Owlbear

Tangible Delusions's page

332 posts. Alias of David James Olsen.




Thank you for all the great gaming material!


Here is the important stuff to talk about and junk


Dot away!


For those I invited to this game, here are character creation rules:

Character Creation

It will be a 35 Character Point game, meaning that your Race Points and your Build Points must total 35 added together. So if you play a 10 point race it will be a 25 point buy, but if you play a 15 point race it will be a 20 point buy.

For math lovers: BP+RP=35 or if that doesn't makes sense 35-RP=BP

Starting Stats Minimum 8 and Maximum 18 before any racial adjustments

Race – Any Paizo Non-Core. Alternate Racial Traits are approved.

Examples of Races and their Race Point Values:

Aasimar 15 RP
Changeling 9 RP
Dhampir 11RP
Drow 14 RP
Duergar 8 RP
Dwarves 11 RP
Elves 10 RP
Fetchling 17 RP
Goblin 10 RP
Gnomes 10 RP
Grippli 6 RP
Half-Elves 10 RP
Half-Orc 8 RP
Halflings 9 RP
Hobgoblin 9 RP
Human 9 RP
Ifrit 6 RP
Kobold 5 RP
Orc 8 RP
Oread 6 RP
Ratfolk 9 RP
Suli 16 RP
Svirfneblin 24 RP
Sylph 6 RP
Tengu 13 RP
Tiefling 13 RP
Undine 7 RP
Vanara 8 RP

Class - Any Paizo class except Core Rule Book classes. Any archetypes and prestige classes are fine. Alternate Favored Class choices are approved. Use Golarion deities.

Feats – Any Paizo feat should be accepted with the exception of leadership and antagonize. Also creation feats will be limited to potions, scrolls, and wands. As a houserule, the following feats are automatically known as long as you meet the pre-reqs for them: Weapon Finesse for light weapons, Power Attack (Str 13 and BAB +1), Deadly Aim (Dex 13, BAB +1), and Combat Expertise (Dex 13). This also applies to monsters!

Traits - Any one Trait picked by you, and 1 Campaign Trait modified from the Player's guide. The Campaign trait will be determined by or choices limited partially by your random background rolled. (See below).

HP – Max @ 1st level, 1/2 dice+1/2 for each following level (ie 1d8 -> 1d4+4)

Cash – Maximum starting cash for your class, but could vary after determining your background rolls (See Below)

Important Houserules

I am eliminating some of the more basic magic items. (Weapons, armor, shield, cloaks of resistance, stat boosting items). Instead you will get bonuses every level to compensate for not getting these items. This will require a spot on your character sheet keeping a log of what you chose and when. The bonuses are from training and experience and not magical.

Every level you can choose from one of the following five categories (Melee, Ranged, Armor, Shield, Saves). You will get a +1 bonus to that category everytime it is chosen. You can choose any one of the five once every block of 4 levels (1-4, 5-8, 9-12, 13-16, 17-20). So you cannot choose +1 to saves at 3rd and 4th level, but can choose them 4th and 5th level.) This starts at 1st level

Every even level your character will receive an extra +1 to a stat over the normal rules. That means at 2nd you get to raise a stat +1, 4th a +2, 6th a +1, 8th a +2, etc) You cannot choose to raise the same stat twice in a row.

Weapons The bonus is an enhancement bonus but does not make your weapon magical. For that you need to find an item with a magical power on it (like flaming or keen) or cast a spell like magic weapon. It makes having these weapons useful for overcoming DR and having less chance to break. Masterwork weapons still give a +1 to hit if you haven’t chosen the weapon bonus and also has 1 additional point of hardness. (The extra point of hardness should be added to magic items).

Armor/Shields The bonus is an enhancement bonus but does not make your armor magical. For that you need to find an item with a magical power on it (like fortification or slick) or cast a spell like [i]. Finding magical armor makes the armor harder to destroy. Masterwork armor reduces armor check penalty by 1 (This includes magical armor)

Saves The bonus is a resistance bonus.

Ability Boost All boosts to a skill are considered enhancement bonuses and are from experience and training. For this game, enhancement bonuses stack up to a total of +6 maximum. So you could have boosted your strength up +2 and cast bull's strength for another +4 for a total of +6. But if you boost your strength up another point for +3, bull strength still only boosts to +6. That means that the top score for most playable races will be 26.

