SpiritWolfFenris's page

Organized Play Member. 141 posts (188 including aliases). No reviews. No lists. No wishlists. 7 Organized Play characters.



Scarab Sages

Hey everyone. I'm not really sure if this is the right place or maybe I should go somewhere else, but I was hoping to get some advice from others who have been in this situation. I realized way too late that the other place I posted it in was probably not the right one and it has been way over an hour since I posted. So reposting this here in hopes that it's actually the right spot. ^^;;

I am a pretty new GM that took on a text-based homebrew to new players that would be able to respond freely throughout the week, which worked pretty well at first. But then we noticed we weren't getting as much done as we'd like because of varying schedules and that was completely understandable. So we added a game day as well as having the ability to respond throughout the week. Which was really the saving grace and we managed to get through quite a bit... least until everything slowed to a crawl and feels like time has frozen forever in terms of the game (outside of the weekly meet up)

I have a 5 person party, we're all friends in and out of game, 3 who have been very involved and wants to get things moving so they can see where the story is going and how the world is building, but we have two others that are making it a bit harder. The other two have had some difficulty keeping up due to real life problems (nothing extreme or anything), They've expressed they're enjoying the game as well just don't really feel up to putting in the effort at the time.

Unfortunately this has kind of caused a rift in terms of how to proceed. I've tried to find a balance with those who don't want to respond daily, telling them I think everyone would be fine if there was some kind of response every 2-3days just to keep things moving, but that didn't work out either.

So, now I'm in this spot of having 3 people who are responding daily trying to somehow get the others involved. And 2 who just have landed into the weekly meet up. I tried suggesting maybe starting a second campaign to run through for those who want something to play on the active, but they're really invested into their current characters and the world that lies before them.

I had thought about possibly seeing if I could make their second characters part of my homebrew but to be honest, being new to what I'm doing to begin with, I'm not sure how that would work out in the long run of people having two characters to play.

And that's where I'm stuck. Sorry for the long post, but I wanted to make sure I was being clear when posting so I could get the best possible advice. Thanks to anyone who can help me in my situation!

TLDR: I have a 5 person party where 3 wants to be active every day, 2 have dwindled to weekly, can't manage to find a compromise. Have come for advice and assistance to others with more experience.

Scarab Sages

Hey everyone. I'm not really sure if this is the right place or maybe I should go somewhere else, but I was hoping to get some advice from others who have been in this situation.

I am a pretty new GM that took on a text-based homebrew to new players that would be able to respond freely throughout the week, which worked pretty well at first. But then we noticed we weren't getting as much done as we'd like because of varying schedules and that was completely understandable. So we added a game day as well as having the ability to respond throughout the week. Which was really the saving grace and we managed to get through quite a bit... least until everything slowed to a crawl and feels like time has frozen forever in terms of the game (outside of the weekly meet up)

I have a 5 person party, we're all friends in and out of game, 3 who have been very involved and wants to get things moving so they can see where the story is going and how the world is building, but we have two others that are making it a bit harder. The other two have had some difficulty keeping up due to real life problems (nothing extreme or anything), They've expressed they're enjoying the game as well just don't really feel up to putting in the effort at the time.

Unfortunately this has kind of caused a rift in terms of how to proceed. I've tried to find a balance with those who don't want to respond daily, telling them I think everyone would be fine if there was some kind of response every 2-3days just to keep things moving, but that didn't work out either.

So, now I'm in this spot of having 3 people who are responding daily trying to somehow get the others involved. And 2 who just have landed into the weekly meet up. I tried suggesting maybe starting a second campaign to run through for those who want something to play on the active, but they're really invested into their current characters and the world that lies before them.

I had thought about possibly seeing if I could make their second characters part of my homebrew but to be honest, being new to what I'm doing to begin with, I'm not sure how that would work out in the long run of people having two characters to play.

And that's where I'm stuck. Sorry for the long post, but I wanted to make sure I was being clear when posting so I could get the best possible advice. Thanks to anyone who can help me in my situation!

TLDR: I have a 5 person party where 3 wants to be active every day, 2 have dwindled to weekly, can't manage to find a compromise. Have come for advice and assistance to others with more experience.

Silver Crusade

I'm currently running an Otari campaign, planning to finish up Troubles in Otari but since it finishes at Lv4 I was wondering if there was a way to continue the campaign with the same characters as my players are really enjoying who they've brought to life.

Or if it's possible to homebrew some kind of extension campaign past that that would work for them. (Though I am totally new to homebrewing campaigns so I'm not sure if I could do it well >_<)

Silver Crusade

Hey all. So I have a question.. well maybe a couple.

I have a friend who's playing Alchemist and wanted to use the Chirurgeon ability that lets you use Crafting checks instead of Medicine for untrained and trained uses.

