Goblin Squad Member. Adventure Path Charter Subscriber; Pathfinder Maps Subscriber. Pathfinder Society GM. 353 posts (7,366 including aliases). No reviews. No lists. No wishlists. 54 Organized Play characters. 41 aliases.
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1) I am thinking of a Centaur/Guardian. It will provide protection to the group, and, if there is a Commander in the group, a mount and special protection to the Commander.
2) Most days I post multiple times (except for Saturday). Occasionally I must take two (at most three) days, but, I will give fair warning for that. I will also include BOT instructions.
3) Block initiative is fine. I'm actually a fan of the GM rolling saving throws if that will speed along the action. (Though, I only rarely use it in the two campaigns I'm running.)
4) I prefer long-running campaigns. One of the campaigns I'm currently running is in it's second year. A prior campaign I was in, sort of faded out after five years (we weren't able to encourage a replacement GM).
I've got a spreadsheet of a path to seventh level using only repeatable PFS scenarios. Here's the link. I will need to update it for the seventh season as new scenarios come out.
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Not to complicate things too much, but, each 'player' could represent multiple 'gladiators'. As such, our stable of 'gladiators' could vie for certain titles or prizes.
Once a 'gladiator' gains a certain number of successes, then, they could level-up to the next tier of 'gladiators'.
Additional scenarios/restrictions:
Teams of 'gladiators' basically playing rugby/roller ball -- there is an item on the field that has to be put into a goal. PvP is allowed. Resurrections are guaranteed. 'Gladiators' can come to the 'bench' to get healing from the team medic (an NPC of appropriate level). Certain actions are disallowed (creating a 'flag on the play')
Bouts could be timed. I.e., most damage in 5 rounds. Or, certain players would sit out the round and become judges for the fight.
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1) I am thinking of a Centaur/Guardian. It will provide protection to the group, and, if there is a Commander in the group, a mount and special protection to the Commander.
2) Most days I post multiple times (except for Saturday). Occasionally I must take two (at most three) days, but, I will give fair warning for that. I will also include BOT instructions.
3) Block initiative is fine. I'm actually a fan of the GM rolling saving throws if that will speed along the action. (Though, I only rarely use it in the two campaigns I'm running.)
4) I prefer long-running campaigns. One of the campaigns I'm currently running is in it's second year. A prior campaign I was in, sort of faded out after five years (we weren't able to encourage a replacement GM).
I've got a spreadsheet of a path to seventh level using only repeatable PFS scenarios. Here's the link. I need to update it for the seventh season.
I’m completely new to Pathfinder and Paizo Organized Play, and I’m really excited to start getting involved! I’ve just started my first two adventures here on the forums and it's been a lot of fun so far.
I’d love to find a good beginner-friendly adventure so If anyone has recommendations for scenarios that are great for first-time players — I’d really appreciate your suggestions!
I’m still learning the ropes of Pathfinder and the online Paizo community, so any advice or friendly guidance is very welcome. Thank you so much in advance :)
I would suggest any of the x-01 scenarios. They are the first scenario of each season, are for levels 1-4, are repeatable (that is, any number of your characters may play those scenarios), introduce the theme or major characters of each season, and are generally relatively straight-forward in how they run.
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DianaBialaska wrote:
Let me add my own 5 cents.
I present: Iulia Orphanus, Human Nephilim Commander Back-Alley Doctor, joining the Expedition to provide support via her medical skills, hoping for a brighter future
** spoiler omitted **...
Hey, if I dropped the Ponygait ancestry, then Kiragio would be large. Then, Iulia could ride -- The Guardian/Commander combo is very effective in a game I'm GMing.
Adventure Path Charter Subscriber; Pathfinder Maps Subscriber
Here is Kiragio, a Centaur Guardian. He was a farmhand whose farm was ravaged by Orcs. He carries a Breaching Pike and a Steel Shield
Kiragio is Medium size, and has the Mount trait. So, if there is someone in the party who is Small, they can ride Kiragio (albeit both lose an action).
Adventure Path Charter Subscriber; Pathfinder Maps Subscriber
1) Dependability
I post daily, even multiple times daily. Occasionally, I will miss a day. But, If possible, I will give warning of that. Generally, I also have BOT instructions if I miss.
2) Creativity
I've played TTRPGs for most of my life (since the days of AD&D). My more recent characters are less OP, and more themed. Some might even consider them sub-optimal, or even weird. For instance, a Sprite Barbarian with the Giant Instinct. (Currently at fifth level. At Sixth, it gains the ability to go from Tiny to Large when raging.) Or a Poppet Summoner, whose eidolon is a little girl. I like trying out strange combinations of abilities now.
