Textile House | Battle of Chelmsford Docks
You are part of the Faculty of Archeology at the Miskatronic University located at Arkham in Essex Island. Originally Essex was an istmus attached to the stable Core but three hundred years ago huge chunks of rock during a particularly vicious upwelling storm eroded the land bridge away. What was Essex county became Essex Island.The Miskatronic University is one of the top three anywhere in the Shards of Oberon. You are either a post-grad student studying for your PhD, a lecturer or part of the University security staff. Usually days pass uneventfully and but today is different, an excited crowd of undergrads has formed the departmental notice board. It takes you some minutes to jostle your way to the front where you're able to read the note for yourself and discover what all the shouting is about.
An Expedition to the newly discovered and uncharted Xunlai archipelago!
I can only guess what the last week has been like for your IT department, hopefully things are stabilizing now and everyone made it through OK. Anyway once the dust has settled, I’d like to encourage you to (at least internally) write a postmortem. This isn’t about apportioning blame, rather it’s an exercise to learn what went wrong, what went well and to ensure measures are in place to prevent future outages.
Intended as constructive criticism:
Something in your process needs to change, multi-day outages really should not be happening in 2018. My day job is in software engineering, and where I work we’ve (mostly) eliminate such outages. The process we use is kind of heavyweight in terms of manpower but it works:
* Big changes must pass a formal design review before implementation starts.
Of course mistakes happen…
* We monitor all sorts of signals from our servers and our web apps, and we have alerting which based various conditions pages the current person on call if it looks like something bad is happening.
Textile House | Battle of Chelmsford Docks
Welcome one and all!
If you haven't already, could you please create an alias. Also could you please put the following in your tagline:
HP, AC, Saves, Perception, and Initiative
You can add this to race & class fields. I tend to use the following format spread across two lines:
Init HP xx AC Touch Flat footed | CMD | fort +x ref +y will +z | Resource Tracker Spreadsheet -- NB this is optional
Some sorcerer bloodlines grant two level one abilities, what happens if you take a bloodline mutation? Are both abilities replaced or just one?
Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline.
This ability replaces the sorcerer’s 1st-level bloodline power or the bloodrager’s 4th-level bloodline power.
A flyer tacked to the wall wrote:
Long ago there was a computer game and a book called called Pools of Radiance. There was also a module (called ruins of adventure) I never did get to play, which I'd like to fix here :)
Recruitment will run until Sunday 1st October 2017, 10 am GMT. Shortly after I will be selecting 5 players. While I hope it won’t be necessary, if I need to re-recruit, first refusal shall be given to anyone who has posted a submission here.
It has been 50 years since the city of Phlan was a small but growing city on the shores of the great MoonSea. Trade sailed into to Phlan, past the fortress of Sokal Keep where the watch scanned the sea for pirates, into the small harbor at the mouth of the Stojanow River. Galleys, pinks, cogs, and schooners came from the merchants to the south, braving the sea to this small northern port. Townsmen offloaded pungent spices, dark woods, reptilian leathers, filmy cloth, gnarled barks, hammered steel, veined marbles—the riches of the southern shores. From the north came thick bearded men—men of the bitter plains, granite mountains, and icy swamps beyond, leading caravans burdened with silky furs, heavy wools, rare ores, straight-beamed woods, and the ivories of beasts long forgotten in lands further south. Slowly, with patience and endurance, the caravans plodded to Phlan meeting others, friends in the dwarves of the Dragonspine and elves of the Quivering Forest, foes in the orcs who came from the Tweenhill gap or the reptilian race of the swamps. In Phlan northman and southerner met, haggling, cheating, lying and drinking. Phlan was well on its way to becoming a prosperous trading town. And then the dragons and their armies came. At first the men of distant villages stopped trekking to Phlan. No trader came back with tales of new discoveries. The distant outposts slowly disappeared. Then refugees began to arrive. At first they were solitary survivors straggling in to lose themselves in the maze of the slums. Then families arrived perched on plodding wagons. They told stories of neighboring villages set to the torch, the humans slaughtered—or worse. Trade dropped off. Fewer caravans arrived. Fewer ships came to collect the scanty cargoes. The merchants were concerned. Scouts were sent. They returned telling of hordes of orcs, goblins, ogres, and giants doing what they had never done before— marching as armies with order and discipline. It was the fear of their commanders, fearsome dragons, that held them together. Towns closer and closer to Phlan fell, the stream of refugees increased. Cautious