Kanya Ismahe

Simeon's page

Organized Play Member. 1,466 posts (9,978 including aliases). No reviews. No lists. 1 wishlist. 14 Organized Play characters. 71 aliases.


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James Jacobs wrote:
but another "R of the Runelords" Adventure Path? Never say never, but feel free to say probably not.

Surely the hybrid Adventure Path/Cookbook Recipes of the Runelords is excluded from that, right???


The Gastash theory is a damn good one. Just like land becomes barren in the wake of fertilization and irrigation, it must be even worse without the aforementioned land treatments but also necromantic power.


Fair point, mostly just trying to say that the title of Duke of Thunder still fits in an East Asian cultural context without a need for change, as well as sounding so damn cool.

Plus, plenty of real-world religions have overlapping titles and appellations for their divine figures, so why wouldn't Golarion have those as well?


Claxon wrote:
Or maybe a suggestion that Hei Fong adopt a different title (as Hei Fong is a Tian deity, a Chinese or Japanese noble title might make sense).

To be fair, the title of Duke has a pretty solid equivalent in Chinese, with the rank of Gong regularly translating to Duke in English, with the famous example being Duke Wen of Zhou.


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Castilliano wrote:
I'd imagine Nethys priests blowing crap up, much like a science demonstration focused on the showy effects & power more than the principles

Priests of Nethys just acting like Tim the Enchanter is not something I had previously considered but I love it.


Human

Man, I wish. I definitely make it sound a bit more exciting than it is. Though on the flip side, trekking through the redwoods and ferns never fails to feel adventurous, so I guess there's something to it.


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16-year necro! That's impressive.


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Claxon wrote:
It's vague, perhaps intentionally so, such that a GM can make it whatever they want it to be.

The answer is this. The entire matter of the Eternal Emperor and the Oracular Council and the Five Dragon Throne exists as a plot hook for GMs to slot whatever character they want into it.

If the game revolves around finding the reincarnation for a virtuous and diligent spin on the Oracular Council, it's whoever passes all the tests that the GM comes up with to determine proof of reincarnation. If it's about getting the newly discovered reincarnation past a villainous and corrupt spin on the Oracular Council, then the test might just be beating up a bunch of oracles. If it's a pesky player that's too big for their britches that decides to sit on the throne, it's as simple as "Boom, lightning bolt from a dragon. You're dead, sorry."


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Cyclops aren't getting smaller. If anything, cyclops are getting bigger. Great cyclops, the ones that are Huge at 30 feet tall, are postulated to be a result of degeneration and mutation of normal cyclops, and the ultimate fate of the cyclops now that their empires have fallen.


While not a Paizo person, I don't think there's a major (or even necessarily any) difference between them.

They're likely two different names for similar or even identical types of noble house, in the way that British great houses have names like Burghley House, Castle Howard, or Woburn Abbey while all having the same function of housing aristocrats in frivolously luxurious fashion.


A few of the core 20 that gave me instant ideas were:
Cayden Cailean, essentially a drunken singalong of hymns to the Drunken God.

Irori's services would likely look similar to Buddhist prayer services, with ritual chanting of mantras. I could even see ceremonial martial demonstrations.

Erastil's services would probably look the most familiar to us in the modern day, with townsfolk gathering in the temple of Erastil to hear stories about their god and hear the good that can be done by community and honest effort.


Human

Sorry to hear that, DM. Take care of yourself!


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Officially, Asmodeus never lies. Everything he says is true. But A. truth is relative B. he's powerful enough to make the truth almost anything he wants and C. an infernal contract can be complex enough to be perfectly truthful but also able to screw people over in every sort of way they'd never expect.


I am unbelievably stoked for Myth-Speakers. Iblydos has long been one of my favorite regions of Golarion, and engaging with one of the coolest sources of mythic power on Golarion is really exciting. My one wish is that it would be a full 6-book AP, having a low-level AP feels like it doesn't quite to the epic scope of hero-gods justice.

That said, Death Sails a Wine-Dark Sea is about as cool of a name for an AP book as I could ever hope for.


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Virellius wrote:
Also, I wouldn't take Divine Mysteries as a list of ALL of them. The Kyton Demagogues, I believe the Rakshasa and Oni deities, and several other groups were not included either. It WOULD be cool to see an expanded-expanded pdf with ALL of them, for people who want to worship or fight them.

That, or some hypothetical Divine Apocrypha book way in the future that gives us even more gods.


I could see the rough borders of the conflict, at least in Avistan, being the Shining Kingdoms versus Old Cheliax. A cool process of the conflict could be stunning initial victories from Cheliax that get more of the world involved, leading to A. conflict getting bigger across the world and B. ultimately a Chelish defeat that turns them into a bunch of squabbling states.


Hey there! The extension doesn't seem to be working on Chrome for me, when I go to download it, Chrome is giving me a message that it "doesn't follow best practices for Chrome extensions" whatever that means.


Human

Amideo nods to the kobold, "As far as we know, I believe so. Two undead beings, of an uncertain type, seemed to be the source of the curse, a type of beetle that inflicts those near it with a curse of madness."


I don’t believe there are any sources directly relating to this idea.

Chelish law is described as being byzantine and labyrinthine so is likely more complex than the legitimate/illegitimate and strictly gender based succession.

The fact that the two greatest Thrune rulers have been women also makes it unlikely that they’d have sex as a determining factor for succession.

Cheliax is also known for their fiercely competitive meritocracy. I would guess that there’s a complex legal code ensuring that the most worthy heir is the one who inherits, rather than being determined by anything as simple as birth order.


Arkat wrote:
When ZK merged with Dou-Bral and came back to the current universe/multiverse [...] he used most of the First Shadow to create the Shadow Plane (Netherworld in PF2e terms) as a warped reflection of parts of the Universe."

This is not at all the case, unfortunately. The Netherworld existed before Zon-Kuthon did, and did so pretty harmoniously. The Tian Xia Character Guide explicitly states that wayangs and d'ziriaks lived in peace in the Netherworld before ZK was banished there. When he showed up with his pain cultists and velstrac sycophants, the wayangs left for Tian Xia, creating passages from the Netherworld to Golarion. Based on the wording, it's even possible that the Netherworld was entirely disconnected from Golarion before the Age of Ashes (though this seems unlikely, definitely).

IMO, the Primordial Darknesss you're brainstorming matches most closely to the Dark Tapestry. It's described as the incomprehensible darkness between the stars, and there have even been oblique references to the Dominon of the Black as it's emissaries, it may have some sort of strange intelligence of it's own.


