Vencarlo Orinsini

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RPG Superstar 2011 Top 4. 2,648 posts (4,077 including aliases). No reviews. No lists. No wishlists. 15 aliases.



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RPG Superstar 2011 Top 4

Would anyone be interested in following a painting blog as I pick the hobby up again? It's been about a year since I painted. Back then I painted a Warhammer 40k army, three Warmachine armies, and an assortment of reaper minis.

I'm thinking about starting again and I thought I might photograph the different stages of painting and how I do it. My D&D group has a new slew of characters that all need models so once I get going I'll paint all those up and maybe move onto some Warmachine sets.


The shifting sands of Osirion have been known to swallow entire communities, wiping them from the face of Golarion. Those same dunes sometimes uncover that which has been lost, revealing secrets from the past. In a nation with a rich and mysterious history, such discoveries set off a rush of exploration, but the deserts are not a safe place, and more than one group of treasure-hunters has donated their bones to the sands. When Venture-Captain Norden Balentiir contacted you this morning in Sothis, the story was a familiar one. A group of Pathfinders has gone missing in the desert and he would like to send you to find them. You have been asked to meet at his office to discuss the rescue.

In the lounge outside his office sit five individuals from all walks of life. Joined by an oath to the Pathfinders they await the details of their next mission. Shortly after the last has arrived the Venture Captain's door opens and the stern man enters the room.

"I am Venture-Captain Norden Balentiir, some of you I have worked with before. Others I have called because you were nearby and unassigned. We can save the small talk for later, there are three Pathfinders lost in the desert and I want you to find them. If possible, finish their mission of searching that tomb.

Theo Aldebrant, you're an ugly som'b~%+&, but you can talk a lion out of his mane. Qalas, you're along for arcane support and that monster of yours might come in handy if things get rough. "Basilisk" Jack, they might need your keen eyes in the desert. Aeron Vilman, you'll help the crawdad with wetworks. Leamur, you're a highly-trusted member, keep the group from cutting each others throats.

Your target set out eight days ago and until yesterday had kept in touch via magic. The last message I received they reported entering the tomb. Now maybe the tomb has some sort of protections on it to prevent communication, but I wouldn't be a Venture-Captain if I bet on maybes," He pulls out several pieces of paper from a pouch. "These are requisition slips, take them down to the stable where five horses and three mules are waiting with two-weeks worth supplies. Each horse will have a scroll tube in the saddle-bags showing the route to the tomb, located southwest in the Parched Dunes. Any questions?"


The shifting sands of Osirion have been known to swallow entire communities, wiping them from the face of Golarion. Those same dunes sometimes uncover that which has been lost, revealing secrets from the past. In a nation with a rich and mysterious history, such discoveries set off a rush of exploration, but the deserts are not a safe place, and more than one group of treasure-hunters has donated their bones to the sands. When Venture-Captain Norden Balentiir contacted you this morning in Sothis, the story was a familiar one. A group of Pathfinders has gone missing in the desert and he would like to send you to find them. You have been asked to meet at his office to discuss the rescue.

In the lounge outside his office sit five individuals from all walks of life. Joined by an oath to the Pathfinders they await the details of their next mission. Shortly after the last has arrived the Venture Captain's door opens and the stern man enters the room.

"I am Venture-Captain Norden Balentiir, some of you I have worked with before. Others I have called because you were nearby and unassigned. We can save the small talk for later, there are three Pathfinders lost in the desert and I want you to find them. If possible, finish their mission of searching that tomb.

Augrim Whyrwharf, I've brought you on to handle divine interactions of both the spiritual and extremely physical kind. Calumny Tas'Vere, you're here for arcane support and logistics. Ridley Blix, if they're trapped behind some wall, I expect you to remove it. Charles Beecroft, you're the steadiest sword available, keep the rest from cutting their own toes off. Jeroph you're a keen lad, I'm sure you'll find your place.

Your target set out eight days ago and until yesterday had kept in touch via magic. The last message I received they reported entering the tomb. Now maybe the tomb has some sort of protections on it to prevent communication, but I wouldn't be a Venture-Captain if I bet on maybes," He pulls out several pieces of paper from a pouch. "These are requisition slips, take them down to the stable where five horses and three mules are waiting with two-weeks worth supplies. Each horse will have a scroll tube in the saddle-bags showing the route to the tomb, located southwest in the Parched Dunes. Any questions?"

RPG Superstar 2011 Top 4

This will be the Out of Character thread for Team Aboleth. Consisting of;
Fraust - Elf Alchemist 9
Charles - Student of War
Calumny - half-elf magus 9
Gravefiller - arcane duelist 9
Augrim - Inquisitor 9

Character creation will entail;

-20 pt. buy
-Any Core, Bestiary, or Bestiary 2 race (tieflings must get the tiefling trait)
-Any Core, APG, UM, or UC class
-Wizards lose Scribe Scroll and gain Spell Focus. Alchemists lose Brew Potion and gain Extra Bombs.
-No crafting feats, or leadership
-Standard WBL (46,000 gp, no more than 18,000 spent on one item)
-Any two traits, each must be from a separate category (You may take Faction traits)
-Max HP at level one, each level thereafter is based on your hit-dice plus con.
d6 = 4
d8 = 5
d10 = 6
d12 = 7

This scenario will take place in the deserts of Osirion, but your character need not originate from there. They only need to be a member of the Pathfinders.

RPG Superstar 2011 Top 4

This will be the Out of Character thread for Team Aboleth. Consisting of;
Chris - Halfling Summoner 9
Bilbo - Halfling Sniper
Irulesmost - Inquisitor 9
Ugulanoth - Fighterguy

Character creation will entail;

-20 pt. buy
-Any Core, Bestiary, or Bestiary 2 race (tieflings must get the tiefling trait)
-Any Core, APG, UM, or UC class
-Wizards lose Scribe Scroll and gain Spell Focus. Alchemists lose Brew Potion and gain Extra Bombs.
-No crafting feats, or leadership
-Standard WBL (46,000 gp, no more than 18,000 spent on one item)
-Any two traits, each must be from a separate category (You may take Faction traits)
-Max HP at level one, each level thereafter is based on your hit-dice plus con.
d6 = 4
d8 = 5
d10 = 6
d12 = 7

This scenario will take place in the deserts of Osirion, but your character need not originate from there. They only need to be a member of the Pathfinders. Until we begin your characters are not set in stone. So if someone wants to change to a different class and it works with the party that is fine.

RPG Superstar 2011 Top 4

So, I've got some spare Pathfinder Society scenarios I purchased to help my run in the RPG Superstar. Rather than just collecting dust is anyone interested in playing one out? One of them is Osirion based for 5th or 9th level characters.

Wouldn't take too long to play out, maybe a month or two. Characters, as always in PFS, would be existing members of the Pathfinders tasked with a specific mission. It is a tough scenario so bring your A game.

Anyone who's interested feel free to offer up a brief character idea. No need for full builds. Soon as I see four people I think will work well I'll open up a thread for character creation. Probably do the 9th level version since so many PBP games on here start at 1st level, might be fun for people to stretch their legs a little.

RPG Superstar 2011 Top 4

I just recently started listening to Ewan Dobson and this guy's work just stops me in my tracks. If you are a fan of solo guitar take a listen to any of his work.

This is my personal favorite though.

RPG Superstar 2011 Top 4 aka Scipion del Ferro

Return To Nihility
With The Longest Day, Comes The Blackest Hearts

Introduction:
Over five millennia ago an entire city was torn from the Material Plane. Lost within the stagnant void of a demiplane the people have degenerated into a caste of ruling morlocks and servile mongrelmen. The morlock prince, Tiepolo the 50th, considers himself to be the greatest son of his family’s long lineage; on the night of his ascension, he slew his sire. While covered in the old king’s blood he traveled into the dark heart of the city. Deep within the Aeromantic Infandibulum he tore free the staff of rightful rule. He returned with staff in hand, declaring himself king, and beginning a chain of events that would bring two worlds into collision.

Return to Nihility is an urban adventure for four 4th-level characters. By the end of the module, characters will be 5th-level. This adventure includes details on the Shory city of Venlor and its locales; ranging from slums known as The Dregs, to the tops of the four huge towers that loom over the city. As the PCs explore the city they will uncover a plot of war and subjugation. To free the mongrelmen, protect their town, and send the city from whence it came they will have to confront the cruel morlock, Lord Kracht, earn the alliance of the mad wizard, Gek, and finally put an end to the once-noble brood of King Tiepolo.

Adventure Background:
During the Age of Destiny, the great civilization of Shory flew through the sky. Their flying islands held great cities and would travel the far reaches of the Inner Sea. The Shory were masters of powerful arcane magic known as the Aeromantic Infandibulum. Inside each of the cities thrived a population of servants and nobility, of students and masters. Arcane constructs provided for every need of the city, but over time, each of these magnificent flying cities fell. Some were plundered by thieves, others became lost, even forgotten.

One of the earliest cities to fall was Venlor, ruled by King Tiepolo. The magic of the Aeromantic Infandibulum had begun to lessen and the island drifted closer to the ground each day. Their descent was slow and would not be violent, but Tiepolo feared what would become of the city when it was stationary. Its walls were not designed to withstand the rigors of siege, nor did the city have a proper army to defend itself. Each day the ground loomed nearer and the greatest minds of the Academy Aeromantic struggled for a solution. All ideas having failed, the wizards convinced Tiepolo to let them shift the entire city to the Elemental Plane of Air. There they would have ample time to repair the Infandibulum. Every mage in the city, save the lowest pupils, aided in the ritual within the center of the city. When the island was torn from the Material Plane the arcane power fueling the Aeromantic Infandibulum lashed out, filling the city with wind and lightning. As the city settled, the populous found themselves in a realm of utter blackness.

Nearly all of the city’s wizards were slain by the failed ritual, and the King decreed that none may enter the Infandibulum. Tiepolo feared that tampering with the great arcane machinery might return them to the Material Plane were the city would surely be doomed. As an already self-sustaining culture, he was not concerned with their current location, only that they were safe. The nobility and royal family grew secluded, keeping themselves locked within their tower. They painted landscapes on the windows and pretended a normal world existed outside. Decades passed and the wizards could never convince the king or any of his descendants to make any changes.

Adventure Outline:
Part 1: A City Arrives

This adventure takes place outside of any small town that is currently celebrating the Sunwrought Festival. At the height of the summer solstice a great thunderclap rumbles across the land, a massive black rift tears the sky and from it emerges the thousand foot wide island of Venlor. Over the span of an hour it lands ten miles outside of the city, crushing everything underneath. The rift above stays open and black forms fall from it. As the PCs observe this event, a pair of the falling objects crashes into a house near them. Emerging from the wreckage are two creatures known as ne’ers. These beings move about destroying everything they touch until they are stopped by the PCs.

Ne’er

Spoiler:
Ne’ers are denizens of the demiplane the city of Velnor was cast to. They were created from the clash of raw astral material and the magical essence of the Infandibulum. They appear to be humanoid, but are solid black and absorb all light cast on them. To a lesser extent they are similar to a sentient sphere of annihilation, able to effortlessly destroy mundane objects. They are treated as having a +20 Strength modifier to break non-attended objects or material, and anything broken by them is disintegrated. When struck by a weapon they may make a sunder combat maneuver as a free action and are treated as having the Improved Sunder feat. Ne’er are not malicious and merely wish to explore existence, unaware of the effects their interactions may have on the world. They cannot hear or speak, but can communicate with each other in their bizarre sign language.

After witnessing their bravery in the face of such strange creatures, the mayor of the town pleads for the adventurers to travel to the fallen city. There he hopes they will discover the cause for this event and remove the rift from the sky. Nearing Venlor, the group encounters a scouting party of mongrelman lead by a well-armed morlock. This is the first sign of hostile actions from the city. Venlor is difficult to enter, having no proper ramps, but its walls have been eaten away by the demiplane where it resided, making it possible to climb over them.