merchants packed their goods and left. Greedy merchants hurriedly amassed fortunes from the frightened people while keeping one eye always on the door. The Council fretted and fussed. Some wanted appeasement, some favored an army, and still others poured money into the walls of Phlan. But no strategy was ever agreed upon. When the armies finally came, Phlan was simply not prepared. For a day the Council watched the lines drawn up outside the walls—ranks of leering, skull-painted beasts dragging obscene machines of war. They could not surrender, for they knew there would be no mercy from these cohorts. Valiantly, but futilely, they mustered their men. Their spearmen were ready to meet the charge. From the start of the attack, the humans were defeated. They were out-numbered, out-fought and out-generalled. The first wave struck from the air—wheeling flights of dragons after dragons swept over the rooftops, setting ablaze vast portions of the city. As the flames licked over the chimneys, the attackers charged into the trapped militia. The Battle of Phlan was a massacre. In 50 years, however, the dragon armies have flowed and ebbed, leaving behind pockets of despair and desolation. These isolated domains cannot withstand the unstoppable flood of human dominance. Men have returned north of the MoonSea and are determined to reclaim their lost homes. Such is the case in Phlan. Although the city proper—its districts and its fortresses—are still held by the twisted offspring of the original conquerors, good men have managed to gain a foothold in the ruined city. Fired by the feelings of destiny and progress, they have set their sights on reclaiming all of Phlan and restoring it to its former glory. To this end, they are backed by a new Council, a consortium of the children of the original merchants of Phlan and new, eager speculators.
About the setting
What to Expect
What I’m looking for from you
Textile House | Battle of Chelmsford Docks
A flyer tacked to the wall wrote:
I'm not convinced this is a particularly practical build, especially at low level. Still after level 7 the LoH and Channel heals start to get fairly nuts, thanks to the level 2 Order of the Star bonus. I wonder how high can the heals can go? Do things stack in the way I think they do?
Build: Tiefling Sacred Servant Paladin (for FCB), VMC Order of the Star Cavalier, Fey Foundling, Bracers of the Merciful knight, Phylactery of Positive Channeling.
LoH: effective level = real level * 1.5 + 4
Channel (Divine Bond used): effective level = real level * 1.5
Iä! Iä! Pathfinder fhtagn!
“That is not dead which can eternal lie,
This is a closed recruitment thread for Strange Aeons.
Hi everyone this AP looks like a corker! I'm really looking forward to it and I'm aiming to start on September Friday 16th. Note: please trust your GM, your characters are going to get savaged but with a bit of luck they'll pull through, and what a story they'll have to tell!
Normally I'd ask for a strong background, however your PC starts in a fuge state (amnesia) and doesn't even remember their own name. Instead I'd like you to describe their appearance, mannerisms and personality.
Note the various campaign traits suggest you have a vague sense that you did something bad, but its all forgiven now. Not in this campaign. You screwed up big time, and you're not forgiven! It appears the fates have shown you some mercy (you're alive, and receive spells etc) but you did something very very wrong, even though you don’t remember it. As far as any gods or sponsors go, you start off on your last warning.
Realistically this is in for the long haul. I want to keep as much momentum up as possible without us burning out. Lets aim for a minimum of post 1/day with weekends being best effort (i.e. no worries if you're away). If you're going to be away week days please let us know so I can bot you, or eventually I'll have to find a replacement.
Most of you do this already but remember: Always Be Pushing. It really helps me and everyone else if your posts always contain a hook to help move things forwards.
I think most of you have played with me before. I'll try and be super-organized in combats to make it very clear where we are in the initiative order. I'm also working on a fancy spreadsheet to keep track of HP and buffs, it'll generate a status block which I'll add in spoilers.
Readied actions are encouraged, the enemy will be using them against you too :P
Just like Niles does, I'll be using google docs for the maps. Please don't move characters yourself, instead draw movement arrows. Feel free to add shapes to represent spell effects or summoned creatures etc...
Fear and Madness Checks:
We're going to use the Ravenloft Fear and madness rules. The Cthulhu mythos isn't quite the same as Ravenloft, but atmosphere is very similar and these rules seem quite appropriate for the setting. Don't worry this is supposed to be fun, if your character starts to get too badly affected we'll discuss it and arrange something.
The AP calls for various dream sequences. I've just found out it's possible to have more than one gameplay thread, as an experiment I'll be taking advantage of that to run dream encounters since I don't want to bog down the main thread with 1 on 1 encounters.
