Uzbin Parault

Stonesnake's page

Goblin Squad Member. Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber. * Venture-Agent, Online—PbP 140 posts. 1 review. 1 list. No wishlists. 6 Organized Play characters. 1 alias.



1 to 50 of 65 << first < prev | 1 | 2 | next > last >>
Dark Archive

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Last year the Roll For Combat actual play podcast gave away three free trips to PaizoCon … and this year we’re doing it again! Only this year anyone in the world can enter!

That’s right, anyone in the world can win a FREE trip to PaizoCon 2019! Free airfare, free hotel room, a free 4-day badge, and a free ticket to the banquet!

Now it is the perfect time for new listeners as we start a new chapter and adventure this week. No previous listening required!

We also start a new feature where expert GMs answer your questions about … anything really. Guest Expert GM this week is Perram from the Know Direction podcast.

So make sure to check out this week’s Roll For Combat episode and find out how to enter into the contest for a free trip to PaizoCon 2019!

Episode 70: Never Give Up, Maybe Surrender?

Dark Archive

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Okay, on page 191 of the core rules it says:

Quote:
A fusion seal’s cost is based on the highest-level weapon the fusion seal can affect, and it is equal to 110% of the price of a weapon fusion for a weapon of that level.

So that means if you want to put a level 1 Calling Fusion on a level 7 weapon it would only cost 120 credits.

HOWEVER, in the Armory on page 61 it says:

Quote:
The price of a weapon fusion depends on the item level of the weapon into which it is being installed, as detailed on the Weapon Fusion Prices table on page 63.

So that means if you want to put a Calling Fusion on a level 7 weapon you need to upgrade that Fusion Seal to level 7 which costs 1500 credits.

HOWEVER, on page 192 of the core rules it says:

Quote:

Multiple Fusions and Multiple Targets

You can place multiple fusions on the same weapon, but only if the weapon’s item level is equal to or greater than the combined total of all the fusions’ item levels. A weapon cannot hold or benefit from additional fusions beyond this limit. A fusion that applies an effect to attacks applies it to all targets for spread weapons, automatic fire, explode weapons, and other effects with multiple targets.

So if you need to match the weapon fusion to the level of the weapon … how can you put multiple fusions on a single weapon?

Also Herolab is enforcing the rule that you need to make the fusion the same level as the weapon itself. Which means you need to match the level of the fusion to the level of the weapon making it IMPOSSIBLE to put more than one fusion on a weapon (seal or otherwise).

Basically I am trying to install two level 1 Fusion Seals and one level 3 Fusion Seal on a level 7 weapon. Herolab says I can only install one Fusion Seal and it needs to upgraded to level 7 to be installed. And the rules contradict each other.

So … which rule is correct?

Dark Archive 1/5 Venture-Agent, Online—PbP aka Stonesnake

Roll For Combat Starfinder Society is back with a new crew! We welcome newcomers Rebecca Wigandt and Loren Sieg from Know Direction: Adventurous. Can our intrepid heroes survive the legendary deadly adventure #1-04: Cries from the Drift? Listen and find out!

Check out the podcast here:

Part 1
http://rollforcombat.com/podcast/sfs02-1-1-04-cries-from-the-drift-part-1/

Dark Archive 1/5 Venture-Agent, Online—PbP aka Stonesnake

Over at Roll For Combat, we are proud to announce our new show, Roll For Combat Starfinder Society! We’ll be playing through various Starfinder Society adventures over the crouse of the year with new guests on each show!

For this show, we have the regular Roll For Combat players plus Rob Trimarco and Pazio’s Jason Keeley joining us as well!

We just finished up the complete playthrough of #1-10: The Half-Alive Streets which you can listen to today.

Check out the podcast here:

Part 1
http://rollforcombat.com/podcast/sfs01-1-1-10-the-half-alive-streets-part-1 /

Part 2
http://rollforcombat.com/podcast/sfs01-2-1-10-the-half-alive-streets-part-2 /

Part 3
http://rollforcombat.com/podcast/sfs01-3-1-10-the-half-alive-streets-part-3 /

Part 4
http://rollforcombat.com/podcast/sfs01-4-1-10-the-half-alive-streets-part-4 /

Dark Archive

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

For those attending, we at Roll For Combat are proud to announce the first live-play mashup of Starfinder and Pathfinder with Order of the Amber Die joining in on the fun!

Here is a sneak preview!

