Koriah Azmeren

Natalyah Melethiell's page

570 posts. Alias of Patrik Ström.




As a GM (and player) I'm quite bad at takeing session notes, which can lead to inconsitencies (as a GM) or forgetting events (as a player). I have tried to write up "lenghty" pulpstyle session summaries. The upside of those are that they're quite fun to read afterwards and they've been rather popular within the game group as well. The downside is that they take up quite alot of time and I'm lazy. So the end result is usually that I end up with inadequate session summaries.

I hope to remedy this by creating a template with short points that help me keep track of the most important bits of the story development during the game session.

So far I've got:

* Date of the session
* Title
* Bullet list of events
* New NPCs met

So my question to you is:

* Do you use something similar to keep track of the plot development as a GM/Player? If so, what do you include in your summaries?
* Do you have any tips of anything I should include in the template?


Hi!

I would like to cancel my modules subscription.


Hi!

I would like to cancel my Pathfinder Adventure Path subscription please.


I have more and more gone the route of purchasing RPGs in PDF format. Does anyone know if there has been any WotC announcements (official, inofficial or hints) if the new books will be available as PDFs? I've a made a quick search but couldn't find anything and thought that maybe somebody here knows.


Hi!

Due to an unfortunate case of character demise I find myself back to the drawing board to craft another PC. One of the possible candidates is a paladin of Sarenrae and while I'm comfortable with the fluff Pathfinder is not my strong suite so I struggle with the crunch. I want to make an effective and playable character without being broken. So I turn to you for advice.

Characterwise I'm looking for a pious paladin that could fit in with the artwork of Kyra (the Pathfinder iconic cleric).

The building guildelines are as follows:

  • 25pt buy
  • Level 9
  • Ordinary starting wealth (46000 gp)
  • No 3rd party books, and as limited to Core+Advanced Player's Guide as possible

This is what I've got so far:

Spoiler to save space:

Female Human (Keleshite) Bard (Dawnflower Dervish) 1/Paladin 8
LG Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 26, touch 15, flat-footed 22 (+9 armor, +4 Dex, +2 natural, +1 deflection)
hp 74 (8d10+1d8+17)
Fort +14, Ref +15, Will +15
Immune charm, disease, fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 scimitar +14/+9 (1d6+6/15-20)
Special Attacks bardic performance 10 rounds/day (countersong, distraction, fascinate, inspire courage +1), battle dance: inspire courage, channel positive energy 5/day (DC 20, 4d6), smite evil
Spell-Like Abilities (CL 9th; concentration +15)
. . At will—detect evil
Bard (Dawnflower Dervish) Spells Known (CL 1st; concentration +7):
1st (3/day)—expeditious retreat, grease
0 (at will)—light, open/close (DC 16), prestidigitation, read magic
Paladin Spells Prepared (CL 5th; concentration +11):
2nd—litany of defense (2), righteous vigor (DC 18)
1st—bless weapon, divine favor, lesser restoration
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 13, Wis 10, Cha 22
Base Atk +8; CMB +12; CMD 23
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Dervish Dance, Improved Critical (scimitar), Piranha Strike, Weapon Finesse
Traits ambassador, sacred touch
Skills Acrobatics +10, Climb +4, Diplomacy +20, Handle Animal +10, Heal +12, Knowledge (religion) +10, Perception +5, Perform (dance) +12, Perform (sing) +13, Stealth +7
Languages Celestial, Common, Kelish
SQ aura of courage, aura of good, aura of resolve, battle dance, divine bonds (weapon +2, 1/day), lay on hands, mercies (mercy [diseased], mercy [fatigued])
Combat Gear dawnflower sash; Other Gear +3 mithral agile breastplate, +2 scimitar, amulet of natural armor +2, belt of incredible dexterity +2, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, 2,785 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Ambassador Your natural abilities at mediation and compromise manifested at a young age. For as long as you can remember, you were always more able to solve disputes and carefully settle violent disagreements than others. You gain a +2 trait bonus to Diplomacy
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Bardic Performance (standard action) (10 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but thes
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dawnflower sash This long strip of red Qadiran fabric is wrapped around the wearer's waist or head several times and held in place by an ankh-shaped clasp of red gold. The wearer is protected as if by endure elements, but only in warm environments. If the wearer unwraps the sash to its full length and holds the clasp in her hand, she can use feather fall once per day, briefly leaving behind a trail of pleasant red-gold light as bright as a torch that lasts for 1 round.

If Sarenrae is the wearer's patron, the wearer can use the sash to cast cure light wounds once per day on command. The wearer can trigger this ability as an immediate action if reduced to -1 hit points or fewer, though thereafter the sash must be recharged by placing it in strong sunlight for 8 continuous hours. As a swift action, the wearer can cause the clasp to shine as brightly as a torch or cease this illumination; the light is warm, feels like sunlight, and is bright enough to make sun-fearing creatures slightly uncomfortable but not so bright as to cause them harm.

