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Sorry for the necromancy here, but very curious about this too. I don't think it would double.


Jr. Annalist wrote:


Trample wrote:
Taking a look at a couple of SoD options like color spray and sleep I actually think P6 might even tip the scales in favor of casters. I could put together a fey sorcerer with the standard array that would have a DC18 sleep spell at level 1 (19 at 2 with a 20 and 21 for hideous laughter and deep slumber respectively). A gnome sorcerer could hit DC18 with color spray. All of these using core rulebooks. I can't imagine many opponents hitting those saves in those levels.

Is that a problem with any character that's optimized with a 20 in a stat in regular PF too? (How much damage can an optimized melee character dish out?) Right now I'm trying not to change the spells/class abilities/etc that show up at level 6 or lower -- but after it's played a while I can imagine some things showing up that might be worth considering. Would a suggested point buy that made 16+ ability scores more expensive be over-kill and not fix the problem that much?

Perhaps. Color Spray and Sleep are a couple of interesting examples of uber spells that fade pretty quickly with time, which P6 would eliminate. I'm not saying it's wrong or bad, but rather curious as to the impact and if P6 really tips the scales away from casters ruling the game.

Also, note my examples are standard array, so I'm thinking a 15 as the high stat before racial modifiers, so we're talking about a 17 starting stat (which actually makes my math wrong - sleep is DC17 at 1st, 18 at 3rd, and 19 at 4th).


One of the elements I think will make P6 nice is the class balance or even the rise of the martial characters as the premier heroes of the game. Having not tried it yet, but hoping to with our group, I got to thinking about that a bit more and I'm not sure. I'm curious about others experiences.

Taking a look at a couple of SoD options like color spray and sleep I actually think P6 might even tip the scales in favor of casters. I could put together a fey sorcerer with the standard array that would have a DC18 sleep spell at level 1 (19 at 2 with a 20 and 21 for hideous laughter and deep slumber respectively). A gnome sorcerer could hit DC18 with color spray. All of these using core rulebooks. I can't imagine many opponents hitting those saves in those levels. Normally these are focus spells because they fade with time but in P6 they are effective for the entire range of a campaign. Is that an issue or not really a problem?


Aelryinth wrote:


Having to spend a trait, feat and your race choice to make up for your choice of class is generally a very bad indicator of balance.

==Aelryinth

Maybe, but that means that wizards aren't balanced either since they need to go through similar hoops to bolster fort saves.


Ariantar wrote:
Thank you for the advice. As you can tell by my post it was post-game night last night, and I was a little frustrated.

You've had a lot of good advice here and I would be frustrated as well. Sometimes you just have bad luck. I had a gnome sorcerer once who started with a 20 CHA (20 point buy) and spell focus (illusion) to focus on color spray at early levels. I was only able to get that past saves a couple of times ever. Either a fudging DM or really bad luck.

After that I thought about making a sorcerer only focused on no save spells, but never did.

I focus on a mix of save targets with my current sorcerer, but have more reflex targets than any (normally augmented by dazing spell). I would agree persistent spell is an awesome metamagic addition.


williamoak wrote:
They're called Malvoso & The Shadowtones. Havent chosen their music style yet,

Lounge music of course:

http://www.bluesbrotherscentral.com/movies/the-blues-brothers/scmods/murph- and-the-magic-tones/


Add in Rakshasa eldritch heritage, which helps bypass magic detection as well. It also gives you some disguise, which is a nice thing to stack with bluff.


Jr. Annalist wrote:

Correct, they get to choose the higher level combat feat as part of taking the "Signature Combat Feat" feat. So it only takes that one slot to get the improved critical... assuming they had a 6 BAB at 6th level and then took the Combat Improvement epic feat.

I'll go back and look at the wording again to see if I can clarify that.

Thank you for the quick response. I'm looking forward to the full version. I do like the inclusion of many of the other feats and options in the other books and the 6th level cap limits the game-breaking combos to a large extent.


Great work!

A quick question on the signature combat feat - is it the intent that a character take this feat giving them the ability to take the higher level combat feat when the reach the proper level or is it the intent that upon taking this feat they immediately gain the higher level feat (such as improved critical)?


Ravingdork wrote:

Couple of recent threads got me thinking about save progression, and what good numbers would be at which levels.

For me specifically, I've made a 10th-level sorcerer/spy with +10/+8/+10 for his saves, which strikes me as a little low.

But not having thought too hard about it before, I'm beginning to realize that I don't know what a good target number would be. I've always either let them slide a bit, or shot for the stars.

That seems OK unbuffed. My 12th level sorcerer is +12/+9/+11 right now, so in the same ballpark.


Zhayne wrote:
Marthkus wrote:
Zhayne wrote:
I really wish there was a druid archetype that gave up Wild Shape completely for better spellcasting ...

Why? I would then want a wildshape spell.

Wizard waste so many spells on buffs to avoid death. Druids have great AC and saves. Not to mention that they have more than enough spells and spont summons.

I just don't like wild shape. It doesn't fit my image of what druids do/are. *shrug*

I agree 100%. Always thought I was the only one!


lucen_dacier wrote:

The Licktoad village gets a one-two punch: first it gets hit by skeletons offscreen, then it gets mopped up by the adventuring party.

The 1st book of Jade Regent gives you a map of the Licktoad village, and tells you what happened to the Licktoads before the PCs arrive to mop them up. There are a few inconsistencies, like how the goblins in Jade Regent aren't afraid of Gutwad's voice, and how the goblin heroes (the PCs from We Be Goblins) got killed by the skeletons. Guess we're supposed to ignore those bits!

If you want a map of the Licktoad village post-skeleton blitz and some information on what the Licktoads were up to after getting fireworks, it's worthwhile to pick up the first book of JR. If you want background and information about the Licktoads themselves, there's plenty more of that in We Be Goblins than in Jade Regent.

Good luck! Hope to hear more about this campaign.

Thanks for the info. I'll likely skip the Jade Regent piece and fill in the blanks myself. Since the goblins love raiding the whole tribe will be eager to test out their new horde of fireworks and, if they do enough damage, the humans will likely track down this menace. The challenge I'll have is sending the humans in sufficient visible force to ensure my Licktoad PCs flee that reprisal at some point so they can make their way to the Birdcrunchers.


morrissoftxp wrote:
oh, empowered doesn't add extra dice, it multiplies the result of the roll by 50% more so if it does 40 damage its empowered to be 60 damage.