The Roll For Combat crew needs a little R&R and decides to take some time off on Absalom Station. During their time off and via a mixture of magic and science, the Roll For Combat crew comes face to face with several Iconics from the Paizo universe. Can the Pathfinder Iconics and the Starfinder crew join forces and escape their dilemma? Or will they all die a horrible death across time and space?!?

Join us Sunday from 4pm - 6pm in Olympic 1 to see a mixup for the ages!

Click here for details.

Dark Archive 1/5 Venture-Agent, Online—PbP aka Stonesnake

2 people marked this as a favorite.

Over at Roll For Combat, we are proud to announce our new show, Roll For Combat Starfinder Society! We have the original five Roll For Combat Crew — Stephen Glicker, John Staats, Jason McDonald, Chris Beemer, and Bob Markee — playing on the show. However, since Society works best with six player characters we have Rob Trimarco and Pazio’s Jason Keeley joining us as well!

For our first adventure, we decided to jump right into the deep end with Starfinder Society Roleplaying Guild Scenario #1-10: The Half-Alive Streets.

This is going to be a regular occurrence and we’ll be playing through all of the various Starfinder Society adventures (plus our Dead Suns as well). Check it out!

Check out the podcast here: http://rollforcombat.com/podcast/sfs01-1-1-10-the-half-alive-streets-part-1 /

Dark Archive

1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

The Roll For Combat podcast is still giving away a free trip to PaizoCon 2018! Free airfare, free hotel room, free badge and banquet ticket can be yours!

Just head on over to the entry form and submit your entry now! The winner will be announced on May 1st.

Good luck to everyone!

Dark Archive

2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Does Paizo’s new Starfinder Pact Worlds live up to the hype? Check out our extensive review of Paizo’s latest hardcover!

Extensive review of Pact Worlds

Dark Archive

3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

On the Roll For Combat actual play podcast, we are giving away a FREE trip to PaizoCon 2018! That’s right, free airfare, free hotel room, a free 4-day badge, and a free ticket to the banquet!

Plus, you’ll get to play in a preview game of Pathfinder v2 with the Roll For Combat crew and a Paizo developer!

Oh yeah, and we have an interview on this week’s show with Paizo’s Jason Keeley where we discuss the new Pact Worlds Starfinder book, the Pathfinder Playtest, what goes into creating an adventure path, and lots more!

We also start a new adventure with the Roll For Combat crew! So it’s a perfect time for new listeners to jump into the show!

So make sure to check out this week’s Roll For Combat episode to listen to the interview, listen to the adventure, and find out how to enter into the contest for a free trip to PaizoCon 2018!

Episode 25: Keeping Up with the Combatians

Dark Archive

6 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Looking for a Deck of Many Things for the Starfinder universe? Well, now you can, for FREE! Written by Thurston Hillman and presented by the Roll For Combat Podcast download your FREE copy today!

http://www.drivethrurpg.com/product/235139/Loot-Box-of-Wonder

And don't forget to listen to the podcast to hear the box in action here: http://rollforcombat.com/podcast/023-the-mysteries-of-lootboxing/

Dark Archive

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

On this week's Roll For Combat, we have a great interview with John Compton, Organized Play Lead Developer of Paizo, about the history behind Organized Play, what's coming up for the program, and secrets you might not have known!

John then joins our Starfinder game as a PC ... and plays the craziest Space Golbins this side of Golarian! He even managed to mess up the game so much that he has to invent new rules on how to play! Check it out!

Oh yeah, and we also give away $100 this week (and the next 9 weeks) for free to listeners, we give away a Skittermander boon, and learn how you can play Starfinder Society with the RFC on our Discord channel!

http://rollforcombat.com/podcast/961/

Dark Archive 1/5 Venture-Agent, Online—PbP aka Stonesnake

Over at the Roll For Combat discord channel, we put the word out about running some play-by-play SFS ... and within a few days 5 tables worth of people signed up to play!

We currently have 2 GMs, but we are looking for more to help us run games. Most of the players are new to SFS but not to RPGs or even pbp.

We plan to use the Discord channel to run the games as it will easily handle dice rolls, formatting, and inline graphics.

We are planning on running 01-01 since so many are new, but some are asking for other adventures to be run, so we are open to almost anything.

If you interested please contact me or join the Discord channel and send GM Stephen a DM and I'll get you started! We are looking to start the games towards the latter part of January 2018 while we get the tables organized.

You can view the channel here: https://discord.gg/d9MywPZ

Please let me know if you are interested, thanks!

Dark Archive

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Roll For Combat had a great year, and to celebrate we're starting off 2018 with a new contest where we're giving away $100 every week!