Part 2: A Fight for Freedom
Inside of the city walls the PCs discover a warren of freakish creatures. The ground level of Venlor has been turned into a slum of mongrelfolk. Its streets are narrow and packed with shoddy buildings and filth. The people here are recovering from a state of panic and collapsed structures are scattered all around. Despite this, the mongrelmen treat the PCs indifferently. Several merchants attempt to hawk their wares to the newcomers and horrible children laugh and touch them. Before the adventurers can wander too far they are confronted by a contingent of morlock warriors beating their way through the crowd. This encounter can have multiple outcomes.

-Fight- If the PCs stand their ground and face the morlocks they will likely be beaten and overcome. While unconscious they are dragged to the Tower of Knives and thrown directly into a holding cell with a group of unruly mongrelmen gathered around a figure covered in rags.
-Flight- If the PCs flee the morlocks may spot them and give pursuit. This is a short chase scene consisting of six sections through the city. At the finish line a cloaked figure hurriedly gestures for the PCs to hide in his house. If the morlocks do not pursue them, PCs come across the figure after a minute of running.
-Riot- Should the PCs stand their ground and notice that the crowd is not pleased by the presence of the morlocks, they may make several Diplomacy or Intimidate checks to incite a riot. The morlocks flee back to the portcullis gates at the Tower of Knives. At this point a tall ragged figure approaches the PCs.

Regardless of how the PCs interact with the morlocks they find themselves facing Gall, the leader of a group of mongrelmen who are attempting to overthrow the cruel morlocks. He explains the history of the city and how the two castes came to be. If the PCs are captured he begs them to help the rebels escape. If met outside he begs the PCs to infiltrate the Tower of Knives and free the rebellious mongrelmen from the dungeons within. If they need more convincing he also explains that his sources indicate the leader of the morlock military plans on quickly attacking the nearby town and expanding Tiepolo’s influence. Gall is a cleric of no god, but has the domains of liberation and void. If met in the dungeon he offers his services of healing. The morlocks left him his holy symbol so they could beat and torture anyone he attempted to heal.

[Note: If only some of the PCs are caught, Gall will meet those who are still free. He suggests getting caught and thrown into the dungeon to join the others and escape from the inside as a group.]

-The Tower of Knives-
This square building dominates the southern section of the city. It is topped by a large cage-like minaret. All of the windows along the walls are thin arrow-slits and the only entrance is the main gate, a sturdy portcullis. Every hour the gate is raised for patrols to enter and exit. Some patrols consist entirely of morlocks, others of a morlock leader and mongrelmen conscripts. These can be randomly encountered throughout the city as before. The dungeons are at the top of the tower with six main floors. The ground floor is the armory and barracks of mongrelmen conscripts. The second level is dedicated to the training floor with taskmaster Toltar, a whip and dagger wielding fighter along with his unwilling trainees. The off-duty morlock militiamen reside on the third floor. Fourth and fifth floors belong to the officers and variety of enslaved ne’er. The final floor before the dungeons is vaulted cave-like residence of the twisted Lord Kracht (morlock antipaladin of Lamashtu 5). Should the PCs be escaping the dungeon Lork Kracht is instead found entering the training floor shortly after Toltar is defeated. Kracht carries the key-ring which unlocks all of the dungeons. This is required to free all of the rebel mongrelmen unless the PCs spend several hours disabling all of the locks. Once the mongrelmen are freed Gall advises the PCs to speak with Gek inside the Aeromantic Academy. While a morlock, and not entirely sane, he is also a powerful wizard who may be able to offer more information about the city

Part 3: An Academy of Errands
The Aeromantic Academy is one of the few structures intact from before the shift. It is a spiraling library topped by the study chambers of those who practice the arcane arts, the largest being the Great Hall of Knowledge. The Academy is home to a little over two dozen practitioners of arcane art. The most powerful being Gek (venerable morlock wizard 7). The majority of students are mongrelmen, as few morlocks leave the White Tower except to join the ranks of Karcht’s militia. Several apprentices escort the PCs to the Great Hall where they are presented to Gek. The elderly morlock is frequently confused, but during bouts of lucidity he realizes the presence of outsiders. He frequently refers to them as “fresh new subjects” and is eager to inspect them. Gek pledges the resources of the Academy if the PCs will assist him with a pair of tasks.

-Gek’s Tasks-
Gek elaborates that he has been researching the creatures known as the ne’er, previously they were a grave threat to the city of Venlor. Not everything they destroyed could easily be replaced with magic, especially given the limited talent within the city. He would like to see a variety of wounds inflicted on a “fresh subject” by the ne’er’s touch. There have been difficulties in finding volunteers in the past. He dismisses existing wounds, insisting they be fresh. Gek points out that ne'er are descending from the rift in the sky and before long it will be quite easy to find one.

Several years ago Gek had an apprentice, Vankar, who stole his spellbook. This set his research back several decades. That book has been torn in half with part in the hands of Luzril (mongrelman rogue 5), a greedy merchant, who lives in the seediest part of The Dregs. The PCs will have to make a Diplomacy check to gather information and learn this, and once they have found Luzril he will not easily part with the torn book. Any attempt to strong arm him will result in a confrontation with Luzril and his body guards (mongrelmen warrior 4). Luzril will surrender if losing, begging for mercy. Once the book is turned over he reveals that the apprentice he purchased this half from has been hiding in the sewers below The Dregs. Luzril had previously tried to purchase the second half and can draw a crude map leading to the morlock's lair.

Vankar (morlock wizard 5) has been experimenting with the material of the demiplane. Along with two advanced torble swarms, which help him collect the matter from the sides of the city, his lair has several bags of what he refers to as null soil. His torble familiar will alert him of any intruders within the sewers and if the swarms don't stop them he will prepare for a fight.

Null Soil

Spoiler:
This magical dust can be used to reduce the hardness objects or sections of material. Each pouch has three doses, each dose can be used on one object weighing less than 20 lbs. or a 5-ft. section of material. The pouch can also be used as a thrown weapon that exposes the target to the remaining doses dealing 2d8 damage, ignoring hardness, to one item for each dose within the pouch, DC 18 Fortitude to negate. Damage is dealt to the items with the most hit points first.

When Vankar is defeated and the spellbook returned, Gek reveals that while the rift is open ne'er will continue to emerge. He speculates that it was originally created when the staff of rightful rule was removed from the Aeromantic Infandibulum. If the staff is returned, the Infandibulum should reactivate and resume its previous function, pulling the city from the Material Plane back to the demiplane. Gek is puzzled about how the staff was removed in the first place.

Part 4: A Nest of Nobility
A messenger from Gall locates the PCs and guides them to the third tower in the eastern section of the city, called The Warren. This tower is a squat cylinder honeycombed with small but comfortable residences for the middle class mongrelmen. Gall's quarters are large and well furnished, he offers the PCs rest and refreshment if they need it. His rags have been cast aside for polished armor made of a variety of metals to match his misfit form. Gall is also the religious leader of the mongrelmen, he expresses that the mongrelmen are happy with returning the city to the demiplane. If the morlocks are removed from control they can live in peace and build a better society. His contacts within the White Tower's servant staff confirm that Tiepolo does control the staff of rightful rule, and is currently secluded in the magically sealed observation room at the top of the Tower.

An invisible bridge made of force connects The Warren to the Aeromantic Infandibulum and from there to the White Tower. When Venlor returned to the Material Plane a group of air and lightning elementals were created within the Infandibulum, unable to escape they will attack anyone entering the building. The lower levels of the White Tower belong to the lesser morlocks who are not descended from the royal line. Unless the lower floors are barred, any fighting in the upper areas has a chance to alert them, causing a group of morlocks to investigate. The bridge from the Infandibulum leads directly to a locked door, made of the same enchanted metal of the city’s walls. Lord Kracht’s key-ring can open this door. It leads to a decadent floor of the tower, filled with silks and cushions. The air is thick with incense and laying amongst the pillows are three beautiful human girls. These are actually the three oldest morlock princesses, under the effects of disguise self. The eldest, a fledgling sorcerer despises their true form and leads them to viciously attack anyone who points out what they really are.

The next floor up is a damp labyrinth of pillows and troughs. Laying at the center is the bloated form of a morlock. This is Tiepolo’s mother, and while she cannot defend herself, she commands her spawn to tear apart any intruders. Half a dozen young morlocks attack upon the PCs entrance. Another six remain hidden and ambush the party once they have begun to look through the room. The queen-mother, unable to move, hisses and flails violently during the ordeal.

Tiepolo’s personal guard occupy the second to last floor. They are four morlock warriors with the finest equipment available, trained in teamwork tactics and coordination. They each hold part of the key for the stair leading to King Tiepolo the 50th (advanced morlock barbarian 6). Tiepolo is not above gloating and if given the chance will explain in detail how he killed his father and all those before him. If interrupted he flies into a rage and attacks whoever spoke out of turn. During the fight he rants that it was all his idea, claiming again and again that he had no help.

Part 5: From Whence It Came
Gek and Gall await the PCs return within the Aeromantic Infandibulum. The two lead them to the bottom floor when the staff of rightful rule is recovered. The scattered bones of a score of wizards lay around the central dais, untouched by time. When the staff is returned the Infandibulum fills with the smell of ozone as lightning leaps around the tower. A pair of young mongrelmen wizards escort the PCs to the edge of the city where they help them down with feather fall. Before they touch the ground the entire city shakes and over the next hour begins to lifts into the sky, sliding back into the rift above. The black void begins to close as the island is engulfed in darkness once again.

RPG Superstar 2011 Top 4 aka Scipion del Ferro

Since the offices will be closed on Tuesday, will the submissions still be revealed?

RPG Superstar 2011 Top 4 aka Scipion del Ferro

The Broken Crucible Foundry
==========
The Broken Crucible Foundry is an imposing, warehouse-like building, made of once-sturdy brick walls and a sloped tile roof. It was built during the height of Westcrown’s prosperity by a group of metallurgists in the flourishing Rego Plea district. Having harnessed the power of a shackled fire elemental, they produced high-quality goods, sold far and wide. During the civil wars of Cheliax, the city was filled with turmoil, the Rego Plea district ruined, and the foundry was abandoned.

The building now squats within the miserable Blood District, surrounded by a cluster of tenements and drug dens. The beautiful stained glass windows are shattered, and the brick walls are in need of repair. Despite the condemned appearance, the foundry is still in use. Behind the boarded windows a group of dark folk work the forges. In exchange for magical trinkets they pump the bellows and pour the molds to make cheap materials of questionable quality. Recently a group of worshipers, dedicated to Zyphus, have joined them and encouraged the dark folk to create even shoddier items. These faulty wares are then snuck out to construction sites across the city where they may one day cause the accidental deaths that please Zyphus.

The interior of the Broken Crucible Foundry is a place of gloom, inhabited not only by the dark folk but by the strange creatures they keep company with. One of the rooms has been converted to a shrine of Zyphus, with traps appropriate for the god of accidents. The largest section of the foundry is the main mold room. In here, buckets of molten metal swing through the air from chains and pulleys, pouring lines of searing fire. The furnace room is equally dangerous with pools and crucibles used to smelt the ore.

A Knowledge (local) or bardic knowledge check might reveal information to players.

Knowledge (local)
15+ Shadowy figures dressed in rags have been spotted coming and going from the foundry.
20+ Occasionally, the foundry shakes and spews plumes of acrid smoke, as if something were bound within; struggling to break free of its confines.
25+ The Broken Crucible Foundry was known long ago for producing golems. Rumors are that a golem manual is still on the premises, and could be in the process of being used.

Retreat to the Forge (CR 9 or 12)
==========
Shouts erupt in the crowd as two wheels on a wagon collapse, nearly crushing a passerby. A gruff-looking man begins to run from the scene with a hammer and wedge in his hands while the guards call after him. Before the dottari can give chase the crowd erupts into panic, making passage difficult. Meanwhile, the suspect has begun to climb a wall, glancing over his shoulder in search of pursuit.

