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Goblin Squad Member. Organized Play Member. 344 posts. No reviews. 2 lists. 1 wishlist.


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Liberty's Edge

Good Morning,

Now that all the APs that I wanted are over and done with, please cancel all of my subscriptions.

Thanks.

Liberty's Edge

Thanks.

Liberty's Edge

Please change the status of my order in the side cart to ship immediately, and send. Thank you :)

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As the topic says, please cancel my side cart items which formed part of Order 3457153

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Any reason my side cart has not been added to this order?

Liberty's Edge

Hi Guys,

These orders should have been combined but were not. I have now received confirmation that the order 3562097 is closed and cannot be combined.

I hate to complain about shipping costs again, but we gamers in Australia already get hit hard with postage, so some assistance would be appreciated.

Liberty's Edge

Morning Team,

I'm not sure why I suddenly have the two Origin Comics added to my cart. Please cancel these and I believed my comic subscription was cancelled as at the end of the last story arc.

Thanks.

Liberty's Edge

Please cancel the following subscriptions associated with my account:

Pathfinder Module
Pathfinder Campaign Setting

Liberty's Edge

Thanks Kat. Much appreciated.

Liberty's Edge

Living in Australia with the extra shipping costs, I was hoping to save on postage and have everything shipped at once. Sigh :(

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Those two items you mentioned were not a "special order" item. Other cards in the series were. That's the reason I selected those.

Liberty's Edge

The first things I added were the cards. I selected them to be sent with the subscription. The second one I ordered as a new subscription, so it didn't give me that option.

Liberty's Edge

Hi Guys,

I have just got confirmation of this order as shipping but before it got set to shipping, I ordered a few items to be added to the shipment to save on postage (plus adding an additional subscription). Alas, both the additional items and the subscription were not added to the order before it shipped.

What gives?

Liberty's Edge

Please remove the following subscriptions from my service:

* Pathfinder Campaign Setting
* Pathfinder Player Companion
* Pathfinder Roleplaying Game (Hard Covers)
* Pathfinder Comics at the end of City of Secrets

Liberty's Edge

I would imagine a skeptic would make the roll an opposed one, although true indoctrination would be in a place where the church can "make the most" of the situation (i.e. behind closed doors).

Atonement would definitely be possible, and may require the reverse process to be accomplished. The difficulty may be based on the length of time since conversion and how well they were "brain-washed" (DC may be the Priest's Bluff/Diplomacy/Intimidation roll as a base).

I would imagine though that from a Role Play perspective, the healing process would take day/weeks/months. Obviously Atonement as a spell may also have an affect.

Liberty's Edge

Hey All,

I have been running the Masks of the Living God module for a few weeks now, and the heroes are now in the thick of it. During the process I started to think how effective the Church of Razmir would be at converting the masses to its way of thinking. Here is what I've come up with. Keen to hear your thoughts:

Converting to the Church of Razmir

The Church of Razmir is one where lies, deception, and out-right brutality and bullying are accepted methods of converting the free citizens of Golarion to the faith of the Living God. The Church often employs methods whereby townsfolk are duped into believing the way of the Mask such as through dubious ceremonies where people are drugged en-mass or through the use of Temples which amount to nothing more than "rehabilitation" and brainwashing camps.

When a person is subjected to the type of treatment that is expected from the faithful priests of the Church of Razmir, a person can often break mentally, or in some cases, rebel. For this reason, the Church employs a method whereby a person’s esteem is broken down over a period of days or sometimes weeks, with the aim being that their personality can be “rebuilt” in the image of The Living God.
--------------------------------
CONVERSION (Skill Use)

Description The priest may use their Bluff, Diplomacy or Intimidation skill (depending on their methodology) in order to attempt to convert a target to the ways of the Church of Razmir. The DC for such an attempt is based on the attitude of the target. Priests of the Church of Razmir usually take their time to cultivate relations with people within a settlement before attempting to assimilate them to the ways of the Living God. Razmiran priests are cunning, and normally before an attempt is made, the priests have carefully selected an individual or target group. Treat all attempts in this fashion to be the same as the use of the Diplomacy skill where the target must be made at least Friendly before conversion can commence.
Time to Use 1d4 hours (normally no more than one attempt is conducted per day)
Effect The target is subject to Razmiran Indoctrination (see below)

--------------------------------
RAZMIRAN INDOCTRINATION

Description A character is subjected to brutal treatment and brainwashing at the hands of members of the Church of Razmir
Type Indoctrination
Save Will DC 5
Frequency 1/day; Failing 3 consecutive saves results in the target being converted
Effect Character becomes broken and a follower of Razmir
Modifiers (applied to the DC)

  • Each additional day the character is subjected to indoctrination: +1
  • Reading the Living God's holy text willingly: +5
  • The subject being of any Good alignment: -2
  • The subject being of Chaotic Good alignment: -5
  • The subject being of any evil alignment: +2
  • The subject having been beaten during their indoctrination: +5
  • The subject is faithful to a good aligned entity: -5
  • The subject is faithful to any entity other than Razmir: -2
  • For each 5 points the converting priest rolls above the required DC to convert the target: +2

Liberty's Edge

1 person marked this as a favorite.

After a little more thought, this is what I came up with:

The Church of Razmir is one where lies, deception, and out-right brutality and bullying are accepted methods of converting the free citizens of Golarion to the faith of the Living God. The Church often employs methods whereby townsfolk are duped into believing the way of the Mask such as through dubious ceremonies where people are drugged en-mass or through the use of Temples which amount to nothing more than "rehabilitation" and brainwashing camps.

When a person is subjected to the type of treatment that is expected from the faithful priests of the Church of Razmir, a person can often break mentally, or in some cases, rebel. For this reason, the Church employs a method whereby a person’s esteem is broken down over a period of days or sometimes weeks, with the aim being that their personality can be “rebuilt” in the image of The Living God.

CONVERSION (Skill Use)

Description The priest may use their Bluff, Diplomacy or Intimidation skill (depending on their methodology) in order to attempt to convert a target to the ways of the Church of Razmir. The DC for such an attempt is based on the attitude of the target. Priests of the Church of Razmir usually take their time to cultivate relations with people within a settlement before attempting to assimilate them to the ways of the Living God. Razmiran priests are cunning, and normally before an attempt is made, the priests have carefully selected an individual or target group. Treat all attempts in this fashion to be the same as the use of the Diplomacy skill where the target must be made at least Friendly before conversion can commence.
Time to Use 1d4 hours (normally no more than one attempt is conducted per day)
Effect The target is subject to Razmiran Indoctrination (see below).

RAZMIRAN INDOCTRINATION

Description A character is subjected to brutal treatment and brainwashing at the hands of members of the Church of Razmir
Type Indoctrination
Save Will DC 5
Frequency 1/day; Failing 3 consecutive saves results in the target being converted
Effect Character becomes broken and a follower of Razmir
Modifiers (applied to the DC)

  • Each additional day the character is subjected to indoctrination: +1
  • Reading the Living God's holy text willingly: +5
  • The subject being of any Good alignment: -2
  • The subject being of Chaotic Good alignment: -5
  • The subject being of any evil alignment: +2
  • The subject having been beaten during their indoctrination: +5
  • The subject is faithful to a good aligned entity: -5
  • The subject is faithful to any entity other than Razmir: -2
  • For each 5 points the converting priest rolls above the required DC to convert the target: +2

Liberty's Edge

Tacticslion wrote:
That means that if a person fails three saves in a row they are converted. Is that what you want?

That was what I was going for yes, but was perhaps looking for something that worked with existing rules within the system.

Quote:
What is the duration of an Indoctrination period? Random? Is it "this happens until it works?"

Basically it happens until they are converted. I guess its akin to what happens to the main character in 1984. The Church attempts to bend them to their will until they break.

Quote:
You may also consider the following elements: making them one step more "friendly" (similar to the Diplomacy effect) to Razmiran tenets with each failed save. By the end, they become entirely devoted. This makes the transition more gradual, but also thorough and explainable.

I had not considered that. I might do some more research. I also want the reverse to be true when people attempt to "redeem" people who have been "converted".

Liberty's Edge

I think I'll add the following as a modification:

Frequency: 1/day; Failing 3 consequent saves results in character being converted

Liberty's Edge

OK, so after thinking a little bit more, here is a statified version:

The Church of Razmir is one where lies, deception, and out-right brutality and bullying are accepted methods of converting the free citizens of Golarion to the faith of the Living God. The Church often employs methods whereby townsfolk are duped into believing the way of the Mask such as ceremonies where people are drugged en-mass or through the use of Temples which amount to nothing more than "rehabilitation" and brainwashing camps.

When a person is subjected to the type of treatment that is expected from the faithful priests of the Church of Razmir, a person can often break, go mad, or rebel. For this reason, the Church employs a method whereby a person’s esteem is broken down over a period of days or sometimes weeks with the aim being that their personality can be “rebuilt” in the image of The Living God.

