Alastir Wade

Jhaosmire's page

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Howdy All,

I gave my party a time machine!

So, now I need to write out some fun one-shots that will go along with it. When they first attempt to use it, they'll have almost no control over it, so when they end up will be entirely up to chance. or so it will seem. The goals of these visits will either be searching for information or to gather new resources. I have several ideas of fun settings they can end up in:

World War Faerun: This will be a WWI setting, where the Great War has erupted throughout the lands. Of course, my Players will find themselves in the midst of a chaotic battle. Crawling through trenches, learning how to use advanced firearms and grenades, and attempting to bring back anything they can get their mitts onto.

Plague-ridden Past: The go back a few hundred years to when some manner of Black Plaque was overwhelming the area. They'll need to carefully traverse city streets, avoid being robbed, possibly keep themselves awake and starving for several days until the machine kicks back in and sends them home.

Starfinder: Maybe Spelljammer would be a better title, either way though the world will be very advanced and entering space will be part of a normal day.

Time of the Dragons: What happens when they appear in an early bronze age and communities are ruled by great dragon lords? Will their hubris overrule their senses, or will they humble themselves before these great terrors?

Demon-lands: A portal has opened the countryside to a host of demons (or devils) that spill forth constantly. Survival will be a challenge here, as any show of strength will be taken to be a challenge.

Those are my initial ideas. What sorta things can you folks suggest that i could incorporate into this mess? Any ideas are appreciated, thanks in advance!

-Jhaosmire

PS I also might have them go to a literal WWII setting, at which point Hitler will 100% steal their time-machine and go back in time to conquer the past. That will be more than a one-shot though.


Afternoon Community,

I'm working on building an adventure scenario that mimics the great Battle of Wits from The Princess Bride. I could use some help getting the situation to have the proper feel, with the right blend of lethality and logic.

Here's the visual: Player's roll into a cave after several fights. The cave has the BBEG ( a toad-person, based off a Slaadi), who has the item the Players are after. He could simply escape using said item, but instead he challenges them to this battle of wits.

My current path I'm thinking of using is thus: There are a dozen or so potions scattered about the room on various tables. Six different types of potions, each its own color and in a unique bottle. The bottles contain the following potions/poisons:


Players will need to select potions for themselves to drink, a potion for the BBEG to drink, all will consume, and the results will play out. I plan on doing max critical damage for the Alchemical Fire when consumed, and use the Drowning rules for anyone that drinks a Tanglefoot Bag. After all has been settled, There most likely will be a fight between those still standing.

What do you all think? How would you alter the scenario to make it more thematic, without flat out "save or die" rolls? Anything you think would make this more memorable? Thanks for the advice!

-Jhaosmire


I'm trying to make an item to permanently make my small character a medium sized creature. As best I can tell, as a 1st level spell, making it a permanent effect (Spell level x Caster level x 2,000gp) it would only cost 2,000gp.

However, I noticed there is the Titanic feature that can be added to a set of armor, which is equivalent of a +3 bonus (about 9,000gp value). Am I reading it correctly that I can make the item so cheap?


How would you handle this? I'm thinking it will do max damage, including splash damage, so 14hp per round for two rounds. Additionally, I think it will prevent that player from casting spells with the Vocal component until fully healed. Too much? Too little?


Howdy All,

I'm assembling a Mini-Game for my Players, and what's better than a Trading Card Game?! As I still play 1st edition, I wanted something that provided them insight into their world without giving everything away. So, there are two paths I see I can take:

1) Buy the Pathfinder 2e Bestiary Battle Cards, which would provide them a good idea of what monsters can do but the rules wouldn't fully pertain to the characters world, as it wouldn't be a perfect translation (ie, a Otyugh in 1e has different skills/saves/abilities than an Otyugh in 2e)

2) Buy the D&D Monster Cards, which again would provide faces, names, and some idea of ability, but wouldn't give away every detail of every monster.

