Valeros

John Stout's page

257 posts. Alias of Paizo Fan.



1 to 50 of 54 << first < prev | 1 | 2 | next > last >>

So I'm currently developing a homebrew campaign for some friends, and it starts with them in their home village where they go off to do some adventures and when they return, their village is under attack from demons led by a local cult leader.

Long story short, they will almost die before being saved by a roaming band of seafaring werebears who are fighting a variety of demonic incursions and such like, and in order to save these innocent youngsters, they turn them into werebears and take them with them (after all, their entire village is razed to the ground).

My question is, does anyone have a reasonably balanced template that can be used to apply the werebear part to them as they level to second level (which will be when they are rescued by the werebears).

Exo-Guardians

I have posted from this character's profile as he's the one I'm looking to use in relation to the above boon.

My query is thus: Moktargarn is a Vesk who refuses to kill. Certainly, he will knock someone around without problem, but he draws the line at killing.

However, this boon clearly states cadaver. If I knock out and manacle a creature, can I use that as fulfilling the cadaver part of the boon?

Obviously this means I cannot use the boon for such things as oozes without some suitable form of non-lethal containment, 'cos manacles won't cut it.

Exo-Guardians

Starfinder Society character, wanting to dual wield taclashes but I'm not sure I can do it without massive penalties.

Anyone else attempted this?

Dark Archive

How shall that affect the later books (that I've yet to pick up)?

Basically, the party (which is slightly larger at 6-7 members) rolled the rumour for the prison and decided to free everyone. What follows is a lengthy session where they slaughter every prison guard, Sabo and the kyton.

Result: a heap of notoriety and the resultant dottari ambush outside the Shrine of Saint Senex. Two characters killed (one being reincarnated, the other remaining dead), one character being arrested (for public excruciation), two survive and one wasn't present. However, what ensues is that the dottari search the shrine, find the tunnel and arrest the seers when they refuse to open up. They get the key, open up and head down to find the Lictor. Combat begins and the Lictor loses (double crit, ouch, and it was looking good for him to begin with).

So what affect shall this have for the furthering campaign?

Dark Archive

As I've mentioned elsewhere on the forums, I'm adapting Kingmaker for an evil party who are sponsored by Geb (unbeknownst to the Swordlords, of course) and I'm crafting a trio of dhampir who will act as either allies or a "gentle reminder" to the party of where their true loyalties are supposed to lie.

I suspect that the trio I have come up with may be a touch on the strong side (although the players are good at min-maxing) and I'd appreciate another view.

Fighter:
Chancellor Kemnebi's Fighter CR 5
XP 1,600
Dhampir fighter (polearm master) 6 (Pathfinder RPG Advanced Player's Guide 106, Pathfinder RPG Bestiary 2 89)
LE Medium humanoid (dhampir)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+9 armor, +1 dodge)
hp 62 (6d10+12)
Fort +6, Ref +4, Will +2; +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 lucerne hammer +11/+6 (1d12+6)
Special Attacks pole fighting, polearm training, steadfast pike
Spell-Like Abilities (CL 1st; concentration +3)
. . 3/day—detect undead
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 12, Int 8, Wis 10, Cha 14
Base Atk +6; CMB +9; CMD 22
Feats Cleave, Cleaving Finish[UC], Combat Reflexes, Disruptive, Dodge, Intimidating Prowess, Power Attack
Skills Acrobatics -4 (-8 to jump), Bluff +4, Intimidate +10, Perception +2, Swim +4; Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ resist level drain
Combat Gear potion of bull's strength; Other Gear +1 half-plate, +1 lucerne hammer[APG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 276 gp
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Disruptive +4 DC to cast defensively for those you threaten.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Pole Fighting -3 (Ex) Use a spear or polearm against adjacent targets with a -3 penalty.
Polearm Training +1 (Ex) +1 to hit and damage with polearms.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Steadfast Pike +1 (Ex) +1 to hit on readied attacks and AoO with polearms & spears.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Inquisitor:
Chancellor Kemnebi's Inquisitor CR 5
XP 1,600
Nosferatu-born dhampir (ancient-born) inquisitor (sanctified slayer) of Urgathoa 6 (Pathfinder Player Companion: Blood of the Night 21, Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 2 89)
NE Medium humanoid (dhampir)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 44 (6d8+6)
Fort +4, Ref +4, Will +7; +2 vs. disease and mind-affecting effects, -1 vs. effects that damage, drain, or reduce physical ability scores
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to ability damage
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 scythe +9 (2d4+7/×4)
Special Attacks bane (6 rounds/day), sneak attack +1d6, studied target +2 (2nd, move action)
Spell-Like Abilities (CL 1st; concentration +0)
. . 3/day—doom (DC 10)
Domain Spell-Like Abilities (CL 6th; concentration +8)
. . 5/day—bleeding touch (3 rounds)
Inquisitor Spell-Like Abilities (CL 6th; concentration +8)
. . At will—detect alignment, discern lies (6 rounds/day)
Inquisitor (Sanctified Slayer) Spells Known (CL 6th; concentration +8)
. . 2nd (4/day)—desecrate, hold person (DC 14), howling agony[UM] (DC 14), hunter's lore
. . 1st (5/day)—abadar's truthtelling (DC 13), cause fear (DC 13), disguise self, tireless pursuit[APG]
. . 0 (at will)—create water, detect magic, guidance, read magic, resistance, sift[APG]
. . Domain Death (Murder subdomain)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 8, Int 12, Wis 15, Cha 8
Base Atk +4; CMB +8; CMD 20
Feats Cleave, Outflank[APG], Power Attack, Precise Strike[APG], Toughness
Skills Acrobatics -1 (-5 to jump), Bluff +8, Climb +3, Disguise +8, Intimidate +11, Knowledge (nature) +5, Knowledge (religion) +5, Perception +7, Ride +4, Sense Motive +14, Stealth +8, Survival +13; Racial Modifiers +2 Climb, +2 Survival
Languages Common, Necril
SQ monster lore +2, resist level drain, solo tactics, stern gaze +3, track +3
Combat Gear potion of bull's strength; Other Gear +1 scale mail, +1 scythe, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], manacles, mess kit[UE], pot, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Urgathoa, 802 gp, 1 cp
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6, 6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bleeding Touch (3 rounds, 5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will
Inquisitor (Sanctified Slayer) Domain (Murder)
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +3 (Ex) +3 to Sense Motive and Intimidate.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Track +3 Add the listed bonus to survival checks made to track.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Weakness to Ability Damage -1 to save vs. effects that damage, drain, or reduce physical ability scores.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Cleric:
Chancellor Kemnebi's Cleric CR 5
XP 1,600
Moroi-born dhampir (svetocher) cleric of Zon-Kuthon 6 (Pathfinder Player Companion: Blood of the Night 20, Pathfinder RPG Bestiary 2 89)
LE Medium humanoid (dhampir)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +2
--------------------
Defense
--------------------
AC 18, touch 9, flat-footed 18 (+7 armor, -1 Dex, +2 shield)
hp 44 (6d8+6)
Fort +5, Ref +1, Will +7; +2 vs. disease and mind-affecting effects, -1 vs. positive energy damage
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to positive energy
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 heavy mace +7 (1d8+3) or
. . mwk spiked chain +7 (2d4+3)
Special Attacks channel negative energy 4/day (DC 14, 3d6), death's kiss
Spell-Like Abilities (CL 1st; concentration +2)
. . 3/day—obscuring mist
Domain Spell-Like Abilities (CL 6th; concentration +8)
. . 5/day—touch of law
Cleric Spells Prepared (CL 6th; concentration +8)
. . 3rd—animate dead[D], prayer, speak with dead (DC 15)
. . 2nd—death knell (DC 14), ghoul touch[D] (DC 14), hold person (DC 14), muffle sound[ACG] (DC 14), summon monster II
. . 1st—bane (DC 13), bless, cause fear[D] (DC 13), murderous command[UM] (DC 13), summon monster I
. . 0 (at will)—bleed (DC 12), detect magic, enhanced diplomacy, vigor
. . D Domain spell; Domains Law, Death (Undead subdomain)
--------------------
Statistics
--------------------
Str 15, Dex 8, Con 10, Int 14, Wis 15, Cha 13
Base Atk +4; CMB +6; CMD 15
Feats Command Undead, Selective Channeling, Toughness
Skills Acrobatics -6 (-10 to jump), Diplomacy +12, Heal +9, Knowledge (religion) +9, Sense Motive +9, Spellcraft +11; Racial Modifiers +2 Diplomacy
Languages Common, Necril, Osiriani
SQ dhampir cleric, resist level drain, variant channeling (undeath variant channeling[UM])
Other Gear +1 lamellar (steel) armor[UC], mwk heavy steel shield, +1 heavy mace, mwk spiked chain, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Zon-Kuthon, 527 gp
--------------------
Special Abilities
--------------------
+6 to caster level of any channeling feat used to affect undead. Add +1 to the caster level of any channeling feat used to affect undead.
Cleric Channel Negative Energy 3d6 (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Cleric Domain (Undead)
Command Undead (DC 14) Channel energy can take control of undead.
Darkvision (60 feet) You can see in the dark (black and white only).
Death's Kiss (3 rounds, 5/day) (Su) Melee touch attack makes target count as undead for positive/negative energy healing/harming
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Selective Channeling Exclude targets from the area of your Channel Energy.
Touch of Law (5/day) (Sp) Treat all d20 rolls as 11 for 1 rd.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Undeath Variant Channeling Enhanced healing for Undead
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Some may query the decision to include two divine classes but I personally think it fits for this trio. As I said, they are intended to be allies (if the party is going as Geb expects) or foils if not.

