes. Half of this is written in margins! I can tell its medical - though it looks more as though it is designed to assist in keeping someone alive, rather than deal with Neerim's."

"Where is Kara? She's the expert in mental illnesses."

ooc:


Enhancement school can give +2 int for a few rounds. Given this is from -3 int, +2 int should help for momentary recollection. Fox's Cunning would buy longer term recovery if he can find it. He is going to be down a 1st level spell slot, though.
Has Kien left? If he has it makes sense he'd get one of the Order's healers - who almost certainly has worked with Tyrus at the Hospice. That'd be cool :)
I am reluctant to hold us up the game too much though.
He's not irrational (wis loss is going to be a pain), just not as smart. That's relative given his impaired intelligence is still 17!
When and if he finds out his backstory he's not going to cope too well. And until then you get Tertius, who is caring, gentle and generous.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

One of my favourite bits of the books is a redundancy.
The Shield Spell has the Raise Shield rules right there next to the spell.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I am a big fan of the multiclass feats. I love them even if you leave them exactly as is.

However, I would be really, really keen for someone to be able to take them at level 1. There are concepts where a character has been trained as an A and a B at the same time. While mechanically playing as an A and then showcasing B a few levels in works, I would love to be able to actually play as an A and a B from the get go. I'm okay if this is only true for humans with an extra general feat, or as a special heritage, or something.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I would like to put in a request for subsection. This is not based on P2E playtest, where intrigue heavy campaigns have not come up, but on my regular pathfinder game I ran today.

I would like a subsection under perception, after detecting creatures, for detecting spells.

This needs to go through the four ways to detect a spell. I believe these are.

1. A spellcaster using a V, S or M component can be detected casting a spell. Explain how hard this is. How much does distance effect it? What about if your normal senses cannot detect them (eg S M spell cast in darkness). Please add a reference to Conceal Spell.

2. Manifestations. How do you adjudicate if a spell has a manifestation? How does this work if your normal sense cannot detect it (eg a thrown ball of acid in complete darkness). How do you know where it comes from? Can I indentify a spell from the manifestation, and is that an action? It is worth noting some manifestations go long enough someone might wander on the scene and see them - can they work out it is a spell, or what spell it is, and if so how?

3. Being affected. e.g. If a concealed, manifest free charm person spell is cast on me, it has an effect if I fail. Do I notice this? What about if I make the saving throw? Do I know I threw off a spell? Do I know what it was supposed to do?

4. Extra sensory perception. e.g. If I have continual detect magic (which some monsters do) and someone casts a spell, presumably even a manifestation-free effect cast from concealment (or distance) on someone else it will be detected. Is there a way to stop this? (This is the place where it might be okay to mention detect levels, and things like Nondetection, maybe?

This area in P1 is a poorly defined minefield where a lot of the way to discover how the rules work was by finding the feats that said they got rid of a problem you did not know you had! This doesn't need to be a large subsection, even explicit "is up to your GM to determine" would help.

What I'd love is a section where, when my players do something crazy, I can put my head in my hands and read through the section to see what the recommendations are.

Edit: there were previous discussion on the manifestation part of this, and on how they interact with invisibility. They asked for more in general, where I'm asking four a four stage parallel to the Detecting Creatures section.

Edit2: If spells had a "Manifestation" trait for perceivable manifestations, that'd be amazing.


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This might be too late to suggest.
Reasoning: Wizards tended to be picked by people willing to put in extra effort (working out what spells to memorise, extra feats, discoveries), at the moments wizards are the most powerful of the casters (opinion), and sorcerers are a bit much like inferior wizards (Arcane is the best list).

Could Wizards get proficiencies in schools, instead of just Spellcasting?
Given 8 schools (universalist is probably too small to count)
Specialists could start with 5 'school increases' and get 1 school increase per level.
Universalists could start with 7, and get 1 per level.
If the expert/master/legendary points were 3/7/15 instead of 12/16/19 then highly specialised specialist could have 6 Legendary, 1 Master and 2 untrained. A universalist gets everything at a level at 2 (trained), 10 (expert) and 18 (master).
An "old school" specialist with 6 schools they can cast, 2 they avoid, and with a specialisation in 1 can get 6 schools to master at 14, legendary at 20 and could get 6 schools to expert at 8 (but will almost certainly advance their true specialisation first)

specialist progression:

1 5T
2 6T
3 5T 1E
4 4T 2E
5 3T 3E
6 2T 4E
7 2T 3E 1M
8 2T 2E 2M
9 2T 1E 3M
10 2T 0E 4M
11 1T 1E 4M
12 1T 0E 5M
13 0T 1E 5M
14 0T 0E 6M
15 0T 0E 5M 1L
16 0T 0E 4M 2L
17 0T 0E 3M 3L
18 0T 0E 2M 4L
19 0T 0E 1M 5L
20 0T 0E 0M 6L