How I see this playing out is thusly: PC's will enter the local tavern and see folks playing a game, involving these cards. One NPC will lose the game, get mad, and storm out, leaving his cards. The other invites a PC to take over, offering this Starter Deck for free. Players will be given ten simple cards (orcs, goblins, etc.), both in game and IRL. Now Players can go town to town trying to find new cards for their game, and I'll roll on a table to see what cards they find when they go. A way for them to spend some gold, learn something about the world, and do some gambling.

As for the in-game game: Both participants draw a card from their deck of ten at random, and roll an attack. Maybe 1d8+CR. Winner fights the next creature. Dice explode on an eight, one halves the CR bonus. Game ends when all monsters are defeated. Decks can only have a max CR of... maybe 30. So Goblin can trump Tarrasque on a perfect roll. As for special abilities, not sure if I want/should/will/how to incorporate those yet.

What do you all think?

-Jhaosmire


Howdy all,

I had a (super broken) Paladin in 3.5 that had taken the feat tree from the Book of Exalted Deeds including the Vow of Poverty; It/he was killer. I want to remake this character concept in Pathfinder as an Order that is established in the world. However, I cannot find anything nearly as powerful as this in Pathfinder (darn this system, being too well regulated to be this broken). Any ideas that would lead a character down a similar path? I rule nothing out, multiclassing, crazy feat or skill concepts, anything goes. Thanks!

-Jhaosmire


Does anyone who has been to a WonderCon know if there is a Pathfinder or Paizo presence there? I've never been to a convention before, and out group was thinking it would be fun to try one out. We live is SoCal, so PaizoCon is doable, but we're trying to find a closer location if possible. Thanks!


I'm looking for a bigger means of moving my books and minis around to and from games, which are rarely at my place, despite me being the GM. My question:

What bags/boxes/products do you use to move your gear around? Any recommendations on what I should buy?

I currently use a messenger bag, but it'll only hold my laptop, three books, some folding maps, and then I wedge in a bunch of card packs for character art. I carry all my mini's, dice, Bestiary Boxes, etc...


Howdy All,

I could use some advice here. Going to be a 7th level Bard/7th level Necromancer against a party of five 10th level characters. The BBEG Bard can have an advantageous setup to make sure the CR is +3 or +4 (the party tend to dominate, so higher CR's are feasible).

What would you advise for setup or scenario to compliment the Bardic abilities?
What sort of actions should I be making with the BBEG Bard (Inspire Courage?)?

Thanks in advance!

-Jhaosmire


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Howdy All,

My Players all over the way combat roles out in Pathfinder, so I'm trying to adapt it to more areas. Here was the formulae I have come up with, using a social situation was the example:

Social Combat:
AC = 10 + Sense Motive
AB = 1d20 + Knowledge/Appraise/Linguistics/Perform (choose one)
Damage = Ranks in (AB Skill)
HP = 10 + Bluff + Diplomacy + Intimidate + Sense Motive

Once defeated, a character will be "out" without being dead. In the example above, they'll have been so humiliated/shamed/disgraced that they resign from further interactions. I'm hoping to use this format for a series of situations, some serious some silly: A dance-off, an intellectual debate, a wilderness survival challenge.

What do you all think? What would you adjust? Any suggestions for other ways to use this, both situations and combinations? Thanks!

-Jhaosmire


That is the question I pose: What would you find in a Wizard's Journal? I'm building a puzzle book that'll encompass Act III of my campaign, and it'll be based around the mad yet methodical writings of the slain Act II BBEG.

This is going to be a physical notebook, which I've already purchased (blank), and plan to fill out in detail. Much of the journal will be that of a diary, the story of why our villian did what he did, what he hoped to achieve, what he did achieve, and so on. There will also be pages of madness (he was truly insane, thanks to the Dark Grimoire). But hidden throughout will be mentions of a place he was trying to get to, and the treasures thereof. Here are the things I know I will have, in no particular order:

-Cipher - A date/time cipher, which will be based on the faerunian Calendar (Dale Reckoning). This won't be the entire journal, just points that I want to emphasize as vital.

