Terek

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I almost found a group, we played for a month or so on Tuesdays, but then people (including the GM) stopped showing up. I've been trying to start my own group at my local game store Crit Castle Games on Saturdays at one in the afternoon.

Lacan, Crit Castle Games is in Aurora near DIA so it may be too far for a trip for you, I don’t know, but if it not too far and you’re still interested you should check it out. I haven’t started a campaign yet.


I moved to Denver about a month ago and have finally settled in, so I would like to find a gaming group. If anyone knows of a group or could point me in the direction of a place where I could find one, I would much appreciate it. I am in my thirties, so non-teen and non-college student groups would be best.

Thanks,
Zach


I would definitely love to see a Steampunk Archetypes release.

I would also like to see Subterfuge Archetypes that have all the best spy and con artist stuff.

If your considering another weapon specific release I would suggest a Polearm Archetype to give the spear users some love.


Realmwalker wrote wrote:
I pointed it out as one of many possibilities. I've run something similar called Dragon Flight Academy. Which was a multi-dimensional training camp for Heroes to be. My players actually enjoyed it.

I don't deny how much fun playing that kind of game could be, I've read Percy Jackson and the Olympians and Harry Potter and the X-Men). I Just dislike it as a setting that Super Genies Games would make. It would only need to be as large as the Outpost Qether pdf to follow the Xavier's School model. It's also something that a GM could put together on their own in a relatively small amount of time.

I would prefer a larger world that would be difficult for me to put together a few weeks before a new campaign.

I didn't mean to malign your idea, just state my preference.


@Hyrum: What kind of Length and format are your thinking about for a Godling Setting book? Would the book be dedicated to a single setting or divided into multiple settings with advice on how to use them separately or drop them into an existing world?

To me a godling setting depends on what your Gods are like and where Godlings come from.

My sugestion would be and after the Twilight of the Gods style setting wherein most if not all of the Gods have died and the sparks of divinity they once held has scattered across the world and the Godlings represent the start of a new era.

If the annihilation of the Gods proves distasteful I would suggest a setting wherein the Gods are antagonistic to (or at least badly detached from) the mortal races and the Godlings are a bridge between the mortals and the Gods allowing the players to chose which side they're on and shape the destiny of the setting to some degree.

I do not like the Xavier's School for Gifted Godlings Idea.


If it's going to be a mash up of systems, it may better to simply make your own rules from scratch. Or at least from some basic inspiration. It seems to me that you only need Attack, Defense, HP, CMB, CMD, and a generic "Resistance" saving throw for magic effects. Each of these could be modified by the size, maneuverability, and crew skill of a ship as well as the material it's made from. A very good airship to airship combat system can be seen in the Dreamcast video game Skies of Arcadia. Each ship had four actions (Attack with a type of weapon, defend, Etc.) per round and between some rounds you could make a maneuver (try to get behind, cut in front of, Etc.) that might get you tactical advantage or disadvantage in the next round. Having each ship make a maneuver at the beginning of its turn would allow for more exciting turns as well as a strategic damage subsystem like Dark Mistress suggests. CMB and CMD could handle the maneuver success means and advantage to hit or a chance to do strategic damage, as well as things like retreat, evasive maneuvers, boarding actions, and any other flight trick an airship could do. And since both ships can do this it keeps the combat tense and action packed.


Thanks Chris, that was very constructive. You've given me a lot to think on and hopefully I'll correct my mistakes. The puzzle locks looked really cool when I thought them up so I never thought they would be a bad move, but I realize now that they were too much of an encounter from an adventure I might run and not a four hour gig. I'll be clearer and more succinct next time. Again, Thanks for the help.


taig, thanks for the input. I never saw the problem with encounter 2 thanks. As to the Jackalmen(thanks on the spelling)I've always felt there should be a Gnoll like monster with a CR less than one, so they could fill that niche. However, the Jackalmen could just as easily be human warriors lvl 1, so It could go either way for me.


I'm hoping that someone can point out some of the flaws of my submission. I already realize that I went off prompt (I won't make that mistake next time), but any advice would be gladly welcomed. Am I too redundant with my fights? Am I unclear on anything? Thank you, kindly.

1. Title: A Declining Glory

2. Prologue: Half a days march apart, the Taldor Frontier towns of Parr’s Hold and Hirenro have been mining the same silver lode for half a century. Now, the lode is running dry, both cities’ tunnels have dug into each other in a dozen places, and the towns have degenerated into sabotage and violence against one another over the claims to mine the last remaining veins of silver. A recent shouting match turned fistfight turned riot in the mines between the rival miners led to the discovery of a sealed complex of three interconnected rooms. The walls of all three rooms are festooned with painted hieroglyphs that may date back to Ancient Osirion; otherwise the rooms are completely empty. The oddest feature of the complex is that although it is clearly man made, it has no outside door and was surrounded by solid stone so thick it lay undiscovered until over mining and the violent pounding of a riot finally loosed it. The discovery of the ruin has created something new for the towns to quarrel about. Unknown to either town, many of the hieroglyphs are actually imprisoned monsters now returning to life.