'old type' specialist:

1 5T
2 6T
3 5T 1E
4 4T 2E
5 3T 3E
6 2T 4E
7 2T 3E 1M
8 2T 2E 2M
9 2T 1E 3M
10 2T 0E 4M
11 1T 1E 4M
12 1T 0E 5M
13 0T 1E 5M
14 0T 0E 6M
15 0T 0E 5M 1L
16 0T 0E 4M 2L
17 0T 0E 3M 3L
18 0T 0E 2M 4L
19 0T 0E 1M 5L
20 0T 0E 0M 6L

true universalist:

1 7T
2 8T
3 7T 1E
4 6T 2E
5 5T 3E
6 4T 4E
7 3T 5E
8 2T 6E
9 1T 7E
10 0T 8E
11 0T 7E 1M
12 0T 6E 2M
13 0T 5E 3M
14 0T 4E 4M
15 0T 3E 5M
16 0T 2E 6M
17 0T 1E 7M
18 0T 0E 8M
19 0T 0E 7M 1L
20 0T 0E 6M 2L

This grants 3 things.
1. it makes the sorcerer's ability to pick and choose from the Arcane list and cast all the disparate spells at the same level much more impressive
2. wizards could get a higher proficiency faster than other casters - but in a very narrow range. Unlike sorcerers these aren't necessarily thematically tied either, but are instead mechanically similar.
3. it gives a resource that can be traded away for 'specialisation' bumps. The school abilities, for example. Quick preparation type abilities. These can even be tied to proficiency (for example if you need to have a school at expert). This gives a slot for the half-useful arcane discoveries, and at a minimum could be used on lores as well as schools to create Sage type characters.

This does come at the cost of additional work to create a wizard. It may be worth keeping universalist "as is" as an option. I'm not sure people signing up to play specialist wizards are necessarily intimidated by one more thing to keep track of, given they need to keep track of spell schools anyway.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Also: to add to the wall of text...
I'm okay if not all of this is in the base book - so long as the 'how to make your own' rules are. If it has a page with "detailed rules to follow", and the rules are not so far off, then I'm okay.
Ideally new books could publish new "exploration tactics" that are balanced, reasonable, and do not necessarily follow the detailed rules.

For goodness sake, though: please Paizo go through the book and add an exploration section to anything in there that affects exploration.


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Actually - also have an example that kills the system and show a gracious way to fail.
A rogue disarming a trap on a jungle temple, while a wizard is trying to help by spamming detect magic and trying to remember details using Lore the cleric is performing healing on the fighter, while the fighter is keeping watch with a readied crossbow, while a ranger and the wizard's familiar are walking perimeter patrol. And then they are attacked.


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It seems pretty close to me - a good start, just not quite there.

Have some generic rules that can cope with literally anything - the "<=10 actions per character per X is fine, <=20 is fatiguing after Y, <=30 is fatiguing after Z".
Deal with
* need for sleep
* physical exertion & exhaustion
* movement speed
* skills where anyone succeeding succeeds (eg perception)
* skills where everyone succeeding succeeds (eg stealth).
* repeatable prep (e.g. spellcasting)

Then have another page of common examples that don't have to follow the rules
* Fastest possible overland travel for an hour
* Marching overland travel for a day
* Wandering while on casual alert
* Setting an ambush (Kudos to Serfuz)
* Digging out an area while someone stands guard
* One character disabling a trap while
* guarded rest (including guard rosters and necessary chores)

Also look at these common complications - though not all apply in any situation.
* darkness and light
* mounted
* minions and companions
* different speeds
* cartography.
* terrain
* maintaining formation
* Scavenging for food
* following tracks
* transitioning to downtime (e.g. players pick a tactic for travel, a tactic for rest and so long as nothing else happens they get three days of "you travel for three days when...")

Imagine Kingmaker. There's a cavalier on a barded warhorse. His speed is 20, the horse is 40. There's an elven monk with a speed of 40. There's a dwarven druid with a speed of 20, but the ability to ignore most terrains. There's a wizard riding in a cart drawn by two donkeys.
How fast do they go? If they go through terrain the cart can handle, the druid's ability is useless, and they move at 20, so the monk could be resting every second turn.

Now some of this can be dealt with when the complications are raised. For example...
The riding skill section could have a bit that says
Exploration: if you ride an animal you can move at base speed at a cost of 20 actions, or half speed at 10. The animal will almost certainly panic if startled (see page xx)

The ride feat can say
Exploration: you can move an animal at base speed at a cost of 10 actions. At expert your control is so good you may ride an animal for 5 actions. At master your control is so good you may ride an animal without using any actions. At legendary you may count time spend riding as 'rest' (though your mount may not)

Skill feats can have abilities that only apply in Exploration, or Exploration and Downtime mode.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Yes! This is the sort of thing Exploration is made for! Well, the name doesn't make sense but "actions that take a while to do but not so long it is a downtime".