Empowered increases the variable numeric effects by half, so it does add dice. 50% more dice to be exact. So if you cast a 10 dice fireball you would have normal damage of 10d6. Empowered would add a variable amount - 5d6. A maximized empowered fireball at 10 dice would be 60 damage (for maximize) + 5d6 (for empower).


I'm thinking about running a goblin crew beyond We be Goblins and We be Goblins Too but using both of those because the set the mood well. My main question is the space in between the two. Based on what I've read, the Licktoad village is destroyed in the first chapter of Jade Regent setting up the events in We be Goblins Too. I plan on having the Licktoads use the recently recovered fireworks to attempt to burn down a village (or Sandpoint)for which the humans we take revenge and attack the Licktoad encampment.

That should be fun to play out if I can convince my players to run at the right time. My question is - is there enough data in the first Jade Regent (maps, Licktoad description, etc...) to make it worth picking up to make this a better experience? How much is there that I can use?


Fun read - well done.

I'm surprised you didn't mention preferred spell. Although it requires heighten spell, and you don't like that for blasters, the flexibility on your spell list is very nice. Greater spell specialization gets you a bit of this too, but preferred doesn't require the casting time.

Also, for 2nd level spells you should consider burning arc as well. It's much more controllable in terms of shape than a fireball although it certainly isn't going to hit as many mooks - topping out a mere 4 at 13th level with intensify.


My arcane sorcerer's familiar just died a gruesome death on my way to 11th level. Now I have spells to pick and, after waiting a week, a new familiar to attract and replace the dust mephit.

Looking at both spell and familiar options I was wondering if anyone had played around with Elemental Aura on familiars? It seems you could use one of the several invisible at-will familiars to do some scouting, return, and have Elemental Aura applied. They can then fly back to the group of bad guys around the corner, and what then? The familiar is invisible and not attacking, but has say an acid aura surrounding it that will damage the bad guys at the beginning of the next turn. Does it count as an attack at that stage, negating the invisibility, and allowing them to move away?

If the familiar could sneak up there it would be a nice aura burst with a stagger, sicken, or fatigue effect. Maybe persistent applied as well. I think it likely counts as an attack however.


Marthkus wrote:


Wizard benefits more from a player's skill.
Sorcerer benefits more from a player's ability to build well.

This is the general consensus, but wrong I think. I believe the wizard is the easier class to play because of the longer term flexibility and knowledge skills which give them the ability to pull the right set of resources into the right situation. As others have pointed out, the wizard often still has enough spontaneous options to always have the old standbys available when necessary.

A sorcerer has to adapt to his situation with clever application of spells. True, good upfront building makes this easier to do, but far more skill is applied in my opinion to this task than to the extremely simple task of selecting a spell list for a particular and singular effort.


WalterGM wrote:
I have a mutt duelist + 3 other classes build

Did you miss a number there? the barbarian 1/ magus 2/ fighter 3 only gives you a +5 bab, which wouldn't qualify for duelist.


Marthkus wrote:

Martial Artist Monk with Dragon style and the weapon focus tree? Martial Artist eventually get energy drain immunity (late game) and can't tire by 10th.

I did that for an urban campaign with levels of urban ranger. Favored enemy is great for undead. Dragon style is not only nice for the damage, but also the movement in difficult terrain.


Improved initiative or toughness


Bigdaddyjug wrote:
I really want to be a human with the arcane bloodline. What are those best at and how do I build the best one?

I'm playing one of these right now. Primary focus is control, but pretty well rounded in my opinion. I like dazing spell a lot, so have been using that with snapdragon fireworks for a bit, but will use it with ball lightning when I hit 12th (10th now).

Feats are for broad spellcasting capability and in this order - toughness, great fortitude, combat casting, spell penetration, improved familiar (dust mephit), improved initiative (bloodline), dazing spell. I'll get persistent spell at 11th and both quicken spell and focus (evocation) at 13th.

20 point buy was: s9, d12, c12, i12, wis8, cha20. I like social skills for sorcerer, so the int was important to me. I also like high DCs. You may be wiser buying an 18 in cha.

Spell selection is the big one here. Here's what mine looks like at 10th level (with all the human and arcane bonuses):

1- Identify, prot from evil, magic missile, mage armor, grease, silent image, snapdragon fireworks, mount

2 - invisibility, glitterdust, resist energy, create pit, levitate, mirror image, burning gaze

3 - dispel magic, haste, stinking cloud, fireball, aqueous orb, halt undead

4 - dimension door, summon monster IV, confusion, wall of ice, greater false life

5 - icy prison

That setup gives me a good spell for most occasions. the next two levels are a pretty big power boost with several additional spells and feats.


Xander_21 wrote:
I'm going to be playing a dwarven inquisitor wielding a dwarven LongHammer. Any recommendations would be appreciated! Thanks!

Kain from Hasslefree miniatures.


Should I take both sickening and dazing spell for my sorcerer, or is that over the top?

He's 9th (replacement for dead character) and will have Toughness, Spell Penetration, Improved Initiative, Improved Familiar, and Dazing Spell for sure. Then two of Great Fortitude, Combat Casting, and Sickening Spell.


Pharmalade wrote:

Incidentally, here's a fighter ENTIRELY focused on cleaving to level 12... (Almost. Just missing feats for 9th and 10th level pertaining to cleave.)

** spoiler omitted **

Isn't surprise follow through an orc racial feat?


Mir wrote:

Also, Trample, I am not so sure about about his wisdom. In one story, he was honestly surprised to find out that the Earth revolved around the sun. Because honestly: what does that have to do with catching criminals. No, he is an extremely well read savant that focuses intensely on study in order to facilitate his obsessions. Maxing out your knowledges (at least the key 4) would reflect that nicely.

Holmes is deep into a few very focused types of knowledge skills, but is absent many as well. In the books he is an expert at the various types of mud and clay around London. He has a deep knowledge of tabacco. He knows absolutely nothing about many things the average Englishman would know.