Textile House | Battle of Chelmsford Docks
Chapter 1 wrote:
For the last few weeks you’ve all been passengers in the Tea Clipper Endurance sailing direct from Absalom to Niswan. Apart from a few squalls and a distant sighting of the occasional whale pod, the journey has been uneventful. You arrive in Niswan with the morning tide. Before long the Endurance is safely berthed and the ship's complement is unloading its cargo of wool with great alacrity. As you walk down the ramp to dry land, it feels momentarily strange that the ground is not swaying. As you look around you see a huge pile of crates ready for loading. The ships master Alliorm plans to return with the tide to Absalom with a hold full of the finest Jalmeray tea, from plantations deep in the interior.
As you walk down the jetty, you are assaulted with a sense of otherness. Everyone is wearing strange clothes suited for the hot and steamy climate, the men in loose fitting toga style cotton robes and pristine white turbans, and the women in beautifully patterned silken saris. There is a bustle of activity as dock hands and stevedores rush two and throw with large crates of goods. The hubbub of a hundred tongues greets your ears all in exotic languages, accents unfamiliar to most of you. Numerous street children crowd around you and the various other sailors on shore leave, yammering something excitedly in heavily accented Vudrani, apparently they attempting to sell everything from spices and tea, to fruit, small macaque monkeys, the location of upmarket restaurants and inns, and even tours of the red light district.
Welcome to sun-blessed Niswan! As you push your way through the crowd, you realize you are hot, hungry and have no where to stay. Before you left the Endurance, master Alliorm recommend an inn called Sāgara kā ināma, although he warned it would be pricey, what with the week long traditional Yolarati festival starting tomorrow.
Knowledge Religion DC 15:
The Yolarati is the traditional Vudrani Festival of Colors, the practice has died out in Vudra proper but it remembered here.
Knowledge Religion DC 20:
During the Yolarati the locals are seen wearing robes that were once white, but are now smeared with a myriad of colored dye. The normally reserved Vudrani citizens rub multi-hued powders on each other’s faces and yell exuberant, joyful blessings. Elaborate illusions of rainbow patterns, flowing auroras, and sparkling bursts fill the sky or liven otherwise blank walls. Laughing children splash each other with dyed water. The air is a heady cloud of fragrant flavors, and sounds of music and celebration are all around. Mouth-watering delights are generously available, as well as large mugs of thandi, a local drink, to wash them down.
Knowledge Religion DC 25:
The third day of the Yolarati is known as the Ātmā'ōṁ kī parēḍa or theParade of souls in common.
Knowledge Geography DC 20:
The Sāgara kā ināma is in the northern part of the city, well away from the docks.
Knowledge Geography DC 25:
The Sāgara kā ināma is located in the exclusive Maurya-Rahm ward with convenient access to the legendary houses of perfection.
Perception DC 15:
A swarthy man is loitering by a coil of rope. Unlike all the busy stevedores and street hawkers he appears to be reading a book.
Perception DC 20:
The book is upside down, he is watching you.
Perception DC 25:
To be revealed if anyone actually gets this.
This is a closed recruitment thread for Cult of the Ebon Destroyers.
The Isle of Jalmeray, a former outpost of the faraway kingdoms of Vudra, has long been an isolated pocket of Vudrani culture in the Inner Sea. Of the hundreds of gods worshiped in the island nation, the dark deity Dhalavei is among the most sinister, her cultists hiding among structures of power and established organizations and rotting them from within. Known as the Ebon Destroyers, Dhalavei's cult is growing in the Kingdom of the Impossible, and seeks to gain control of the Jalmeri government through fear, subterfuge, and murder. The thakur of Jalmeray has outlawed the cult, and in turn been threatened with assassination. Now is the time to bring down the Ebon Destroyers. But who among the Jalmeri can be trusted against a cult known for infiltrating even the most secure organizations?
This is a stand alone adventure for five 8th level characters (33000 gp of gear, 10000gp max item price). Rule set will be PFS legal, for non-evil characters (it looks like we have at least one player wanting to build a Paladin). I'm open to other content if it's well balanced (please ask).
Since this is a one shot lets keep the back story to 1-2 paragraphs per character, focusing on what you've done recently. Herolab character sheet preferred (here's an example of what I'm looking for). All the PCs know each other (how well is up to you), but by and large the islanders have never heard of you before. None of you are from Jalmeray, in fact you've just stepped off the boat to Niswan. Fair warning, the combats will be hard (but by no means impossible) and the party needs a good selection of social and other skills. Hardly anyone on Jalmeray speaks common, most of them speak Vudrani (please explain how you know Vudrani if it's a language you speak).