Creatures: Tarvin Haddon, Agent of the Grim Harvestman (R3), has been using the Broken Crucible Foundry as a base of operations, spreading the faulty materials crafted there throughout Westcrown. Having finally been spotted in the act, he flees along a booby-trapped escape route back to the foundry where his dark folk allies wait to ambush the PCs.

The beginning of this encounter uses the chase rules (Pathfinder RPG GameMastery Guide pg. 232). The chase consists of 8 sections and finishes at the entrance to the Broken Crucible Foundry. The speed for the chase is 30 ft. Tarvin begins with a head-start, three sections ahead of the PCs. Having set the traps on the route, he knows how to avoid triggering them, and receives a +4 bonus to overcome obstacles due to his familiarity with the route. His goal is to outrun the PCs or at the least thin their numbers with the traps (see Traps within appropriate Tier). Once he reaches the foundry, Tarvin warns the dark folk that the PCs are coming and they prepare for a fight. The dark folk remain hidden until a PC enters the foundry, then they use their spell-like abilities during the surprise round and attack. When they strike, Tarvin uses the controls for the bucket to attack PCs. If the fight is turning sour, he flees to the shrine (see Development).

Chase Sections:
Section 1: Through the crowd (Diplomacy DC 20) or over the wagons (Acrobatics DC 15).
Section 2: Up the brick wall (Climb DC 25) or secret handholds (Perception DC 15).
Section 3: Steeply sloped roof (Climb DC 10) or hidden path across the shingles (Perception DC 20).
Section 4: Slide down the awning (Acrobatics DC 25) or take the drain pipe (Climb DC 15).
Section 5: Sweet talk the guard (Bluff DC 20) or narrow hole in the wall (Escape Artist DC 25).
Section 6: Over the rubble (Climb DC 15) or along the broken wall (Acrobatics DC 25).
Section 7: Into the broken window (Escape Artist DC 20) or smash the weak wall (Break DC 18).
Section 8: Secret path from the room (Perception DC 20) or alley full of caltrops (Acrobatics DC 15).

Note for Tier 10-11: Due to rainfall, moods are tense and the city is slick. Increase the DCs of all skill checks during the chase by 5.

Read the following when a PC has reached the finish line:
The man’s trail leads to a pair of open doors into a huge, warehouse-like building. The large room beyond is barely lit by pools of molten metal that cool in large molds placed around the floor. The suffocating odors of sulphur and iron permeate the air.


Tier 7-8 (CR 9):
Tarvin Haddon CR 5
XP 1,600
hp 32 (R3)

Dark Creepers (4) CR 2
XP 600
hp 19 each (Pathfinder RPG Bestiary pg. 53)

Trap: The first PC to exit Section 6 of the chase triggers the rest of the alley to collapse. This trap affects all creatures still within that section of the chase, including the target who triggered it. This does not alter the obstacles to exit that section.
Collapsing Alley CR 3
Type mechanical; Perception DC 20; Disable Device DC 25
Trigger touch (tripwire); Reset repair
Effect Atk +12 (3d6+5); multiple targets (all targets within Section 6)

Trap: Any character who exits Section 7 of the chase is targeted by a javelin trap hidden within an abandoned home.
Javelin Trap CR 3
Type mechanical; Perception DC 20; Disable Device DC 25
Trigger location; Reset automatic reset
Effect Atk +10 ranged (1d6+6)


Tier 10-11 (CR 12):
Tarvin Haddon CR 5
XP 1,600
hp 32 (R3)

Dark Stalkers (4) CR 4
XP 1,200
hp 39 each (Pathfinder RPG Bestiary pg. 54)

Invisible Stalkers (2) CR 7
XP 3,200
hp 80 each (Pathfinder RPG Bestiary pg. 181)

Trap: The first PC to exit Section 6 of the chase triggers the rest of the alley to collapse. This trap affects all creatures still within that section of the chase, including the target who triggered it. This does not alter the obstacles to exit that section.
Collapsing Alley CR 4
Type mechanical; Perception DC 20; Disable Device DC 25
Trigger touch (tripwire); Reset repair
Effect Atk +15 (5d6+10); multiple targets (all targets within the rubble filled alley section)

Trap: Any character who exits Section 7 of the chase is targeted by a javelin trap hidden within an abandoned home.
Javelin Trap CR 4
Type mechanical; Perception DC 20; Disable Device DC 25
Trigger location; Reset automatic
Effect Atk +15 ranged (1d6+6)

Trap: PCs who exit Section 8 of the chase through the caltrop obstacle trigger a deadly blade.
Wall Scythe Trap CR 4
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset automatic reset
Effect Atk +20 (2d4+6/x4)


Hazards:
Forge Bucket (CR 3) The forge bucket, normally used to dump molten metal into molds, can be directed to strike characters located on the foundry floor. As a move action, a creature at the controls (marked C) can direct the bucket up to 20 ft. along its path. Characters in the path of the bucket during this movement are dealt 2d8+5 damage unless they succeed a DC 20 Reflex save to avoid it. If the bucket strikes a character, it stops at that point on the path. During the Tier 10-11 encounter, there are two buckets and they are filled with molten metal. Each bucket requires individual activations to use. Anyone struck by a bucket makes a DC 20 Reflex save or be exposed to molten metal for one round.

Molten Metal (CR 4) During the Tier 10-11 encounter, the foundry is being used and several locations are filled with molten metal. Molten metal follows the same rules as lava (Pathfinder RPG Core Rulebook pg. 444).


Development: In the shrine Tarvin informs the clerics of Zyphus about the situation and uses his oil of arcane lock on the door. Should the PCs make it through the locked door he immediately heads to the work room, where he activates the partially-constructed iron golem. As a last-ditch effort, Tarvin will release the unstable fire elemental in the furnace room and flee to the streets.

RPG Superstar 2011 Top 4

I was just paging through different adventure paths and modules, looking for bits and pieces, and I have got to say, the character art in Edge of Anarchy is some of the best I have seen. Paizo has a lot of great artists, but whoever was behind these pieces is my favorite by far. I think I've used just about every one of them as an avatar on the forums ;) I even have Vencarlo right now. Also the cartography is beautiful...not that I would be looking at cartography for any specific reason right now....

RPG Superstar 2011 Top 4

So um..yeah, little down time here. I know some don't like the idea of an ancestral weapon like what was done in OA, but personally I loved it. Here's an offering I hope others will enjoy. Any feedback on it or balance would be greatly appreciated, I think I got it on the nose though. Archtypes and alternate classes are really giving me a lot of fun :)

--------------------
Ancestral Blade (Samurai Archtype)
Deeply respecting their ancestors and ancient masters some samurai form a particularly close bond with those spirits. With the faith of generations past they proudly wield weapons without equal. Ancestral blades strive to uphold the honor of those who came before.

Inherited Weapon: An ancestral blade begins play with an inherited weapon. This is a masterwork weapon that has been passed down through generation to generation of samurai. They are not always inherited from family, some weapons may be passed from master to student. An inherited weapon is always a traditional samurai weapon such as the longbow, katana, naginta, and wakizashi. At the Game Master's discretion other weapons may be allowed.

An ancestral blade who loses his inhereited weapon is dishonored until he can recover or repair it. While the weapon is unavailable the samurai takes a –1 penalty on attack and weapon damage rolls. If the weapon is completely destroyed and unable to be repaired or recovered the ancestral blade must seek an atonement spell, begging forgiveness from his ancestor spirits, and offering a new masterwork weapon to replace the destroyed one. This ability replaces mount.

Spiritual Bond: Upon reaching 4th level, an ancestral blade has formed a spiritual bond with his weapon. This bond allows the samurai to enhance his weapon as a standard action by calling upon the aid of an ancestor spirit for 1 minute per samurai level. When called, the spirit causes the weapon to shed light as a torch. At 4th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 4th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 19th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anarchic, axiomatic, brilliant energy, defending, ghost touch, mighty cleaving, seeking, speed, wounding, vorpal. Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.

The bonus and properties grated by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The ancestor spirit imparts no bonuses if the weapon is held by anyone other than the ancestral blade but resumes giving bonuses if returned to the ancestral blade. An ancestral blade can use this ability once per day at 4th level, an done additional time per day for every four levels beyond 4th, to a total of four times per day at 16th level. This ability replaces mounted archer, and banner.

Inspiring Warrior: At 14th level, an ancestral blade's presence on the battlefield is a symbol of inspiration to his allies and companions. As long as the ancestral blade is clearly visible, and participating in combat, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attacks rolls made as part of a charge. For every three levels beyond 14th, these bonuses increase by +1. This ability replaces greater banner.

RPG Superstar 2011 Top 4 aka Scipion del Ferro

Lyell, Deacon of Ash
Portrait: 25
Description: Lyell stands tall with a dour expression on his chiseled face. A thick robe parts to reveal his gray armor, on which smolders engraved Osiriani glyphs. When he draws his sword of ashen flame, his shadowed eyes gleam with fel intent.
Motivations/Goals: Lyell was raised under the tutelage of a madman. Once, his father was a cleric in the thrall temples of Geb, until his handsome features attracted the attention of Countess Qeket, a Blood Lord. After the vampire consumed him, she threw the shattered man aside. Months later, the countess returned to dump a pale, squalling infant in his lap. Over the years, Lyell's father instilled a hatred of Gebbite society within the boy. Together they summoned demons, with whom pacts were made and powers of chaos bargained. Lyell became a dark figure, one who seeks to crush the foundation of undead rule. To break the structure of Geb the antipaladin has gathered others who would revel in anarchy. The Blood Lords shall know their place, or the country will burn.
Schemes/Plots/Adventure Hooks:
--Under Lyell's command, his gathered minions have begun kidnapping and destroying Blood Lords. The Lords would pay a hefty reward to have this seditionist stopped.
--Lyell has acquired one of the harlot queen’s relic-organs. From his fortress monastery he is using it in an unholy ritual to cripple Queen Arazni. A Knight of Ozem wants the item captured before Arazni’s servants reclaim it.

LYELL CR 9
Male dhampir antipaladin 9
CE Medium humanoid (dhampir)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +1
===== Defense =====
AC 25, touch 13, flat-footed 24; (+10 armor, +2 deflection, +1 Dex, +2 natural)
hp 90 (9d10+36)
Fort +14, Ref +10, Will +11 (+2 vs. disease and mind-affecting effects)
Defensive Abilities negative energy affinity, resist level drain
===== Offense =====
Spd 20 ft.
Melee +1 grayflame greatsword +14/+9 (2d6+7)
Spell-Like Abilities (CL 9)
3/day--detect undead
Special Attacks channel negative energy (5d6, DC 18), cruelty (nauseated, sickened, or staggered, DC 18), touch of corruption (5d6, 8/day)
Antipaladin Spells Prepared (CL 6th, concentration +10)
2nd--darkness, invisibility
1st--command (2; DC 15), doom (2; DC 15)
===== Tactics =====
During Combat Lyell declares smite on any cleric or paladin, followed by activating his fiendish bond. Next round Lyell activates his sword's grayflame ability and attacks with Power Attack and Vital Strike.
Morale If below 15 hit points, Lyell imbibes potions to assume an invisible, gaseous form and flees. He knows not all battles can be won.
===== Statistics =====
Str 18, Dex 12, Con 14, Int 12, Wis 8, Cha 18
Base Atk +9; CMB +13; CMD 26
Feats Cleave, Lunge, Power Attack, Toughness, Vital Strike
Skills Bluff +18, Intimidate +16, Knowledge (religion) +13, Perception +1; Racial Modifiers +2 Bluff, +2 Perception
Languages Common, Osiriani
SQ aura of cowardice, aura of despair, aura of evil, detect good, fiendish bond (weapon), plague bringer, smite good 3/day (+4 to attack roll, +9 damage), unholy resilience.
Combat Gear flask of five fifths (potion of gaseous form, potion of inflict serious wounds (3), potion of invisibility); Other Gear +1 dastard full-plate, +1 grayflame greatsword, amulet of natural armor +2, belt of physical might +2 (Strength and Constitution), cloak of resistance +2, headband of alluring charisma +2, ring of protection +2, robe of bones.
===== Special Abilities =====
Resist Level Drain (Ex) Lyell takes no penalties from energy draining effects, though he can still be killed if more negative levels than his Hit Dice are accrued. After 24 hours, any negative levels are removed without the need of additional saving throws.