Plus next week we have John Compton on the show and we're giving away a skittermander boon! Listen to episode 15 for the details! And if you are new to the show you can start at episode 1 or catch up at episode 9 where we give a recap and start a new adventure!

Check it out!

https://itunes.apple.com/us/podcast/roll-for-combat/id1289105668?mt=2&l s=1

Dark Archive

6 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

For those looking for a starship combat tutorial of two low-level starships going one-on-one (the 4 PCs in one ship against a single NPC starship), we have posted a tutorial around an hour and a half in length. We through nearly all the rules and should be a nice primer for anyone wanting to learn the basics of low-level starship combat.

You can listen to the combat tutorial here:

http://rollforcombat.com/podcast/011-spaceship/

And you can view the images for the combat and the starship sheet here (search for "Episode 011 - Hippocampus Stats" if you can't find it):

https://discord.gg/2yy4vAG

Dark Archive

1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Hi, Starfinder/Pathfinder/Paizo people!

We have been running the Dead Suns Adventure Path for Starfinder. We have special guests Thurston Hillman and Erik Mona to date with more to come in the near future!

Our players are pros with over 175+ years of combined role-playing experience and our group has been playing together for more than a dozen years. We know how to get the best ... and worst ... from one another.

Plus we are running a $1000 launch giveaway that end on December 5, 2017. Grand Prizes will be announced on December 5, 2017. The more people who enter the more prizes that will be awarded! Everyone who enters will win a prize with a chance to win Amazon gift cards and custom t-shirts.

In addition, we have a detailed breakdown of each show with our Talking Combat segment, images from each show on our Discord page, and an extremely responsive crew. You can download our shows through iTunes, Android, or listen via the website itself.

Episode 1: Greetings And Salutations -- With Thurston Hillman
Episode 2: Clowns to the Left of Me, Jokers to the Right
Episode 3: Cops, Cut-Throats, and Career Opportunities
Episode 4: CSI: Absalom Station
Episode 5: And A Side Order of Rat
Episode 6: In Da Club
Episode 7: Downsized Kings
Episode 8: Payin’ The Cost To Beat The Boss
Episode 9: Dead Man’s Party -- Part one of our interview with Erik Mona. Plus we do a full recap to date so that new listeners can start with this episode!
Episode 10: Quid Pro Cronut -- Part two of our interview with Erik Mona.

If you want to follow us you can check out our custom Starfinder artwork on our website, our Facebook page, Twitter, Instagram, Reddit, YouTube, Discord or the old-fashioned way at contact@rollforcombat.com.

We're an extremely responsive crew, hit us up with any questions/comments you have ... or just talk about Starfinder/Pathfinder! We love talking games. Thanks!

Dark Archive

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

On this week's Roll For Combat, we continue our interview with Erik Mona, Publisher of Paizo. In part two of our interview, we discuss Erik's best prison stories and the history of creating the greatest adventure path of all time ... The Age of Worms! Check it out!

http://rollforcombat.com/podcast/010-quid-pro-cronut/

Dark Archive

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

On this week's Roll For Combat, we have a great interview with Erik Mona, publisher of Paizo, about the history behind Starfinder, what is coming next for Starfinder, and we even chat about his days running Dragon & Dungeon Magazine for Wizards!

We also recap our adventure to date so that new listeners can jump right in. Check it out!

http://rollforcombat.com/podcast/009-dead-mans-party/

Dark Archive

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

On this week's Roll For Combat, we have a great interview with Erik Mona, publisher of Paizo, about the history behind Starfinder, what is coming next for Starfinder, and we even chat about his days running Dragon & Dungeon Magazine for Wizards!

We also recap our adventure to date so that new listeners can jump right in. Check it out!

http://rollforcombat.com/podcast/009-dead-mans-party/

Dark Archive

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

The Disease rules appear to be missing a few details on how they work exactly. For example, for this disease (which is a real disease from Starfinder but was adjusted for spoiler reasons):

SAMPLE DISEASE (don't want to use its real name for spoilers)
Type disease (injury); Save Fortitude DC 10
Track physical; Frequency 1/day
Effect No latent/carrier state; an infected creature that dies
rises as a Space Ghoul 2d4 hours later.
Cure 2 consecutive saves

Here is the Physical disease track that deals with the the Physical Disease Track:

Physical Disease Track
Healthy — Latent — Weakened — Impaired — Debilitated — Bedridden — Comatose — Dead

So ... how does this work? If there is no "Latent/carrier" state does it go right to Weakened?

