On another note, Rhavi has asked about crafitng times for small items and I would like to use my irl house rules for it. :
You may craft two items in one day using any Crafting Feat or Skill so long as the item costs 250 gp or less, or it would take less than 4 hours to craft each item on a Crafting check. If you do this you take 8 hours to craft the items.
Ex. Scroll of Fireball costs 187gp therefore two can be crafted in a day, taking 8 hours to do so.
Ex. 20 arrows costs 1 gp, therefore it takes 10 sp as a crafting time. The DC for this check is 12. With 1 rank you have a 4 to craft(arrows) so by taking 10 you roll a 12x14 = 168 for the week/ Divided by 7 this is 24. Since 10 is less than half of 24 this would take less than 4 hours so you could make 40 arrows a day.
Nyakala has a moment of clarity as she tries to sprint back to the others, but only manages to move about 10 feet. Looking around for a moment, she sees a giant bell shaped flower hanging from spikey stalks slapping at her with vines out stretch. There is no snake to be seen and Nyakala realizes she is in her formless body, gaseous but not immune to being hurt.
The vines strike Nyakala, stinging slightly as they pass through her. Nyakala feels... something begin to lodge in her and stay behind and casts burst of adrenaline, running on instinct still.
Carthas and Annelise move forward and see the creature attacking Nyakala, and that it chases her as she tries to flee. Annelise does not see any magic at play. Carthas and Annelise are about 50 feet from Nyakala
Catching up, the creature attacks Nyakala again. With no energy left, she can not resist the spores left behind by the creatures attack. Her evergy levels drop dangerously low.
.
Elyas, Charles, and Lyndis have become more concern with the scouting group and see a sharp, short lived flash of light, as though a spell is going off near Fort Ristin.
I'm not going to lie, Nyakala is pretty messed up and most others would likely be dead. I've promised to explain the details of the encounter to her once it has been defeated, but for now here is the damage dealt out to her: - This is your last round of formless body. It will end at the start of your next turn. - You used Burst of Adrenaline 4 times. Otherwise you'd be dead now. Upon a reread you technically couldn't while in gaseous form, but I'm okay with it as that was my error. - You have taken 12 damage - Most importantly, you have taken 6 con damage and feel that you are still afflicted with whatever it is that is causing it. I advise another BoA and rolling well if possible ;) Nyakala at the start of your next turn you will no longer be fatigued, and I will need another fort save vs your affliction.
@Annelise - I'd say you haven't hit a road block, just some expectation adjustment from a regular AP. The first two books of this one essentially present themselves as "here's a bunch of area with some stuff in it and how it interacts with other stuff. Let the players try not to die whilst trying to live in the woods and solve all their problems." It's not actually quite that bad, but very little happens in the AP without the players first saying "let's try out this crazy idea and see how it goes" and then letting the DM manage the fall out.
Half Orc Oath Bound Paladin 4| HP 34/34| AC 19/11/18| CMB +4| CMD 15| F +7| R +4| W +7| Init +1 Per +7 | LoH(1d6) 0/3
The weight of Cerio's words settles in on Ulfric for a moment... The others need to know... They need to prepare...
"You all need to leave! Retreat and gather who you can and prepare for this creature to come for you! I will hold him as long as I can, but the others need to know!" Ulfric coughs, tasting blood from the beating he's taken.
As he beseeches the others to retreat, steps back and slips a scroll out of his armour and casts it on himself. The power of the scroll falters as Ulfric chokes on the incantation.
Half Orc Oath Bound Paladin 4| HP 34/34| AC 19/11/18| CMB +4| CMD 15| F +7| R +4| W +7| Init +1 Per +7 | LoH(1d6) 0/3
In my and my friends collective years of gaming, we have never seen that rule. I looked it up on AoN and will now share it with them so that we can stop playing on hard mode.
Male Human HP 28/32 | AC 20, T 12, FF 17 | Fort +3, Ref +4, Will +4 | Init +2 | Perception +1 Destructive Smite (3/4) Channel (2/3, 2d6)
May as well lay down my blade with that showing... Best keep my head up and stay in front...
"No, we didn't even explore the entire first floor last time." Ansgar says to Qiary while listening to the others... bicker? "If your gonna cut him, get it over with Zelinda so we can move on." Ansgar keeps his face blank as he says this, more to mess with Cael than anything else.
Ansgar goes down the new hall way, and inspects the door.
Perception:1d20 + 1 ⇒ (12) + 1 = 13
If the door looks fine, Ansgar will either open it or ask some one else to if its locked.
Div. Com. Warpriest 1| VP 9/9 W28/28 T14| AC 18/11/17| CMB +3| CMD 14| F +4| R +1| W +3| Init +3 Per +1
"Aeth hynny'n dda, dywedodd pawb." Prasutagus says. "Gall Branok eich helpu gyda'r ddau" Prasutagus gestures at Gawen and Magan as he says this last bit.
Cornish:
"That went well, all told." Prasutagus says, "Branok can you help these two?"
I found something that will probably help a lot of people out. I did not make it.
Here is a link to hex map of southern Nirmathas Link
It uses 5 mile hexes. It doesn't have any towns/locations on it so those you'd still need to add your self if you wanted, but the area in the map covers the entire are of the Ironfang AP from what I've seen.
