Verik Vancaskerkin

Marcus Stanic's page

182 posts. Alias of drbuzzard.



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Campaign is currently at 6th level, but the front line barbarian had life come up, so he had to bail. The party needs a replacement who can do melee duty.

Rules are: (as initially set out)
20 point buy
Paizo only
level 6
2 traits, one campaign
No gunslingers except Bolt Ace
Only unchained summoners
Only unchained rogues
No sap adept and sap mastery
Core Spells only (barring approval- explicit approval, not implied)
I'm inclined to avoid the Occult classes since they are not terribly balanced IMO.
Force bomb does not trip people.
Mages Disjunction dispells anti-magic fields.
Background skills
Automatic Bonus progression (normal)
Core magic items only (unless otherwise noted)
Core spells only (unless otherwise noted)
1/2 WBL
max HP at first, 1/2 die size +1 past that
+2 skill points per level.

Campaign occurs in Garund. Picking a race which suits this is fine. No custom races, and to be quite honest the weirder you go, the less will be your chances of selection. The party needs a meat shield, so keep that in mind. Campaign tone, as always for me is tongue in cheek, beer and pretzel style. You can provide a paragraph of background if you like and I may even bother to read it.


You might want to give a bit of a description of how you expect your character to run with the rest of the party. If there's anything you figure you need to do to adapt to your fellow members, I'm ok with it (within reason, don't get drastic, like changing classes and stuff, but fighting style and equipment is fine).


Dot in. We will be starting right as you are about to assault a demon controlled citadel.


OK, as first edition Pathfinder is winding down a bit as PF 2 spools up, it's time to get downright stupid and run a final over the top AP campaign.

Of course if you are doing over the top in an AP, it has to be Wrath of the Righteous. If you are going for downright stupid, you must throw in gestalt.

So, I'm going to run a gestalt/mythic Wrath of the Righteous campaign. Also because the campaign has the temerity to start you pre-mythic, we can't have that. You will be starting in the second book of the AP at 7th level with 2 mythic tiers (it is the best place to start story wise IMO).

Now as with all my campaigns this is a Beer and Pretzels tone. So here's character build rules.

25 point buy
7th level
2 tiers
only Paizo. If you ask about 3rd party I will simply ignore any and all further posts.
Good only

2 traits.
23500 GP to start

For background, I don't expect much. A paragraph is sufficient. More is not desirable.

right now I have 2 players, and only intend to run a table of 4 so 2 more needed. I'll give this a week or so. If I get 2 people I like sooner I might close early, so don't tarry.

There's a couple minor rules changes.

Disruptive no longer gives a +4 static bonus, but 1/2 BAB.

Shatterspell is no longer limited to dwarves.

Mage's Disjunction will always pop an anti-magic shell.

No gunslingers, unchained summoners only.


here for you to yammer


Howdy all, play will begin tomorrow.


Ok, owing to what I perceive to be massive demand, and a dearth of games that finish of this particular AP, I decided to pick this one up and run it.

After reading it (partially), I can see why GMs might run screaming from the pretentious bilge which passes for an adventure. However I have decided to push on anyway in my normal irreverent, mocking style of GMing.

So if you are hungry to save the world using the pretty much broken as hell Mythic system while playing in a game which takes role play as a chance to work on your bad puns, standup jokes, and Monty Python references, do ready yourself a character and submit away.

If you want a serious game with deep immersion, long involved backstories which come into play- seriously? Really? After the above you're still here? Go away.

I will be taking 6 people.
OK as to submissions:
20 point buy
HP is max at first, 1/2 max+1 after.
Paizo only (you can ask about other sources, and I can remember your name and not select you)
No vigilantes (still don't own the book).
Unchained summoners only
no gunslingers (bolt ace is permissible, but why?).
I'm not the biggest fan of pet classes in general, or summoning menagerie types, so keep that in mind.
Core races plus tiefling and assimar. You can ask about other races and I can tell you 'no'.
While I have the horror book, it is mostly for GMs and doesn't really fit here- again, don't ask.
2 Traits (1 campaign)
Max Starting cash
1st level
Classes which normally get 2 skill points per level, now get 4.
Background skills
No Evil (in fact, preference for good)
Shatterspell is not limited to dwarves

As for background and personality, the latter is important (more important that you have it in your head and know how you want to run them), the former, yeah, umm, a sentence? Couple words? Some pantomime? Don't care.

Spellcasters are limited to core spells (if not from core then also spells from the book in which the class appeared). If someone thinks I am nerfing mythic spellcasters too much with this, they are smoking some really good stuff. You can ask about spells as the campaign goes on, but I am a grumpy curmudgeon, so don't make plans on a build which requires broken spell Y from splatbook X to work.

And here's the kicker- I'd like to know where you are going with the build. This is a 20 level with full 10 tier mythic by the end. I'd like to see your plans for the character at 11th level with 5 mythic tiers. This doesn't have to be an outright build (though that certainly wouldn't hurt), but I'd like to know where you plan to be around then. This AP is going to take extensive modification to stay on the rails and not be a walkthrough, so I'd like to get ahead of the game. If you think this is too much work for a submission, well nobody is holding a gun to your head.