-Magical symbols - These will likely be Red Herring pages, with no actual use for the quest. I'll likely have them tie in as clues to solving traps on the path to the end goal, but not all of them; some will simply be where this wizard sketched out a symbol he needed to save for later.

-Maps - These will come in two forms. One will be a greater map of the Realms, though with enough detail missing as to make it something they'll need to figure out on their own. The second will be area specific maps, which will help guide them from the macro to the micro.

-Clues - Just like Professor Henry Jones, our researcher has mapped out clues that will help the party through difficult situations. Indiana Jones didn't have magic to bypass the Leap of Faith, but I'll definitely have more elaborate traps to accommodate our wizardly friends.

So what else would you add? Feel free to post ideas, or even write in-character, which I'll alter to fit into my journal (and will be much appreciated)

-Jhaosmire


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Howdy all,

I'm looking at running a leisurely Riverboat Adventure through Nirvana for my group. On this trip, I want to include a series of minigames and gambling games for the Players to try out, preferably something more substantial than "roll a d20, highest wins." I found an old dead post from 2013 that I'll post down below which had two good ideas. So my questions are thus:

What minigames have you all run and/or created that worked out well, and what system did you use to run them?

Here are two that were posted on another thread in this forum (no hyperlink as I'm doing this all from a phone on vacation):

---------

Spicy food eating contest
Include npc contestants

Waiters will quickly bring out plates of Curry and remove them all at regular intervals. Players have to roll 3d6 and add either their will save or fort saves to the totals. For every 6 points they get, is one bowl of curry they manage to finish. the player with the most bowls of curry finished by round three wins!

Also at the end make them all roll a DC14 fort save or throw up.

------

Junk stacking contest
Include npc contestants

Players have to stack random junk as high as they can and attempt to make the highest tower possible. The player to build a tower 50 inches high wins.

Players play one at a time and roll 2d6 with each 1 point representing 1 inch of height gained. Players have to push their luck or lock in their progress because if they get a 1 roll on a single dice, their current amount of work crashes down and is lost, if they roll two 1 results, their whole tower collapses and they start again.

The trick is for players to roll their 2d6, gather points and knowing when to stop to "balance their tower" locking in their progress. Trying to be too greedy can result in their work being wasted unless they know when to lock in their progress.

-----
Word making

Randomly grab letters from your scrabble or upwords box and place them in front of the players, give them 5 minutes to make as many words as possible


One of my players is bringing in a new character to my steampunk campaign, as his last character was a dead-end and no fun to play. I don't play RAW, so I'm tweaking some of the rules to favor him (such as Scent and Familiar Bond). His decision is an eastern-themed Human Ninja, who was born blind. The character is coming in at level 5. I've helped him get a big list of feats, traits, and abilities to supplement his choice to be blind, which include:

Trait: Scent - Can locate creatures within 30' by smell (maybe redundant with Familiar Bond...)
Trait: House of the Green Mother's Pupil - grants access to Familiar Bond
Feat: Familiar Bond - He chose a Bat, and I'm granting him his familair's Blindsense ability. Can locate creatures within 30' by sonar (maybe redundant with Scent...)
Feat: Blind-Sight - Can reroll miss chances, can move at full speed in combat
Feat: Blinded-Blade Style - No STR or DEX skill penalties, +4 pinpointing within 10 feet, improves his Scent ability (which may be redundant with the Familiar...), allows for the low level IBF below
Feat: Improved Blind-Fight - Ignore partial cover entirely

At higher levels, he plans to take Blind Competence, Great Blind-Fight, and Blind Master, but I thought it kinda feels like a waste to spend every feat you have to negate a story choice. Effectively he's ditching all his feats until eleventh level just to try and catch up to other players.