3) Flexibility
I have a few house rules of my own, and I'm willing to try any house rules, since I abide by Rule Zero.
Oh, one more thing. If you have GMed this and have the slides available for the encounters, even if you do not want to play, I sure would appreciate them. I have the books but my scanner sucks.
I own the PDFs for this, and can provide you with JPGs of anything you need.
Adventure Path Charter Subscriber; Pathfinder Maps Subscriber
I want to look at the economics of this.
Assumptions (YMMV):
1) A game session takes three hours.
2) Preparation for and details after a game session take one hour.
3) There are four players
4) Average wage is $25/hour
5) Average cost of entertainment (movie, bowling, etc) is $24
6) Costs for preparation materials (maps, minis, etc) is a sunk cost
The GM spends four hours. Their opportunity cost is $100.
The players' opportunity cost for playing rather than other entertainment is $96.
The GM could also spend their time/money on alternative entertainment.
There is a net benefit to interacting with other human beings (at least for now <<grin>>)
There is a higher expectation of the product if the product is paid for. Thus, a paid GM will be expected to be nearly flawless in their conduct and to provide entertainment to the players.
My opinion:
I'm not a particularly good GM, but, I'm running two campaigns and regularly run PFS scenarios. I do it because I enjoy the game and no one else seems to want to step up. I've seen better GMs, and, I could understand why they would want to be paid. But, like any other creative field, as long as some folk can play 'for free', the income from GMing will be low (that's supply and demand for you).
As a player, I can understand that if there is a drought of games available, then paying for a GM can look like a solution.
This is similar to a trend I am seeing in my LFGS (Local Friendly Game Store). Several stores in my area are now charging a per-table fee for RPG gamers. Not all are. As opposed to card-flippers, which tend to bring in lots of income to a store, dice-rollers tend to have their costs outside the store (dice, minis, paid online character systems like Pathbuilder). They don't really make up the lost opportunity cost through selling sodas and candybars. So, it is understandable they want to charge for taking up space in their store. While I personally do not attend at a paid table store, it is understandable and reasonable that such exist. And, this may be the way things will move in the future.
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The Swift Scepter (real name Monty Day) wants to Protect the Innocent. "Nothing's Better!" he says.
He will spend his DUPs on
* Public Status -- he wants to be liked and appreciated.
* Personal Status -- he wants to have a normal non-super life
* Improving his speed
* Improving his Weapon Skills
* Maintaining his Secret Identity
-- Monty is a professional Interpreter. He knows BSL, and is currently on call from a service that needs BSL interpreters on a per-job basis. They call, and, if he is available, he will take the job. This allows him the time to do 'other things' as the Swift Scepter.
Superpower 1:1d100 ⇒ 87: Vigour Makes sense based upon ability score
8-1=7 Power rolls left
Superpower 2:1d100 ⇒ 89: Weapon skill Perhaps something that doesn't require strength
6 Power rolls left
Superpower 3:1d100 ⇒ 99: My choice Maybe armour or Tough Skin based upon Vigour or Precision based upon weapon skill
5 Power rolls left
Superpower 4:1d100 ⇒ 70: Speed Makes sense with Dexterity
4 Power rolls left
Advantageous Background:1d10 ⇒ 7: Previous Training Some kind of training to make my Vigour or Dexterity better? Or, +1 to each?
3 Power rolls left
I like Luke Cage and I like The Flash. Perhaps some kind of physically tough speedster?
I'll make Superpower 3 be Tough Skin, Grade 1. Defence Class 4 with HTK/3 and HTC/2
I'll use a Power roll to improve Tough Skin superpower to grade 2. Defence Class 3 with HTK/4 and HTC/3, cannot dodge and take no HTK damage from WC0 or WC1, bullet, and knife attacks.
2 Power rolls left.
I will use Previous training to increase Dexterity by 2, to 14 Eventually, this will increase my chance to strike bonus, just not yet.
Increase Speed to Grade 2.
1 Power Roll left.
I'm tough, and a little fast. But, I don't like to kill, so what weapon do I use? Hmmm, Daredevil uses batons. So, I will go with a concealable baton. This would be cosh/club/blackjack in the weapon list.
Will you be allowing using a Power Roll to add 10 DUPs? If not, then I will use the last Power Roll to improve Weapon Skill to Grade 2.
Human Sorcerer (Angelkin heritage) who works locally in a bar/tavern (Barkeep background). She might not even know she is a sorcerer. She just thinks she is good with people.
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Although I would love to play either of these, I am going to bow out at this point.