I will have a preference for people I have run for before and I know to be reliable. This will be a 1+ per day posting game. If people don't satisfy that without warning me in advance, they will earn the boot and I shall replace them.

I do use some other house rules. They will be listed explicitly on the campaign tab as I get time to put them up. They mostly favor players. Mostly.

So if all that didn't scare you away, come on in and submit, I don't bite. My dogs don't even bite.


started


OK, discussion thread is up.


Discuss


Strange days are afoot in Riddleport as an inexplicable shadow hovers in the sky over the city, attracting scholars and mystics to divine its meaning. Yet for most of Riddleport’s citizens, the shadow’s significance, known locally as “The Blot,” is fleeting. Life continues on the streets of Riddleport.

You all find yourselves at the Gold Goblin gambling hall. There's a bit event there called Cheat the Devil and Take his Gold, and this has the place bustling with a good sized crowd. By happenstance everyone in the party arrives at the same time.

Just inside the main doors, two sultry beauties scantily clad and wearing faux bat wings, devil horns, and tails play the part of alluring succubi. Both are employees of the Gold Goblin, and they cheerfully register contestants for the tournament and process entry fees. Armed guards stand nearby to either side of an immense treasure chest into which each patron’s entry fee is added. The guards are on hand to not only protect the money, but to prevent any overzealous admirers from trying to dare the infamous touch of a succubus.

Beyond the registration table is the hall’s game floor. Dozens of gamblers, waitresses dressed as succubi, and bouncers mill about the room, wandering amid tables offering various games while dealers shuffle cards, roll dice, and spin wheels. Moving through this throng are a dozen more of the barely clad, bat- winged vixens serving drinks and batting coal-black eyelashes flirtatiously for tips. In the center of the chamber is a short podium atop which sits a massive gold chest affixed to the floor by similarly gaudy chains. On either side of it stands a bare- chested bouncer in the exotic garb of some foreign sultan’s court. Each stands with muscled arms crossed over his chest and with a naked scimitar of prodigious size tucked through his waistband. High above them, from the hall’s cloth-draped ceiling, hangs a brass birdcage within which crouches a small, bat-winged, pointy-tailed devilish creature that sulks as it gazes over the room and occasionally rattles the bars threateningly.

As the windows begin darkening with twilight, several gamehall employees enter, carrying torches shaped like pitchforks skewering burning heads made of straw
and cloth to light several large braziers,

giving the hall a more infernal hue. A hush falls over the gathered crowd as a short man climbs to the central podium, accompanied by two gorgeous “succubi,” and stands before the gold, chain-shrouded chest there with demoness on either side. He wears a formal suit, and his thinning black hair is slicked back. His left arm ends in a stump just above the wrist, and affixed to it is a bronze cap from which protrudes an oddly shaped key. This is Saul Vancaskerkin, the owner of the Gold Goblin and host of the tournament. He bows before
the crowd and clears his throat before speaking.

“Welcome, one and all, to the Gold Goblin Gambling Hall and your chance to cheat the Devil and win back not only your soul but all of his gold as well.” He says this last as he pats the large chest before which he stands. “I hope you found your reception by the Devil’s lovely temptresses suitably entertaining.”

This is met by a general murmur of laughter and a few catcalls.
“Let’s take this moment to thank Old Scratch himself for attending this event. Not only did he loan us these lovely, dark angels, but he also emptied the deepest vaults of Hell itself to provide the gold for this tournament.”

“Of course, he plans on replacing what he loses in gold with the souls of those of you who don’t win. The tournament rules are quite simple—as you play, you’ll earn more chips. And with those chips, you’ll be able to bribe your way out of the current Hell you’re trapped in, working your way down deeper until you get to Old Scratch’s treasury. Currently, all of you are Old Scratch’s prisoners in the first of the Hells, Avernus. If you want to work your way down to the ninth circle, you need to win games. Each time you win, you’ll be awarded a golden eye.If you come in second,you’ll get asilver tooth. And third place wins a copper heart. These bits of flesh and bone are what the devils use in Hell for currency, and they’re what you’ll need to pay in order to bribe your way into the next layer of hell. The first player to win a game after reaching Nessus not only keeps his winnings for that game,but also earns back his soul and the ten thousand silver coins that the Devil put up for this tournament. You can, of course, decide to cash out your winnings at any time you want, but if you do, or if you run out of money entirely... well, that means Old Scratch gets you.” Vancaskerkin grins evilly and the caged imp cuts loose with another profane tirade.

[b]“And that earns you the Devil’s Mark and an escort out of the game hall until the tournament is over. What, you ask, exactly is this Devil’s Mark? Well, it’s something too utterly horrible to even contemplate. The forfeiture of your very soul, it is. But I suppose I can show you what it is— gods know I more than deserve the Devil’s Mark. In fact, better
make it two, girls!”
With that, the two succubi accompanying him lean over and each firmly plants a kiss on Saul’s cheek with her ruby-red lips. When they pull away, their lip rouge has left clearly visible prints in the same shocking red on his cheeks. Saul beams as he cries out, “The Devil’s Mark, everyone!” which is greeted by a flurry of shouts, catcalls, and hoots. “Now, let’s cheat the Devil and take his gold!” which prompts one more rabid flurry from the imprisoned fiend above, and with that, the tournament begins.