For the most part this means that you should keep and use the magic items you do find. Getting magic items are valuable for trade or payment (More like bartering for debts or payments as a reward)

Background - I have a random back ground creator that does events and things to shape your character. We will roll for each character made, then you take the events rolled and write up their background folding those things in. (Then I may tweak them again or have suggestions to add to fit into the campaign). For your results you will also get some minor bonuses beyond normal character creation. (Like a skill point in a specific skill or extra class skill or maybe even more starting money. They may not all come out equally for each character, that's the way the dice rolls.)


Justin and Kilthan:

You two fall 40' down into a pit filled with spikes, each on you land on a spike, but Justin lands on one that pierces him through the side, leaving a nasty wound Critical

Justin, you take 28 points of damage from the fall

Kilthan you take 9 points of damage from the fall from a spike, none from the actual fall.

Kilthan, to you it looked like you fell 20', then appeared somewhere else, maybe by teleport? You are in a dark unlit room 10'x10' with smooth walls and no door with a 20' ceiling.

However, Justin you know you both really fell 40' and there is an illusion of a floor of the pit 20' down (Which looks like a ceiling to Kilthan right now). Justin can see above your party members looking down confused on where you might be, however you cannot hear them. Call out as you may they do not hear you either.


Finishing up my conversion of "Into the Wormcrawl Fissure" and I was trying to come up with a Pathfinder class that could replace Venk's class in the AP.

Anyone have any thoughts to a good class/archetype feat combo that could replace Venk's original class? [trying to remain vague to not spoil for anyone just in case]

Spoiler:
Initial thought was magus


I still want to do a closer examination of everyone's crunch to make sure it is right, and I also want to tweak everyone's background slightly.

Otherwise discuss away before the campiagn begins!


Welcome to your cell. Make yourself as comfortable as you can because in three days time your life will be over.

Just dot for now until the introduction is ready


I still want to do a closer examination of everyone's crunch to make sure it is right, and I also want to tweak everyone's background slightly.

Otherwise discuss away before the campiagn begins!


Welcome to your cell. Make yourself as comfortable as you can because in three days time your life will be over.

Just dot for now until the introduction is ready


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Campaign Summary:
The Kingdom of Talingarde is perhaps the noblest, most virtuous and peaceful nation yet founded. The royalty of this dominion has rescued a dispirited people from the brink of despair and darkness. They dealt with their enemies honorably and their allies faithfully. Talingarde is a paragon of the age, a bright shining city upon a hill.

They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die.

There is a player's guide located HERE that is free to download.

Campaign Notes

Talingarde is a virtuous kingdom that has all but rooted out the worship of Asmodeus more than 20 years ago. For this campaign the only two gods of note are Mitra and Asmodeus. There are minor deities and outsiders that serve both gods and are worshiped by some.

Mitra, the Shining Lord, is the god of the sun, bravery, honor, justice, charity. The Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra.

Asmodeus is the most powerful creature in all of Hell; his origins are lost in the first moments of time, and those who may have glimpsed the truth in such heretical texts as the Book of the Damned are loath to speak of them. He is the unquestioned lord of Hell, one of the oldest and strongest beings in existence. His schemes are intricate and myriad, and his patience spans eons. He is the keeper of cold order, a dark and lawful majesty who has no need to exaggerate his pedigree.

Talingarde has on its border to the north a savage region they have been unable to tame. Instead they have built a series of watchtowers that defend the south from any trouble coming from the north. So far this has been successful.

Posting Requirements:

The typical, at least 1/day. Weekends will usually be slower. I usually have access to the Paizo boards most days and check in often so I will update as much as I can to keep things moving.

Character Creation

Level: Everyone will begin at 1st level

Ability Scores: Ability Scores will be chosen using a 25 point buy.

Races: All Paizo races from the ARG be allowed, but Talingarde is predominantly human with some elves, dwarves, and half-elfs so any other races are rare and will stick out in Talingarde. You will have options to hide who are are no matter what race as time goes on so don't let that scare you off, but be aware of it.

Alignment Restrictions: You can be either Lawful Evil or Neutral Evil. Certain classes may have restrictions beyond this.

Gestalt Characters: You will all be Asmodeus followers. Everyone will be Gesalt characters, however one of the classes has to be either a cleric, Inquisitor, or Anti-Paladin of Asmodeus. This will be a fixed class and will be taken every level and cannot be changed. The other class can be any allowed class listed below and could change from level to level if you would choose to multi-class or take a prestige class.

