Undead

Khelereth's page

Goblin Squad Member. Pathfinder Adventure Path Subscriber. Organized Play Member. 13 posts. No reviews. No lists. 1 wishlist. 2 Organized Play characters.


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Flightmaster101 wrote:
How much longer after release for Foundry VTT support?

Came here for this! So excited!!


Pathfinder Adventure Path Subscriber

My players are diverting entirely from heading to Talasantri. They've decided to check out the islands just west and to the south of Ancorato to "cover their tracks and backs."

I know the following books take place on the larger island to the south, and there isn't a lot of info about the smaller center island. I've gone with a "Skull Island" parallel monster infested island there but am not sure how to approach them landing on the southern island on their way to Talasantri.

I'm not the type of GM to put up an impassable fog or wall of monsters, so I'm looking for any advice and/or trying to find out if anyone has ran into this with their own group.


Pathfinder Adventure Path Subscriber

We lost our Goblin Barbarian on the first floor vs one of the Corpselights. I hit with two Crit Successes in a row... gave the rest of the party enough of a scare to run away. They were all damaged and out of prepared spells/heals before going into there. I gave them ample opportunity to rest of head back to town, but they were feeling a bit tooooo adventerous. RIP Kraact the Bridgebreaker.

Goblin Squad Member

Awesome!

Goblin Squad Member

Is it too late to create a new pledge? I'm asking this for a friend cause he sounds interested in pledging upwards of $100. If he can, he'd make an account and donate straight away.


Pathfinder Adventure Path Subscriber

Solano County (Fairfield, Vallejo, Vacaville, Cordelia)
Alameda County (Oakland, Berkeley)
Contra Costa County (Concord, Walnut Creek, Martinez, Pacheco)

I'm looking for a group in the area to play with once a week, preferably on a week night. I can either host the game or travel in order to play.

I can DM if needed, but would prefer to play as I have been DMing most of my other groups games lately.

Throw me a PM if interested~! :D

Goblin Squad Member

Delzoon wrote:

My Wish List:

1 - Playing a rogue / thief is fun, perhaps they could be able to steal certain things from vendors with enough skill under the right conditions?

2 - Underwater content - much fun.

3 - Solo content - at times I don't want to deal with real people - let me get experience without grouping up.

4 - Organizations - make it mean something to belong to an organization. If you act out of character, you get questioned by the council or exiled for a period of time.

5 - Shipbuilding / sea travel: Can you imagine how cool it would be to spend time gathering materials to build a ship and eventually sail it across a river or bay? Even better - let a char call the ship his / her home and place housing objects in it. Harbors, paying for slips, hauling goods, etc...

6 - Let us place crafting facilities in our housing - or place a certain type of crafting shed behind our main house in the yard. Very cool.

1 - I would LOVE to see this implemented. Nostalgia kicked in, regarding UO. I had a pure thief character that was able to 'snoop' either vendor or players packs and then steal an item (undetected for a moment) if his skill was high enough.

2 - Underwater would be fun if they can do it right. I like the way GW2 managed to make it viable...

3 - Solo content will be there I'm sure, like tackling dungeons ALONE! XD

4 - That would be awesome to allow settlement/company owners to be given the power to do so, and even NPC ran equivalents. For instance if you're part of an neutral good NPC druid grove and 'word gets around' that you've been killing bunnies for fun they'd put you under some kinda test or trial.

5 - YES! Again, referencing UO...ship travel was so much fun with my friends and guild. Granted there were semi-random encounters with sea monsters, and finding hidden treasures protected by ridiculously hard monster spawns. Being able to make your own ship would be amazing, but I'd imagine it being difficult to implement from a development stand point.

6 - Sorry, but UO did it best IMO. Player housing with being able to place forges and the like into your property and then have an NPC vendor on the spot to sell it for you, is the formula for AWESOME in a crafter/merchant perspective =D

Goblin Squad Member

Fiendish wrote:
Well I just kicked in $35, hope they make it. Can anyone tell me how to do the add-ons?

Manage Pledge, change the amount you'd like to add-on.

