Man in the Desert

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Sovereign Court

James Jacobs wrote:

The customer response to Achievement Feats is the reason we never did anything with them again. People were NOT, overall, fans of these feats. Some folks thought they were way too "video gamey" and thus had no real purpose in a pen-and-paper game, or even that they cheapened the pen-and-paper game. Others didn't like how much paperwork that they made the players track. Still others thought that they were too easy to abuse by spiteful GMs. There was a fair amount of this commentary, and not a lot of "woah, that's cool!" like we got for traits or haunts or several other things we tried out in the Adventure Path.

SINCE then, I've heard from some folks out there who did like them... but at the time, none of those folks really spoke up.

As a result, there's no plans to have Achievement Feats show up in Pathifnder.

We ARE going to be presenting a new history/story-based feat in Ultimate Campaign though.

Thanks for the detailed answer! It's too bad that they weren't very popular, but I suppose I'll always be able to make my own Achievement feats if I ever want to throw them back into my campaigns.

Those history/story-based feats sound like exactly the sort of thing my group would love. My anticipation for Ultimate Campaign: +1.

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I should preface this question with the fact that Legacy of Fire is the only Pathfinder AP I've ever successfully run in its entirety (with Kingmakar to hopefully follow in the next few months). I quite enjoyed it, and I was curious about one aspect of it that hasn't been re-tried since.

Namely, Achievement Feats. My players liked them quite a bit, and I did too. I thought they were very useful to get the players ready for certain aspects of the campaign without necessarily telling them what to expect. For example, I never had to have a conversation with my Ranger player as to what favored enemy he should pick; he saw the Achievement Feats and made a gnoll-killing Batman-inspired Ranger that turned out quite awesome.

So, any chance we'll ever see them pop up in a Pathfinder AP again, whether in their previous form or with some slight modifications (like an evolving campaign trait, or something like that)?

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Well, now I can tell my group that I'm meaner than Sean K Reynolds when it comes to magic weapons bypassing DR, a fact that I'm sure they'll appreciate when I send wave after wave of alignment DR'd enemies at them.

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graypark wrote:
Grick wrote:
A +2 longsword with +3 enhancement bonus from arcane pool is a +5 longsword for a while.
What about a +5 defending longsword from which the wielder is diverting the +5 to AC?

As a GM, I'd take these corner cases one at a time, but in general, I would lean towards only allowing weapons that are crafted as a +5 (or +3) weapon to bypass DR. Even a bane special quality or any class abilities (including the Magus') would not supersede this in my games.

Obviously, it appears there's room for interpretation on this rule, but my logic for leaning that way is that the spirit of the change was to encourage players to craft weapons with greater innate enhancement bonuses so that we have more fighters walking around with +5 longswords rather than a weapon with 9 different special abilities.

Also, the description of the spell greater magic weapons seems to support my stance, as it indicates that the temporarily increased damage bonus does not allow the weapon to bypass DR.

In the end though, the answer always is: however your GM wants to run it.

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You need the +5 to hit bonus. The fact that more powerfully enchanted items can bypass DR was added to give players a reason to improve the enhancement bonus to their weapons. Without this, it was usually better to add special qualities to your weapons, which was quite common in 3.5 (e.g. +1 human bane flaming shock keen longsword of speed).

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Male Human Student (5)

The storm is supposed to hit Eastern Ontario in the next few days, but by then it will have weakened severely, so we're not too worried around here. I hope everything goes well for the people living along the northeast coast. Scary stuff for sure.

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I finally finished up Korthul the Lesser's statblock. If I get selected, I'll have an avatar ready to go as of Wednesday. If there's anything else, let me know!

Korthul the Lesser
Half orc fighter (two-weapon warrior) 1/rogue 1
CN Medium humanoid (orc)
Init +5; Senses darkvision 60 ft.; Perception +5
AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 18 (1d10+1d8+6)
Fort +4, Ref +5, Will +0; +2 vs. fear
Speed 30 ft.
Melee mwk battleaxe +3 (1d8+3/x3) and mwk dagger +3 (1d4+1/19-20) or mwk battleaxe +5 (1d8+4/x3)
Ranged composite longbow +4 (1d8/x3)
Str 16, Dex 16, Con 14, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Dodge, Two-Weapon Fighting
Skills Acrobatics +8, Climb +8, Disable Device +6, Intimidate +1, Knowledge (dungeoneering) +6, Perception +5, Stealth +8, Survival +4
Traits Chance Savior (+2 to init), Courageous (+2 on saves vs. fear), Dirty Fighter (+1 flanking damage)
Languages Common, Orc, Giant
SQ orc ferocity, trapfinding
Equipment mwk battleaxe, mwk dagger, daggers (4), composite longbow, mwk studded leather armor, potion of cure light wounds, thieves’ tools, backpack, hemp rope (100 ft.), grappling hook, 20gp.