The way he analyzes problems lends itself to sense motive, perception, and survival (track) more than anything else. Those are wisdom-based skills. Holmes always observes what others only see (you could argue deep knowledge in certain areas helps here, but I would see ranks in knowledge - local filling this).


Rynjin wrote:
Get the Kirin Style Feats so you can add your Int mod to damage as well as Str

I think maybe snake style (although kirin is better fluff) and a massive sense motive (skill focus, alertness, trait) for Holmes. I think his wisdom is the primary trait rather than intelligence.

I think urban ranger (unarmed) with a couple of monk levels.


What would this look like with APG spells too?


STR Ranger wrote:
What are you 5 most Important skills you like and why?

Depends on what you want to do. My fighter does get 5 per level and acts as the party face and scout, so diplomacy and perception are maxed with acrobatics and stealth close behind. I have a few in climb, swim, survival, and engineering as well.


Grizzly the Archer wrote:


I wouldn't ever give up armor training for the +1atk/Dmg... Especially, with bravery tossed in there, and the weapon training for other weapons. You even said the other stuff from the weapon master wasn't that useful for you, so why go weapon master at all then? Only good thing beside the extra wt bonus would be the rerolls.

The armor training is difficult to give up. Although, as an archer, I hope to stay out of melee anyway, so I decided to live without it. The weapon guard bonus rarely comes up, but is very nice when it does. I never want to be without the bow.

I'm not making an argument that the WM is better, they both have their pros & cons. I chose the WM because the +1/+1 is worth it to me. It really adds up when you're using 4-5 arrows per round.


Grizzly the Archer wrote:


To be honest weapon master isn't that great for an archer, except if your trying to do a little extra damage. They get a reroll, and a crit bonus, which isn't that great for you since you won't crit often. Also, their AC bonus is only vs the exact weapon you use, so in that case it would be a longbow, which is worse than the archers AC bonus which is vs. all ranged attacks. Other than that, they can increase, once away or something like that, their crit multiplier. For a bow, it's already at x3. If you didn't kill them with that, the x4, isn't going to be much help. And even if then x4 does kill them, not a big deal since technically that is just the use of an extra arrow.

Just to get 1 more atk/Dmg, a retool ability, and a crit booster, is not enough to not go regular fighter for an archer. As for vs. the archer archetype, again depends, but I would say no go weapon master, only if my DM'ing didn't allow the gloves for the archer. If they did, then go archer.

I hear ya. I really do it for the extra to hit and damage. We don't allow the gloves for the archer, so between regular fighter and WM I go with the weapon master for the +1/+1 for the most part. The other stuff is nice, but probably not quite as nice as bravery/armor training. I'm not going to be as good in melee with my version of weapon training, but I'm OK with that.


Grizzly the Archer wrote:


If lots of open areas, go vanilla fighter.
If lots of dungeons, small areas, go archer.

Actually, I would go weapon master over either of these.


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DrDeth wrote:
Actually, archery builds suck from a teamwork standpoint. Sure, they deal out great damage, but what role do they fill?

Well, my straight fighter archer also servers as the party scout and diplomat. Maxed perception and stealth + darkvision for scouting (half orc) and is good in that area even without class skills. He has diplomacy as class through a trait and keeps it maxed as well. Int 12 + racial bonus per level gives him 4 skill points per level.

Other classes could be better with these skills, but in our party my straight fighter still has the best diplomacy and stealth.


drawesome1111 wrote:

Ok, looking to build an interesting Fighter.

Basics are: 20pt buy, Core rules only, Don Quixote Style(a bit mad, but loyal).

What are some good traits,feats,etc.

GO!

A bit late on this, but I built a character some time back modeled specifically on Don Quixote. He was actually a melee bard who thought he was a paladin. So in 3.0 or 3.5 (don't recall) his healing replicated lay on hands, heroism the aura, etc... He fought with a bastard sword (which was knightly) and shield. He was NG, but imitated paladin behavior in every way.

Awesome character, but one-shot-killed by a green dragon.


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Ashiel wrote:


Thirded. Immunity is immunity. Tireless rage doesn't make you immune to fatigue, it makes you not become fatigued in the first place. This makes you become fatigued even if it normally wouldn't, but immunity still prevents it outright.

I disagree. Furious finish basically says you're fatigued no matter what. It's a limiting mechanic that isn't intended to be bypassed by a lame exception, which is, in my opinion, a bit of a lame bypass for fatigue immunity anyway. Not as bad as rage cycling, but still lame.


Thorkull wrote:

I detest gnomes. I refuse to play one and I constantly mock them when I play. Why? There's nothing that gnomes bring to the table that another race doesn't do better.

1. Want to be small and sneaky? Play a halfling.
2. Want to be an underground dweller, perhaps with a penchant for things mechanical? Play a dwarf.
3. Want to be in touch with nature and magic? Play an elf.

They're worse than Jawas!

Gnomes make excellent sorcerers! The only competition they have there are humans with the favored class bonus - but I prefer gnomes with sorcery. The con bonus is a huge addition to the cha bonus for gnomes.

I had a gnome sorcerer who was a cunning linguist (gift of tongues) with maxed bluff and diplomacy (infernal) and with a handful of languages you can befriend or pursuade anyone!

Pyromaniac is awesome for a crossblooded blaster and the +1 DC for illusions comes in handy for your more sublte casters.

They're awesome sorcerers!


I have a martial artist 4/urban ranger 3 in CotCT right now who will take the rest of his levels in martial artist. He's also the party rogue, so the ranger 3 helps there (in addition to improved natural attack). He's in good shape but is just waiting for the belt of str and amulet of natural armor! I haven't had a chance to get those.

In running him, I don't think so far that he's been underpowered from a bonus feat standpoint (dodge and deflet arrows so far). I also don't think the missed feat at 8 will be missed much - you get a lot at level 8.


Zimax wrote:
and the 1.5 Str mod to my natural attacks, causing power attack to buff me at a -1/+3 ratio.

This is the only bit you're doing wrong. The dragon style modifier doesn't impact the PA modifier, so you should still be at -1/+2 there.


Rapthorn2ndform wrote:
I don't see why not. But only the initial attack would get the extra damage dice.

I agree that only the initial attack would get the extra dice, just wondering with all the restrictions on vital strike.

Thanks!


Can a vital strike which brings an opponent to zero trigger cleaving finish?