Any criticism/ideas would be greatly appreciated.

Dark Archive

Hello everyone,

I'm looking for some advice. At the moment, I'm adapting Kingmaker to fit an evil party. They are tied together as they have been summoned by Chancellor Kemnebi of Geb after he has used his contacts to secure one of the charters from the Swordlords (with no tie back to Geb, naturally). The party are to secure the Stolen Lands for Geb, with a long-term plan of providing materials, both mortal and mundane. Of course, the party can (and probably will) revoke that along the way but that's for another day.

What I want to do is to stat out Chancellor Kemnebi. It is unlikely that the party will ever do combat with him, but I think it'll be an interesting exercise. The problem is that I've never statted out someone like that.

What I have so far:

Level 12 Wizard (necromancy specialist) as that much is known. I have applied both the Vampire and Noble Dead templates as they seem to fit thematically.

While mortal, he was a Khelish Wizard (to get up to the 5HD requirement for Vamp) and gained significant power before then (Noble Dead applied at level 10) before rising to Chancellor.

With regards to Arcane Bond/Familiar, I have gone with Bond. I think it fits more thematically although I am open to persuasion.

As he's one of the big movers and shakers, I'm toying with him getting PC WBL rather than the paltry 21k he'd normally get.

So, anyone want to help? Especially with spell selection. Hero Lab statblock below!

The Boss:
Chancellor Kemnebi CR 13
XP 25,600
Human vampire (Keleshite) necromancer 12 (Pathfinder Campaign Setting: Classic Horrors Revisited, Pathfinder RPG Bestiary 270)
LE Medium undead (humanoid, human)
Init +6; Senses darkvision 60 ft., life sight (20 feet, 12 rounds/day); Perception +11
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+1 Dex, +1 dodge, +6 natural)
hp 87 (12d6+48); fast healing 5
Fort +7, Ref +8, Will +9; +2 racial bonus vs. hot climate, +2 racial bonus vs. poison or distraction abilities of swarms
Defensive Abilities channel resistance +6; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
--------------------
Offense
--------------------
Speed
Melee slam +9 (1d4+4)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 21), energy drain (2 levels, DC 19)
Arcane School Spell-Like Abilities (CL 12th; concentration +19)
. . 10/day—grave touch (6 rounds)
Necromancer Spells Prepared (CL 12th; concentration +19)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con —, Int 25, Wis 12, Cha 17
Base Atk +6; CMB +9; CMD 22
Feats Alertness, Combat Reflexes, Command Undead, Dodge, Improved Initiative, Lightning Reflexes, Scribe Scroll, Toughness
Skills Bluff +11, Diplomacy +5, Perception +11, Sense Motive +11, Stealth +4; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Ancient Osiriani, Azlanti, Common, Infernal, Kelish, Necril, Osiriani, Thassilonian
SQ arcane bond (object), change shape (dire bat or wolf, beast shape II), gaseous form, heart of the sun, noble dead, power over undead, shadowless, spider climb
Other Gear 108,000 gp
--------------------
Special Abilities
--------------------
Arcane Bond Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +6 +6 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Command Undead (DC 19) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dominate (DC 21) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (2 levels, DC 19) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Grave Touch (6 rounds, 10/day) (Sp) As a standard action, touch shakes living foe 6 rds (frighten 1 rd if already shaken).
Heart of the Sun +2 save vs. hot climate & 1 step less severe, +2 vs. poison/distraction abilities of swarms/vermin.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Life Sight (20 feet, 12 rounds/day) (Su) Gain special blindsight which only sees living and undead.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Noble Dead (Su) +2 on all Diplomacy checks, +4 against another undead creature
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Undead Traits Undead have many immunities.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


I love an evil game, and I'm very much interested in taking a crack at this one. Are there any GMs out there willing to run it?


Starter post.


This is the discussion thread for the closed game of Hell's Rebels.

Character Creation:
- 15 point buy (this is what the APs are tuned for, and it adds a little danger!)
- Any official Paizo source (basically if it's on PFSRD I'm down with it)
- Two traits (one must be campaign)
- Max HP at level 1 (for other levels it'll be roll and half+1 if lower)
- Max starting gold

I'd like a link to character sheets, and background info. I can rely on you guys to do good, but I approach background for level one characters as being someone who is semi-skilled. They know enough to be dangerous but are really still wet behind the ears. Tie it into your campaign feat.

Dark Archive

Your arrival in the city of Maerh-Varza has gone unheralded and without incident. Led by Captain Johnson, you have arrived at the Stirge and Hammer Inn in the Market Hill district; an area of the city reserved for the working class and the occasional wandering adventurer. As you have arrived at the behest of the Guild of Streetsweepers and Lamplighters, your board and meal has been pre-paid, although any alcohol purchased is to be paid from your own pocket.