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I've got a half-orc fighter 1/rogue 1 named Korthul the Lesser that I'd like to submit. I'm working on his stats right now, but the background is pretty much finished. In general terms, he'll be a two-weapon warrior with a bit of finesse attached, but I expect him to be more fighter than rogue in the end.

Korthul (a name meaning ‘the Lesser’ in Orc) is the younger and significantly smaller of a pair of half-orc children born to the Blood Axe clan in the eastern regions of the Hold of Belkzen. Taking after his human father, a captured slave, rather than his orc mother, a powerful warpriestess and fierce warrior, respected amongst her clan. His small size and more human look ensured that he was teased endlessly by his peers, clanmembers, his slightly older (by a few minutes) and significantly larger (by over a foot in height) brother Korghal (meaning ‘the Greater’ in Orc, of course), and of course, his mother, who was so disappointed with him, she stopped caring for him after only a few months, and only the benevolence of a clan elder saved him from dying an infant.

Cursed by his small size, but blessed by a certain raw cunning, Korthul trained harder than every other orc in the clan, even learning to wield two weapons as easily as many of his clanmates wielded one, but all the effort was to no avail. His small stature (by orc standards) would ensure that no-one took him seriously and frequently mistreated him. Scars, broken bones, and many painful days healing from injuries were dealt by orcs whose only desire was to ridicule him for something he had no control over: his size. He realized that he did not belong here, but he did not see another life for himself elsewhere.

Another point on which his brother and he differed was in temperaments; Korgath was quick to anger and willing to punish for any slight (and Korthul’s mere existence seemed to count as a slight in Korgath’s mind). Korthul was more pragmatic; he didn’t particularly like being in combat if he could avoid it, even though he was quite skilled at it. Unfortunately for him, to be considered a man in orc society, violence must be done, and it was on his coming of age raid that he met a very important person.

They were raiding a caravan, and while his larger brother was licking the blood of fallen enemies off of his axe, Korthul was looking around for survivors. Indeed, he found an older human man that had been struck with a great blow, but seemed as though he could survive. He gave Korthul a frightened look, as though he knew death was imminent and his life was over, and Korthul saw himself in that look. Indeed, he had given that look to his mother, his brother, and his clanmates at some point in his life, and he was tired of it. He asked the man who he was, and he said his name was Professor Lorrimor of Ravengro. He told this Lorrimor that his life was spared, and Lorrimor thanked him. He told him he would always be welcome in his home. Korthul turned away, and told the rest of the raiding party that there were no survivors. They returned home, victorious, and the ceremony that night was one of the few times that the Kor twins had a pleasant night together, partly due to the artificial merriment of drink.

It was a few years later when things got ugly. Their mother, Tarzathahk, was ill and lay dying from an unkown illness. Korthul was never treated well by his mother, but he had enough orc honour drilled into him to know that he had to attend to her. The brothers sat there, watching their mother waste away for days, and when she was finally gone, Korgath completely lost control of his emotions. Bellows of anger and sadness emerged from him, tears streaming down his cheeks along with saliva frothing from his mouth as he drew his axe and targeted the closest living thing that he could find: his brother. They duelled for a brief time, Korthul narrowly evading his brother’s blows, hoping he would calm down, screaming at his brother to stop. Finally, Korgath grabbed a hold of his brother and started squeezing. He got a thumb into Korthul’s eye and pushed as hard as his might would allow. Korthul let out a scream of pain, and without realizing it until after he’d done it, slipped a dagger into his brother’s sternum. Straight into his heart.

He tried to gather his thoughts and he couldn’t, so he gathered his things instead. If there’s one thing he knew, it was that he was only tolerated due to the infamy of his mother and brother. With both of them dead, he would not last a week in the Blood Axe clan. He left his home under the cover of nightfall, intending to tend to his eye later. It was too little, too late, however, and he never saw through that eye again. He spent a day gathering his thoughts and deciding what to do next. He knew he didn’t want to go further west into Belkzen and that gave him only one option. The name was at his lips.
Lorrimor. He would head east and see what he could achieve in human lands. And so the lone half-orc, who’d lost a mother, a brother, and an eye all in the same day, walked into Ustalav, and into a fate much greater than one would have expected as the puniest of half-orcs in a land of orcs.