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My take on the Beyond Beyond vs the Dark Tapestry is that at a certain point, once you get far enough, it all blurs together. Outer Planes and Inner Planes dissolving into one another in the incomprehensible outer darkness where unspeakable things lurk.


It’s the Dark Tapestry that corrupted him! The section about it in People of the Stars directly states that Dou-Bral was transformed into Zon-Kuthon there.

The Netherworld isn’t inherently corruptive. The various native beings like d’ziriaks and wayags are strange, but far from evil. In fact, Zon-Kuthon has corrupted it by his presence. With that in mind, the primordial state of the Netherworld/shadow is not one of evil, just of gloomy strangeness.


Not really an errate per se, but I would love to know why the art for the battle harbinger of Calistria on page 275 has "7th" kinda oddly pasted onto their breastplate? As far as I know, it's precedent not to include Earth numbers and letters in in-world sources, so it breaks with canon in an odd way.


A bit of a necro to this thread, but here’s a quote from Arazni’s section in Divine Mysteries more or less confirming that Iomedae when a mortal was at fault for Arazni’s death, “Iomedae feels responsible not only for redressing Aroden’s mistakes
but also for Arazni’s treatment by the Knights of Ozem”


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Arkat wrote:
They could very well have originated in Golarion and were banished to Earth just recently during the turmoil of the Godsrain.

Them originating on Golarion is actually canon!

When the Keleshites invaded Osirion and functionally outlawed their worship in 1532 AR, the gods of Osirion retreated from Golarion for the land of Kemet on Earth. This date lines up with the late period of the Egyptian New Kingdom.

Ultimately, it's a weird but fun detail in Pathfinder lore that, rather than the case being that the Egyptian gods are also worshipped on Golarion, the Osiriani gods chose a similar world with humans living in a desert along a life-giving river to set up a fallback/second kingdom, and one they made their primary domain for thousands of years.

While I can somewhat understand the Pathfinder writers wanting to reduce the amount of real-life Earth religious figures in the setting, it's still a bummer to have them written out of the setting and lose a zany piece of lore like that.


Human

Unfortunately yeah.


keftiu wrote:
We also get a new Iblydan origin for minotaurs, as the descendants of a mason cursed for accidentally angering a hero-god.

It's interesting that we now have two highly differing origins for minotaurs. I wonder, then, if that implies there are two different types of minotaur, one from Iblydos and the other from the Azlanti settlement of Tulo from Mythic Monsters Revisited.

It could go to explain how there are the more bestial and bloodthirsty minotaurs that were created/influenced by Lamashtu and follow Baphomet, and the more intellectual and sociable ones from Iblydos.

To make things even more confusing though, Baphomet is specifically called out as being the first of the minotaurs, and was born in Iblydos because of Lamashtu. Maybe Tulo was an Azlanti colony in Iblydos? But with that in mind, how does that tie into the origins of minotaurs from Howl of the Wild?

Man, this is starting to feel like a Pepe Silvia moment.


Tempting! If I’ve got the time and headspace today, I’ll see about working something up.


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Rovagug....

is...........

Safe!


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Rovagug lives! Awesome that the death of Rovagug kinda sorta ends the world.


I do like the idea that those edicts come from Iomedae's direct regrets over the part she played in Arazni's death.

I don't know for sure if it'll happen, but I've shifted from thinking it could be interesting for Arazni to kill Iomedae, to thinking that if Iomedae is the one to die (which might be likely) that her death should come from sacrificing herself to save Arazni. Ascension to the higher ranks of godhood often seems like it comes from elevating yourself from your inherent nature, such as with Nocticula breaking free of her demonhood or Irori becoming something more than human. That act of ultimate sacrifice from the one who kicked off all her pain could be the spark for Arazni's ascendance.


I mean, the sources about Arazni’s binding say that it planted seeds of doubt and mistrust in her mind, so she may have just looked past it because she thought it was for the greater good.

Plus, though Iomedae is the archetypal Knight in Shining Armor, especially as a mortal, people don’t always act with perfect righteousness. She may be truly, cosmically, capital letters Lawful Good now after having been kicking around in heaven for a milennia, but in her mortal life she probably had to make some hard decisions regarding Arazni. In terms of how it got her killed, it’s stated that the Tar-Baphon toyed with and then killed Arazni. I imagine that if she wasn’t bound, she could’ve gone back to the Outer Planes and recuperated. The wording of the binding is specifically that they “bound her to their will.” I can imagine that the Tyrant had Arazni on the ropes, and even if she wanted to retreat, the Knight’s will was that Arazni fight him, and so that was all she could do.

About the timing of her leadership, if the official sources timing of her rapidly becoming their leader feels off, this is how I see it. In the Windsong Testaments, it’s clearly stated that she perfom the first of her three acts before the start of the Shining Crusade. She had made quite the name for herself as a paladin of Arazni, and when she joined the Knights of Ozem, having such a strong and renowned paladin as their leader would’ve been really great for them. Even the earliest substantial sources we have about Iomedae (the article about her in Council of Thieves) links her joining the Shining Crusade with leading the Knights. Essentially, I can’t see any way that Iomedae didn’t have a hand in the binding and subsequent death of Arazni. The timing is so strongly established as to seem deliberate on the part of the writers.

Edit: Also in terms of Arazni’s alignment, angels can be any good alignment. I don’t think her pre-lichdom alignment was stated, but LG seems fitting for the herald of a LN god. As with Prismatic Gay’s other posts, totally agreed! I had the thought that the Crimson Reclaimers might be empowered over the Shining Sentinels precisely because they break with the traditional role of the Knights of Ozem. They break the mold of crusaders with the nuance of admitting that not all undead are willing and inherently evil, so Arazni might see that as worth preserving over the blindly zealous knights who got her killed.


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Totally agreed that Iomedae had a hand in Arazni's death! I've mentioned it here and on Reddit a few times and to put it lightly, folks did not agree despite having some clear sources showing it was the case, so it's nice to see other people are putting those pieces together. Might not be too holy, but it sure is some vindication!

I pretty firmly believe that Iomedae was the one to give the order to bind Arazni. My take on the Fourth Act was that it happened before Iomedae summoned and then bound Arazni. It's also possible that it happened post-binding but pre-death, because the Knights summoned her in 3818 and then she was killed by the Whispering Tyrant in 3823. Hell, it's possible Arazni didn't even know about the binding until the battle where it got her killed.


I think ultimately there woulnd't be a single name for it. Both Kellids and orcs aren't known for having a strong tradition of centralized authority.

The western reaches by the Hold of Belkzen would probably just be part of the Hold of Belkzen. The region neighboring Sarkoris would've likely just been a part of Sarkoris. The eastern regions by Numeria would probably be similar to the rest of Numeria, with roving Kellid clans inhabiting it.