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Ok, I've got this AP sitting around, and I've never run it. Figure I probably should since I paid for it.

Second Darkness is an older AP from before the Pathfinder rules. Hence I will have to change all the encounters anyway. Thus it doesn't much matter what I allow the players to build.

Now before visions of Rifts dance through your head, I'm not going to go that far. I think I will permit a limited gestalt. One side has to be a core rogue (no archetype, no unchained, no ninja). As all the characters start as lesser members of the local thieves guild in Riddleport, tacking that onto one side of a character makes it easy to justify a background. It will also permit everyone to be heavy on skills which is always nice. I think I will be going with the advanced bonus progression (the chart but at +2 level) from Unchained, and just drop out most of the magic items. This means easier balance for me and less to convert. I will likely toss in some flavor stuff items, but nothing for basic stat stuff.

I expect very regular posting. Now this doesn't mean you have to pipe up if there's no reason for your character to do something, but when I'm calling for initiative I expect a response. You should be checking in at least daily so combats can proceed (unless I am given warning). I run fast paced games and spend far too much time on these forums. I prefer to keep things moving.

I run a more beer and pretzel style game than deep roleplaying. I will tend to run things with plenty of smartass comments and out of genre references. That's just fair warning.

Character creation:
1st level
core races
Gestalt but one side is core rogue, no archetypes
20 point buy ((yes, you actually will have to make choices)
no magic item crafting allowed
no gunslingers
No sound strikers.
Chain Challenge is banned. Sap adept and Sap master are banned.
No evil alignments
HP are PFS style so 1/2 max +1.
unchained summoners only
Paizo Pathfinder only (don't go digging back in 3.5 stuff)
I am not going to stack sneak attack from multiple classes on different sides of the gestalt (so if you do slayer/rogue, no extra dice for you).

I'll give recruitment a week or so.

I'll need a build and a short background. You're first level so your bio should be a paragraph not a novel.


Ok, getting things started since there is some background and set up which gives me time to get the monsters mythic-ed up properly.


Starts here.


Table 2 discussion


Wherever you are in Golarion (unless it happens to be Corvosa, in which case they walk up to you), during the lunch hour one day a person in court dress teleports into your vicinity, bows and hands you are rolled parchment.

"Greetings, I am a courier sent by Headmaster Toff Ornelos of the Academy of magic in Corvosa. You have been invited to participate in this year's Breaching Festival. Your great renown has no doubt led to this invite.

I am equipped to take us back to Corvosa using some magics if you are willing."


Discussion area


Wherever you are in Golarion (unless it happens to be Corvosa, in which case they walk up to you), during the lunch hour one day a person in court dress teleports into your vicinity, bows and hands you are rolled parchment.

"Greetings, I am a courier sent by Headmaster Toff Ornelos of the Academy of magic in Corvosa. You have been invited to participate in this year's Breaching Festival. Your great renown has no doubt led to this invite.

I am equipped to take us back to Corvosa using some magics if you are willing."

DC 15 knowledge Arcana or Local:

Breaching Festival
This is a yearly event at the Academy of Magic in Corvosa. It consists of participants of some renown in the area being invited to try and break into the vaults of the Academy testing their skills and abilities against the best wards and traps the Academies mages can devise. It is known to be extremely difficult and deadly, with only one successful participant in its history spanning over a century. Usually participants are not invited from beyond the city or at best Varisia, though sometimes it does occur. The rewards is known to be quite substantial, well over a hundred thousand GP.


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Ok, I've decided to try something different. We all know mythic characters are pretty damned over the top.

What about gestalt? Can it keep up with mythic threats? I'm curious to find out.

So what I propose to do is the the high level Paizo modules (Academy of Secrets, Tomb of the Iron Medusa, Moonscar, and Witchwar Legacy) but with the monsters given mythic templates.

Characters will be 12th level built using gestalt rules and a 20 point flat buy (as in one for one purchase start at 10). You also get Mythic Companion as a bonus feat.

I do have a number of restrictions in mind. No gunslingers, Paizo only, unchained summoners, no evil, and with that point buy, don't dump stat. You will get standard WBL(140000 GP). I'm inclined to say no to crafting as well (because it leads to too many odd cases and is very subject to interpretation). No custom races.

I figure I will run at least 2 tables (if there is sufficient interest).

Background: You may care, I don't. Enough background that you know how to roleplay the character, but a biopic is not needed. These modules are not heavy role play experiences, being pretty straightforward dungeon crawls. This is a hack and slash experiment.

I want people capable of committing to at least a post a day, and I will review post histories to make sure people are prolific.


You are summoned up by the local Duke. Duke Vars Stanic of Shady Mountain. While that sounds impressive and all, Taldor being in the state it currently is, titles to peerage don't quite carry the weight they once did. Shady Mountain's dukedom actually covers a caravan park on the outskirts of Cassomir.