Name Violation wrote:
you want this rage power

Yup, body bludgeon for a level 14 titan mauler to act as one size category higher.


Anyone out there have experience with this prestige class? It seems like it might be nice for a 3 level dip for certain melee classes. In those 3 levels you gain d6 sneak, dirty fighting, a lot of class skills, and flag of convenience (good for the +2 bluff checks and no leadership penalties). The dirty fighting is nice - +2 to all combat manuevers, no improvised weapon penalties, and special crit conditions (most of which are pretty good - especially against casters).

I'm thinking it would be nice for a sword & board guy (6th level ranger, 3 level templar), which would give you the sneak on the twf as well as +2 to bull rush. It might also be good for a two weapon fighter with two weapon feint for the +2 bluff and the sneak. If you had a high-crit twf (kukris), the dirty fighting could give you a great chance to keep at least one condition on an opponent for the entire encounter - there's no save. The +2 combat manuevers is nice for several builds.

He also picks up heavy armor and martial weapons, which could be nice depending on original class. The +1 hit, damage, and will saves vs. CE outsides could be nice if you have demons in your campaign.

Mounted combat is a bit of a downside, but other than that qualification isn't difficult.

Anyway, just wondered if someone had tried it out.


Stephan schmitz wrote:


James Jacobs wrote:
"Pounce works with all weapons, manufactured or not. You CAN´T take ITERATIVE ATTACKS with a pounce, of course, and in most cases that won't be an option anyway since the vast majority of creatures that have pounce are not manufactured weapon users."

While I get the argument to restrict this to natural weapons, I don't see where the iterative attacks element of this is supported in the rules anywhere. True, most critters with pounce don't have iterative attacks, but to put the "of course" in here is confusing to me. Am I missing something?


It's OK if you're in the right mindset. We had a period where we couldn't decide what we wanted to do next and nobody was itching to DM, so we went through this and swapped DMs every time we hit a new section. Some of the sections were fun, some less so. We didn't finish, but got to maybe 15th level or so.

If you have a group that can have a lot of fun with intra-party interactions you can have fun with it but it doesn't have a plot that will pull you through if you don't enjoy that sort of thing.


Yeah, you guys have hit on both sides of the thought process here and I can see both paths as reasonable. I agree it'll be a GM call until it hits the FAQ. The interest here is that a multiclassed martial artist can benefit from the ability if the second option doesn't require a check, but doesn't get much if it does (depending on levels in another class) since it scales with monk level.

And no, it's not a multiclass with barbarian!


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Does the second option of this martial artist ability require the monk to make a wisdom check to be successful?

This part: A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 his monk level until the start of his next turn.


calagnar wrote:


Huntroll wrote:
I'm planning to take Power Attack and Weapon Mastery at lvl 3, and War Sight and Improved Initiative around lvl 5-7.

Never ever take power attack unless your using it to get combat maneuvers. It is a wasted feet for a 3/4 BAB melee character. The amount of times this is useful for this type of build is very low.

Power attack is a positive dpr for this character.


Fighter (weapon master or maybe mobile fighter) with a 2-3 level dip into maneuver master monk to pick up the flurry of manuevers focused on tripping. Pick up the tripping staff series as well.


Cheapy wrote:

There's a feat that requires channel smite, but gives wis to hit with your deity favored weapons. Iori in golarion has unarmed strike as his.

Sense also add wis to hit.

APG halfling racial bonus gives you 1/2 stunning fists.


How does the mantis style look? Nice bonuses? Reasonable prereqs?


Joachim wrote:
Are the wild-blooded abilities available using eldritch heritage? They are part of an archetype, so I would be interested to see if they are available for that particular feat chain.

Hmmm, don't know actually. I hadn't looked at it that way. It sure doesn't seem unbalancing, but I don't know if it's RAW.



Male Human Not everyone has to have a last name!

You have been travelling for the better part of a fortnight, from the interior of Numeria to Kenabres. The road has been kind to your musculature, but the weather has not been kind, with the spring showers following you all the way up the path. Fortunately, your wagon, a gift from your creator to be used on this ride, is a magical one. Each night, the driver, a man who simply perfers to be called Miles, transformed the wagon into a small house, big enough to offer shelter to all of you, and provide the necessary food and drink each time. You've been delayed by about two days, but no one complains. The 'wagon' sure beats roughing it in a tent in the middle of a storm.

You reach the outer gate to the Old Kenabres district about an hour before the midday. Miles is able to get the cart into the inner city, but not much further. Getting out of the back of the wagon, Miles hitches the horses and walks back to you. "I'm afraid this is as far as I can get you. If you follow the crowds, you'll make it to Clydwell Plaza before the fastivities begin. Don't forget to try out the food here." WIth that, Miles walks off to one of the vendor kiosks and you see him a minute later chewing on a turkey (or is that goat?) leg.

Your internal chronometers indicate that you have about 15 minutes before the main festivities begin. It is only about 1200' to the pavillion that Miles mentioned; however, there are many people between you and the pavillion. What you do to get to the plaza is up to you.


Male Drow Noble Accountant 12/Monk 10

C'mon in, the water is fine!


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I have been itching to run this campaign since I bought Book 1 (The Worldwound incursion) a few months back. I now have all the books, and I'm liking the concepts quite a bit. However, I didn't want to just run a bog standard AP; there are already several groups playing that on the forums. I'm not knocking any of them, I think that, from what I've seen so far of the threads, they all look great. I just want my campaign to stand out a bit, give it a bit of a challenge, so to speak.

The spoiler tags below will explain what I have in mind, as well as setting up character creation rules and whatnot. In short, I am looking for 4 players to start, plus 1 NPC that I will be running to be the 'face' of the group. He may or may not make it through to the end of the campaign, but he will not draw from the XP pool. I plan to keep this open at least through the weekend, possibly to a full week (that is, though the 19th) depending on strength of submissions and overall interest.