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DM Carpe wrote:
Nameless Markus don't think I've seen the crunch? Backstory looks good.

Sorry about that, I didn't have the opportunity to finish up the statblock yesterday. I'm sure I'll be able to find him a home, though.

Have fun with the game, all!

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I'll throw my hat in the ring; it's been a while since I've PbP'd, so it'd be nice to start one up again. I should have no difficulty posting consistently (whether at work, home or via mobile).

I have an idea for a slightly abnormal human Fighter in the sense that he would have high Int and take advantage of Feats and abilities that play off his intelligence. I'm not exactly sure which direction I'd like to go with him, but I'm thinking either a focused combatant like the Duelist, or multiclassing into some kind of arcane class down the road.

Either way, I don't have the stats ready yet, but the background is done and that's always the longest part anyway. This character would be Human, of Chelaxian descent, and he would take the Campaign Trait involving the safe delivery of Cargo. I left those details deliberately vague for the GM to fill in with more details as he sees fit. :)

Note: I'm not 100% on the name yet, I'm still cogitating on that one.

Markus was always too smart for his own good. Even as a small child growing up in the seedier districts of Riddleport, he chose to spend his free days pestering local Cyphermages rather than running around causing mischief with the other boys his age, a habit for which he was relentlessly teased by his peers. There was always something about exploring the depths of his mind that appealed to Markus, and had he been born in a different city to different parents, then maybe, just maybe, he might have had the means to become one of those successful Cyphermages or maybe some other type of scholar.

Sadly, this was not the case.

Markus' father had -- like many citizens of Riddleport -- a personality alternating between drunk and gambler depending on what day of the week it was. He frequently worked as a common labourer to help fund his vices, but the income proved too low. Seizing an opportunity after his son had a sudden growth spurt at the age of 8, he put Markus to work at as a labourer at a local dock warehouse and kept the majority of the proceeds for himself. Markus was not an outspoken boy, and so he meekly put his body to work day in and day out to help support his father's habits. He didn't mind the work so much, but he was very sad to have his inquisitive sessions with local Cyphermages reduced to the rare chance occurrence.

Life continued in this manner for several years, and Markus' body grew into his role as a labourer. His muscles developed along with his stature and by the time he was a man grown at the age of 16, Markus stood at a full six feet in height and had the kind of build that only comes with hard physical work day in and day out. He still tried to speak to his Cyphermage friends as often as he could, but those opportunities grew rarer and rarer as Markus' employer demanded more and more of his time to keep ahead of his father's debts.

Not long afterwards, after returning from work to find his father unconscious from drink for the umpteenth time, something inside Markus broke. He had paid his loyalty to this man many times over, and he suddenly realized that he was done with this life. He knew he was intelligent, and the intelligent deserve better than this. He left home, taking a short blade and a battered wooden shield from his father's things and signed up to help protect a caravan. While not actually trained in combat, his stature more than made up for that fact, and he was quickly hired despite his inexperience. With his natural cunning, he was quickly able to adapt to life on the road and gained a reputation as reliable worker.

Looking back, those were perhaps the happiest years in Markus' life, as he travelled the Varisian landscape learning new things every day. He learned new combat techniques from the other caravan guardians. He learned all sorts of arcane miscellanea from the Varisian vagabonds that would often join them in their travels, and most of all, he learned to appreciate the freedom of the world around him. He took to fighting as well as you'd expect from a lad his size, but he found ways to apply his cunning to be even more dangerous in battle.

While never a strong orator (or even a mediocre orator, for that matter), Markus was a good listener, and it was with that skill that he overheard a conversation from a mysterious man from Magnimar that represented an organisation attempting to get some goods to Sargava. Markus could tell by the tone of the conversation that these goods would likely be considered illicit even in his home city of Riddleport, but when he heard the sum that was to be paid for the safe delivery of these goods, he thought of the life that he could lead if all went well. The better life that he had always wanted was in his grasp. All he had to do was step out and offer his services.

And he did. The mysterious man looked up without much surprise. Whether he knew Markus was listening the entire, Markus would ponder later, but at that moment, images of golden coins were fixated in his mind. The deal was done quickly. There were a few details to organize, and of course, Markus had to finish his current contract, but he would meet up with an agent of this mysterious man (who, come to think of it, never gave Markus a name) in Magnimar, and he would provide him with the cargo and the boarding passes necessary, as well as a small up-front payment in return for no questions asked.

For once, Markus did not ask any questions. The next day, he boarded the Jenivere with a large wooden crate.