The Stirge and Hammer Inn is run by a man in his early 50s by the name of Vasaro. He is possessed of hawk-life features, greying curly black hair and a twisted beak of a nose. He seems completely at home speaking with you, as he spent over twenty years serving in the King's Rovers; guarding the city within a range of 100 miles, protecting the outlying villages and keeping the roads free of bandits.

Assisting him is his lovely daughter, Basila. She's only recently turned 17, but upon instantly speaking to her, you can tell that she is far from your average serving wench, with an excellent head for numbers and a warm, caring personality. It is obvious from the way that Vasaro watches her that he loves her deeply; unsurprising once you learn that he lost his wife and son in childbirth almost twelve years ago.

For those of you drinking, the Inn serves only one beverage; Vasaro's own beer, Old Blind Stirge, which he brews in part of his stable. It's a heady stout with a deep taste. Whilst perhaps not the best ale in the land, it is certainly a fine way to spend the evening.

Vasaro
Basila

The Stirge and Hammer Inn

Captain, which table are you and your fellow mercenaries going to sit? No one else is in the Inn aside from yourselves, Vasaro and Basila. At this point in time, feel free to chat amongst yourselves, engage Vasaro or Basila in conversation or just generally enjoy the ambience. It is currently around 9pm at night.

Dark Archive

Discussion thread for The Reaping Stone. Please place any OOC discussion in here.

Dark Archive

1 person marked this as a favorite.

I'm looking to recruit six characters to run through the Total Party Kill adventure, The Reaping Stone. This is an adventure that begins at level 2 and should end at level 5.

Adventure Information:
This is to be considered OOC knowledge, and should not form part of the characters' background.

Three years ago, Azrenar, a half-elf cleric devoted to the goddess Maramaga, met with King Thurzen XVI of Maerh-Varza to request the king’s royal blessing to build a public temple. King Thurzen, well-versed in ancient history and religion, knew the truth behind the ancient worship of Maramaga and declined the cleric’s request with great vehemence. The learned king had read tales of mass human sacrifice of the old and the infirm, and of the proliferation of rot and disease, all in Scythe Mother’s name.

Azrenar’s request filled King Thurzen with dread, revulsion, and anger. So strong was the king’s fury that several days after ejecting Azrenar from the royal court, he ordered his assassins to seize the cleric, put his followers to the sword, and hang their bodies in full view of the road into Maerh-Varza as a warning to others. The king’s orders were carried out, but his assassins failed to capture Azrenar. Instead, Azrenar lost his wife, three children, and a dozen loyal followers when the king’s men laid siege to the cult’s temporary encampment just outside the city walls. Azrenar was away at the time, and when he returned he was driven mad with rage and despair at the sight of his slaughtered family hanging limp and bloody alongside his loyal followers. He swore a blood oath to Maramaga that he would have his revenge.

Azrenar had originally chosen Maer-Varza as the site of his temple because a lifelong series of mystical dream-visions led him to believe that an ancient holy site sacred to Maramaga existed somewhere in the deep catacombs beneath the city. So, after burying his family and gathering his few remaining followers, Azrenar slipped into the city and secretly began months of painstaking subterranean exploration. Finally, after many setbacks and lives lost, Azrenar and his cult discovered the great vaulted cavern of Hrazhad-Kul and the ancient and profane Temple of Maramaga.

Azrenar’s exploration of the ancient temple soon revealed the site was originally constructed by an evil sect of dwarves devoted to Maramaga centuries before the city of Maerh-Varza even existed. These dwarves were led by a wizard-priest of great and terrible power called the Midnight King. The Midnight King oversaw the creation of the Reaping Stone, a profane artifact rumored to be a divine fragment of the goddess Maramaga herself. When Azrenar finally breached the doors leading into the temple’s inner sanctum and laid eyes upon the Reaping Stone, his already unstable mind was immediately inundated with visions of pestilence, blood, and horror that coalesced into a cruel and twisted plot for vengeance.

Now, three years after his fateful meeting with King Thurzen, Azrenar is finally putting his mad plan of revenge into motion. Having tapped into the power of the Reaping Stone, Azrenar has created a supernatural disease he has dubbed the reaping sickness. Though terrible for its ability to slay those it afflicts and then animate their corpses as ravenous plaguecarrying zombies, the reaping sickness is even more
devastating because Azrenar controls the only cure.

Azrenar’s goal is to unleash the reaping sickness on Maerh-Varza in a series of coordinated attacks. He then plans to spread word that he holds the only cure, which he promises to those who pledge themselves to Maramaga and join his crusade to overthrow King Thurzen. If his plan fails and the king is not overthrown, Azrenar is content to let the reaping sickness slay every living creature in Maerh-Varza, and turn the city into a great zombie-infested necropolis.

Now that you've read the synopsis, a disclaimer. Having read this adventure, it has the distinct possibility to seriously hammer the party involved, likely causing some character deaths. If you are applying for the game, you are accepting this fact.

Character Creation
Level: 2

Point Buy: 25 points

Races: Any Paizo-created race. For sake of simplicity, I'm not going to permit custom races from the ARG, or third-party races.

Classes: Any Paizo-created class, with the exception of the Gunslinger. Again, for the ease of simplicity, no third-party classes.

Archetypes: The only archetype excluded is the Synthesist Summoner.

Wealth: 1,000 gp plus average for your class.

Alignment: Any non-evil.

Background: This is yours to create, but the common link is that you're all members of a mercenary group, The Shining Blade. You've been employed by The Guild of Streetsweepers and Lamplighters to combat an otyugh in the sewers of Maer-Varza. Your first night at The Stirge and Hammer Inn has already been paid for by The Shining Blade.

Submissions
I expect to see the crunch, although this can be in a spoiler rather than a profile, a background suitable for a second level character along with a short physical description and your character's personality.

Any questions, feel free to ask below.

Applications close Friday the 25th of October, with the game looking to start on Monday the 28th.

Dark Archive

Has anyone done this before? Any major stumbling blocks and/or problems?

Dark Archive

I am considering running an adventure for an all-dhampir party where, at some point, the dhampir will be given the opportunity to turn into full vampires. I've got Blood of the Night but I can't find any real way for me to provide a progression. Should I just apply the vampiric template at the relevant time?

Dark Archive

You are summoned to a vault deep below Skyreach in the Grand Lodge at Absalom by Master of Spells, Aram Zey. As you enter the vault you notice a five-by-seven-foot tapestry hanging on the wall, surrounded by a series of platforms and ladders to allow a close view of any spot upon it. The room is otherwise empty, save for the Pathfinder Society’s Master of Spells, Aram Zey, who paces impatiently before the Hao Jin Tapestry, glancing up as the door creaks open.

“Thank you for your quick arrival, Pathfinders,” Zey says curtly, speaking without making eye contact, as though his mind is moving faster than his mouth. As he continues his focused pacing, he gestures toward the tapestry.