Campaign Context:
Numeria is infamous for its 'strange' workings, much of which has not been seen outside of its borders in centuries. However, a group within the leadership of the Technic League is debating on whether or not to introduce the world to those advanced technologies that it has available. They have also decided that the best place to do a 'trial run,' as they are calling it, is in the campaign centered around the Worldwound. If this experiment works out, then they can expand out into global operations. However, many are still cautious about the endeavor and wish to remain secretive. A compromise has been reached: a 'scouting' unit of androids will be sent to observe the crusaders to see what, if anything, the Technic League can offer. It's been decided to build 4 androids, with a human control to help integrate the unit into the crusaders' army (and keep an eye on them).

'Your' Role in the Campaign:
You (whoever you might be) are one of the andorids built by the Technic League. Your mission is to infiltrate into the crusader ranks, integrate with them, observe for a few weeks to 2 months, then come back to Numeria for a final report and shutdown. Once in Kenabres, you and the other units in your group are to separate and find pockets of military units to join. You will be telepathically linked to a control; a human magic user who can extract you in case of an emergency. His code name is 'Archimedes.' It has been indicated in your programming that this is not locked, and the mission parameters may change over time, depending on your group's situation. Your group has reached Kenabres during some kind of holiday when the campaign begins.

Character Creation:
    *25 point buy, no stats below 10 (or 8 for Charisma): you have been built with endurance in mind and superior parts. This is more of a 'max/max' style campaign. To offset this 'penalty,' no stat will cost more than 5 points (i.e. to go from 16 to 17 costs only 5 points; same for 17 to 18).
    *2 Traits, plus 1 campaign. The campaign traits are designed to be part of your background. In this case, we can state that the 'event' that grants you the campaign trait is an implanted memory. This will, however, be used as a plot hook for your character later on.
    *This will use the Mythic Adventures ruleset, plus the Mythic Mania rules as they become available. In the short run, if it is on the pathfinder srd website (yes, including Mythic Leadership!), then it will be valid here. Expect to reach your 1st Tier around level 6.
    *Race Available: Android, that's it. If your character dies during the campaign, you can at that time, create a 'normal' character, with one of the races from the Core Rulebook.
    *Classes NOT Available: Gunslinger, any gestalt 'hybrid' character from the ACG playtest or book, Godlings.
    *3rd Party Addendum: Most classes from 3rd party sources are allowed, including the steampunky 'Technomancer' types. Keeping in mind the limitations in place from your Charisma penalty as an android, some classes will work better than others. I reserve the right to say no to a 3rd party class (if it just doesn't make sense in the given campaign, i.e. the Godling, then don't expect me to say yes to the idea)
    *Max hp at 1st level, roll (in the discussion thread) for every level beyond 1.
    *Max wealth at 1st level (the leadership has no idea what a low level 'flunkie' would need to survive, so there are no 'standard' packout lists available from the League).
    *As androids, some believe that you may be called upon to stay out in the field for longer than originally expected. As such, you are designed to grow and 'evolve' over time. The next spoiler will explain the 'advanced android' template, specifically designed for this AP by myself.

Advanced Android template:
These are the bullet points for your character as you advance in levels (NOT tiers):
    *At 2nd level, and every even level beyond, you gain 1 evolution point (as per the summoner class) that you may apply to your character as you wish. If you decide to take a body part or some equivalent (i.e. claws, wings, etc.), the body part in question will glow in a similar manner to your body and look semi-metallic (think organic metal).
    *At levels in which you normally gain a stat point (i.e. 4th, 8th, etc), you also gain an additional evolution point.
    *To reflect your anticipated growth over time, at levels 8, 15, and 20, you gain an additional stat point to use as you wish. You do not, however, gain an evolution point at these times.
    *You gain an additional use of your nanite surge ability every 4 levels. At 12 level, your skin glows as if daylight was cast on your skin. This effect lasts for 1 round.
    *As a racial bonus option when you level, you may add an additional 1/3 evolution point, rather than a skill or hit point. In this fashion, you will have, at most, 21 evolution points to use at 20th level, if you take advantage of this, along with the points already allocated.
    *As you gain experience, it is expected that you will learn how human(oids) work and behave. Advanced processors can take this 'wisdom' into account. At 7th level, and every 4 levels beyond, your penalty to Sense Motive drops by 1 point. At 19th level, your penalty will be eliminated.

House Rules/Expectations:

    *Rolls of nat 1 are NOT automatic failures; your just having a bad day.
    *Please do not metagame. I am aware enough to know that I'm not the only one who bought the books, and I suspect that many to apply will have read up on the AP and are likely to plan out their characters. I am fine with that, just don't make it obvious in my campaign.
    *Maps - I like them, but my iPad Mini, where I do the bulk of my posting and gaming these days, does not. I am open to ideas (no, Google Drive/Draw is not a big fan of my mini computer either, I've already tried), and even to people who want to draw out the maps for us. Until we get a good permanent solution, we'll be doing combat in a cinematic style; I'll explain everything with enough detail that no one is likely to get confused.
    Leveling Up Characters - I ask that hit points be rolled in the discussion thread, mainly to keep it separate from the campaign, but also to see how good (or bad) your rolls are. If you're rolling a 1 and I can see that you can't seem to roll above a 5, I'm likely to cut you a little break. Also, I ask that you post a minimum of HP, AC, CMD, and saves on the toolbar below your character's name. Anything extra I leave up to you.
    Overall - I am not a rules lawyer by trade, but I do have a fair understanding of the rules of play. I don't like to argue over minutiae about obscure rules in the European version of PF, posted on a BBS forum back in 1982. IF you have made it this far, and can figure out what my inspiration was for that last statement, the first person who posts it will get a +1 stat bonus. I prefer to have fun in my games, as you might be able to tell.
    Plans Beyond WotR - IF this group stays together long enough to finish the campaign, I have a few ideas for continuing play beyond Book 6. Perhaps a siege on a not so slumbering city called Tsar, per chance...or terraforming the Sarkosis plains...or just taking over the planet. But I do believe that there will be plenty of playing opportunities beyond reaching 20th level.

Posting Times:
My present job affords me the normal opportunity to post 2-3 times per day during the week, mainly in the morning. This won't be a 'fast' campaign; I learned my lesson from the last time (it was nice having ~4500 posts in 4 months, but an abrupt change to my life killed it, and several dropped out from the game moving too fast), but I can respond fairly quickly during the day as needed. At night and on weekends, I do some side consulting work, and my wife keeps me 'distracted,' respectively. Weekends in particular, I can average maybe 1 post between both days. I don't expect people to really move heaven and earth to put in a bunch of posts at 2am local time (I'm CST for the record) on a Sunday morning. Go pass out like the rest of us from alcohol poisoning, for crap's sake.