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ryric wrote:
Nameless wrote:

Is it too late to throw my hat into the Achievement Feats revival ring? I liked the way they worked quite a bit. They gave the PCs a goal to get them into a certain mindset early on, they gave tangible and flavourful rewards, and they made sense from a progression point of view (i.e. it makes sense that killing a slew of gnolls would make you better at killing gnolls).

I'd love to see what Paizo could do with them in future Adventure Paths, but if they were really that unpopular, I suppose it's not meant to be.

I really liked the concept of the achievement feats too. There were some that were way to much bookeeping/too hard to qualify for, however. When I ran LoF the group's healer got to the last adventure without having healed 1000 points of damage via spells. She was at about 600, I just let her take the feat anyway so she would have a chance to use it.

So I have to wonder if was the concept of achievment feats that wasn't popular, or if it was those specific feats that weren't the best way to do achievement feats.

Admittedly, I had a small group for Legacy of Fire, so we didn't use up all the Achievement Feats, but the ones that were used went over pretty well, I thought. Obviously, the achievement for healing was not balanced properly, but it was a first try after all. I'd like to see them come back someday nonetheless, maybe in one of these fancy new Player Companions I keep hearing about and that sound awesome.

What do you know, I ended up back on topic!

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James Jacobs wrote:
Coridan wrote:
LoF was a fantastic PG. Added flavorful items, traits, feats and background info. I liked the achievement feats, shame they never did more with them.

A lot of the things we tried out in the Adventure Paths were popular enough to do more with them, like character traits, haunts, chases, etc.

Achievement feats were actually relatively UNpopular, alas. Hence we never went back.

Is it too late to throw my hat into the Achievement Feats revival ring? I liked the way they worked quite a bit. They gave the PCs a goal to get them into a certain mindset early on, they gave tangible and flavourful rewards, and they made sense from a progression point of view (i.e. it makes sense that killing a slew of gnolls would make you better at killing gnolls).

I'd love to see what Paizo could do with them in future Adventure Paths, but if they were really that unpopular, I suppose it's not meant to be.

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So is it a coincidence that this awesome book came out around the same time as John Carter? It's seriously giving me a hankering for some planet-hopping adventure!

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Sara Marie wrote:
I've cancelled the subscription and left notes on the orders in case they are sent back to us. If you have not seen them on your end or heard from us by the end of December (allowing plenty of time for them to be sent back through the mail system) please let us know.

Will do! Thanks so much for the quick response!

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It appears that my Pathfinder AP subscription orders are not arriving. Due to complications in my address, I've sometimes had problems receiving packages, and it appears that it's affecting my AP subscription. I'd like to cancel my subscription to the Pathfinder AP and return to purchasing them from my local gaming shop, please.

In addition, if either of my two orders are returned to sender, would it be possible for them to be considered returns rather than trying to send them out again?

Let me know what the process might be in this case.


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Erik Keith wrote:

That should do it. The last thing you'll want to do is confirm that the payment method that's set for the subscription item is correct at:

As soon as we have an working payment method the shipment will be added to our shipping queue to be processed as soon as possible.

- Erik

Should be fixed now.

Thanks for your help!

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Erik Keith wrote:
Nameless wrote:

Hello there,

It appears as though there's something wonky going on with my subscription. I believe I should have been shipped Pathfinder AP #51 by now, but it's not even listed as my next volume to be received. In addition, I noticed that my Pathfinder Advantage discount seems to have disappeared, even though I'm still a subscriber; my account page tells me that my subscription is active and that I should be receiving #52 next. Is there a way to fix it so that I receive #51 next, rather than #52?


It looks like we haven't been able to ship to you because of an invalid address. The reason for this is because all of our international orders require a phone number in the address, which seems to be missing. Go to your shipping address page and click the add phone number button. Once you have added one to your address, let us know here and we can get your previous adventure paths shipped to you as soon as possible.

Weird. It worked when Patfinder AP #50 shipped last month. Anyway, I've added my phone #, so hopefully it works now!

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Hello there,

It appears as though there's something wonky going on with my subscription. I believe I should have been shipped Pathfinder AP #51 by now, but it's not even listed as my next volume to be received. In addition, I noticed that my Pathfinder Advantage discount seems to have disappeared, even though I'm still a subscriber; my account page tells me that my subscription is active and that I should be receiving #52 next. Is there a way to fix it so that I receive #51 next, rather than #52?