“As I’m sure you know, we recently came into possession of this wonder behind me—the Hao Jin Tapestry—by winning the Ruby Phoenix Tournament in distant Goka. Within this piece of fabric lies an entire world in which one of Golarion’s greatest magicians placed treasures and mysteries beyond imagining. And it was supposed to be ours alone. This promise of exclusive access was made a lie, however, when the Aspis Consortium found a way into Hao Jin’s astral vault that bypassed the tapestry altogether, and Aspis agents are now busy stealing whatever they can move, hoping we will act too slowly to protect our winnings. Fortunately, a recent mission into the tapestry managed to uncover a clue about a possible Aspis base within the tapestry. That is your destination. The camp, interestingly, is within a great stone temple complex uprooted from the Vudran jungle many centuries ago by the sorceress herself. Since her disappearance, that part of the tapestry has been encased in a massive glacier. This temple — dedicated to a Vudran monkey-god, we believe — could prove enlightening on its own, notwithstanding the Aspis presence there. It’s a grim thought imagining what the Consortium has done to the place, but apparently more than three-quarters of it is still protected by the glacier, so we can still salvage a great deal. Vanaras — the simian humanoids responsible for constructing this temple — are great builders, and this temple is representative of the huge complexes that once graced the Vimada Forest before their wars with men and the rise of Khiben-Sald. It’s a representation of the cosmos, really, a series of nested squares with symbolic shrine-mountains all directed toward great Bahmenu, the mountain birthplace of the god Ragdya and, the vanaras believe, the center of the universe. This symmetry may serve you well, since it will help you predict the layout and functions of the temple as you make your way around it. Every corner of the temple will be fitted with a small shrine, all facing the symbolic mountain,” Zey pauses for a moment.

“Even an abandoned temple is a holy place to the vanaras, as it is to most of us Vudrani as well, and we hope you respect that fact. If you can save the sanctuary from the insolence of the gods-damned Aspis, it may draw the mirthful and enlightened eye of Ragdya himself upon our Society.”

Dark Archive

This is the discussion thread for the Gulf Stream Lodge, a trans-Atlantic group playing Society scenarios.

For the players, can you please list all of the subtier 1-2 scenarios that you have played? This will ensure we do not get ourselves into a position where a scenario will be illegal.

Also, please post either a full workup of your character or a link to a valid profile that contains a full workup/character sheet. I will be checking to ensure the characters are legal. Also, if that character has played any previous sessions, please send me a link to where I can look at the chronicle sheets.

As for chronicle sheets prepared by myself, I shall get permanent storage where you will be able to access them.

Dark Archive

Hello,

I'm a new GM looking for players, preferably in the European time zones as I'd like to expand this online forum into conventions where possible.

I have access to most, if not all, of the scenarios currently printed so can accomodate new and old players alike.

Games will be played in the Play by Post style. As much as I would love to commit to a VTT, at the moment I'm working away from home four weeks out of six and that could prove problematic for ensuring that I can play the games on a VTT basis whereas PbP would make things much easier.

I'm looking for players rather than characters, so I shall accept the first six players who sign up and then if/when players drop then I'll return to this thread for a replacement.

I will require that players give me both their Society ID and a private email address to which I can email the chronicle sheets. I will retain hardcopies of all chronicle sheets, should these need to be presented or mailed out at any time.

For just now, I will not sign boons. As these are handouts at a convention, I'd be happy enough to sign them in person but not online.

Ideally I would like to kick off in the next week or so, so please feel free to register interest below.

Dark Archive

Good evening all,

I'm looking into running a campaign for my local group. They tend towards "no black or white, just grey" kind of campaigns, likely stemming from their background as wargamers.

What I'm interested in running is essentially the first encounter from Curse of the Crimson Throne and then heading off for pastures new from there. Rather than Zellara recruiting them, I think a local crime lord would make a good stand-in and also a unifying force for the group.

So a couple of things; 1) what adventures are there I can use to flesh out their experience and 2) has anyone got any idea for mechanics for turf wars?


1 person marked this as a favorite.

Does anyone have a list of conventions which will have Society play in them for 2013?

Thanks.

Dark Archive

Good afternoon all,

I was just wondering how many Scottish players we have? Are you a member of a Lodge that doesn't have a large web presence? Would you be interested in a convention north of the border?

I know there are a few of us dotted around the place, but I'd really like to get a firm idea on what kind of numbers we have.

Thanks in advance.

Regards,
John

Grand Lodge

Dwarf Gunslinger 1 | HP: 13/13 | Fort +4, Ref +6, Will +3 | AC 17 (14 ff, 13 t) | Init +3, Perc +7

The IC thread for First Steps, Part 3 as played by the Nevis Lodge!

Grand Lodge

Greetings. I'm going to be playing a new character, Bedmyr Thunderbeard, at PaizoCon UK and as I expect I'll level up I'm looking for a bit of advice from anyone who has multi-classed Gunslinger with Alchemist.

Bedmyr is an experimental kind of guy, a bit aggressive in combat preferring to come in close to pepper his enemies with shot before resorting to an axe if necessary.

What I'm not sure about is the 'mix' of multi-classing. I think I've written off 1-for-1 although I do think I'll take Alchemist at level 2. After that, however, I'm unsure. I definitely see him as more of a Gunslinger than an Alchemist but I think there is a lot of utility that I could take in Alchemist too.

Does anyone have any ideas?

Goblin Squad Member

Following the contracts blog, and as the company master of The Balanced Scales, I'm wondering if there will be an opportunity for administering contracts and the like from a mobile application, the prime example being Blizzard's mobile Armory app. I can't sit at the PC all day but I'd find it a great help if I could administer contracts and possibly guild functions from a mobile device.

Any thoughts on whether we'll see something like this?

Goblin Squad Member

1 person marked this as a favorite.

Greetings everyone,

I'd like to make a formal announcement for my chartered company, The Balanced Scales Trading Company.

Who are The Balanced Scales?
Essentially, The Balanced Scales are intended to be an organisation that promotes crafting, resource gathering and trading as the primary method of enjoyment in-game. The intention would be to start the game from Day 1 as a significant force within the community for the provision of raw and produced materials.

Organisation
The organisation of The Balanced Scales will be quite flat, unlike other chartered companies.

At the top will be the Company Master who will be responsible for solving any inter-company disputes as well as setting out who the company will and will not trade with as well as other diplomatic functions. They will be responsible for the long-term vision of the company and for liaising with the Chapter Masters on how the company is running from day to day.

A step below the Company Master will be the Chapter Masters. These will be experienced members who will be responsible for day to day operations of their Chapter. As the Company moves into other territories other than their home territory, a new Chapter will open. The Chapter Master is appointed to deal with any small intra-company disputes as well as coordinating production to fulfill orders.

Then there are the Employees. This covers everyone who works for the Company regardless of their specialisation. There will be an opportunity for promotion within this band; experienced employees may step up to become Senior Employees who will essentially be subject matter experts on their chosen fields. It is likely that new Chapter Masters will be promoted from the Senior Employee band but Employees who make a significant effort into moving into a new territory may also be rewarded with a Chapter Master promotion.

Background
The Balanced Scales Trading Company are an organisation of like-minded individuals who worship Abadar. They are dedicated to bringing civilisation through commerce and uphold the law.

