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Organized Play Member. 166 posts (750 including aliases). No reviews. No lists. 1 wishlist. 1 Organized Play character. 3 aliases.




Imagine this scenario that you might find somewhat relatable:

A father gets his family together to play Pathfinder.
Little Timmy wants to play an half orc barbarian. Dad explains he'll want really high strength to hit things harder, constitution for the health, and dexterity for the initiative and armor. Timmy rolls and ends up with the rolls 13, 14, 12, 13, 14, 12
Timmy is now sad because his physical stats are low for a martial character. Dad tries to make him happier by telling him that with point buy, those are worth a lot of points, but Timmy is still sad.
Timmy's big brother, Charlie, is now up. Charlie had planned to play a magic-focused cleric, but seeing Timmy would need help on the martial side, decides to play a human war cleric. He knows he needs high physical stats for the melee, as well as wisdom for his cleric abilities and charisma for channel energy. He rolls 16, 15, 15, 10, 9 8. Once again decent rolls, however Charlie has a problem. He cannot efficiently cover melee, spellcasting, and healing with those rolls. He now has to decide to focus on, and what the two of them will have to do without.

You yourself may have had a similar experience to this before - skills too spread out or consolidated. But what if I told you there was a way to generate stats that fit your character build more? Well there is... and it's called point buy.

Forgetting everything I am about to write, point buy does solve this problem - you can decide between a consolidated array or a spread out one. But this thread is not about point buy. No, it is about a crazy idea that popped into my head one day. After testing the math, I found it to be only slightly broken. I call it Flexible Stat Rolling, or Flex Rolls.

The process is simple.
Generate a set of 4 stats using the typical 4d6 drop lowest. Do that three times, so you have three sets of 4 stat rolls each. Then, from a set of you choice, take the top two stats. From a different set of your choice, choose the middle two stats. From the last set, choose the lowest two stats.

This is relatively balanced because by taking a high score from one set, you are forced to take medium and low stats from the other sets. I made a computer program that generated the four sets, found all 6 possible selections of stats, and then calculated the one with the highest point buy value (I made up point buys for the numbers below 6 that roughly followed the pattern of increase for going up from 10). Then I had the program do that 10,000 times and calculate the average max point buy value. It was always almost always 23.8 to 24.2, or at least super close to that (I never saw it lower than 23 or higher than 25). I then checked if instead of doing 2 highest - 2 middle - 2 lowest resulted the same average max point buy as 1 high - 2 middle - 3 low or 3 high - 2 middle - 1 low. They were the same. Then I checked all three selection patterns but with rolling 3d6 instead of 4d6 drop lowest, and it was an average of 9 for all of them.

The nice thing about this is that from one collection of rolls, you can select scores in a way that aims for some higher scores by taking a few lower scores as well, or you can select a more balanced selection.

Any comments?


Discuss


Discuss


As the sun rises over Duneville, a tumbleweed blows across the street. Music and shouts arise from the pub. A man in a brown coat and a grey vest walks up to you. If yall are here to cause trouble, then you've come to the wrong town. He says.


As the sun rises over Duneville, a tumbleweed blows across the street. Music and shouts arise from the pub. A man in a brown coat and a grey vest walks up to you. If yall are here to cause trouble, then you've come to the wrong town. He says.


The sun rises over the sandy town of Duneville. A tumbleweed blows accross the street. The piano in the pub is barely heard over the roars of laughtor and shouts of terror issuing from the said building. You think to yourself, This is where I was born to be.

This is a very open sandbox set in a homebrew setting of my own creation. Up to 3 characters will be selected. No where does it say you all have to work together, or even be in the same town. One of you could be a bandit while the other is a lawman. That is for you to decide.

Build rules:
-20 point buy
-All core races are aloud, all other races on a case by case basis.
-All core classes are aloud, as well as gunslinger. All other classes on a case by case basis. All archetypes are on a case by case basis.
-Starting level 10
-Your character will be gestalt, and at least one of the classes must be a core class or gunslinger.
-2 traits at first level. No drawbacks. Traits should be more than stat boosts, they should flesh out you characters backstory (something that I will be looking for in selection!)
-Starting balance 62,000 gp - all simple, martial, exotic, light, medium, heavy, and shields, can be found. Magic items must be from the core rulebook or advanced players guide, otherwise it is a case by case basis.
-Alignment can vary depending on what you are playing. Make the alignment fit the character. But don't let your occupation stop you. You could play a bandit (inherantley evil) that only steals from the rich, corrupt people (more like CG) (Put that in there for you leverage fans).
-Background skills, including artistry and lore.
-Leadership feat is banned. If this feat is given to you through a class thing, instead take the persuasive feat with double the bonuses.
-Item creation feats are not banned, but most towns have blacksmith npcs that can make you gear (for a price) while you are out adventuring. But maybe your character hates towns, I don't know.
-Golarion gods.