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Our friendly neighborhood Great Old One, snuffed out by the darkness she came from! Quite poetic.

As my favorite member of the Prismatic Ray, I'm glad to see Desna is safe.


Human

Hey folks! Thanks for having me, I’ll get Ptah fully up to speed later today. Looking at the other characters, I think Dynarius and Ptah will get along fabulously!


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Travelling Sasha wrote:
Simeon wrote:
Woo! Hard to kill what's already dead. The hint that Arazni might be the one to do the slaying is lending credence to my theory that it'll be Iomedae.
Wait, why would Arazni slay Iomedae? Did I miss something? I believe the only thing we've been told about them (unfortunately, because I'd like to hear more) in so far is that Arazni has complex and ambivalent feelings about her old Paladin: That she resented her for reaching divinity easily, and that she was proud of her for her victory over the Shining Crusade.

So there's one important detail about her relationship to Iomedae that isn't explicitly stated when sources describe Arazni's relationships with other gods. The Knights of Ozem, led by Iomedae at the time, summoned Arazni to help fight against the Whispering Tyrant. Despite Arazni being willing and eager to fight, the Knights bound Arazni to their will. With Iomedae as the leader of the knights, who else would've held the reins of power or given the order the bind Arazni? Because of that binding, she was unable to retreat when the Whispering Tyrant gained the upper ground, and she died because of it.

Essentially, Iomedae willfully allowed Arazni to be murdered and kicked off the whole series of events that led to her becoming a lich. Arazni commands her followers to "despise and never forgive those who hurt you" and if I was in her shoes, I would see Iomedae as a person who hurt me.


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Woo! Hard to kill what's already dead. The hint that Arazni might be the one to do the slaying is lending credence to my theory that it'll be Iomedae.


TheLastGhost wrote:
Simeon I am not seeing an explanation of your expenditure of Experience. Could you add this to your character? Also, please double check over your Aptitudes, it looks like you have 1 extra. With house rules, you should have: Homeworld (1) + Background (2) +Role (5) + General (1) + Bonus (1) = for a total of 10

Yep, I'll add the XP expenditure. As far as aptitudes, I realized I accidentally duplicated Willpower, but even with that in mind I'm only counting 9 on my sheet. Are there aptitudes that count as double?

XP:

Common Lore (Imperium): 100
Common Lore (Tech): 100
Scholarly Lore (Numerology): 100
Scholarly Lore (Tech): 100
Scholarly Lore (Adeptus Mechanicus): 100
Scholarly Lore (Imperium): 100
Forbidden Lore (Archeotech): 100
Forbidden Lore (Xenos): 100
Forbidden Lore (Adeptus Mechanicus): 100
Forbidden Lore (Imperium): 100
1000 XP on Lore
Tech: Trained, 200 xp
1200XP total
Dodge: Known, 300XP
1500XP total
Ballistic Skill: Simple, 250 XP
Intelligence: Simple, 100 XP
1850 XP total
Weapon Mechadendrite Usage: 300 XP
2150 Total

Looking through my XP expenditure, it seems I miscounted, I'm 350 XP short. I think. My Dark Heresy skills are rusty.


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Gnollvalue wrote:

I don't like this take, as I feel like it diminishes Shelyn as a character. Yes, it's easy to show her artwork with Sarenrae and Desna to a queer person and say "Poly Lesbians=Pathfinder Good" but if you presented me with the same characters with the same dynamic and told me nothing bad and permanent would ever happen to them under threat of being edgy or "burying the gays" I'd roll my eyes. If there are no stakes, there isn't really much of a conflict. No conflict means there isn't a story. I've played Pathfinder long enough to know is representation everywhere.

[...]

The LGBT experience can be a messy one. Sometimes tragic things happen, and we don't get to keep the happiness we find. For me, Lamashtu represents my queer experience more than anyone in The Prismatic Ray, to the point where I have her holy symbol tattooed on me. While I don't want anything to happen to her, that's the way the story plays out sometimes. It won't diminish my fondness for her (if anything, it might strengthen it), and I won't call out Paizo for having an agenda, good or bad, behind the selection besides trying to tell a compelling story.

Absolutely agreed. I've been playing Pathfinder for just about as long as I've been open that I was queer, and through that whole time, I've felt that the various facets of my identity have been well represented and supported in every part of Pathfinder. Treating any of the goddesses in the Prismatic Ray as untouchable for the sole reason that they're LGBT representation is a disservice to queer folks being accurately, respectfully, and heroically portrayed in fantasy stories like anybody else. We deserve more than to be seen purely as our identities.


Wounds: 1d8 + 5 ⇒ (3) + 5 = 8
Influence: 20 + 2d10 ⇒ 20 + (7, 5) = 32

Ptah 7-Kappa is nearly updated, just have to sort out gear. I'll be posting his sheet shortly.


Wowza, I've been hoping to get a chance to play RED sometime, stoked to see some interest in it!


bigrig107 wrote:
Ah, beaten by a few seconds. How much overlap is there in between builds? If I made a mechanicus character as well, will it be overlapped a lot by another Tech Priest?

Ack, sorry to ninja you, Bigrig. There might be some overlap, depending on the route you take with your Tech-Priest. I'm going the Sage route, aiming for knowledge skills, tech-use, as well as being able to supplement it with decent melee and ranged capabilities.


Gonna re-roll a tech priest I've had in a few DH games over the years.

WS: 25 + 2d10 ⇒ 25 + (7, 9) = 41
BS: 25 + 2d10 + 5 ⇒ 25 + (4, 9) + 5 = 43
Str: 20 + 2d10 ⇒ 20 + (8, 2) = 30

Tou +: 25 + 3d10 - 4 ⇒ 25 + (4, 10, 5) - 4 = 40
Agi: 20 + 2d10 + 3 ⇒ 20 + (4, 5) + 3 = 32
Int +: 25 + 3d10 - 6 ⇒ 25 + (10, 6, 8) - 6 = 43

Per: 20 + 2d10 + 6 ⇒ 20 + (6, 3) + 6 = 35
Wil: 20 + 2d10 ⇒ 20 + (7, 2) = 29
Fel -: 20 + 3d10 - 10 ⇒ 20 + (10, 7, 4) - 10 = 31

Reroll BS: 1d10 ⇒ 9
Reroll AGI: 1d10 ⇒ 7
Reroll PER: 1d10 ⇒ 9

All in all, damn fine stats for a tech-priest!


Option 1 sounds most appealing, but option 2 seems fun as well.