Diplomatic Relations
For just now, feel free to contact me via forum PM.


Restov is abuzz with the news that the Swordlords of Brevoy are issuing charters to select groups of individuals in order to settle the area to the south known as the Stolen Lands. While attempts have been made in the past, none of them have managed to survive.

Nobles and commoners alike are scrabbling for positions on the chartered teams in order to bring their families wealth and fortune, but for some there would never be that opportunity. You are one of those number; people who have neither the influence nor connections to be able to afford yourself a place.

Osmond Raknian:
While you are cleaning down your mount, a page boy enters the stable looking for you. Neatly avoiding any horse dung that is lying around this commoner's stable, he thrusts a sealed parchment towards you.

"Lander of House Lebeda requests your presence at the Lebeda Estate this evening," the boy musters with disdain before walking off without waiting for a response. Cracking open the seal, you see that it is an invitation to attend the Lebeda Estate at seven this evening. The invitation is plainly written and bears no decoration that you'd expect to see from a noble's invitation. It doesn't indicate why you've been summoned to the Lebeda Estate either.

Sirian Rogarvia:
As you finish checking the ledgers for another day, a page boy enters the small temple that you've found yourself working in for the past few weeks. Despite having been trained as a lawyer, recent events have seen the Church use your mathematical rather than legal skills and you can't help but feel a little put out.

"Lander of House Lebeda requests your presence at the Lebeda Estate this evening," the boy says flatly before walking off without waiting for a response. You crack open the seal to reveal that it indeed an invitation to the Ledeba Estate at seven this evening, only a couple of hours away. The invitation is plainly written and does not bear the decoration that you would expect to see on an invitation to a noble's estate. It doesn't indicate why you've been summoned to the Lebeda Estate either.

Ratimir Ganic:
Since presenting yourself at the Lebeda Estate, you have been housed at a servant's house within the city of Restov itself. You while away the hours by leafing through well-worn copies of books which have no real worth. As you are slowly leafing through a family history of the Lebeda, a squire sticks his head through the door.

"His Lordship has asked me to inform you that you are to report to the Estate this evening at seven. The guards will show you where to go," the squire relays his orders and then disappears back through the door again, leaving you to wonder what is happening. You arrive at the estate at half past six, eager to avoid annoying His Lordship, Lander of House Lebeda. The guards let you through without ceremony and a human servant shows you through to a small pantry where a table and four chairs have been set aside, with a simple meal of bread and water.

"There are three others who are set to arrive, and then the Master will address you all," the servant says with an air of disdain, "You are to wait here until then."

Kari the Feytouched:
Ever since your capture, you have felt the eyes of the Surtovas on you. So much so that you are caught completely unawares by the House Lebeda page boy who seemingly appears from nowhere in front of you.

"Lander of House Ledeba requests your presence at the Lededa Estate this evening," the boy says, handing you a parchment before disappearing into the crowd before you can answer. After cracking open the seal, you find an invitation to the Ledeba Estate at seven this evening. The invitation is plainly written and features none of the decoration that you would expect from a noble's invitation. It doesn't indicate why you have been summoned. Oddly enough, as soon as the page boy disappears, the feeling that you are being watched also dissipates.

Osmond, Sirian & Kari:
Finding the Lebeda Estate is simple enough, as it is one of the larger in Restov. Surrounded by an eight-foot high red brick wall, there are two gatehouses which are manned by guards in dress uniform. However, their longswords and shields maintain their air of authority as they check the invitations of those people who have been invited. As you queue, you notice they have an air of deferrence to the honoured guests at this evening's event. That air disappears as they look at your invitation.

"Servant's entrance, someone will collect you from there," the guard says brisquely, ushering you through the gate and out of the way of the other guests. You follow a thin path down the side of the palatial mansion to a small, discreet door. Knocking on it elicits it's opening and a servant greets you.

"Follow me, the Master will be with you shortly," the servant ushers you inside and indicates you should follow him. You are led to a small pantry where a small table and four chairs have been laid out. A simple meal of bread and water has been laid out and one of the chairs is occupied by a halfling.

"Wait here," the servant says before disappearing back through the door.

You've got a few minutes before Lander arrives to brief you all. Feel free to give a quick introduction of your characters to one another; there will be time for further introductions on the journey to Oleg's Trading Post.


Hello, please check-in with your characters so that we can begin the game as soon as possible. A few notes on how I'll run things:

Combat - Group Initiative
When combat is initiated, I'll roll one initiative roll for the players and one for each group of monsters you are facing. When it is the players' turn, then movement and combat will be done in post order.

This means that there will be no requirement for ret-conning actions due to targets who no longer exist or because of actions which have changed the face of the battlefield. This can also mean that the order of acts first can change from round to round, but I see little problem with this.

DMPCing
I will aim to DMPC only after 24 hours have passed. I know better than anyone that life can through curveballs but I will endeavour to let you guys know if there will be a hold-up in the game from my end.

Speech
Bold with "'s for talking, italics for thoughts and internal monologue. I'm going to borrow from one of the games in which I'm a player and permit you guys to have conversations within spoilers if needs be. For example, if you are having a conversation at a campfire but we need to move things on, you can continue the conversation in spoilers while we progress the main game. This means that a two-player conversation can take place whilst not holding up the pace of the game.


Background
This will be a Kingmaker game that presents an underpowered group of four characters with the chance of a lifetime; to rise from the social gutter and make something of themselves. They might be political dissidents, discharged soldiers or somehow socially unacceptable. However, all of the applicants must have some reason in their history for the nobility of Brevoy wanting to send them off on what could potentially be a suicide mission, but that reason can’t be something which contravenes the law.

This will be a four-player game. I fully expect there to be a large amount of applicants but I’m interested in really making this game a battle to survive and extra characters means extra work on my part in order to keep the challenges at a similar level. At the moment, that’s not something I can devote time to. I will not necessarily stick to the “holy trinity” and will be selecting interesting characters over synergy. After all, the holes can be plugged by NPCs/magic items.

I’m interested in this being a good story, therefore min-maxing characters will not win any brownie points. In fact, it might well be to your detriment.

I will not fudge rolls, as I want this to be a true story of survival. However, circumstance bonuses will be put in place if proper tactics are used. For example, if a group rush headlong into battle and get crushed, then that’s their fault. However, if they use tactics to divide their enemy then bonuses to attack will be granted. Damage rolls however will not be modified unless through core game mechanics.

Point Buy
• 15 point buy. No stat below 8 and above 18 before racial modifiers.

Starting Gold
• Minimum for your chosen class. This is to represent that your characters are from the lower social rungs, trying to clamber to the top.

Traits
• No Rich Parents trait.
• Bandit campaign trait: You may not be a reformed bandit as there aren’t likely to be many of them in Brevoy. Instead, you may be the spouse or child of a captured bandit. Starting gold will be hidden in the Stolen Lands to be collected.

House Rules
• Group Initiative: Character with highest Initiative represents players and the highest initiative amongst each group of creatures represents them. DM rolls for each group and then for the players, they just post as they can. This eliminates the requirement for ret-conning posts and should make things flow easier.