RPG Superstar 2011 Top 4

I did some tweaking and what not, I wonder what some people might think of making the gunslinger a monk alternate class. I know this sounds really crazy but bare with me here. If you take a look at what I have come up with, I feel it works rather well. To me, this is what an alternate class should look like; something that uses similar style of abilities with a new flavor to them.

Gunslinger (Monk Alternate Class):
The Gunslinger
Monk Alternate Class

Alignment: Any.

Hit Dice: d8.

Class Skills
The gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Engineering), Knowledge (Local), Perception (Wis), Profession (Wis), Ride (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int Modifier.

Class Features
The following are class features of the gunslinger.
Weapons and Armor Proficiency: Gunslingers are proficient with all simple weapons, plus the rapier, short sword, and with all firearms. They are proficient with all light armors.

Firearm: At 1st level, a gunslinger gains either one musket (along with 50 doses of black powder and 50 bullets) or two pistols (along with 50 doses of black powder and 50 bullets) for free.

Weapon Drill: Starting at 1st level, a gunslinger has spent countless hours practicing with her firearms to the exclusion of nearly all other weapons. For the purpose of attacks made with a firearm, the gunslingers base attack bonus is equal to her gunslinger level. For all other purposes, such as qualifying for a feat or a prestige class, the gunslinger uses her normal base attack bonus.

Practiced Reloader: At 1st level, a gunslinger gains Rapid Reload as a bonus feat. At 6th level, The time required for her to reload any type of firearm is reduced to a free action, regardless of the type of firearm used. You can fire a firearm as many times in a full attack action as you could attack if you were using a bow. Reloading a firearm no longer provokes attacks of opportunity.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a gunslinger may select a bonus feat. These feats must be taken from the following list: Agile Maneuvers, Deadly Aim, Dodge, Quick Draw, Point Blank Shot, and Two-Weapon Fighting. At 6th level, the following feats are added to the list: Far Shot, Improved Two-Weapon Fighting, Focused Shot, Mobility, Precise Shot, and Vital Strike. At 14th level, the following feats are added to the list: Greater Two-Weapon Fighting, Improved Critical, Improved Vital Strike, Shot on the Run, Wind Stance. A gunslinger need not have any of the prerequisites normally required for these feats to select them.

Leap for Cover (Ex): At 2nd level, when a creature makes a ranged attack against the gunslinger, she can drop prone as an immediate action, gaining the +4 bonus to AC.
She applies the bonus retroactively to the triggering attack. She may also drop prone as an immediate action in response to an area-effect attacks, gaining a +2 circumstance bonus to her Reflex saving throw until the beginning of her next turn.

Battle Calm (Ex): A gunslinger of 3rd level or higher gains a +4 morale bonus on saving throws against fear effects.

Gunslinger Initiative (Ex): At 3rd level, as long as a gunslinger has her firearm in hand, she gains a +2 bonus on initiative checks. If she also has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check and gain this bonus.

Pistol-whip (Ex): At 3rd level, a gunfighter can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon (gaining a +2 bonus on the attack roll) and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage
dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed

Grit (Su): At 4th level, a gunslinger gains a pool of grit points, supernatural energy she can use to accomplish amazing deeds. The number of points in a gunslingers's grit pool is equal to 1/2 her gunslinger level + her Wisdom modifier. As long as she has at least 1 point in her grit pool, she can make a piercing shot. At 4th level, piercing shot allows her firearm attacks to be treated as magical ammunition for the purpose of overcoming damage reduction. piercing shot improves with the character's gunslinger level. At 10th level, her firearm attacks are also treated as silver ammunition for the purpose of overcoming damage reduction. At 16th level, her firearm attacks are treated as adamantine ammunition for the purpose of overcoming damage reduction and bypassing hardness.

The grit pool is replenished each morning after 8 hours of rest; these hours do not need to be consecutive.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer lasting effects. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as any appropriate grit is spent to perform the deed.
Deadeye (Ex): At 4th level, a gunslinger can target touch AC beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Quick Clear (Ex): At 4th level, as a standard action, a gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. This deed costs 1 grit point to perform.
Covering Shot (Ex): At 7th level, as an immediate reaction, when a gunslinger misses with a firearm attack, she can spend 1 grit point to pin down the target of that missed attack. The pinned-down target is treated as if it were entangled for 1 round. A gunslinger cannot choose to purposely miss a target to gain this effect.
Targeting (Ex): At 7th level, as a swift action, a gunslinger can take aim for greater accuracy and effect. On the next
firearm attack she makes before the end of her turn, she can choose part of the body to target, and gain the following
effects depending on the part of the body targeted. If a creature does not have one of the listed body locations,
that body location cannot be targeted. This deed costs 1 grit point to perform no matter the part of the creature
you target. Creatures that are immune to sneak attack are immune to these effects.
• Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind affecting effect.
• Torso: Targeting the torso doubles the critical range of the affected attack.
• Arms: On a hit, the target takes no damage from the hit and drops one carried item of your choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
• Legs or Wings: On a hit, the target is damaged normally and knocked prone. A flying creature falls. A creature that is immune to trip attacks is immune to this effect.
Bleeding Wound (Ex): At 11th level, when a gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger’s Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger’s
choice) instead. Creatures that are immune to sneak attacks are also immune to either type of bleed damage.
Startling Shot (Ex): At 15th level, whenever a gunslinger has at least 1 grit point and misses a creature with a firearm attack, the target of the missed attack becomes flat-footed for the gunslingers next attack during this round. A gunslinger cannot purposely choose to miss a target in order to gain this effect.
Expert Loading (Ex): At 15th level, whenever a gunslinger rolls a misfire with a gun that has the broken condition, she can spend 1 grit point to keep the gun from exploding, though it retains the broken condition.
Stunning Shot (Ex): 19th level, when a gunslinger scores a critical hit, she can spend 1 grit point to deal normal damage and stun the creature for 1 round. Creatures that are immune to critical hits are also immune to this effect. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit.
Deadly Shot (Ex): At 19th level, when a gunslinger confirms a critical hit against a living creature, she can spend 1 grit point to choose to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the gunslinger’s level + the gunslinger’s Dexterity modifier. On a failed saving throw, the target dies. This is a death effect. Performing this deed does not allow her to regain grit from confirming a critical hit.

Tuck and Roll (Ex): At 5th level, a gunslinger adds her level to all Acrobatics checks made to move through threatened squares. By spending 1 point from her grit pool as a swift action, a gunslinger gains a +20 bonus on Acrobatics checks made to cross narrow surfaces.

Gun Training (Ex): Starting at 5th level, a gunslinger can select one specific type of firearm (such as pistol or musket). She gains a +1 bonus on attack rolls and a bonus equal to her Dexterity modifier on damage rolls with that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), a gunslinger picks up another type of firearm, gaining these bonuses with those types as well.

Utility Shot (Ex): At 8th level, a gunslinger can spend grit to use one of the following utility shots. All of the following uses of utility shot cost 1 grit point.
• Blast Lock: A gunslinger makes an attack roll against a lock within the first range increment of her
firearm. A diminutive lock usually has AC 7, and larger locks have higher ACs. The lock gains a bonus
to its AC against this attack based on its quality. A simple lock has +10 bonus to AC, an average lock
has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC.
Arcane lock grants a +10 bonus on the AC of a lock against this attack. On a hit, the lock is destroyed,
and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is
jammed, and still considered locked. It can still be unlocked by performing this deed, the Disable
Device skill, or with the break DC, though the DC or the AC increases by 10. A key, combination, or
similar mechanical method of unlocking the lock no longer works, though knock can still be employed
to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
• Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended
object within the first range increment of her firearm. A Tiny unattended object has AC 5, a Diminutive unattended object has AC 7, and a Fine sized unattended object has AC 11. On a hit, you do
not damage the object with the shot, but can move it up to 15 feet farther away from shot’s origin. On a
miss, the gunslinger damages the object normally.
• Stop Bleeding: The gunslinger makes a firearm attack and presses the hot barrel on an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition
affecting the creature. The gunslinger does not have to make an attack roll when it performing the deed
in this way; she can shoot the firearm in the air, but that shot does use up ammunition normally.

Evasion (Ex): At 9th level or higher, a gunslinger can avoid damage from many area-effect attacks. If a gunslinger makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a gunslinger is wearing light armor or no armor. A helpless gunslinger does not gain the benefit of evasion.

Expert Gunsmith (Ex): At 12th level the practice of handling her guns over time has made the gunslinger very familiar with the materials she uses daily. When using Craft (gunsmith) to create ammunition or black powder charges, a gunslinger gains a competence bonus equal to her class level on the Craft (gunsmith) check. In addition, a gunslinger need only pay 1/10th the base price of ammunition and black powder to create custom bullets and black powder for her firearms. This ammunition and black powder can only be used in firearms in the possession of the gunslinger when it was crafted.

Skilled Gunman (Ex): At 12th level the gunslinger gains Signature Deed as a bonus feat.

Sure Shot (Ex): At 13th level and beyond, the gunslinger has gained a 6th sense about her weapons. Once per day, you may reroll an attack roll that resulted in a misfire. You must take the result of the second roll.

Gun Master (Ex): At 20th level, a gunslinger chooses one weapon, such as the pistol, or musket. Any attacks made with that weapon automatically confirm all critical threats and can no longer misfire. In addition, she cannot be disarmed while wielding a weapon of this type.


Gunslinger (Monk Alternate Class) Google Doc
Gunslinger (Monk Alternate Class) Progression Table

RPG Superstar 2011 Top 4 aka Scipion del Ferro

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Hound Master (Cavalier)
Most cavaliers charge into battle atop mighty steeds, however some lack the finesse with equines required to be proficient riders. Still wishing to serve their order, hound masters choose to fight beside war hounds which are powerful animals trained for battle. A hound master has the following class features.

War Hound (Ex): At 1st level, a hound master gains the service of a loyal war hound to aid him in battle. This hound functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature has the same stats as a wolf.

The war hound is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A hound master’s hound does not gain the share spells special ability. These hounds are not suitable for riding and cannot be trained to carry riders.

A hound master’s bond is strong and if the war hound dies, the cavalier may find another hound to serve him after 1 week of mourning. This new hound does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level. This ability replaces mount.

Pack Tactics (Ex): At 3rd level, a hound master learns greater coordination with his war hound. When a hound master and his hound are flanking the same creature, the hound master’s flanking bonus on attack rolls increases to +4. This ability replaces cavalier’s charge.

Expert Handler (Ex): Upon reaching 4th level, the hound master may take on a second war hound; while smaller and weaker than his primary hound, it is still a useful ally. This ability functions like the war hound ability, except that the hound master's effective druid level is equal to his cavalier level – 3. In addition, this ability allows the war hounds to choose from teamwork feats when selecting feats gained from additional Hit Die. This ability replaces expert trainer.

Go For the Throat (Ex): At 11th level, a hound master has perfected fighting beside his animals. Whenever an opponent is tripped or overrun by one of his war hounds, the opponent provokes an attack of opportunity from the hound master. The target must be threatened by both the hound master and his war hound. This ability replaces mighty charge.

Kill Command (Ex): At 20th level, whenever an opponent is threatened by the hound master and both of his hounds, the hound master may issue a kill command. This is a swift action that grants both hounds an attack of opportunity on the target. A creature cannot be the target of this ability more than once per day. This ability replaces supreme charge.

RPG Superstar 2011 Top 4 aka Scipion del Ferro

Just curious but can we put spaces between the abilities of an archtype?