The Duke himself is a gruff man who seems rather unfriendly by nature. He summons you in and explains.

"Ok folks, I have a problem I need to have dealt with. It could well be a profit making opportunity for you, so I've decided to send you along to appraise the situation and make a quick bit of coin. The damned Black Monastery has shown up again. Didn't think I'd have to deal with it when I bought this stupid title, but that's just my luck. "

"
Here's the story.
Two centuries have passed since the terrible events associated with the hideous cult known as the Black Brotherhood. Only scholars and story- tellers remember now how the kingdom was nearly laid to waste and the Black Monastery rose to grandeur and fell into haunted ruins.
The Brothers first appeared as an order of benevolent priests and humble monks in black robes who followed a creed of kindness to the poor and service to the kingdom. Their rules called for humility and self denial. Other religious orders had no quarrel with their theology or their behavior. Their ranks grew as many commoners and nobles were drawn to the order by its good reputation.
The first headquarters for the order was a campsite, located in a forest near the edge of the realm. The Brothers said that their poverty and dedication to service allowed them no resources for more grand accommodations. Members of the Black Brotherhood built chapels in caves or constructed small temples on common land near villages. They said that these rustic shrines allowed them to be near the people they served. Services held by the Brothers at these locations attracted large numbers of common people, who supported the Black Brotherhood with alms.
Within 50 years of their first appearance, the Black Brotherhood had a number of larger temples and abbeys around the kingdom. Wealthy patrons endowed them with lands and buildings in order to buy favor and further the work of the Brothers. The lands they gained were slowly expanded as the order’s influence grew. Many merchants willed part of their fortunes to the Black Brotherhood, allowing the order to expand their work even further. The Brothers became bankers, loaning money and becoming partners in trade throughout the kingdom. Within 200 years of their founding, the order was wealthy and influential, with chapters throughout the kingdom and spreading into nearby realms.
With their order well-established, the Black Brotherhood received royal permission to build a grand monastery in the hill country north of the kingdom’s center. Their abbot, a cousin of the king, asked for the royal grant of a specific hilltop called the Hill of Mornay. This hill was already crowned by ancient ruins that the monks proposed to clear away. Because it was land not wanted for agriculture, the king was happy to grant the request. He even donated money to build the monastery and encouraged others to contribute. With funds from around the realm, the Brothers completed their new monastery within a decade. It was a grand, sprawling edifice built of black stone and called the Black Monastery.
From the very beginning, there were some who said that the Black Brotherhood was not what it seemed. There were always hints of corruption and moral lapses among the Brothers, but no more than any other religious order. There were some who told stories of greed, gluttony and depravity among the monks, but these tales did not weaken the order’s reputation during their early years. All of that changed with the construction of the Black Monastery.
Within two decades of the Black Monastery’s completion, locals began to speak of troubling events there. Sometimes, Brothers made strange demands. They began to cheat farmers of their crops. They loaned money at ruinous rates, taking the property of anyone who could not pay. They pressured or even threatened wealthy patrons, extorting money in larger and larger amounts. Everywhere, the Black Brotherhood grew stronger, prouder and more aggressive. And there was more...
People began to disappear. The farmers who worked the monastery lands reported that some people who went out at night, or who went off by themselves, did not return. It started with individuals...people without influential families...but soon the terror and loss spread to even to noble households. Some said that the people who disappeared had been taken into the Black Monastery, and the place slowly gained an evil reputation. Tenant farmers began moving away from the region, seeking safety at the loss of their fields.
Slowly, even the king began to sense that the night was full of new terrors. Across the kingdom, reports began to come in telling of hauntings and the depredations of monsters. Flocks of dead birds fell from clear skies, onto villages and city streets. Fish died by thousands in their streams. Citizens reported stillborn babies and monstrous births. Crops failed. Fields were full of stunted plants. Crimes of all types grew common as incidents of madness spread everywhere. Word spread that the center of these dark portents was the Black Monastery, where many said the brothers practiced necromancy and human sacrifice. It was feared that the Black Brotherhood no longer worshipped gods of light and had turned to the service of the Dark God.
These terrors came to a head when the Black Brotherhood dared to threaten the king himself. Realizing his peril, the king moved to dispossess and disband the Black Brother hood. He ordered their shrines, abbeys and lands seized. He had Brothers arrested for real and imagined crimes. He also ordered investigations into the Black Monastery and the order’s highest ranking members.
The Black Brotherhood did not go quietly. Conflict between the order and the crown broke into violence when the Brothers incited their followers to riot across the kingdom. There were disturbances everywhere, including several attempts to assassinate the king by blades and by dark sorcery. It became clear to everyone that the Black Brotherhood was far more than just another religious order. Once knives were drawn, the conflict grew into open war between the crown and the Brothers.
The Black Brotherhood had exceeded their grasp. Their followers were crushed in the streets by mounted knights. Brothers were rounded up and arrested. Many of them were executed. Armed supporters of the Black Brotherhood, backed by arcane and divine magic, were defeated and slaughtered. The Brothers were driven back to their final hilltop fortress – the Black Monastery. They were besieged by the king’s army, trapped and waiting for the king’s forces to break in and end the war.
The final assault on the Black Monastery ended in victory and disaster. The king’s army took the hilltop, driving the last of the black-robed monks into the monastery itself. The soldiers were met by more than just men. There were monsters and fiends defending the monastery. There was a terrible slaughter on both sides. In many places the dead rose up to fight again. The battle continued from afternoon into night, lit by flames and
magical energy.
The Black Monastery was never actually taken. The king’s forces drove
the last of their foul enemies back inside the monastery gates. Battering rams and war machines were hauled up the hill to crush their way inside. But before the king’s men could take the final stronghold, the Black Brotherhood immolated themselves in magical fire.
Green flames roared up from the monastery, engulfing many of the king’s men as well. As survivors watched, the Black Monastery burned away, stones, gates, towers and all. There was a lurid green flare that lit the countryside. There was a scream of torment from a thousand human voices. There was a roar of falling masonry and splitting wood. Smoke and dust obscured the hilltop. The Black Monastery collapsed in upon itself and disappeared. Only ashes drifted down where the great structure had stood. All that was left of the Black Monastery was its foundations and debris-choked dungeons cut into the stones beneath. The war was over. The Black Brotherhood was destroyed.
But the Black Monastery was not gone forever. Over nearly two centuries since its destruction, the Black Monastery has returned from time to time to haunt the Hill of Mornay. Impossible as it seems, there have been at least five incidents in which witnesses have reported finding the Hill of Mornay once again crowned with black walls and slate-roofed towers. In every case, the manifestation of this revenant of the Black Monastery has been accompanied by widespread reports of madness, crime and social unrest in the kingdom. Sometimes, the monastery has appeared only for a night. The last two times, the monastery reappeared atop the hill for as long as three months...each appearance longer than the first.
There are tales of adventurers daring to enter the Black Monastery. Some went to look for treasure. Others went to battle whatever evil still lived inside. There are stories of lucky and brave explorers who have survived the horrors, returning with riches from the fabled hordes of the Black Brotherhood. It is enough to drive men mad with greed – enough to lure more each time to dare to enter the Black Monastery."