Human

Also feeling rather slow from holidays.


Here is the promised character! I'll need to finish selecting gear, but Urhal should be good to go otherwise.

Stats:

Urhal ton-Thuyek
Half-orc alchemist (beastmorph)/slayer 3 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Combat 24)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, +1 shield)
hp 28 (3d10+6)
Fort +5, Ref +6, Will +2 (+2 trait bonus vs. charm and compulsion)
Defensive Abilities sacred tattoo[APG], trap sense +1
--------------------
Offense
--------------------
Speed 30 ft.
Ranged bomb +6 (2d6+4 fire)
Special Attacks bomb 7/day (2d6+4 fire, DC 15), sneak attack +1d6, studied target +1 (1st, move action)
Alchemist (Beastmorph) Extracts Prepared (CL 3rd; concentration +7)
. . 1st—enlarge person (DC 15), heightened awareness[ACG], long arm[ACG], shield
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 18, Wis 10, Cha 8
Base Atk +3; CMB +6; CMD 19
Feats Brew Potion, Combat Expertise, Deadly Aim, Dodge, Power Attack, Throw Anything, Weapon Focus
Traits child of two peoples, inspired by greatness
Skills Acrobatics +5, Climb +6, Craft (alchemy) +10 (+13 to create alchemical items), Disable Device +8, Heal +6, Intimidate +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (local) +10, Knowledge (nature) +10, Perception +6, Spellcraft +10, Swim +6; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Giant, Goblin, Orc
SQ alchemy (alchemy crafting +3), beastform mutagen, discovery (feral mutagen), finesse weapon attack attribute, mutagen (+4/-2, +2 natural armor, 30 minutes), orc blood, poison use, slayer talent (trapfinding[ACG]), track +1, trapfinding +1
Combat Gear mutagen (feral)[APG]; Other Gear mwk chain shirt, mwk buckler, alchemist starting formula book, 595 gp
--------------------
Special Abilities
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Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Beastform Mutagen Mutagen gives beastial features but grants one alter self ability.
Bomb 2d6+4 (7/day, DC 15) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Track +1 Add the listed bonus to Survival checks made to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Focus (Natural Weapons) Choose one weapon group. You become better at using that type of weapon.

Background:

Urhal’s parents were mercenaries once, his mother from Absalom and his father an outcast orc from the Hold of Belkzen. His father named him in the old Orcish way, and he has carried the name with him ever since. It has not been kind to him.

He grew up in the countryside of Vieland, watched over by the few folk in the village they called home that were willing to look past his half-orc features and at the intelligent and ambitious young man that he truly was. Urhal had seen his parents come home from battles against orcish raiders or demonic incursions beaten, bloody, and traumatized. He did not want that life for himself. In all truth, they didn’t either.

Somehow, despite the deep bias against half-orcs than many in Ustalav harbored, Urhal managed to secure acceptance to the University of Lepidstadt, his skills in alchemy undeniable.

Urhal left that little town, unsure of his future, of his skills, of what his life would be.

He thrived there, despite it all. His peers treated him like filth, like a beast let in off the street, but when his formulae worked beyond his wildest dreams and thereby proving himself one of the brightest upcoming minds in the fields of physiology and mutagenic alchemy, they had no way to disprove his excellence. If that didn’t convince them, his constant exercise and formidable build protected him from any challenges. Indeed, he had found a place for himself, one he thought he might remain in for all his days.

A chance encounter with Professor Petros Lorrimor changed all that. The old academic took an interest in Urhal that few had. Rather than the half-orc playing at scientist that his peers often accused him of being, Professor Lorrimor saw him as an exceptional student, and one that was destined for greater things than the life of a simple academic.

Their time together was brief, only a few weeks, but the lengthy correspondence that followed secured a lasting friendship between the two of them, one that inspired Urhal to strive for the grander fate that the professor had imagined he could have.

He left the university on an academic grant to travel to the Hold of Belkzen. Urhal sought to study the traditions of the orcish alchemists, specifically their talent for mutagenic solutions that twist their forms into that of beasts.

Urhal departed the University in the same way he had arrived, anxious for his future. But now, he knew his skills, and what they could do.

It was in his time in the Hold of Belkzen that he found a deep connection to his orcish heritage. He found refuge from the harsh wilderness of Belkzen among the Murdered Child clan. Though their brutality disgusted him, they accepted half-orcs more readily than other clans did. Indeed, his skill with alchemy and explosives easily proved his worth to the clan, and after a few months he was granted the sacred scars that proved him an adult among the orcs. He spent three years with the orcs of the Murdered Child clan. He learned to fight, to hone the razor focus that he had previously only applied to alchemy to many other things. He refined his alchemical craft with the knowledge he learned from the clan’s alchemists, and in battle came to resemble an orc with the features of a ravening beast as his mutagen enhanced his already formidable physiology.

A messenger came from Ustalav, at great risk, to tell him that his old mentor had died. He had already missed the funeral, but he would pay his respects to the man’s grave, at the very least.

And Urhal ton-Thuyek left the Hold of Belkzen for the little town of Ravengro. For the first time, as he went from one stage of his life to another, he was truly confident in himself. His time among the orcs of Belkzen had tempered him, turned him from an ambitious academic who had to prove himself to the world to one who knew that whatever he would face, he would be ready.

Appearance and Personality:

Urhal is a hulking half-orc man, with wiry black hair and deeply tanned skin. Small tusks protrude from his mouth as with most half-orcs. He wears light, simple clothing designed to stretch as his mutagens increase his size and change his physiology. His style is odd, some mix between that of an Ustalavic scientist and an orcish warrior. His eyes are dark and vigilant. Elaborate scars crisscross his back, a reminder of the painful but deeply sacred ritual that confirmed him as an adult and a member of the Murdered Child clan.

He is a bit of a paradox in terms of personality. Though his parents and caretakers raised him with the typical grim determination one finds in the people of Ustalav, he also carries with him a fierce pride instilled by his time among the orcs. Of his own accord, he’s also found a deep desire for freedom. Not just for himself, but for any who’ve found themselves on the fringes of society. He will carry on no matter what, but the constant jockeying for power and status among the orcs proved to him that he could not sit idly by as the world moved on past him. His academic upbringing and new connection to the wildness of the orcs has created a man who’s personality seems to be at odds with itself. He is a scholar and a savage, a warrior and an academic, an orc and a human. At times, when he looks within himself, he does not know who he will find.


Switched up my concept quite a bit! I'll be bringing a beastmorph alchemist/slayer, instead, which I should be able to finish up for the most part before tonight.