3. Summary: The Pathfinder Society dispatches the PCs to speak with Mayor Vosrigio Hiren of Hirenro and Mayor Euphegani Parr of Parr’s Hold in hopes of negotiating permission for the society to study the newfound ruin. On the evening after the first negotiations, the PCs battle a monster attacking a courier from Parr’s Hold. The courier’s information leads the PCs on a frantic chase to stop Vosrigio from releasing more of the ruin’s monsters. The PCs travel through Vosrigio’s puzzle-locked wine cellar to enter the upper reaches of the mine leading to a chase down the ore car tracks to a loading area. This leads to a final confrontation in the newly discovered ruin.

4. Encounter Summary:
Act 1. On the streets of Hirenro, the PCs fight (tier 1-2) a Krenshar (tier 4-5) two Krenshars and three dogs (tier 6-7) a barghest while trying to protect Euphegani and her courier.
Act 2. In Vosrigio’s wine cellar, the PCs must solve a puzzle-lock to open a secret room and solve two more puzzle-locks to enter the upper-most reaches of the mine. Two additional puzzle-locks hide treasure.
Act 3. On a rubble-strewn ledge, the PCs must fight a group of Vosrigio’s Jackelmen as Vosrigio escapes in an ore car down the tracks.
Act 4. While riding the ore cars, the PCs are flanked by additional tracks and ore cars filled with Jackelmen. The PCs must fight with ranged weapons and reach weapons for a predetermined number of rounds. The ore cars provide partial cover.
Act 5. The PCs must stop their ore car or crash into a loading area. In the loading area are more Jackelmen and (tier 1-2) dogs (tier 4-5) dogs and a Krenshar (tier 6-7) Krenshar. Any enemies surviving from Act 4 will join the fight. The car loading area is littered with ore cars, some on tracks and some overturned. The ore cars can be used for cover and the cars on tracks can be pushed into enemies or PCs.
Act 6. In the three-roomed ruin, the PCs face Vosrigio and a powerful monster he has released from the hieroglyphs (tier 1-2) a flind (tier 4-5) a greater barghest (tier 6-7) a lamia. Vosrigio will try to escape while the PCs are fighting. If a PC confronts him, Vosrigio releases a monster from a hieroglyph as a diversion and flees. If more than five rounds pass without a PC pursuing Vosrigio, he escapes into the tunnels.

5. Conclusion: If the PCs are victorious, the Pathfinder Society is granted exclusive permission to study the ruins and the mauling deaths in Parr’s Hold stop. If Vosrigio is captured, he is brought to justice and the town of Parr’s Hold rewards the PCs. If Vosrigio is killed, Euphegani thanks the PCs and counts his death as one of the recent maulings in the area. If Vosrigio escapes he will remember the PCs and the secrets of the hieroglyphs. If the PCs are defeated and Vosrigio lives, he will use the released monsters to dominate the mine and eventually destroy Parr’s Hold. If the PCs are defeated but Vosrigio dies, the monsters will fill the mine and both Parr’s Hold and Hirenro will have to defend themselves when the monsters leave the mine.


More feedback is always the better way to learn. Thanks for this Sean.

Witching Watcher (Lesser)
Aura faint evocation, enchantment (if charged); CL 5th
Slot none; Price 33,750 gp; Weight –

DESCRIPTION

Designed by priests to protect precious temple reliquaries, the Witching Watcher consists of a glass orb and a glass marble.

This small glass orb hovers in a short patrol, etched with an unblinking stylized eye. Whoever possesses the marble may command the orb to patrol a ten-foot square area; the glass orb will patrol until a new command is given. The marble bearer may also charge the orb with up to three spell levels from the Enchantment school. If a person or monster not in the presence of the controlling marble approaches within thirty feet of the orb, an image of the intruder and the location is sent to the mind of whoever holds the marble. If a person or monster comes within the orb’s ten-foot patrol, the glass orb will discharge the stored enchantment spells against the intruder and send an additional mental image to the marble bearer.

CONSTRUCTION

Requirements Craft Wondrous Items, imbue with spell ability, arcane eye, alarm; Cost 16,875 gp


Thank you in advance for the advice. It's good to have feedback. It's also good to have people kind enough to give it and willing to help those of us trying to get a foot in the door.

Witching Watcher (Lesser)
Aura faint evocation, enchantment (if charged); CL 5th
Slot none; Price 33,750 gp; Weight –

DESCRIPTION

Designed by priests to protect precious temple reliquaries, the Witching Watcher consists of a glass orb and a glass marble.