I'd like this to be a fast running game, I'm going to post at least twice each week day and I'll aim for one per day at the weekends. If everything goes well I'll run a full AP afterwards and you'll have first refusal on a spot.
I hope to start by Fri 30th Jan, but we can start sooner if everyone is ready.
I'm interested in building an Illusionist that works well from level 1-15 ish. I've never tried this in pathfinder and could do with a hand with sifting through the options :)
Build parameters: Ideally PFS legal, but this is for an AP (maybe Iron Gods) in a home game. Bonus points if it can be done with a single class and non-gnome (Not a hard requirement, I'm still interested if gnome is simply way better than the other races).
Should I initially focus on color spray? What after that? Is Shadow Conjunction worth building for?
It's always nice to have more spells per day, I know of a few methods for a bard to get more but, is there anything I missed?
1. Runestones of Power let you cast one extra spell per day
At low levels caster bards seem to work OK, although they don't get many spells per day. At higher levels that's less of an issue, however as a 2/3 casting class they casting 4th level spells when wizards are casting 6th so they'd need Spell Focus and Greater Spell Focus just to keep the DCs up with a wizard who didn't take those (and the Wizard probably did take those).
There's Varisian Tattoo and Bloodmage Initiate to boost CL by 2, apart from traits is there any other way of boosting CL / DCs I missed?
There is Dirge of Doom at level 8 for the Debuff, but that means you're not running inspire.
I'm quite a fan of the Eldritch Heritage feat chains (the whole unlocking inner powers thing is interesting to RP). I was wondering if anyone had any viable builds that use two (or more) bloodlines?
As an example, this stealthy fighter can hide in plain sight and in combat grow to large size channeling his inner orc. Obviously having decent Cha for Eldritch Heritage is not optimal for on a Fighter, but I think it would be more fun to play.
Trait: Optimistic Gambler
I don't think anyone has looked at what an optimal melee Archaeologist build would be like recently. Some thoughts:
Traits: Fate's Favored + ?
Feats: Flagbearer + long spear?
With 16 str at level 1 that would be +6 to hit (+3 from 16 str, +2 from luck and +1 from flagbearer) and +7 damage (+3 *1.5 from 16 str, +2 from luck and +1 from flagbearer) which isn't bad.
Should it be a human for the bonus feat or another race that gives a bonus to luck duration as a favored class bonus? Should you go for Eldridge Heritage: Orc? Does that affect the choice of race due to humans having Focused Study or does the Archaeologist have enough skills anyway?
All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
In an ideal world my Hospitaler Paladin would like a Phylactery of Positive Channeling and a Headband of Alluring Charisma. Unfortunately they're both headbands, so that's not possible. Are there any other ways of getting both bonuses? I noticed there is a rod of splendor but that's on the pricy side.
This is for a home campaign and 3.0/3.5 material is allowed although pathfinder material preferred.
All these feats trigger on a critical hit and say "if your confirmation roll exceeds your opponent’s CMD, you may X".
Which, if any, of the following bonuses apply to the confirmation roll for the purposes of the CMD check?
i) +2 CMB bonus from Improved Sunder
I suspect they all apply except Critical Focus, but the Feat's wording doesn't make the design intent clear :(
EDIT - I'm assuming this feat is reusing the crit confirmation roll, am I wrong there?
There's been much talk of how bad combat healing is of late. In combat healing doesn't have to be a wasted action, it's possible to build healers that can do much more than just heal.
There's a number of ways of doing that, and this paladin healer is one. This fella would use a pearl of power to put Shield Other on two players, and keeps himself up with Lay On Hands + Fey Foundling. Memorizing Hero's Defiance is recommended useful when using Shield other :)
Party healing should not be needed every round, but when it is needed quick channel provides an AoE heal as a move action doing 4d6 healing (or 5d6 depending on how your table rules the interaction of Magical Knack and Hospitaler) so you can probably still do standard attack.
Human Paladin (Hospitaler) 7
LG Medium Humanoid (human)
Init +1; Senses Perception +6
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 65 (7d10+7)
Fort +9, Ref +7, Will +7; +2 vs. death
Immune disease, fear
Speed 30 ft.