Or I have seen other people say that the disease does nothing and only turns them into Space Ghoul after they die and have the Disease.

Which is it? There is a huge difference between having the "Weakened" state vs. no damage at all (unless they die). Thanks.

Dark Archive

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

So the stats for Akata disease Void Dead is as follows:

VOID DEATH
Type disease (injury); Save Fortitude DC 10
Track physical; Frequency 1/day
Effect No latent/carrier state; an infected creature that dies
rises as a void zombie (see page 61) 2d4 hours later.
Cure 2 consecutive saves

Disease / Poison now has a track system.With each fail you move further down the track gaining penalties.

***

Here is the Physical disease track that deals with the Akata Bite.

Physical Disease Track
Healthy—Latent—Weakened—Impaired—Debilitated—
Bedridden—Comatose—Dead

So ... how does this work? If there is no "Latent/carrier" state does it go right to Weakened?

Or I have seen other people say that the disease does nothing and only turns them into Void Zombie after they die and have the Disease.

Which is it? There is a huge difference between having the "Weakened" state vs. no damage at all (unless they die). Thanks.

Dark Archive

1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

A friend of the show found his D&D artwork from 1982. Check out his kid drawings of heroes and monsters when he was a 12-year-old kid!

http://rollforcombat.com/blog/dungeons-dragons-stranger-things-style-part-2 /

Dark Archive

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

So reading the description it states:

Quote:

For every 5 by which you exceed the check, you learn another unknown piece of information. Subsequent checks reveal new pieces of information, continuing down this list.

1. Basic Information: Living crew complement and ship classification, size, speed, and maneuverability.

2. Defenses: AC, TL, total and current Hull Points, total and current Shield Points in each quadrant, and core PCU value.

3. Weapon: Information about one weapon, including its firing arc and the damage it deals, starting with the weapon that uses the most PCU. Repeat this entry until all the starship’s weapons are revealed.

4. Load: Information about how the starship’s expansion bays are allocated and any cargo the starship might be carrying.

5. Other: Any remaining ship statistics.

I don't quite understand how this works exactly.

Let's say that the DC for a check is 13 and the PC scans the enemy ship and gets a result of 21.

So that would mean you would get all the "Basic Information" (check of 13-18), and all the "Defense information (check of 19-23) ... correct? You get ALL that information listed above?

Now say the next round they do the check and get a roll of 15 ... what do they get exactly? Do they get just the "Basic Information" again, or do they get the "Weapon" information since "Subsequent checks reveal new pieces of information, continuing down this list".

Let me know how this works, thanks.

Dark Archive

12 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

After watching Stranger Things, I dug into the attic to see if I could find any of my old D&D characters – I found an entire binder of D&D goodies from 1981! Check out my characters when I was a 10-year-old kid!

http://rollforcombat.com/blog/dungeons-and-dragons-stranger-things-style/

Dark Archive

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

The rules allude to the fact that you must have a Captain and Pilot at all times, but it never really comes out and says that directly.

From what I can tell you always need a Pilot, but I don't think you need a Captain.

We have a group and none of them are built for Captain. Is there an official rule saying that a Captain (to a lesser extent, Pilot) must be roles that are filled?

Dark Archive

2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Hi, Starfinder/Pathfinder/Paizo people!

Like others, we are running through the Dead Suns Adventure Path for Starfinder. Unlike others, we have special guests playing NPCs and others in the game industry. Our first episode had Thurston Hillman and future episodes are scheduled to have a who's who of gaming luminaries.

Our players are pros with over 170+ years of combined role-playing experience and our group has been playing together for more than a dozen years. We know how to get the best ... and worst ... from one another.

Plus we are running a $1000 launch giveaway that runs until the end of November. Everyone who enters will win a prize with a chance to win Amazon gift cards and custom t-shirts.

In addition, we have a detailed breakdown of each show with our Talking Combat segment, images from each show on our Discord page, and an extremely responsive crew. You can download our shows through iTunes, Android, or listen via the website itself.

Episode 1: Greetings And Salutations (with Thurston Hillman)
Episode 2: Clowns to the Left of Me, Jokers to the Right
Episode 3: Cops, Cut-Throats, and Career Opportunities
Episode 4: CSI: Absalom Station
Episode 5: And A Side Order of Rat

We release a new episode every Tuesday morning with the Talking Combat followup every Thursday morning.

If you want to follow us you can check out our custom Starfinder artwork on our website, our Facebook page, Twitter, Instagram, Reddit, YouTube, Discord or the old fashioned way at contact@rollforcombat.com.