I'm seeing some of this is a bit redundant, but I'm not done yet! Because he's choosing to take such a big flaw for merely a storyline reason, I want to reward his choice at later levels. Therefore, I decided to give him a Scaling Magic Weapon at no cost (he doesn't know about this, and won't until he levels up the first time). The first two abilities he bought (+1 and thundering), the rest will be a surprise. The weapon is a Kasarigama. Here are my thoughts for the weapon:

Jinsoku katsu Mōmoku
(Quick and Blind)

2nd: Jinsoku becomes a +1 Weapon
4th: Jinsoku gains the Thundering ability
6th: Blindsense, 30' - If Earo has Improved Blight-Fight (prerequisite), he may locate creatures within 60' of any sense other than sight
8th: +2, Mirror Image 3/day - Jinsoku becomes a +2 Weapon. Three times per day, as a standard action, Earo may invoke Mirror Image from the chain of Jinsoku by snapping the chain in his hands
10th: Blindsight, 30' - If Earo has Greater Blind-Fight (prerequisite), he may ignore Total Concealment and all associated percentile rolls.
12th: +3 - Jinsoku katsu Mōmoku becomes a +3 Weapon
14th: Darkness, 3/day - Three times per day, as a standard action, Earo may initiate the Darkness spell, emanating from the blade of Jinsoku katsu Mōmoku by swinging it in a wide arc.
16th: Jinsoku katsu Mōmoku becomes a +4 Weapon
18th: Jinsoku katsu Mōmoku becomes a +5 Weapon
20th: Jinsoku katsu Mōmoku loses the Thundering trait and gains the Vorpal trait.

Jinsoku means “Quick.” When held by a handicapped individual of tenth level or higher, it gains a new name based on the ailment. In the hands of the blind Earo, it becomes Jinsoku katsu Momoku

I'm trying to figure out how much is too much, if giving him this weapon will make his traits/feats feel wasted, if I should alter the weapon's abilities, etc. I know he would rather have the Bat Familiar seeing for him as story flavor rather than having the Scent ability, so if you think I should drop one, Scent would go first. Any and all help is appreciated, thank you so much.

-Jhaosmire


I'm trying to assemble a thick list of Hazards and non-combat challenges to run my PC's against. I try to balance out a mix of about 1/3 Combat, 1/3 RP, and 1/3 Other Challenges, but have been coming up short in the last regard recently.

Any ideas are appreciated, I can always retool them for my needs. Feel free to be as detailed as possible, what with DC's and such, as it saves me a bunch of prep time. My group of six players are currently level 8, and traveling through the former Silver Marshes (now the Kingdom of Many-Arrows). It is a frozen wilderness getting ready for the spring thaw.

Some ideas I was going to use:
-Wandering through a tunnel, there is an earthquake, and they need to perform a series of Reflex saves, Acrobatics checks, Climb checks, etc in order to avoid falling rocks and to get across to the more beneficial side.
-Boiling Hot Springs that will impair movement through a large field. They'll be in combat for this one, against an opponent with ranged abilities. They can dive into a hot spring to try to close distance faster, but will take damage (they're that hot) both before and after, as they'll be weighed down and soaking in the cold.
-Convincing Guards to let them into a restricted/barricaded city. This will be similar to a 4E Skill Challenge, only using a chart provided by a Reddit user I followed. May go any number of ways, but the chart provides a physical supplement for them to gauge their successes and failures.

Thanks again for the helpful ideas! Again, any and all are appreciated!

-Jhaosmire


I've never built a spell before, and am not sure I'll give it due justice. I have a Player who swears by the Animate Rope spell, half as a joke, and half because he is very much into the RP rather than Combat of Pathfinder.

He has tried to use Animate Rope in so many situations, and it's become a running gag with his wizard. Talking about it, we though it would be cool if he actually started upgrading the spell and making it useful for high level use.

So, I think I want to build a third, fifth, and maybe seventh level version of the spell. Traits I could see adding are:

  • Ability to Trip an opponent
  • Ability to Grapple an opponent
  • Ability to Bind an opponent
  • Having it spring from his hands as a ranged Touch Attack instead of having to be within a few feat or throwing it
  • Increasing it's strength versus breaking or damage
  • Possibly making it permanent at high level

So scaling it is my biggest problem. I was thinking of it in the same manner as Bigsby's Interposing and Bigsby's Grasping Hand spells. Thanks in advance for the help!