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For the Bestiary hardcovers, monsters are generally limited to one-page spreads, which mean they get stats, and if the statblock is too long, only a little bit of description to go with it. It leaves monsters like the shaitan in the lurch, where they have a big statblock, but not big enough to justify two pages.

Thankfully, not all the monsters are introduced in the Bestiaries, and the shaitan genie is one of them. You can find the original write-up of the shaitan in Pathfinder AP #18's bestiary which gives you about a page of supplementary information!

Many of the monsters seen in the Bestiary hardcovers start off in issues of Pathfinder AP, so that's a good place to get more detailed monster entries.

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Alright, you guys have succeeded on your Diplomacy rolls and I will now be running Rise of the Runelords for my new players. I hope you're happy with yourselves! ;)

On the plus side, since I'm going through and converting most of the creatures up to Pathfinder RPG, I might even find a couple of instances where I can switch some of the major NPCs into classes that are from the Advanced Player's Guide! I might turn the giant half-ogre mother into a Witch, for example! I think it'll be a fun way to test out the new rules.

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The main reason I want to get APs is that I know they always start at 1st level, and they have a lot of detail so that I can expand/contract/adjust as necessary. I'm only looking at those three APs since I don't want to worry about conversion as I play; I did that with Legacy of Fire and got really frustrated throughout. I also played Council of Thieves before, which is why that one's not on the list.

I took a look at Crypt of the Everflame, and I was actually not that big a fan of the adventure; while the rules are simplified, the idea behind the adventure is fairly basic, and I really want to encourage my players to think in terms of more complex plots early on. I'm going to try to have a very in-depth character generation session with them.

Thus, right now I'm leaning towards Carrion Crown. Erik mentioned that it requires a lot of forethought and investigation; would this be insurmountable for a new group, or is this the sort of thing I might be able to get through by telling them beforehand that this is important?

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Hey everyone!

So here's the deal: I am a relatively experienced GM who is hoping to start up a game featuring all new players. None of them have ever played a tabletop RPG before to my knowledge, and at least two of my players have never played an RPG in any form before. I want to run one of the Paizo APs, but before I go out and buy all the issues, I'm wondering which might be best to run with a new group.

As it stands, the three that I'm looking at are the three most recent APs, namely, Kingmaker, Serpent's Skull, and Carrion Crown. Now, judging by the two issues I have of Kingmaker, it's likely not the best AP to run for a group of brand-new players. I do, however, like the first chapter of Serpent's Skull, but I've heard it opens up a bit later on, which might be problematic. Carrion Crown sounds interesting, but I haven't even had a chance to flip through any of the chapters yet.

So my question is: Of the three most recent APs, which might be most appropriate for a new group of players with absolutely no real RPG experience?

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I'm not entirely sure where the distinction lies between GMPC and NPC, but I tend to agree with the previous posters that say they can be used positively... Though you have to be careful as the GM.

I've used them a few times, most recently running Legacy of Fire as I only had two players. I used Rayhan the wizard (encountered in Chapter 3) to supplement the party's abilities, and focused on him mostly being a support character (this wasn't too difficult since he was already classed as a diviner). I RP'd with the group, but generally followed their wishes unless it was exceptionally out of character for the NPC to do so.

As was said above, don't have this character try to steal the spotlight; he or she should have a supporting role. Using spells like haste and other relevant buffs (or debuffs on enemies) was a good way to influence the battle indirectly that let the PCs shine a bit brighter with the NPC's help.

Above all though, treat your NPC just like any other NPC: they are less important than PCs and should be treated as such. They can die, and the story should NEVER revolve around them. I rarely say never, but I think this is a valid case.

Oh, also, I've found it easier to run NPCs that have low charisma scores; for example, Bard NPCs can be difficult to play well in a party, especially if the other party members aren't particularly charismatic. Being the party 'face' as an NPC is pretty much impossible.

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Male Human Student (5)

Hit point rolls!

Jaine: 1d10 + 1 ⇒ (10) + 1 = 11
Garruk: 1d8 + 1 ⇒ (1) + 1 = 2

Poor Garruk. Needless to say, he's taking an extra 1hp for his favored class rather than the extra skill rank.

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Male Human Student (5)

Sorry this is a quick post, but I'll be unavailable for the next few days and am busy packing at the moment.

Jaine stands up (provoking an attack of opportunity from the halfling), and if she's still standing after that, she swings at the halfling.

Attack & Damage: 1d20 + 7 ⇒ (14) + 7 = 21, 1d8 + 4 ⇒ (7) + 4 = 11

Garruk will continue his support role, healing Jaine again while assessing Loras' wounds to determine if he needs another dose of healing as well. He takes a 5 ft. step outside of the halfling's reach and casts one of his own spells this time (not using a wand charge).