Permitted Material
• Anything Paizo-published, although see above note on min-maxing. Don’t go looking to try and break things in this game, as I’m interested in storytelling.
• Published third party, although it will be on my say so. It must make sense for the setting.
• Nothing homebrew.

Application Format
• Full alias with crunch, background, personality and description.

Application end date: Sunday 8th April

Goblin Squad Member

Hi,

Just thought I'd let you know I'm getting a certificate error when accessing the Goblinworks website at the moment. Might be something to look into.


Greetings folks.

I'm looking to start developing a high-magic setting part-time with a friend who has some experience in world-building. I'm wondering if there are any high-magic settings for Pathfinder at the moment, so that I've got some kind of bar to aim for.


Somehow, you've found yourself in a small cluster of buildings and tents on the banks of the River Sphinx. Mount Na-Ken rises in the distance, surrounded by its brothers and sisters.

However, the local chatter talks of a new menace; the Cult of the Locust Lord. Adventurers have tried to plumb the depths of the Locust Lord's temple and not returned, and some pilgrims have recently gone missing. All the evidence points to the Locust Lord's cult being the party behind the attacks. The locals are all in agreement that something needs to be done, usually mentioned within earshot of the well-armed strangers to their encampment.

Feel free to introduce yourselves. You will be able to purchase standard gear and up to masterwork weapons here.


Finish up any character issues and equipment purchasing. Map will go up in campaign info. We may get a shot at play testing for level 2 but that isn't confirmed yet.


I'm looking to recruit a party of four adventurers to play in the first level of the Purple Mountain mega dungeon. For this particular game, the mega dungeon will be set in Osirion.

Point Buy: 20, no stat higher than 20 or lower than 8 after racials
Traits: 2 per character
HP: Max + Con at first level
Gold: Average for class at first level

Sources: CRB, APG, UM, UC, PF SRD.

Deadline: 8PM GMT, Sunday 29th 2012 (28 hours from posting)

Nothing is banned but I'm looking for well-rounded characters so min-maxing will be at a disadvantage. Looking for decent role players.


A couple of days after your first assignment, Venture-Captain Valsin summons you to his office once again.

"Greetings, Pathfinders," he rumbles, absent-mindedly leafing through a small mound of paperwork that constitutes his desk. "Venture-Captain Amara Li has requested your presence at her annual Snapdragon Festival. It seems you've made something of an impression."

Valsin indicates to a small batch of beautifully-prepared envelopes wrapped with a single red ribbon.

"Your invites," he says by way of explanation. "Everything you need to know is in there. Now, off you go. You'll probably need the time to prepare."

Inside the envelopes are matching invitations, cordially inviting the group to the Lantern Lodge in Absalom's Petal District as guests of Venture-Captain Amara Li. You are encouraged to dress as befits the occasion and that once they arrive they are to seek out the Venture-Captain immediately.


First post up, feel free to make your introductory posts and any reactions to Hurak being hauled out of the jail cell.

Dark Archive

Narrator wrote:

In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies 'forsaken' and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and his chosen mortal vassals.

Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the "gentle" ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered.

You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner - male or female, commoner or noble - all of the forsaken are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure.

Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bond and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken? Despised, alone and shackled - all that you can do now is await your doom.

For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who can blame fair Talingarde after what each of you has done?

Welcome, minions. Feel free to mingle, bwa ha ha ha. Introduce yourself to your cellmates and see who has bragging rights for the grandest criminal scheme. You'll all end up on the chopping block anyway, to be welcomed by my servants.

Each of you should make an introductory post, although I doubt they'll be very upbeat. Once each of you has made this introduction, the following event occurs.

Once you have fallen into silence once again, you all hear the heavy-booted footfalls that suggests a group of guards heading your way. Right enough, within a minute six well-armed guards who look ready for trouble, enter the cell led by a fat well-dressed sergeant. Each of you recognise him as Sergeant Thomas Blackerly. You all recognise him as the man who held the brand that marked each of you. He laughed as your skin burned. Right now though, the sergeant seems a little dazed.

He points at Hurak and says gruffly:

"You there! That's the scum! Get 'em unshackled. If any of you makes trouble, they'll earn a thrashing! Today's your lucky day, scum. You've got a visitor. How you ever warranted such a fine lady is beyond me. Seems she wants to say good-bye. Now step lively. We wouldn't want to keep her waiting." Two guards step forward and unshackle the prisoners, hauling Hurak to his feet. The other four watch the rest of the prisoners for any sign of movement, ready to beat any kind of resistance with brutal punishment.


Premise

Hello, I'm planning to run the Fire Mountain Games' Way of the Wicked Adventure Path. This is an unabashedly evil adventure path. Good-aligned characters NEED NOT APPLY.

You begin the adventure in the Branderscar Prison having recently been branded 'Forsaken' and sentenced to death for your crimes.

This adventure path pulls no punches and will not be easy. You will be beset on all angles by the forces of good. The following is the blurb from the rear of the first book.

Blurb:
The Kingdom of Talingarde is the most noble, virtuous, peaceful nation in the known world. This is the story of how you burned this insipid paradise to the ground. It’s only fair. They
burned you first.

They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die. In three days, the do-gooders pray they’ll be rid of you.

They’ve given you three days. The fools, that’s more than you need to break out. And then, it will be their turn to face the fire.

Character generation
Ability generation - we'll be using the Focus and Foible system listed in the adventure path. This means that you get to choose one ability score which will be an 18 and one which will be an 8. After that, you roll 1d10+7 for each of the remaining ability scores in order (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma omitting the one that you've allocated as the Focus and Foible). You do not get to reroll or allocate the numbers.

Races - All races in the PF SRD are permitted, although the GM retains the right to veto any race. Unusual or monstrous races are going to be very difficult to play beyond the prison. Keep in mind that the over-arching objective of the game is to infiltrate and destroy the nation of Talingarde. Kind of hard to do with a massive minotaur as backup.

Classes - All are permitted save the Paladin and Gunslinger. Anti-Paladin has had the alignment requirement relaxed to include LE and NE. An LE Anti-Paladin may not use their fiendish boon to add the 'anarchic' property to a weapon. Instead, they may add the 'axiomatic' property.

Any class linked to the divine is strongly suggested to select Asmodeus as a patron.

Skills - As normal but there is a house rule that each player receives two extra skill points per level. This is due to the fact that the characters must be self-sufficient for much of the adventure.

Equipment and starting wealth - You begin with nothing, including class-based boons.

Alchemists begin without their formula book, extracts bombs or mutagens. Bards begin without their instruments. Cavaliers have lost their mount, however the week of mourning has past. Clerics begin with their chosen spells but have no holy symbol or material components. Druids begin with their chosen spells but their animal companion is either outside the prison walls or dead. Inquisitors and oracles don't have their holy symbols. Summoners begin the game with their eidolon and their wrists shackled so they are unable to complete the ritual to summon another one. Witches, Wizards and Magi do not have their spellbooks, material components, familiars or bonded objects. They do however have a full selection of spells memorized prior to incarceration.

Finishing details - Only alignments permitted are lawful neutral, lawful evil, neutral or neutral evil. Lawful evil is the preferred choice.

Characters must choose a crime that they are guilty of. Note that your characters are guilty. You have not been wrongly accused.