Has anyone tried this before? The rules add such a complexity that I'm wondering if they could be used in such a way.

If you ran a campaign (like I plan) that is more Social than Adventure, where the characters are in a large city, each turn will either be a week or a day (not sure yet), and their goal is to rise from small-time nothings to big players within the town.

Any advice when using these rules, or strategies I should look out for as the GM of the group? What are your experiences with the DTR?


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Howdy All,

I'm looking for some battle music, of a very specific variety. Disco. Or Electronica Disco, or anything else along those lines. Any suggestions for me to try? I'll likely use Spotify or YouTube to bring it up during the game.

A mad wizard has lured the Party into his lair, a cave he has decked out in his particular style. Here is the scenario:

A set of six wide stairs leads into the chamber, which is strewn about with rugs, pillows, and pelts of every variety. Tapestries line the log walls, the scenes on each slightly in motion, magically charmed. A thick, metallic, four pronged anchor, with a spike in it's center, is pounded into the ground in the center of the room. You see the anchor, barely visible, among a crowd of dozens of skeletons, each coupled together, staring face to face with each other, motionless. On a platform twenty feet up, on the far side of the room, in front of a huge mechanical box, wearing a helmet that only covers half his head and one ear, a familiar Warforged Wizard looks down on you all. "Let's Disco..." he says. With that, he activates the machine, which amplifies and blasts the music from Salami's chest speaker. As he manipulates the box, one hand on the helmet covering his ear, flashing lights blink and pulse in every color to the beat of the music. The skeletal couples dance with erratic moving and gyrating, blocking up the path to get to the mad wizard.

And that's the situation. Necromancer Rave. The Player's likely won't attack the Wizard, as he's a former party member. To defeat him, they'll have to "out dance" the skeletal groups, trying to get to that anchor, which is their goal. Thanks again for any musical advice!

-Jhaosmire


I have an idea for a Social RPG, set with the Pathfinder rules. It would be in a giant Steampunk-era city (Waterdeep), and Players will be a variety of locals who are going to conduct some detective work, in addition to their day jobs.

The biggest problem I see is a lot of the NPC classes are inferior to each other. I'm alright with Commoner being very base and simple, behind all the others. However, the Aristocrat seems like such a great concept, but they are effectively an Expert with less skill points per level (4+INT instead of 6+INT).

I looked into the third party Courtesan, which is alright, but still lags behind the Expert.

I plan on the game being practically no combat. Everything will be solved via RP and skill challenges, along with puzzles and riddles. Each Player will also have to run some manner of career, to see how well they are prospering within the city, which will have consequences based on success v failure or what business ventures they go into.

So, My questions are thus: What would you recommend to even out these classes a bit? I'm alright with the Adept, the Expert, and the Warrior, but would definitely like to re-work the Aristocrat and maybe the Commoner. Also, do you have any other class ideas that would work well in the mix?


Just a thought: Does anyone know of any books or pre-written adventures that are entirely or mostly non-combat? I've had an idea for a social game, where everything was very fanciful and formal, and the only time a Player takes out their sword is to fight a boss, and armor is almost unheard of.


I've been playing a Gunslinger for a few months now, and I'm starting to feel like I'm lagging behind the rest of the party. Looking into it, it seems like if I had been a Fighter and just taken Gun-based feats I would have been better off. What have your experiences been, is Gunslinger an underpowered class?

Guns are just emerging in this world, so everything is pricy. I even have the Beneficial Bandolier, and find that I'm still spending more time fiddling rather than fighting. I built a +1 Mithril Tri-Barreled Pistol, and sometimes will use an off-hand standard Pistol when I get the chance. At sixth level, I can:
Round 1) Fire two shots from the Tri, one from the off-hand, reload the off-hand for free (Beneficial Bandolier).
Round 2) Fire one from the Tri, reload for free (BB), fire a second, and fire my off-hand.
Round 3) With Rapid Reload, I can still only reload two barrels of my Tri, as it's a Move Action, and my off-hand for free (BB).