Now with the way it reads, to me anyways, it doesn't seem like it would work for feats such as Battle Medicine (even though you get that for having trained Medicine anyways), or for getting Ward Medic (which requires an expert in Medicine).

So, if that is the case, we're trying to figure out what the purpose of Chirurgeon is and how they're used. It seems a bit conflicting and doesn't make the skill option look that appealing but maybe we're not seeing it.

Any help regarding this is appreciated. Thanks!


Hey again everyone. Since my other post kind of exploded I figured it would be easier to make a new thread for this specific question. After taking a lot of time, I've decided to give 2E a shot but I'm not very familiar with VTT's and would like one to help make the campaigns as involved as possible.

Planning to do Beginner Box into the Troubles of Otari adventure. With the eventuality of doing more if everyone has fun with it.

I looked at Roll20 but they seem pretty limited in what is capable.

Someone had mentioned Foundry but it seemed really complicated to use and I wanted to get more of an understanding before dropping any money on any kind of VTT.

Also don't mind looking into any other VTT's that people might have good history with. These were just the two I've heard of at the moment.

Any help is appreciated. Thanks!


Hey everyone. Hopefully I got the right place for this. I'm coming back to Pathfinder after about a four year hiatus and see everything has changed but definitely confused and overwhelmed quite a bit. So I have a few questions about this new stuff.

First, how does second compare to first? What are the changes that make a big impact? Does it simplify? Make things more interesting? (I was always a fan of how much you could do with 1st edition and thats why I enjoyed PF more)

Also can second edition be ran comfortably with 1st edition adventures? Like Rise of the Runelords, etc? Have a couple friends who are new and using it as a gateway since its a fun and mostly straightforward campaign to me.

Any help and explanation is appreciated. Thank you so much!


Hi there.

I've been messing with the concept of a Samsaran Winter Witch and while I like the boost from Shards of the Past, a bug in the back of my head makes me think I'm missing out from not using Mystic Past Life instead. It's just the list of spells you can choose from is a bit overwhelming and I'm having issues deciding.

For those that don't know;

Mystic Past Life (Su) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.

So, with a 20 INT, I can grab 6 potential spells from other classes to learn with my familiar later (except fire-based, can't use fire). But as I said, I really have no idea.. there is just so much out there. I look forward to hearing people's responses!


Hey there.

Quick question. I'm playing in a society session where my GM and another says the gloves don't work with ranged. It shows up on Hero Lab (although I know it's always not reliable) but I read it that it would work. Trying to get confirmation.

Thanks !


Needing to get some rule back up for my GM, even though I believe it works the way I see it.

I have all the necessary feats and stats to use my hair with flurry of blows. I use it as Attack, chance to grapple, (if I let go or miss), attack again and try to grapple a second time.

He says as a flurry I wouldn't be able to grapple, and I don't see that as it would defeat the purpose of how I made it. Any help/confirmation would be much appreciatied, thanks.


I have my PFS-style Arcane Archer. Basically straight Wizard focusing on being a Ranger.

Was trying to figure out what kind of other gears I should be working towards other than the basics of what I have; Ring of Protection, Amulet of Natural Armor, Bracers of Armor, Headband of Vast Intelligence, Belt of Giants Strength and an Adaptive Composite Longbow.

Worse part is the AC (17) since Wizards can't wear anything, but everything else is pretty good since their's Mage Armor & Shield. Just don't really know what I'm looking for since they banned Bracers of Falcon's Aim.

Any help is appreciated, thanks!

1/5

Basically, what the title says. Most of the scenarios use repeatable map packs/folios, but I can't seem to find the one for this specific scenario. It's fairly large, so I'm hoping there are some. If not, I'll just end up doing it the old fashioned way. Maybe I'm blind and have continously overlooked it. lol

If I could get some info on this one, I'd much appreciate it. Thanks!

1/5

What do I need with me? I've heard a lot of different things, but the one that scares me the most is the people who tell me I need to bring ALL my books.. @_@ I don't have a backpack capable of doing that.. nor the back for it. lol

So, I was trying to see how true that statement was and what else I may need to prepare.. It's a bit of a long game day o_o

Thanks !


Hi hi. Have a question regarding one of my campaigns. If a character fails their perception on a trap, are they flat footed when they get poked by it or do they still retain full AC?


Hi there. I'm sure this has been asked a bajillion million times and I'm getting asked about all this stuff all over. I'm going to end up GMing this AP because I couldn't get my group to play Carrion Crown.. (sad panda.. lol) and just trying to figure out what's too much and what's not. I've GM'd only in PFS, so this is my one big AP, and want to make the most out of it.