Healing: 1d8 + 1 ⇒ (3) + 1 = 4

Oooo! A palpable hit for Jaine!

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Male Human Student (5)
Liss GM wrote:
Dear bard: Great question! Maybe the warriors would feel more comfortable charging in, however, if the only person with access to a healing wand didn't choose to stand toe-to-toe with the two highest CR creatures in the whole encounter rather than use it to heal them above 1 hp. That's just a guess, though hahaha.

Hmm, I hadn't noticed that Loras got hit so hard. I wish there were a better way to see the status of the characters. Sorry, khaldun! :P

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Male Human Student (5)

Jaine: 1d20 ⇒ 7
Garruk: 1d20 + 1 ⇒ (3) + 1 = 4

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Man found with crossbow close to G20

Watch out! Our assailant has the latest in medieval weaponry. The real question here, though: is it of masterwork quality? CSI needs to prepare detect magic.

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Male Human Student (5)

Zafri, just noticing a couple of errors in your statblock, figured you might want to fix them since most of them are to your advantage to fix! :)


Scale mail gives a +5 armor bonus. Your AC is correct at 18, but under that you have +3 armor. It should be +5.
Feel free to omit the part about HD, it's unimportant
Saves should be Fort +2, Ref +5, Will +2
Greatsword should deal 2d6+3 damage (you get an addition 50% damage for wielding it two-handed
Your CMD is 16, not +16 (it's like AC for combat maneuvers)
Knowledge (nature) should only be at +3 due to your Int penalty (+1 rank, +3 trained, -1 Int)
Swim should be at +2 (+1 rank, +3 trained, +2 Str, -4 Armor)
Since Ranger is your favored class, you can either take 1 addition skill rank or hit point


Add the following to your AC line: (+3 Dex, +1 dodge, +2 Wis)
Feel free to omit the part about HD, it's unimportant
Saves should be Fort +3, Ref +5, Will +4
The kama only does 1d6 damage (it gets a -1 penalty to damage for being silver
Your flurry of blows is at +0/+0 (-1/-1 base, and both get +1 due to Str)
Acrobatics should be +7 (+1 rank, +3 trained, +3 Dex)
You're missing one skill point (you get an additional one for being Human)
You should indicate that Dodge is a bonus feat by putting a bolded 'B' after the feat name, for ease of reference
Since Monk is your favored class, you can either take 1 addition skill rank or hit point

Let me know if you have any questions!

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KnightErrantJR wrote:
Does that mean that a dwarf with a gun is better than just a dwarf?

It's like Al Capone said: "You can get further with a dwarf and a gun than you can with just a dwarf."

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Wow, thanks for the incredibly detailed info!

We just finished up a session about an hour ago, where the PCs climbed the Black Spire, only to be ambushed by ghasts in the antimagic field while climbing it. It was actually a pretty hilarious battle in the sense that both of the PCs were paralyzed, and only their cohort (a rogue) and Rayhan (from Chapter III, who is absolutely useless in antimagic) were functioning for most of the battle. I gave control of Rayhan over to the paralyzed PCs player, and the wizard actually got a couple of crits in (thankfully, we were playing in Pathfinder, so it actually helped!).

If there's one thing I love about this adventure, it's helping the PCs hate Jhavhul. They despise him now, and are really worried about what Katapesh will look like when they get back... And I can't wait to see the look on their faces when they find out they escape Kakishon only to be trapped in the City of Brass!

Anyway, as for the influences, thinking back (it's been a long time since I played it), King's Quest VI could definitely have been influenced by Sinbad. It certainly has a lot of elements (shipwrecked on a lost island filled with Arabian Nights-esque tropes is how the game begins!) that make me think of Sinbad, anyway.

As for the rest of the adventure, I'm pretty sure they're going to side with the Protean against Obherak (though they haven't actually visited the Proteans yet, that's going to be fun to run!). Right now they're exploring the Isle of Death, and they really like the atmosphere.

Anyway, thanks for taking the time to answer my question! I'll make sure to tell my group what you said, and thanks again for writing such an awesome adventure!

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This isn't necessarily related to the rules or story of the campaign, but I couldn't find a better place for it, so I figured here would be best:

My group and I are loving Kakishon so far, giving the PCs several choices to escape is making them feel like they have a lot of control over what happens to this place (which they should, of course). But we were wondering, where exactly did the inspiration for Kakishon come from?