Gestalt Rules:

Hit Dice: Every Level gained, choose the larger Hit Die between your fixed class and your other class.

Base Attack Bonus: Choose the better progression between your fixed class and your other class or combination of classes. For example, a cleric|Fighter at second level would have a BAB of 2, but a Cleric|Rogue/Sorcerer at level 2 would have BAB of +1.

Base Saving Throw Bonuses: For each save bonus, choose the better progression between your fixed class and your other class or combination of classes. Using the example above, the Cleric|Fighter at second level would have +3/0/+3 while the Cleric|Rogue/Sorcerer would have +3/+2/+3

Class Skills: Consider any skill on either class list as a class skill for the gestalt character. For every level, you take the higher number of skills gained between your fixed class and the other class taken.

Class Features: You gain the class features of both classes. Class and ability based restrictions (such as arcane spell failure chance and a druid’s prohibition on wearing metal armor) apply normally to a gestalt character, no matter what the other class is.

Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class.

Gestalt characters with more than one spell-casting class keep track of their spells per day separately.

Classes: No Paladins, Summoners, Gunslingers, Ninjas or Samurais. All other classes, prestige classes and archetypes from any Paizo source is allowed. Also in the campaign tab there are prestige classes and archetypes that will fit the theme for this campaign. (as well as a path to become a lich or vampire)

The Anti-paladin has to be a follower of Asmodeus and is Lawful Evil. Further, the anti-paladin may have cohorts, followers and henchmen who are of any evil alignment. Also, an anti-paladin uses their fiendish boon to add the ‘axiomatic’ property to a weapon.

Assassins can be a great choice for this campaign. Subtle killing can potentially be useful again and again.

Barbarians can be a good choice, but have to be neutral evil. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one would cooperate with a group of lawful evil followers of Asmodeus. Perhaps a cleric of Asmodeus (another PC?) saved your life and now you owe that priest your service.

Cavaliers must be careful about their Order selection. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Talingarde (The Order of the Lion) are probably not appropriate. Self-serving orders (for example the Order of the Cockatrice) are very appropriate.

Clerics and inquisitors must worship Asmodeus. All clerics of Asmodeus can spontaneously cast Infernal Healing (Spell Levels 1-3) and Greater Infernal healing. (Spell Level 4 and 5). Each Spell level of infernal healing adds a minute to its duration A third level Infernal healing would heal 1 hp/round for 3 minutes

Druids must be neutral evil but you must decide why such a character would ever join an organization that honors a lawful evil god.

Monks have to be lawful evil.

Rangers will find that Humanoid (Human) and Outsider (Good) are solid choices for their favored enemy.

Sorcerers of any bloodline are permitted. Infernal blooded sorcerers are a particularly good choice.

Skills: Each character will receive two additional Skill Points at each level.

Feats: Each character will receive an additional non-combat feat at first level. Approval of such feats are subject to GM approval.

Traits: You get two traits, one will be your crime (see below) the other can be any Paizo trait. The fluff of a trait can be changed to something more appropriate as long as the mechanics are the same

Crimes of the Forsaken:

Every character must choose a crime that landed in them in Branderscar. They were not wrongly imprisoned -- they are guilty of their charge. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are guilty. You have not been sentenced to the worse prison in Talingarde unjustly. You are in Branderscar because you deserve to be.

Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.

Besides choosing a crime, you should also consider how the crime was done. Was this a well planned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out your character’s background.

Arson: You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.

Punishment: Death by burning

Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

Attempted Murder: You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.

Punishment: Death by beheading

Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Blasphemy: Either you have defamed the great god Mitra and have been found guilty of worshiping Asmodeus.

Punishment: Death by burning

Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

Consorting with the Dark Powers (Witchcraft): You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!

Punishment: Death by burning

Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.

Desecration: You have violated one of the churches, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.

Punishment: Death by burning

Benefit: You receive +1 trait bonus on all saving throws against divine spells.

Desertion: You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis -- perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardliness must have caused loss of life.

Punishment: Death by hanging

Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.

Dueling unto Death: You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.

Punishment: Death by beheading

Benefit: You gain a +1 trait bonus to Fortitude saves

Extortion: You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.

Punishment: Life at hard labor in the salt mines

Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Forgery: You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.

Punishment: Life at hard labor in the salt mines

Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

Fraud: You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!

Punishment: Life at hard labor in the salt mines

Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

Grave Robbery: It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to confirm critical hits

Heresy: You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!

Punishment: Death by burning.

Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

High Theft: You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.