Construction
Requirements Craft Wondrous Item, cure light wounds, endure elements, feather fall, light; Cost 1,250 gp
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2) (8 minutes) (1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6) (10/day) (Su) You can heal 4d6 damage, 10/day
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 4d6 (5/day) (DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Smite Evil (3/day) (Su) +6 to hit, +8 to damage, +6 deflection bonus to AC when used.

I'm very fond of agile characters and I think the scimitar is a cool weapon, so the feats "Weapon finesse" and "Dervish Dancer" are a must. Other than that I need some advice.

  • What feats should I take?
  • Is there a paladin archtype I should look into?
  • What kind of equipment should I go for (I'm pretty vanilla so my try only contains stuff to raise stats and AC)?
  • What kind of spells should I go for?
  • Any other advice?


Hi!

Is it possible to cancel my order #2961151?


On the "Pathfinder" page (here) the link that goes to Reaper's Pathfinder miniatures is broken. It points to http://paizo.com/pathfinder/pathfinderMiniatures/reaper but there seems to be no such page.


Hi!

I would like to cancel my subscription of the Pathfinder Comics.


Reaper has posted a picture of the green in their preview section. Not my cup of tea. The teeth look kind of fang like in the picture. Makes me think more along the lines of a half-orc.


Reaper has posted a picture of the green in their preview section. Don't know who it is but the miniature looks really neat. A good fit for a bandit looking character.


Another day begins as morning dawns in the Dread Sea Dominions. The sun’s brilliant rays brings promise to the citizens of Teyerana, jewel of the west. The city sees a constant stream of travellers coming by ship or land bringing commerce and goods. Soon the streets will be bustling with life. For some the new day is a chance to begin a new, for some it’s an opportunity to rectify last night’s mistakes. But oblivious to all this is five strangers, just coming to in a cell somewhere in the city.

As you wake the first thing that consumes your mind is a dizzying feeling followed by a harsh headache. As the fog of your mind slowly disperses you realise that you’re lying on a cold stone floor. It takes a while for your eyes to adjust to the dark but as they do quick glance around finds three stone paved walls and a set of rusty yet sturdy iron bars between you and the chamber beyond. You’re locked in a cell! And you’re not alone. Waking up around you are four strangers whom you’ve never met before.

Feel free to introduce your characters. If you have a short story of what you remember before waking up here you can include that to. If you don't I can fill in the blanks if you want to.


Hi!

I’m a first time PbP DM aiming to run a Savage Worlds game set in the Beasts and Barbarians campaign setting. I already got three players but I thought I start a recruitment thread here as well in case more want to join. I’m aiming for a party of 3 to 5 players, in first-come-first-served qualification.

Beasts and Barbarians is a Sword and Sorcery fantasy setting with all the right clichés! Power hungry sorcerers, battle hardened mercenaries and strange beasts will cross your path as you make your name in the Dread Sea Dominions. I’m aiming for a sandboxy game with some of the (excellent) published adventures thrown in.

Character creation follows the standard Savage Worlds creation rules with the following exceptions
* Heroes in the Dread Sea Dominions are more skilled than others. Characters start the game at seasoned rank (20 xp).
* All characters are human. There are different cultures though: Imperial, Tricarnean, Cairn Lord, Valk, Ivory Tribesfolk, Jademen and Northlanders.
* 50 moons in starting cash. This will represent the payment you got from your latest job. In the case of starting equipment just pick what you think your character should have (within reason and encumbrance).

The following hindrances are prohibited
* All thumbs - As per the setting rules
* Doubting Thomas - As per the setting rules
* Enemy - While I think it's great if the character has an enemy I'm not confortable having it as a hinderance. A hinderance is something that should be a factor through out the game, and enemies can be dispatched. I don't want to jump through hoops to ensure that an enemy hindrance stays relevant, no matter what the characters do.
* Illiterate - As per the setting rules
* Poverty - As you start the game with the equiment you want (within reason), and being loose with your earnings is a setting trope, this isn't a good hindrance. It's better to take the Quirk hindrance with a "Can't hold on to money" trapping.

The following edges are prohibited
* Adept - As per the setting rules
* MacGyver - As per the setting rules
* Mentalist - As per the setting rules
* Mr. Fix It - As per the setting rules
* Rich and Very rich - Same reasoning as with the poverty hindrance. Better handled through the Noble edge
* Wizard - As per the setting rules

Setting Rules
Blood and guts (able to spend bennies on damage rolls)
Critical Failures (unable to spend a bennie to reroll a critical failure)
Joker’s Wild (everyone gets a bennie whenever a joker is drawn from the action deck)
Multiple languages (know smarts die/2 languages)


Placeholder thread for a Savage Worlds PbP game in the works.