In this adventure path every character will have a chance to join an evil organization and swear allegiance to the master of that organization and its patron - the lawful evil god Asmodeus. This adventure path assumes your character says yes to that choice. Do not make a character who will outright object.

Traits - Each character gets two traits, one of which must be a Crime of the Forsaken below.

Crimes of the Forsaken:
Arson
You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.

Punishment: Death by burning.
Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

Attempted Murder
You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.

Punishment: Death by beheading.
Benefit: You gain a +2 bonus to Intimidate checks, and Intimidate is always a class skill for you.

Blasphemy
Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is Asmodeus).

Punishment: Death by burning.
Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

Consorting with the Dark Powers (Witchcraft)
You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!

Punishment: Death by burning.
Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.

Desecration
You have violated one of the churchs, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.

Punishment: Death by burning.
Benefit: You receive +1 trait bonus on all saving throws against divine spells.

Desertion
You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis -- perhaps battle or while defending the Watch Wall. Regardless of the
exact circumstances, your laziness and cowardness must have caused loss of life.

Punishment: Death by hanging.
Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.

Duelling unto Death
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.

Punishment: Death by beheading.
Benefit: You gain a +1 trait bonus to Fortitude saves.

Forgery
You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.

Punishment: Life at hard labor in the salt mines.
Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

Fraud
You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!

Punishment: Life at hard labor in the salt mines.
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

Grave Robbery
It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.

Punishment: Death by beheading.
Benefit: You receive a +1 trait bonus to confirm critical hits.

Heresy
You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!

Punishment: Death by burning.
Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

High Theft
You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.

Punishment: Life at hard labor in the salt mines.
Benefit: You receive a +1 trait bonus to Reflex saves.

High Treason
You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.

Punishment: Death by drawing and quartering.
Benefit: You receive a +1 trait bonus to Will saves.

Kidnapping
You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued -- you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.

Punishment: Death by beheading.
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Murder
You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends.

Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason -- see above) but ultimately they are too well protected.

Punishment: Death by beheading
Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Piracy
You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.

Punishment: Death by hanging.
Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

Sedition
You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.

Punishment: Death by beheading.
Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Slave-Taking
Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.

Punishment: Death by beheading.
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Slave Trading
Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.

Punishment: Death by beheading.
Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

Please feel free to post your characters for approval.

Dark Archive Goblin Squad Member

For some time now, I have been trying to come up with a solution to a problem that I percieve in modern MMORPGs: the reputation grind.

I'm a time-served player of World of Warcraft up until Cataclysm. A number of factors led to me dropping WoW but chief among them was the loss of immersion that I felt and the chief contributor to this in my opinion was the lack of interaction with the various factions in the game. Blizzard had spent a great deal of time in crafting these unique and flavourful factions and then implemented a very shallow system of interaction where the player was rewarded for doing the same quests over and over daily for rewards that only began to shine at the top level.

In my eyes, spending so much time with one faction should result in a much greater reward: immersion. I view factions as something akin to a career. I put my hours in to raising my standing and for that I expect greater reward (which happens in the way things are set up at the moment) but also in greater challenge. As I become better known to a faction, I want to have them come to me with problems! Otherwise the faction simply becomes another time sink for little reward other than access to equipment which eventually becomes obsolete.

However, in my system I make a distinction between reputation and faction. Faction is what is what reputation is in Warcraft. Reputation, however, is a multi-tiered resource which represents a character's involvement with the larger community (NPC community that is). The system is split into what I would term 'settlement, region and nation'. The lowest tier is settlement, which would increase quite quickly as you complete tasks for quest givers within any given settlement. It would also marginally increase your standing in the region. Conferred bonuses would be improved buying and selling prices in that settlement, the award of more difficult quests geared to that settlement and the recognition of NPCs as you were in and around the settlement.

Region standing would confer similar bonuses, albeit along the lines of getting a lower level if discount but across all settlements in that region, quests that would be geared towards the region and also wider recognition perhaps with the bestowal of unique titles, etc.

Nation standing would help in driving the endgame. In my system, the intention was that all of the nation levels were linked and that players could drive the politics of the game by completing quests for their nation that would be antagonistic towards other nations thus driving the war/peace state of each nation's relationship.

Nations rewards would confer improved prices across the nation, quests geared at a nation level, including PvP quests for those nations at war with one another and the purchase of unique rewards that to in with the lore of each nation.

Obviously rewards could be up for debate and my intention was to implement a questing system which would deliver the same framework for quests but the content would be different so that you didn't have a roleplaying situation where 1000's of players have killed the same mob.

What are the thoughts of you guys on a system like that?

Dark Archive Goblin Squad Member

So from what I'm reading, it appears that we'll have a sandbox world for what I'll term 'social' interactions such as trading and sightseeing but we'll see the adoption of 'theme park' elements which I take it to be the 'combat' interactions like adventure paths, modules, etc.

It very much seems to take the style of DDO where we have a 'hub', for want of a better word, which then has branches off of it for the actual 'bread and butter' things like dungeons.

Am I aiming in the right area? Have there been any decisions made in that regard yet? Any inclination on whether we'll see the adaptation of existing adventure paths and modules or will they be exclusive to the online offering?

Also, are we looking at something similar to World of Warcraft in regards to actual content or something more akin to The Elder Scrolls where there will be ways to circumvent combat encounters through diplomacy, etc?

I, for one, am excited to see this project get off the ground and I'll be looking forward to getting more information as and when it gets released. While the technical side of things is interesting, I'm sure I speak for a large number of us when I say that we'd really like to see some of the social side early on. How are we going to manage our organisations, for example?

Don't get me wrong, the market leaders (Warcraft, et al) are enjoyable enough but for me they often lack depth. That's what I'd be most excited to see, that ability to truly interact with the world rather than moving from level 1 to the top level largely on rails.

Regards,
John.


1 person marked this as a favorite.

With your induction into the Pathfinder Society fresh in your mind, you are surprised to be greeted by a summons from Venture-Captain Ambrus Valsin. The messenger relays little information, simply instructing you to be at the Venture-Captain's office inside the hour.

You are well aware of who the Venture-Captain is, being as he is responsible for the day to day operations of the Grand Lodge on behalf of the Decemvirate. Reasoning that annoying such a senior figure inside your first week as a fully-fledged Pathfinder, you head for his office forthwith.

As you arrive, you find that you are not the only one to have been summoned as five other Pathfinders arrive either shortly after you do, or are already there. Some of them you know from your training during the past year or so. Before any introductions can be made, the same messenger who delivered your message appears from within the Venture-Captain's office.

"The Venture-Captain will see you now," she intones, opening the large office door a little more so that you can all be admitted. You all troop in dutifully, to be greeted by the sight of a Human male poring over several documents in disarray on his desk. The office is well-appointed, as one might suspect of such a senior figure within the Society.

"Thank you, Jaryn, you may go now," the Venture-Captain says, waving the messenger away without looking up from a document that he is scrutinising intently. Six seats are arranged in a semi-circle around his desk and he waits patiently as you seat yourself. Only after a few minutes does he relinquish the parchment and sits back against his seat, giving you all the once over.