The example has no spaces, but in the book there are indents. We can't use indents on the board though because it ignores extra spaces. Without indents a 450 word archtype can look like a wall of text. So I guess my question is if it would be uncouth to use spaces instead of indents?


Almost 200 years ago, when the land that was to become Nirmathas was still a vassal of the empire of Cheliax, the northern reaches of the Fangwood were a wild and untamed place. The crusades that laid low the Whispering Tyrant to the north were a distant memory, and those who remained were intent upon keeping the orcs of Belkzen and the remaining undead from Ustalav in check. As a result, the great forest was full of danger, from marauding orcs to deadly predators, making it unsafe for merchants hoping to trade with the growing community of Skelt in the foothills of the Mindspin Mountains to the west.

Ekat Kassen was a crusader and fortune seeker who came to serve Lastwall in the year 4515 ar. While he fought with distinction, he soon realized that he wanted more from life and left the Lastwall military to find his fortune elsewhere. His travels took him all over the region around Lake Encarthan, and he decided to settle down in 4522 after a very profitable adventure. Using a sizable portion of his fortune, he set out to tame a small area of the Fangwood on the banks of the Tourondel River, making it a natural stopover for those traveling up and down the river to Skelt. For the next 10 years, the town, which was then known as Kassen’s Hold, grew and prospered.

All that changed when Asar Vergas came to Kassen’s Hold with a host of mercenaries under his command. Asar was an old companion of Ekat, and the two had traveled together for some time before splitting up just after Ekat’s last adventure. Over the years, Asar became sure that Ekat had cheated him after that adventure. Promising great wealth to his mercenaries, Asar raided the town relentlessly for 2 months. Finally, the townsfolk managed to locate Asar’s camp in an ancient crypt deep in the forest, and Ekat himself went out to deal with his old companion. The battle was terribly bloody, with only a few townsfolk coming back to tell the tale. In the end, Asar was slain and his mercenaries scattered, but Ekat suffered a mortal wound. He died 2 days later, on the 11th day of Neth, 4535. In honor of their beloved founder, the townsfolk buried Kassen in the ancient crypt, interring his bones in a place of honor, above the simple sarcophagi used to inter Asar, his mercenaries, and the townsfolk that lost their lives in the bitter struggle. They placed an eternal flame above Kassen’s final resting place, so that all who visited might find warmth in the wilderness.

Over the years, the Crypt of the Everflame has become an important part of the history of the town, now simply called Kassen. The townsfolk view the crypt as a memorial to those difficult first years of the town’s history. Every autumn, a few of the townsfolk make a pilgrimage to the crypt to light a lantern from the flame and bring it back to town, where it is preserved all winter, a symbol of the town’s resilience. Most years, the town mayor and a group of dignitaries perform this quest. Every few years, however, a handful of younger townsfolk are given the honor of lighting the lantern. Many see this as a passage into adulthood, a taste of adventure before settling down to work and marriage. The quest starts out as a solemn ceremony in town, where the townsfolk gather to wish the adventurers luck, just as it was when Kassen himself left to fight the mercenaries. When the adventurers return a few days later, the town holds a great celebration in their honor. This also marks the final harvest celebration before the long winter.

This is the year for journey and adventure. Tomorrow is when a new group will set forth to claim the Everflame, prove their worth, and earn the praise of the town. Night has fallen upon Kassen but the warm glow of firelight washes out of the Seven Silvers. Inside the tavern our young adventurers find themselves guests to a hearty meal cooked by Trelvar Silvers himself. Several of the townsfolk are relaxing at nearby tables enjoying a final drink. There has been much talk among the elders, anecdotes of their own tales through the crypt. Though the line between what is made up and what is truth is blurred by the amber glasses of time and drink.

Four chairs sit at the central table, all but one are occupied. Closest to the bar is the gregarious Alton Kevmir. Known for being a troublesome apprentice, passed from one mentor to the next. Holgast, the wizard, still claims his tower leans further because of his stay.

Farthest from the fire, and closest to the window sits Risl Anu, the young gnome druid. Her great-horned owl, Ooro, perches on the sill. Feathers ruffled at the smell of wood smoke and tobacco. He stares at the room forever disapproving.

Near the majority of the other patrons is the mysterious Talis Eivania. Though she has lived among the town walls for several years many still refer to her as "that gypsy girl who just moved in."

A fourth chair sits empty, awaiting the final companion. The three can only guess who has been selected to join them. As with the entire ordeal, the townsfolk will not ruin the surprise.

Please feel free to introduce yourself, a nice description, and make some chit chat. Not all of the town characters are present but looking for a specific one might spot them. Use first or third person writing, whatever you are comfortable with. I am a fan of bolding dialogue to make it easier to pick out in the future. Click the Show button below your submission field for all BBCode Tags. The real adventure begins the following morning after this meet and greet, I look forward to some fun!

RPG Superstar 2011 Top 4

Let's make some characters!

ADVENTURE BACKGROUND:
This is all fairly common knowledge among the townsfolk. Most of the story has been told one time or another to everyone who visits.

Ekat Kassen was a crusader and fortune seeker who came to serve Lastwall in the year 4515 ar. While he fought with distinction, he soon realized that he wanted more from life and left the Lastwall military to find his fortune elsewhere. His travels took him all over the region around Lake Encarthan, and he decided to settle down in 4522 after a very profitable adventure. Using a sizable portion of his fortune, he set out to tame a small area of the Fangwood on the banks of the Tourondel River, making it a natural stopover for those traveling up and down the river to Skelt. For the next 10 years, the town, which was then known as Kassen’s Hold, grew and prospered.

All that changed when Asar Vergas came to Kassen’s Hold with a host of mercenaries under his command. Asar was an old companion of Ekat, and the two had traveled together for some time before splitting up just after Ekat’s last adventure. Over the years, Asar became sure that Ekat had cheated him after that adventure. Promising great wealth to his mercenaries, Asar raided the town relentlessly for 2 months. Finally, the townsfolk managed to locate Asar’s camp in an ancient crypt deep in the forest, and Ekat himself went out to deal with his old companion. The battle was terribly bloody, with only a few townsfolk coming back to tell the tale. In the end, Asar was slain and his mercenaries scattered, but Ekat suffered a mortal wound. He died 2 days later, on the 11th day of Neth, 4535. In honor of their beloved founder, the townsfolk buried Kassen in the ancient crypt, interring his bones in a place of honor, above the simple sarcophagi used to inter Asar, his mercenaries, and the townsfolk that lost their lives in the bitter struggle. They placed an eternal flame above Kassen’s final resting place, so that all who visited might find warmth in the wilderness.

Over the years, the Crypt of the Everflame has become an important part of the history of the town, now simply called Kassen. The townsfolk view the crypt as a memorial to those difficult first years of the town’s history. Every autumn, a few of the townsfolk make a pilgrimage to the crypt to light a lantern from the flame and bring it back to town, where it is preserved all winter, a symbol of the town’s resilience. Most years, the town mayor and a group of dignitaries perform this quest. Every few years, however, a handful of younger townsfolk are given the honor of lighting the lantern. Many see this as a passage into adulthood, a taste of adventure before settling down to work and marriage. The quest starts out as a solemn ceremony in town, where the townsfolk gather to wish the adventurers luck, just as it was when Kassen himself left to fight the mercenaries. When the adventurers return a few days later, the town holds a great celebration in their honor. This also marks the final harvest celebration before the long winter.


The Town of Kassen
Kassen is a small town ruled by Mayor Uptal, a fair, but mildly grim man. While most of the “townsfolk” actually live in small homes or camps in the woods and fields surrounding Kassen proper, the town is quite tight- knit. As with most of the folk in Nirmathas, they stand up for one another and refuse to be pushed around. The following lists some of the most interesting buildings and people residing in or around Kassen.

Buildings of Kassen:
The following are some of the more important buildings in Kassen. If the PCs grew up in this town, they should have a home, located somewhere near the town’s edge.

Map of Kassen

1. Seven Silvers: Most visitors to Kassen end up at this comfortable two-story inn and tavern. Run by Trelvar Silvers, this inn features modest prices (4 sp/night), decent food (3 sp/day), and a lively taproom. Trelvar is assisted by his daughter, Asina, and the overly friendly Jimes “Short Change” Iggins, who is known for giving himself generous tips.

2. Greathall: Typically used for meetings, weddings, and other celebrations, the Greathall is a tall, three-story wooden structure near the center of town. Inside is one grand space with a number of smaller rooms on each floor. The celebration for the successful heroes occurs here upon their return.

3. Woodcutter’s Guildhall: Kassen’s primary export is lumber taken from the surrounding Fangwood. While many of these logs are taken right down the Tourondel River to Lake Encarthan, the woodcutters require that all logs bear the stamp of the guildhall, which of course requires a small fee. As a result, the woodcutter’s guild is one of the more powerful groups in town, under the firm hand of the ever-opportunistic Colbin Vetnar.

4. Temple of Erastil: The only stone building in town is home to Kassen’s only temple. While the church is officially dedicated to Erastil, there are a number of faiths practiced here, including Gozreh, Gorum, Shelyn, and Torag. Father Prasst is the only priest, but most in town refer to him as the “High Priest.”

5. Town Watch Headquarters: Guard Captain Wisslo spends most of his time in this building or patrolling the streets of Kassen. While the guardsmen are mostly relaxed in their duties, they become an effective force if there is trouble in town.

6. Renet’s Steel: While Renet’s shop services much of the town’s needs when it comes to metalworks, his quality is nowhere near that of Braggar’s. Most metal items can be found here for the standard prices, but there are no masterwork items to be found at Renet’s Steel.

7. Arnama’s Home: This is the home of Arnama Lastrid, one of the few rangers who lives in Kassen. Mayor Uptal, who trusts the ranger’s instincts implicitly, frequently calls Arnama to the town council to report and advise.

8. Sir Dramott’s Home: This is the home of Sir Dramott, a knight from Lastwall who keeps watch on the town.

9. Braggar’s Shop: This is the workshop and home of Braggar Ironhame, a dwarven blacksmith. Braggar’s works exceed those of Renet’s Steel, but he works much slower and charges a higher price. Braggar can forge nearly any masterwork metal tool, weapon, or armor.

10. Vargidan Estate: This is the home of the eccentric Vargidan family, and has a bit of a spooky reputation in town.

11. Holgast’s Tower: Holgast’s slightly crooked tower stands at the edge of town.

12. Mayor Uptal’s Home: This modest building along the water is the home of Mayor Uptal, who can frequently be found in the Greathall holding meetings or on his small boat in the river, fishing.

13. Ilimara’s Home: This is the home of Ilimara Oniri, the mysterious woman from Qadira.


People of Kassen:
The following list of individuals and families encompasses many of the notable people who live in Kassen. This list also includes an appropriate mentor or teacher for each of the 11 base classes. Starting characters are encouraged to have a connection to one of these individuals, even if their background or training does not directly involve the town.

Cygar Anravis (CN male human rogue /fighter): The folk of Kassen are naturally wary of outsiders, and Cygar does nothing to allay their fears. He dresses in dark colors and keeps to himself, having rented a room in the Seven Silvers for the past 4 months. He can sometimes be seen wandering around town, watching the townsfolk, but otherwise he keeps mostly to his room and the taproom at the Silvers.

Sir Dramott (LG male human paladin mentor): The people of Lastwall, the militaristic nation to the north, take it as their responsibility to keep the orcs of Belkzen in check. Unfortunately, their forces are spread thin, so they rely on a number of scouts close to the border of Belkzen to keep watch. Sir Dramott is one such scout. Although he has no authority here in town, he regularly reports to his commanders in Lastwall, informing them of any orc activity. Mayor Uptal is grateful for Sir Dramott’s assistance whenever trouble is brewing, but he is concerned about a military officer from a foreign land stationed in his town. The people of Kassen respect Sir Dramott, but they would rather he go home and leave them to their own devices. As a mentor, Sir Dramott is capable and wise, if a bit harsh. Unfortunately, all of his lessons deal with service to Lastwall, and his pupils are taught to think of such service as a high honor.