Just giving everyone a heads up, but I have am early christmas on Dec 8-10, on Dec 15-17. am away on a trip to visit relatives for christmas Dec 22-27, and have to visit more people from Dec 30 to Jan 1 that I did not already get to see at christmas. The joys of being married when both your parents are divorced and live at least 3 hours away. Lol!
Needless to say I may not get many posts up in and around those days though I am hoping for at least 2-3 a week still. Once January proper hits I should be back to 4-5 a week.
Male Hobgoblin Hero Points 1 SW Skald 2/URanger 1 HP 21/21 | AC 17| T 11| FF 16| Fort +6| Ref +3| Will +3| Init +1 Perc +6 Dark Vision 60 ft | Concentration +5 | RS 8/8 | L1 3/3
I will get to see more giants!
Kreagor stands and speaks, "You have accepted me here, though I am obviously not one your own. I will gladly aid you in this to return the kindness that the town has shown me."
ATTENTION EVERYONE this is going to be a busy post, but you have to read it.
First things first, Character Round Up
Thank you to Nazard for compiling a list of submissions. It thankfully mirrored my own list in names and numbers, which means I probably got to everyone. Yay! Here is my list:
Dots (With character ruminations)
spacefurry
Zanbabe
Slayde77 – Ranger or Cavalier
MrGompers – Inquisitor
fatmanspencer – Elf Hunter – New to PbP
jereru – removed interest
Critzible – Hunter or Ranger
Gilthanis
Austin Smith147 – Human Sorcerer
Snowheart – Half-elf Usummoner
Wilken
Ancient Dragon Master
Solace – Half-orc Paladin
The Pale King – Urban Druid
Gobo Horde – Half-orc Fighter
Martial
Alias ad Tempus - Arran Mac Aeda, Human Martial Master Fighter – New to PbP
The Sesquipedalian Thaumaturge – Alezandu Pavlenco, Human Nirmathi Irregular Ranger– Kinda new to PbP
Mainer – Mathuin “Mat” Ebson, Martial Master Fighter
Nazard – Falcon Gray, Human Umonk
The Lion Cleric – Human Fighter – Fixed stat block and backstory required
Raltus – Arnel, Human Skirmisher Ranger – Needs NPCs
Skilled
Vayelan – Theodric Greenvine, Human Urogue – New to PbP
Rangers potentially go here as well
Arcane
Twistlol – Claustipher Whetwistle, Human Wizard(Evocation)
Redac – Kiran Rowan, Human Witch – New to PbP
leinathan – Ian, Human Eldritch Scrapper Sorcerer – needs finished stat block and completed backstory
Divine
the_infidel – Sander Yarro, Human Cleric(Sarenrae) – New to PbP
Lyrathiel Evensong - Lyrathiel Evensong, Half-elf Nature Oracle – New to PbP – Needs finished stat block and backstory
Hopefully all of that is correct. If its not let me know so I can change it.
A bit on how I plan to make selections. In the first post I mentioned that I am selecting six players, two of which will be new to PbP. My steps for selection are going to be:
1 – Pick 2 new players, short list up to 4 more (party of 6 possibly)
2 – Shortlist 6 non-new player submissions
3 – Try my damedest to get over my grief of all the good submissions I’ve passed up
4 – Sort out a somewhat balanced party from the shortlisted entries
5 – Tell all of you
Step 3 will be repeated as necessary. Just wanted to let you guys know how its going to work for transparency reasons.
.
Onto item 2, NPC validation.
Some of you may have noticed, there is a link at the top left of the page above the campaign tab area title ‘Ironfang Invasion – People’. I would like you all to please check that link out and tell me of any corrections you would like made to the information concerning you various NPCs. I have put a column with the related character to hopefully make it easy to find them.
For the column ‘Prominent Location’ that is the place they are most likely to be found during the Market Festival. Here are descriptions of each:
Market Green:
The Market Green is the “town square” of Phaendar, though it is most definitely not square. Most of the trading during the Market Festival happens here, along with entertainment games and some space left to sit idle and enjoy the going on.
Oreld’s Fine Shop:
Oreld’s Fine shop is the home of the local alchemist and doctor. Many people visit him to get ailments treated, have potions made, and to learn or research in the shop.
Phaendar Trading Company:
The nominal heart of Phaendar, the Phaendar Trading Company has the only forge in town, as well as pens for live stock, raw goods contracts for sale, an odds and ends shop, and host the live stock auction.
Riverwood Shrine:
A decorative wooden building used for worship by all, the Riverwood Shrine stands as a place of healing, spiritual solace, and worship. Inside there is a statue of Erastil and Desna, Phaendar’s two most prominent deities. Out front of the shrine by the road stands a stone shrine and alter to the Green Faith. Many locals, especially the heads of families that farm or reap the bounties of the land, come to pay their respects to their deity and the Green Faith for another bountiful season to come.
Taproot Inn:
The only two story building in town, the Taproot Inn has more space for people than any other building in Phaendar, except the Riverwood Shrine. Many people come here through out the week for food, drink, boisterous tales, and the camaraderie of friends.