Punishment: Life at hard labor in the salt mines

Benefit: You receive a +1 trait bonus to Reflex saves.

High Treason: You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.

Punishment: Death by drawing and quartering

Benefit: You receive a +1 trait bonus to Will saves.

Kidnapping: You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued -- you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Murder: You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgivable act. You may also have killed someone with powerful friends.

Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason -- see above) but ultimately they are too well protected.

Punishment: Death by beheading

Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Piracy: You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.

Punishment: Death by hanging

Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

Sedition: You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Slave-Taking: Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Slave Trading: Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.

Punishment: Death by beheading

Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

Equipment: The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.

Alchemists begin without their formulae book, extracts, bombs or mutagens. They must have access to an alchemical lab or chemicals to have any of these abilities restored.

Bards begin without their instruments.

Cavaliers have lost their mount. Presumably their mount was slain or given to another during their capture. It can be presumed that their week of mourning is already in the past.

Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.

Druids also begin having chosen all their spells for the day. They do not have their animal companion with them as it was slain during their capture.

Inquisitors and Oracles lack their holy symbol if they need one.

Witches, Wizards and Magi do not have their spell books, material components, familiars or bonded objects. They do however begin with a full selection of memorized spells from before their incarceration.

HP: Max to start. At each level you roll 1/2 your classes HD, and add the other half. So a 1d6 will roll 1d3+3, a 1d10 will roll 1d5+5.

Villain Points: You will each get one villain point per level including first as well as villain points for completing major points in the story. I may also give out villain points individually for unique ideas or amazing feats.

The feats, spells and magic items listed for Hero Points in the APG are also available.

You can do the following with villain points:

Villain Points:

Maximum Villain Points: Characters can have no more than 3 villain points at any one time. Excess hero points are lost.

Villain points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character's turn as normal). You cannot spend more than 1 villain point during a single round of combat. Whenever a villain point is spent, it can have any one of the following effects.

Act Out of Turn: You can spend a villain point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

Bonus: If used before a roll is made, a villain point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a villain point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). villain points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Extra Action: You can spend a villain point on your turn to gain an additional standard or move action this turn.

Recall: You can spend a villain point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

Re-roll: You may spend a villain point to re-roll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Cheat Death: A character can spend 2 villain points to cheat death. The character is left alive, with maximum negative hit points but stable. Cheating death is the only way for a character to spend more than 1 villain point in a turn. The character can spend villain points in this way to prevent the death of a familiar, animal companion, or special mount, but not another character or NPC.

Background/Fluff

All of you had belonged to one of the remaining Asmodeus cells before getting captured and everyone else wiped out. Though others that have been chosen could be from your cell. Make sure to weave your traits, personality and motivations into your background. I would also like to see some personal goals and why you would want Talingarde brought to its knees.

After the group has been chosen there can be some re-writes for fitting in with the others or I may make some suggestions.

At some point in this adventure path every character is going to have the chance to join an evil organization and swear allegiance to the master of that organization and its patron – the lawful evil god Asmodeus. The adventure path assumes you say yes to this chance. Therefore, you should make a character who can say yes.

Recruitment Timeline:

Recruitment will last at least until Sunday March 3rd. From now until then I may send out questions about current submissions


Please cancel my current Adventure Path subscription. I will be returning in six months.


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Welcome everyone who was chosen. Please dot here to get yourself in the campaign!


Welcome everyone! Here is the thread for all of Rappan Athuk discussion. Some of you but not all of you have played in a game with me before so I will go over how I do things and what I expect from posts here.

First off I will roll for initiative and order it to (Hopefully) make it easy for everyone to know who has gone and who is up next. I plan on doing "Their turn then your turn" types of round other than the beginning of the first round if some of your characters beat their initiative. I want everyone to post whenever they can even if it isn't their turn. Here is an example:

Round 1

Initiative Order - Wizard, rogue, rats, fighter, cleric, ranger

Rat AC 12 T 12 FF 10

So in round one the wizard and rogue post their actions first in whatever order. (90% of the time it doesn't matter and I'll make it work if it does). I include the Stats of the monster(s) you are fighting to allow you to write out your attack and include whatever flavor you like. There may be times I hide the stats for various reasons, but I generally keep that out to keep it flowing. Please try your best to not meta-game.

