Tulrin Endessell

Naïlo - Xiloak Quanc's page

45 posts. Alias of DeJoker.




Has anyone made a list or simply know the various spells that cause attribute damage. I am trying to do a comparison and such but I do not know any spells that specifically cause attribute damage.

I would be greatly interested if there were any low level (3rd level or less) spells that do this and the reason I am asking versus digging through the spells and making my own list is (1) why reinvent the wheel if someone has already done so and (2) there is a load of spells I would have to comb through to make such a list.

Any help will be greatly appreciated. Thanks in advance.

Ah found a few -- so this is nice start

1st-Level
Ray of Enfeeblement
Touch of Gracelessness

4th-Level
Poison
Touch of Slime

5th-Level
Wracking Ray


Has anyone created a complete list of the things that Resolve Points can be used for. I know there are some general uses and some specialized uses but has anyone consolidated a list of all the Class Features with their Class that use Resolve Points or know of someone that has done this?


Okay putting this post up in case there are any others on this Forum that might be interested in a Discord game of Reign of Winter.

Modified simply means I will change somethings in order to make it new so even if you have read or played it before while it will be familiar using meta-knowledge might just get you killed ;-)

We are working out what Time -- As I am available after 5pm CT

We are working out what Day --- As I am available for Tues, Sat, or Sun

We currently means myself and the player I am setting this up for but will also include scheduling things with the other players that join.

We will strive for once a week for 1 to 3 hours depending on the session and everyone involved.

If you have any other questions please ask


Here be the Discussion Thread


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Going to be creating a game for a beginner and their friend that will start at Level one and the campaign will go from there.

This game will take place here on Paizo as a PbP and it will also be taking place on Discord using voice chat -- so if you are not on Discord and/or do not have voice chat you are probably not going to want to play this game.

The game will have "puzzles" in it as well as a bit of weirdness due to what one the players is wanting to play. It will also deal with trying to eradicate Goblins

That being said players will roll 3d6 take 2 and add 6 within the Discussion Channel for their initial attributes and then arrange them as they see fit.

I will be using aonprd.com for source material, however, there may be elements that could be restricted due to not only introducing a new player to Pathfinder 1e but also to role playing games in general.

Therefore if you an absolute newbie definitely feel free to apply and I will work with you to make a 3-dimensional character and hopefully have a lot fun.

However, if you are a power player I suggest you do not apply, as that would be unfair to the newbies, that is unless you are okay with not play an overly mechaniced PC.

Oh and lastly I take folks on a first come first served basis but with the caveat of just because you were first but then put nothing into creating a character then you may drop in the order in that queue.

Further the last time I opened a game this way I got 15 applicants and I was only taking at most 7 and by the time the characters were finished we only had 7 active players and of those 7 active players there is currently only 1 of the originals still in that game of 5 players. So what I am saying is do not be discouraged if you are not the first to post an interest for I have found someone posting an interest (aka what is called dotting) is about as much commit to the game as the amount of characters that were typed (aka a single dot).


If invited here, you were definitely chosen. You may be an RPG Elite.

Character creation will be conducted here.


Gorgana is an old penal colony located far from civilization. It is only feasibly approachable by airship due to the treacherous rocky desert that lie between the impassible mountain range which Gorgana is located next to and the nearest settlement to the far east.

To say that the inhabitants are truly criminals would be wrong, as the original inhabitants have all died except for an old crippled elf named Kurúki. In fact a majority of the population are actually descendents of criminals, political dissendents, and prisoners of war which are predominately what get sent here. The original group were brought here to the remains of an ancient city built into the mountain walls and next to a large stone wall that seals off the valley beyond. Strangely the wall has never had a opening built into it but does have three mechanisms to lower a platform down the one hundred feet from its top to the ground on the other side. The housing for the mechanism is ancient stone, while the mechanism and the materials its made of are not. Basically the community maintains these mechanisms in order to more safely make excursions into valley beyond.

The players will be those youthful individuals having gain the designation of explorer. Explorers are those tasked with delving deeper into the valley to find treasures. They are well thought of by the community as they are the life's blood of the community. For what they bring back is what eventually gets traded to the erratic arriving airships in exchange for valuable equipment and supplies not obtainable by the community.

For Guidelines on character creation see Recruitment except players start at 1st-Level for this game.


If invited here, you were definitely chosen. You may be an RPG Elite.

Please dot and delete the dot. The first post will be forth coming once all the PCs are completed


This is the Discussion Thread where characters will be created.

Attribute Test: 3d6 ⇒ (3, 5, 3) = 11

Keeping the 3 and 5 and adding 6 gives a 14

So yes character attributes are rolled -- you roll 3d6 and keep 2 and add 6. This gives an 8 to 18 range with an average of 13. However, if after rolling you do not average 13 or higher you may opt to discard that set of rolls and try again but you cannot go back to a previous roll.