Like I said before, let me know if anything needs changing or if you care how blanks are filled in. If I don’t hear anything by the 16th I’ll assume I can fill in as I want and everything is good.
The last item, my time and your time.
This weekend is a long weekend where I live, so I will be out doing stuff and things for most of it. That being said I probably won’t get to many posts until Tuesday, and will then be playing catch up. Do not despair if I don’t answer you quickly!
On another note, some of you are probably wondering how I am able to post so much. For the last week I have not had to work, that also changes on Tuesday when I start my new job. For this reason I will also be much slower to respond to posts. Once again, do not despair I will get to you!
This bring me to my final point,
If you want me to review your character before the September 16th submission deadline, submit it before 23:59 September 10th! I will almost certainly be able to get to you by the 16th if you do. If you submit after the 10th I will most likely not review your character until picking a party.
With all that said, thank you for all your submissions thus far, I have enjoyed them. Have a good weekend also!
As the leaves turn, the Autumnal Market Festival approaches. Held on the Autumnal Equinox, this year on Oathday, Rova 21st, the festival is a gathering of many to the town of Phaendar to trade, make pacts for the coming season, and sell wares to people that have travelled far to buy them....
For those interested, I am starting up an Ironfang Invasion game. Recruitment is open until the 16th of September.
NOTE TO EVERYONE Please read through the below to catch additions and clarifications to house rules.
****
Nazard wrote:
How does non-lethal damage work in your vigor/wound system? Considering a monk/rogue intimidation/sap master character who would be doing a lot of non-lethal damage.
DM Rostam wrote:
Non-Lethal damage is keyed to vigor points. So if non-lethal damage exceeds total vigor points you fall unconscious.
If you need more details than that please elaborate on your question.
****
Gilthanis wrote:
Dot. Intrigued I am. How does Diehard fear work? Do I simply stay conscious no matter my damage taken until I reach my limit to be "totally dead"?
It will work as per the normal Wounds and Vigor system in Ultimate Combat, thank you for bringing it up. And thank you to Ierox for grabbing it for me.
Ierox wrote:
...
Quote:
Deathless Initiate (Combat)
For you, impending death is a call to wrath.
Prerequisites: Str 13, Con 13, Diehard, Endurance, base attack bonus +6, orc or half-orc.
Benefit: You are not staggered when your wound points reach your wound threshold, but you lose 1 wound point if you take any action during your turn. You only take 1 wound point each round when you take actions. Furthermore, you gain a +2 bonus on melee attacks and damage rolls when your wound points are at or below your wound threshold.
Deathless Master (Combat)
Even if you suffer a grievous wound, you can shrug off the damage and continue your relentless assault.
Prerequisites: Str 13, Con 15, Deathless Initiate (above), Diehard, Endurance, Ironhide, base attack bonus +9, orc or half-orc.
Benefit: When your wound points reach your wound threshold, you do not take 1 wound point when you take an action.
Diehard
You keep on going, even when your wound points are lower than your wound threshold.
Benefit: When your current wound point total is below your wound threshold, you do not need to succeed at the DC 10 Constitution check to stay conscious.
Toughness
You have enhanced physical stamina.
Benefit: You gain 1 wound point for every level or Hit Die your character has.
****
Critzible wrote:
So do we get all those feats at first level as a fighter!!! cause that is awesome if we do
You get all those that you meet the prerequisites for yes.
****
Jereru wrote:
One question about the feats:
You stated prerequisites still need to be met. That means, for example, that I'm getting Power Attack for free as long as I have 13 Strength.
Yep that's correct.
Jereru wrote:
So, is Piranha Strike out of the list specifically for a reason? Or was is just a slip of the mind?
I didn't know about it actually. I use pretty much only the PRD for my games, with the occasional glance at Archive of Nethys. Consider Piranha strike added to the list.
Jereru wrote:
Also: are you allowing VMC?
No. Sorry.
****
Nazard wrote:
Also wondering if you would consent to a bloodline familiar in a sage-wild blooded sorcerer, since we seem to have lots of martial applications.
I am going to go with no, since the Sage-Wild Blooded bloodline specifically changes out the arcane bond you can get a familiar through. If there is some reason that would allow it that I've missed then let me know.
As the leaves turn, the Autumnal Market Festival approaches. Held on the Autumnal Equinox, this year on Oathday, Rova 21st, the festival is a gathering of many to the town of Phaendar to trade, make pacts for the coming season, and sell wares to people that have travelled far to buy them....
This is a recruitment thread for the Ironfang Invasion adventure path. To get expectations out of the way, I plan on running the entire adventure path with additional content but I only promise to finish the first book at this time. Near the end of the first book, around level 4, I will bring it up with those playing and determine if the next book is a go, and the same pattern will hold for all the books. I do this so that there are no hard feelings if I need to end early, though I will always finish out the book we are on before stopping.
Also for rules, everything must generally be on the PRD, with the exception of feats which you can take from the Archives of Nethys as well.
I will also add a warning for people, there will be situations where children and teens may be in distress and at risk of physical harm. There will be no graphic depictions however, it will simply be noted as happening. If you are not okay with this then I advise you to not apply.