After the wizard and rogue I will resolve the rats actions like so

The rat attacks the rogue

Attack Rat #4 [dice[1d20+3[/dice]
Damage - Bite 1d3 + 1 ⇒ (1) + 1 = 2

I'll indicate if I think it hits. As always feel free to correct me if I have overlooked something, like you had cast shield spell so your AC is higher, or you had sickened that rat so it had a -2 or whatever. I make mistakes so don't feel afraid to point out something I missed.

Example after the rats go and the cleric has used his turn

Round 1

Initiative Order - Wizard, rogue, rats, fighter, cleric, ranger

Rat AC 12 T 12 FF 10

After the rats all go, then it is the party's turn again and everyone remaining including the round two people can post again. If there is reason to wait but you want to post your action as you might be gone, feel free to post and include it in a spoiler. If your action depends on someone before you, post both action in separate spoilers contingent on what other have done. (Like I attack rat #4 unless the fighter kills it then I acrobatics to avoid an AoO and flank rat #3)


Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient city of Tsar. With their temple in ruins, the surviving high priests of this accursed demon-god fled the city with an army of enemies on their trail—an army of heroic fighters, clerics and paladins—led by Zelkor, a powerful wizard. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil.

The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill near the Forest of Hope, a sylvan woodland near the Coast Road. There they found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For many years, they carried on in secret, hidden from the light and from the knowledge of men.

Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later a powerful group of adventurers, led by Bofred, a high priest of Thyr, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum.

For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: “Don’t go down the Well.”

This is a call out for recruitment for the Pathfinder version of Rappan Athuk! The recruitment will go through September 16th and I will choose six characters. I will take up to a week or so to review all applications after the deadline.

What lies before you is adventure, monsters, and certain death. But if you manage to survive you will have riches, exotic magical items, and fame. You will also help to defeat evil, right wrongs, and begin to make the area safer for everyone once again (for those of you who care about those sorts of things).

Your group has come with other groups of various experience and skill to the small semi-fortified trading post known as Zelkor’s Ferry. You’ve decided to explore this region first because most adventurers who enter the Mausoleum never return to tell the tale. A remote section of Rappan Athuk called the Mouth of Doom is near Zelkor’s Ferry. The citizens of Zelkor’s Ferry have seen, with their own eyes, adventurers who have returned alive from this part of Rappan Athuk with treasure and strange tales. These adventurers soon go to explore the dungeons further—and generally never return—but their shiny gold and mysterious tales remain behind, evidence of the dungeon’s riches and actual existence.

What to expect and is expected:

You should expect to die. The life of an adventurer is hard and the deck is stacked against you. Not everything is balanced at a CR you should expect to defeat. There could be times you are way over matched. Knowing when to run may keep you alive.

This is a mega dungeon so expect a lot of combat, but don’t neglect some social skills as there are areas that could be passed or survived with non combat skills. The dungeon is lethal and unfair and you could quite possibly run across something that is out of your league. Paranoia, caution, and running away are all strategies that can come in handy. Expect to die or see companions die, exploring Rappan Athuk is dangerous, some say almost suicidal. Make sure your character is ready for exploring the depths of this death trap.

As a PBP game, I like to update during the week multiple times per day and like to keep it moving as much as possible. Being able to check and update multiple times per day is desired, and posting at least once a day is absolutely required. Weekends can be a little slower for me, but I still end up being able to post multiple times per day most of the time. Absences planned ahead of time with notice is appreciated.

I will be posting maps on google docs for now, so if you are unable to view or are blocked from seeing them, that will be an issue. Here is an example from one of my Age of Worms games. Possible Mild Spoilers
Age of Worms Combat Map

Oh and one more thing, there will be random encounters at all locations, so while being paranoid and searching everything for traps or secret doors can be a life saver, it also could delay you to where more monsters attack you causing you to have to rest, which means more monsters could show up. As I said before, this will be unfair.

Application Guidelines:

If anything below doesn't make sense or you are unsure about a choice of race, class, or feats please ask. Also don't be afraid to point out a critical omission or a typo that obliterates all meaning, I tired typing this all out ahead of time and proof reading it, but you never know

This will be a six character party starting at first level.

It will be a 35 Character Point game, meaning that your Race Points and your Build Points must total 35 added together. So if you play a 10 point race it will be a 25 point buy, but if you play a 15 point race it will be a 20 point buy.

For math lovers: BP+RP=35 or if that doesn't makes sense 35-RP=BP

Starting Stats Minimum 8 and Maximum 18 before any racial adjustments

Race – Any Paizo (Core, Bestiary, or ARG). Alternate Racial Traits are approved.