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

My group was... scathing, basically, about how hard it was to use the book.
We talked about the issues and realised no-one actually really used the CRB any more.
Individual items were looked up faster in archives of nethys.
The rules were more conveniently found in pfsrd.
Conditions were on condition cards.
One person used a spreadsheet to make characters.
Between us we own literally hundreds of PFSRD books. UE is used. Bestiaries are used. Modules. Campaign settings. Maps. Not the CRB.

I have bought a second CRB, having worn one to the point it started to fall apart... So this has obviously been a gradual approach.

I found running basically required me to have three "versions" of the book open at once. The pdf was incredibly helpful in this, though one damning indictment was the lack of hyperlinking in the pdf. I am assuming that is just an issue with the playtest release.

Part of me hopes that things like spells will be released online and also as spell cards at launch. It really does cry out for it. The rarity mechanic even gives an easy way to filter; spell cards probably only need to be common.

Condition cards could be re-released with the same art and different mechanics.

If nothing else, if the utilities created by the community for the playtest are updated I think it will make a big difference to the ease of use. I strongly suggest Paizo look at creating a community page that links to some of these, if not an official version.


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skills & init:
Init +1 Per +2 Know(All)+11
Points:
HP 14/21 FS 0/1 SS 1/1 HeP 3/5
Active Effects:
False Life, Mage Armor
Defences:
AC 11 15(14) Touch 11(10) Flat Footed 10 14 CMD 12(11) Fort +1 Reflex +2(+1) Will +5 +2 vs fear/death
2 dex dam

"I do not. This morning seems forever ago, and the spells I prepared are all but exhausted. I could, perhaps, fight off a man - but a manticore is a far greater challenge!"


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-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8

"Forgelight said in a situation like this they'd regroup, gather more forces and attack again." Tyrus noted. "My spells are wearing off, or almost exhausted. I think we should buy distance as well as we can."

He descended slowly to the ground "Luca, I'm sorry you were hurt." the strange cadence he'd built up still effected his voice, giving him a strangely calm accent.

"The spell I cast to levitate renders an opportunity. Pass me our heavier items, and tow me like a balloon - there's a good ten minutes where I will not slow you down. During this time I will keep an eye to see if they are immediately regrouping."
"The spell I cast to defend myself renders me immune to pain as well as resistant to damage. I've another spell to give me some more endurance - perhaps an hour's worth. That gives us an hour to go as fast as we - or I - can." He cocks his head as if working on a puzzle.
"That gives us an hour - perhaps two. Perhaps another 4 to 8 miles. In that time we need to find a place we can defend, or a way to shake pursuit. I just wish our maps were more..." Tyrus trails off "A minute please. Make yourself ready to move, but stay in the area."
A second later he starts to rise into the air - this he continues to do until he hovers far above the jungle landscape. Carefully he pulls his book and jots down in charcoal the rough landscape, scouring the area for signs of civilisation. Carefully he notes the position of the sun and a few landmarks.
A few minutes later he returns, somewhat paler than before, to the ground.
"I have a map. No cartographer I, but I taught geography for a decade, and some of it stuck. Can anyone integrate this with our extant map?"

Clay skin gives DR 5/adamantine. Tyrus'll actually still take 11 points of damage if he hustles. He's got another false life, which should stop him taking the critical point of damage that renders him fatigued. Technically this was a 'non hustle' hour, which suggests there would be a speed boost.
After that we're on Forced March - and Forced March hustle in the case of Tyrus.
Levitate can do 20ft a round as a move action. Tyrus can gain altitude to try to get an aerial view of the area.
knowledge:geography: 1d20 + 9 ⇒ (20) + 9 = 29
perception: 1d20 + 1 ⇒ (11) + 1 = 12
survival (untrained): 1d20 + 0 ⇒ (20) + 0 = 20
Looking for somewhere to camp. Defendable, or civilised. Failing that something that will discourage pursuit (like a river or stream?) would be good.
At a minimum knowing how many more 'hours' of travel to get back to Keldradt would be good.


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LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 0/0 Eng 12/16 Comp = 63| HP = 36 +5 temp -8 lethal -2 nonlethal | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status: +4&-1 con -2 dex. Lucky +1

ooc & mechanics:

My post! My glorious post! Lost to my own mis-click!
attack: 1d20 + 7 ⇒ (8) + 7 = 15damage: 1d6 + 3 ⇒ (4) + 3 = 7

Imix looked around wildly for the source of the voices. 'Must... fight...where?' Then Istiel - good old Istiel - shows him where they were hiding. 'In her head. Clever voices. Like an egg...' as he lashes out with his pick he picks up a singsong refrain from his childhood "Bash it IN and scoop the YOLK..."