Hit Points are done a bit differently. At first level full hit points a normal but subsequent levels are rolled as follows based on the Hit Die your class has.

1d6 > 1d4+2
1d8 > 1d4+4
1d10 > 1d4+6
1d12 > 1d4+8

Starting resources is 3000 gp but you can only start the game with 10 gp or less in monetary valuables (coin, gems, etc...). Further you cannot spend more than 1,500 gp on any single item. Perishable standard magic items (potions, scrolls, etc...) are all viable while permanent magic items need pre-approval. However, I have a different spin on Masterwork that allows for ease of consuming lots of coinage. Which will be discussed later.


Dunwich

Dunwich is a somewhat backwater fishing village situated on southern side of the Dunwater River and sandwiched between the Dunwater Marsh and the Monmurg Bay. This makes it tucked away on the southern coast of the Kingdom of Keoland. Just north of Dunwich is a small monastery dedicated to Heironeous and Bale Keep which guards the road between the town of Saltmarsh and Burle. While further south are other small fishing villages. Many folk from Dunwich serve as staff and support for the keep and the village tends to travelers between Saltmarsh and Burle.

As for Keoland, for several generations it was a formidable military power. Its superior cavalry and bold knights pushed the kingdom's borders outward to the north, west, and east. Each successful campaign increased both the crown's wealth and power, and each one in turn drew the kingdom's attention even farther north. The southern coastal regions of Keoland as a result remained a backwater area.

The crown's benign neglect allowed piracy and banditry to flourish. Dunwich and similar villages kept to fishing, content to maintain a low profile and avoid governmental entanglements. Decades ago, the pirates who prowled the waters of the Monmurg Bay and further a sea grew strong enough to create their own realm, a loose confederacy known as the Hold of Sea Princess. With the rise of that nation came increased raids on Dunwich and the other coastal villages. The Sea Princes' raiding shops pillaged the coast for more slaves to support their growing realm, and Dunwich suffered heavily. The memories of those times loom heavily over the area, the locals' hatred of the Sea Princes runs deep.

In time, Keoland's victories in the north gave way to a string of defeats in which its neighbors pushed the kingdom back to its original boundaries. With the world closing in, King Kimbertos Skotti looked to the south and saw unchecked banditry and a rising pirate nation. The crown struck peace treaties with its former foes to the north, raised a navy, and dealt a sharp check to the ambitions of the Sea Princes – but the conflicts are by no means over.

King Skotti has decreed that the pirates must be put down, the sea lanes secured, and trade cultivated. If Keoland cannot prosper as a military force, it must grow mightier as a center of trade.

Southern Keoland, remote though it might be from the center of power in Keoland, is entering a new phase of its life as it reacts to the king's plans. The crowns agents want to expand the coastal village ports and make them a prime location for trade with the regions beyond. Perhaps capturing and securing the lands the Sea Princes currently hold. In another recent development, a few bands of Dwarves – bearing a decrees from the king himself – have arrived in southern Keoland and set up mining camps in various places to excavate the hills and seaside cliffs the permeate the area. If their work bears fruit as expected, the mines stand to become a major factor to the entire region's prosperity.

Naturally, not all of Southern Keoland’s residents feel the same way about the recent developments in and around their communities, which is the key issue that affects their lives and livelihoods. Although these recent changes stand to bring new prosperity to the area, many locals do not want to see their homeland changed. At the same time, as an undercurrent through all the goings-on, agents of several secretive and mysterious organizations both small and large work to thwart Keoland's ambitions while advancing their own. Thus the politics in the entire region have become rife and have even reached as far south as Dunwich which is experience its own local issues that only causes even more strife for its citizens.

The most recent development within Dunwich is the return of the Wheezing Cough an ailment that afflicted the village many years ago and took many lives before it mysteriously ceased to be. What has caused it to return and more importantly what stopped it so many years ago. The adventurers are either members of the village or have relatives or associates in the village that have called upon them to hep a local herbalist who believes she may have discovered a cure for the malady.


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Dunwich is a somewhat backwater village sandwiched between the Monmurg Bay and Dunwater Marsh. The village has experienced many hardships over the years but even with the fairly recent completion of the Dale Keep just to its north, these troubles are once again coming back to this small community. Will those who live or once lived here rise to the calling to help perserve the village from the newest threats that could finally cause its demise.

This will be a semi-sandbox game based in a non-canon village located in the Viscounty of Salinmoor in the southern region of Keoland which is located within the Sheldomar Valley within the western area of the Flanaess on the continent of Oerick on the planet Oereth. Dunwich is smaller but similar to its more famous cousin Saltmarsh which is located just to the northeast. As every character will have hailed from or hail from Dunwich there will be special Backgrounds to choose from that will tie the character more tightly into the village.