I'm afraid that I am not well-suited for highly involved role-playing (I much prefer tactical roll-playing), and I would be a poor match for others who want greater character depth.
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Evindyl wrote:
Sir Longears wrote:
Ira kroll wrote:
I'm thinking a very traditional (almost stereotypical) halfling bard.
Mostly support for others, and occasional direct intervention (attack spells, picking locks, etc.)
Background:
Originally a slave in Cheliax. Was freed through the Emancipation in 4722. Now looking to free others -- or at least help them. Looking for a sibling who was sold by slavers and rumored to be in Numeria. A very excitable, distractible hafling. And, even for a bard, very absent-minded.
Unless the GM decides to alter things, the Iron Gods AP takes place in 4714. Not sure how easy it would be to alter the timeline.
I'll tell you, Ira is a heck of a story teller, I'm sure it can work one way or the other. Rome wasn't built in a day, Emancipation probably wasn't either. Like there was probably some badass abolitionist in 4714 who freed Linzi ... oh sorry, who freed the "very traditional halfling bard" and maybe even gave them clues to help find their sibling.
Fast forward to the end of Iron Gods, and it's actually 20th Level Linzi Kroll who comes back and frees all the slaves!!! I love this!
Well, since it is the PF2/Remaster, I just was thinking that the time was moved up also. Still, it is easily modified for the halfling bard to have been freed through the BellFlower network.
Adventure Path Charter Subscriber; Pathfinder Maps Subscriber
I'm thinking a very traditional (almost stereotypical) halfling bard.
Mostly support for others, and occasional direct intervention (attack spells, picking locks, etc.)
Background:
Originally a slave in Cheliax. Was freed through the Emancipation in 4722. Now looking to free others -- or at least help them. Looking for a sibling who was sold by slavers and rumored to be in Numeria. A very excitable, distractible hafling. And, even for a bard, very absent-minded.
Adventure Path Charter Subscriber; Pathfinder Maps Subscriber
What draws you to role-playing games in general? How long have you been playing RP type games?:
I like the cooperative nature of TTRPGs rather than competitive play. It also allows me to socialize a bit, without making a large commitment to a friendship.
I've been playing since college. I started when AD&D (AKA 2nd edition D&D) was new. I played through 3.0, 3.5, 4.0, PF1, PF2, and now PF2Remaster.
Why do you want to join a long-term PBP game that may take several years to complete? Don't you have better things to do?:
I do have better things to do. I sing in a Barbershop chorus. I arrange music. I have a wife, seven kids, and twelve grandkids. I work full time. I participate in Pathfinder Society play (FTF and PBP). I am teaching myself to weld.
I enjoy longer stories rather than one-shots. I've GMed many five-year+ Adventure Paths, and played in a few. I am looking forward to the continuity.
Who is your favourite fictional character? Why? (Doesn't have to be fantasy gaming related at all):
The Drunken Master (as played by Jackie Chan). Humor combined with martial expertise. The little guy who is forced to go against overwhelming odds and the truly evil BBEG.
How many PBP games are you playing now? How many do you apply to in a year?:
I am GMing two FTF, and one PBP (That one is a PF2 conversion of Wrath of the Righteous.)
I am playing ten PBP games right now, and have registered for 4 GameDay PFS games.
I probably apply for 16-24 PFS scenarios each year, and 6 to 8 longer-form games (Some are Adventure Paths, and some are longer modules that are expected to take a year.)
What is the best game you ever played? Why? (Can be any kind of game, not just TTRPG etc.).:
I just love Civilization. I currently have Civ VI on my phone, and I'd rather play than watch a movie or check social media.
What are the characteristics you think make a good PBP partner, whether DM/GM or PC? What do you do to encourage these characteristics in others?:
1: No Drama!!
2: Try to work with others' threads.
3: Sticktuitiveness. Everyone has real life issues that can come up. A good PBP partner, even when they have to withdraw a little bit, continue to participate.
4: Understanding. A good PBP partner understands when a fellow player must withdraw a little bit. They'll be back, but just need some space for a little while.
How can I make a good decision about PCs without seeing a crunch and full background? Do you think this is an effective method of finding story-telling partners?:
Primarily, you have to look for individuals who are willing to work as a group, and show willingness to be in for the long haul.
Secondarily, effective writing is a must. If you cannot discern what the person means, that is going to bog down the flow of events, especially in PBP.
What one question would you ask me, or other players to determine if they were a good fit for you?:
To the GM: On a scale of zero to ten (where zero is no role-play at all (that is, just encounter after encounter wargaming our characters) and ten is no roll-play at all (that is, just our characters socially interacting with each other and NPCs), where do you feel you want this long-term game to go?