Jocyn Elmaran (CG male half-elf bard mentor): Jocyn is the only real entertainer in the town, having settled here 4 years ago after a fight with orcs up near the Belkzen border left him with a crippled leg. Despite his injury, Jocyn is a capable performer, working with a variety of instruments and performance styles. He lives in one of the rooms above the Seven Silvers Tavern, where he performs nightly. Jocyn is a perfect mentor for bard characters. His loose style and relatively carefree nature make him a rather lax teacher, however, and his occasional drunken ramblings hint of a terror in his past that he refuses to speak of any other time.

Grimscar (NE male half-orc expert /warrior): The forestry guild employs a wide variety of workers to help fell trees in the surrounding woods; some of them are far from polite and caring toward the people of Kassen. Grimscar is one such worker. This half-orc would have been fired long ago if he was not so skilled at tree cutting. When he is in town, the locals keep their distance and the militia keeps a patrol nearby. Grimscar is known for picking fights, getting drunk, and pawing at barmaids. Fortunately, he has an allergic reaction to a local vintage of whiskey (which causes him to pass out shortly after drinking it), a weakness that is often exploited by the local tavern owners.

Holgast (N male human wizard mentor): On the eastern edge of town is a single tower, leaning slightly to the south, made of bricks and timber. This is the home of Holgast, the town’s local sage and mystic. Although Holgast is very knowledgeable, he is old and quite forgetful, meaning that the townsfolk (the mayor in particular) only consult him if the need is truly great. Holgast spends most of his days wandering about his tower, reading books, smoking his pipe, and taking naps. Once a week, he wanders into town to purchase supplies and provisions with his seemingly inexhaustible reserve of perfect golden coins, which he claims came from an immense hoard some years ago. Holgast makes for a frustrating mentor. His lessons are erratic and old fashioned. His apprentices are required to do all manner of chores for the privilege of learning from him, while he sleeps the day away and teaches very little. Those who have learned anything from him have done so by sneaking into the wizard’s spellbooks while he is napping.

Jimes “Short Change” Iggins (CN male halfling rogue mentor): Those who frequent the Seven Silvers tavern know to count their coins before they leave the table, especially if they have been served by “Short Change,” the halfling waiter who has a propensity for giving less change than is due (although he insists the name is due to his short stature). Although Jimes is genuinely kind and helpful to all the locals, he just can’t help but end up with some of their possessions at the end of the night, be it a few coins or a loose dagger. Most of the townsfolk are quite aware of this and do not take too much offense if something goes missing. After all, they know where the missing goods went. Anyone who works with Jimes at the Seven Silvers is sure to get a host of tips and tricks from this good-natured thief, who thinks that a little petty theft is all in good fun.

Braggar Ironhame (CN male dwarf expert /barbarian mentor): Braggar is one of the two blacksmiths that service Kassen. This dour dwarf runs a small business on the south side of town. Although he is outpaced by his competitor (Renet’sSteel, near the town square), Braggar’s goods are of higher quality. Braggar is a surly mentor, capable of incredible fits of anger if one of his pieces is not turning out as planned. As such, he often has to spend time repairing his workshop, which only further slows down his work. Braggar’s teaching style focuses on craft and artifice, but he can also teach pupils about controlling
their anger and unleashing it when the time is right.

Guardsman Golfond Kir (LG male human warrior): Although a bit simple, Golfond Kir is a dedicated guardsman, manning the town’s only watchtower every day. When he is not on duty, he can often be found running errands around town for his elderly mother, or playing with the local children. When Kir was young, a horse kicked him in the head and knocked the sense out of him. Since then, he has been the victim of cruel pranks and japes, all of which he takes with a smile and a simple laugh. Kir can be counted on to tell the truth, regardless of whether or not doing so might land him in trouble. Kir respects Captain Wisslo to a fault and (unlike the other guards) refuses to make fun of him. The captain, in return, treats Kir like any other soldier, despite his many mistakes.

Arnama Lastrid (NG female human ranger mentor): Nirmathas is known for its rangers, valiant woodsmen who have spent years carving out a nation and protecting it from foreign and domestic threats. Arnama is one such ranger. She is tough, quiet, and more than willing to risk her life to protect the people of Kassen and the country she has grown to love. Arnama was orphaned during the early wars with Molthune, growing up in a band of adopted parents. These rangers taught her everything she knows. When Arnama came of age, she left the band to find out where her parents came from. That trek led her to Kassen, where she has remained ever since, living in their old house just outside town. Arnama is a skilled ranger but not the best teacher. Those who have tried to learn from her find her impatient and without discipline. She does, however, excel at teaching by example, leading her charges on far-ranging patrols and hunts.

Ilimara Oniri (LN female human monk mentor): While most of the people in Kassen were born and raised within 10 miles of town, Ilimara was born in Qadira in a town with a name most of the humble folk of Kassen could not even pronounce. Not surprisingly, this beautiful and exotic woman keeps to herself. She has lived on the outskirts of town for almost 8 years now, claiming that she is trying to find peace in her heart. Ilimara has had a number of acolytes over the years, each hoping to learn the secrets of Irori that Ilimara claims to practice, but so far, all have abandoned her tutelage for a simpler road. Anyone who learns from her, however, quickly uncovers that there is a darkness hiding in Ilimara, and only those with an iron will can bear to be around it.

Father Rantal Prasst (NG male human cleric mentor): The small town of Kassen has only one temple and it is devoted primarily to Erastil, but Father Prasst allows those who worship other friendly gods to pray at the temple as well. While Father Prasst does not offer services in the names of these deities, there are small shrines to other gods set up in some of the alcoves, including Gozreh, Gorum, Shelyn, and Torag. Father Prasst is a kind and understanding man, but he is hard when it comes to the defense of the community. He is quite young, only 24, and many in the community do not put too much faith in his council, except in spiritual matters. He was trained as a soldier in Tamran, but he left after his first battle to become a priest, and refuses to say why.

Asina Silvers (CG female human commoner): Asina looks almost identical to her beautiful mother, a fact that causes her father Trelvar some pain since his wife’s unfortunate passing a year ago. This young girl helps her father run the Seven Silvers inn and tavern near the center of town. Asina is only 13 years old, but she is already known as the preeminent town gossip, collecting all sorts of rumors and tales to spread to those who stop by the inn for a pint. Asina works hard and has a pleasant smile, but she is secretly worried for her father. She wants to make him proud by taking over the inn, but this gets in the way of her true dream to move to the city (Tamran) and make a life for herself there.

Trelvar Silvers (NG male human commoner): Trelvar, along with his daughter, Asina, run the only tavern and inn located in Kassen, the Seven Silvers. Trelvar is middle- aged and inherited the bar from his father over 10 years ago. Although Trelvar is a good man and honest with his customers (even if Jimes is not), he has fallen into a deep depression over the past year. His wife died giving birth to his only son, and the son did not last the winter. As a result, Trelvar is left without a wife or heir. While Asina has tried to brighten his mood and insists that she will take over the bar, Trelvar is unsure and would be just as likely to give the place over to a respectable employee after seeing to it that Asina was properly married. It seems like the only time Trelvar seems to cheer up is when a wealthy or affluent stranger rolls into town.

Olmira Treesong (N female human druid mentor): Druids are not an uncommon sight in Nirmathas, but Olmira draws stares even in the streets of Kassen. This middle-aged woman only wears clothing made from natural materials (such as bark, leaves, and grass) and is always accompanied by a host of small woodland creatures. She talks to herself and her retinue constantly, having full conversations despite the fact that no one seems to answer her. Over the years, Olmira has had a number of apprentices who have gone on to become successful druids. Those who learn from her are sent on all manner of esoteric missions, such as listening to the wind for a week, planting new seeds throughout town, and mimicking local animals.

Mayor Jonark Uptal (NG male human aristocrat): Every 4 years the town of Kassen holds an election to decide the next mayor, a position that Uptal has held for over 11 years. With another election coming up in just a few months, Uptal wants to ensure that this year’s Quest for the Everflame happens without a problem. Mayor Uptal is a fair man when it comes to his office, settling land disputes and other quibbles among the townsfolk on a regular basis. When it comes to outsiders, he is a bit more cautious, siding with the locals unless faced with irrefutable evidence.

Moltus Vargidan (sorcerer mentor): If you ask a dozen folk in Kassen who the strangest family in town is, you would get the same answer 12 times: the Vargidans. This old family has a touch of magic in its blood, with each one of the children showing some sorcerous talent. Where this magic comes from is a mystery, and the family refuses to speak of such things in mixed company. Lording over the family is the wealthy and eccentric patriarch, Moltus Vargidan. This aging man has white hair that trails down to his knees, and he can often be found wandering the halls of the estate, muttering to himself. Living with him are almost a dozen children (each from a different wife) and a pair of lifelong servants. Sorcerers who come from this house have been forced to learn things for themselves, because the old man shares few of his secrets, and many of the children are starting to believe that his grip on reality is slowly slipping.

Colbin Vetnar (LN male human expert /rogue): As the guildmaster for the woodcutter’s guild, Colbin Vetnar holds a fair amount of power in the city of Kassen, second only to Mayor Uptal. Unfortunately, where the mayor uses his power to help the people of Kassen, Colbin is only interested in lining his own pockets. Colbin makes it a habit to follow the rules to the letter, but where there is any uncertainty, Colbin makes sure that the interpretation favors himself and the woodcutter’s guild. When the weapon makers in town protested about the guild making wooden weapons, Colbin relented, but only if the weapon makers agreed to purchase any wooden components from the guild (leading many in the town to make jokes about the quality of “Colbin’s arrows” and “Colbin’s staves”).

Guard Captain Gregor Wisslo (LG male human fighter mentor): The town of Kassen has never truly known the horrors of the war with Molthune, but occasional raiding parties from Belkzen do sometimes pose a threat. As such, the town has been watched over for many years by Wisslo, who serves as guard captain. Gregor is a staunch man who believes in schedules and regiment over ingenuity and spontaneity, much to the chagrin of the town’s residents. As an aging fighter, Gregor is a qualified teacher, but his lessons are rigid and his discipline harsh. The guards he has trained are quite skilled, but they secretly detest the old man, calling him names behind his back (Captain Is-Slow is the current favorite).

Well that was a stupid amount of copy and pasting. Don't feel like you have to read through it all, but the information is there for you to help with your characters and feel familiar with the town.

Character Creation;
-20 pt. buy
-Core and APG Classes
-Core Races, possibly Bestiary Races depending on story
-Average starting gold
-2 traits
D20PFSRD is a great help for figuring out traits, gold, and what not.

RPG Superstar 2011 Top 4

I was having a lot of fun running PBPs before a big family/computer meltdown. Family issues have stabilized a bit, but my computer is still hosed. I think I've found a work around and would like to give it a shot again. One of my players has taken over my Kingmaker game and is doing a great job. I also wouldn't want to take that over to find out this method won't work for me and have to trade back...

Anyways, would 3-4 people care to join a Crypt of the Everflame PBP. Core and APG races and characters, 20-pt buy, 2 traits, looking for some character concepts for a balanced party. It might spontaneously collapse, or be totally awesome. Hence the need for guinea pigs.

Character background information:
This book assumes that this is the first adventure for all the PCs, and that they know this is their year to reclaim the fire from Kassen’s crypt. Each one should have some sort of tie to the town of Kassen and should be living in the town when the quest starts. Although the characters can know each other beforehand, this adventure itself provides plenty of opportunities for the characters to get to know each other.

I can get more information for the town as needed.

RPG Superstar 2011 Top 4 aka Scipion del Ferro

Flask of Five Fifths
Aura moderate conjuration; CL 9th
Slot —; Price 2,500 gp; Weight 1 lb.
DESCRIPTION

This finely crafted 8 ounce steel flask has a dial on the front with two brass arms and a small glass window on the back. When held a flask of five fifths is cool, and even while empty feels as though it is full of liquid. Underneath the dial are five sections of inlaid gold. Each of these sections is linked to a separate 25 ounce nondimensional space, this lets owners fill the flask with up to five different liquids.

