Lore the Seeker's page

47 posts. Alias of Brother Fen.


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Thanks for the feedback, everyone!

Technically, it's a post-apocalyptic setting, but I figured if I said "modern" that would be close enough.

Not to complicate it further, but it's for my Rifts game. There is magic, but we're using Automatic Bonus Progression, so minor items won't be as plentiful.

Pathfinders, I am trying to figure out the pricing for items in a modern/post-modern game. Is there a formula for cost conversion in a setting with Guns Everywhere for items other than guns? Is the conversion always a straight 1gp = 1 credit or USD?

Thanks in advance.

Yes. I let them decide what power level at which they want to play. They were unanimously against MDC. I don't blame them. But, if someone said "it's not Rifts without Mega Damage*, then I'd say "Ok, here you go!"

Robert Poloskey wrote:
ok, for Mega Damage, I would suggest "Military Style Magic" and "Military Style Weapons" from Skorched Urf Studios. All OGL, and simulates Mega-Damage perfectly!

This is the answer I was looking for.

It looks like my players don't want to use MDC though. The idea of being vaporized at any time is not that appealing to them. lol

Paused for now. We've found enough players!

This is a place-holder for an upcoming game wherein I will convert RIFTS from the original Palladium system into Pathfinder. the plan is to run a bi-weekly game on either Friday or Monday nights. Times will run from 7:30 PM to 11 PM EST, most likely. We'll see what works best.

If you've always wanted to play RIFTS but didn't understand the mechanics, this might be your chance.

Please serious inquiries only. No ghosting. If something doesn't sound to your liking, it's OK to say so and move on. I've had terrible luck recruiting from this forum in the past, but I am a glutton for punishment apparently.

I will be using ROll20 to host the game. Voice chat will be provided via Discord.

It might be sometime in January or maybe even February before I get everything together, but you are welcome to express interest here.

I will invite you to the discord as long as you don't act like an online weirdo with no name and only game signs. I don't care about your online persona. If you're not willing to tell me your first name, I don't want you around.

Current ideas for the campaign will use the following sourcebooks supplemented with PF material from Anachronistic Adventures, Broken Earth, Starjammer, It Fell From the Sky, and much more!

North American Campaign
Rifts Adventure Guide
Coalition War Campaign
Lone Star
Federation of Magic
Rifts Bionics Sourcebook
Rifts Adventure Sourcebook 1: Forbidden Knowledge
(optional: Mechanoids, Xiticix Invasion, D-Bees of North America, Dinosaur Swamp)

(And mayyybe some vampires coming up from the South!)


The Gorgas are mentioned in the Guide to the River Kingdoms.

Spoiler for Sevenarches:
They are mentioned in the chapter on Sevenarches and are said to be twisted creatures that come rampaging through the seven arches elf gate to hunt elves.

I'm trying to stat one up and need a place to start.

We are still playing Friday nights and have room for another player. D20pro is pretty easy to figure out.

What sort of character ideas do you have? We are currently running a sorcerer, alchemist, gunslinger and half-giant soul knife/cleric.

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Running an impossible bloodline sorcerer in Iron Gods at the moment. The ability to affect constructs with my charm has been useful so far.

Gullyble Dwarf - Lvl 7 DM wrote:

HL also has some support for the more popular 3PP material; unfortunately no Dreamscared Press, though.

There is a community file that supports Path of War and Ultimate Psionics from Dreamscarred. Both are free.

Hero Lab is a great resource as long as you're willing to drop about $200 on all of the data packages that you need. It makes character creation on the fly an absolute breeze so it's invaluable during a walk up game when new players want to join.

The in-play options for characters and monsters is a great tool to help track their current status as regards to skills, spells, effects, etc.

The differences between playing without Hero Lab and using it during play are like night and day.

That said, Hero Lab is not infallible and you will run across a miscalculation or two so it's always wise to double check against the books when you're uncertain.

This happened to me with my recent Inner Sea Pawn box and I mentioned it in my review. It really sucks because the Alkenstar Shieldmarshals are essentially ruined.

I think you're addressing someone else's concerns. In regards to the Strix, they start with Flight 60' not 20'. 20' is only if they take the winged clipped trait.

Starting fly speed of 60' seems WAY OP to me. That is why I want to hear if other GMs have ever found it to be a problem.

If not, then I will let him play it as written because I want my players to play what they like.

Just bought this during the sale and will use it as the final module of the 3.5 module path campaign that I've put together. Looks great.

Just picked this up and am adding it to the campaign path of 3.5 modules that I am building for my players. These early 3.5 modules were gold.

Rise rise oh form of man. . .

and let the Strix discussion begin again!

I have a player wanting to play an aasimar with flight from level one but I told him he has to follow the normal progression and would not gain flight until level 10.

After some research, I found the Strix race and suggested that to him.

Has anyone had experience GM'ing for a Strix character before?

Any horror stories that I should be aware of?

Cool. I might have to check this out!

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I applaud the use of the word "fluff" in the subject line.

New player?

That sounds great! We're playing again Friday night. I'm going to shoot a message to our GM and send you his contact email via PM here.

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I ban bloat threads!

Have them run into some devils that were expecting them and make them a few offers they can't refuse to complicate matters.

They could encounter another adventuring party that is in opposition to them. They would have to figure out how to get around them without outright killing them. Imagine a group of lost paladins and the like that see your party as evil.



I made a neutral flame oracle not long ago that worships both Saranae and Asmodeus. Well worship isn't the correct term but is more inspired by facets of the two.

I would like to ask how much of a backstory you have developed for your character? I find that developing a rich origin for my characters gives direction to everything they do. They need motivations, not just feats or skills to come to life during the game.