Races and their Race Point Values:

Aasimar 15 RP
Changeling 9 RP
Dhampir 11RP
Drow 14 RP
Duergar 8 RP
Dwarves 11 RP
Elves 10 RP
Fetchling 17 RP
Goblin 10 RP
Gnomes 10 RP
Grippli 6 RP
Half-Elves 10 RP
Half-Orc 8 RP
Halflings 9 RP
Hobgoblin 9 RP
Human 9 RP
Ifrit 6 RP
Kobold 5 RP
Orc 8 RP
Oread 6 RP
Ratfolk 9 RP
Suli 16 RP
Svirfneblin 24 RP
Sylph 6 RP
Tengu 13 RP
Tiefling 13 RP
Undine 7 RP
Vanara 8 RP

Class- Any Paizo class except summoners, alchemists, gunslingers, ninjas, or samurai. Most archetypes and prestige classes should be fine. Alternate Favored Class choices are approved. Use Golarion deities. No witches with sleep hex or any druid archetype where summons are standard actions

Feats – Any Paizo feat should be accepted with the exception of leadership and antagonize. Also creation feats will be limited to potions, scrolls, and wands.

Traits - Two traits – no restrictions other than that only one per trait type is allowed. (ie - one combat and one religion is ok, two combat is not). If you wish to use a campaign trait from another AP, it will require approval. 


HP – Max @ 1st level, 1/2 dice+1/2 for each following level (ie 1d8 -> 1d4+4)

Cash – Maximum starting cash for your class

Hero Points – You will get a hero point every level starting at first and an additional one for a great interesting background story. See below on background

If you want to see what you can do with hero points click here. The difference will be choosing a bonus will always give +8 to self or +4 to aid another, there are no spells or feats for hero points, and inspiration and special are not valid choices for hero points.

Important Houserule

I am eliminating some of the more basic magic items. (Weapons, armor, shield, cloaks of resistance, stat boosting items). Instead you will get bonuses every level to compensate for not getting these items. This will require a spot on your character sheet keeping a log of what you chose and when. The bonuses are from training and experience and not magical.

Every level you can choose from one of the following five categories (Melee, Ranged, Armor, Shield, Saves). You will get a +1 bonus to that category everytime it is chosen. You can choose any one of the five once every block of 4 levels (1-4, 5-8, 9-12, 13-16, 17-20). So you cannot choose +1 to saves at 3rd and 4th level, but can choose them 4th and 5th level.) And yes this starts at 1st level

Every even level your character will receive an extra +1 to a stat over the normal rules. That means at 2nd you get to raise a stat +1, 4th a +2, 6th a +1, 8th a +2, etc) You cannot choose to raise the same stat twice in a row.

Weapons The bonus is an enchantment bonus but does not make your weapon magical. For that you need to find an item with a magical power on it (like flaming or keen) or cast a spell like magic weapon. It makes having these weapons useful for overcoming DR and having less chance to break. Masterwork weapons still give a +1 to hit if you haven’t chosen the weapon bonus and also has 1 additional point of hardness. (The extra point of hardness should be added to magic items).

Armor/Shields The bonus is an enchantment bonus but does not make your armor magical. For that you need to find an item with a magical power on it (like fortification or slick) or cast a spell like [i]. Finding magical armor makes the armor harder to destroy. Masterwork armor reduces armor check penalty by 1 (This includes magical armor)

Saves The bonus is a resistance bonus.

Ability Boost All boosts to a skill are considered enhancement bonuses and are from experience and training. For this game, enhancement bonuses stack up to a total of +6 maximum. So you could have boosted your strength up +2 and cast bull's strength for another +4 for a total of +6. But if you boost your strength up another point for +3, bull strength still only boosts to +6. That means that the top score for most races will be 26.

If by any chance the trading post comes by magical weapons or armor and puts them up for sale, the price of the weapon or armor for sale will be figured out as normal for the item like it had a +1 bonus on it. A Sword of Flaming will be priced as a +2 weapon

Background I would like appearance and background information on your character that includes why you are at Zelkor’s Ferry to explore Rappan Athuk. The more exotic of a race you are the better the background I expect. Feel free to make up anything you want about your background, consider the area past a couple hundred miles undocumented so any town, country, monastery, academy, or order can exist. You never know who else from any of those could have come to explore.

When the six are picked you may also feel free to integrate your background with one or more of the others if you and the other(s) agree.