We're an extremely responsive crew, hit us up with any questions/comments you have ... or just talk about Starfinder/Pathfinder! We love talking games. Thanks!

Dark Archive

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I can see this going either way. The rules state:

Quote:
This weapon deals 5 fewer damage unless the target is wearing no armor or archaic armor. Archaic weapons are made of primitive materials such as wood or common steel.

So if you score a crit with an archaic weapon against armor do you subtract -5 to the total damage or -10? Thanks.

Dark Archive

4 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Last week we published our written review of the Starfinder Alien Archive here: http://rollforcombat.com/blog/the-starfinder-alien-archive-were-not-in-gola rion-anymore/

Check out the extended review on the Roll For Combat podcast today where a GM, and player and a professional game designer from Blizzard discuss the book in detail!

Check it out here: http://rollforcombat.com/podcast/004-csi-absalom-station/

Dark Archive

2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Does Paizo's new Starfinder Alien Archive live up to the hype? Check out our extensive review!

http://rollforcombat.com/blog/the-starfinder-alien-archive-were-not-in-gola rion-anymore

Dark Archive

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

The Roll For Combat crew hits the ground running as they’re dropped into the middle of a firefight between rival gangs. Hirogi learns the value of taking cover, Mo teaches the value of smashing things really hard with a hammer, Tuttle takes C.H.D.R.R. out for a test drive, and Rusty… well, he just talks to his imaginary friends.

Also, make sure to check out the “Big Podcast Launch Giveaway” with over $1000 in prizes and we announce the first winner this week! Check it out at:

http://rollforcombat.com/podcast/002-clowns-to-the-left-of-me-jokers-to-the -right/

Dark Archive

3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Check out our new weekly Starfinder actual play podcast where we play the Dead Suns adventure path. In the first episode we have Thurston Hillman from Paizo as a guest NPC and we're giving away over $1000 in prizes! Listen to our first episode for details!

https://itunes.apple.com/us/podcast/roll-for-combat/id1289105668

Dark Archive

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

So the rules for the Pilot are as follows:

Fly (Helm Phase)
You move your starship up to its speed and can make any turns allowed by its maneuverability. This doesn’t require a skill check.

Maneuver (Helm Phase)
You move your starship up to its speed. You can also attempt a Piloting check (DC = 15 + 2 × your starship’s tier) to reduce your starship’s distance between turns by 1 (to a minimum of 0).

So how are these different exactly? The fly seems to allow you to move any amount up to the ship's speed. While the Maneuver ability ... allows you to do the exact same thing? I don't see the difference here...

Both allow you to move your ship up to it's movement, only one requires a check and another doesn't. Eh?

Dark Archive

12 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Last night I ran some starship combat with my group and out of all the new rules in Starfinder ... they completely nailed starship combat. My group has been together for more years than I remember and for the very first time they truly acting together and acted like a crew.

And, of course, they all fell right into their roles like a real starship. PCs were asking the Captain for commands, the Captain was encouraging and pushing them, the Science Officer was scanning the enemy ship, the Engineer was keeping the ship together ... it glorious to behold.

Regular combat is fun, but in the end everyone does their own thing when fighting the monster. But with starship combat everyone had to work together and with the given roles, people acted and sounded like a real starship crew.

At the end my players said that was one of the best experiences they ever had in RPGs, and I had to agree. It is a game changer!

Dark Archive

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I need to run some players through the SFS scenarios to test them out for Gencon and the pregens aren't ready yet. Does anyhow have some Starfinder level 1 characters I can "borrow" to use for my testing? I have been so busy preparing the adventures that I haven't had time to make my own characters for this purpose. Thanks!

Dark Archive

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Does anyone know if Dead Suns will have a Player's Guide? I haven't heard anything about this, I presume they will, but just asking to find out one way or the other. Thanks.

Dark Archive

4 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I uploaded all the the slides from the Banquet Presentation in high rez quality which you can view here:

https://imgur.com/a/QoPco

Dark Archive

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Quick history ... I've been playing D&D/Pathfinder for over 35 years and have DMed well over 500 sessions of Pathfinder to date. Of all the games I have DMed over the years I have found that I enjoy Adventure Paths the most. To date I have DMed Age of Worms, Kingmaker, Carrion Crown and am currently halfway through Iron Gods.

I have been looking forward to running Strange Aeons for years and have decided to startup a new campaign. However, only half of my regular group can make this campaign (there is only so much Pathfinder one can play per week!).