"So there you have it. Nasty place with odd history. Potential for great gain. Go get em, and see if you can keep it from causing more havok in my caravan park. These hicks are enough trouble without ancient ruins getting them all worked up. Feel free to ask questions, but I doubt I can answer them. I'm not really from around here, as I grew up in Oparra. Hence me buying this damned title. "

Cassomir is a good sized city to the west. Shady Mountain could generously be described as a pig stye other than the manor house. The monastery is a rather large building up on a hill which seems to radiate a sense of foreboding.

Proceed with introductions, plans, smartass comments, Monty Python quotes or whatnot.


Discuss any revisions you wish to consider to your characters based on the selections in the party.


Ok, just finished something I was running, so time to start GMing another adventure. I have opted for The Black Monastery from Frog God Games.

I've just downloaded it and will begin reading it. Thus it seems like a good time to start recruiting. It is a module for 7th level characters.

We will run with 6 characters of 7th level with standard WBL and a 20 point buy. I will try to pick a balanced party, but I will mainly be picking in preference of demonstrably reliable posters.

What that last bit means is:
A) If I know someone from other games and they are quite reliable, they get preference.
B) If I don't know you, but check your posting history and you are a postaholic.

I have no desire whatsoever to make multiple runs at recruitment. Yes, I know life comes up, and botting will be forced to happen, but I will need to be warned. However I will expect reliability, especially in the first week of posting. If that can't be met, I won't be patient about hoping you might just show up again.

The module is third party, so I determine the setting. It will be in northern Taldor near Cassomir. Setting is standard Golarion.

You are welcome to write an elaborate novel about the detailed background of your special flower. I might even read it. I will be picking on posting reliability, character build, and how it will fit with the rest.

So to sum up again on character builds:

20 point buy
Standard WBL so 23500
All Paizo stuff, no third party.
No gunslingers. No master summoners nor synthesist summoners.
I have not perused Unchained yet, so no go.
Core races preferred. Better have a good reason and be bloody persuasive if you want something else.
I will have a few house rules here and there, they will be made clear before we start. We will use my modified fighter, which has a couple minor revisions (you can ask if you want to run one, buffs are added to increase survivability and versatility, not combat power).
No evil alignments.

I am a postaholic. I endeavor to keep games moving, and will post multiple times per day if the players can keep up. I do understand slower posting on weekends. My gaming style is fairly beer and pretzel, but I like to make sure you are challenged. As I go along I will adjust encounters to make sure you are kept on your toes.

I will be done recruiting in a week. I might opt to finish choosing before then if I have sufficient submissions from reliable posters.


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Recruitment will be quick. One day only.

Level 20, everything goes.


Not exactly indicative of much since it is merely anecdotal, but we had our 15th level fighter and barbarian both get hit with insanity last night while standing next to each other. Of course the confusion feedback loop immediately ensued.

