Alurad Sorizan

Ruick's page

213 posts. Alias of andrew dockery.




I am currently looking for 2-3 players for my Legacy of Fire game (updated to pathfinder RPG). We currently play every other saturday from 8pm-midight and are open to both new players and experianced players alike.

Post here if intrested for more info.


We are currently looking for 1-3 more players and are open to both new players and experianced alike (3 players in the group currently).

We are currently using the PFRPG rules set in the forgotten realms setting (home brew story).

For more info post your email here.


I will be starting a new pathfinder game at Pet Shop Comics in Hillview (near louisville) KY. We need 3-5 players game will be weekly on sunday from 1:30pm-7pm post here if your interested.


I will be moving back to the Louisville KY area soon. Looking to join up with an active gaming group in the area (pathfinder RPG or 3.5 preferred)


In my 3.5 game I have been ruling that detect evil does not detect just any creature of evil alignment, it only detects creatures with a evil aura or the evil subtype. And recently have had this questioned by the paladin in my group and for now we are doing things my way, I am the DM after all.

But I am wondering if I am wrong or right by RAW. So far my only real proof is that if detect evil detects any creature that is evil, then why do they need to worry about auras of evil clerics.

Does anyone know if there is an errata on detect evil or any other official source that better explains the spell.


So a year or so back my gaming group switch our system from 3.5 to hackmaster. We have since switched back to 3.5 but one of the only things I liked about the hackmaster system was the quirks and flaws character creation system, where you roll your stats 3d6 in order then you can choose to take a number (1-9) of randomly generated (though multiple tables) quirks and flaws (every thing from bad personal hygene to loosing an arm to food allergies) and each quirk and flaw was worth "building points" you could use to raise your characters stats but each quirk and flaw had a negative gameplay effect.

I really liked this system because it made characters more interesting kind of forced role playing (something you have to do in my group) IE if you rolled and got Mute you needed to bring a chalk board to game to write what your character wanted to say..

anyway question is has anyone heard of anything in the 3.x (or PFRPG) that does this or something similar?


so ive never played in a PbP game but im looking to join one up for anything pathfinder or 3.5 anyway just putting feelers out. thanks.


bump


hello i am a player looking to join a virtual table top game (using maptools or some other VP program)ive never ued a virtual tabletop before but i would like to try it out. I would prefer a Friday night game (EST) playing either 3.5 or pathfinder. Anyway, respond here if you have a group i could join (or know of a better place to look)


pt1-question
in the campaign setting it describes the mana wastes a bunch of different ways in including "warped reality", "magic dead", and "warped magic".

I assume that the writers were purposefully vague to give DM's some space to interpret this area in their own ways.

anyway, I was wondering if there had ever been anything published about how exactly the manawastes affects magic, meaning is it 100% magic dead both arcane and divine, or is it only 100% dead to arcane, or does magic function there but is warped in some way.

pt-2 idea

so here is my idea for how to run the mana wastes in a campaign.

First off divine magic would have to function there (it makes sense that too much arcane magic would affect arcane magic in the area but i find it hard to see that there is a place the is almost completely cut off from the gods).

2nd magic items IE arms and armor with permanent passive bonuses IE +1 weapons or gauntlets of ogre power do not function there.

Arcane magic and supernatural abilities (and scrolls wands and ect.) function there but suffer a 60% failure rate and have a chance to be warped by the chaotic nature of magic in the mana wastes giving a 30% chance for a mishap. so every time a player, NPC, or monster uses a arcane spell, spell completion item, or supernatural ability you (the GM) roll 1d100 and on a result of 01-39 the spell goes off as planned, 40-69 the spell has no effect, and 70-100 a the caster suffers a spell mishap.

for the mishaps you can use any random table that gives a random effect that takes the place of the spell. the easiest example of this is the rod of wonder table in the DMG. in my game i will be using the "spell mishap table" from the "hackmaster" system which has everything from casters hair grows to caster spontaneously combusts.

in my opinion this gives at least explanation on why there are undead and abberations in the mana wastes while still making arcane magic not nessecarly useless but dangerous to use while in there.

anyway, obviously my group will be running through the mana wastes soon and I was researching how exactly to run it and had this idea figured i would share it with the community. thanks for reading.