Hence, I'm looking for two (possibly more) people to join a brand-new campaign starting soon.

Some general information on the campaign and how we play:

  • We play 99.9% RAW: I try to run all modules exactly as written and rarely change modules (usually only to fix errors or improve story flow). The only exception is when it comes to Daze (and similar effects) and summoning monster spells. We usually don't allow Daze effects for PCs or monsters (anything restricted for PCs will also be restricted for the DM as well) since sitting around for 2-3 hours while your PC is dazed and everyone else is playing is never fun for anyone. Limiting monster summoning is simply to move play along as online play is already slow enough.

  • Looking for 2 or more players: Currently two of the players are my "regulars" and have as much experience as myself. They are currently running an Investigator and a Fighter or Monk (he's still deciding). We normally only play with 4 PCs but might go with more depending upon how this goes.

  • When & how we play: Usually are currently planning to play once a week on Wednesday nights from 8:30pm - midnight EST, online using d20Pro (you don't need to purchase anything, I own the license). In addition, you'll need to have Hero Lab to build your characters and a microphone. We utilize Discord for online voice and all handouts/player notes. I've been playing this way for around 5 years now and it works really well. We might play more than once a week depending upon schedules but right now we are expecting once a week. Because of the length of APs in general it will probably take around 2-3 years to fully complete the AP, so long-term commitment is needed!

  • No Power gaming/Game breaking PCs: Anyone can "win" Pathfinder if they try hard enough ... it's really not that hard. Want to make a 5th PC that can do 500 points of damage on a single hit? Have fun, but we don't play that way. Over the years we have discovered that playing slightly "broken" PCs or thematic PCs are much more fun/challenging than making a PC min/maxed to death. In addition, having even a single super-powerful PC breaks the balance of the game for everyone as all encounters need to raised to challenge the optimized PC. I'm not looking for gimped or underpowered characters, just not min-maxed to the point of breaking the game.

  • Character Creation: will be in line with PFS character creation rules. That means 20 point buy, max HP at level one, half rounding up after that, etc. 150 gp worth of gear.

  • Races: Nothing too exotic, usually the common races are the best. However, if you have an idea for something cool let me know what you are thinking and perhaps we can work something out (some appropriate exotic races include Changelings, Orcs, Dhampirs, and Skinwalkers (some heritages)).

  • Classes/Archetypes: Did I mention party balance? Well I'll mention it again as party balance is key. It's helpful to have a self-sufficient party with proper balance. Again, so far, the Investigator and Fighter/Monk have been spoken for, otherwise almost anything else is up for grabs. The Strange Aeons Player's Guide has a lot of suggestions and I would STRONGLY suggest one of the recommended classes listed in the Player's Guide. Also, no Summoners.

  • Alignment/Deities: Almost anything goes but party balance/cohesion is key. Nothing evil is allowed and no in-party pvp (although disagreements and roleplaying is encouraged). Having a healthy number of skills points will come in handy as nearly nothing in this is AP is "standard" ... so even "real world" knowledge won't work. You will most likely know what your PCs know.

  • Traits: Two traits. One of these MUST be from the Player’s Guide. The second should be PFS legal.

  • Alternate Rules/Subsystems: Again, we play RAW but I will most likely going to use the Sanity rules from Horror Adventures. Also probably going to use the Library rules from Ultimate Intrigue and Ritual rules from Occult Adventures as they are part of the AP as written.

  • Feats: Crafting feats are allowed but you may or may not have the time and/or resources to take full advantage of them. Otherwise most feats will be allowed.

  • Fugue State: As most people know by now the AP starts off with your characters in a fugue state with a significant amount of their memories completely forgotten. This might sound a bit strange, but you should trust me that it's part of what makes this AP so unique and will a major part of the campaign. You'll still be able to use your abilities and remember who you are (for the most part), but a large chunk of your memories will be gone. Make sure to consult the Player's Guide for additional details on how this will work.

  • Difficulty: This is hard campaign and an above-average level of system mastery should be expected. My "regulars" will rarely run from a fight unless they really feel it's above their paygrade. Hence, party cohesion and clear communication is more important than overpowered PCs. My "regulars" have pulled an entire floor at once (more than once actually), and lived to tell the tale as they work together and formulate a plan. Teamwork and cohesion will usually get you through even the hardest encounter. If that sounds like the type of game you like to play, then you'll probably fit right in.