Note special fear rules will be used as there will be things the characters will be exposed to that will be quite horrifying and perhaps even mind breaking. In case anyone is not familiar with the name Dunwich, I suggest you might want to read the book "The Dunwich Horror" However, I plan to hopefully make this a campaign game starting the characters at 3rd-level and taking them to their pinnacle. As such, while this horror will be present it will not be the only thing taking place within the village of Dunwich and the players will be faced with numerous choices and issues that will make them have to decide what to face and what to maybe let go. That said the world will be dynamic with reprecussions for character actions and in-actions.

While the game will have combat as all such games do have, it will hopefully focus more on roleplaying and solving the issues at hand. Further if your answer to every encounter is combat you will find that you will be making a newer character sooner rather than later. While smarter team oriented players will find the game is not so deadly. Also, I will mention I only run heroic oriented characters as such only alignments of LG, NG, CG, or LN will we allowed. On the flip-side alignments are simply a guideline and not written in stone, like normal people one does not always adhere exactly to an alignment but if they stray from it they will generally return to to it. It will greatly depend on how you outline the personality of your character as even a Lawful Good Gold Dragon can be tryanical in nature due to their alien personality and the situation they find themselves in.

Lastly as the subject says this will be a Pathfinder 1e game the plus means there are adjustments and such that players will be informed about upfront during character creation which I will deal with on a player by player bases and I will be there to help with character creation so that anything that you do not know about will be presented as well as suggestions on how to tie your character into the game as well as perhaps other PCs as things progress. Further if you have an idea for character that might normally fit easily within a Pathfinder 1e game or if I notice something in what you are striving to play I am mutable I look at the guidelines as just that guidelines they only become rules (written in stone) once they have been used within the live game world. That said I am not wishing to rewrite all the guidelines so most will be GAW (guidelines as written). Also, please do not create a game breaking character as if you abuse the guidelines you will find that I will retaliate as well (as what is good for the goose is good for the gander) by breaking them in the same way and giving it to your enemies. However, keep in mind I take intelligent game play into consideration, I am just quite aware there are numerous was to intelligently use the game system but there are also ways to go beyond intelligent use into game breaking abuse of those guidelines.

I am stating all this so everyone knows what they are getting into as well as my style of game play.


Opening this up for player Discussion as needed.


Male Human Paladin-8 | HP 97 / 97 AC 27+ T 11 FF 24| Lay Hands 9/9 (4d6) | Smite 3/3 | CMB +14/+9 CMD 24 | F +12 R +7 W +8 | Init +2

Please make a post to this thread when your character is ready in order to put this game on your list.


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Okay playground for Lapyd, GM SuperTumbler and Kriznox Haab I have thoughts an ideas on how the three of you met but I would be interested in some of your ideas before I share mine. Of course, the common thread between the three of you is Archeology so with that I hope to see some nice banter that I can work and augment.

Oh and I hope this discussion thing works


As the subject states this is for Character Creation Finalization because it states if you post to this thread your character will automatically be posted to the Character tab. Where I can hopefully take a look at it.


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This is a sort of continuation of the MSH Interest Check where we will be focussing upon Mutants and using the Marverl Superheroes game system of ole.

Specifically we will be using the Marvel Superheroes Advanced Players Book and Advanced Judges Book for this game.

The Campaign Information will outline how to randomly generate your character once a basic random character has been generated we will look at it to determine what that character's basic theme is and then we may adjust and/or re-roll any abilities that do not match that theme.

In order to give us the full thematic universe I am going to use an alterred version of the Marvel Universe so that your characters can function as full fledged superheroes. Of course there will be the standard issue with mutant haters and the like as well as non-mutant heroes and villains. As well as some of the other basic tropes found within the Marvel Universe. You may even meet some of the more iconic superheroes at some point in time.

This groups job is to try and make better relations between the mutant race and the human race as a whole but the mutant race will not be so large that they need an entire island so we will be going back to a much smaller entity and use the School for the Gifted located at 1407 Graymalkin Lane, Salem Center, NY.

Now the players need to decide whether they have secret identities or not as normal except for any that due to their powers could obviously not have such. Other than that we will be handling just about everything as a series of random rolls. With the GM Caveat of tweaking for playability, balance, and fun since fun is the ultimate goal here.


Going to run a DnD5e game pure dungeon crawl but not without numerous elements and politics and more...

The game can handle multiple players responding to posted requests navigating a maze of corridors to find what others folk need for various things. As well as to solve the mystery of the Labyrinth itself.

Once I get enough interest I will start the game and move forward from there.