As for combat, I'd like to keep it to 1 round per day, tops. If you can't post during that time, then the assumption (unless told otherwise) is that your character is holding action. If you are being attacked, and you're unable to post, I'll DMPC your character until you are out of immediate danger. If you have issues that will keep you from posting for a few days (for example, I will be out of the country in early August, and unless I want to pay 20 bucks per day for internet access, I won't be online), then just give enough advanced notice (if you can) and we can work something out.

I believe that I have covered the highlights, although I'll always remember something just after the 1 hour mark on a post, so if you think I've missed anything, please just ask. I'd like to see some kind of background for your character, i.e. what made your AI decide you wanted to be class X for example. That being said, I'm not looking for dissertations on War and Peace, you've only been around for about a month, afterall. I look forward to seeing all of your entries.


Male Drow Noble Accountant 12/Monk 10

Dot


Male Drow Noble Accountant 12/Monk 10

House Rules:

    *First off, I am very flexible in how you build your characters. If you're unsure about something, just ask here or via PM.
    *A nat 1 on a skill check is NOT an automatic failure. However, I do reserve the right to poke a little fun in your character's direction when you do so.
    *Speaking of, nat 1s in combat, whether by you or one of my NPC's/enemies, will feel the blow of my Fumble Deck! On the flip side, Crits will also take a visit to my Critical Deck. I use them both pretty regularly (but not all the time).
    *Perception is considered a class skill in my campaigns: If you have taken the skill and did not apply the +3 modifier, do so to your character. Logically, it ought to be a class skill for everyone; you perceive the universe. About the only way to not take this as a class skill would be for me to lob off your tongue, nose, ears, and hands. Not much fun to play after that, in my opinion.
    *Max hit points at every level beyond 1.
    *Anything else, we will cover as we go.


Hello everyone!!

I know that DM Grimmy is running his own Lost Lands recruitment and I wish him all the luck in running that campaign. For me, I'm going to try to be a little more specific. I would like to start a Lost Lands campaign, starting with Stoneheart Valley, and working our way north from Bard's Gate to the city of Tsar. My last campaign worked specifically in and around Tsar, and went through 5k posts in 8 months before I had to quit, because of health and family issues. I state this because I know there are some discerning players out there that would like to know one's DM'ing credentials before signing up.

As stated, my plan is to start in Stoneheart Valley, end up in Bard's Gate (briefly) before heading back into the valley and, based on information gathered from the latter quest, head up immediately into the Desolation, Tsar, and quite possibly beyond, in order to stop a maniacal threat to the planet, and quite possibly the universe. The PC's will find themselves to become legendary people as they help the Gawds Thyr, Muir, and others in stopping Orcus from gaining a foothold on their world (i.e. welcome to Mythic Adventures!!)

Currently, I have the Stoneheart Valley supplement, along with Tsar, plus all the stuff we need to run PF. What I am currently missing are the Tome of Horrors books, which I will be finally picking up on my next paycheck. On the mythic side, I have Mythic Adventures and Mythic Origins, and have recently KS-backed the Mythic Mania sourcebooks that were funded just this morning. Those three books will be integrated as we go along (hopefully starting in early March of next year).

So with all that wall above me, let me give you some specifics that I am looking at:

Campaign Needs - People wise:

    * No more than 5 people/characters in the threads. I will be playing a pre-genned 1st level sorcerer to get the group started. I'm not married to him, however; if he dies after the first couple of adventures, I'm not going to be completely upset about it.
    * I would like to request that 1 person be willing to play a LG cleric or paladin of Thyr or Muir. Although the party could get by without one, it will make things a LOT easier at certain points.

Character Creation:

Stat Points: 20 point buy. IF you really want to play the stat drop game to min/max your character, I will want a good reason as to why, and I will be expecting you to play that disability in character throughout the campaign.
Traits: 2 as per any readily available sourcebook, with the exception of Campaign specific.
Starting Level: 1
Classes: Paizo + PFSRD. I like some steampunk dunked into my fantasy, so to get the questions out of the way: Yes, Machinesmith and Tinkerers are allowed. So will anything from the Numeria sourcebooks be allowed as they become available. If I can find it on the PFSRD website, then it will be allowed. That means that the Theurge class from the New Paths Compendium is unfortunately out, but everything else from that book is okay.
Archetypes: Any normal (standard rules apply).
Races: Core + ARG + Android from Bestiary 2 (I believe). Yes, drow are allowed, but only the standard model, the luxury "noble" line is currently out of stock. :)
What is NOT allowed from above: Gunslingers are out (too broken IMHO). Psionists need not apply (old school Grognard here; never was impressed with the PP system from 1st Ed. Please save your arguments about how great UP from Dreamscarred Press is. I am aware that it is a better effort than what has come before, still not changing my mind). Any non-specified race not previously mentioned. There are just too many to choose from and I would like to KISS on this one. Also, on Traits, no Rich Parents (if you come from a rich background, you have no business trying to be an adventurer, just so you can lord over all your 'friends' who had to start out with 40-50 gp).
Character Background:Yes, please. Bear in mind that you just starting out as 1st level characters, so I really don't think that there should be a WoT for your background.

Words of Warning/Expectations:

    * I will be able to post on average 1-2 per day. I am okay if you can do the same. I won't be able to keep up the pace that I had with my last campaign, because...
    * During the day, at least, I will be posting from my iPad mini, while I am at work. The bosses get fussy when I use their bandwidth to make personal posts. :P
    * I still have not mastered the art of making maps (especially combat maps) accessible online. Now that I am starting this campaign, I am hoping that I can slowly change that, but don't expect it to happen overnight.
    * In return, I will try to be as descriptive as I can, while also giving game mechanic stuff, like room dimensions as an example, in ooc format.

I will leave this thread active for the next week or so, and can answer questions pretty quickly, as my workload is rather light this week. If your building a character, I would like to see it in your post as you can; it is easier for me to look at upfront, rather then tapping back and forth across several tabs on this little tablet o'mine.