"All right, Pathfinders, listen up," he begins in his trademark booming voice, "I know you are new recruits and eager to make names for yourselves in the organization, but first we need to make sure you are up to snuff and won't get yourselves killed out there. I have a number of small assignments for you and your team, and it would be best if you could finish them before the day's end." At this point, the Venture-Captain grabs an envelope and hands them to the person at one end of the semi-circle of seats.

"Every day we get some doe-eyed hopeful or some snivelling bootlicker willing to do anything to join up with the Pathfinders. Most of them are good kids, but not all of them have the salt to make it in a world like this. It's rough out there and I'm not just talking about the ruins, tombs and wilderness Pathfinders find themselves in on missions. We've got people who look down their noses at us, folks who think we squander our resources, and agents who want to take everything we have collected. This wealth of knowledge and these items of lore make us the most powerful organization on the planet. That said, since we are fractured and widespread, it's difficult for that power to light on anything for too long. For every friend of the Society, there are two enemies," the Venture-Captain slumps in his chair, as though the weight of the world were suddenly on his shoulders.

"Your first mission, to test your mettle and loyalties, sends you to meet a few people important to the Society living here in Absalom. These are other venture-captains or close allies of our organization, so follow their orders as you would mine. I've prepared a list of things I want you to do. They're not arranged in any particular order of importance, but I want them all completed as quickly as possible. Only report to me once you complete them all. Included in the envelope you hold in your hands is the list, complete with the name of your contact, and directions to the meeting location."

Assignments:
Assignment #17
1. A man named Guaril Karela runs a curio shop in the Docks called the Pickled Imp. Go to him and fill his request as a favor to the Society. I believe it has something to do with a set of rare books.

2. Ollysta Zadrian requested aid and is expecting you at the Temple of the Shining Star in the Ascendant Court. She needs someone to deliver a parcel of medicine and curatives to a needy orphanage and verify the character of the recipient.

3. Visit the offices of Osirian nobleman Dremdher Salhar in the Wise Quarter. The Pathfinder Society needs to obtain permission to delve the Salhar ancestral vaults beneath Sothis. He has made a verbal agreement, and your visit makes it official. You will receive an official charter and detailed maps. Do not embarass the Society in this matter.

4. Chelish Paracountess Zarta Dralneen possesses an item loaned from the Vaults. Meet with her in her estate by the Ivy District and retrieve the item in her possession.


Over to you guys.


Greetings fellow Pathfinders!

A slight change in plan as I have discovered that there are three free modules for 1st level characters released in Season 3. Therefore, I intend to run these as a trio first so we can quickly get up to level 2. This will replace the intended Frostfur Captives which we will run at a later date.

Use this thread to brainstorm on the characters that we shall play. Personally, my own character will most likely be some form of arcanist, potentially a Magus. While we brainstorm, I suggest that we introduce ourselves.

My name is John, I am 28 years old, married with a six week old daughter. I work in information management. My main hobbies are Pathfinder, Magic the Gathering and playing in the Nuts Poker League. I've been actively roleplaying for the past three years or so, although I used to play AD&D when I was much younger.


Greetings,

A friend and I are looking to run some Society modules online, as getting a local game is difficult due to family commitments, etc. We're looking for three like-minded individuals to set up a regular group that will play via PbP preferably from the UK as we intend to attend PaizoCon UK 2012.

- We plan to run the season 3 modules but we will run season 2 modules as well to make up numbers.
- We intend to run with level 1 characters.
- We intend to 'round robin' DM so that everyone gets a chance to play although candidates need not feel they have to DM if they don't want to.

We haven't yet chosen characters but I think we'll want to keep numbers as close to 5 as possible purely to keep the tempo going as it is easy for PbP games to get bogged down.

If anyone is interested, please post below with character details and whether you would want to DM or not.

DM Wellard, we met at PaizoCon UK a couple of years ago and you gave me your email address which I unfortunately lost before I got home, but I recall you were interested in getting a game set up back then. Is that still the case?


Having purchased Ed Greenwood's Castlemourn Setting recently, I was wondering if anyone else wanted to help adapt it to Pathfinder and run some modules out of it?

Dark Archive

So, I've been playing for about three years and decided to take the AP-DMing plunge recently. I've done a couple of Society games which is fine; there are set rules and numbers that I can play with.

However, with the AP, things are slightly different. Essentially every single roleplayer in the wargaming club that I'm part of wants to play Kingmaker but we only have one person proficient enough in the rules to DM; me.

So, what's the issue? 14 players. I don't want to turn anyone away, and whilst there are a couple of guys who are willing to DM, they want to get some more time under their belts before they do so. So I need to up the difficulty of the encounters and then some. I think they might even kill the 1d4 Trolls, if all of them are playing at the same time!

I've only addressed the first encounter so far, and here are the building blocks of what I have considered so far.

- Upgrade Happs to a level 2 Ranger with the Guide archetype so that he can apply his Ranger's Focus against whichever opponent makes most sense, rather than having just a simple "I hate this race" which doesn't really stick with a bandit type, personally.

- Add a healing NPC; I'm thinking a Nature Oracle with the Tongues curse. Screaming Terran as they partake in battle. I did consider an arcanist in the form of a Witch instead, but figured some healing was required given the number of possible opponents but a Cleric doesn't really fit. Druid is also a strong possibility.

- Add two more mooks, and make them first level PC classes (2 Barbarian, 2 Fighters with crossbows, 2 Rogues for flanking).

For gear and stats; heroic all round, and stick to the NPC wealth tables. So, any more experienced DMs want to help out? And I'm afraid any calls of "split the group" will probably be largely ignored. :)

Dark Archive

So I've just got my grubby mitts on a Samsung Wave, and after perusing the app stores for both Samsung and Orange here in the UK, I've found that the only dice rolling app rolls multiples of d6's. Fine for my Warhammer 40K hobby, not so good for Pathfinder.

I've done programming in university but I haven't done it for a few years but I was thinking 'heck, why not?' so I'm wondering if there is anyone out there who has touched on bada development (C++ based, whereas I did Java in my studies) that I could lean upon for some development assistance.


I was just flicking through the NPC rules to create my Limbo alter-ego, Bob the Scrooge, when I had an interesting thought. Playing Kingmaker but starting out with NPC classes instead of the regular classes.

The group would perhaps be local celebrities in Brevoy, or are otherwise plucked from obscurity to embark upon a stirring quest!

One important note; I'm not offering to DM this, as I don't have the AP! However, I thought it might be a cool idea.


.
.
.
.
.
Discussion thread, where I want all dice rolls, is: here

Character creation

  • 20 Point Buy
  • Full HP at 1st Level
  • Gold is to be rolled
  • Character classes from the Core Rulebook and APG beta are permitted
  • Two traits from the web enhancement

All characters hail from the village of Kassen (more detail to follow in the discussion thread). Any further character creation questions may be asked here, otherwise please use the discussion thread.


This is the thread for all OOC discussion and preliminary dice rolls.


Looking for a GM (and group) to have some Pathfinder fun with. Adventure can be one of the APs, some modules or even homebrew, I'm just looking for some extra fun to the Society game I'm in!

1 to 50 of 54 << first < prev | 1 | 2 | next > last >>