From my understanding it limits PC's to Core & APG. Would adding anything else outside of that cause significant difficulty? I haven't had a chance to thoroughly read through the sections we're doing (working on it.. just that time of year), but I do want to get advice for it so they can make their characters. I am doing it with 20 point buy.

Thanks for any advice !

1/5

So.. incase, I did something wrong that I wasn't aware of, I'm publicly asking.

I was signed up for today's game that happened 8 minutes ago through IronHelixx. Yet, I never received any e-mail or indication where to go on Roll20/G+, just that it is where it's listed. I've played a few games through IronHelixx before but always ended up with some kind of invite to get to where I need to be. So, pretty much, my question is.. Did I miss something? @_@ Is there like a place for everyone to gather when you're not invited?

1/5

Evening and salutations to the pathfinder community! So, as a sad realization that my local community for PFS is dying down, I was trying to find other ways to entertain myself with my vast array of need to play. <.<

From what I've gathered, Pbp is a manner of being able to keep your character active by posting daily (at least) for however long the game takes (be it 1-3months @_@).

Seems a bit long, but I can understand why. Now for the some things I'm trying to figure out.

How does this work towards like PFS credit? Do you get a printable sheet for it or something similar? How about for scenarios that offer you special boons? Is there a way to prove you have these for use in an off-the-internet game?

I believe I also read that if a character is INSIDE a game, that character cannot be used elsewhere until its completed? I'm assuming that's for the whole exp/bonus/etc doesn't get messed up.

What if you want to play multiple games with multiple characters and/or GM scenarios at the same time? Is there an issue with that, even if everything is kept up with and in order?

What happens if you're in the middle of playing a scenario online, but say, your local area ends up doing it too? Since, I believe you only get credit for finishing, you only end up with the credit you finished and the one online without credit? and how would this affect the current game the online character was locked into? Continue finishing it, then just mention that one couldn't get credit for it? (given this would not have been completed on the same character that is currently already locked into a game, but with a different one).

For Dice rolls, I'm guessing that's based off a mutual trust system? Or do people use programs for someone to keep track of?

Since playing online, do people expect more of a standard when creating characters, or does it not matter? I make pretty unorthodox'd combinations which is why I ask.

Hrm... Well, I think, for the moment, that covers the majority of what I'm concerned about. If anything else pops into my head, I'll be sure to ask away, but hoping, I can try to have fun with this and bring in some friends who don't live local. =D

Thanks for your time and patience.


Sign in to create or edit a product review.

Add Hardcover $44.99

Add PDF $19.99

Non-Mint Unavailable

Variety, Depth, and Some New Ideas

5/5

I mostly got Advanced Race Guide in order to have a single book with all the information pertaining to both the basic races and those not-so-basic but still typical choices, such as goblins and aasimar. All that is perfectly excecuted and with quite more depth than I was anticipating.

I was pleasantly surprised to see some unique and original ideas, however, and the book ended up having far more races available than I originally expected.

The races included are:

7 Core Races: This get the deepest treatment, and include Humans, Dwarves, Elves, Halflings, Gnomes, Hal-Orcs, Half-Elves.

16 Featured Races: Though not as detailed as the Core Races, they have a lot of stuff going on, including unique spells and special equipment. They include the Aasimar, Catfolk, Dhampirs, Drow, Fetchlings, Goblins, Hobgoblins, Ifrits, Kobolds, Oreads, Ratfolk, Sylphs, Tengu, Tieflings, and Undines.

14 Uncommon Races: Less detailed than above, but with enough information to be worth it. They include the Changelings, Duergar, Gillmen, Grippli, Kitsune, Merfolk, Nagaji, Samsarans, Strix, Suli-Jann, Svirfneblin, Vanaras, Vishkanyas, and Wayangs.

11 Additional Races: These are presented mostly as examples of the Race Builder, and consist of nothing more than a short explanation and the basic rules to use them as characters, being mostly monstrous creatures that probably won't fit in most campaigns. They include the Centaurs, Drider, Gargoyles, Gnoll, Lizardfolk, Ogres, Cathlain, Kasatha, Trox, Wyrwood, and Wyvaran.

So 256 pages dedicated to 48 races, their background, magic, gear, feats, and archetypes, as well as a pretty powerful Race Builder to make those not included.

I say well worth the money.


Print Edition Unavailable

Add PDF $19.99

Non-Mint Unavailable

Thorough, Easy to Use, and To the Point

5/5

Pretty much a stapple of my games since I got it, Ultimate Equipment has literally everything I expected: A massive variety of new items, a consolidation of a huge number of already published ones, a well-organized layout which is very easy to browse, and all manners of random-generation tables.

It is the second largest official Pathfinder book (after the Core Rulebook), and I feel the space was put to good use. It is one of those books I know I'll be using every single session for the years to come.