I am definitely interested in more than 'My character got bored so he picked up a sword and decided to kill monsters and get rich at Rappan Athuk.'


The latest adventure path got damaged in shipping. The spine was partially crushed and there is a large crease through all of the pages all the way through the back.

Picture of the damage to the Enevelope

Is there a process to get an undamaged one?


Game Thread! Dot away!


Here is the discussion thread for the second Age of Worms game. I will work with each of you to help tie in some things and to receive a bonus trait. While this may not be the trait you pick, its free!

The main thrust is you are a group assembled by Ingrid Jones (Azure_Zero). You have assembled at Diamond Point on Ember Lake southeast of Wolf's Ear. More information forthcoming today on the town, assume you have been here a couple days so you know what businesses are there. (or have lived there)

Ingrid is interested in learning more about the Age of Worms. Your group is being funded by Allustan, a retired wizard in Diamond Point. (Hence with max starting gold). The town in the past has managed to stay wealthy because of an abundance of tombs in the nearby hills. But the wealth gathered from those tomb has long since dried up. But it hasn't stopped the occasional band of adventurers or Pathfinders hoping to discover a new tomb with untold riches inside.

Allustan is most interested in the Whispering Cairn. Sixty years ago the Pathfinders from Absalom lead by a man named Ulavant entered the Cairn. No one heard from them again. Up until six years ago, children would dare each other to stay over night in the wailing Cairn, but that ended when a local girl vanished while sleeping there. Today a few kids will go there to listen to the unusual sounds and carve their name upon the entry walls to prove their courage.

Allustan believes there is more to the Whispering Cairn than a few chambers and wants you to investigate. Anything you find there you can keep. Allustan only wishes for you to keep your mission a secret for as long as you can, because there are many unscrupulous people in Diamon Point. More on that in the town background that will be located on the campaign tab

You are currently staying at the Able Carter Inn paid for by Allustan.


I started my first game a few weeks ago and had a numerous requests for a second game. I think I may be ready to try a second game. Posting requirements below. Anyone that wants to post from the last recruitment is free to, but I'll pick people from all the submissions from this thread and not weigh in favor from those in the old one (except for maybe Azure who REALLY wanted to play!)

Character Creation

First Level
25 Point Buy - 20 Max and 8 Minimum after racial adjustments
1 Trait picked by you and one trait given by me based on your background and goals

Max Gold to Start
Maximum HPs first level, Half Dice+1 for other levels
No Summoners, Gunslingers, Ninjas or Samurais. Would prefer Core classes but there can be exceptions if I like it.

Anything Paizo has published otherwise is fair game though I reserve the right to veto something (Unlikely though)

Please give a background and any future goals for your character. I may offer campaign tie ins after you are chosen.

Campaign: I will be converting Age of Worms from Greyhawk to Golarion. I will also be modifying some things from the original as well.

This can be undead heavy but it is not exclusively undead so don't feel the need to specialize there (but also be warned)

Location:
The campaign will start in Varisia near Magnimar.

Posting:

I like to keep a good pace at this so would expect that you can post daily with a heads up if you'll be gone for a stretch. This is a 20 level campaign so make sure you are in it for the long term.

Recruitment

Recruitment will last at least through the weekend. Decision will be made on Tuesday. It is not on a first come basis.

If there are any questions feel free to ask, I will try to answer them in a timely manner.


Wolf's Ear is situated on the northern shore of Ember Lake. It is a good size town with brisk trade from Magnimar and the surrounding towns. The weather is pleasant today, slightly cool in the morning but soon warming up.

Rauno:

Your instructions from the school was to go a certain address. Asking around you eventually find the building, an older warehouse. You hesitantly enter the front door and enter an office that appears to not have been in use for awhile. You call out for someone and a reply from the back takes you into the warehouse proper where six chairs are arrange in a semi circle. In front of the chair is a middle aged man with his eyes closed who appears deep in thought. As you approach the man says to you without opening his eyes, "Welcome Rauno, the others will be arriving within a few moments, please select a chair and wait for them.". You pick a chair and just as you sit down, an elven women comes in who looks strangely familiar. The man says to her, "Just in time Lessien, please join Rauno on one of the chairs and wait for the others." That name sounded familiar as well.