No third party.

No definite deadline yet.


Over the last little while, I have cooked up a few ideas for pathfinder campaigns. As anyone who looks at my campaigns list (under my main account) you can see I am currently busy. Therefore, I will only start 1 or 2 of them up.

The list is:

The Laboratory:
Professor Linfield Bartholemue was finally caught. The execution was so grand, the entire town came to see. But sadly troubles would not end there. While Menas (The local who hunted down the Professor) was accepting congratulations, a young girl ran to the stage, begging him to come back to the laboratory. Menas just laughed, saying that he already took care of everything in there. The girl cries out desperatly that she needs someone to go down there.

In other words, this is a short dungeon crawl sporting lots of weird monsters cooked up by a master scientist that feature all sorts creaturs with weird, sometimes over-powered, sometimes practically useless, sometimes just flat-out "why would anyone want that?!?!" powers.

The Archipelago:
A sandbox for mid level characters set in an archipelgo nation, complete with pirates, merchants, and scurvy!

The Chaotic West:
A wild-western themed sandbox set in a deserty theme full of outlaws, bandits, and other law-defying people.

4 Roomed Dungeon:
A dungeon crawl for 1-2 people that is designed to level you up every three rooms and then provide a safe room to spend the night. Ever wanted to play that class from level 1 to level 20? Now's your chance! Disclaimer: Campaign may be cut off in a few years, which could possibly hault progress. May not actually reach level 20.

Any thoughts?


Discussion thread


Discussion thread


Discussion thread


See you on monday morning!


See you on monday morning!


See you on monday morning!


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Dot here. Will post more sometime tomorrow.


Dot here. Will post more sometime tomorrow.


Dot here. Will post more sometime tomorrow.


As the tital implies, I want to know if people are interested in doing a game of RotR where everyone plays a vanilla Cleric (all paizo races, golarion gods).

If people are interested, I will try to get this going after my broken arm heals and I can type with two hands again (1-3 weeks, according to the doc)


Officer Lay Z. leads you in through the gate at the front. To your front is an inner tower. It is at least 5 stories. He tells you the first floor is the mess hall, the second floor is the Norms Quarters Where you will be staying. The third floor has quarters for Unit Leaders, and low-ranking Officers. The forth is for the high ranking officers and General General. The fifth and final floor is for the Warden.


Sorry about that guys. Just remember that once this starts separating into more tables, then try to avoid looking at other tables discussion threads as it may ruin the experience.


The sun shines down on you, warming your skin. A pleasant breeze is blowing from the ocean on your left. Behind you, the Mithril Woods teem with things that many do not speak of. In front of you, a tall stone fortress looms. To your right, the ground dips down. At the bottom is the town of Ironville. Past it, the Iron Palace glows, marble walls reflecting the suns light into the valley.

Between you and the stone fortress that is the headquarters for the organization you now work for, a stocky man is staring at you. As you ride in, the gaurds order you to line up. Finally, he begins speaking.

His voice is deep and strong. You have been brought here because your parents were willing to accept a few thousand gold pieces in exchange for you. Now, it is my job to make sure that His Majesty gets the most out of his money.

While you are here, you will be organized into units. Units will work together to perform tasks. Each unit will have a Unit Leader, selected by me. The Unit Leader is responsible for making sure that your unit gets the job done. When the Unit fails, the Unit Leader takes the blame.
However, when a Unit does well, the Unit Leader gets the reward.

My name is General General. In the top of that tower, is the Warden. While you are working here, you must not disturb her. You are only to go near her if she or I tell you to, understood?

He continues before anyone can respond to his question.

Now, those of you that think you have what it takes to be a Unit Leader, step forward.

See you all on Monday. If you don't want to be a Unit Leader, just post that you stand still.


I a currently involved in the PbPs under the Online Campaign section of the messageboards.

What is the difference between those PbPs, and the Pathfinder Society?

Admin: Not sure where to put this as I have no clue what this is, so please move to the correct place.


This is a discussion thread.

Yeah.


The sun shines down on the town square. People bustles hurriedly around, from shop to shop. Rumors are flying about all the bad stuff.

As the characters meet up at the fountain, Katelin walks up to you and says Good to see that someone is willing to do something to save our town.


The sun shines down on the town square. People bustles hurriedly around, from shop to shop. Rumors are flying about all the bad stuff.