A bit about me. This is my first open PbP recruitment, the other one was closed to friends only. I have also run Pathinder games for 3 years now, one that I started three years ago that is still going (had 12 month break as a friend went to Japan but were playing again now), one I started about 18 months ago, and one started about 5-6 months ago. So I have experience with running games, and with making the long term commitment they need.
Game Style:
I like PbP because I find it a better medium for enjoyable detailed roleplay than face to face. I also prefer it as the cognitive load can be higher due to the slower pace. For this reason I will be encouraging meaningful role play as well a strong character builds.
The game will be very player driven, especially in book 1.
Creatures will use the loot available to them to the best of their abilities. Kill them quickly if you want it all.
I will have maps in either google sheets or google draw.
The game will have encumbrance, food and water, and basic survival as a central theme for quite a while.
There is no good place to buy or sell magic for quite a while.
You will have to manage NPCs to an extent.
I plan on increasing the difficulty slightly to accommodate for recruiting 6 player characters.
All that being said I will have tracking sheets in Google Sheets to help aid in all of this, so you won’t have to do it all yourselves.
Post once a day. If you can’t post for some reason I will bot you forward. If you know you won’t be able to post in advance let us know in the Discussion section.
I will try to post at the same time everyday. Everyone should give me their preferred posting time when they submit a character so I can see what works best for everyone. Know that I will try to accommodate as best as possible, but may not be able to.
Become a tight knit group. Always have a reason to stay with the others, friendship counts.
I have a list of languages to use when posting in anything other than common, use it.
Format your Quick Stat line like this character Prasutagus Iceni
Layout your character sheet like a Monster Stat block to the best of your abilities. The link to Prasutagus above shows the layout properly. Also, please give a 3-5 word explanation of all feats/traits etc and have the descriptions of all your special qualities spoilered at the end of the stat block. I don’t want to have to go digging for stuff over and over when a simple copy paste helps me a lot.
Rolling:
The following PC rolls will always be made by me to keep things moving:
1. Initiative
2. Perception
3. Sense motive
4. Saving throws
5. Group diplomacy*
Player dice rolls of these types will be ignored, unless specifically requested by me.
I may make the following where appropriate, but you may request to make these yourself (let me know if you prefer to roll these yourself):
1. Knowledge checks
2. Survival checks
3. Individual diplomacy*
Further, I may make a roll of any kind on your behalf if you do not post within the 24 hour timeframe (see above fore more on this).
* Where the group is involved in a diplomatic action and a diplomacy roll is required, I will roll using the PC with the highest modifier for the group as the primary roll and the next highest modifier for an assist. Depending upon roleplaying and other circumstances, I may allow multiple assists also, or require someone other than the PC with the highest modifier make the primary roll. Otherwise, the players roll these individually.
Finally, a convention I have adopted (mostly for rolling during combat) in PbP games that I run is as follows:
1. No rolls during combat for any checks that do not specifically require an action unless called for by the GM. Same for free actions that do not influence combat. Eg. Knowledge (dungeoneering) to identify that ooze is a free action, but this is a roll you must ask the GM to make for you (unless he has asked for it). Concentration check to cast a spell is a free action, but that's fine to roll yourself (since it forms part of your cast spell action).
2. Always roll for actions in the order in which they occur. When in doubt, roll reactions to GM first, reactions to players next and then your actions. This should help minimize players swapping over save throws for attack rolls (and the like).
3. If you do want to make an "actionless" skill check, ask the GM to roll it for you. He'll have to post to tell you the results anyway.
I did take the rolling section from GM Damo, for those that recognize it.
Character Creation:
Level - 1st
Races – Core Only
Classes – No gunslingers, must use unchained Rogue, must use unchained Summoner.
Ability Scores – 20 point buy
Skills – All 2 + int classes get 4 + int, we will be using background skills
Hit Point – Using the Wounds and Vigor system with tweaks, details in the Wounds and Vigor spoiler below.
Alignment – Any
Archetypes – Go nuts, but make sure its legal
Traits – 1 campaign, 1 non-campaign, you can take a third with a meaningful drawback. I will also allow you to propose your own drawback.
Gold – Average or Roll, if you roll you must take the roll even if it is lower than average
Background – You should, no NEED to be tied tightly to Phaendar. Characters with family and friends in Phaendar will be more likely to be selected. Also, keep your background concise please.
NPCs – Please come up with at least 5 npcs (including friends and family) that live in and around Phaendar. You DO NOT need stat blocks simply make a comment line as below. If you wish to add a sentence or two of description feel free as well:
Name – Alignment – Race – Suggested classes(NPC only) – Relation to Character if any – Occupation/Purpose in Phaendar
Gear – I suggest not worrying about gear too much. Buy what you would have on you while walking around the festival (so weapons, armor, some food, maybe trade goods). Unless you are from out of town you probably wouldn’t have your backpack, camping gears and 20 trail rations on you.
Here is the tweaked Wounds and Vigor system. Basic idea is taken from Ultimate Combat.
Wounds and Vigor System:
Wound Points and Threshold
Every character has a number of wound points equal to double their constitution score plus their constitution modifier at level 1 (or at one hit die). For every subsequent hit die or level, the character gains their constitution modifier in wound points.