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Orc Blacksmith HP (22/25) Fort (+5) Ref (+2) Will (+5/+7) AC [23/25] (20/11/19) & (shield.+2 or +4) CMD (20) Initiative (+1) Perception (+8) Darkvision Scent

"I'm not a thief! No-one takes anything until we know the mage isn't here." Hob protests, and then explains. "If he's not here, then he's dead, most like."
"Which means..." Hob walks back to the front door to do his best to close the door again, and bar it.


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LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 0/0 Eng 12/16 Comp = 63| HP = 36 +5 temp -8 lethal -2 nonlethal | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status: +4&-1 con -2 dex. Lucky +1

Aquan:
"Thereof lieth a story. The story of the..." Imix trailed off as he sought an Aquan word for 'Flight' and fell short "Migration. In short we were a people ignorant of the greater truths. A waterfall a fathom high seperated our heavenly waters from these tainted waters, and we assumed all was as ours. We sinned, and the Gods have punished us harshly. We are as a lake evaporated to brackish pond."

Imix sighs loudly
Aquan:
"Now, as the world falls around us so does the silt from our eyes. In truth we flee, rather than seek to fight. We can find no way to save the waters. The Gods gave us tools - but we do not know how to use them. If you do not possess the knowledge to do so, then we are lost."

As he speaks the last Imix raises his hand gently and healing energy spreads through the water around him.
Aquan:
"I am a raindrop in a river."


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Male Human Slayer 2 | HP 11/18 | CS 3/3 | F +4 R +6 W -1 | AC 17 T 13 FF 14 CMD 17 | Init: +4 Perception: +4

Confronted by an angry adult James' spins a story in his head. 'There could still be a goblin here - she comes to get us - yeah, it all works. We...' his thought trails off as the others speak. Desperately he casts around for a way to salvage the situation.
'How bad is this? Yelling bad? Caning? Losing pocket money? We can...' A new thought occurs 'Wait - they could take the sword off me. Have to look adult, even if it gets me in trouble. At least then I'll still be treated with respect, right?' An even worse thought occurs 'But if he does think that Vorin and Shayliss were kissing they could end up married!''

Study Daddy Vinder
James waves the others to silence "Shut up!"
He turns to Mr Vinder. "Shayliss asked Vorin to help her." he confirms "She didn't say why. I'm afraid I teased her about the impromptuierty of it and she ran off. Vorin ran after her to help her anyway."
James draws a deep breath, obviously gathering himself "Andi and I followed to make sure there wasn't any suggestion of impromptuierty."
bluff: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8 - lying. This is the only lie, I think.
"I think the little kids" James is dismisive "then took my teasing, and fear of basements, and somehow decided Shay was scared of these Horror Moans."


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LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 0/0 Eng 12/16 Comp = 63| HP = 36 +5 temp -8 lethal -2 nonlethal | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status: +4&-1 con -2 dex. Lucky +1

ooc & mechanics:

Imix would translate - sorry for the delay.
Take an action to enhance intelligence and try again.
linguistics: 1d20 + 10 ⇒ (2) + 10 = 12
diplomacy: 1d20 + 10 ⇒ (19) + 10 = 29

Desperately casting his mind over his old Aquan lessons Imix tries again, pushing himself to remember archaic words. His only consolation is that only one person knows how badly he is mangling the language.
Aquan:
"Forsooth madame we didst not intend disrespect nor discourtesy. I fear mine grasp of thy language is inadequate to convey proper discussion. Pray telleth me how we has't usurped the sanctity of water's breath for I fear our trespass is all unknowing."
"Damballah is the Father of Waters - the Source. The river which all streams meeteth and from whom all tributaries descend. We art a people of the waters, and myself more so than most, for I am a Suriname. Those who art blessed as thou art art hath said to beest touched by Him."
"Whilst we desireth peace above almost all else, we needeth thy holp. The force - the First Flame - that despoiled these waters so long ago hath hath returned. Our waters, far upstream, now eke art being despoiled. We seek to findeth a way to cease those folk. A way to returneth the waters to their holy state. A home for our people displaced by the Flame."
"To findeth thee hither is a sign of hope to refugees and hath lost travellers. We entreat thee for thy aid despite our unintentional disrespect."


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HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum's good humour is unrelenting. Irritatingly unrelenting.
His knowledge of songs and humorous anecdotes is a balm to travel at first, but by the time he's singing "Abadar our Key and Vault" for what seems like the thousandth time in the middle of the sandstorm on day four his presence has passed from a blessing to a curse.

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