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Anyone put together a boot camp or obstacle course for this AP? I know that Cosmic Crit did one, but I'm hoping for more inspiration. Here's what I've come up with so far. This is the obstacle course that must be finished at the end of your training. Athletics- run down the trail to a pit. Must jump over it. DC 10 Athletics check or take D6 damage if fail. Can scramble out. Strength- flip heavy weights 20 feet. Difficulty depends on the character's size Small DC 8 Medium DC 10 Large DC 12. Fort Save- belly crawl under barbed wire as live fire shoots above you including smoke grenades. DC 12 Fort or become sickened unless environmental seals are active. Medicine/Mysticism/Physical Science- Just past the combat area is a triage station where you can create up to three potions. Each potion will return d6 stamina or health, or remove the sickened condition. Computer- DC 12 Computer to operate a lift to get the team to top of a tall tower. Life Science- While at the top use scopes to find and identify 3 creatures. Life Science 10 then 12 then 15. Engineering- Engineering DC 12 to repair lift to get down on other side of tower. Combat- Ambush! PC's must fight a pair of training bots armed with flash grenades, smoke grenades, training baton and stun gun. Medicine/Mysticism/Physical Science- Just past the combat area is a triage station where you can create up to three potions. Each potion will return d6 stamina or health, or remove the sickened condition. Acrobatics- swing across a mud pit with Acrobatics 12 check. Piloting/Gunnery- Two DC 12 Piloting rolls and one DC 15 roll to maneuver a craft through an obstacle course along a river. Two guns to hit four targets, two at AC 10 and two at AC 13 while maneuvering. Perception/Survival- DC 12 to pick the correct trail that will lead you to the end of the course.
Has anyone made a list of the story arcs that exist within the Starfinder Society scenarios? For instance, I know that these all have to do with the Scoured Stars Incident.
In my game after Duravoor was killed, the pcs were invited to a dinner with the Starrunners, Duravoor's Starfinder team and another group young Starfinders that Duravoor sponsored. Eventually, talk turned to memories of the dwarf. The pcs and other team of young Starfinders make it to the Horizon Walker, the Starrunner's ship
They are greeted by one of the Starrunners
Kham: Smiles. "I'm Kham. Welcome aboard the Horizon Walker." He takes the time to shake each of your hands, saying each of your names as he does so. "Come. I'll take you meet the others." he takes one more look at the holo before shutting it off and leading you further into the ship. Kham walks them through the ship
In the recruitment threads we often list the submissions and classify them as Arcane, Divine, Martial, and Skilled. I put together one of these lists and I found those four categories insufficient. The Bard, for instance could fit into either the Arcane or Skilled categories. Depending on archetype, they could also possibly fit into the Martial category.
Arcane Sorcerer, Wizard, Witch, Arcanist
I am constantly annoyed at how basic customer service is dying in america. It is on its last, gasping breaths. You go to a store and the sales staff don't help you, at the checkout counter the cashier doesn't make eye contact and practically throws your change (or credit card) back at you. There's no hello, thank you, or come again. I hate when I get an automated system that says,"in order to serve you better". If they really wanted to serve me better, I would be talking to a person not chosing selection #5.
PS. Do they ever sleep? I've seen posts from them at all hours of the day and night all over these boards.
I'm enjoying how the APs have connections between them. Shalelu for instance and the Vancaskerkin clan. I also noted that some of the treasure in Rise of the Runelords foreshadows some of the locations, events, and villains in Kingmaker. Any one seen any that I've missed? Extra points for anyone who can connect any of the APs connect to Kevin Bacon?
I've been looking over the handbooks by Treantmonk, Rouge Eidolon, and others and have come to really enjoy the build archetypes. So I ask the boards to show me your builds.
Finally the right place for this. I don't know how, or more likely lack the authority to, move a post to this forum so I'll reiterate my post. - Can't change into a monstrous humanoid. Perhaps an Alter Self II (large humanoid, small and medium monstrous humanoid) and Alter Self III (large monstrous humanoid). - Can't change into an aberration. - Can't change into a dragon type that is not metallic or chromatic (ie dragon turtle, faerie dragon). Perhaps a lesser form of Form of Dragon.
Again, I don't think that this is the 'right' place for this, but I can't find a better location, so here goes. I've recently started a game where we're all high level wizards and as I've looked over the chapter on spells I've noticed a couple of things. - I can't find the write up for the spell Acid Splash. It's on the spell lists, but not in the spell descriptions. I've looked in both the Beta and Web Enhancement. I assume that this is a simple omission because it really didn't change from 3.5, but it just seemed odd when all of the other cantrips are there, including Ray of Frost. - In the Beast Shape spells there is no provision if the form you take has a faster speed on land than you do. For example, a wolf, which is a medium animal, has a speed on land of 50', but a dwarf caster changed into one, can only move 20'. I assume that your speed is equal to whatever form you take. - Under the current rules there's no way to change into a monstrous humanoid. I'm looking into an Alter Self II spell that basically combines Enlarge Person and Alter Self into a 3rd or maybe 4th level spell. I think this will go along with the general theme. - Also no way to change into an aberration, though I think that this might be intentional. Though I still like the idea of changing into a rust monster to fight that iron golem.
Does anyone have a copy of Lariss V's journal out of Dragon 351? I ask because I have a player who can't see very well and I'd like for him to have a copy of her journal. My current plan is to type it out, but I am a lazy so and so and was hoping not to have to finish typing it. My typing skills leave a lot to be desired. Thanks.