Int Check at DC 10 to remember her from your School days at Galduria

Lessien:

As you approach the address you were given you wonder what your professor is getting you into. A large warehouse ends up being your destination. It is an older building, but looks still to be in good condition. You enter the office and hear talking in the back. Enter the warehouse proper you see six chairs in a semi circle. In front of the chairs is a middle aged man with his eyes closed who appears deep in thought and another man who just sat down in one of the chairs. The man says to you without opening his eyes, "Just in time Lessien, please join Rauno on one of the chairs and wait for the others.". The name Rauno sounds familiar as does the look of the man sitting there.

Int Check at DC 10 to remember him from your school days at Galduria


This is the discussion thread for my Age of Worms game. Come here for out of character discussion.

Everyone check in as your characters. I will be working on tidbits for all of you before we start. I aim to begin next week at some point.

As a tidbit to start out, you will all be traveling to Diamond Point, a small mining town. You will have met briefly before you set out for Diamond Point, some of you can even have some shared backstories. You will have a shared mission though.

More detail to come.

Welcome

Rowena Lordail
Trevor the Yellow
Rauno Redpath
Kelkzar Redjaw
Lessien Nenmacil
Quintus, Human Cleric of Sarenrae (John Woodford) Didn't see an made alias


Character Creation

First Level
25 Point Buy - 20 Max and 8 Minimum after racial adjustments
2 Traits
Max Gold to Start
Maximum HPs first level, Half Dice+1 for other levels
No Summoners, Gunslingers, Ninjas or Samurais
Anything Paizo has published otherwise is fair game though I reserve the right to veto something (Unlikely though)

Campaign: I will be converting Age of Worms from Greyhawk to Golarion. I will also be modifying some things from the original as well.

Location:
The campaign will start in Varisia near Magnimar.

Posting:

I like to keep a good pace at this so would expect that you can post daily with a heads up if you'll be gone for a stretch. This is a 20 level campaign so make sure you are in it for the long term.

Recruitment

Recruitment will last until the end of January. It is not on a first come basis.

If there are any questions feel free to ask, I will try to answer them in a timely manner.


At this time I need to cancel my Campaign Setting subscription only. Please continue my Adventure Path Subscription.

Thank you very much


Our last game session we ran the Flameford Assault using terrain and painted minis. We used indians for the Shoanti and a mix and fighter figures for the Red Mantis. I added four groups of Shoanti fighting the Red Mantis and Gargoyles using the mass battle rules from Kingmaker

The Flameford Assault

We did a similar game last year

Spoilers for Rise of the Runelords:

We did the Defense of Sandpoint from AP4 building the town of Sandpoint and running the whole battle at once.

Attack on Sandpoint


Pathfinder now has physical stats on a belt and mental stats on a headband. What was the reasoning behind moving them to those two items vs the different items 3.5 had?

A player in one of my games wants to make an amulet of charisma and before I decide to say yes or no, I would like to understand the reason it is on a headband normally. (Simpler to find, make multiple stat boosts more expensive, free up slots, etc)

Also thinking of slot affinity in 3.5 would having that amulet of charisma cost 50% more?

Thank you for anyone's insight on this!


Question about the Key-Lock Killer

Crimson Throne and Runelords:
There was mention of this serial killer in the Korvosa time line and I was wondering if anyone knows of any additional information about him or added anything into their own campaigns. I would like to add something in my soon to be starting Crimson Throne game, maybe tying it into Runelords somehow. (Maybe having him have some sort of life change when the runewell flared up 6 years before)
Any ideas or experience would be appreciated.


First question came up at the end of the Runelords AP

Can you cast dominate an already dominated monster and how does that work.

Second Question is from character creation:

Sawtooth Sabre "A proficient user can treat a sawtooth sabre as a light weapon; otherwise, treat it as a longsword."

So does that mean that without the exotic weapon feat it is a martial weapon and there would be no penalties to wielding it as a fighter without the exotic feat?

Third Question

If you have a slashing weapon in one hand and a bludgeoning weapon in the other, when you move and get one attack, can you choose to attack with either hand after you move and not have off-hand penalties?


I found an earlier thread talking about evil eye working on constructs and to ignore the fluff. I am have a similar question about cackle. if the witch or one of the creature with a hex on it were silenced does this ability still work? (or if the creature was deaf)

The other question was how would improve familiar work, which looks like a question that will have to wait for the APG.


Here are some pictures from the first part of AP4

Spoiler:

I wanted to do something special for the Battle at Sandpoint. One of my players had a large basement and a ton of terrain. We set up the main areas of Sandpoint for the important parts of the battle. (We had to abstract some because of space limitations)