Fighter is falcata and board, and is pretty well optimized (41 Ac iirc).

Fighter went first on the not yet raging barbarian. He laid into him and did 119 damage, but failed to crit. One crit would have decided the combat since the fighter has exhausting critical.

Barbarian (greatsword, invulnerable rager) then went next. He raged and laid into the fighter. One crit and a few other hits later, the fighter is down at -40.

Even if you had left off the barbarian crit, he would likely have won anyway by activating CaGM.

As I said, purely anecdotal, but I do say barbarians really do seem to be more effective at high level. Though in terms of maintenance the fighter is cheaper upkeep since his AC prevents a lot of damage that the barbarian soaks up like a sponge.


I've managed to be SOL on this campaign for some time now. It's either I don't get past selection, or the campaign peters out. I'd like to give the mythic stuff a full try out, but I've not had much luck. Any campaigns currently running this need a player? I am quite a regular poster (several times a day if there's a reason) and am quite experienced in both Pathfinder in general and pbp.


Ok, so we're clear on a few things:

A) This is not a short set of modules. In fact, it is fairly long. As such I would like people to maintain a high rate of posting so we're not at this till the end of time. A couple of posts a day per weekday would be a nice minimum, though we will allow things to slack off a bit on the weekend if necessary. I can post quite often myself and am willing to keep up a very fast pace if you folks are up for it.

B) This series does not pull punches. I hate to use cliches, but bring your A game. Do not expect coddling or mercy. I am not going to be vindictive, but I also am not going to provide a margin for error. Your actions will have consequences, so consider them carefully.

C) If there is anything you feel you need to purchase, you are starting in Absalom, so there is no better marketplace available. Feel free to load up on equipment as you wish.


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Orders from the Decemvirate

Personal Instructions from the Inner Circle of the Pathfinder Society
This crisp note, delivered personally to each of you by courier, bears the
official rune of the Decemvirate, the anonymous, masked ruling order of the Pathfinder Society. The Ten have rarely taken notice of your efforts to date, but their reliance upon you is a sign of your growing influence in the organization.

The orders command you and a team of hand-chosen fellow Pathfinders
to escort the famous longsword Pale Maiden, blade of the legendary early Pathfinder Durvin Gest, to the newly reestablished Pathfinder Lodge in the city of Woodsedge, in Revolution-wracked Galt. The Decemvirate wishes to entrust the sword to the Lady of the Lodge, Venture-Captain Eliza Petulengro. You are to escort the Pale Maiden from Absalom to Galt and ensure that the weapon arrives safely.

You are all booked on a vessel from Absalom to Galt. During this voyage you have an opportunity to become acquainted with your fellow Pathfinders whom the Demevirate has entrusted with this important mission.

Go ahead with introductions


This is the thread for the PFS retirement arc Eyes of the Ten. I believe we already have all six people for a full table. I will announce if there are still openings before we start.


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Ok, I tried this a while back and got no takers. With more people have seeker level characters, I imagine it is more likely to get people now.

So I am contemplating a PbP (play by post)running of Eyes of the Ten. This is otherwise known as the retirement arc. You will need a 12th level PFS character (and only 12th, you can't have any other adventures done post 12th such as seeker level specials).

This is a long module, and people will have to be very active to make PbP happen in a reasonable timeframe. If you cannot commit to multiple posts per day, this will really drag on.


What would be a good set of pre-requisites?

I'm thinking it would be a good fighter only feat (to put them at least in the same ballpark at Barbarians). Now at a minimum, I'm thinking Fighter 11, as one prerequisite. I was also trying to think of some feats which might logically lead up to it though.

Maybe Acrobatic Steps?

Maybe Spring Attack?

I was thinking Wheeling Charge, but that's all mounted combat so it's a non starter.

What does the Paizo Collective think?


You have found yourselves in months of intensive training with your team. Selected from the forces of the Grand Duchess of Alkenstar as the best of the best, you have been working together to hone your skills and learn to mesh like the cogs of the finest clock.

Mind you, nobody has really told you why yet, but being in the service of the duchess amounts to either guarding, fighting or training. Guarding is boring, and fighting isn't exactly safe, so training is nothing to complain about. You've been wondering what all the training was about, but 'ours is not to reason why' and all that, so you do as ordered. The grub is good, and the pay is consistent.

Eventually, about when you feel that any more training will begin to dull your edge rather than hone it any further, you all are summoned to the presence of the Grand Duchess Trietta Ricia. As you know, she is a human lady of middle age, dressed in well appointed regalia, though not overly lavish. You are led in for a private audience, and as you watch the Duchess' guard shuffles all the courtiers from the audience chamber.

