Camper

Rory Ward's page

606 posts. Alias of Justin Harrell 615.




Milky Way Bar:
I just wanna feel included

Alrighty, sorry it took me so long to get started, i was expecting a ready made intro bit to just copy over and when i didn't see one I panicked slightly and started reading it slowly. But I read it and now i made it so yay!


Milky Way Bar:
I just wanna feel included

The town of Torch is a moderately sized town on the end of the Seven Tears River. A town famous for its ease in crafting with skymetal due to a violent purple flame on the top of a hill which lead to the name of the town. This has lead to a economic boom in the town, though one would not expect this as most of the money is taxed by the Technic Legion.

The famous torch of Torch has mysteriously gone out, and if not returned soon could spell doom for the town due to the high taxes imposed on them. Teams have gone out to try to discover what happened however not have returned.

Councilor Khonnir Baine has also gone missing. He has lead two expeditions in search of a cause behind the torch's sudden extinguishing. The first time he returned, the second he has not. As such, the Torch city council has offered a 4,000 gp reward for his return. Even if dead, the reward will still stand as they claim to have a scroll of resurrection that they will use to revive him if need be.

Khonnir Baine went missing in tunnels he had discovered by the weeping pond. they were discovered after he noticed signs of unusual traffic near the banks which lead to the discovery of the submerged tunnels. It was here that he has performed his two expeditions and here is where he is expected to be missing.

phew, little difficult when i don't have a ready made intro to give you guys. The adventure path assumes you more or less know each other already and you also have one more tidbit of unique info... but since i don't remember your character names I'll just give it too you all after you make your introductions.


I forgot one of my neighbors has unblocked internet. bwahahaha!

Alright, you all know me by now and know how i like to do my character creation. I feel i'm pretty fair and especially like trying new things, that being said you guys are more than welcome to build the new beta occult classes if you want. I would love to see them in action. Just be sure to keep them up-to-date with any updates paizo puts out for them. Also the tech archetypes are obviously legal. Anyway, this is more for the four of you to introduce yourselves to each other and discuss how you want to build your party and even maybe figure out if you want connected backstories or not. Have fun and let me know when you're all ready.

Here's my guidwlines.

- 20 point buy with 7/18 being the min/max for each stat before racial mods.
- Almost all paizo material is legal for races and classes. I say almost because when i was prepping, i realized that even though this is iron gods and its set in the techno-fantasy realm of Numeria, aliens are still really freaking rare so I'd prefer if you didn't play as one though a kick ass backstory might sway me.
- 2 traits, one campaign. You can also take a drawback for an extra trait if you want.
- average starting gold.

I think you guys know me well enough to know what my typical homebrew stuff is. I just wished i remembered about the unblocked internet sooner.


Good afternoon or morning everyone. I've recently taken over DMing a game of Mummy's Mask for a party and DMPC'd to the end of dungeon before retiring my character. As such, we need a replacement! The party total will be 5 so there are four other characters in the group. They are a human battle oracle, human wizard, gnome bard, and dwarf fighter. You can check out the orginal character creation rules here and the decision will be made as a group. Recruitment will be up for a few days as we finish the mission. You'll be starting at lv. 2. I hope i didn't forget anything.

with this little time I'm stealing i'll crosspost the character creation rules:

- 15 point Character buy

- CRB races only.

- No class Limitations but no Evil Characters please.All Archetypes may be used.(Please also note that I'm not horribly enamoured with the Summoner class)

- Feats/traits from any book (please quote page references so I can check things)

- Spell-casters may draw from any Paizo source.

- No 3rd party stuff.


Milky Way Bar:
I just wanna feel included

The sleepy village of Heldren has rarely seen so much excitement or concern. Hunters from the nearby Boarder Wood speak of unnaturally cold weather at the height of summer that descended on the forest just days ago. Heavy snow followed, and those who returned spoke of an uneasy presence in the woods, as well as new, dangerous predators. No one knows what this event means, but the town’s soothsayer, Old Mother Theodora, claims dark times lie ahead.
As if in proof of that dire prophecy, a badly wounded mercenary arrived in town yesterday, claiming to be a bodyguard of Lady Argentea Malassene. He told the village council that the noblewoman’s escort came under attack by bandits and strange, wintry creatures near the edge of the Border Wood. He alone escaped, and Lady Argentea was dragged away into the forest. Now the townsfolk cast fearful eyes toward the snowy forest, worried what else might emerge to threaten their peaceful village.


Milky Way Bar:
I just wanna feel included

Welcome chosen. Please make yourselves antiquated and do any finishing touches to your characters. We'll start once everyone's ready.