The following rules apply when a character is forced to endure Razmir's Indoctrination process:

RAZMIR INDOCTRINATION
Description: A character is subjected to brutal treatment and brainwashing at the hands of members of the Church of Razmir
Type: Indoctrination
Save: Will DC 5 to avoid effects
Frequency: 1/day; 3 consequent saves negates
Effect Character becomes broken and a follower of Razmir
Modifiers (applied to the DC):

  • Each additional day the character is subjected to indoctrination: +1
  • Reading the Living God's holy text willingly: +5
  • The subject being of any Good alignment: -2
  • The subject being of Chaotic Good alignment: -5
  • The subject being of any evil alignment: +2
  • The subject having been beaten during their indoctrination: +5
  • The subject is faithful to a good aligned deity: -5
  • The subject is faithful to any non-good deity other than Razmir: -2

Liberty's Edge

2 people marked this as a favorite.

Hey All,

I have been running this module for a few weeks now, and the heroes are now in the thick of it. During the process I started to think how effective the Church of Razmir would be at converting the masses to its way of thinking. Here is what I've come up with:

The Church of Razmir is one where lies, deception, and out-right brutality and bullying are accepted methods of converting the free citizens of Golarion to the faith of the Living God. The Church often employs methods whereby townsfolk are duped into believing the way of the Mask such as ceremonies where people are drugged en-mass or through the use of Temples which amount to nothing more than “rehabilitation” and brainwashing camps.

When a person is subjected to the type of treatment that is expected from the faithful priests of the Church of Razmir, a person can often break, go mad, or rebel. For this reason, the Church employs a method whereby a person’s esteem is broken down over a period of days or sometimes weeks with the aim being that their personality can be “rebuilt” in the image of The Living God.

The following rules apply when a character is forced to endure Razmir’s Indoctrination process.

Each day that a character is subjected to this type of treatment requires a DC 5 Will Save. The following modifiers apply to the DC:

> Each additional day the character is subjected to indoctrination: +1
> Reading the Living God’s holy text willingly: +5
> The subject being of any Good alignment: -2
> The subject being of Chaotic Good alignment: -5
> The subject being of any evil alignment: +2
> The subject having been beaten to unconsciousness during their indoctrination: +5
> The subject is faithful to a good aligned entity: -5
> The subject is faithful to any other entity other than Razmir: -2

Thoughts and additions would be appreciated.

Liberty's Edge

Can anyone suggest a card sleeve for these cards?

Liberty's Edge

Actually, move both to side cart.

Liberty's Edge

Cancel both those items thanks, and let the rest through to shipping.

Liberty's Edge

It also says some items may be on back order. Any suggestions of which ones?

Liberty's Edge

Morning Guys,

I have just updated my latest order and for some reason the order's shipping appears to be excessively high. I have compared it with other orders and none appear to have reach the amount quoted: $71.51

I am happy for it to take longer to reach me (the 10-20 day turn-around) if it means less money on postage (I believe in giving Paizo my hard earned dollars, not UPS).

Have there been any increases of late?

Liberty's Edge

Morning Team!

Can you please cancel my subscription of the Pathfinder Adventure Card Game as of right now.

Its been fun, but we rarely get to play Rise of the Rune Lords as it is. Its a great game, but I'm just not that much of a completist :)

Also, please cancel my Pathfinder Cards subscription after Social Combat.

Liberty's Edge

According to what I'm reading:

Fame = TPA
Prestige Points = CPA

Right?

Except that perhaps you cam have a TPA with a faction/organisation which is different to that of your Fame rating?

Did I also read that you can only be a member of one faction? Or was there something about belonging to two, but one is always reduced by a factor of something?

Too many books Paizo!

Liberty's Edge

Thanks Sara Marie. Again - love your work :)

Liberty's Edge

ProPotts, that's exactly what I'm looking for and wondering. Both systems seem to do the same thing but slightly differently.

Liberty's Edge

Yes, the Fame and Prestige is taken from the Campaign Guide and used to great effect in Occult Mysteries. The part that's throwing me a curve-ball is that Razmirans are also mentioned in the Faction Guide.

Obviously the Faction Guide was done some time ago.

I'm just wondering if there is a combination of the two systems, a conversion, or if they are two totally different systems that the GM would have to use.

Seems to me its wanting to be used together.

Liberty's Edge

Stupid question. I started my Card Subscription with Pathfinder Cards: Tides of Battle, but its saying it was cancelled Monday.

I'm a tad confused as I started my subscription to include that set...

Have I done something wrong myself?

Liberty's Edge

Actually I'm doing a writeup for my campaign regarding the Razmiran Church. I found the entries in the Faction Guide and the Occult Mysteries to be compelling but the former is using Prestige, and the later Fame.

I didn't think the faction guide was primarily for PFS Play, although I did note a couple of times they used language to indicate it could also be used in "home play".

Liberty's Edge

Thanks for you quick response Sara Marie. Love your outstanding work (as normal) :)

Liberty's Edge

Hi Guys,

Just got an e-mail stating that my order was shipping, but it didn't include the stuff from order 3164733 which is what I asked in my order.

Can this be corrected please?

Liberty's Edge

I'm having some confusion with how these systems work together. Can someone explain how, if they even do, or if they have been converted to work as one?

Thanks in advance.

Liberty's Edge

For the record, this is what I rolled randomly for the background from Ultimate Campaign:

Homeland: Non-Elven City or Metropolis
Parents: Both Dead
Siblings: 1 Biological
Male Elf [younger than you]
Circumstance of Birth: Lower-Class
Parent's Profession: Serfs/Peasants
Childhood: Fall of a Major Power
Training: Henchman
Influential Associate: The Liege Lord
Moral Conflict: Violent Crime: 7
Subject: Enemy or rival: 0
Motivation: Family: 3
Resolution: You Enjoyed It: 3
Romantic Relationships: Experience but No
Substantial Relationships
Drawback: Attachment (Object)

Liberty's Edge

Afternoon/Morning All,

I have been sapped for the moment of creative talent, and am looking for a background (it doesn't need to be an epic) for an NPC who will joining my party (the NPC will be played by a player who's character is prevented from going on this part of the story). Here are the stats:

Delshandra Laetanlhûn
Female Elf Ninja 2/Ranger (Nirmathi Irregular) 2 (Pathfinder Campaign Setting: Inner Sea Magic 0; Pathfinder RPG Ultimate Combat 13)
CG Medium humanoid (elf)
Init +9; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 30 (2d10+2d8+4)
Fort +4, Ref +10, Will -1; +2 vs. enchantments
Immune sleep
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 kukri +8 (1d4+2/18-20) and
. . +1 kukri +8 (1d4+2/18-20) and
. . dagger +5 (1d4+1/19-20) and
. . dagger +5 (1d4/19-20)
Special Attacks favored enemy (humans +2), ki attack speed, sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 10, Wis 8, Cha 14
Base Atk +3; CMB +7; CMD 18
Feats Agile Maneuvers, Improved Initiative, Two-Weapon Fighting, Weapon Finesse
Traits ambush training, friends in low places
Skills Acrobatics +11, Climb +8, Diplomacy +6, Disable Device +7, Escape Artist +9, Intimidate +9, Perception +8, Sleight of Hand +8, Stealth +11, Survival +6; Racial Modifiers +2 Perception, forest ghost, ki jump (running start)
Languages Elven
SQ combat styles (two-weapon combat), elven magic, weapon familiarity, ki movement, ki pool, ki stealth, ninja tricks (finesse rogue), poison use, track +1
Combat Gear potion of cure light wounds (2); Other Gear masterwork studded leather, +1 kukri, +1 kukri, dagger, dagger, 46 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Ambush Training +1 to weapon damage in surprise rounds.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Forest Ghost +1 (Ex) Gain +1 bonus on all Perception and Survival skill checks made while in forest terrain.
Friends in Low Places Destitute/impovershed NPCs you interact with begin one step closer to helpful.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Track +1 Add the listed bonus to survival checks made to track.

The most I have so far is that she has a chip on her shoulder, comes from the lower class, still has honour as such, and is indebted to one of the Speakers in the Nirmathi Council.

Any help would be appreciated.

Liberty's Edge

LOL. True that!

Liberty's Edge

How's this...

Yet more SPOILERS!:
This is what I included in the latest letter to the party from Adrissant:

"I have been attempting to monitor the conditions in Illmarsh however the happenings there made the situation somewhat problematic, and I was unable to ascertain where you might be able to be contacted next. Indeed, I almost dared hope that you would fail to survive the events transpiring in that town - I would have considered that more than a fair trade for failing to obtain the Raven's Head. Yet, when the figurative smoke cleared, I was disappointed to discover that you had not only emerged from the chaos intact, but were bearing the very relic I had sought for myself. I should point out that this is more of an inconvenience rather than a requirement for my plans. It was, after all, one of the greatest blocks in my research. But as they say, there is always more than one way to skin the proverbial cat."