As the characters meet up at the fountain, Katelin walks up to you and says Good to see that someone is willing to do something to save our town.


So my group started playing through the Emerald Spires Superdungeon. I was playing a cleric, along with a monk, rogue, alchemist, and sorcerer. We were exploring the Fort Inevitable, having a jolly time.

As our rogue ran off to drink beer solo, I (being the responsible member of the group), got a permit for adventuring. This brings me to my first thought:

The Hellknights seem to hate all people not under the rule - so why do they make people who want to rid the land of evil (generally) pay to do it? It's like if Gorum said one day "every time you want to worship me in war you have to spread gold pieces across the battlefield until you can't see the grass."

After this, I raced after him (The other three were at the other bar). We deemed that he had already left the bar heading for The Juliver Arms. I decided that I would make myself useful before he left and gather any information (he rolled a pretty bad diplomacy...)

My first thought was to ask "that guy in the corner" (stereotype guy in a cloak who sits in a dark corner of a tavern and knows stuff). I asked Embra who knew information, and she freaked out at me. That made me think,

For a town where people are too scared to disobey the Hellknights,
she seems offly paranoid.

So... is it me, the GM, or the writers?

Pay attention for more thoughts as we progress (quite slowly due to busy schedules).


It's finally here! My multi-table campaign is ready to enter recruitment.

*************************************************************************** *******************************************************************

The men appeared at your house, telling you it was time to go. Your parents assured you it was for the best. Time to leave your life of a farmer, miner, whatever. Time to join the Agency.

As you climbed aboard the horse they provided, they started telling you the rules. Rule one - they said - Obey your Unit leader. Rule two - obey the General. Rule three - don't upset the Warden. And remember, this isn't the Army.

It's worse.

*************************************************************************** *******************************************************************

This is what you, the PC, need to know.

Your torture experience begins before the gameplay thread has been created, before the players have been chosen.

Your pc is a nobody - literally. A young boy from some farm or mine far away. You have nothing but your clothes. And the knowledge that your parents sold you to the Royalty.

Your character has the following character restrictions:

20 pt buy

Level 1

No gear except basic clothes - we'll handle the rest later.

Races: Human ONLY

Classes: Any paizo

Feats: all paizo

Traits: At first level, you will gain 1 trait and one drawback. None of the usual "2 free traits + a default feat + human feat - all at first level"

Alignments any

1 submission per person

So therefore, your level 1 human fighter would get 3 feats, a trait and a drawback.

I will be looking for about 15 to 20 recruits, using first come first serve. PM me if you have any further questions


Trouble is brewing in the desert colony of Desertsands. People are disappearing, leaving behind everything they own. No one knows where they are going. Rumors are spreading that The Sandfort, a secretive military base on the edge of the town, is sabotaged. Caravans that have delivered food to the colony are coming less and less. Bandits are amassing outside the town, making it nearly impossible to leave the city gates without getting robbed, or worse, killed.

Then, a message appears on the large pole in the very center of the town. It is on a large scroll. It reads,

Residents of Desertsands
Due to increasingly pressing matters, Mayor Katelin has offered 50000 gold pieces the party that can locate the source of the chaos that is beguiling the city. This involves finding the missing beurocrats, ending the bandits that have been plaguing this town, and restoring our source of food.

Good luck, and may the gods be with you.
Katelin Lightblade

What you, the PCs, need to know:
-20 pt. buy
-Starting level 1
-Starting gp average for class
-Races: Core
-Classes: Core, Base, Alt, Hybrid (no guns)
-Feats: All Paizo feats (can sub 1st feat for 2 traits)
-Any other questions, PM me.


Desertsands Info


You all gather in the town square. To one side is a large wooden building, several floors tall. To the other side is a wooden inn. Next to the inn is a brick building. Smoke is billowing out from a tall chimney. Several people - elves, humans, dwarves, mostly- are hustling up and down the road.


Pinehollow started as a small colony. It was primarily composed of Humans from Galorian, but also held a handful of elfs (one of which happened to be the mayor) and dwarves. Through trade, bonds were formed, and a decently sized halfling and gnome population appeared. Today, Pinehollow is still run by the same mayor. As of the time the campaign begins, it has grown into a thriving city.

When first formed, the blacksmith accidentally crafted three very powerful weapons. The wrong man bought them, and nearly wiped out the city. His plan based around a robbery. Things went wrong, and the man was caught. Three master architects were hired to design a safe for the weapons deep underground. The safe was so good that the architects got stuck inside, never to be heard of again. The locals took this as a sign, and stayed above-ground as much as possible. Over time, the tunnels that lead to the safe become inhabited by less-than-good evil-doers with bad intentions, only strengthening people's dislike for the deep.