A creature has a wound threshold equal to its constitution score. If a characters wound points drop to or below its wound threshold it is wounded and gains the staggered condition. If a characters wound points drop below its wound threshold it must make a DC 10 Fort save with a penalty equal to the amount of wound points below its wound threshold it is currently at or fall unconscious. If a character makes a move or standard actions it loses another wound point.
Wound points are essentially Meat Points.
Vigor Points
Every player character has a number of vigor points equal to hits full hit die at level 1 (non-player entities, including animal companions, must roll all hit dice). For subsequent levels or hit die a character gains vigor points equal to its rolled hit die.
Vigor points are essentially skill, luck, and endurance points
Healing Wound and Vigor Points
Healing wound and vigor points happens differently even if the effect healing them is the same. Wound points are always harder to heal than vigor points.
Healing Spells and Effects: Spells such as Heal CLW, Cleric's Channeling, and Paladins Lay on Hands. The creature casting the spell or effect must choose if it wants to heal wound or vigor points at the time of use. If vigor points are chosen then you heal a number of vigor points equal to the number of hit points you would have gained. If wound points are chosen then you regain one wound point per die of healing or per caster level for spells such as Heal.
Rest: When resting, creatures regain vigor points equal to their character level plus con modifier. Healing wound points while resting is similar to regaining ability score points and so a creature can regain either a wound point or one ability score point. For situations such as long term care with the heal skill, you heal vigor points twice as fast for 8 hours, or fur times as fast for a full day and you heal wound points as you would heal ability score points.
Restoration and Similar Effects: Restoration can heal wound points as it would ability score damage.
Dealing Damage
You deal damage to vigor points as you would regular hit points. Once all of a creatures vigor points are gone then they begin to lose wound points as they would hit points. Some instances allow you to attack wound points directly however.
Critical Hits: A critical hit deals an amount of wound points in damage equal to its critical multiplier on top of any other damage the creature takes from the hit.
Negative Energy Damage: A creature that casts a spell or effect causing negative energy damage such a inflict light wounds or channeling negative energy, can attack wound points directly at a rate of 1 wound point per die of the effect.
Significant Damage: For every 15 hit points of damage sustained from a single attack, a creature takes 1 wound point in damage.
Other Stuff
Temporary Hit points become temporary Vigor points
Non-Lethal damage is keyed to vigor points. So if non-lethal damage exceeds total vigor points you fall unconscious.
Spell effects that have a hit point trigger such at Disintegrate trigger upon the target receiving the wounded condition. Spells like Harm function off of the wound threshold.
Advice:
Build what you want to play.
Build a strong Character. You will need it.
Make a rich backstory. No need for heroic exploits, keep it simple, connect with your NPCs.
Be prepared to fight against truly unwinnable odds. Be prepared to run.
Be able to drive your own plot. Make your own decision and goals. But remember you’re on a team.
Prepare to embrace the wild.
I will also note that the start of the game is analogous to September 21, for people that don’t know the Golarion calendar. The weather is being modelled off of data from locations in Montana, U.S.A. So the weather doesn’t get particularly cold (Averages around -10/-11 celcius in the depths of winter) but there is a lot of potential for snow. The average high for Lamashan (October) is over 10 C and is still above 0 C in Neth(November) so no need to panic about winters onset.
Advancement:
To accommodate the vast ability to go off on tangents, come up with personal objectives, and generally get into trouble in this AP I am planning on using the Slow XP track. Don’t think of this as a drag on advancement, think of it as being able to advance more meaningfully by doing your own thing.
The other option is to level up as the AP says to, but with the amount of extra content available if you are creative as a player as well as the amount of stuff that can happen in differing orders I feel like it would be more rewarding to have control over when you level via doing things.
I will leave it open to consideration however so mention what you want to do (even if its medium XP track with no extra content or another option) in your submission post.
Rules Stuff
Here is how the AP suggests running food.
Food:
The basic rules for starvation and thirst can be found on pages 444–445 of the Core Rulebook. The resources the PCs and their followers need to survive are abstracted throughout this adventure as Provision Points. One Provision Point sustains a person for 1 day and consists of a half-gallon of fluid (clean water, or ale, broth, cider, goat’s milk, or sheep’s milk) and 3 to 5 pounds of stable food (apples, berries, bread, dried boar, dried venison, hard cheese, mushrooms, nuts, pickled vegetables, and smoked trout). The PCs’ followers carry their resources in a hodgepodge of bottles, jars, and satchels stuffed into improvised backpacks. Each Provision Point of resources weighs about 10 pounds. Together one trail ration and a waterskin also translate to 1 Provision Point, but weigh only 5 pounds.
Consuming only half a Provision Point per day sustains a character, but leaves that person distracted and irritable. A character who eats only a half portion takes a –2 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws until she consumes a full portion. If a person eats half provisions more than 3 days a week, she doesn’t have enough body fat to endure starvation for long, and must begin making Constitution checks each day to avoid taking nonlethal damage.
If a person eats no provisions in a day, she takes the –2 penalty on all attack rolls, damage rolls, ability checks, skill checks, and saving throws listed above. Typically, a character can go without water for 1 day, or food for 3 days before making Constitution checks to avoid taking nonlethal damage. Remember that a character who takes any nonlethal damage from starvation or thirst also becomes fatigued, imposing additional penalties.