  • Character Death: I am not a "killer GM" but the possibility of death is always around the corner. There are lots of ways to come back to life in this AP. I'll be allowing reincarnate and there are lots of other ways to come back ... this is Strange Aeons after all. However, your PC will probably be changed in new and bizarre ways. The party should plan/save up for potential death insurance.

  • Hero Points: I will be using the Hero Points system from the Advanced Player's Guide ... but no Hero Point feats, spells, or magic items. Your PC will simply get 1 Hero Point per level that you can use as listed in the rules.

    If this sounds like the type of adventure you might be interested in playing let me know and if you have a character in mind, please post it. We are looking to start soon And if you have any questions please let me know!

  • Dark Archive

    Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

    I'm trying to setup an encounter in a tomb where the PCs unleash an undead horror that can jump into a dead body, possess that body, fight the PCs until the body is destroyed, and then jump into a new body.

    Basically the PCs would fight like 3-4 bodies before the creature is destroyed/banished.

    Does anyone know of any monster like that in the current rules? I sort of remember seeing a monster like this in the past, but I can't find it.

    Any ideas? I have pretty much every book so wherever it's located is fine. Thanks!

    Dark Archive

    Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

    So stick with me on this as you might think "you can only maintain a grapple with 1 opponent" ... but after looking this over more carefully I'm not quite sure about how this rule is written...

    So according to the rules a Gibbering Mouther can attack and grab up to 6 bites per round as shown:

    Quote:
    Melee 6 bites +7 (1d4 plus grab)

    Okay, so say there is a party of 6, the Gibbering Mouther attacks all 6, and maintains a grab against all 6. Good so far?

    Next look at the Grab rules:

    Quote:

    Grab (Ex)

    If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

    I can read that in that you can both grab and start a grapple with each attack. Therefore you can attack 6 separate targets AND grab 6 separate targets AND grapple 6 separate targets all at the same time!

    Next you have the rules for Grapple themselves, which read:

    Quote:

    Grapple

    If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. ... Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

    Now if read that series of events:

    • The Gibbering Mouther can attack 6 creatures at once, and then...
    • Grab each creature (assuming 6 hits), and then...
    • Perform free action to start a grapple using it's Grab ability, thereby performing a grapple on 6 creatures at once (assuming all rolls confirm), and then...
    • Since the Gibbering Mouther already has six creatures in a grapple it can do a standard action to maintain ALL of those creatures it has in a grapple.

    If you read the rules very carefully it never states "one" opponent when maintaining a grapple. It only states that:

    Quote:

    Grapple

    Once you are grappling an opponent, a successful check allows you to continue grappling the foe

    So if the Gibbering Mouther is holding 6 creatures in a Grab/Grapple combo, it can maintain ALL of those grapples with a single standard action check.

    Let me know what you think but I believe this logic is correct...

    Dark Archive 1/5 Venture-Agent, Online—PbP aka Stonesnake

    I usually run my PCs through Modules or Adventure Paths and we were going to fool around with making PS characters and run them through some of these this time around.

    If I run my PCs through a true Module (such The Godsmouth Heresy) rather than PS Adventure do you get additional GM Stars? Or do you simply get one no matter the length of what you run then through?

    Thanks for your help on this topic!

    Dark Archive

    Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

    According to the Sorcerer Impossible Bloodline Arcana it states:

    Constructs are treated as living creatures for the purposes of determining which spells affect them.

    I am the GM and the way I read it and understand it is that all spells that affect "living creatures" such as heal spells and other spells which target "living creatures" can now be cast upon a construct and affect them. Basically any spell that could affect a living creature can be cast on a construct, but their immunities and base construct traits still apply (except for being susceptible to enchantment (compulsion), but that isn't in contention).

    However my player believes that how that reads is that a construct is now considered a "living creature" and are NO LONGER IMMUNE to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, stunning, ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage, and Fort saves. Basically they are considered flesh and blood and all construct immunity traits are removed when using spells and this bloodline.

    Obviously there is a huge difference between these two assumptions. Both of us have good points/arguments as to who is right. Does anyone have any insight on this one? Please let me know, thanks.

    Dark Archive

    1 person marked this as FAQ candidate.
    Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

    According to the Sorcerer Impossible Bloodline Arcana it states:

    Constructs are treated as living creatures for the purposes of determining which spells affect them.

    I am the GM and the way I read it and understand it is that all spells that affect "living creatures" such as heal spells and other spells which target "living creatures" can now be cast upon a construct and affect them. Basically any spell that could affect a living creature can be cast on a construct, but their immunities and base construct traits still apply (except for being susceptible to your enchantment (compulsion), but that isn't in contention).