Liberty's Edge

Blast!

Further SPOILERS Ahoy!:
Well looks like I botched that well and good. I can see a ret-con in my future as I've made it quite clear that the Raven's Head is part of the formula. Again - BLAST! I guess another way would be in a letter from Adrissant. He would state something about the heroes thinking that they have the upper hand, but clearly they had it wrong. Perhaps about something that this was a sticking point for him in his research, but that there was always a substitute.

Liberty's Edge

Hey Guys,

I think I favourited your Obsidian Portal Carrion Crown page Joey, so here's a link to mine:

Carrion Crown AP

Liberty's Edge

Hello All,

This topic is heavy with spoilers, so is you're a player - BEGONE! But if you're a GM - PLEASE HELP!

Carrion Crown Recipe (SPOILERS):
The following items are required for the Carrion Crown: The spirit of the Head Warden, Lyvar Hawkran (Haunting of Harrowstone, Heart of the Wolf-Lord (Broken Moon), Skull Fragments formed into that of a skull (Broken Moon), and the Raven's Head [ Wake of the watcher).

Firstly, is this correct?

Second, what does each component do - in the creation of the Carrion Crown? Where can I find this mentioned in the AP.

Now my next spoiler:

Events in Wake of the Watcher (SPOILERS):
Given that the heroes end up with the Ravens Head at the end of Wake of the Watcher, how can the following sentence from the last book in the Series, Shadows of Gallowspire, be true: "With the components of the Carrion Crown elixir now assembled..."? Did I miss something REALLY important? The PCs in my game have the Ravens Head, and they believe that the Carrion Crown can't be created now that 1/4 of the components are outside of the Whispering Way's reach.

Again, PLEASE HELP!

Liberty's Edge

I have a VERY simple question.

In the first paragraph of the next installment of Carrion Crown (Shadows of Gallowspire), it says this:

"With the components of the Carrion Crown elixir now assembled..."

Did I miss something here?

Aren't they missing something that is now in the hands of the PCs for the last Adventure (Wake of the Watcher)?

Am I missing something?

Liberty's Edge

Of the things I wanted in, I got the following:

  • to involve the harbour master
  • involve the Priests of Razmir
  • involve a Molthune spy
  • a short mystery for the heroes to solve
  • to highlight the difference between Lastwall and Nirmathas
  • foreshadow the duplicity of Razmir

4 out of 6 is OK :)

The harbour master has been paid well to remain tight lipped about the gnomish evil-doer who is the one responsible for attacking the tree.

Liberty's Edge

It also gave me the opportunity to work in a new player who arrived shortly before the session. He was working with the druid (as that's the only work he could get), and acted as a sort of guide for the rest of the party.

It was a win-win for the players and will extend to a second session.

Liberty's Edge

1 person marked this as a favorite.

This is what I came up with:

TITLE: Bag Things Come in Trees
SYNOPSIS: The heroes arrive at Three Pines Ford. Whilst venturing into the town, they answer the call of a local druid who is seeking assistance. Soon after they find that one of three ancient dryad trees are dying, and the heroes must establish what has occurred. Matters get worse when the heroes learn that one of the trees is being poisons from underground, which leads the heroes back to town to track down the would-be culprit. The trail goes cold, but not before learning of the sinister plot unfolding in the forest.

ADVENTURE:

- PART 1 -
The heroes arrive in Three Pines Ford and are greeted by the harbour master Braffolk Gysby. Captain Walren doesn’t trust the man, but says that he is helpful enough. Braffolk explains the current situation in Three Pines Ford, and explains that violence will not be tolerated.

The heroes can purchase goods whilst they are here and there are some magic items to be found in the city.

- PART 2 -
Whilst in the city, they find a poster bill asking for assistance from a local herbalist. If they follow this lead, they meet with a young half-elf druid on the outskirts of the town. There they learn that she has sensed a disturbance in the wilds, and somehow the Three Pines are changing. How she is not sure, but asks the heroes for their help.

The druid, although well prepared to deal with the matter herself, has more pressing matters as she has found that one of the three pines is dying, and she is concocting an elixir to slow the progress of the disease whilst she gains help. She asks the heroes to go to the sick Pine and see if there is something that she has missed.

- PART 3 -
At the tree, the heroes notice that it has withered somewhat compared with the other trees in the area, however they also notice decay in the surrounding area below the tree which resulted in one of two saplings dying. The tree is massive and at some angles looks as though its surface is that of a persons face screaming in pain.

The heroes find signs of collapsed ground about 40 feet from the tree and after a bit of digging (with the druid’s permission of course), find a tunnel leading to the tree.

A check of the tunnel show that it was recently used. The tracks are that of a small size humanoid.

If the heroes move down the tunnel towards the tree, they come to a hollowed out area. Inside they notice the remains of recent occupation (DC15 perception to notice it was used less than a day ago), with a makeshift table or alter constructed at the base of the tree roots. The remains of a purple waxy residue and a red power are scattered about the floor in this makeshift room. A further perception check (DC 15) establishes that the patterns form a ritual circle. The use of detect magic shows that there is residual magic present of a necromantic nature, and a spellcraft check (DC20) identifies that the magic used is some type of poison spell similar to the one used on the honey in Kassen, but far more powerful. A knowledge (arcana) check (DC 25) identifies it as being an older type of magic not seen for hundreds of years in these parts.

Whilst searching, the heroes are set upon by 3 Twig Blights and a Debased Dryad who have been created as a result of the dark magics used.

- PART 4 -
The heroes take a sample of the wax and red powder base to the druid at which point she identifies that both are magic items. She recommends visiting the local magic shop, Ageng and Elyelen’s Vault.

The heroes visit the shop, perhaps purchase some items and continue their investigation.

The shop keeper is a middle aged dwarven woman named Ageng. She is well spoken and helpful.

A check of the shop (DC 15 perception check) shows a shelf which is empty with a fair amount of dust apart from a rectangular shape. This indicates that something was here previously. In fact this was the location of a alchemist’s kit that had been on display for some time, but was recently purchased by a gnome who had recently arrived in the town.

If the heroes do not purchase anything, the dwarf is indifferent and unhelpful. If the heroes purchase something valued at 50gp of more, and successfully make a diplomacy check (DC 10), the dwarf assists them in any way she can. If asked about the item, she mentions the story of the purchase, indicating that the gnome paid full price without haggling.

- PART 5 -
If the heroes haven’t made their presence and purpose discrete within the town, they are followed by Molthune agents working for Andre Colton, a local Molthune spy, with the cover of a local accountant.

If the heroes are overheard mentioning about their quest to go to Tamran, or anything about the Razmirians who stole the amulets, the spy quickly attempts to leave the scene in an attempt to get the information back to their employer.

If the heroes take this bait, run an encounter where the spy is chased through the streets (using Chase Cards).

If captured, the spy refuses to assist. If brought to the attention of the local Militia, the spy is thrown in jail as a Molthune spy.

If the heroes remain in the town for long, they learn that the spy was found hung in his cell the following morning.

Liberty's Edge

1 person marked this as a favorite.

For the record, this is what I cam up with:

TITLE: Bag Things Come in Trees
SYNOPSIS: The heroes arrive at Three Pines Ford. Whilst venturing into the town, they answer the call of a local druid who is seeking assistance. Soon after they find that one of three ancient dryad trees are dying, and the heroes must establish what has occurred. Matters get worse when the heroes learn that one of the trees is being poisons from underground, which leads the heroes back to town to track down the would-be culprit. The trail goes cold, but not before learning of the sinister plot unfolding in the forest.

ADVENTURE:

- PART 1 -
The heroes arrive in Three Pines Ford and are greeted by the harbour master Braffolk Gysby. Captain Walren doesn’t trust the man, but says that he is helpful enough. Braffolk explains the current situation in Three Pines Ford, and explains that violence will not be tolerated.

The heroes can purchase goods whilst they are here and there are some magic items to be found in the city.

- PART 2 -
Whilst in the city, they find a poster bill asking for assistance from a local herbalist. If they follow this lead, they meet with a young half-elf druid on the outskirts of the town. There they learn that she has sensed a disturbance in the wilds, and somehow the Three Pines are changing. How she is not sure, but asks the heroes for their help.

The druid, although well prepared to deal with the matter herself, has more pressing matters as she has found that one of the three pines is dying, and she is concocting an elixir to slow the progress of the disease whilst she gains help. She asks the heroes to go to the sick Pine and see if there is something that she has missed.

- PART 3 -
At the tree, the heroes notice that it has withered somewhat compared with the other trees in the area, however they also notice decay in the surrounding area below the tree which resulted in one of two saplings dying. The tree is massive and at some angles looks as though its surface is that of a persons face screaming in pain.