I will not be using provision points. You will need a 1/2 gallon of water a day (1 waterskins worth) and an amount of food determined by your accommodations. 6 lbs for unsheltered, 5 lbs for poor shelter, and 4 lbs for good shelter. A trail ration covers any food requirement.
Here are the rules the AP gives for Shelter
Shelter:
Perhaps more important than even food is basic protection from the elements. Rules for inclement weather can be found on pages 437–440 of the Core Rulebook. The Fangwood Forest and Nirmathas in general are temperate, with frequent light rains. Shelter can be as simple as an abandoned home, a cave, a lean-to, a ruin, a tent. If a shelter option isn’t immediately available, a character can construct a temporary shelter sufficient for one Medium-sized creature with a successful DC 15 Survival check and 1 hour’s work; for every 2 points by which this result exceeds 15, the shelter can accommodate one additional Medium creature.
Sleeping without a shelter is cold and often wet, exposing a character to the elements and leaving her fatigued the next day. If she sleeps without shelter a second day, she awakes exhausted, which persists until she can find shelter to rest in for a night. For several weeks in the summer, nights in the Fangwood are warm and clear enough that characters don’t require a shelter to sleep comfortably unless there is an unusual cold snap or precipitation (GM’s discretion). Creatures under the effects of an endure elements spell are not fatigued by sleeping without shelter.
I will be using these, so basically if its cold and wet out, find some place indoors out of the rain.
And combat changes, largely design to make character builds and options a bit more flexible while making combat more brutal.
Combat Changes:
1. Feats such as weapon focus apply to an entire fighter weapon group to give you more flexibility.
2. Those intensively trained in the ways of martial combat are adept at exchanging precision for damage, damage for defence and other various combinations. Classes with Full BAB OR no magical abilities gain the following feats: Combat Expertise, Deadly Aim, Lunge, Power Attack, Risky Striker [No Racial Prereq], Bloody Assault, Dazing Assault, Stunning Assault.
Prerequisites for these feats must still be met.
Those who are less well trained but still martially inclined, classes with 3/4 BAB OR 6 Levels of Casting, can select one of the above feats at level 1 to use for free. This feat can be retrained to another of the available feats as per normal retraining rules.
Those with no martial abilities, classes with 1/2 BAB progression, can not select a feat.
In cases where characters are multi-classed between the above three tiers, they gain the LOWEST tiers benefits +1 feat. So a Paladin/Cleric multi-class gets to pick two feats. A cleric/wizard multi-class gets to pick one feat. If the selection of the lower tiered class happens AFTER selecting a higher tiered class, the loss of capability is easily explained by lack of practising the feats while focusing on learning new abilities.
3. Combat maneuver feats such as Improved Trip automatically gain the benefits of their Greater version when you meet the prerequisites.
4. You may roll two dice and take the better roll when Charging, Attacking from Higher Ground, or Flanking in addition to their regular numerical bonuses.
5. Counter spelling can now be done as an immediate action outside your turn that also costs your standard action on your next turn. Also, you only need to have a spell of the same school prepared and not the same spell to counter spell. The Improved Counter Spell feat is changed to allow any spell of the same level or higher to be used to counter spell.
6. The Brace feature of a Brace weapon can be used as an immediate action while it is not your turn as well as by readying a standard action on your turn. If used as an immediate action off turn int consumes your Standard action from you next turn.
Those are the six house rules my players like the best. Feel free to comment on them, they aren’t set in stone.
Who I am Looking For
I am looking for six would be adventurers to step up and try to defeat the Ironfang Legion. I will be selecting a fairly well balanced party that is able to handle a lot of situations.
Most importantly I will be reserving two slots for New PbP players. If you think you might be new at this the write something along the lines of “I am new to PbP” in your post when you submit your character.
Also, if you are new to Pathfinder in general (say have played for less than 2-3 years online or offline) or are not great with the rules, mention that to me. Then I will know who needs more help with character generation.
If you have any questions bring them up. Recruitment will be open until September 16th at 23:59. Successful applicants will be notified by September 19th. The first game play post will drop September 21st.
Male Hobgoblin Hero Points 1 SW Skald 2/URanger 1 HP 21/21 | AC 17| T 11| FF 16| Fort +6| Ref +3| Will +3| Init +1 Perc +6 Dark Vision 60 ft | Concentration +5 | RS 8/8 | L1 3/3
Just a heads up, from August 16th to 23rd I will be in the process of getting married and honey mooning so I may not be available during that time. Feel free to bot me as needed.
Male Hobgoblin Hero Points 1 SW Skald 2/URanger 1 HP 21/21 | AC 17| T 11| FF 16| Fort +6| Ref +3| Will +3| Init +1 Perc +6 Dark Vision 60 ft | Concentration +5 | RS 8/8 | L1 3/3
Welcome back. Now kindly start killing things please.