Ooh, I always love some gestalt 1e! I've got an idea for a slayer/bladebound arcanist. They should bring some combat and skills to the table while also not treading on Petyr's toes too much once he's back.

My general idea is to take the On the Payroll campaign trait, basically playing a mercenary/hired blade who frequently worked for the Professor, but missed his funeral due to some (most likely shady) side business, and has recently come to Ravengro to pay their respects.


1 person marked this as a favorite.
Human

Almost ready, should be done by tomorrow.

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Shadow Lodge 4/5 5/55/55/55/5 ***** Contributor

1 person marked this as a favorite.

Congratulations Landon and Eric!

Wayfinders

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This is the gameplay thread for PbP Gameday XI PF2 #3-17: Dreams of a Dustbound Isle! If you're part of this game's signups on Warhorn, feel free to "dot and delete" as we gear up to get underway!

Wayfinders

This is the Recruitment thread for PbP Gameday XI PF2 #3-17: Dreams of a Dustbound Isle. Here's the link to sign up:

PF2 3-17 Sign-In Sheet!

Once you're "in" please come say hi in the Discussion thread and "dot and delete" in the Gameplay thread. Thanks very much!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the Discussion thread for PbP Gameday XI PF2 #3-17: Dreams of a Dustbound Isle. If you're already part of the game on the Google Sign-In Sheet, come on in and say hello!

(Sign-In Sheet linked in Recruitment Thread)

Mike's PbP "Table Rules" -

0 - RL > Game. No other rules trump rule 0! :D

1 - I'd like it if everyone posted once a day Mon-Fri. Friday night through Sunday night is eh-whatever (I am in US Eastern Time, for reference, currently UTC -04). I'll try to post when I can over weekends, but I know people have lives and won't always be online, so no worries. My local lodge's "game nights" are Sunday-Monday, so my GM posts on those days won't be until very late in the evening.

2 - If you don't post in the middle of an "action" scene for a day, you get skipped once (or botted if your action would be super obvious or you leave a note to me or another player "proxying" your character). If you don't post a second time, you get "botted" by me to do something simple (usually just attack or aid another). If we get into the 3-5 range, I'll probably drop you a line off-list to see what's up. If it goes on too long...well, I hate dropping people from games, but it unfortunately happens :(

3 - When you've got a saving throw to make, please roll that first before posting any other actions/rolls (unless it can occur before the save).

4 - Feel free to roll perception whenever you want. If you want to use Hero Points before learning the result of the roll, go for it. Or you can set conditional statements (i.e. "if that's a failure on X, I'll reroll"), and so on.

5 - Have fun! Rule 5 trumps all other rules! :P

~~~~~

Thanks very much, and I look forward to running this game for you! :)

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for PaizoCon 2022 PF2 Bounty #17 - Sodden Stories (author table)! If you're part of this game's signups on Warhorn, feel free to "dot and delete" as we gear up to get underway!

Soundtrack #1: Pre-Game - Chamber of the Kings

* One note about the in-game soundtrack: an apparently recent change in Dropbox has them setting the volume to max when you hit play. I recommend keeping an eye on that so you don't blast your eardrums off! Some of the tracks for this are custom edits or else I'd just use -tube links and the like.

Note that my Google Slides aren't 100% done yet, but will be soon!

Wayfinders

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This is the Discussion thread for PaizoCon 2022 Starfinder Bounty #2 - Test Flight (Author table). If you're already part of the game on Warhorn, come on in and say hello!

Bounty 17 Sign-In Sheet!

Mike's PbP "Table Rules" -

0 - RL > Game. No other rules trump rule 0! :D

1 - I'd like it if everyone posted once a day Mon-Fri. Friday night through Sunday night is eh-whatever (I am in US Eastern Time, for reference, currently UTC -04). I'll try to post when I can over weekends, but I know people have lives and won't always be online, so no worries. My local lodge's "game nights" are Sunday-Monday, so my GM posts on those days won't be until very late in the evening.

2 - If you don't post in the middle of an "action" scene for a day, you get skipped once (or botted if your action would be super obvious or you leave a note to me or another player "proxying" your character). If you don't post a second time, you get "botted" by me to do something simple (usually just attack or aid another). If we get into the 3-5 range, I'll probably drop you a line off-list to see what's up. If it goes on too long...well, I hate dropping people from games, but it unfortunately happens :(

3 - When you've got a saving throw to make, please roll that first before posting any other actions/rolls (unless it can occur before the save).

4 - Feel free to roll perception whenever you want. If you want to use Hero Points before learning the result of the roll, go for it. Or you can set conditional statements (i.e. "if that's a failure on X, I'll reroll"), and so on.

5 - Have fun! Rule 5 trumps all other rules! :P

~~~~~

Thanks very much, and I look forward to running this game for you! :)

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for Starfinder Bounty 2 - Test Flight (author table) as part of PaizoCon 2022. If you're part of the game, please feel free to "dot and delete" while we wait to get underway!

Sonudtrack #1: Pre-Game - Mass Effect 2 OST: Normandy Reborn

* One note about the in-game soundtrack: an apparently recent change in Dropbox has them setting the volume to max when you hit play. I recommend keeping an eye on that so you don't blast your eardrums off! Some of the tracks for this are custom edits or else I'd just use -tube links and the like.

Test Flight Scenery, Maps, & Handouts

Wayfinders

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This is the Discussion thread for PaizoCon 2022 Starfinder Bounty #2 - Test Flight (Author table). If you're already part of the game on Warhorn, come on in and say hello!

Bounty 2 Sign-In Sheet!

Mike's PbP "Table Rules" -

0 - RL > Game. No other rules trump rule 0! :D

1 - I'd like it if everyone posted once a day Mon-Fri. Friday night through Sunday night is eh-whatever (I am in US Eastern Time, for reference, currently UTC -04). I'll try to post when I can over weekends, but I know people have lives and won't always be online, so no worries. My local lodge's "game nights" are Sunday-Monday, so my GM posts on those days won't be until very late in the evening.

2 - If you don't post in the middle of an "action" scene for a day, you get skipped once (or botted if your action would be super obvious or you leave a note to me or another player "proxying" your character). If you don't post a second time, you get "botted" by me to do something simple (usually just attack or aid another). If we get into the 3-5 range, I'll probably drop you a line off-list to see what's up. If it goes on too long...well, I hate dropping people from games, but it unfortunately happens :(

3 - When you've got a saving throw to make, please roll that first before posting any other actions/rolls (unless it can occur before the save).

4 - Feel free to roll perception whenever you want. If you want to use rerolls before learning the result of the roll, feel free to set conditional statements (i.e. "if that's a failure on X, I'll reroll"), and so on.