Keep your Reward Level the same.

After the Kickstarter is funded, Goblinworks will have a way for us to allocate the extra funds per add-on.

My Reward Level is at 100$, but the amount I've pledged is 315$
Once the Kickstarter is funded, I'm planning to have the Emerald Spire+maps in print(115$), and the 12 months subscription(100$).

Goblin Squad Member

I'd really love to see this come to fruition with only 6 hours left! I bumped my original 100 to 315 and I'm going to try and coerce my roommate into joining the cause. Alas, if I weren't a ramen eating student I would give more!


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Pathfinder Adventure Path Subscriber

I've had my players gauge each others equivalent ability score in the real world, and then take an everyday scenario like "you all are hanging out in front of Starbucks..." Usually something catastrophic will happen, or a bit of subtle foreshadowing that leads them into flipping their worlds upside down. With these game I've had them only start with what would normally be on their person at the time.

The longest iteration of one of these games, happened while the group was out on a backpacking trip in Northern California, when minor tremors turned into a massive earthquake that opened a crevice. The players climbed down into the crevice to investigate and find a globe sized crystal, still buried to its top. After they search the immediate area and attempt to dig it out, the crystal begins to emit a white and purple aura, another tremor happens, and they fall onto the globe. They were instantly teleported across our plane and into the Forgotten Realms smack dab in the middle of The Moonwood forest. This campaign lasted about a year.

Most of the time, they would try and find a way back to our universe, but you'd have one or two the players that would be a bit over-zealous and try and strike a claim in the fantasy world.

I've done an alien invasion where they'd have intelligent mounts (a black panther, velociraptor, white lion, and a "chocobo") locate (and scare them at first), then guide them to the safety of the 'good' alien race to better inform them.

Another one of my favorites was that a friend of ours was a super-secret agent who was part of a para-military agency that had its location under his house. This 'friend' had been training the players in real life via Halo where each of them would take control of their own Spartan to do various missions, where in each mission they would go up in military ranks, command other squadrons and platoons.

In regards to the fantasy setting, one campaign, the PC's had dreamed about an event, and would feel an incessant pull to its location until the party would be gathered to stop or witness the event.

An early game of mine, I made the PC's start off as classless, child versions of the race they wanted to play. They were all already friends, and would meet up in the town center to rough-house and play 'stick wars'. Just a simple game where they would either throw or hit each other with sticks, but one of the NPC kids that ran with them accidentally murders another kid with his innate and at the time unknown magical powers. Depending on how they played during the encounter would determine their class.

Those are some of my unique ways of starting campaigns...but I'll usually default and have everyone meet up in a bar and get into a bar fight xD


Pathfinder Adventure Path Subscriber

Excellent, thank you.


Pathfinder Adventure Path Subscriber

A Ninja player of mine and I have been in debate about whether he is allowed extra sneak attacks after vanishing and using the Equipment Trick(Hurl Scabbard).

Hurl Scabbard (Quick Draw): You can draw your weapon in such a way that you send your combat scabbard (see page 3) whirling off to strike at any creature in sight. This ranged attack is a swift action and is treated as a thrown weapon.

Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Our last session the Ninja moved, demoralized, then vanished, his following round he hurled his scabbard, then proceeded with his full-attack action. I only allowed him the sneak attack bonus to the scabbard, because I'm sure that's how it's supposed to work.

At the time I couldn't find the rule, and still now I can't seem to find where it specifically states that after the first attack, the target is then aware and allowed his Dex bonus again. Please help clarify that only the Scabbard gets the sneak attack bonus, and no other attacks.


Pathfinder Adventure Path Subscriber

Just a question to clarify, a player and I have come to the decision that any Variant class abilities supersede those of the proposed Archetype.

Is there a rule that states this to be so?

The player or myself can't seem to find any confirmation. To be more specific the player is taking a level in Paladin with the Archetype of Holy Tactician and the variant feature set of the Shining Knight. Where the Holy Tactician loses the Divine Bond at 3rd, and the Shining Knight gains the Divine Bond at 5th.