Special Attacks smite evil (2/day)
Spell-Like Abilities Detect Evil (At will)
Paladin (Hospitaler) Spells Prepared (CL 6):
2 (1/day) Shield Other
1 (2/day) Grace, Hero's Defiance
Str 16, Dex 13, Con 12, Int 10, Wis 8, Cha 16
Base Atk +7; CMB +10; CMD 21
Feats Deadly Aim -2/+4, Fey Foundling, Power Attack -2/+4, Quick Channel, Selective Channeling
Traits Deft Dodger, Magical Knack (Paladin [Hospitaler])
Skills Knowledge (nobility) +10, Knowledge (religion) +10, Perception +6, Sense Motive +9
SQ aura of courage, aura of good, divine bonds (weapon [1/day]), lay on hands (3d6) (6/day), mercies (mercy [sickened], mercy [staggered]), paladin channel positive energy 4d6 (6/day) (dc 15
Combat Gear Pearl of power (2nd level) (1/day); Other Gear Phylactery of positive channeling, 150 GP
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1) (7 minutes) (1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Fey Foundling Magical healing works better on you
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6) (6/day) (Su) You can heal 3d6 damage, 6/day
Magical Knack (Paladin [Hospitaler]) +2 CL for a specific class, to a max of your HD.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Paladin Channel Positive Energy 4d6 (6/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Channel Channel energy faster by expending more uses
Selective Channeling Exclude targets from the area of your Channel Energy.
Smite Evil (2/day) (Su) +3 to hit, +7 to damage, +3 deflection bonus to AC when used.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
In home games I've always ruled that DR applies to the weapon damage plus any extra damage from the likes of Flaming Weapon / Inspire Courage / Sneak attack etc...
I wanted to check this is actually correct, since the rules say: Spells, spell-like abilities, and energy attacks (even non-magical fire) ignore damage reduction.
Have I been doing it wrong? Should the extra damage from Shocking / Flaming weapon enchantments bypass DR?
If you're flanking somebody with outflank and they're just hit you, and now you've crit them does that still provoke an aoo from your ally? It looks like it does, but I was hoping for a second opinion :)
Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain any flanking bonus on attack rolls while it is flanking you and cannot deal sneak attack damage to you. It can still provide a flank for its allies.
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
I'm trying to understand what should happen if a charge action is interrupted for some reason, e.g. by triggering an AOO from a monster with grab. There's quite a few possible stations, here's a few I'd like to discuss:
Situation 1: Equip a two handed weapon and charge a monster with 10ft reach and grab
What would happen if the player had quick draw, could they still make an attack? Presumably not with the +2 to hit from charge if an attack was somehow possible. (This situation came up recently in a home game and our DM was kind enough to give a 50% chance for the attack to land anyway. I quite like this house rule.)
Situation 2: Equip a one handed weapon and charge a monster with 10ft reach and grab
Situation 3: Equip a one handed weapon and charge a monster with 15ft reach and grab
What happens if the player has Lunge? Presumably they'd have to declare they where using that before charging for it to kick in.
Situation 4: Equip a one handed weapon and charge a at some other target, but through a square threatened by monster with reach and grab
So in one of the games I'm playing I have a soon to be level 5 Paladin with a great big Falchion and so far it's working great, possibly a little bit too great - not all the characters are particularly well optimized. I'm looking for advice on how I can tweak my Character to Synergize with the other players to make the party greater than the sum of it's parts.
One idea is to help the Ninja get more sneak attacks
What else can I do? The fighter seems pretty effective but he's not as durable as me (no LoH), in a few levels I'll be able to cast Shield Other on him but not yet. Are there any feat synergies we could set set up that would help him? I'm particularly wondering about team work feats bur I rarely see those discussed.
If it helps we're expecting a long period in the underdark next.
The party, all just about level 5:
Vanilla Human Paladin (2h weapons)
Vanilla Human Fighter (2h weapons)
Gnome Oracle - Not really sure of build, seems to have some nice buffs
Human Wizard - Don't know feats
Half Elf Bard - Don't know feats, only plays sometimes shame I like Inspire Courage
Hi all, I'm currently playing a lvl 3 melee Paladin with a big Falchion. So far that's working out very nicely. I expect the campaign to run to about level 15, perhaps 17 if the DM stretches it out. I really like utility the following feats give but I'm wondering if it's worthwhile taking a 1 level fighter dip somewhere between level 8 and 13 to get Improved Critical/Staggering Critical earlier?
Human Bonus - Fey Foundling