The Duchess is seated on a throne, on a raised platform and looks down at you with a very serious look on her face. "No doubt you've been wondering both why you're here and why you've been training as a unit for so long. I can assure you it was not for trivial reasons. Are any of you familiar with the Thassilonian Empire and the Runelords?"

either way she will explain

"They were an ancient empire contemporaneous with the empire of Old Azlant. Their empire disappeared during the Skyfall which also crushed the Azlanti empire. From what we understand after the piecing together of myth, legend and what historical scraps can be put together after so long, they were a dark mirror of the Azlantis, great in their power, but also great in their evil. You may be wondering why I am discussing such ancient history, since it was a hundred centuries ago. "

she pauses to take a sip from a goblet

"We of Alkenstar, both those native to this place, and those who have come here for their own reasons have seen the horror that is the Manna Wastes. We, more than anyone else upon Golarion are intimate in our knowledge of what the excesses of magic can do. Well let me assure you, there is no comparable source of magical power in the world today to that of the ancient Rune Lords of Thassilon. Now, it is true that they have not been heard of for those thousands of years since Skyfall, but there has been troubling news of late. A goblin tribe in Varisia was recently routed by a group of adventurers. Now that is commonplace enough, but among the goblins were found individuals with strange magical powers, and there was etched the Sihedron. This is the seven pointed star of the Runelords."

"Now it may be that this is nothing, and we're just being overly nervous about a potential threat. After all the Runelords have been gone for so long, with nary a peep. But what if they are rising? What if they do somehow awaken from a long, long sleep? Golarian is not what it was all those years ago. Titans no longer stride the lands, and there are no Azlantis to oppose them. "

"We must learn of this threat, and learn of it quickly. Possibly if we act promptly enough we can prevent the Runelords from ending their slumber and being let loose upon Golarion once more. "

she looks at each of you carefully in the eyes "You are our best. You are the cream of the forces I have at my disposal. You have been equipped and trained to the best of our ability. I am sending you on this mission of crucial importance, not only to Alkenstar, but likely to the whole of Golarion. You must find out if someone is trying to bring the Runelords back from the depths of time, and if so stop them. Do you have any questions? "


OK, here's the discussion thread. It's a good place for you folks to agree on your choice of team feat (remember you all get one agreed upon by the group as a bonus feat).


Yes, I will be running Rise of the Runelords Anniversary Edition.

However there is a bit of a twist.

The powers that be in Alkenstar, the capital of mundane technology in Golarion, located amid the Manna Wastes, the physical manifestation of the excesses of unrestrained magic, have heard of some dire news. Some goblins and bandits in Varisia have been found with signs that indicate that the power of the Rune Lords of ancient Thassilon may be stirring. Knowing the legends of the power of the Runelords, the scale of potential mayhem is almost beyond comprehension. Alkenstar must act. A team is assembled. The elite of the Alkenstar citizenry are picked for this mission. They are equipped with the latest gear in firearms and other technological tricks, and send on their way to Varisia to investigate and deal with the threat they may find. Yes, they are going into the world of magic without any magic on their side, but you can fight fire with firepower.

OK, the team is from Alkenstar so that means there's a significant restriction- no spellcasters.
You can play:
fighters (modified)
Rogues (modified)
Ninjas
Barbarians
Cavaliers
Samurai
Monks (no maneuver master)
Alchemists (there are a few modifications to make them a bit more mundane)
Gunslingers
Ranger (with trapper archetype)
Paladins (with Warrior of the Holy Light archetype)
Other classes are not allowed.

Players begin at 4th level (start in second part of the AP)
Point buy is 25 points.
Assume for the purpose of the party, the Guns Everywhere rule is in effect. There are some modifications to firearms and the hitting of touch AC. I'll get houserules up soon.
Everyone in the party gets one bonus teamwork feat. The group should coordinate this among themselves.

This campaign is expected to run fast as I post often and wish to recruit players who can do likewise. If you can't post every day (at least during the week), it's really not for you. Fair warning, this is something of an experiment. We'll see how viable a non-magic party can be. It certainly shouldn't be much of a problem at low level, the interesting part will be at high level.
I won't be tracking experience points, but rather leveling people at appropriate times during the adventure.

I'm shooting for a six person party and have one already.


I have been considering running this as a PbP post on the forums here, but I'd just as soon see if there's enough people interested before I pony up for the module.

Would we have a table full (and viable at that)?


There's one slot open for a character of 14-16th level to play Moonscar in the play by post forums here. This is the recruitment thread. We have 5 characters already.


I'll put spoilers here even though anyone reading this should expect them.

Spoiler:

OK, does anyone know what the conditions are such that Cadimus Adella's ghost will no longer rejuvenate? That doesn't seem to be described in the module.


Need one of these too.


While spending some time in Oppara (whether on the invite of Vars, or another reason), you do become rather tired of the common level of debauchery. You stop by the local lodge, and the venture captain says there was an odd fellow who had some information he was willing to share with some experienced pathfinders. Not having anything but tenderfeet in the lodge at the moment he sends you group.

This takes you south to a small inn located to the northeast of Zimar. Arriving at this less than impressive hostelry The Lion Sleeps Inn, you are left wondering how people of your stature would find yourselves on any mission starting in such a humble place. inside you are directed to a private dining room.