The heroes find signs of collapsed ground about 40 feet from the tree and after a bit of digging (with the druid’s permission of course), find a tunnel leading to the tree.

A check of the tunnel show that it was recently used. The tracks are that of a small size humanoid.

If the heroes move down the tunnel towards the tree, they come to a hollowed out area. Inside they notice the remains of recent occupation (DC15 perception to notice it was used less than a day ago), with a makeshift table or alter constructed at the base of the tree roots. The remains of a purple waxy residue and a red power are scattered about the floor in this makeshift room. A further perception check (DC 15) establishes that the patterns form a ritual circle. The use of detect magic shows that there is residual magic present of a necromantic nature, and a spellcraft check (DC20) identifies that the magic used is some type of poison spell similar to the one used on the honey in Kassen, but far more powerful. A knowledge (arcana) check (DC 25) identifies it as being an older type of magic not seen for hundreds of years in these parts.

Whilst searching, the heroes are set upon by 3 Twig Blights and a Debased Dryad who have been created as a result of the dark magics used.

- PART 4 -
The heroes take a sample of the wax and red powder base to the druid at which point she identifies that both are magic items. She recommends visiting the local magic shop, Ageng and Elyelen’s Vault.

The heroes visit the shop, perhaps purchase some items and continue their investigation.

The shop keeper is a middle aged dwarven woman named Ageng. She is well spoken and helpful.

A check of the shop (DC 15 perception check) shows a shelf which is empty with a fair amount of dust apart from a rectangular shape. This indicates that something was here previously. In fact this was the location of a alchemist’s kit that had been on display for some time, but was recently purchased by a gnome who had recently arrived in the town.

If the heroes do not purchase anything, the dwarf is indifferent and unhelpful. If the heroes purchase something valued at 50gp of more, and successfully make a diplomacy check (DC 10), the dwarf assists them in any way she can. If asked about the item, she mentions the story of the purchase, indicating that the gnome paid full price without haggling.

- PART 5 -
If the heroes haven’t made their presence and purpose discrete within the town, they are followed by Molthune agents working for Andre Colton, a local Molthune spy, with the cover of a local accountant.

If the heroes are overheard mentioning about their quest to go to Tamran, or anything about the Razmirians who stole the amulets, the spy quickly attempts to leave the scene in an attempt to get the information back to their employer.

If the heroes take this bait, run an encounter where the spy is chased through the streets (using Chase Cards).

If captured, the spy refuses to assist. If brought to the attention of the local Militia, the spy is thrown in jail as a Molthune spy.

If the heroes remain in the town for long, they learn that the spy was found hung in his cell the following morning.

Liberty's Edge

Do Pending Orders now get combined? If not, could you please combine the following orders:

3078904
3076614

I couldn't see an option for combining with an existing pending order.

Liberty's Edge

1 person marked this as a favorite.

Hi All,

I am currently running the Price of Immortality Trilogy, and the heroes are on their way to Tamran via the Tourndel River. They are about to make a stop along the way at the Three Pines Ford.

Three Pines Ford is along the northern (or Lastwall) side of the river.

I want a short adventure at the town and for the life of me, can't come up with a short adventure.

I need the following:

  • to involve the harbour master
  • involve the Priests of Razmir
  • involve a Molthune spy
  • a short mystery for the heroes to solve
  • to highlight the difference between Lastwall and Nirmathas
  • foreshadow the duplicity of Razmir

I've entitled the "episode" as Harbour Master's Bluff

Any assistance would be greatly appreciated.

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Silver Crusade

I have just moved to East Carbon this week and I am looking to find some players in the area to roll dice with. If you are in the area and want to give it a go drop me a line.

Silver Crusade

There is a new report in the journal "Intelligence" that proposes that people have grown dumber since the Victorian age. They came to this conclusion by studying the time that it takes to react to stimuli, rather than by looking at IQ tests which has been the standard measure until this study. Thoughts?

Silver Crusade

In a couple of discussions about using the Scarred Lands with Pathfinder, one of the consistent issues that has come up is the lack of a hunter themed sorcerer bloodline to use with followers of Hrinruuk. So I just threw together a suggestion called the Hunt Child bloodline (Now renamed Child of the Hunt). Anyway, look it over and let me know what you think. I am pretty sure that there is lots of room for improvement.

Child of the Hunt Bloodline
Class Skill: Stealth, Survival
Bonus Spells: True Strike (3rd), Locate Object (5th), Haste (7th), Locate Creature (9th), Animal Growth (11th), Transformation (13th), Ethereal Jaunt (15th), Screen (17th), Shape Change (19th)
Bonus Feats: Agile Maneuvers, Blind Fight, Deadly Aim, Diehard, Endurance, Spell Penetration, Stealthy, Toughness
Bloodline Arcana: Whenever you cast a spell that allows a saving throw to avoid the spell effect against a target that is flat footed, you receive a +1 arcana bonus to the DC of that saving throw.
Bloodline Powers
Force Arrow (Sp): At 1st level, as a standard action, you unleash a bolt of pure force energy targeting any single foe within 30 feet as a ranged touch attack. This bolt inflicts 1d6 points of damage +1 for every two sorcerer levels that you possess. This is a force effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Track (Ex): At 3rd level you add half your level to Survival skill checks made to follow or identify tracks.
Beast Kin (Su): At 9th level you gain a +1 bonus to natural armor, a +2 bonus to Stealth skill checks, and gains an animal companion as if you were a druid of your level -4. At 13th and 17th levels these bonuses increase by +1.
Beast Rider (Su): At 15th level you gain an empathic link with your animal companion. This link has a range of 1 mile and allows you to communicate with your companion and sense everything that they sense. While you are “riding” your companion it will not go further then one mile from you. You remain helpless while you are in communication although any damage will break the link.
Master of the Hunt (Su): At 20th level, you become the personification of the hunt. You gain DR 10/magic, you can see perfectly in all forms of darkness, continuous Freedom of Movement, and any target that you confirm a critical hit against is considered flat-footed against you for the next round.

Silver Crusade

Michael Bay has confirmed that he has inked a deal to direct Transformers 4 set for release sometime in 2014. Story

Silver Crusade

Traveling prostitutes claim thay make good money because Spokane prostitutes are ugly.

Silver Crusade

I don't know why but there is just something soothing about pop songs being performed by a bunch of monks.

Spoiler:
Yes I know they aren't really monks

Silver Crusade

I had a CN character in a Rise of the Runelords campaign I was running use Create Water to waterboard a goblin. What is the most creative use of a spell you have seen?

Silver Crusade

In the old Enemies and Allies book there was a group of adventurers called the Band of the Hand. They were a group of mercenaries who's only loyalty was to their paycheck and could be used as rivals of the PCs. I have been looking for a group to serve as a foil for the PCs in my own campaign, and since the Hand roughly mirrors the make up of my group I thought that they would be a great foil. I will warn you though, they are not a direct conversion, more of an adaptation to fit my needs.

Silver Crusade

The only way this could be better is as a T.V. miniseries.

Silver Crusade

This is some tough love here
Warning: Some minor profanity.

Silver Crusade

Disclaimer: I know that this can be a controversial topic. Please keep the discussion civil.

Okay, so I keep hearing people say that they don't like catfolk in D&D/Pathfinder because they are "too anime." However, the first time I encountered catfolk was the Rakasta in Mystara clear back in 1991 or 1992. At that point the only anime that I had encountered was "Battle of the Planets," "Starblazers," and "Robotech" and didn't even know there was a term "anime." So I have always considered catfolk to be part of D&D lore and have never questioned their inclusion. I am interested to know how the community at large feels about it, so please share your thoughts about the inclusion of catfolk. I am more interested in the thinking behind the positions so if you would, please explain why you feel the way that you do on the subject.

Silver Crusade

Arderians

Arderians live in the floating clouds of Arderial, high above the surface of the Moonlands. They are naturally gifted with an ability to fly, and love to spend their time floating among the clouds and soaring high in the stratosphere, where day gives way to eternal night. Their magic deals with the air and the weather, and although such magic may, at first glance, appear to be weaker than explosions and earthquakes, it is no less dangerous.

Personality: Among the Moonlands, the phrase "putting on airs" means acting like an Arderian. Arderians are known for being proud and vain, which is rather alarming when one considers that this means they are even more so than the rest of the Magi-Nation. In their opinion it is only just and right that they inhabit the region that soars above all others; they take it as proof if their inherent superiority, and they enjoy spending their idle time lazing on a cloud and gazing down at the other Magi far below. Arderians are typically soft-spoken and somewhat dreamy, as one might expect from a race that enjoys the utter freedom of magical flight. Yet despite the impression they give, Arderians are temperamental, and take slights as personally as the other races. Unfortunately for everyone, it takes some time for Arderians to work up a good fury when they are offended; as a result, they often exact their vengeance hours or days afterwards, which has given them a bit of a reputation for being as unpredictable as the weather.