If you haven't done it yet, dig through the Inner Sea World Guide and write out some bullet points of where your character comes from, what inspired him and what his long term goals are.

Traits are fun. Your GM is a grouch.

We play Fridays at 7pm Eastern online using Skype and D20Pro. The party currently has a soul knife, sorcerer, alchemist and a gunslinger. There is room for one more.

We literally just started the adventure path, so this is the perfect time to join.

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Aroden = Gary Gygax

Arcane Familiar
Lizard ( Pathfinder RPG Bestiary 131)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +5
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 8 (1d8-1)
Fort +1, Ref +4, Will +4
Speed 20 ft., climb 20 ft.
Melee unarmed strike +5 (1-4 nonlethal) or
bite +5 (1d4-4)
Space 2 ft.; Reach 0 ft.
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 2
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10 (+6 to jump), Appraise -1, Climb +10, Linguistics -1, Perception +5, Sense Motive
+2, Spellcraft +0, Stealth +14, Survival +2, Use Magic Device -2; Racial Modifiers +8 Acrobatics
SQ improved evasion
Tracked Resources
Special Abilities
Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Dwarf Wizard CR 1
XP 400
Male dwarf evoker 2
N Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +2
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 16 (2d6+4)
Fort +2, Ref +1, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Speed 20 ft.
Melee dwarven waraxe +1 (1d10/×3) or
unarmed strike +1 (1d3 nonlethal)
Ranged heavy crossbow +2 (1d10/19-20)
Special Attacks hatred, intense spells (+1 damage)
Arcane School Spell-Like Abilities (CL 2nd; concentration +5)
6/day—force missile (1d4+1)
Evoker Spells Prepared (CL 2nd; concentration +5)
1st—enlarge person (DC 14), mage armor, magic missile, magic missile
0 (at will)— acid splash, detect magic, mage hand, message
Opposition Schools Illusion, Necromancy
Str 10, Dex 12, Con 14, Int 16, Wis 13, Cha 8
Base Atk +1; CMB +1; CMD 12 (16 vs. bull rush, 16 vs. trip)
Feats Arcane Strike, Martial Weapon Proficiency (dwarven waraxe), Scribe Scroll
Skills Acrobatics -2 (-6 to jump), Appraise +7 (+9 to assess nonmagical metals or gemstones),
Knowledge (arcana) +8, Knowledge (religion) +7, Linguistics +7, Perception +2 (+4 to notice unusual
stonework), Sense Motive +2, Spellcraft +8, Survival +2, Use Magic Device +1; Racial Modifiers +2
Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Elven, Gnome, Goblin, Halfling
SQ arcane bond (familiar)
Combat Gear potion of cure light wounds , potion of enlarge person , oil (5); Other Gear crossbow bolts
(20), dwarven waraxe, heavy crossbow, candle (2), chalk, hammer, hemp rope (50 ft.), hooded lantern,
piton (4), sack (2), spell component pouch, tindertwig (4), torch (2)
Tracked Resources
Crossbow bolts - 0/20
Force Missile (1d4+1, 6/day) (Sp) - 0/6
Potion of cure light wounds - 0/1
Potion of enlarge person - 0/1
Tindertwig - 0/4
Torch - 0/2
Special Abilities
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as
magic for the purpose of overcoming damage reduction.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking
Force Missile (1d4+1, 6/day) (Sp) As a standard action, magic missile strikes a foe.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Orcus is statted up in the Tome of Horrors. Perhaps that would be more suitable than an unstatable god being.

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The Paizo mantra remains; "all you need are the CRB and if you GM, the Bestiary."

/End Bloat threads.

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If the players aren't willing to balance out their own party, then let the chips fall where they may. After a near TPK or two, they'll start considering multi-classing out of necessity.

Can't wait to get this one!

Just make 'em I guess. The NPC Codex has plenty of options. If you just want to spend a buck or two, the 3PP pdf INSTA NPCS offers a range of NPCS from 1-20. I think I picked up a bundle of humans, elves and dwarves for $3.

I think it is safe to say at this point, the ELYSIUM GEM encounter site will never happen.

Any way to get an outline of the events so we can work them up on our own?

Just finished converting this module to PFRPG over the last hour and must say that I love the look of it and can't wait to run it. I am really disappointed in the early reviewers that expect so much hand holding when a resource is first released.

The monsters are covered between Bestiary 1 and 2 so even with the updated PFRPG Tome of Horrors, there is no need for it. It is certainly not a module for a neophyte GM as it takes some prep work and forethought, but as a GM, I enjoy that challenge.

Shame on you early reviewers. You have marred an otherwise excellent product.

Figured it out. Been converting all day.

SKR was right.

I have no idea. It seems like all the bases are covered between the classes and archetypes. Occult Adventures will add another slew of classes so we should be covered for a while.

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No. The classes make hybrid builds easier by doing the work for you. For example - I already had players trying to build warpriests and not being sure of how to do it long before the ACG hit.

BTW - Welcome to another bloat thread! I look forward to another 150 pages.

I vote yay!

I'd like to echo the sentiments above. One high level module per year doesn't seem too much to ask.

That said, the various Campaign Setting guides offer options for high level play for the imaginative GM. Dungeons of Golarion offers a sample level of the Gallowspire. Tar Baphon is statted in the Mythic Realms book, which offers several settings for high level play. Treerazer is in the back of the Inner Sea World Guide. There are bits and pieces out there, but it would be nice to have a kick butt module designed by someone like Colin McComb or Wolfgang Baur to give high level Golarions a chance to continue their story.

with six players you should run it APL+1 according to the guidebooks. Never mind that this response is five months too late.

And so it begins. . .