Found it! Guy Humual wrote:
During my group’s last rotation, I started STAP. TINH did not come off as dramatic as I’d hoped, but the group did develop a strong dislike for Vanthus, so all was not lost. This time I’m better prepared. BTW we are playing in Eberron. Basil – Elan Psion/Ardent
The group, calling themselves The Forsaken, is asked to attend a ball in their honor after their defeat of the Lotus Dragons. While there, they get to hobnob with the rich and powerful of Sassarine (read generally ignored and viewed as a quaint sideshow). Several members of that august group offered membership to various members of the group:
The next day, The Forsaken went off to Kraken’s Cove to capture Vanthus and put an end to his schemes. They noted a strangeness to the forest and a rising plume of smoke just before a group of disfigured, mutated monkeys attacked them. The monkeys were quickly dispatched, though Colos was struck with an infectious bite before it was over. They make it to the cove and bear witness to the damage wroght by Vanthus’ plans. They enter the cave complex to find him and are attacked by mutated pirates. The Forsaken fight their way through the caves, though they consider withdrawing after encountering Ripclaw, to find a swordswoman fending off more of the mutated pirates. After defeating the pirates, the introductions are made and the swordswoman, Capt. Javell, tells the group that she sent her first mate off to kill Vanthus and his entire family. She then makes her escape. When we left off, the group was heading back to Sassarine in the Sea Wyvern, two of their members infected with a strange disease. ------------------------------------------------------------------------ Sometimes the things that may or may not be true are the things a man needs to believe in the most. That people are basically good; that honor, courage, and virtue mean everything; that power and money, money and power mean nothing; that good always triumphs over evil; and I want you to remember this, that love... true love never dies. You remember that, boy. You remember that. Doesn't matter if it's true or not. You see, a man should believe in those things, because those are the things worth believing in. - Hub, Second Hand Lions
First I want to apologize if this isn't the place for this question/request or if it is considered in poor manners. I'm currently in one group's rotation to run STAP and now I'm looking to do the same in a different group that I'm in. The thing is, the second group has mostly rookie players that seem to really enjoy the White Wolf system. I'd rather just run it using 3.5, but I'm considering attempting to convert it to Exalted (and I admit to being intrigued by the idea). They've never played, but it's a rules set they're more familiar with and I've never run it, but I am rather familiar with the rules. I think it would be pretty simple up to the Farshore incident. After that, though, I don't know.
... but what's your opinion of Pathfinder so far? I've skimmed the boards some and it seems that most like it, but I wanted to know what other's really think. You know, the good, the bad, the munchkin. I am considering a subscription because I enjoyed reading the Adventure Paths (I'm running STAP now) and have high hopes for Pathfinder, but I can't afford to throw my money away on a sub-par product (see the last days of 2nd Edition for example). Let me know what you think.
I first learned of the adventure paths when I bought an edition of Dungeon for an Eberron adventure. I immediatly started to gather the rest of the Savage Tide magazines. Then, in my excitement, I began to prepare to GM the STAP. The problem is that I didn't prepare enough. I arrived at the game and told them that we would switch games. After the minimum required amount of hassle from the others, they began to make characters. We've played three sessions so far, taking out the Lotus Dragons, and are now switching to a different campaign for a while before getting back to the STAP. The problem is that my games has moved rather slowly so far. I desperatly desire for the game to get better and plan on doing more preparation. I welcome any advice. About Nu'maraNu'mara
Feats: Weapon Finesse, Two Weapon Fighting (Bonus), Double Slice (Combat Style) Traits: Armor Expert (-1 ACP), Poverty Stricken (+1 Survival) Skills:
Special Abilities:
Spoiler:
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Languages: Common, Polyglot, Elven Gear Spoiler:
Starting Gold: 1,000gp --MW Handaxe x2 612gp, 6lbs --MW Composite Longbow (+2 Str) & Quiver (20 Arrows) 601gp, 6lbs --MW Chain Shirt 250gp, 25lbs --Traveler's Outfit •Backpack 2gp, 2lbs --Trail Ration x8 4gp, 8lbs --Waterskin 1gp, 4lbs --Flint & Steel 1gp --Torch x2 2cp, 2lbs --380gp 14sp 8cp Total: 53lbs (Light)
Background
Spoiler:
Nu'mara had a typical Mwangi childhood, playing in the nearby river and cooking dinners with her mother. Life had been easy until the night of the raid. Twenty ape-men seemed to materialize out of the fog, destroying everything in their path and leaving no one alive. Nu'mara was barely ever late for dinner, but this night it was as if by divine intervention that she lost track of time. As she heard the screams from the bank of the river she almost jumped straight out of the water and sprinted toward the village. Multiple people died in Nu'mara's arms that night, all with the same final vision, an ape-man with a giant club, roaring with spittle flying from its mouth. Since that night Nu'mara has been trying to track down the murderous tribe of ape-men and exact revenge for each tribe member she had lost. Description
Spoiler:
Age: 20
Height: 5'-7" Weight: 118lbs Nu'mara is a young Mwangi woman of average size and dark skin. She keeps her hair short and covered by a handkerchief in order to keep branches from snagging while tracking. She wears earth tone wrapping around her torso to cover up the shine of the well crafted chain shirt she took from the chief's lifeless body and weathered boots and cloak from tracking the apes nonstop for so long. XP
Spoiler:
2800 (3300 Needed to LVL) |