5 - Have fun! Rule 5 trumps all other rules! :P

~~~~~

Thanks very much, and I look forward to running this game for you! :)

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for Red Fields as a part of PaizoCon 2022. If you are signed up on our Warhorn, feel free to "dot and delete" prior to game play!

Soundtrack #1 - Pre-Game: A New Operation

Wayfinders

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This is the discussion thread for Red Fields - the Wayfinder 22 Side Trek Adventure, offered as an co-author-run table as part of PaizoCon 2022. If you have a seat at the table on the PaizoCon Warhorn, say hello here!

Wayfinders

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This is the gameplay thread for PFS 2e Bounty #5: Witch's Winter Holiday, set to begin on Monday, April 25th 2022!

Feel free to "dot and delete" if you are part of the game, and look for other information in the Discussion tab!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for PFS 2e Bounty #5: Witch's Winter Holiday!

Recruitment for this game is already closed, but if you're seeing this and are curious, be sure to check out the Cottonseed PFS Online Lodge!

Feel free to pop in and say hello if you're part of the game!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for PFS 2e #3-05: Inheritor's Rite (1-4) as part of the Play-by-Post Outpost V event, set to begin on March 6, 2022!
(Note that this table will be starting a little bit late)

Feel free to "dot and delete" if you are part of the game, and look for us to begin soon!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for PFS 2e #3-05: Inheritor's Rite (1-4) as part of the Play-by-Post Outpost V event, set to begin on March 6, 2022!
(Note that this table will be starting a little bit late)

Recruitment for this game is handled through the Gameday announcements thread, and you can sign up on the Google sheets event listing.

Feel free to pop in and say hello if you're part of the game!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for #2-20: Breaking the Storm: Bastion in Embers (5-8) as part of Play-by-Post Gameday X). Feel free to "dot and delete" if you are part of the game, and look for us to begin on September 6th, 2021!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for PFS 2e #2-20: Breaking the Storm (part 1): Bastion in Embers (5-8) as part of the Play-by-Post Gameday X event, set to begin on September 6, 2021!

Recruitment for this game is handled through the Gameday announcements thread, and you can sign up on the Google sheets event listing.

Feel free to pop in and say hello if you're part of the game!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for #3-13: Silence at Outpost 634 (Tier 1-4) as part of PaizoCon Online 2021. Feel free to "dot and delete" if you are part of the game, and look for us to begin in the evening of May 31st, 2021!

Register for this table here!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for #3-13: Silence at Outpost 634 (Tier 1-4) as part of PaizoCon Online 2021, set to begin on May 28th, 2021!

IMPORTANT NOTE - Because I am part of the PaizoCon Organizing Committee, I will have no time to GM during the actual weekend of PaizoCon itself. Thus, while mustering and character introductions/briefing can begin on the 28th, actual game-play will not begin until Monday, May 31st.

Recruitment for this game is handled through the PaizoCon Online 2021 Warhorn page, located HERE

Feel free to pop in and say hello if you're part of the game!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for #3-03: Frozen Ambitions: The Shimmerstone Gateway (Tier 1-4) as part of PaizoCon Online 2021. Feel free to "dot and delete" if you are part of the game, and look for us to begin in the evening of May 31st, 2021!

Register for this table here!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for #3-03: Frozen Ambitions: The Shimmerstone Gateway (Tier 1-4) as part of PaizoCon Online 2021, set to begin on May 28th, 2021!

IMPORTANT NOTE - Because I am part of the PaizoCon Organizing Committee, I will have no time to GM during the actual weekend of PaizoCon itself. Thus, while mustering and character introductions/briefing can begin on the 28th, actual game-play will not begin until Monday, May 31st.

Recruitment for this game is handled through the PaizoCon Online 2021 Warhorn page, located HERE

Feel free to pop in and say hello if you're part of the game!


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

I was surprised to find this not having been asked anywhere on the rules forum before.

Hideaway Limb wrote:
This type of augmentation is for Small and Medium creatures only. Hideaway limbs for creatures larger than Medium typically cost more but can hold items of greater size or bulk.

Does anybody know if the designers have stated any place what the cost is for large+ creatures, or what limitations these augmentations have for such characters?

Thanks in advance!

Shadow Lodge 4/5 5/55/55/55/5 ***** Contributor

3 people marked this as a favorite.

No real major questions on this one. Honestly, this scenario is kind of a breath of fresh air. Easy to read (standard levels of typos in opf adventures nonwithstanding), easy to prep, easy to run in a 4 hour block (so far I've only experienced it running in less than 4 hours, which is also a positive for me). Just noticed a couple of things I found worthy of mention so I figured starting a GM thread might be helpful.

- Players from the last adventure Therseis showed up in (The Protectorate Petition) might be curious as to where the copaxi's drone is, since they were apparently a Mechanic the last time we saw them. This also threw me a little at first until I remembered that copaxi basically have access to a mnemonic editor every time they level up. I was a little sad that aspect of Therseis's story (and its tie to copaxi history) is apparently being left behind, but that's just me.

- My players were also very concerned about parts of the briefing - wondering how much leeway the military was giving them since on the one hand they had ID badges, but on the other Ziggy was implying that they should take clandestine samples (all the while knowing the PCs were being tracked, etc.). Make sure to not let your players get bogged down wondering about smuggling samples since it simply doesn't come up at all during the adventure.

- Another question that came up at one of my games where they learned about the Fallen Hand prior to getting in the submarine - the PCs wanted to search the local infosphere for more information. This was one where I felt I could have done more digging into Near Space prior to GMing...but at the same time GMs shouldn't have to do research before running scenarios to have answers, I think.

Mechanics stuff:

- The vehicle rule sidebar is missing an important part that is 100% necessary for this scenario.

Vehicle Tactical Rules wrote:
Vehicles provoke attacks of opportunity while driving, and when you are in a vehicle that’s driving, you similarly provoke attacks of opportunity if you take any actions that would normally do so (including making ranged attacks) unless the vehicle provides total cover. You can’t use the drive action to move a vehicle through spaces occupied by creatures, even if they’re allies.

Emphasis mine. Both submarine variants provide total cover, so PCs who stay inside of them cannot provoke attacks of opportunity. This led to players wondering if the submarines had viewports or hatches they could use to fire out of. This is a failing of the CRB in that submarines don't get any useful descriptive text or even art (that I'm aware of), so I told them yes (since the vehicle rules allow for passengers to fire from inside vehicles, even ones that provide total cover).