We were struck with a lot of similarities to the Isles of the old adventure game King's Quest VI, and we thought maybe both King's Quest and this adventure's author had the same source of inspiration. They both have an Arabian Nights sort of feel, could that be the source?

Regardless, thanks for making an awesome adventure! And if you do indulge my curiosity, all the better! :)

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The way I see it, this is just a way for me to take part in an interesting thought exercise that will have useful output! No matter what, I'll be able to use the item in my home game.

Obviously, making the top 32 would be awesome, but the contest seems fun in and of itself!

My bet is, if you're having fun with it, you'll be more creative and have an even better chance of making that top 32 list!

At least, that's what I'm telling myself. :)

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There's some amazing advice in this thread, and I just wanted to chime in to thank everyone!

I'm going in full-tilt this year, and I'm sure all of this advice will come in handy. Now, back to brainstorming...

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Jason Nelson wrote:

Boo hiss! My mod (End of Eternity) got the lowest grade on your whole list (tied with Stone Giants)! Waaah, unfair!

Hopefully you'll enjoy "War of the River Kings" better...

Seriously tho, this is a very interesting thread. I've only played one AP (Savage Tide) and never actually run one, though I'm planning to run Kingmaker once it comes out....

Well, to point out the positives, your mod was actually tied for last, with Wolfgang's mod! So that's good company, right? :D

This is actually where I'm at in the campaign, so it'll be interesting to see how it runs. I'm looking forward to it, though. I love adventures where the PCs get to side with a faction and actually feel as though they have an effect on the world (or demiplane, as the case may be).

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It's an interesting idea, but I think it would take a lot of the fun out of social encounters. Mostly, I enjoy social encounters because they provide an excellent roleplaying opportunity to my players and serve as a nice contrasting 'yang,' to the 'yin' that is combat.

Honestly, though, the idea of insult swordfighting from the Monkey Island games immediately popped into my head while reading this. :)

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What great timing, I was just thinking about a bunch of awesome coin items! :)

Good luck, everyone!

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Sunderstone wrote:
Im still on the fence about the Pugwampis too. :)

Don't be! The fact that just saying the word 'pugwampi,' in out-of-game conversations causes my players to shudder should be evidence enough of how fun they are to use!

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I've actually been running LoF as my first Pathfinder RPG campaign, but haven't been posting much about it because it's been going by so quickly! It's pretty amazing so far, with The Jackal's Price being the highlight of the AP up to now.

Unfortunately, the adventure's titular character went down pretty easily when he was blinded by a holy smite and then rolled a 1 on his next attack roll, critically fumbling, which caused him to fall prone and blind himself for another 3 rounds via the Critical Fumble deck. With a Ranger on one side and a Rogue on the other, it did not take long for him to go down. Thankfully, the battle wasn't over there... :)

Looking forward to seeing what Part 4 brings to the table!

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I'm excited to see how much XP is required to reach 36th level.

What can I say, I'm a sucker for big XP totals. ;)

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Honestly, I don't think the actual level of the level cap is that big a deal as long as it's not 21st. :P

Epic Meepo has done a good job of convincing me about 36 as a possible cap, though...

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Hmm, I think 36th would seem like a weird number to a lot of people. My first impression was 'Why 36? Why not 35 or 40?' From what I'm gathering here, there's some sort of precedent for a 36th level cap, but for someone who's new to the game, they'd probably feel it's an arbitrary decision at first.

Anyway, I'd really like to see some epic rules in 2011. January preferably! ;)

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James Jacobs wrote:

Dragon Age's graphics aren't cutting edge... it's true. But then, neither are the special effects in Jaws these days... it's still one of the best movies ever made.

AKA: Gameplay and story and immersion, in my opinion, can always trump graphics if they're good enough. Likewise, great graphics can make a game that's otherwise dull and cliche fun. It's really hard to get a situation where EVERYthing in a game functions at full awesome, especially since getting the gameplay and story and immersion in a game like Dragon Age takes so long to perfect that by the time it's done, the fast moving world of graphics presentation has already moved on.

First off, don't get me wrong, I love Dragon Age, and as for BioWare, I am an unabashed fanboy who would totally have their children if it were conceptually and physically possible. That said, however, I wonder why the story/immersion/setting would take time away from graphics/gameplay design.

It seems to me that they could conceivably be designed almost independently, with character design/concept art being done first so that you can ship it off to the graphics people and the story/setting can be written alongside the game development.

I think that this was most likely a case of project management problems (so common in IT), combined with the designers consciously focusing less on graphics than on story and setting.