Adjusting the dial to select a specific space is a free action; when changed the new liquid instantly sloshes within the flask, visible through the window. Drinking from the flask is the same as though imbibing a potion. Pointing the arms of the dial at two different sections allows the imbiber to consume the contents of both spaces at the same time. This is particularly useful for drinking two potions or elixirs. However, drinking magical contents mixed by the flask causes the drinker to become sickened as the liquids return to their original form and each magic takes effect; the condition lasts for one minute while the drinker’s stomach settles. Due to the nondimensional nature of the flask, alchemist extracts cannot be consumed directly from it, or combined within.

CONSTRUCTION
Requirements Craft Wondrous Item, secret chest; Cost 1,250 gp

RPG Superstar 2011 Top 4 aka Scipion del Ferro

I've been thinking about Archtypes (I wonder why?) and I have two questions regarding them which don't seem to be answered by the APG.

The first is; Can prestige classes have archtypes? I don't really see why not and the only section that talks about "core class archtypes" is the one listing them.

Second thing; If you have an archtype that replaces a class feature, let's say sneak attack, and instead gives 1/day +5 to a skill, increasing uses each time sneak attack would gain dice. (This is just a random example, I literally just made it up.) If you then prestige into a class that gives you sneak attack could you make a note in the archtype that carries the replaced ability into a prestige class? Or are they pretty much out of luck and just start getting sneak attack.

Heck, should we even worry about prestige classes when thinking about archtypes?

RPG Superstar 2011 Top 4

So I just found this website called Comicoo.com which is listing a few popular comic books. I'm not really sure how long it'll stay up, because I'm not sure how legal it is. (There's no legalese listed on the site, so who knows.) I tend to assume things are legal until they are forced down with the Internets.

Anyhow, just started reading Sandman on there. Never got the chance before and so far it's as amazing as I had hoped! Thoughts on this interesting piece of work by Neil Gaimen?


7th day of Arodus, 4710

The Sargavan merchant vessel, Jenivere, has been sailing for seventy-one days of it's one-hundred and four day journey. She has begun her final stretch across Desperation Bay. Some of the crew have begun to comment that the course is a bit unusual. That the stars are not lined up the way they would normally be for this final stage. Brief arguments have been heard between the captain and first mate regarding course corrections.

Today the captain has called a ships dinner. Many of the sailors expect the issue to be resolved one way or another tonight. One of the cabin boys has given the invitation to each of the passengers and some of the note-worthy crew. Quariel is found at the fore of the ship watching the waves the ships path. Tark'kanas has been wondering the ships commons staying out of the way of the sailors, but observing their work. Tania Teg sits at the aft possibly meditating, watching, or just being. Eranla sits with her legs over the edge awaiting the arrival to her land of mystery. Fi'Vannali stands near Quariel but watches the rest of the ship.

Please feel free to meander about the ship, interact with the crew or other passengers at your leisure. It is currently midday, the invitation is for nightfall.


7th day of Arodus, 4710

The Sargavan merchant vessel, Jenivere, has been sailing for seventy-one days of it's one-hundred and four day journey. She has begun her final stretch across Desperation Bay. Some of the crew have begun to comment that the course is a bit unusual. That the stars are not lined up the way they would normally be for this final stage. Brief arguments have been heard between the captain and first mate regarding course corrections.

Today the captain has called a ships dinner. Many of the sailors expect the issue to be resolved one way or another tonight. One of the cabin boys has given the invitation to each of the passengers and some of the note-worthy crew. Vincenzo is found at the fore of the ship watching the waves and discussing what might be found within the Expanse with Tragershen. Rhys has been lurking near the aft barely muttering a replay to the messenger. Blackleaf has even been given an invitation, though it seems to have come more from the First Mate than the Captain himself.

While Rambar is preparing the food for the night with the assistance of Nichelle he makes a trip to the hold for supplies. On his return he silently continues to prepare the food. At one point pouring in copious amounts of a deep amber syrup. When questioned about this addition by Nichelle he simply replies, "It's a spice, lil' miss. I know you like them, thought I would try some of my own."

Please feel free to meander about the ship, interact with the crew or other passengers at your leisure. It is currently midday, the invitation is for nightfall.

RPG Superstar 2011 Top 4

::Team Girallon::
Quariel - Wizard (Vi-hatarn)
Tania Teg - Monk (Dreaming Warforged)
Tark'kanas - Ranger (Javell DeLeon)
Fi'Vannali - Rogue (Jaycen)
Eranla - Cleric (Chris Kenney)

This is the Out-Of-Character Thread for for one of Serpent's Skull groups. I'll look over each character in detail with my fine toothed comb. If everybody would check over their backgrounds, finalize profile's and alias's.

-------The Player Characters--------

Quariel, a intellectual elven wizard who specializes in water control. Currently a member of the Jenivere crew and signed on at the begining o the voyage.

Tania Teg, a peculiar human monk. She seems to watch everyone and everything around her. Studying the intricacies of the finest movement and quietest word. She arrived while the ship was in port at Izmigorta.

Tark'kanas, an elven tribal ranger. There is a determined air about him, like a man on a mission. He recently came aboard as a passanger at Bloodcove.

Fi'Vannali,, a third elf. This one a rogue who has only recently spent time in Mwangi, learning the ways of their people. She also booked passage from Bloodcove in order to hunt bigger game deeper in the expanse near Sargava.

Eranla, n human cleric girl. Barely a maiden she has left the temple to seek what is to be sought deep within the Mwangi Expanse. She joined the passengers at one of the Cheliax ports. Often seen checking over a mysterious map she constantly carries.

I'll post again with details on the ship. We'll figure out when everyone boarded and how/if they know each other, the crew, and the other passengers.

RPG Superstar 2011 Top 4

::Team Chimera::
Vincenzo De Luca - Cleric of Desna (Ice Titan)
Rhys Forgarson - Ranger (Reycied)
Halsanna - Crossbowoman Fighter (Me'mori)
Tragershen - Wizard (markofbane)
Blackleaf - Barbarian/Ranger? (seekerofshadowlight)

This is the Out-Of-Character Thread for for one of Serpent's skull groups. I'll look over each character in detail with my fine toothed comb. If everybody would check over their backgrounds, finalize profile's and alias's.

-------The Player Characters--------

Vincenzo De Luca, an older human cleric filled with wunderlust. One of his dreams is to explore the Mwangi Expanse. Boarded the ship in Magnimar and has been aboard the ship the longest except for the crew.

Rhys Forgarson, a dark haired half-elf. A forlorn and withdrawn individual, who offers his services as a guide of the wilds. Recently joined the other passengers from the Bloodcove. Possibly hired on as a guide?

Tragershen, a joyful elven wizard fascinated by the mysteries of the Mwangi Expanse. He has almost gleefully set out after a lifetime of study. Boarded the vessel at one of the Cheliax ports shortly after Vincenzo.

Blackleaf, a feral elf. Also filled with a desire to explore the world he has signed onto the crew of the Jenivere in order to see as much as he can. Blackleaf has been on board since the boat set sail and is familiar with the other crew and captain. (I assume?)

Me'mori which of your two would you prefer to play. The fighter or the rogue? I said the fighter in the other thread but I meant the rogue... I like the story of both of them but fighter's combat style overlaps with Reycieds character. Also a rogue may be useful for the skills they bring (and alchemical items are fun).

I'll post again with details on the ship. We'll figure out when everyone boarded and how/if they know each other, the crew, and the other passengers.

RPG Superstar 2011 Top 4

SdF's Colossuem
Version 1: Rules

Character Rules
-Level 10
-20pt buy
-Core races (Bestiary with consideration)
-Core, APG classes and archtypes!
-two traits (no heirloom weapon, or rich parents)
-No Leadership feat, though animal companions and mounts are fine
-Max HP at first level, average HP rounded up
-Backstories are not needed, but feel free to write one
-A description and personality will be needed
-A description of combat tactics, maneuvers, spell and item use will be needed.
-A more thorough description will provide a more accurately run character
-Please post the alias for the character in this thread for now
-For your alias, please have no more than 3 spoiler tags so it's easy to read through

Item Rules
-Standard Wealth-by-Level (62,000g)
-Item Creation feats let you get 2 items of that type at half cost.
-No customer magic items, core book only
-Spending money on material components is fine
-This is a fight between two Player Characters, no purchasing hirelings, minions, undead servants or planar bindings (unless these actions are done in the arena somehow ie. summoning)
-Animal Companions and mounts are an exception to the previous rule as these are class features

Spell Rules
-No pre-cast spells with a duration under 8 hours

Arena Rules
-Taking place in a 90ft wide metal walled, dirt floor arena
-Each fight will occur in one of the following random arenas
~~empty, with four 5ft wide 20ft tall pillars (2 stone, 2 wooden), well lit
~~forest, like conditions with randomly placed trees, dim lighting
~~full, dark city conditions with 5 small buildings (each with one door)
~~a, 50ft deep lake in the center surrounded by a flat shore surrounded by difficult rocky terrain
-Combatants will enter the arena at the same time
-Initiative will be rolled and actions will be taken in that order. Initiatives may need to be re-rolled depending on conditions.

I created a thread on the PBP boards for the Colosseum. Each fight will be made of separate posts for each round by myself describing character actions very similar to how I run my PBP games. All rolls will be made in the post and a map for the round will be provided.

Once again this is not a PBP where you fight another character, but rather where you submit a character to be auto-piloted to the best of my ability following your stats and guidelines.

I don't know how many matches I'll be able to do. The contestants will consist of whoever posts legal entries. Please submit characters to enter the arena! There's no reason for this other than fun, to display awesome/wackey character builds, see me post lots of fight scenes, and whatever else may come.

Check out the action underway.

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Here's a thread for comments, critiques, and laughs about the Colosseum fights.


Fight One
Preperation

The first fight will be between Rorsk and Lethe. They will be fighting in one of four arenas.

::1d4 ⇒ 2::

(1) Pillars
(2) Trees
(3) City
(4) Lake

As the audience watches several several gnome druids run across the arena dropping feather tokens that sprout into massive trees. The torches lining the walls of the arena flicker strangely and begin casting magical shadows. The darkness only affects the fighters though.

Rorsk and Kitty enter from the west side. Lethe enters from the east. The two glare at each other through the trees.

::Initiative::
Rorsk 1d20 + 8 ⇒ (10) + 8 = 18
-Kitty 1d20 + 2 ⇒ (17) + 2 = 19
Lethe 1d20 + 3 ⇒ (15) + 3 = 18

Forest Arena (map)

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Again with the threads being eaten...

As many of you know I'm going to start a PBP game for the first book of Serpent's Skull. This recruitment will last until Friday Aug. 6th. I'm looking for 8 people to form two separate groups of 4 character. Very similar to how I am currently running Master of the Fallen Fortress. I am looking for full character submissions with good backstories (not necessarily long) that will lead to fun group dynamics. The Serpent's Skull Player Guide is available to help with making a character.

I'm also looking for people who I know will be able to post regularly and frequently at least a little something each day. People without any posting history will probably be passed over for those I know will stick around.

For examples of how I run my game refer to my Kingmaker Game, Master of Fallen Fortress, and Master of Fallen Fortress. If you don't like that style don't apply, I'm not going to change how I run combat (got my groove set already).

Character Building
-20 Point Buy
-1st Party Pathfinder content only (no 3.5 or 3rd party stuff)
-Core Races, Core Classes, APG Classes and options available. Bestiary races may be considered carefully
-Going to try the new Hero Point rules listed in the APG, including it's feats and traits
-2 traits (one from the player's guide, no Rich Parents or Heirloom weapon)
-Max HP
-Average starting gold (listed in the d20pfsrd.com class section)
-Limited use of spoilers in your alias
-Example Alias

RPG Superstar 2011 Top 4

As many of you know I'm going to start a PBP game for the first book of Serpent's Skull. This recruitment will last until Friday Aug. 6th. I'm looking for 8 people to form two separate groups of 4 character. Very similar to how I am currently running Master of the Fallen Fortress. I am looking for full character submissions with good backstories (not necessarily long) that will lead to fun group dynamics. The Serpent's Skull Player Guide is available to help with making a character.