- In the high tier, the gharial seems to be listed with the wrong size ("large") even though its stat block still has space/reach 15 feet.

Side note: points to the artist for the mutated gharial. I'm fortunate enough to have a paleontology professor in my lodge who specializes in crocodilians. Upon seeing the art, they applauded the art for correctly portraying a female, "based on the shape of the snout alone." :)

- Lastly, this scenario falls into the same trap SFS #2-11 did with the use of vracineas as enemies. One of their most powerful abilities is scent-based, but both groups I've seen had their environmental seals up from either the moment they got into the submarine, or from when they got to the mangrove swamp (since the players knew how bad those stink), the fight turned into a somewhat boring stand-still slug-fest once everyone made their saves versus the lures.

In the grand scheme of things, while all of the above are minor issues, I still felt that other GMs might benefit from seeing them. Especially since it only uses published flip-mats, this one is definitely joining "Duskmire Accord 9" as one of my "quick pick" scenarios for whenever I need to run a game on short notice or when I want something for a shorter time slot!

Shadow Lodge Contributor

Hello,

I've had a minor financial hiccup, and if possible (I know you all have a huge backlog you're working through right now) I'd like to cancel the remaining part of this order that isn't slated to ship until mid-September. I fully understand that you might not see this message for a bit, and it's on me if I've posted this too late to catch the order before it ships.

Thanks very much either way, and I hope you all get a breather sooner or later!

Wayfinders

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This is the gameplay thread for #1-06: A Night in Nightarch (Tier 3-6). Feel free to "dot and delete" if you are part of the game, and look for us to begin in a couple of days!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for #1-06: A Night in Nightarch (Tier 3-6). Feel free to pop in and say hello if you're part of the game!


Out of curiosity, does anybody happen to know if there is any significance to all of the text in an online campaign / pbp being red versus normal? To try and verify that it was the site and not my computer/firefox, I made sure to check the game with multiple browsers/devices, and they all appear the same.

Thanks in advance!

Shadow Lodge Contributor

Hello,

I've been trying to add reporters to a couple of events, but it's not working. I have attempted this on Firefox and Chrome, using regular and incognito browser windows, as well as once on my phone. Whenever I enter their paizo.com user name and click "Find" - nothing happens.

Thank you very much in advance for any help or suggestions.

Mike Bramnik
VC Southern IN

Shadow Lodge Contributor

Hello,

I'm trying to buy a SFS scenario for a new GM in my lodge (normally I'd loan them a printed hard copy, but current real-world circumstances make that difficult on several levels), but when I go to check out, "Find a friend to invite" doesn't seem to work like it did in the past. I enter their Paizo user name, hit "Find"...and nothing happens.

I've tried it on Firefox, Chrome, and on my phone; on both regular and incognito windows. Any assistance or advice would be appreciated. Thanks very much in advance!


2 people marked this as FAQ candidate.
Ectoplasmic Snare wrote:
You launch a writhing tendril of ectoplasm to snare a creature. Make a ranged attack roll against your target’s EAC. If you hit, the target can attempt a Reflex save. On a successful save, the target is entangled for the duration. If the target fails, it is grappled and takes 2d6 bludgeoning damage each round it remains so. If the target escapes the grapple, it remains entangled for the duration. While the target remains grappled, you can move it up to 15 feet each time you concentrate on the spell. If the distance between you and the target ever exceeds the spell’s range, the snare disappears. This spell affects ethereal and incorporeal creatures.

Normally, the DC to escape a grapple is 10 + the grappler's KAC. Alternatively, when restrained by bindings/rope it becomes 20 + 1.5 the opponent's CR.

Any thoughts on how to calculate an escape DC from this spell if a target is hit and fails their initial saving throw? Without further guidance, the tendril of ectoplasm is sort of a "binding" and thus 20 + 1.5 the caster's CR, I guess (which seems a bit high to me in the middle of combat)?

Thanks in advance!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for #2-10: Corporate Interests (Tie 3-6) as part of Outpost III, set to begin on March 30, 2020!

Recruitment for this game is handled through the OutPost III Google spreadsheet located HERE

Feel free to pop in and say hello if you're part of the game!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for #2-10: Corporate Interests (Tier 3-6) as part of OutPost III. Feel free to "dot and delete" if you are part of the game, and look for us to begin in the evening of March 30th, 2020!

Register for this table here!


2 people marked this as FAQ candidate.

Question is in the subject line.

For the Biohacker Genetics Field of Study, the Booster lists a 60 minute duration. But for the inhibitor:

Quote:
Inhibitor: You deliver a DNA-twisting or material-altering chemical nanite compound into a creature’s body, imparting vulnerability to one type of energy (your choice). If the creature is immune to that energy type, this inhibitor temporarily removes that immunity and gives the creature resistance 20 to that type of energy. If the creature has resistance to that energy type, this effect instead reduces its resistance by 10 (minimum 0). This biohack does not remove a creature’s resistance or immunity to natural hazards or environments, only to damage from energy attacks, spells, and other abilities.

Table-experience suggests that the duration may not matter if this is used by a PC on a monster or enemy. However, for campaigns and longer adventures, knowing the duration could be important.

Thanks very much in advance!

Shadow Lodge 4/5 5/55/55/55/5 ***** Contributor

Success condition question:

Page 24 wrote:

Primary Objective

If the PCs complete the Balgirdtrek without being caught
cheating or interfering with the other teams progress they
complete the primary objective of this scenario. Doing so
earns each PC 2 Fame and 1 Reputation for any faction
associated with their currently slotted faction boon.

Secondary Objectives
Winning the Balgirdtrek grants the PCs the Tarnbreaker
Champions boon on their Chronicle sheet and earns each
PC 2 Fame and 1 Reputation for any faction associated
with their currently slotted faction boon.

Is this scenario supposed to be worth a maximum of 4 Fame and 2 Reputation, or are these numbers in error?

Thanks in advance!

Side-observation from the chronicle sheet:
If the spell "snowball" is made legal when the Lost Omens World Guide is sanctioned for play, players may grumble at their only (non-boon) reward being something that is already always available (if they own the book).

Wayfinders

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Welcome nufriends to another fun and slightly loopy module called SKITTER CRASH! I will once more be your conductor of this crazy space train into six-armed furry fury, part deux!

Rather than copy my introduction post from the Skitter Shot discussion, I'll just link it...which I just did? ^^;

Also, the link to the Skitter Crash character sheets, cheat sheets, and some art can be found HERE