Physical Description: Arderians tend towards the tall and thin; tall because their environment offers them no restrictions, and thin because the lighter they are, the easier soaring is for them. Arderian physique tends not to be as athletic as those of the ground-dwelling races, but rather softer and smoother as the gentle soaring does not but as much stress upon their muscles. There are exceptions, of course, and those Arderians who spend a lot of time on or near the ground tend to be more buff than their fellows. Arderians are light-skinned, even pale, and their eyes are usually light colors found in the summer sky. Their hair is most commonly blue, although shades from plum to blonde to gray are not unknown. Arderians prefer to wear their hair long and loose, as it looks best when blown in the breeze. And they make sure there are enough breezes at all times to show off their hair to best effect.

Attire: Arderian fashion follows the same trends as Arderian hairstyles: "long and free looks best on me." Most Arderian clothing is loose, with lots of long dangling sashes and billowing folds. At times when the expansive and decorative wardrobe would be indiscreet when blown about, tight underclothing is worn beneath to provide modesty with minimal interference with the windblown look. Arderians accessorize with light jewelry. They are especially fond of butterfly wings (treated for durability) as they provide maximum color and beauty for minimal weight.

Arderian Society: Arderian society is as free and unorganized as the winds and clouds themselves. Arderians are a rather intellectual society, spending countless hours debating philosophy, writing poetry, or idly - and rather wildly - speculating on the activities on the surface of the Moonlands far below them (this activity they term "groundwatching"). Children are allowed to soar about as they please; Arderian parents perhaps enjoy less parental concern than any other race in the universe; the heavens are slow to anger, and the children are incapable of falling as they soar gracefully from cloud to cloud. However, this freedom is not without a price. While blessed with freedom and security, many Arderian children lack the discipline of other races' offspring, and tend towards whimsy even when times are serious.

Names: Arderian names are very reminiscent of their region: open and airy. Vowels are round and full, and often found in pairs and diphthongs. Most consonants are soft.

Adventurers: Not all Arderians are condescending. Those who speak up about the value of the other regions often find themselves to be de facto outcasts, and descend to the surface of the Moonlands to find new friends. Other Arderians thrive on excitement, which is not something found in long supply whilst debating the finer points of existentialism on a gauzy cloud-top. Such Arderians similarly look for dangers to add some zest to their lives. Finally, Arderians have been known to visit the Moonlands surface just to find out more about the lesser beings that live there - though often this type of adventurer isn't overly popular to go exploring with.

Ardarian Racial Traits
+2 Dexterity, +2 Wisdom, -2 Strength; Ardarians are lithe and contemplative, but they are not known for their strength.
Medium: Ardarians are medium sized creatures and have no special bonuses or penalties due to size.
Low-Light Vision: Ardarians can see twice as far as humans in poor lighting conditions.
Normal Speed: Base speed for an ardarian is 30 feet.
Flight: Ardarians are capable of flying at a speed of 40 feet and have a maneuverability of Poor.
Perceptive: Ardarians gain a +2 racial bonus to Perception skill checks.
Languages: Ardarians begin play speaking Common and Ardarian. Ardarians with high Intelligence scores can choose bonus languages from the following list: Bograthian, Calder, D'Reshi, Kyberite, Naroomese, Paradan, or Weaver.

Silver Crusade

Mike Mearls said this at a product symposium at D&D Experience: "The stories and worlds of past editions of D&D are just as important to our development and ideas for D&D Next as the rules and other information is. I don't have any more information to share at this time, but we're definitely exploring and excited about what we have planned. " Perhaps we will get some Mystara love after all.

Silver Crusade

Okay, so I found out on Thursday that my players like music with their games, not going all the time in the background but theme music for battles or reoccurring villains and so forth. So I was hoping to get some suggestions of what I could use. I have already assigned the Imperial March to one villain and I am using O Fortuno for when the LE god of tyranny shows up. He is actually aiding the PCs to further his own ends. I know my players are big into anime and video games , but I am not, so maybe some of you know tunes from those sources which might work. Thanks in advance.

Silver Crusade

Has anyone run the Serpent Amphora? I am starting it tonight and I would love to hear from others who have and what their experiences were.

Silver Crusade

I would like to suggest that you guys add a list of adventures grouped by the appropriate level to the website. This would make things a lot easier for Gamemasters to find the adventure that is appropriate for the group that they are gaming with.


Hey everyone, This week I am starting my latest home campaign. This is by far the biggest campaign I have ever run; with a group of eight players in total. I will introduce you to the cast of characters next week once we get started, but I wanted to show off the shiny campaign resource that I have put together for my players to enable them to get familiar with the Scarred Lands. Campaign Wiki

Until next week, good luck and good gaming.

Silver Crusade

So starting next week, I will be running a campaign for seven players. I have never run a game for a group that big, and I have only played in one group that is that size. That group had twelve players and that seemed rather unwieldy. So what I want to know is how would you run a game for a group that big, and just how big is too big?

Silver Crusade

2 people marked this as a favorite.

I really loved the Magi-Nation CCG, particularly the innovative and interesting monsters that populated the world. Of particular interest to me were the hyrens, which were the Moonland version of dragons. So I am taking this opportunity to do some conversion work on them. So here is the first one, the forest hyren from Naroom.

Forest Hyren CR 9
XP 46,000
NG Large Dragon
Init: +1; Senses: dragon senses, Perception +16
AC: 23, Touch: 11, Flat-Footed: 21 (+1 Dex, +13 natural, -1 size)
hp: 116 (11d12+44)
Fort: +11, Ref: +8, Will: +9
Immune: Sleep, Sonic, Paralysis
Speed: 40 ft, fly 150 ft (good)
Melee: bite +16 (1d8+9), 2 claws +16 (1d6+6), tail slap +11 (1d8+3)
Special Attacks: breath weapon (30 ft cone, DC 19, 8d6 sonic)
Spell-like abilities (CL 11th)
constant-Pass Without Trace
3/day-Cure Serious Wounds, Entangle
Spells Known (CL 11th)
2nd: Create Pit (DC 14), Gust of Wind (DC 14) (5/day)
1st: Charm Person(DC 13), Endure Elements, Magic Missile, Vanish (7/day)
0- Dancing Lights, Daze, Drench, Ghost Sound, Mage Hand, Touch of Fatigue (at-will)
Str: 23, Dex: 12, Con: 19, Int: 14, Wis: 15, Cha: 14
Base Atk: +11, CMB: +18, CMD: 29
Feats: Acrobatic Step, Combat Reflexes, Diehard, Endurance, Nimble Moves, Stand Still
Skills: Bluff +16, Climb +20, Diplomacy +16, Intimidate +16, Knowledge (nature) +16, Perception +16, Spellcraft +16, Stealth +15
Languages: Common, Draconic
SQ: wild empathy
Environment: Temperate Forest
Organization: Solitary
Treasure: Triple

Forest hyrens are the guardians of the forest. They move through the primeval woodlands of the Moonlands with great stealth seeking any threats to the natural balance. They have a particular hatred for anything related to the Core, especially darkbreed hyrens because of their ability to control other hyrens.

Silver Crusade

So I am about halfway through the first episode and it is really catching on with me. The conspiracy aspect of the story is intriguing and the characters have depth and complexity that you rarely see on television. I think I have found my new X-Files.

Silver Crusade

I was discussing the old BESM d20 system with a friend and we got to wondering, would Paizo ever consider publishing a Pathfinder Anime game using the SRD and OGL for that system? I am sure there is a market for it and since the syetem is OGL there would be no liscence fees involved. And it would allow me to finally be able to use a Pathfinder system to run an Exalted campaign :) So what do you guys think?

The SRD can be found here.

Dark Archive

A project like a bestiary takes a lot of time and with Bestiary 3 done it is likely that the fine folks at Paizo are setting their sights on Bestiary 4, if such a project is planned. So now is our chance to make our voices heard and let them know what we would like to see. I don't know if it will influence anything one way or another, but it might help get the juices flowing. Here is my list:

    Lawful, Neutral, and Chaotic Planetouched races
  • Lawful and Chaotic dragons
  • A draconic race
  • A platypus
  • low-level constructs
  • A leonid centaur (aka a wemic)
  • More devils

Dark Archive

Okay, I have been playing the Sims 2 for a while now and I am considering upgrading my Sims experience, however I am not sure if I should move up to Sims 3 or Sims Medieval. So I am looking for advice, which one should I move up to?

Dark Archive

Sweet! It looks like Jinx and Kamakura are joining the team.

Dark Archive

Rap legend Heavy D is dead at age 44. The cause is yet to be determined. I can't believe that one of my favorite musicians is gone.

Dark Archive

So I just got back from taking my kids to the dentist and I have to say this new guy must be the most awesome dentist ever. He specializes in treating children so he has toys and XBox and movies for the kids. For the dads he has video games! Not like Playstation and stuff, but old school cabinet games like Pac Man, Donkey Kong, 1942, and my personal favorite, Dig Dug! This is the first time I have ever thought going to the dentist rocks!