Male Hobgoblin Hero Points 1 SW Skald 2/URanger 1 HP 21/21 | AC 17| T 11| FF 16| Fort +6| Ref +3| Will +3| Init +1 Perc +6 Dark Vision 60 ft | Concentration +5 | RS 8/8 | L1 3/3
Half Orc Oath Bound Paladin 4| HP 34/34| AC 19/11/18| CMB +4| CMD 15| F +7| R +4| W +7| Init +1 Per +7 | LoH(1d6) 0/3
I will be unavailable from June 3 to 11 due to racing in a mini baja competition. I will try to check in from time to time but don't expect much from me
DM feel free to bot my actions in combats as needed during that time, and I will support Campus' actions and follow his lead during my absence if decision making is required.
Describe the animals, people react more to the effects on animals than on other people.
If you're in a city they're will be many stray dogs, cats etc, there will be horses, donkeys and other pack animals.
Describe their braying, fleeing, wild panicked eyes at the start of the event. Describe seeing some running around bloodied, on fire, with broken limbs during the event. Finally, describe their dead bodies littering the city after the event.
Basically, people expect people to die in natural disasters, but animals always seem to get them.
Male Hobgoblin Hero Points 1 SW Skald 2/URanger 1 HP 21/21 | AC 17| T 11| FF 16| Fort +6| Ref +3| Will +3| Init +1 Perc +6 Dark Vision 60 ft | Concentration +5 | RS 8/8 | L1 3/3
"Ate to much" should be christmas' catch phrase really, I did the same
Male Hobgoblin Hero Points 1 SW Skald 2/URanger 1 HP 21/21 | AC 17| T 11| FF 16| Fort +6| Ref +3| Will +3| Init +1 Perc +6 Dark Vision 60 ft | Concentration +5 | RS 8/8 | L1 3/3
Male Hobgoblin Hero Points 1 SW Skald 2/URanger 1 HP 21/21 | AC 17| T 11| FF 16| Fort +6| Ref +3| Will +3| Init +1 Perc +6 Dark Vision 60 ft | Concentration +5 | RS 8/8 | L1 3/3
@Sarada - I think it might
Not seeing much of interest down the well, Kreagor looks around for other signs of people in distress and to see how his three other companions are doing.
Perception:1d20 + 5 ⇒ (11) + 5 = 16
Hmmm... I seem to be in charge here... that's rather disconcerting
1. Earthsized, but not overly fleshed out
a. A wiki with numerous hard copies as well
b. I am mapping in 1.6 mile hexes when the party needs to travel through it. Otherwise I just keep world and continental maps.
2. Own work only, but it is impossible not to be influenced by works you like
a. I draw from everything. History, the news, fantasy literature etc.
b. Own stories only
3. Yes
a. Currently most religions played by PCs (3) and 7-8 of my 50ish cultures are player written as well. I let them contribute as much and as often as they want, then do minimal editing and work with them to insert the idea into the world.
Male Hobgoblin Hero Points 1 SW Skald 2/URanger 1 HP 21/21 | AC 17| T 11| FF 16| Fort +6| Ref +3| Will +3| Init +1 Perc +6 Dark Vision 60 ft | Concentration +5 | RS 8/8 | L1 3/3
No worries
Looks like little Garri here is smitten...
Internally chuckling to himself Kreagor tries to encourage his kindness without sticking his foot in his mouth,
"Yes they are a part of being a good person, for the most part. There is no need to be confused about them, any you can actually use them to help you in certain ways."
Kreagor is silent for a second, thinking, before he continues, somewhat awkwardly,
"I'm not sure what your story is Garri, but if you are ever wondering what to do, just remember these feelings about Tyari and ask yourself 'would Tyari like what I am about to do?'. Then use the answer to that to help make your decision."
Hopefully that will help him out
On another note, a Phylactery of Faithfulness that scolds you in Tyari's voice would be funny
Male Hobgoblin Hero Points 1 SW Skald 2/URanger 1 HP 21/21 | AC 17| T 11| FF 16| Fort +6| Ref +3| Will +3| Init +1 Perc +6 Dark Vision 60 ft | Concentration +5 | RS 8/8 | L1 3/3
Seeing Sarada reminding Kurst about proper jailing procedure Kreagor thinks,
I really hope she never feels the need to remind me of anything...
Waiting for Kurst to regain a measure of composure, Kreagor then some information about the investigation.
"Our investigation has been ongoing, though how fruitful we are not entirely sure. We followed our lead out to the Plague House and ventured into it. Other than some vermin, we only found the boy Othdan and those two we brought here. We have yet to question any of the three though."
Shifting his bandolier a bit Kreagor passes the conversation off to his friends,
"Do any of you remember anything I have missed? Or gotten wrong?
I forgot about the 55 pp the party found. Did everyone take 11 of them?
Half Orc Oath Bound Paladin 4| HP 34/34| AC 19/11/18| CMB +4| CMD 15| F +7| R +4| W +7| Init +1 Per +7 | LoH(1d6) 0/3
Then for that I would go with,
Str 10, dex 12, con 13, int 18 (16+2), wis 14, cha 10
Get rid of summon monster 1 and take ear piercing scream. It gives daze via sonic damage and is not mind affecting, and at level 2 is starts to do 1d6 damage. Keep Color spray, but you will only get to use it once per day since you only have 2 phrenic points at level 1.