Good afternoon everyone. I've been DMing at the table top level for a good five, six years now and I'm always looking to run more games. I just love it and my home game feels we have too many campaigns running to start a new one (too be fair, five is a bit much). So I've come here to fill my need of running a new game and Reign of Winter has always called out to me to run. It will be my first time running a pbp so it may be a little rough in the beginning while I find my proper footing.

Character requirements are as followed.
Race Restrictions: None. Well... not really any. Let's just say the more fantastic your race the more work you'll have to put into his background on being there.
Class restrictions: Also none. ACG beta classes are a go too but I expect them to be updated once the book comes out. End of September gives you plenty of time to get the book.
Point buy: 20 points. 7 and 18 are the min and max for a stat before race mods. Nothing crazy.
Traits: 2 traits. 1 must be campaign. If you don't have a copy of the player's guide you can get it here for free. You can have at most 1 drawback to gain an extra trait if you so wish.
Starting Gold: Average starting gold for your class.
All paizo material is legal, no third party stuff.

Posting requirements are 1/day, 1/weekend. The more often the better. I myself will be checking often. Heads up about unavailability is always appreciated. I don't think i really forgot anything but if you have any questions, feel free to ask and I'll answer as soon as i think of one.

edit: Oh! I'll be recruiting either 4 or 6 people. I don't care much for 5 character parties.
edit 2: herp. Also forgot that i want a little synopsis of your character. Like a paragraph or two or more if you want. Just something to tell me about your character and what he's doing in the starter town of Heldren.
edit 3: Applications close probably Sunday, 8 EDT. I'll let you all know if I extend it ahead of time.


So I just noticed the errata about the Massive Weapon and that a large one handed weapon is considered a two handed weapon for a titan mauler via Massive Weapon. Well since Massive weapon continues to reduce the penalty of over sized weapons to a total of -6 (the cost of a medium using a gargantuan weapon) does this mean that a medium sized creature can only weild a huge light weapon, since it would also be considered a two handed weapon? And then Gargantuan is just too big period for the titan mauler to even use the smallest weapon which makes me wonder why the massive weapon features would go all the way to -6. To me, it just seems like its undermines the class that's suppose to specialize in killing big things and using their weapons.


So as we all know, there are multiple teams exploring the Necropolis. Aside from The Scorched Hand, the other teams are pretty much left up to us to flesh out if we want. Since I love this kinda stuff, I was wondering what my other DMs were planning to have these character's personalities like?

For me, Falto of the Cryptfinders is the party's tour guide of the hookah lounge. He's pretending to be fairly drunk to try to get more info from the party while introducing them to everyone else. He's also all for making himself look better in telling the story about his guild, even at the cost of his other party members. He's by far my favorite so far. They don't care since he's good on his word about loot. The Summoner has social issues, speaking better with his eidolan than other peple. The Cleric has a bit of an addictive personality and will be either smoking or passed out.

I have some of the other characters fleshed out a little. The Daughters of the Desert are a bunch of flirts, while the barbarian is the only one that'll put out the quickest. Some of the others the players will have to work for if they really wanna hit it (this is a fairly common request for my group). Mad Dog and one other I called The Wolfhound are the only members of the Dog Soldiers that are at the bar. Mad Dog is drinking away his sorrow and The Wolfhound is there to make sure he's not going to get into any trouble. The other members are taking care of the remaining fighting dogs. Black Kiss is a bigger flirt than the Daughters and uses it to her advantage with trying to get info from other groups. The others are fairly recluse, the Rouges don't even talk while the Magus is curious when it comes to the arcane.

So yeah, that's how I'm planning to flesh out the other groups. So yeah, how are you guys going to flesh them out? I'm always curious about this stuff.


I ask because one of my players wants to me to intergrate Arcane Schools (specifically guilds) into our game so he can benefit from them. Thing is he's the only arcane guy in the group. most of the others are martial and divine and I rather integrate a rule into the game that benefits everyone instead of just one player. So my question is if there's guild-like rules that benefit all types of players or am I better off trying to homebrew something?


Quick question, the lich get's a special attack called paralyzing touch, but the wording makes it looks like it's on top of its normal touch attack. So yeah, that's my question: is the Paralyzing Touch it's own attack that must be declared or is it added onto the Lich's normal touch attack that deals the negative energy damage?


Alright, so. Got a guy in my group that wants to integrate the Magic School system, more specifically the guilds, from Inner Sea Magic into a game we're playing but I personally feel that it'll just be him benefiting since he's the only arcane spellcaster in the group. My main question is if there's equivalent rules for martial and divine casters as well or am I better off trying to homebrew an equivalent.