Is there a better way to cut out this dead round? If I did only reload on barrel, I could fire twice, but then Round 4 I'm fully empty. Seems like a bow or crossbow is a much better weapon, and a Fighter can focus even more so than a Gunslinger.


Afternoon All,

I want to, and need help to, make a physical book to hand out to my Players. I need help, as I'm not super artistic when it comes to images.

Here is an example of what I am hoping the final result will look like. I want each page to be unique. Some pages should just look like mystical nonsense, some should be sketches of places that maybe the Players need to find along the way, and some need to be riddles and puzzles.

As per the title, I want it to be similar to Indiana Jones' father's Grail Diary from The Last Crusade.

My thoughts will be this is something they'll find while exploring inside an ancient library. It will be a notebook that a retired or deceased adventurer had left behind in his search for some manner of hidden object.

Let me know what you can find (send me links to lots of pictures I could print that you know of), I'll connect with you if you make images (.pdf's?) that I can use, and hopefully I'll post this when I'm done so that it can be printed and used by you peeps when it is complete. I'll post here as I make pages and get bits assembled. Thanks so much!

-Jhaosmire


Afternoon All,

What rules (whether official or house) have you applied with Magical Tattoos? I found these at d20pfsrd.com, Crude Tattoos. I couldn't find any reference to higher quality tattoos though. So here are some questions I had:

  • 1) How many tattoos should I allow a character to have?
  • 2) Should tattoos take up their own item slot, in order not to be abused?
  • 3) Should tattoos have an activation cost or be constantly active (likely based on each effect)?
  • 4) What has your experience been with Magic Tattoos?

Thanks in advance for any ideas and options

-Jhaosmire


Howdy all,

Wanna help me build some NPC's? My steampunk campaign continues, and I want to load down a train full of individuals. As always, I like to have a good range of characters, and feel like anyone I build will still be me, to a degree, so help me out making unique peeps.

Also, what are your favorite or most memorable NPC's you've seen in game? Maybe I can use them also, as nobles, passengers, etc.

If you want to add a bit more on these characters, most of them will be met during a masquerade ball, in which everyone will be wearing mechanical masks and costumes. There will be a decent mix of nobles and travelers on the train, so lots of room for any type of folk. Thanks!

-Jhaosmire


Howdy all,

This is a variant I've been thinking about for a good long while, and I thought getting community advice would be a good idea. I imagine this can be easily manipulated for minmaxing, but I haven't put my mind into thinking of how yet.

I want to run a campaign where classes get to choose what stat their abilities are based on. A world where there could be such thing as a Strength Wizard, a Charisma Fighter, a Dexterity Bard, and everything else in between greatly appeals to me.

My immediate thoughts are that it mostly affects spellcasters. Fighters really just use Strength because it benefits them most, while spellcasters actually use their class-stat more specifically.

What rules should I change to bring this about? Should I allow a Charisma Fighter to use his Charisma in lieu of any Strength requirements for Feats? How far down the rabbit hole should I take this concept, and what advice do you have on it? Thanks a bunch!


Howdy all,

I wanna give my Paladin player a Gorthek. It fits with what he mentioned he'd be interested in, it fits the environment, and (most importantly) it fits my story.

There was a planned Gorthek and Gorthek Rider fight planned, and they bypassed it for a short time. In that time, the Half-Orc Paladin hit level five. Likely, he will be level six or even seven by the time they all get to the fight.

Now, my question is, is this too powerful a mount? What steps would you do to power down this mount to make it level appropriate? I've noticed a lot of the Animal Companions have a total stat bonus around +-0 to +2; the Gorthek has a +8.

My thoughts are thus: it won't be a normal Divine Bonded creature. The Gorthek will resist, be ornery, and have a stubborn personality. When they first encounter it, it will hate the Paladin, because it knows the Bond is there. The party will need to kill the Rider and down the Gorthek, without killing it. Maybe that fight/injury will give it a permanent Strength drain to balance it some? What have been all of your experiences in this field? Thanks a bunch!