I'm looking for a fitting miniature for my WHFRPG character who is a wood elf wardancer. Right now I'm using this miniature from Gamezone miniature, but I'm looking to upgrade. The problem is that I can't find any. I'm looking for a "barbarian looking" wood elf, preferably with a sword and a spear. No armor.

This miniature is perfect except for that it's a female and my character is male.

This one from Games Workshop would do but it's abit to flashy and to expensive.
This might also be an alternative, but it's missing a sword.
This might work in the absence of better alternatives.

Does anyone have a suggestion? Or perhaps a good spare spear I could use in a conversion?


Red Box Games third kickstarter is live! The initial goal is to raise 5000$ for the Goblin Foot Men. Some Dvergar (dwarven) foot men is the first strech goal (WIP shot here) followed by what looks like some really cool orc foot men (concept art here).

If you want to help to expand the RBG miniature line and get some kickass miniatures while doing so, you can find the kickstarter here


Basically just what the title says? I dabble in miniatures and the times I've come across a miniature cast in resin is just seems to be more expensive, and in one unfortunate case quite brittle.

So, those of you who deal with miniatures, why should I pick up a resin miniature?


Hi! Could you remove the two items that are currently in my side cart?


Found a somewhat blurry picture of the miniature.


Picture up at reaper's preview section. Nice looking mini.


Picture up at reaper's preview section. Sadly not the scuplt i was hoping for. Next time maybe.


Here's a pic of the mini. Nice mini and true to the art, although i'm personally not a fan. Bit to hightech.


Hi!

I would like to cancel my "Pathfinder Roleplaying Game" and "Pathfinder Campaign Setting" subscriptions.


Hi!

I was participating in this on these forums, and sadly due time constraints the DM could not keep it running. I'm wondering if there is a admin on these forums that could remove my character (or place him into inactive mode) so i only have my active campaigns on my "Current campaign" page?


What's this thing?


Picture up on reaper's preview section on their homepage. The sword hilt looks abit odd i think but all in all a nice miniature to represent a ranger.


This is for me very exciting news. The first miniature is quite good but as the review states her pose is kind of awkward. There's a "post" up on reaper's preview site but the picture is broken >.<


Hi!

I can't find away to do this myself so i was wondering if you could remove "Deadlands: Reloaded Players Guide (Savage Worlds)" from my sidecart?


I play in an "on again, off again" HarnMaster campain which is about to resume sometime in the near future (1-4 months), which has reintroduced a problem i've forgotten about: my character doesn't have a good mini!

He's a young "brave when he and his friends outnumber the other guy"/"coward the rest of the time" bard type of character. All the miniature's i've found so far are either to "high fantasy" or to rich looking.

Examples:
The heads of This and this miniature is quite good but the sword and high fantasy adventurer vibe rule them out.

This guy from Dark Sword miniatures is pretty close with his sly smile and dagger but his clothes are way to fancy.

A male version of this character without the sword would be almost perfect.

This is probably what i'll go with if i don't find anything better.

This is almost perfect except that he's fat.

Is there anybody out there that can help a miniature geek in need?


Now what is this? And more importantly, when can i get it?


What/who is a Grey Gardener? I think i might have read the name somewhere but that might just be my imagination trying to keep me from feeling ignorant.


Before Reaper took over the production of the Pathfinder Miniature line some of the smaller miniatures (namely the goblins, more goblins, and a goblin) came with a smaller plastic base (20mm) instead of the "standard" 25mm base (or if it's 28mm).

Is there anyone who knows where i can order these smaller sized bases, or am i forced to buy small DDM-miniatures and cutting of the figure?


Sorry if this has been up before but i didn't find an awnser to my question when i searched the old threads (doesn't mean it isn't there though).

The group i'm DM:ing resently had a fight with 3 shadows. Because of decisions that was made it was only the wizard and barbarian who walked into the room the shadows occupied. The shadows went for the barbarian and quickly drained all the life out of him, abit faster than i imagined. Which has me thinking that i've missed something. Does the shadows really do 1d6 strenght damage on a hit, no save?

We looked through the SRD (much easier to carry around than the actual rule book) but couldn't find anything to indicate that in the beastiary or the core rules.

And one more thing, in their reduced groupsize they didn't stand much of a chance against the shadows (in hindsight i feel quite bad that i didn't nerf the encounter a head of time instead of running it as written :( ) but with the shadows taking only half damage from magical weapons and spells, is there any way that the full party would have been able to defeat the shadows? The other characters that make up the party is a lvl4 elven monk and a lvl4 human paladin.