Dark Archive

3 people marked this as a favorite.

Just a little something I have been working on for my home game.

The Gods

Asmodeus
Alignment: Lawful Evil
Portfolio: Power, Domination, Tyranny
Domains: Evil, Fire, Law, Magic, Trickery
Favored Weapon: Mace
Although evil, Asmodeus is also honorable. He will honor the terms of any bargin he makes to the letter, although he will always look for loopholes that he can exploit. He is the most respected of the gods of evil and will even take council from and give aid to the gods of good if properly approached. However his aid is not to be sought or accepted lightly. Asmodeus is the absolute ruler of the Nine Hells, and his rule is strict and his punishments harsh.

Avandra
Alignment: Neutral Good
Portfolio: change, luck, trade, travel
Domains: Good, Liberation, Luck, Protection, Travel
Favored Weapon: Rapier
Avandra delights in freedom, adventure, and the frontier. She counts halflings, merchants, rogues, and adventurers of all kinds among her worshipers. In fact most people have whispered a prayer to the goddess of luck at one time or another. She is allies with Melora , Corellon , and Sehanine and a foe of Zehir, Asmodeus , and Torog . She is sometimes refered to as the Maiden of Fate and is worshiped alongside Ioun and The Raven Queen as the three goddesses of destiny.

Bahamut
Alignment: Lawful Good
Porfolio: Justice, Honor, Nobility, Protection
Domains: Law, Good, Nobility, Protection, Strength
Favored Weapon: Longsword
Often refered to as "the platinum dragon," Bahamut represents all that is good and right in the world. He is the patron of paladins and he is worshiped by metallic dragons as being the first of their kind. Bahamut was born when the primordials sundered the dragon god Io in two; which also makes him the twin of the goddess Tiamat. Tiamat and Bahamut have been enemies since their birth. Bahamut is closely allied with Moradin and Kord, and together they share the realm of Celstia. Nerathian kings were crowned in the name of Bahamut.

Bane
Alignment: Lawful Evil
Portfolio: War, Conquest
Domains: Destruction, Evil, Law, Strength, War
Favored Weapon: Morningstar
Bane is the brother of Kord. During the Dawn War his military success led to him being appointed the leader of all the divine armies. Once the war was over, his autority ended. However, he has ambitions for more and still looks forward to the day when he will crush the celestial realms under his heel and he assumes his rightful place as the ruler of everything. His chief ally is Asmodeus, who he aided in his bid to recieve divinity. His chief enemy is Kord, who has never forgiven him for murdering their other brother Turen.

Corellon
Alignment: Chaotic Good
Portfolio: Arcane magic, Spring, The arts, Beauty
Domains: Chaos, Good, Magic, Protection, War
Favored Weapon: Longsword
Corellon is the patron of the elves and the enemy of all drow. It was Corellon that led the fight against Lolth and drove her out of the celestial realm after she tried to userp his power. He is the husband of Sehanine and is also allied with Pelor and The Raven Queen as the four gods of the seasons. In addition to his animosity towards Lolth, Corellon is also enemies with Gruumsh.

Erathis
Alignment: Lawful Neutral
Portfolio: Civilization, Inventions, Law
Domains: Artifice, Community, Law, Protection, Travel
Favored Weapon: Battleaxe
Erathis is the favored goddess of kings, pioneers, explorers, and judges. It is in her name that cities are founded, laws are passed, and buisness is conducted. It is Erathis that inspires civilization to move forward and spread it's light. She is close allies with Ioun and Moradin and is the wife of Pelor. She is enemies of Gruumsh and Tharizdun who seek to destry everything she protects. Erathis is also patron of non-evil minotaurs.

Gruumsh
Alignment: Chaotic Evil
Portfolio: Turmoil, Destruction
Domains: Chaos, Destruction, Evil, Strength, War
Favored Weapon: Spear
Gruumsh is the creator of the orcish race and the sworn enemy of Corellon. It was one of their many battles that Gruumsh lost his left eye. Gruumsh strives for the day when his followers have conquered and destroyed all other races. He was once an ally of Lolth, but that has since turned to hatred.

Ioun
Alignment: Neutral Good
Portfolio: Knowledge, Prophecy, Skill
Domains: Artifice, Good, Knowledge, Magic, Rune
Favored Weapon: Heavy Mace
Ioun is the goddess most often worshiped by wizards and scholors. Many wizard colleges are dedicated to her name. She is also the second most revered god among mettalic dragons, just after Bahamut. Her temples are repositories of knowledge, and often they look more like libraries then places of worship. Ioun is allies with Corellon, Erathis, and Pelor. She is the sworn enemy of Vecna who seeks to undo her work of sharing knowledge freely.

Kord
Alignment: Chaotic Good
Portfolio: Storms, Strength, Battle
Domains: Chaos, Glory, Good, Strength, Weather
Favored Weapon: Greatsword
Kord loves conflict. He does not care about actual warfare, but he is please to see others competing against each other. He is the patron of soldiers and athletes alike. He frowns on cowardice and this has led to many half orcs and goliaths worshiping him. He despises anyone who uses their strength to oppress others, which leads him to often oppose his brother Bane's plans. He is friends with most non-evil gods, although Ioun sees him as too loud and Erathis believes him to be too wild. It is rumored that he and Melora are lovers.

Lolth
Alignment: Chaotic Evil
Portfolio: Spiders, Shadows, Lies
Domains: Chaos, Darkness, Evil, Madness, Trickery
Favored Weapon: Whip
Lolth is the patron goddess of the drow. Once she was the wife of Corellon but allowed ambition to get in her way. For her rebellion she was banished to the Abyss where she makes her home in a region known as the Demonweb Pit. For that she hates all the gods of good. She has no real allies among any of the gods and views all other beings except her followers with contempt.

Melora
Alignment: Chaotic Neutral
Portfolio: Seas, Wilderness
Domains: Animal, Earth, Madness, Plant, Water
Favored Weapon: Trident
Melora is the goddess of the wild seas and the peaceful glade. She represents both the raging tempest and the quite breeze. She is equally a wild beast and a peacful glade. She is both the best and the worst that the wilderness has to offer. Melora is allies with Avandra, Corellon, Sehanine and Pelor. She has a generally good relationship with Erathis, although the two goddesses have different outlooks. She is also rumored to be Kord's lover. She is enemies of both Tharizdun and Vecna who seek to destroy all the she hopes to protect.

Moradin
Alignment: Lawful Good
Portfolio: Creation, Artisans, Family
Domains: Artifice, Earth, Fire, Good, Law
Favored Weapon: Warhammer
Moradin is the patron of miners and smiths, and he is also the creator of the dwarves. He carved the mountains out of the primordial earth and shaped them to his own liking. He teaches that the highest good that you can do is to build something that will be of lasting impact in the world. This has led him to become good friends with Erathis, since civilization is the just one more thing that can be built. Moradin is an enemy of Torog who seeks to corrupt those who dwell beneath Moradin's holy mountains.

Pelor
Alignment: Neutral Good
Portfolio: Sun, Summer, Agriculture, Time
Domains: Good, Healing, Plant, Strength, Sun
Favored Weapon: Mace (Heavy or light)
Wherever there is suffering, you will find followers of Pelor seeking to make things better. As the god of both agriculture and healing he is the diety most involved in mortal affairs. In his role as god of summer he is allied with Corellon, Sehanine, and The Raven Queen. He is also the husband of Erathis and together they rule the celestial city of Hestivar. He is a foe of all evil gods, and bears particular hatred for Tharizdun. Pelor himself was the one who cast Tharizdun into the void that serves as his prison, and he is the one most concerned with Tharizdun's eventual return.

The Raven Queen
Alignment: Neutral
Portfolio: Death, Fate, Winter
Domain: Darkness, Death, Knowledge, Repose, Water
Favored Weapon: Kukri
The Raven Queen is one of the newest of the gods. Her real name has been long forgotten and she is known only by her title. She is one of the four gods that hold power over the seasons and one of the three godesses of destiny. Because of abuses by her predecessor, when she was elevated she was only given power over death itself, not over the dead. The Raven Queen has no enemies among the gods, but she has a clear hatred of the demon prince Orcus, who seeks to overthrow her and take her portfolio.

Sehanine
Alignment: Neutral Good
Portfolio: Trickery, Moon, Love, Autumn
Domains: Air, Charm, Healing, Good, Trickery
Favored Weapon: Shortbow
Sehanine is perhaps the most "human" of the gods. Only Pelor is more involved in mortal affairs, and even he is not interested in the minutia of mortal life. Marriages are sealed in her name, and lovers pray to her to hide their indiscretions from others. Sehanine is married to Corellon and is allies with Pelor and The Raven Queen as one of the gods of the seasons. She is also friends with Avandra and Melora. Sehanine encourages her followers to avoid zealotry and walk the middle line. She is enemies with Gruumsh, Lolth (who was Corellon's first wife), Asmodeus, and Zehir.