To other players: Will you control your disappointments with other players, and continue playing without rancor?
MothDad wrote:
Do you approach a game with a character idea in mind no matter what, or do you tailor your character to the campaign premise?
Actually, I'm somewhere inbetween. I enjoy suboptimal PCs. Especially if they are 'flavorful'. Putting unusual parts together is fun and interesting (I can talk offline about a couple of my PFS PCs -- one is a Poppet Summoner being carried around by her eidolon, and another is a sprite barbarian -- both of them loads of fun and unusual combinations.)
That said, there are things I'd like to try that I haven't already, but, in general, I also like to tailor the PC to the story, since that gets more involvement in the game.
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1. How familiar are you with the 2E ruleset?
I play in multiple games online, and have since 2e was distributed. I GM two games FTF and one game on the Paizo boards.
1. Where is your character from? Upper class Taldor
2. What class and archetype(s) are you intending to take? Rogue with the Dandy archetype.
3. Tell me a bit about your characters background in no more than a paragraph.
Grew up as a third son in a minor nobles home. Easily was able to manipulate his family and servants to get what he wanted.
4. Why did your character join the Red Mantis assassins?
After his parents died, he basically got no inheritance. So, he looked for ways to make a living, while maintaining his luxurious lifestyle. Red Mantis allowed him to infiltrate high society, take his revenge on them, and live the good life.
5. Describe a previous mission you have completed for the Mantis God. This doesn't have to be an assassination, the Red Mantis often do various favours for other individuals or organisations as well as sending their agents off to hunt down secrets, information, treasure etc.
There was a formal party in Qadira that was being held. A local Padishah noble was going to attend, and his consort would be wearing the Eye of the Desert. For whatever reason, the Red Mantis wanted them to lose the Eye.
I managed to get invited, enchanted the consort, and made off with the Eye. Needless to say, while the consort still pines for me, the noble is less than pleased.
6. What skills and qualities does your character bring to the team and its assassination mission?
I can infiltrate most anywhere where money and prestige are necessary parts of high society. I'm fluent in over twenty languages, and can talk the birds out of the trees. I have some knowledge of poisons and of medicines. I enjoy a good game, and really enjoy some good gossip.
Adventure Path Charter Subscriber; Pathfinder Maps Subscriber
I'm thinking a Monk/Gladiator
Likes performing in front of a crowd, but eschews weaponry.
Backstory: Was a slave in gladiatorial pits. Continued to win against bad odds. Finally able to buy their own freedom. Went to a monastery to contemplate. Decided that fighting was only a last resort. Prefer influencing.
Adventure Path Charter Subscriber; Pathfinder Maps Subscriber
I really like hack'n'slash. And, my GMing style is to go by the book. That's why I buy them. So I don't have to do the work of fleshing out the encounters.
As far as my characters go, I prefer the suboptimal strange combinations. (For instance, my sprite barbarian is neat and my Poppet Summoner where the eidolon looks like a little girl carrying a ragdoll in her hands. Both of these are current PFS characters.)
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I'm playing in 5 PbP games, and GMing a PbP AP. In FtF, I'm GMing two APs.
Currently I've got available time every day (except Saturdays). I've been playing Pathfinder since before the original APs came out (playing the Paizo APs in Dungeon magazine). And before that I've been playing since AD&D (yes, I'm that old <<grin>>).
I've been GMing for roughly 16 years.
In my spare time, I sing in a Barbershop chorus, and am the father to seven and the grandfather to twelve children.
==================
PbP == Play by Post (exclusively on the Paizo forums)
GM == Game mastering (used to be called Dungeon Mastering, but that is, likely a different IP
AP == Adventure Path
FtF == Face to Face (like, with real people!)
Ranellbess is a Pharasmin Cleric who has never stepped out of the Cloister. He's been told of the stories about Sandpoint, and he desires to be something more than he is -- a weak bookworm.
Ranellbess is adept at healing, and, even though he borrowed a dagger to take with him, is truly unprepared for any kind of physical conflict -- other than healing others.
Your degree of experience with PF2E and PbP: I began playing 2e before the books came out, using the Playtest. I GM 3 games (2 in person, and 1 PbP), and regularly play in 2e PbP games (mostly through PFS).
If you've played PbP before, link me two gameplay posts:
Goxomas As a GM
Do you agree to keep up with the minimum 1 post per day described above, and acknowledge that if you can't maintain that you'll be replaced?
Yes, with the proviso that I am unavailable on Saturday, and will occasionally be incommunicado for a couple of days for which I will give notice and provide for BOTting.