One last thing: if anyone from my previous campaign wants to get in on this, you will have priority, as long as you can prove to me your credentials: Send me a PM telling me your character's name and what your interactions were with Lucky. Also, tell me in the PM who I am referring to and a good description thereof. I can verify it rather easily as needed.

See you all in the funnies!

EDIT: For those wanting to make casters, the spell lists from the Deep Magic sourcebook are available, minus the ley line magic.


Male Drow Noble Accountant 12/Monk 10

Dot


Male Drow Noble Accountant 12/Monk 10

The building itself looks as if it has been rebuilt at least several times over the years. Built more like a mostly-enclosed open pit of some measure, the bottom third of the building is covered by fieldstones all the way around. The rest of the building is covered in pitch, wood, and mud, with several chinks in the structure, each letting steam and smoke out into the night sky. Walking in, you get hit with a combination of wood smoke, a little coal, and the smell of stew over an open fire in the middle of the large room.

The inside of the tavern, other than the aforementioned camp pit, is an L-shaped room, selling most manners of alcohol and some field dinners (i.e. venison, rabbit, etc.)


2 people marked this as a favorite.

DO NOT DISTURB:
"Well I must say that it was more by accident than anything. For you see, in my younger years, I was a bit of a...shall we say, unfocused. I had been drinking my way steady for several days and I ended up in this harbor town. I don't even know which one it was now, that is how bad I was then. When I began to sober, against my will, I might..."

Nguyen was interrupted by a knock on the hidden door. "Who the devils could that be," he replied. Opening the door

Raelc was standing there with another person. The cook said "I'm sorry about this," in Common, "but the courier says it is important. He wishes to see your friend about a note from an important person." It takes a second for the tone to sink in, but then Nguyen realized it. Perhaps it is time already? he thought. The courier came forward and passed along a note to Nguyen, mistaking him for the true receiver of the message. He turned around and left before Nguyen could say anything. Nguyen nodded to the cook and shut the

DO NOT DISTURB:
door. Nguyen looks at you and says, "I believe it is a note from the Society. I shall read it to you." He then opens the missive and reads the following out loud:

Greetings, Young Adventurer:

I am writing this to invite you to have a conversation with some esteemed persons about an expedition into the wilds of the Worldwound, to be more specific could be harmful to those entrusted with this letter. The gentleman in questions wishes to speak to you and several others in one hour's time about this potential arrangement. To meet with him, please walk four blocks to the South of this establishment that you are presently in, and then wait to hear the following phrase: 'I though' I saw A puddy tat.' It may sound crude, but several of us this far North do speak with a bit of a broguish accent. Please respond with the following phrase: 'I did in fact see such a cat." You will then be led to a Respectable establishment and we will have our meeting in peace. Please be prompt as we do not have time to dally.

Good Evening to You,
A.T.

Macavity, please make a Perception check.


Male Elf Wizard 1

"One of the worst places to get drunk in all of Nerosyan!" - "Queen" Gallifrey

"How did I end in up in this unhappy place?" - Doctor Who-something (I dunno, he just kept calling himself the Doctor)

"Where are all the little duckies?" - Bonar the Barbarian

Welcome to our little hole in the ground, where the food is served up proper on sticks of bread, the ale is made from the finest rice, and the service is to die for (or maybe just died, who knows).

Come on in and sit for a spell, or cast a spell and sit on a hand!! We are not picky :)


As the subject line implies, I am looking to start an ST campaign, with the city sitting on the edge of the Worldwound, as opposed to somewhere else. I can handle up to 8 players/characters at once and, given the harsh nature of this campaign, I will likely re-open the recruitment thread on a semi-regular basis to bring in new blood. Let me give you some of the particulars of what I am proposing before we get to the crunchy stuff:

About Myself:
I am 5’9, a Capricorn (on the cusp) and I like long walks on the beach. OK seriously. I am an accountant by day and a gamer/lover by night. :P I am also a 1st edition grognard, Blue Box bandit. That’s right, I said blue. An extra point towards your buy if you can tell me what was so great about the blue box. I have been playing for over a quarter of a century; if the company made more than two books, I have probably played it at some point (hmm, Car Wars….). I have also been a DM for the last fifteen years or so, spliced evenly between Rifts, 3.0/3.5, and Pathfinder. While I have played in a few PbP campaigns over the years, this is the first time that I have actually run one.

What I Expect From My Players:

  • Posting – I would like to see at least one post/day during the week, and another post on the weekends. As always, more posts are always welcome. In order to avoid walls of text, I ask that everyone uses spoilers where necessary. I'll do the same on my end.
  • Grammar – I am not a grammar nazi, but if English is not your favorite language, then please let me know. If you have read this far, let me know what your favorite color is. Also, if you are familiar with drunkenese, then let me know that as well so that I can read your posts accordingly. :p
  • Role v. Roll – This will primarily be a role-playing game, with lots of dialogue. Because this is PbP, I would like to try and not get bogged down by week long combats, but it will occasionally happen. That being said, if you are looking for a hack and slash campaign, this might not be the thread for you.
  • There are a number of threads that talk about how to post “properly” in a PbP thread. While I will not strictly enforce it, I would like to know when a person is posting “in character,” v. random sayings.
  • Dice roles in the open.

What I Will give Back In Return:

  • Posting – I will post at least once per day and often more. As I stated, I work as an accountant, so the first few days of the month, I am working closing the books for the group that I work for, so once a day is probably all I’ll have time for during that time of the month, but I will answer pm’s as quickly as possible regardless.
  • Grammar – I will do my best to minimize de grammer, bud I cn make mistakes two. I’ll keep the errors to a minimum, although my tablet does not have spell check.
  • Dice rolls in the open. Yes, even the ones that say “should be rolled secretly by the DM.”
  • Maptools – I know that a lot of PbP campaigns use this software to create maps, and I would like to do that as well. That being said, I have not had much time to use MT, so my first few maps will likely look a little amateurish. Any positive feedback or advice on this will be well received.
  • NPC’s – There are a lot of characters in ST and I plan to use them to the best of my ability. I will also be adding some NPC’s to the campaign to liven things up a bit. If you have been paying attention, then tell me who you would rather see in the White House: Tim Tebow or Peyton Manning. Some of these characters will be mercenaries, others will be more direct competition.
  • Skype – I do use the service to talk to my daughter who is currently living overseas, but due to my work schedule, I don’t have a lot of time to setup a 4-8 hour gaming session as some others have done. That being said, we can chat here and there on Skype if needed. Just send me a pm and we can setup a chat session.