In the room a man introduces himself to you "Greetings, I am Hanoris Dellum. I have learned of some important history, and everyone knows how you Pathfinders are so interested in history. The first information was that I am the last scion of the Adellas family. This was once one of the great Taldan houses, which fell into dishonor and ignominy. This lead me to further research my roots which revealed to me the location of the Tomb of the Iron Medusa which is the ancient Necropolis of my family. I would like to have someone investigate there to find any information which might restore the honor of my ancient lineage. I am certain that if you can find Infensus Mucro, the fabled sword of Marcus Junius Adella, that the honor can be reclaimed. There should also be vast wealth present, since the family was truly one of the greatest houses at the peak of the empire. Of course given their power at the time, they were also quite capable of setting up defenses of their family tombs, hence my need for very capable investigators. All I will need for you to find is the sword, any other treasures you might keeps. As I am the last of the line, it is my right to offer this bounty since it is my birthright. Are you interested? "


I've got 4 players already for this but would like more. Here is the recruitment thread.


The notorious Taldan aristocrats of House Adella died out nearly two hundred years ago. After rising to prominence during the crusade against the Whispering Tyrant, the Adellas were especially famous for their contributions to the Grand Campaign against despised Qadira. Known to produce scions with extraordinary talent for swordplay and sorcery, the house grew in influence, wealth, and notoriety before collapsing under the weight of its own arrogance in the 46th century ar. The Adellas were so despised by the time of their demise that all public record of the family was stricken from imperial annals, and anyone tainted by its blood was stripped of aristocratic status. All that now remains of the once-great house is the long-hidden tomb where the Adellas’ greatest secrets have avoided plunder for generations.

I'm looking to run this module for PFS sanctioned players. It's a 13-15 adventure. We have 4 players in so far, and would like more. For the table to be PFS valid everyone has to have a PFS legal player in the level range. Pregens are not available, and you cannot just cook up a character to play.

So if you happen to be interested and satisfy the listed criteria, let me know.


Say you are running one of the post retirement modules- is it legal to make a full table by having someone play a higher level iconic? I would assume such would be found in the NPC codex (of course assuming such are legal).


OK, I'm a bit fuzzy on what exactly this sense does provide. From the Universal Monster Rules:

Tremorsense (Ex)

A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability’s range is specified in the creature’s descriptive text.

Format: tremorsense 60 ft.; Location: Senses.

OK, so what does this really mean? Are you flatfooted to an invisible attacker if you have Tremorsense? Do you still have a miss chance for concealment? Exactly how good is this sense?


OK, here's the text from the PRD

Dilettante
What some would call dabbling you call a wide range of interests. Your breadth of knowledge offers unexpected insights in many situations.

Prerequisites: 2 ranks each in 5 different Knowledge skills.

Benefit: You gain a +2 bonus on Knowledge checks if you have 1–5 ranks in that skill. This bonus does not stack with Skill Focus. You can make untrained Knowledge checks with DCs up to 15.

Normal: You may only make untrained Knowledge checks for common knowledge (DC 10 or lower).

My question is, does the feat stop offering a bonus on the knowledge checks if you get past 5 ranks in one of the skills? My reading appears to say yes, which definitely docks the appeal of that feat.


Is there a feat which improves the base threat range or multiplier of unarmed strikes?

Just curious since if you make an unarmed fighter, you end up ceding the whole critical tree since a 20/x2 isn't really worth modifying.


Ok, so I'm considering making a Bat Shaman Druid. However I don't want to do so if it is too self gimping.

One of the core abilities of this AT is that you wildshape into a bat at +2 level, but wildshape into anything else at -2 level.

So say I get to 10th level, I don't see how there is even an option to change into a bat at +2 level. It appears that this is just a dead end past 6th level if you want to actually be good at wildshaping.

Is this correct? Is there some way to find higher end bats to change into, or are you just going to be boned?


Ok, I've done a search, but I never saw if this question was resolved. It was asked and dispute, but I'm curious if it was addressed by the Paizo folks.

In this archetype you have

At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.
This ability replaces Armor Training 1.

and

At 7th level, when a two-handed fighter makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first.
This ability replaces Armor Training 2.

By my reading, this means that on a single attack, you get double your strength bonus, but on a full attack you only get it on iterative attacks past the first. Herolab doesn't agree with my interpretation, so I am curious if this has ever been clarified.


Ok here's the feat:

from here

Bounding Hammer (Combat)
You can throw a hammer so it rebounds near you.

Prerequisites: Proficiency with hammer, base attack bonus +6.

Benefit: As a standard action, you may throw a hammer at an opponent within 20 feet. If you hit (whether or not the attack damages the target), the hammer rebounds off of the creature and lands in your square. If you have the Snatch Arrows feat, you may choose to catch the hammer when it enters your square (though this does not give you the ability to immediately throw the hammer). This ability may not work against some creatures or in certain circumstances as determined by the GM; for example, your weapon does not bounce off Incorporeal creatures (unless it has the ghost touch ability), it may stick to creatures with the adhesive ability, the slowing effect of fighting underwater prevents you from using this feat, and so on.

Normal: A thrown weapon drops in the square where it hits your target.

So will this, with the Snatch Arrows feat allow me to make a full attack of multiple throws with a light hammer?

I have a concept for a build of a thrower, and I would like to avoid a blinkback belt if possible.

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