Hey, I apparently put the Adventure Path subscription twice and didn't realize it. Can someone remove one of them before I get charged for two when I only want one.


I love this game, so do a lot of my friends. However, the one thing we all agree on that we don't like about it is that it takes a long time to prep. Prep for one game can take upwards of 5-10 minutes between card shuffling, rebuilding our character decks, building location decks, etc. Does anyone have any tips or anything to quicken prep time? I know saving character decks is one, but sometimes I'll be able to play with a couple different groups of people, so i can't really save their decks all the time.


I just got my hands on the NPC Codex and I love it. I love skimming through the pages and reading up on different NPCs and such and just feeling inspired for my own NPCs in my games or feel the need to build off of one already in the book. My main question is if there's any plans for an NPC Codex 2 where they include the classes that have emerged since the core book as well as the new iconics. I would probably buy it in a heartbeat for the inspiration alone.


Ever since I plaid the dragon shaman back in 3.5, I've loved him. My friend and I worked on modding a Dragon Shaman for pathfinder, and using that mod, I'm currently working on a Dragon Shaman for the card game. I myself won't have a chance to play test him until i can scrounge up money for sleeves, so bear with me on this.

First up is the new trait, aura. When designing him, I wanted his auras to be the big selling point for him. The best place for auras were under spell cards, but they weren't arcane or divine, so i created a new aura trait for them. The aura trait for the dragon shaman is listed under Constitution, as constitution is a valuable ability for the class. Because of having aura spell cards, I did attempt to create a bunch of aura cards as well, both basic and not basic... The only thing I really haven't done is the card and skill feats. Anyway, here he is.

Torke the Dragon Shaman (keywords: Male, Dwarf, Dragon Shaman)

Strength d6
Constitution d12 Aura +2, Fort +2
Dexterity d6
Intelligence d4
Wisdom d6 Perception +2
Charisma d8

Hand 5 (6)
Proficiency light armor
Special 1: Discard (recharge) a card to add 1d6 acid, cold, electricity, or fire to a combat check.
Special 2: Discard a card to reduce combat damage dealt to you by 1 (2)
Special 3: (aura spells can be used by characters at different location)

starter deck layout
Weapon 1 (Mace)
Spells 6 (Aura of Draconic Power, Aura of Lightning Strike x2, Aura of Vitality, Aura of Dragon Scales, Aura of Flight)
Armor 1 (Leather Armor)
Item 2 (Potion of Hiding, Codex)
Ally 2 (Night Watch, Sage)
Blessings 3 (Blessing of the Gods)

Alright, that's him. To explain the meaning behind his powers: Special 1 imitates his dragon breath, special 2 imitates his dragon scales which would increase his natural armor, special 3 imitates his aura changing from a 30' radius to 60'.

When it came to the basic auras, they function like most of the basic spells, but can be cast on any character at the same location as the dragon shaman since in the table top version, the dragon shaman's a party buffer. I can't remember if that's how non attack spells normally work at the moment or not...

Basic Auras
Aura of Accuracy (works like Guidance)
Aura of Dragon Scales (works like Arcane Armor)
Aura of Vitality (works like Cure)
Aura of Flight (works like Levitate)
Aura of Lightning Strike (works like Lightning Touch)
Aura of Draconic Power (works like Inflict)
Aura of Frightful Presence (works like Invisibility/Sanctuary)
Aura of Slumber (works like sleep)

Non-basic auras (where I'll probably need the most feedback because nothing seems too broken while I'm designing it.)
Aura of Prowess: is speed and strength as one aura, but can only give 3 to either a dex or str check, not both.
Aura of Energy Shield: adds 1d6 to a failed check after damage has already been done to the character. (how the actual aura works if you're wondering why I have it work this way)
Aura of Dragon Greed: Get a bonus dice when attempting to acquire a boon
Aura of Chromatic Resistance: Arcane Armor, but specifically for acid, cold, electricity, or fire damage
Aura of Motivation: Reroll a failed check, but you must keep the second roll.

Lot of stuff. That's all I have at the moment. The basic auras will have acquire and recharge checks that are the same as the basic card their emulating. The non-basic one's I'll figure out checks later when I have my cards to study. They're at home and I'm currently not. Hope everything here looks good to you guys and maybe will consider playing one.


Ok, I was impatient and called yesterday to get a subscription started only to have my email from a week ago answered today and kind of screw up everything I tried to fix yesterday. However, I kinda like combining the adventure pack 2 and 3 together for cheaper shipping so long as I can get the promo for the adventure pack 2. If I can't get the promo, I want to separate the two orders, but to make sure I only get one set because right now, its set up for me to get two sets of adventure pack 2; one this month and another next month.