I'm also looking for people who I know will be able to post regularly and frequently at least a little something each day. People without any posting history will probably be passed over for those I know will stick around.

For examples of how I run my game refer to my Kingmaker Game, Master of Fallen Fortress, and Master of Fallen Fortress. If you don't like that style don't apply, I'm not going to change how I run combat (got my groove set already).

Character Building
-20 Point Buy
-1st Party Pathfinder content only (no 3.5 or 3rd party stuff)
-Core Races, Core Classes, APG Classes and options available. Bestiary races may be considered carefully
-Going to try the new Hero Point rules listed in the APG, including it's feats and traits
-2 traits (one from the player's guide, no Rich Parents or Heirloom weapon)
-Max HP
-Average starting gold (listed in the d20pfsrd.com class section)
-Limited use of spoilers in your alias
-Example Alias


The Greenbelt
23rd of Pharast, 4710
Exploration Map

Corso, Janku, Servayn, Ember, and two elven bandits depart from the others in the morning. With best wishes and final blessings from Gorum they set forth.

Travel is slow with the two prisoners. The elves remain quiet with their eyes on the ground. One is a woman with long blond hair, her figure is homely but not unattractive. The other is a man with short blond hair and a tattoo. Both of them carry the lithe grace of the fair folk and whisper back and forth to each other occasionally in Elvish.

Shortly before night fall Adams is surprised to have his visitors return so soon. As before he offers his home and hearth. Several badgers and foxes seem to gather around the elves and stare at them watchfully. He advises that exploring the northern territory should be safe enough even escorting the bandits. That section of the wood is frequented by hunters and trappers.

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Anyone else pick this game up?

I just got started into it last night, so far it has been a blast. I've got several friends who grabbed copies too and we are all aquiver for the multiplayer.


Male Dwarf Barbarian 1

The loud dwarf barbarian laughs at a joke told at his table and turns to the serving maid, "Miss, could I get another rack of that delicious lamb, and maybe a mug of dark ale to wash it down with." Maybe I'll take your rack up ta me room later too.

Bofgar returns to his companions merely exchanging tales.

Speech is bolded with the brackets [ b][ /b] to make it easier to read. [ i][ /i] italics are usually used to represent in character thoughts.


Male Dwarf Barbarian 1

The loud dwarf barbarian laughs at a joke told at his table and turns to the serving maid, "Miss, could I get another rack of that delicious lamb, and maybe a mug of dark ale to wash it down with." Maybe I'll take your rack up ta me room later too.

Bofgar returns to his companions merely exchanging tales.

Speech is bolded with the brackets [ b][ /b] to make it easier to read. [ i][ /i] italics are usually used to represent in character thoughts.


This is the Alias I'll use for posting GameMaster posts. Everything looks good in Colburne Blackhand's profile. Good use of spoilers, not to superfluous at all.


This is the Alias I use for GM posts.

I'll start checking over your characters now.

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Waves a lit torch to keep back the Post Monster General.

I see there is some new player interest on the boards and would like to throw my hat in to get the accustomed to the ways of PBP. I'm currently running a rather successful Kingmaker AP which can be found here, for an example of my GMing.

Masters of the Fallen Fortress is Paizo's free module for Free Game Day which is designed to help introduce players to the Pathfinder Society. It's also a nice little dungeon crawl for 1st level characters which should get you to level 2. It takes place just outside of the eclectic city of Absalom, the birthplace of heroes and gods.

I'm mainly looking for newer players who are interested in getting familiar with the dice roller, boards, creating profiles, and making characters. I'll take vet. players if there's a shortage of interest and figure out a final group on Friday.

Rules:
-20pt buy
-Average starting gold
-Core races
-Core and APG classes
-Any 2 traits

A great resource for building characters is the d20pfsrd, and their section on Character Creation. Backstories do not need to be elaborate as you are only level one and have not accomplished many heroic deeds, but Absalom leaves you open to many interesting options.

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I've seen a handful of people post looking for a game for their first time PBP. Figured I would offer to run this for four people. First come first serve for you newbies.

The module takes place in the city of Absalom, an eclectic city, the very birth place of heroes and gods.

We'll do 20pt buy, half of max starting gold, core book races and classes only. Any information you need on building your character can be found at the d20pfsrd. I can also answer any questions as well.

For profile setup I would appreciate if you follow something similar to one of my characters.

This adventure is a single dungeon crawl that should take you to level two.

Here's an example of a game I am currently running.

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Seriously this is getting ridiculous. I've had my Cricket phone for four months now and I have been consistently getting phone calls from 856 phone numbers. Every single one is a recording for a debt collection company asking for a range of people I've never heard of.

I'm listed on the No-Call list, but I don't think it would apply to these types of calls. If I call the numbers back nothing happens and they usually refer to some vague website.

Thinking I'll get Cricket to change my number since clearly this one has been around the block a time or two. Googling only reveals other people in a similar situation with no resolution.

Annoying Numbers:
856-668-4530
866-923-5193
800-501-9092
866-429-3592

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So looking at the dragging rules I don't see anything that says how far you can drag an item on your turn. Under the carry rules it says you may only move five feet with a very heavy object.

Does this mean you can drag something your full speed? It seems peculiar that a horse could drag 6,900lbs 120ft in 6 seconds.

I ask because my party is currently in this situation. Underwater Frog Battle (G) being an unconscious ranger (O) being a cavalier who is tied to his horse.

I need to know how far the cavalier's mount can pull him and the ranger in one round.

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Is anyone else noticing that their house and/or groceries are slowely being covered in the GreatValue logo of Wal-mart's generic goods? So far the stuff seems to be of about the same quality it's replacing. I guess that's good.

Just a random thought.

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2 people marked this as FAQ candidate.

Thus is my question! Can you pounce during a surprise round? As a surprise round allows only standard actions you must make a charge at your normal move speed. The pounce ability very clearly says you may make a full attack at the end of a charge. It doesn't say anything about what happens if you're limited to standard actions. So could a leopard leap out of stealth land two claw attacks and a rake all before initiative is rolled?

This makes perfect sense to me, just testing the waters to see what others think. There happens to be a creature with double digit attacks and pounce coming up soon and this will be very relevant.

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If you cast glitterdust on a plant sub-type creature with no eyes will it be blinded?

Had this come up last week in Kingmaker. Wizard hit a tendriculos with glitterdust luckily it made the save but would it have been blinded?

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Russet Mold (CR 6):
This hazardous fungus can be found in dark, wet areas, and often grows in great abundance at the heart of a vegepygmy lair. When a creature approaches within 5 feet of a patch of russet mold, the fungus releases a cloud of spores in a 5-foot radius burst. Everyone in the area must make a DC 15 Fortitude save or the spores quickly take root in their victims, inflicting 2 points of Constitution damage per round. A new Fortitude save can be attempted each round to halt the growth. Although immunity to disease won't protect against russet mold spores, the growth can be halted by remove disease and similar effects. Exposure to sunlight also halts the spores' growth. Plants are immune to russet mold spores.

After 24 hours, a fully grown vegepygmy bursts from the body of any creature slain by russet mold, provided the creature was Small or larger. For each size category larger than Small, the body produces one additional vegepygmy.

A patch of russet mold is unharmed by all effects save for acid, alcohol, or remove disease (or a similar magical effect, such as heal), all of which can kill a single patch of russet mold on contact. Sunlight doesn't kill the mold, but does render it dormant and harmless as long as the sunlight persists.

So this disease appears to act differently then every other one in the core book. Let me see if I break it down correctly.

Round 1: DC 15 Fortitude save to be perfectly fine, or infected
Round 2+: A new Fortitude save to prevent 2 Con damage, but does not cure the disease.

It seems that Remove Disease would work on it, but the wording also implies this is how you kill patches of it. Not the mold that's infecting a victim.

Is there not a set duration for Russet Mold? Will a certain amount of successful saves not stave it off?

It appears that, as is, if someone is infected they would die in a day without Divine help.

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So...I see no thread regarding this game. I hope everyone's given it a try but thought I'd bring it up. This game rocks! Mario Kart with great graphics and quick game matching? (Also no incredibly cheap power ups) Yes please.

Well worth the ten minutes it took to download the free Multiplayer Demo off of X-Box Live. I can't wait for this one to come out.

Blur (wiki-link)


30th day of Talistril, on the road outside of Oleg's Trading post. About 100 miles from Restov.

.

.

The party of seven have finally come to their destination. It's been six long days on the flat dusty road, with the plains land south of Restov being relatively featureless. A border of calm between Brevoy and the unstable Stolen Lands. This group of men is one of four chosen to tame the country. To strike it of it's impurities and ready it to be forged into a kingdom. At this point it seems appropriate for them to review the charters granted by Lord Mayor Ioseph Sellemius.

..__________________________________________
@__________________________________________)
|
|
Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further then thirty-six miles east and west and sixty miles south of Oleg's Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Talistril, under watchful eye of the Lordship of Restov and authority granted by Lord Aoleski Surtova, current Regent of the Dragonscale Throne.
|
|
|.__________________________________________
@__________________________________________)

The rugged fort stands tall with it's front gate open wide. A keen eye might recognize this structure as a military one. An abandoned border fort from one of many failed attempts to colonize this territory. The walls are ten feet tall and repairs can be seen all along them. At the four corners are twenty foot square watch towers. Dilapidated catapults peak over the edges. A thirty foot gate is opened wide. Drifting on the breeze is the smell of baking bread and the sound of hammering.

When the seven of you enter the gate, five on foot, two on horseback, you're met with a homely sight. Inside the fort are three buildings. A large one to the west which closely resembles a stable, a medium sized structure to the east faces a small barrack. From the house a thread of smoke rises being carried away by the wind. Standing at the top of the ladder is a stern looking man busily repairing the roof of the barracks.

As the party enters the central yard he looks over wiping his brow, "Ho there, about time you fellows show up."

While he climbs down the ladder a fetching middle aged lady exits the house carrying a clay pitcher. She spots the adventurers and runs hastily over to his side, a warm grin spreading on her face.

"My name is Oleg leveton, this is my wife, Svetlana," he says shortly, "Welcome to my trading post."

Oleg's Trading Post:
Oleg's Trading Post <-Picture

A1-Market Yard
A2-Guesthouse
A3-Stable
A4-Storage Pen
A5-Middens
A6-Main Hall
A7-Dining Room
A8-Office
A9-Stockroom
A10-Storeroom
A11-Bedroom

Right now though you all stand before Oleg. I'll answer any questions you ask in OOC regarding surroundings or descriptions or checks as soon as I can as well as provide NPC reactions on the rather then waiting for everyone to post as I would for a round of combat. Now would be a good time for introductions.

Our PC's as follows:
Servayn Krolz, the summoner
Corso Gaczi, the rogue
Ox, the cavalier
Garick Nowicki, the ranger
Janku Tolliver, the cleric
Lukasz, the sorceror
Kalsgrim Lodovka, the paladin


Since 4/7 of you seem eager for me to run it for you I guess I'll get started with a nice discussion thread for us.

I'll go ahead and use this Alias for GMing this PBP since it's so much more ominous and GMey then my Scipion one.

While you guys are getting finished up I'll work on a starting story post to set the scene. You've already done a great job on the foundation for me.

For posts in the main thread feel free to use the format you like, but always seems that posting in third person ends up making the most sense when someone goes back and reads through it again.

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1 person marked this as a favorite.

I just finished reading this book and wow! I love the writing style, the characters are great, setup is wonderful. I've been meaning to read this forever and got reminded again by Tycho from Penny Arcade. If you haven't read it yet it's out on paperback and worth the $9.

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