~~~~~

One thing I will copy and paste, however...

Dire's PbP "Table Rules" -

0 - RL > Game. No other rules trump rule 0! :D

1 - I'd like it if everyone posted once a day Mon-Fri. Friday night through Sunday night is eh-whatever (I am in US Eastern Time, for reference). I'll try to post when I can over weekends, but I know people have lives and won't always be online, so no worries.

2 - If you don't post in the middle of an "action" scene for a day, you get skipped once (or botted if your action would be super obvious or you leave a note to me or another player "proxying" your character). If you don't post a second time, you get "botted" by me to do something simple (usually just attack or aid another). If we get into the 3-5 range, I'll probably drop you a line off-list to see what's up. If it goes on too long...well, I hate dropping people from games, but it unfortunately happens :(

3 - When you've got a saving throw to make, please roll that first before posting any other actions/rolls (unless it can occur before the save).

4 - Feel free to roll perception and sense motive whenever you want, and if you have a reroll, feel free to use that anytime as well.

5 - Have fun! Rule 5 trumps all other rules! :P

~~~~~

Also, please post the following information in this discussion thread:

Player Name/Alias:
Organized Play # / Character # (that you want to apply this chronicle sheet to - any level 3-4 SFS character is allowed, or we can "drop" the chronicle down to a 1st level character with reduced credits)
What faction are you slotting for this adventure:
Do you have a promotional boon to slot for this adventure / what is it:

Unlike most SFS adventures, the only boons you can use here are basic Faction boons (to earn Reputation), and Promotional boons such as T-shirts, messenger bags, etc.

Thanks very much in advance for that info. At this time, please feel free to say hi and get settled. Once everyone has checked in, we can get this party started! I'm looking forward to running this for all of you, and hope you enjoy it as much or even more than the last one!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for Skitter Crash (using pregenerated Skittermander characters or your own level 3-4 skittermanders), set to begin during the week of December 15th, 2019!

If you are one of the four invited players, please feel free to "dot and delete" and look for us to begin soon!


Just fishing for opinions (a truly dangerous catch) -

Create Darkness (Alien Archive) wrote:
As a standard action, the creature can create a 20-foot-radius area of darkness centered on itself, which negates the effects of all nonmagical light sources in that area. This darkness lasts for a number of minutes equal to the creature’s CR, and the creature can dismiss the effect as a standard action. The darkness doesn’t move with the creature. Unless otherwise noted, any magic source of light can increase the light level in the area as normal.

Emphasis mine.

Solar Manifestation (Su) wrote:
...You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode (see page 102), the glow or darkness returns immediately.

Emphasis also mine.

In a area under the effect of Create Darkness, would a glowing solar manifestation would increase the light level from dark to dim in a 20 foot radius, due to its supernatural source?

The SFS game where this occurred (#2-03) has already passed, and all present at the table agreed on a solution - I'm just curious to see if there are other opinions or things that we didn't take in to account.

Thanks in advance!


Looking at the rules for Investing an Item, it seems clear that if you remove the investiture from an item you previously invested, it still counts against your limit of 10 items per day. Can you reinvest that item if you have not yet reached your limit?

As an example - you invested a Bracers of Missile Deflection (Greater) during your daily preparations, but during your adventuring day, decide that a different party member would benefit from borrowing it, so you remove your investiture and let them take it on. Later that day your party finds a different magical item that does something similar and they return it to you...can you get its benefits back if you invest it like it was a new item (i.e. having the second investment count separately against your limit of 10/day)?

Thanks in advance for any thoughts on this one!


During a PFS game last evening, an interesting situation came up.

PC A (a cleric) was fending off a Skeletal Champion, while PC B (a monk) was fighting two Skeletal Guards. Both PCs were engaged in melee with their opponents. One of the Skeletal Guards rolled a natural 20 in an attack against PC B. PC A declared they were casting the Protector's Sacrifice focus spell as a reaction in order to absorb some of that damage.

The GM, looking at the spell, noted that it had somatic components, giving it the manipulate trait thus meaning that it could provoke the Attack of Opportunity reaction from the Skeletal Champion. However, then the question came up about whether a reaction can trigger another reaction, and whether that reaction could in turn trigger any other reactions...so the GM decided to let that one go (since the PCs were rolling rather poorly during that encounter anyway).

Doing a search through the forums, I haven't seen a question like this yet (or my search fu is weak). Does anybody happen to know the answer on this one?

Thanks in advance!

Shadow Lodge 4/5 5/55/55/55/5 ***** Contributor

Just gave this my first read-through, and I have a couple of early questions:

LOCKDOWN wrote:


In a single turn, several things happen at once.
D All the lights on the floor go out. The only light is what the PCs bring with them—most likely flashlights in their armor’s personal comm unit, which raise the light level by one step (from darkness to dim light, for example) in a 15-foot cone.

I've heard several players and other GMs since Starfinder's launch mention that armor has built-in flashlights and other systems, but the only thing I've ever been able to find in the actual rules (beyond standard environmental protections/seals) are the anchor functionality of the boots. While I think that modern/sci-fi armor should have built-in comms and/or lights (and I know I'd want them), I can't find this in the CRB or Armory...does anybody happen to know where this rule might be that I have yet to locate?

LOCKDOWN wrote:
D A jammer activates on an adjacent floor, preventing the PCs and other surviving employees from communicating beyond the confines of the office floor.

Several of my own PCs like to carry level 1 signal jammers to block enemy comms while on missions, and when in-game time allows, they turn them on in advance so the party can take 1 minute to cut through the jamming with Engineering checks so their own aren't affected. Normal signal jammers can be overcome with DCs dependent on how powerful they are. If we have players who are savvy as to how this game mechanic works, are there any details we can give them about why they can't attempt to bypass it (since the scenario does not appear to take into account that characters can do that with normal signal jammers)?

Thanks in advance!

Shadow Lodge 4/5 5/55/55/55/5 ***** Contributor

While helping a group of new players learn how to build characters and play 2nd edition last week, I was looking for online resources to assist (since there were originally going to be 4-6 players in attendance and only one me). Through reddit, I stumbled on this amazing resource, which was originally formatted for the PF2 playtest. I reached out to its creator, who just finished updating it for the PF2E Core Rulebook and gave me permission to share it with the PFS community.

I hope you find it helpful!

https://pathfinder2abilitycalculator.com/

PS - If you have feedback or requests, the creator is missionz3r0#0887 on discord and missionz3r0 on reddit.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for Skitter Shot (Tier 1-2: using pregenerated Skittermander characters or your own level 1-2 skittermanders) as part of the PbP GameDay VIII, set to begin on August 26th, 2019!

Sorry for only getting this page up now, but post-Gen Con 2019 has been a bit insane for me - moving, medical/back issues, and other things I won't bore you with.

Feel free to pop in and say hello if you're part of the game from the Signup Spreadsheet!