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Howdy all,

I'm building a town (a few actually), that I want to populate with some unique businesses. I'm thinking interesting characters, odd means of selling, and the types of businesses that one would visit after just hearing the name. I've used some generators to build a basic town with some flavor, but was hoping to get some good ideas from here also.

So, what businesses have you come up with for your campaigns, and what sorta characters are in there?


Evening All!

Exquisite Corpse is an art style I found out about recently, which was followed by learning that it can be applied to RPG's!

So, I love getting input from this forum, let's build us a random adventure! Basically, let's assume a party of five, tenth level adventurers Is sitting in a generic tavern. I'll write the first section, and please continue the adventure in whatever possible way you decide with your next forum post. Each new post will be a continuation of the level, written from the GM's perspective, to throw at my players. Feel free to add NPC's, hazards, monsters, traps, change environment, anything! Who knows where it will go, or how it will end, but, with that said, let it BEGIN:

You're sitting with your allies in a crowded tavern. The floor is sawdust, the air thick with tobacco smoke, music is being strummed joyfully from a harp-wielding bard on a central stage. Your table is thick with ham hocks, pewter goblets of red wine, cards, dice, and few stray weapons that were sitting uncomfortably upon your belts.

Laughing merrily, singing along, enjoying the elements of the room, you're suddenly shocked sober as an immediate thud and jerk rumble the foundations of the inn. Plates fall from shelves, goblets spill their contents, and patrons are thrown from their stools. The melody twists to a screech as the bard falls prone from the stage, landing unceremoniously upon his harp.

Silence. Nobody in the tavern speaks for a moment as the shock of the earthquake sets into the crowd. At that moment, the door to the tavern opens...


Howdy all,

I'm building an orc encounter (shock). As a side plot (and to give a lot of exposition), I plan on the players (whom are after killing all the orcs) running a level or two AS some of the orcs they're after. They already know the orc's names, and I have a few reasons for doing this:

To explain a bunch of exposition without the players doing nothing while I read.
To build up the character behind the bad guys.
To assign certain bad guys to certain players (Player A plays Orc X, so when Player A finds Orc X, X insists on attacking A), rather than choosing at random.
To see how the orcs will run in combat, which in turn is how I will run them against the players.
Because I think it will be fun.

So, here's why I'm posting: I need to build ten Orc PC's. They need to range from levels 5 - 8, be primarily warrior classes, and be flushed out enough to play for about eight hours. The setting is a Steampunk Forgotten Realms, and they're all a mix of Western/Renaissance/Soviets.

Would you guys be willing to help build them? Thanks!


Okay, so we use the A.C. as DR variant, and love it. But my friend And I were discussing it and disagreed on a point. I've come to notice most Touch Attacks would ignore the DR, because they're usually magic rays and such. I was thinking that, anytime you make a Touch Attack, you should be able to ignore the DR, as these attacks tend to be either precision or magical. My friend disagrees. Our primary disagreement lies in guns and bullets.

So here are my questions: can anyone give me a list of non-magical touch attacks that would make/break this rule? What about situations that would allow a player to break the game? Anything else I may not have figured into the equation? Thanks in advance.

-Jhaosmire


Evening all,

I'm (as the title suggests) building a Luck based character. I lean towards a cleric with the Luck Domain, probably the Theologian archetype. Partially, my goal is to (effectively) have "advantage" on all my roles (or my ally's roles) as if it's a fifth edition D&D character, and secondarily to give my opponents "disadvantage."

I'm not set on this being a cleric, but that's all I've seen so far that seems to fit the build. I imagine that at a higher level, I'll attempt to cast Guidance as a Quickened Spell on most rounds of important combat.

So, does anyone have any ideas that would compliment this build, or any better builds to fit this same theme?


Everything went great, for the first hour. Afterwards, it fell apart quick. Now, four of the six party members are in the custody of the Flaming Fist, and of those four, two have been caught with either stolen goods or with poison used in conjunction with the previous level.