From there you can use ear piercing scream[EPS] (DC 15) against single foes targeting their fort save (a bad save for the undead, and its not mind affecting). Use EPS against foes that Ulfric and Catrine either can not get to before they get to the squishy casters, or which we are having trouble against as dazed makes it lose its next turn. Then you can also use sleep (DC 15) if multiple enemies are a threat, and can spend 2 phrenic points to have the undead be affected.
Also don't forget that you have bless to buff everyone and can channel a cure light wounds, which deals 1d8+1 damage to undead (DC15 will save for half) if you really need to knock one down fast.
From here, pick spells as needed for buffing and sos as you go up levels, try to stay away from mind affecting stuff. And at level 4 swap out sleep for something else, and put your ability score increase in con or int. If you do end up wanting the summon monster spells start getting them at summon monster 3. Also at an 18 int you should get 4 first level spells per day, which is pretty good.
That's all I got for now as a quick guide, I need to get back to studying for finals. I would personally swap out your armour proficiency feat for spell focus in the school you want to use the most for save or suck, then swap out sleep for mage armor, but thats more of a personal thing. Its mainly just that as a spontaneous caster, you have the spell slots to fully utilize all the arcane defenses like mirror image/displacement/blur and the armor is a bit of a waste mechanically, but nice thematically. And since it doesn't look like spell chance failure matters to you, you can wear the armor even without proficiency because you're not a physical skills type or a melee combatant so the penalty doesn't really affect you.
EDIT - I forgot for a moment but undead are immune to EPS as it requires a Fort save. I'm sure theres another decent spell to replace summon monster 1 with on the psychic list but the formatting for that list is awful and I don't have time to look right now.
Half Orc Oath Bound Paladin 4| HP 34/34| AC 19/11/18| CMB +4| CMD 15| F +7| R +4| W +7| Init +1 Per +7 | LoH(1d6) 0/3
This got a bit longer than intended, but I tried to cover pretty much all the ground I could to help get your character made sooner rather than later. Contemplated sending it via pm but though it was better off here.
Well whats your build going for mechanically? Are you trying to be a blaster, utilitarian and buffs and crowd control, save or suck/die? (or is that what your unsure of?)
If you want to use strictly buffs and cc then you don't need a super high int, a 13 to start is fine, then pump your other stats to suit what you want out of the psychic.
If you want to blast or use save or suck/die then pump your int as much as possible (probably buy a 16 and put your +2 there, or even just buy a 15) and then divide up whats left to grab some cool phrenic pool stuff.
Judging from their current spell lists Catrine is going stealth blaster, Slav is going utility and damage and, Cassandra is going with heals/buffs and I assume some damage/crowd control spells later on. I personally am changing up my Skald from a group buffer to a self buffing damage dealing front liner.
Due to that it looks like the group has all its needed bases covered so I would say that the ability to deal a consistent secondary amount of damage, utlize the buffing and single target save or sucks on the psychic spell list and, be able to pull my butt [for clarity I mean Ulfric's butt] out of the fire occasionally would be the best mechanical contribution
What I would go with attributewise is a 10 str, 12 dex, 13 con, 16 int (buy a 14 +2), 16 wis, 10 cha. You get decent DCs(2 points higher than they are now), 4 phrenic points(1 less than now), the same AC you have now, and a slightly lower carrying capacity. Then just pick spells to fit.
Also, if you want to get better DCs, then drop the light armour proficiency feat, take spell focus for the school you want to blast/SoS with.
If you want a bit more help than that I can theorycraft pretty much any character concepts mechanics out of the psychic class that you could want to roleplay, I just need to know what you want to do.
EDIT - Also just want to mention to GM Wulfson that I rebuilt Ulfric a bit but he still holds to all the character creation rules and the same personality etc.
The thing is, only succeeding at something 50-60% of the time is not something that you should want to be your 'thing'. If a doctor or engineer was only successful 50-60% of the time we would ask for their resignation. If someone in my group is being a melee fighter, some one I am relying on to keep me safe and protect me [same position in the party that doctors and engineers have in society], and is only sucessful 50-60% of the time, I want him to do something so that MY character doesn't die due to his poor abilities.
Making a guide on viability really shouldn't be based around making people FEEL successful, or trying to minimize their feeling bad about only being passable, but rather actually showing them where they need to be at to BE successful.
Just wanted to chime in and say I like the guide and the threshold levels for all the color levels. I enjoy using it as a seven level gradient of viability, which the build guides can not do since their color scheme options are dependent on a range of values.
I did not explain well enough I guess. The spell does not actually cause damage, but since the character believes he was hit with a fire ball, he felt the heat and saw it and failed his will save, he BELIEVES he is damaged, and can see the burns and effects of a fire ball upon himself.
At this point the DM hands out HP damage as a way of leading the players on, to be tricked as well to increase the immersion, and records it himself to later tell players when they make their will save to remove the damage since it did not actually happen(taking players aside some what helps with keeping the illusion going but not much). This has the added bonus of not being an immediate give away as an illusion due to "oh this is an illusion, I didn't take any damage".
Also, the player does not go below 0 hit points until he is actually at 0 hit points not including the imaginary damage. So when his character sheet says -11 hit points (as an example) but the DM says "no you keep fighting as normal" you get the idea that something is not quite right.
I find this method more immersive, though you have to be willing to attempt to trick the actual players instead of just the characters. it is also more work for the DM.