Now to the good parts!

Character Creation:

  • 25 point buy. If you are going to drop a stat below 10, just to get that extra point in Dex, then I will be expecting you to play your character as such. For example, if you have a Wisdom of 8, you might be the world’s best artist, drunk or sober, but if someone asks for volunteers to do a backflip off of a third story balcony, while not spilling a single drop of that fourth stein of ale in your hand, I’ll be expecting you to be the first volunteer.
  • Allowed Sources – Anything from the PFS is allowed with minor exceptions (see below). Also any 3rd party stuff, so long as I can get a link to it or I already own it. I am a big fan of Super Genius Games (and no, you cannot play a Godling) and have a fair amount of their stuff. 3.5 is out for the most part, conversions can be a pain, particularly as part of a PbP campaign.
  • Races – ARG is fine. Let me answer the questions now: Drow=yes, Drow Noble=No (I’m a little goofy, not crazy); anything that has to be built is No, 3.5=I will consider on a case by case basis. The more complex the race, the less likely I am to approve it. Finally, if it requires XP debt, then the answer is no.
  • Classes – Anything “Core” or “Base” (plus 3rd party) is ok, with the exception of Gunslingers, and all skills/feats/weapons/whathaveyou that the class entails. I like guns (I live in Texas for cryin’ out loud) but the rules from PFS are not exactly to my tastes. Easier to not deal with it.
  • Alignment – Good or neutral characters. For those not familiar with ST, let’s just say that there are plenty of opportunities to become evil. To play one from the start, however, is something that most players (in my experience) just do not have the temperament for.
  • Hit Points – Max @ level 1, ½ HD plus 1 for every level afterwards.
  • Starting Level (that might help, huh?) – 7th level.
  • If you have made it this far without falling asleep, congratulations!
  • Starting Gold – 23,500 gp, plus a wayfinder, and 4,000 gp to use towards purchasing a ioun stone. If you are paying attention to everything, you’ll tell me what you bought with that bonus as part of your crunch write-up.
  • Skills – House rule: Perception is always a class skill, regardless of class.
  • Traits – You may select two traits, plus one from the Pathfinder Society.
  • Background – I would like to see a basic setup for your character. If I choose your character for the campaign, I would like to see additional information, including the items that I will mention further on.
  • Other Stuff – No hero points, no guns, no piecemeal armor, and no words of power. Those sound nice on paper, but it takes a lot of additional crunching to deal with, and I am already asking for a fair amount.

The Twist:
As ST is setup in a generic world, it makes things relatively easy to convert over to PFS. In this case, Tsar has been around for centuries, but it is perched on the edge of the Worldwound itself, separated from the hole only by some mountains that were formed as part of the rupture. Also, I would like to run this using the Pathfinder Society Field Guide as the entire group will be part of the group. Here are the additional rules/guides from that source:

  • Each person must pick a second faction that they belong to as part of the Pathfinder Society (PS), such as the Silver Crusade. Each member is considered to belong to the Grand Lodge faction (mostly to have access to that part of the prestige rewards) as their secondary faction.
  • Because you are starting out at 7th level, your characters will have had time to accrue some prestige. Each character may roll 1d10 to determine the number of Prestige Points your character has earned. If your character has used any PP, then that should be part of the initial crunch/background to determine how much Fame you have.
  • As mentioned previously, each character gets a wayfinder as part of their starting equipment. If you wish to trade the basic model in for another wayfinder (i.e. the Wayfinder of Shining), then your trade-in value is 500 gp.
  • The campaign will be starting in Nerosym, along the border of the Worldwound (to receive your final briefing and get a little role-playing in from the get go). It is expected that you will have all of your starting gear at that point, as you will not likely have a chance to buy anything before you leave the city.
  • Finally, the group as a whole will receive a few items to help them survive (at least initially) in the Worldwound as they make their way towards Tsar (via The Camp).

I am recruiting as of this posting (assuming Paizo’s servers don’t glitch again :( ) and will continue to recruit for the first batch of people until the end of the day on Halloween. I expect we will begin play the following week, as we get some loose ends (i.e. additional background, tie-ins to your faction, etc.) taken care of. I hope that everyone pays attention to everything as details are almost a must for a PbP campaign. If you have any questions...well, as Jesse Jackson always says "The question is moot!" 2 points towards your buy in if you can name the reference, and a bonus 2 points to the first person who can tell me the name of the actor that said it. Otherwise, I’ll try to answer questions to the best of my ability.

M


So here are my thoughts on this: I have been a DM irl for almost 20 years, and have played long before that, going all the way back to the original Red Box. My experience in running PbP however is pretty light, but I am eager to do this, and a campaign like Slumbering Tsar would definitely provide months, if not years, of fun. That being said, my current gaming group is not exactly what you would call "serious" about gaming...in a 5 hour session, we usually get maybe an hour or so of actual gaming done. That's why I'm looking to do this campaign as a PbP.

I have some ideas on how I want to run the campaign (i.e. starting level=6, etc), but I am not actually recruiting yet. That's why the thread is in Advice and not over on the Online Campaign forums. I am looking to get some real advice on this one.

Maps:
Here is my big one. I've never been big on using minis in my rl campaigns, which is part of the reason that PbP appeals to me. That being said, a lot of people prefer to see maps and play tactically. I'm not good at making maps, and I have seen a variety of them here in terms of quality. I could use some good advice on how to create/manipulate maps online. Any advice in this department would be handy.

General:
I've read several boards now and have started to read Aubrey's Eberron campaign. My goal of course would be to have a campaign thread that could be rationed out in volumes, but I do know how the average PbP thread goes. I'm looking for anything of interest that I should be looking out for from other characters, particularly in the recruitment category. Any other advice would be welcome as well.

I have some ideas about how the campaign itself should look (i.e. Core races plus...) and I can post them in down the line if anyone thinks that's important, but at the moment, I am mostly looking for advice. I can recruit later once I have everything in place.

Thanks in advance to everyone who send me some constructive, informative advice.