    However my player believes that how that reads is that a construct is now considered a "living creature" and are NO LONGER immune to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, stunning, ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage, and Fort saves. Basically they are considered flesh and blood and all construct immunity traits are removed when using spells and this bloodline.

    Obviously there is a huge difference between these two assumptions. Both of us have good points/arguments as to who is right. Does anyone have any insight on this one? Please let me know, thanks.

    Dark Archive

    3 people marked this as a favorite.
    Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

    If anyone wishes to follow along with an experienced group playing through Iron Gods feel free to check out our web site and detailed adventure logs:

    https://iron-gods-13.obsidianportal.com/

    We play once a week (mostly) and our group is crazy experienced.

    The DM (myself) has been playing D&D for over 35 years and I've personally run over 500 Pathfinder gaming sessions and god only knows how many D&D sessions.

    The players (there are only three?!) each have over 35 years of experience playing RPGs with most of them played through Age of Worms (DMed by me), Serpent's Skull, Rise of the Runelords, and Carrion Crown (Dmed by me). We also ran a 4e adventure from 1st level all the way up to level 20 ... so this is very experienced group.

    We had issues getting a 4th player, so we are only running three PCs -- Barbarian/Oracle, Warpriest, and Sorcerer -- with the encounters not made any easier (if anything they are harder) and the same XP path as if they were running with four.

    However these guys are having a VERY hard time with just three ... as you will see in the logs! But they are up to the challenge and it's about to get very interesting with Sanvil showing up unexpectedly with a group of ropefists...

    Dark Archive

    Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

    We are a little new to using a Magus in the party and we need some clarification on how/if Spell Combat and Spellstrike can be used at the same time. Here is the example that came up last night:

    1) My level 5 Magus first uses his Arcane Pool ability as a swift action to make his +1 Scimitar into a +1 Keen Flaming Scimitar (I believe this is correct).

    2) Next, my Magus is going to use Spell Combat to attack with a spell and his Scimitar this round.

    3) For the spell attack he chooses Shocking Grasp and then uses his Scimitar to deliver the spell as a free melee touch attack via Spellstrike ability. If he hits he does both the 4d6 damage of the Shocking Grasp and then the additional +1 Keen Flaming Scimitar damage.

    4) For the weapon attack he just uses his +1 Keen Flaming Scimitar as usual to attack the creature.

    Is this correct? This sounds a bit too insanely powerful that you can use BOTH Spellstrike and Spell Combat at the same time.

    As a bonus question how this works:

    5) If you miss your Spellstrike attack (#3 above) and then hit with your weapon attack (#4 above) does the Shocking Grasp go off now with your second attack?

    Dark Archive

    Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

    Of course it should be mentioned that players shouldn't be reading this thread as it will contain spoilers.

    First I have to say that I LOVE the new interactive map tags as it has saved me hours of removing all the little things you don't want your PCs to see on the map.

    Which leads me to my question about the Wormwood Mutiny Interactive Map. On the 2nd page when you turn Map Tags Off shouldn't it also hide the "Lake of Hooks" as well? Normally I wouldn't mind, but trying to remove the various Lakes from the map is going to be very tricky in Photoshop.

    Not sure if it's too late for Paizo to make an adjustment on the map and republish it as they do from time to time, but it would awesome if something could be done about this...

    Dark Archive

    Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

    I have reread these rules a million times and I still can't quite understand how the rules work with Magic Item Creation and accelerating to 4 hours of work per 1,000 gp in the item's base price. Here is my example:

    I want to create Belt of Incredible Dexterity +2 which has a base price of 4000gp, so that would take 4 days (32 hours) to create (1000gp per day). Now lets say that I can easily make the DC of 13 to make this item, and even with the acceleration rules I can still easily make the DC of 18 if I take 10 on my roll (which is allowed in my group).

    So my question is as follows ... how long does it take to make this Belt? Does it take 2 days if I use the accelerated rules (he basically works 8 hours per day and get 16 hours of work done per day) or does it still take 4 days even using the accelerated rules (i.e. he can't work more than 8 hours per day, even using the accelerated rules) but he only needs to work 4 hours during those 4 days?

    Overall these timing rules seem to be a bit confusing (and I don't even want to get into the rules where you don't have a full day to get your work done and you only get credit for half of the work?)

    Need to get a handle on this as there is a lot of magic items that we need to make and we need to know exactly how long it's going to take to make these items as we don't have a ton of time. Any help into this rule would be helpful, thanks.

    1 to 50 of 65 << first < prev | 1 | 2 | next > last >>