So, I've never run anything like this before. Anybody have any previous experience with trials, or ideas they think would help me run a fun RP side level? Thanks for any advice!

-Jhaosmire


I'm working on building a list of archaic business ideas that may have once existed in the real world, that could be fun to use in a Pathfinder game. I run a Steampunk world, so anything from Renaissance Era through Victorian era (or converted modern era) will fit just fine. Additionally, any archaic terms and slang would be great. Here are the ideas I have so far, in no particular order:

Cigar shops (used to be noticeable by the Indian statue out front) - Mine would be run by either a wizard type or alchemist, and all the cigarettes or cigars would be enchanted. Hence, one box of 20 cigars would have 20 uses.

Cat House - great 1930's term for a brothel.

Druggery - "cures" for what ails ya, though there would likely be big consequences.

Snake Oil Salesmen - These guys are EVERYWHERE in my big cities. I hear the basilisk cream is quite good at preventing wrinkles.

And this is why I need help. Likely I'm tired. I'll add more as I think of them. So, let's populate this list, ya? Thanks!

-Jhaosmire

PS Did a bunch of Google searches, but came up with almost nothing. feel free to point me in the right directions.


I'm trying to expand our weekly game into new areas, and one thought I had was adding some manner of Daily Reward. My initial thought it it would be what the characters do/earn between adventuring.

They roll a d20 (probably via an app, if anyone knows of a good one).
Add whatever skill check relevant to what they wanna so (Perform, Craft, etc.)
They make that much silver (if untrained or using no particular skill) or gold (if trained in a job-like skill)

Other thoughts are that, once the characters are of a higher level, maybe this will be how they build up an army, or a guild, hiring one character (or more) at a time via a successful role. Maybe they build magic items in their free time, and I could give them rates/reductions/bonus materials. What are your thoughts?

-Jhaosmire


Evening all,

I'm running a level with a destroyed town soon, and thought I could collect some thoughts here. What I need is ideas to fill up encounters and situations in a very large (say, Tilverton) abandoned town. Characters are level four, nearing level five, and it's a party of six.

Here's the premise of the campaign, for flavor:

In a Steampunk Forgotten Realms, player's are heading inside a destroyed Tilverton, which has become a shadow-enclosed hub for an orc mercenary group. The town has been abandoned by humans for 100+ years, and was the site of a Shadow-mage war. The resident orcs have an enslaved sorcerer to help them with any magical needs (level 14), access to flying ships, muskets, etc.

Please help me fill up the map! I can easily make it 150+ encounters, depending on the player's route, as the city is so large. Thanks a bunch!

-Jhaosmire


Alright, I definitely need some help. I'm putting together a gigantic air combat fight for my campaign.

(Premise) Over to ruined town of Tilverton, two armies are going to meet.
One, the Cormyrean army, will have trebuchets on the ground and some smaller airships (using balloons and tech).
The other, an orc army with influence from the Kingdom of Many Arrows, will have larger but fewer airships (using magic and entrapped elementals).

Now the challenges: Players control the Cormyrean army. They get to setup ahead of time (though they won't know the placement of the orc ships until after setup), and I'm trying to give them a slight disadvantage number wise. So, any advise on getting this to run smoothly? Advise on how to perform actions, AC adjustments, movement ideas? Really any and all advise is necessary and appreciated. Thanks a bunch!

-Jhaosmire


Does anyone have any clever items (magic or not) which fit well into an early Victorian steampunk campaign? I want to pack in non-combat, RP based items. I've read up on a few great ones so far, my favorite being a teacup that refills whenever anyone says "Splendid!"

Any and all ideas welcome, thanks!


I'm hoping to make Craft a better skill, in order to allow any class to be able to make magic items. In my campaign, we've been gathering "interesting" items from various places and monsters, and incorporating them into the Craft skill.

So, my question is this: how would other DM's handle this process? Obviously gold is a great way to judge what can be made and when. Should I make the scavenged items be simple flavor?Any advice is welcome, thanks!

-Jhaosmire