And honestly, if that's the case, I applaud them. Dragon Age may not look nice, but the story is amazing and the characters are so interesting and fleshed out, it doesn't matter. Not to me, at any rate.

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Male Human Student (5)
Tenzekila Brushketel wrote:
Great! Once we get there things can speed up!

Definitely one of the other reasons. Essentially, writing 7 posts per day was more time-consuming than I had originally thought. :P

Alright, off to work now, will post the next part when I get back home.

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Male Human Student (5)
Davi The Eccentric wrote:
Just making the post show up. Also fixed the link.

Wow. I suppose that's the kind of confusion that occurs when you use those tags too often late at night. :P


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Male Human Student (5)

Alright, I've posted up all the starters, but that's all I'll be doing for tonight. I'll give everyone a chance to make their first response, and afterwards, I'll just be updating the thread regularly. My aim is to do so at least twice daily, in the mornings and in the evenings.

As for rules:

  • Feel free to look at spoilers, even if they're not intended for you. But remember that anything in a spoiler is something your character would not know (unless it's directed to him, of course). Please strive to keep player knowledge and character knowledge separate.
  • All die rolls will be made with Invisible Castle.
  • I'll try to roll as little as possible for your characters, but sometimes, for the sake of speed of play, I'll roll skill checks for you, such as Perception and Sense Motive. You always have the option to actively use these skills, of course.
  • I'll try to keep as close to the rules as possible in a PbP for now, but we can adapt as we go. If you have any suggestions on ways to speed up play or to make the game more interesting in any way, please feel free to post them! Constructive criticism is welcome.

Alright, I'll reply to everyone's response tomorrow morning. Glad to be started guys, this is going to be fun!

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Male Human Student (5)
Davi The Eccentric wrote:


Nameless wrote:
I will post everyone's first post tonight, but I'll be going in alphabetical order to start.
Oh. I assume you're not using the "Last Name, First Name" method of name alphabetization?

I'm going by username you signed up with in the original thread. The same as the Dramatis Personae in the game thread. :)

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Male Human Student (5)

Alright everyone, it's time! The Play-by-Post thread has been officially opened!

I ask that you all wait for your individual posts before you post any in-character replies. You'll all be starting off individually until the group convenes.

From now on, this thread will be the Out of Character Thread, meaning if there's ever anything long you'd like to say OoC, post it here. If it's just a simple thing such as 'Do I get an AoO?', it's probably best to post it in the game thread with OoC coloured tags.

I will post everyone's first post tonight, but I'll be going in alphabetical order to start.

Good gaming!

And are there any questions before we begin in earnest?

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Male Human Student (5)
thrikreed wrote:
seekerofshadowlight wrote:
I thought he was gonna start a new thread? If I recall he seemed like he was just gonna do most ooc stuff in the new thread?
Hmmm... Looking back over the posts... His last post was Thursday at 11:46 PM. I'm starting to become concerned. I do hope he's all right.

Yes! Sorry for the lateness of my reply! I just had a weekend filled with Beatles: Rock Band as well as friends and family! I've been working on the PbP for the past hour or so though, and I should be posting the starting thread by the end of the night!

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Male Human Student (5)
thrikreed wrote:

Hey, are we going to have an out of character thread and in an in character thread?

I'm so excited. I've been tweaking my character all day. I even created a rumor chart for him. You know... A diplomacy (gather information) check of this DC will tell people this and a note for the DM whether if it's True or False. Lols, it'll probably never be used... but it really helped understand who he is.

Um, so how do we meet? (My favorite part of the story is how the heroes, especially misfit rag tag heroes, meet.)

I was going to keep using this thread (and I have it bookmarked regardless), but I think keeping everything in one thread once the game gets started will be easiest. Going back and forth between threads can get frustrating, and if we don't use the OOC thread enough, for example, it'd eventually get moved into the archives. As such, I figure we'll just stick to using OOC text to identify OOC comments.

I'm willing to take a look at that rumour chart! Who knows, it may even come in handy! Feel free to post it here under a spoiler, I'll take a look at it!

As for how we meet, I'm thinking that I'm going to introduce you all separately. Of course, this means I'll need to write out about seven introduction posts, so I might only get to starting it this weekend.

I've been looking over characters and everything is looking good so far. What I'd like from you all now is to know which of the characters might currently know each other, or perhaps even have some sort of history together. At the same time, I'd like you guys to post a 'hangout' for your character. Somewhere that your character spends a lot of time. Since Westcrown is such a huge metropolis, feel free to invent pubs, inns, etc. as you need!

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