Tharizdun
Alignment: Chaotic Evil
Portfolio: Annihilation, Madness
Domains: Chaos, Destruction, Evil, Madness, Void
Favored Weapon: Greataxe
Long ago, even before the Dawn War, Tharizdun discovered a shard of pure evil and decided to incubate it in a remote corner. The result was the Abyss, and the experiment drove Tharizdun to madness. In a rare show of solidarity, the rest of the gods opposed him with a unified front and eventually Pelor and Asmodeus imprisoned him in an endless and formless void. Tharizdun is commonly worshiped today in the guise of the Elder Elemental Eye, and has co-opted the aid of five Primordials to serve as his exarchs until he is able to find a way to escape from the Void. What would happen if those Primordials found out they actually serve a god is unknown and something most do not wish to contemplate.

Tiamat
Alignment: Lawful Evil
Portfolio: Wealth, Greed, Envy
Domains: Destruction, Evil, Law, Scalykind, Trickery
Favored Weapon: Flail
Tiamat is the twin sister of Bahamut. Both were created when the dragon god Io was split in two by one of the primordials. All evil dragons revere her as their mother and many mortals also hope to curry her favor in exchange for great wealth and power. Although she is viewed as a destructive force, Tiamat is actually a very sutble goddess. She is not above razing a city, a castle, or a nation but only as a pleasent distraction from her long term goals.

Torog
Alignment: Lawful Evil
Portfolio: Underdark, Imprisonment
Domains: Darkness, Destruction, Evil, Law, Madness
Favored Weapon: Spiked Chain

The patron of jailers and torturers, Torog is also known as the Twisted God or The King Who Crawls. During the Dawn War he was trapped in the Underdark and sealed there for all eternity. However, that has not left him powerless, and some mortals are afraid that if they speak his name he will reach up from the earth and drag him to his torture dens to "play" with for all eternity. Although many feel this is a superstious fear, others point to places like the city of Maelbrathyr as proof that the fears in fact have a basis in truth.

Vecna
Alignment: Neutral Evil
Portfolio: Undeath, Secrets
Domains: Death, Evil, Knowledge, Magic, Trickery
Favored Weapon: Dagger
Vecna is one of only two current gods that were once mortal. The other is The Raven Queen, but this does not give them a special bond. Vecna's role os the Lord of Undeath actually makes him the enemy of The Raven Queen. Vecna was a litch before becoming a god. As the god of secrets, Vecna tries to keep others from learning. This places him in direct conflict with Ioun, and a shadow war between followers of the two gods occurs almost everywhere.

Zehir
Alignment: Neutral Good
Portfolio: Darkness, Poison, Serpents
Domains: Darkness, Destruction, Evil, Scalykind, Trickery
Favored Weapon: Spear
Zehir is the patron of serpents and assassins. He works in darkness and uses misdirection to achieve his ends; his cultists will even go so far as to accuse rivils of being cultists of Zehir to decieve others and get rid of competition. He is constantly scheming and even his own cultists do not know his full plan. At least one of his aims is to replace Vecna as god of secrets.

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I have been working on some new and converted races for my home campaign that I am running for my kids. Since I have developed them using the upcoming Advanced Races Guide, I thought I would share them with you.

Eladrin Racial Traits
+2 Dexterity, +2 Charisma, -2 Constitution; Eladrin are quick and have an unearthly grace but they are somewhat more fragile than other races.
Medium Size: Eladrin are Medium creature and have no special bonuses or penalties due to size.
Normal Speed: Base speed for an Eladrin is 30 ft.
Low-Light Vision: Eladrin can see twice as far in poor lighting than a human.
Eladrin Immunities: Eladrin are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment and illusion spells and effects.
Fortunate: Eladrin gain a +2 racial bonus to all saving throws.
Spell-like Abilities: Eladrin can use Blur as a spell-like ability once per day.
Languages: Eladrin begin play speaking Common and Elven. Eladrin with high Intelligence Scores can choose from the following: Aklo, Draconic, Giant, Gnome, Orc, Sylvan

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Heroes of the Feywild is coming soon, and it was announced that among the new races in the book is the pixie! Pixies will have a reach of 1, unlike most Tiny creatures and will have a racial power that lets others fly called Pixie Dust. Tinkerbell anyone?

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Story Marvel Phase 2 is reportedly including movies featuring the GotG and the Inhumans. I am hoping that the former will be about Vance Astro, Starhawk, Martinex, Nikki, and the rest of the 31st century team, not the new group. I don't know what to make of an Inhumans movie. Thoughts?

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Okay, so I created a race awhile ago that was published in Wayfinder #2. Now with a new campaign starting and the ARG playtest coming out I decided to update and "upgrade" it. It was inspired by the shadar-kai and ended up sharing several traits with drow and fetchlings, something I did not realize until I was done writing it up.

Svartalfar

Svartalfar (literally but inacurately dark elf) are the decendents of humans who sought refuge in the Shadowfell following the collapse of their kingdom. These humans were tainted by shadow stuff as a result of their self impossed exile and were transformed into something not quite human any more. In the end they sold themselves body and soul to the Raven Queen in exchange for her protection from the many threats in the Shadowfell.
Now svartalfar have pale, almost white, skin and their hair is either bone white or jet black. They prefer to dress in dark colors and generally their cloths have a death or bone motiff to them. Some svartalfar mark themselves with piercings and all of them mark significant events in their life with tatoos. They are a strict meritocracy and most svartalfar adventurers are trying to make their mark.

Racial Traits
+2 to One Ability Score: Svartalfar characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Svartalfar are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Base speed for a svartalfar is 30 feet.
Low-Light Vision: Svartalfar can see twice as far as a human in dim lighting conditions.
Child of the Shadows: Svartalfar have cold resistance 5 and electricity resistance 5. Perception and Stealth are always class skills for svartalfar characters.
Shadow Blending: Attacks against a svartalfar in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Spell-Like Abilities (Su): A svartalfar can use Darkness once per day as a spell like ability.
Svartalfar characters begin play speaking Common and Svartalfar. Characters with high Intelligence scores can choose from the following: Abyssal, Aklo, Elven, Goblin, Infernal, Orc, and Sylvan.

You can see several of the other races I have made at my campaign wiki, although many of them will be getting a new look soon.

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Okay, so I have been reading some of the new 52 books and I have not a clue what they are trying to do with it. Some of the books feel like total reboots, Superboy, Supergirl, the two Justice League books, Grifter, and Suicide Squad to name a few. Others seem to be continuation of series like Batman and Robin, Batwoman, Detective Comics, and Red Lantern. Although I don't have a problem with that, only Red Lantern took the time to fill me, a new reader, in on what had gone on before. Although I am fairly well versed on the Batman plot despite not having read the title in awhile, Batwoman was a complete mystery and even Wikipedia did not provide much help. The best book that I have read in my opinion is Batgirl, because it is a blend of the old and the new, although I am still confused at how Babs is walking again. Does anyone else feel like the has been a lack of cohesion in the way the titles have been handled or is it just me?

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Marvel's Next Big Thing seems to have the X-Men going toe to toe with the Avengers, and features the return of Cable. While I am a big fan of Cable, I wish they had left him dead. Although as a time traveler, this could be an incarnation of Cable from before he died.

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Okay, so my doctor diagnosed me last week as being insulin resistant and has me on a low carb, diabetic diet. However, I am quickly finding that it is not easy to find foods that fit my doctor's wishes. Does anyone have any advice or recipes that can help me? Breakfast is particularly hard as I am growing sick of eggs every day.

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Link

I feel brain cells die when I just flip through the show on my way to something else.

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Story

Okay I could see it if he were doing it to make a statement about gender inequality or something like that, but simply because his mom told him to try walking in heels if he thought it were so easy? Why not just walk around the house in the heels?

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Okay, long ago in my childhood, I loved the game Shadow Over Mystara. A fe months back I stubled across a site that had a complete walkthrough of the game, as well as a bunch of other cool stuf and I though, "how cool would it be to run a Pathfinder game based on the old console game." So flash forward a few monthes and here we are. I am working on the idea as a whole AP type game that will eventually take the characters from level 1 up the climax at level 15. Anyway, here are my notes on the first chapter. I have decided to write them out episodically so that they string together like a tv series.

Episode 1: When Goblins Attack!
Summary: Goblins have been attacking the trade route through the Broken Lands between Glantri and Darokin. The PCs are contracted to stop the goblin attacks and prevent them from threatening trade ever again.

Long Synopsis
Several merchants in Darokin have been losing caravans to Glantri because of goblin attacks. Rather than simply pay for more guards to protect the caravans they decide to take a more permenant approach. The goblins must be wiped out for the good of everyone. They set the PCs up with a phony caravan and send them on their way.