This small glass orb hovers in a short patrol, etched with an unblinking stylized eye. Whoever possesses the marble may command the orb to patrol a ten-foot square area; the glass orb will patrol until a new command is given. The marble bearer may also charge the orb with up to three spell levels from the Enchantment school. If a person or monster not in the presence of the controlling marble approaches within thirty feet of the orb, an image of the intruder and the location is sent to the mind of whoever holds the marble. If a person or monster comes within the orb’s ten-foot patrol, the glass orb will discharge the stored enchantment spells against the intruder and send an additional mental image to the marble bearer.

CONSTRUCTION

Requirements Craft Wondrous Items, imbue with spell ability, arcane eye, alarm; Cost 16,875 gp


I should clarify, I realize that Paizo does not make video games. I was just curious if the idea was being batted around. I think it would be a good way of expanding the brand name. People like having games on the go. There are over twenty million DS's in the U.S. and console's sell higher numbers of copies of individual games (in general) than PCs. Although I think there is room for games for PCs, consoles and handhelds.


I've been wondering if Paizo has thought about making a Pathfinder video game for mediums other than the PC. Specifically I thought of the Nintendo DS. It seems to me that Paizo could make an excellent DS game that could have the look and feel of the old Infinity Engine games(Baldur's Gate, Icewind Dale, Etc.) but have a Pathfinder setting and story. There are a lot of DS's in the U.S. alone and it seems a good way to increase brand awareness and make a good video RPG for those of us that play them.


I see Golarion as easy to GM and FR as too easy to GM. This is not an insult to either setting(maybe a little to FR).

When I started playing my group had three games run by one experienced GM and two not. Of the two not experienced GMs one ran FR and one ran Ravenloft( both 2ED). Though similarly skilled, only the FR GM ran a game that we played. Ravenloft required much more nuance than a new GM could pull off and both GM and players got frustrated and the game fell to the wayside. The 2ED FR gave us enough information to run a creative and involving game.

By the end of 3.0/3.5 FR had become so bloated with the minutia of every corner of Faerun. This led to hand-holding for new GMs leaving them in a position where they only create new dungeons and never mind the social stuff because that's spoon fed to you. Similarly, savvy GMs are restricted by a creative straight jacket wrapped around them by the minutia.

Golarion is great as a learners setting and a savvy GMs setting. It gives enough information to understand the basic attitudes, atmosphere, and culture of its countries, but leaves most of the interaction up to the GM. Additionally a new GM can start in a more traditional European setting and graduate to the more complex Gothic horror or Egyptian or Viking settings.


There is a point to be made here for melee classes. If disabled were no longer 0 but 0 to -(CON bonus), this would create some wiggle room for the melee classes to absorb damage and quaff a potion or do something curative to get back in the fight. As it is the fighter would just be unconscious and bleeding to death. But I don't believe a disabled buffer should be larger than CON bonus, we can't reduce the risk of defeat too much or the game wouldn't be fun.


The Human gets an extra skilled that he knows and acts as a class skill without spending a skill slot. The Half-elf only gets to add a skill to his class skill list, if he wants to know the skill he has to pay for it with a skill slot.


I actually had not thought of the familiar being an easy target or so weak in general. I have not played with one for a while.


A system for casting beyond daily limits should have a price to it. Not something permanent, but something that prevents abuse. A system of constitution damage makes sense to me. The spell's level equals the number of con points lost. For instance, if a wizard wants to cast a first level spell past his limit he must not only know the spell, but make a Spellcraft check. If the check succeeds the spell works if the check fails the spell fails, but the con point is lost regardless. this would keep it from being abused and would mostly prevent the use of high level spells past a wizard's limit unless desperate.


Having read the section on the Arcane Bond I have a few questions. If the bonded item is a ring or amulet does it occupy the character's ring or amulet magical item slot since it is a sort of magical item? Also it seems that a wizard bonded to a familiar can cast without a Spellcraft check so long as his familiar is within one mile of the wizard, but if a wizard is bonded to his staff, he must make the check if his staff is leaning against a chair five feet away. Wouldn't it make sense to show a connection between the bonded item and the wizard as stronger that "it work when they are touching". Perhaps a short distance, ten or so feet, before the wizard must make the Spellcraft check?


Stebehil wrote:


Nice idea with the variable weapon proficiency. Perhaps take the idea a little further and give each human a little extra useful for their chosen favored class, not just a weapon, which is useful for fighters, but mostly useless for wizards. This might be a feat somehow related to the class in question. And the half-elf would not get this bonus.
Stefan

Given the basic Human narrative of versatile and driven, a favored class based racial bonus makes sense. How, though, would the feats stay balanced. Would a free Exotic Weapon for a fighter be equal to something like free Spell Focus or Extra Turning? Would a series of new Human racial feats, one for each class to start with, that would give a bonus to the class but not as large of a bonus as a normally purchased feat be the way to go?


After seeing that all races get some sort of weapon familiarity, all of which fit within the narrative of each race, I feel that Humans should also be allowed to choose a free weapon at character creation. I felt this way about 3.5 and given the slew of bonuses that the other races receive this would help balance the faster achievement of feats.