Notable people:

Liam Kas, Mayor:

Race: Elf
Gender: Male
Age: 150
Height: 6’6”
Weight: 150 lbs
Background: From birth, Liam was a natural leader. He was in charge of planning all of the activities that went on in or around his hometown. When he heard that the king of a nearby kingdom was sending a voyage to colonize a faraway land, he immediately signed up to be the leader. Despite having no military experience, he outmaneuvered all the other candidates and landed himself an office.

Vela Kas, Mayor’s Wife:

Race: Elf
Gender: Female (LGBT doesn’t exist in my homebrew worlds)
Age: 110
Height 6’4”
Weight: I am not gonna say. (I wonder how many boys are sighing after reading that...)
Background: As soon as she met Liam, she like him. He was a natural leader, and she admired how everybody looked up to him. When he volunteered to lead the voyage, she helped him defeat the competition. He offered to take her along, and she happily accepted. They had the wedding during the voyage. In order to avoid work, she decided to have some kids.

Lini Wust, Tavern Owner:

Race: Gnome
Gender: Female
Age: 40 years
Height: 3’0”
Weight: Again, not gonna say.
Background: This energetic little gnome was looking for a job. She heard about a voyage to a new world, and all she could think of was opportunity. So, she stowed away onboard. Due to her size, she managed to make it all the way there without discovery. However, she was found hiding behind some barrels during the unloading process. She was then locked kept in a room with a pregnant woman. When the sailors tasted some of her ail, they built her a kitchen and put her in charge.

Davor Sodok, Blacksmith:

Race: Half-Orc
Gender: Male
Age: 16
Height: 5'0"
Weight: 164 lbs
Background: His parents died when he was very young. His dad was a young orc that had been cast out of the orc colony due to his short size. His mom was a young girl who happened to be out wandering the woods. It's not what you're thinking, they genuinely fell in love. The girl needed someone to help her sick father run their family forge in Pinehollow, and the dad happily accepted. Pretty soon, the entire Town Guard had been outfitted with a fresh set of armor and weapons. However, there were some in the town who were... disapproving. A few weeks after Davor's birth, his mom and dad were assassinated. The assassin was never caught, and Davor grew up with his grandparents, learning the ways of the furnace.

I will create more npcs as necessary. Please, ask questions so I know what to work on.


This is a campaign for three-five players. They are residents of the Human town of Pinehollow. Rumors of an advancing orc army are agitating the locals, as the local militia is oversees seeing to some matters in Galorian. The heroes are acting off a legend of three magical weapons hidden within the Swiftblade Caverns - a sword, club, and bow, that are said to be able to attack very quickly. To get to these weapons however, the PCs have to fight their way through defenses that the creators of the weapons, the Pine Craftsmen of legend, created to keep the weapons from falling into the wrong hands.

Point Buy: 25 points
Traits: At first level, you may select two traits from the family, race, combat, and magic lists - OR you may select a bonus feat (Run the feat by me before you select it).
Alignment: Any
Races: Any, but be prepared to explain why a your non-human character would be adventuring with the human players, or why your Human character has decided to go on this campaign in the first place.
Classes/Archetypes: Any core, base, alternative, or hybrid classes (I'm okay with gunslingers, as long as you accept that locals might not trust you with your extremely over-powered high-damage dealing ranged touch attacks, but no advanced firearms). No vigilantes, sorry, this is not a political campaign.
Level: Starts at level 1, goes on for... a while
Skills: normal

As this is a pretty short dungeon I would like it if you could post once a day on Mondays-Saturdays (I'm Mormom and will not be available on Sundays - you can still post, I just won't be there to reply). In combat, please post your actions before 10pm Eastern Time. Don't post unless you see that the person (or monsters) before you have gone. I will be checking at the aforementioned time and imputting all events onto the dungeon map, which I will share in the discussion thread.

In terms of who I will accept, I am looking for a rich background and a good attitude. Characters must be submitted before 11:59 pm Eastern Time on Feburary 3th. I may or may not announce the players the next day, as I will be getting home from a Snow Caving campout that day. If you have any other questions, please ask them.

For information on Pinehollow, go to
https://docs.google.com/document/d/1-GFbsK0354jtmvRa8Su1bNzXAjbuhuiMLqeuFen PHiI/edit?usp=sharing


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If you've never seen one of these posts before, then you're probably wondering what it is. So basically, I post a few things that you shouldn't do in Pathfinder, and then it's up to you guys to continue the list until we hit 1000 things. Guys, I know it'll be hard, but keep it serious.