Of course the goblins fall for the trap hook, line, and sinker. The fight should be difficult, but not overly so. The raiding party is entirely standard goblins and the PCs should have a fairly easy time defeating them. If they are smart they will keep one or two alive to interrogate. With a CD 12 Intimidate check or a DC 17 Diplomacy check they will be able to get the location of the goblin camp from them fairly easily. Goblins are inheritly distrustful of people who are nice to them. They always want something. Otherwise a DC 12 Survival check will allow the PCs to pick up the goblins's trail fairly easily.

The PCs will eventually find the goblins's lair in the mountains. A random encounter or two maybe approriate here, such as a hippogriff or a griffin attack. Remember that the PCs are still first level, so nothing to dangerous. The goblins should be divided up into a couple of groups throughout the caves that they lair in. Sprinkle in a few goblin rangers, fighters, and a domesticated giant spider or two. Finally they will meet the leaders of the goblins, a goblin druid who is in the process of praying to a dragon's skull when the PCs find him, and the chief (use these stats) who has a group of goblin fighters with him.

This battle should be harder, but not enough that it actually threatens a TPK (save that for later :) ). The PCs will also find some human slaves, survivors of the last caravan, and be told that the goblins have been selling their victims to slavers. From there the PCs should either find a note instructing the goblins where to send the slaves or else one of the slaves overheard the goblins talking about the village of Trintan.

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Okay, I know the ninja rules are not finalized yet, but this character from BESM Dungeon is just too much fun to wait on.

Apprentice Ninja Cedric
Male Human Ninja 3
NG medium humanoid
Int: +6, Senses: Perception +8
AC: 17, touch 12, flat footed 15
hp: 23 (3d8+6)
Fort: +3, Ref: +5, Will: +3
Speed: 30 ft
Melee: Mwk sai +4 (1d4), two mwk sai -1/-1 (1d4)
Ranged: Mwk shortbow +4 (1d6/x3)
Special Attacks:Poison Use, Sneak Attack (+2d6)
Str: 10, Dex: 15, Con: 14, Int: 13 Wis: 15 Cha: 15
Base Atk: +2, CMB: +2, CMD 14
Feats: Improved Initative, Two-Weapon Fighting, Weapon Finess
Skills: Acrobatics +8, Bluff +8, Climb +6, Disguise +8, Escape Artist +8, Knowledge (local) +7, Perception +8, Perform (sing) +8, Stealth +8
Languages: Common, Elven
SQ: Ki Pool (3 points), No Trace +1, Vanishing Trick
Combat Gear: Bloodroot (2 doses), Drow sleep poison (4 doses), Potion of Cure Light Wounds (2); Other Gear: +1 chainshirt, two mwk sai, mwk shortbow w/20 arrows, gear and coin worth 100 gp

Cedric is a student in the prestige Spider Clan ninja school. Although not the top student in his class, he is certainly no slouch either. His family have been proud members of the Spider Clan since records for the clan exist. However, Cedric has a problem.

The Spider Clan is all male and Cedric has begun to have romantic feelings for his classmate Mint Yamada. He is pretty sure that he is not gay, but the feelings exist all the same. Unknown to anyone, least of all Cedric, woman have secretly joined the Spider Clan from time to time by posing as men. These women have worked dilligently to hide their true gender from everyone. In fact, this has happened so often that Cedric is the only male student left in the Spider Clan. In order to prove himself and to figure out just what he is going to do, Cedric has volunteered to seek out the mysterious Ghost Tower and retreive a mystical dagger that once belonged to his grandfather from within.

Note: This is all meant to be in fun, and is not intended to be offensive to anyone.

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I just read "Fear Itself" #1 and I have a question. What happened that turned Odin from the guy who sent Thor to Earth to learn humility and compassion to the prick who dragged Thor back to Asgard in chains for picking defending Earth over returning to Asgard?

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I am looking for someone who is artistically inclined and is willing to do some artwork simply for the enjoyment of it and the possible recognition that it could bring. I am writing up a unicorn centaur race for my Blood of Heroes campaign setting found here and I am looking for artwork for the page. However, the art that I can find on-line is either too adult or too anime for my use. I could really use some help on this. Thanks a lot.

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I am building my own campaign setting and I have ran across some NPCs from WoW that I would like to use in my world. However, not being familiar with WoW at all I am not sure how to convert levels from that game to Pathfinder. For example, how would a level 43 or 61 character in Wow convert to Pathfinder's 20 level system. I appreciate any help that you can give me. Thank's in advance.

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Okay, after avoiding this for quite a while, I decided to give it a go. While I am not convinced that the intent was not to create an A-Team cartoon in disguise, I am kind of enjoying it. I really liked Major Bludd actually going toe to toe with Snake Eyes, and while not winning, at least holding his own for awhile in episode 3. I am not sure I like some of the reimaginings of the characters like Breaker, but we will see how things go. I still hold out hope that Duke and the gang can convince everyone that Cobra is evil and then go kick butt like the big happy family they should be.

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I did some song dragon conversions for a friend and I thought I would share them with you.

Wyrmling Song Dragon CR 2
CG tiny dragon (electricity)
Init: +3, Senses: Dragon Senses; Perception +8
AC: 20, Touch: 16, Flat Footed 16 (+2 Dex, +2 size, +4 natural)
hp: 28 (3d12+3)
Fort: +4, Ref: +6, Will: +5
Immune: electricity, paralysis, poison, sleep
Speed: 40 ft, fly 100 ft (average)
Melee: bite +5 (1d4-1), 2 claws +4 (1d3-1)
Special Attacks: Breath Weapon (3d6 electrical, 15 ft cone, Reflex DC 12 for half, once every 1d4 rounds)
Spell-Like Abilities (CL 3rd)
At Will-Darkness, Light, Tongues
Str: 9, Dex: 16, Con: 13, Int: 14, Wis: 15, Cha: 16
Base Atk: +3, CMB: +0, CMD: 13
Feats: Power Attack, Weapon Focus (Bite)
Skills: Bluff +9, Diplomacy +9, Fly +5, Heal +8, Knowledge (arcana) +8, Perform (Sing) +6, Perception +8, Spellcraft +8, Use Magic Device +9
Languages: Common, Draconic, Elven, Gnomish
SQ: Change Shape (Polymorph Self, human form only)
Climate: Any land
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary or family (1–2 and 2–5 offspring)
Treasure: Double

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I have been converting some of the NPCs from the Shady Dragon Inn supplement to use in my campaign. I am sharing my work in case others want to use as well.

Warduke CR 7
Warduke is a muscular individual who dresses in fearsome looking armor and carries a shield emblazon with a symbol that looks like a demonic skull. He is never seen in public without his signature black winged helm that obscures his facial features.
Male Human Fighter 8
CE medium humanoid
Init: +4, Senses: Perception +1
AC: 25, Touch: 10, Flat Footed: 25 (+11 armor, +4 shield)
hp: 79 (8d10+32)
Fort: +9, Ref: +2, Will: +3, +5 vs. Fear
Speed: 30 ft
Melee: +2 flaming longsword +15 (1d8+5 plus 1d6 fire/19-20), mwk battleaxe +13 (1d8+3/x3), mwk dagger +12 (1d4+3/19-20)
Str: 17, Dex: 10, Con: 17, Int: 8, Wis: 12, Cha: 13
Base Atk: +8, CMB: +11, CMD: 21
Feats: Blind Fight, Cleave, Combat Reflexes, Disruptive, Improved Initiative, Power Attack, Quick Draw, Stand Still, Vital Strike
Languages: Common
SQ: Weapon Training (Axes, Heavy Blades)
Combat Gear: Boots of Elvenkind, Cloak of Resistance +2, Ring of Feather Falling; Other Gear: +3 half plate, +2 heavy steel shield, +2 flaming longsword, mwk battleaxe, mwk dagger.

Warduke was once a force for good and right in the world. Then he was exposed to the Heartstone, which amplified the evil that hid at the core of his personality. His one time ally, Strongheart the Paladin, is now his greatest enemy. Warduke and his allies scheme to seize control of at least a small country to establish a base of operations for some greater plan.

Note: Warduke also has a Nightmare that he uses as a mount.

This represents Warduke at an early stage of his career as predented in "The Shady Dragon Inn."

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Which is more desirable, which is more horrifying? Explain.

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So I just read that

Spoiler:
Flash Thompson is now Venom.
When did that happen?

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In today's preview on WotC they announced that in the upcoming Heroes of the Shadow book that they will be including the vampire as a class. Part of me likes this idea since a vampire should be able to be of any race. Part of me does not like this because vampires should be villains in my mind, period. Also I feel that it limits the character since it make sit so that you cannot have vampire rogues, vampire clerics, or vampire fighters.

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Is it bad that I have never heard of her?