Never...
1. Attempt to Craft a full plate of armor. Going off the crafting rules presented in the core rulebook, crafting a full plate would take years.
2. Forget to roll perception when you enter a new room. Your GM has likely taken the time to make every room fun and unique. Please don't waste all his efforts.
3. Take on an army of weak monsters with just your party. They will swarm you, and your superior strength will not be enough, unless you have Greater Cleave.

And now it's up to you.


I aquired the Year of the Demon pack through the Humble Bundle. I looked it up online, and I'm seeing all these weird terms. So what exactly do they mean?

http://pathfinderwiki.com/wiki/Year_of_the_Demon


I am designing a superdungeon for my friends to play through! The background story for the super dungeon is this: Their home city is in peril of an advancing Orc Army. The City's Militia is oversees seeing to a... pressing... matter. The city has called on the heroes to brave an ancient cave to retrieve the Three Magic Weapons (A +1 bastard sword with speed and flaming burst, a +1 longbow with speed and all arrows it fires automatically get icy burst, and a +1 greatclub with speed and wounding).

The first floor is an abandoned mine full of Goblins and other Gobliny things that the players will either fight or diplomacy through. The second floor is a hideout for a large band of evil thieves that the players will most likely take on. The third floor has a large, locked door that can only be opened by retrieving keys from evil clerics that reside on the floor. Through the door is a floor that is part lava land and part icy tundra and the Players walk in to find a violent clashing (Fire and Ice Drakes fighting maybe???). At the back of this floor is the bastard sword and the longbow. However, if one goes back to the Clerics' Lairs, there is another floor beneath (Actually, this other floor will come first - I will make sure that they find the entrance to this floor before they go through the Great Big Locked Door). This other floor is all about blood (Because of the wounding greatclub). I was wondering what kind of stuff to put in this floor. And yeah, the Greatclub is in the back.

And yeah, maybe some advice for the fire and ice floor as well.

And then after they have retrieved the weapons, they take on the Orc Army (Comes in waves of 6ish + some sort of leader until I think of something else for them to do).


I really want to find a campaign that will take me and my friends from level 1 to beyond level 20. And yes, I have a bit of a price constraint. Probably no more than $50ish bucks total. We already have pawns and a mat, I just want the GM Guide. Are there any out there?


Okay, here's the scoop: My friends and I are doing the Emerald Spires superdungeon. We are working our way through the Splinter Den right now. The boy who was originally GM was found to hold too much creative liberty for our liking. His older brother is taking over GM for him.

Our party consists of: A monk. A ranger (This player left a few days ago. I will be playing as him now). An alchemist (The brother's character - either the ex-GM takes him over (unlikely), he gets reincarnated as a ninja through divine intervention, or the kid playing the monk gets him as well). And me, a Paladin (Originally played by the new GM before I learned about Pathfinder). We are level 3 right now.

So, here are our plans:

The monk. Undecided. We want tips on how to make him fun.

The ranger. Arcane Archer For The Win!

The alchemist. Depends on how we do the transition. (If we keep him, I think he should stay pure alchemist - what about you guys?)

The paladin. I'm gonna aim for a Holy Vindicator. I posted a rules question about whether I have to take a level in Cleric or the Paladin's Channel Positive Energy Counts.

So, to sum things up: What do we do with a level 3 monk? Should we keep our alchemist? And do I really want celestial scars?


Okay, here's the scoop: My friends and I are doing the Emerald Spires superdungeon. We are working our way through the Splinter Den right now. The boy who was originally GM was found to hold too much creative liberty for our liking. His older brother is taking over GM for him.

Our party consists of: A monk. A ranger (This player left a few days ago. I will be playing as him now). An alchemist (The brother's character - either the ex-GM takes him over (unlikely), he gets reincarnated as a ninja through divine intervention, or the kid playing the monk gets him as well). And me, a Paladin (Originally played by the new GM before I learned about Pathfinder). We are level 3 right now.

So, here are our plans:

The monk. Undecided. We want tips on how to make him fun (But not on this post!)

The ranger. Arcane Archer For The Win!

The alchemist. Depends on how we do the transition.

The paladin. Finally! We arrived close to the rules question! So, a few days ago I had this great idea that I'd take a level or two (or more) in cleric, for the channel energy, because my lay on hands was not cutting it. My team fervently agreed. They said that I should aim for a holy vindicator, which I'm all for. But then I saw that Paladins get Channel Positive Energy at 4th level. Does that fulfill the Channel Energy Class Feature Requirement for Holy Vindicators?

(If you want to comment on the questions not about rules, I will be posting a similar thing under generald discussion shortly).