Rayhan Xobhadi

Urlord's page

Pathfinder Rulebook Subscriber. Organized Play Member. 73 posts (87 including aliases). No reviews. No lists. No wishlists. 4 aliases.


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Themetricsystem wrote:

NPC building I believe (Much like Starfinder) is going to be SUPER DUPER simplified....

So, what you are saying is like my example above. The Magistrate is a 13th level challenge and that's pretty much it

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Good Evening All,

I'm converting my home-brew campaign setting to run under Pathfinder Playtest rules. The hardest thing for me is converting the Non-Adventure class NPCs. What I mean, is if Adventurers make up less than 5% of the population (less than 1% in many cases), what of the remaining 95-99 percent. What about that dwarven master-craftsman who has done nothing but practice his trade for the last 40 years. Or the Sage (non-magical) in the old tower who has a wise answer to any question you can think to ask him.

For example, I have an elven city-state called Ashla Alora. It is governed by a Lord Mayor (Executive Branch), a City Council (Legislative Branch) and the Council of Magistrates (Judicial Branch). All of these NPCs, along with many others, are high-ranking, highly-experienced people within the city. However, they do not fit into the Adventurer Classes, nor should they.

I know its probably not covered in the Playtest Rules for a reason, but for some GMs World Building is a huge part of the game for them, at least it is for me. Using the Playtest Rules as written, I can easily provide a Level to an NPC and use the SKILL DCS BY LEVEL AND DIFFICULTY table to assign a DC.

For example, if the Magistrate is hypothetically 13th level, then PCs should have the following DCs for challenges dealing with them:

Easy............ DC 20
Medium..... DC 28
Hard........... DC 30
Incredible.. DC 35
Ultimate..... DC 36

But, that seems flat and lacks personality.

My question is:

Has anyone thought about NPC Classes or how NPCs fit into the world as a whole? Because, if the answer is Non-Adventurers max out at Level 5 or something like that, then that is totally ridiculous and will not work for most Persistent World type campaigns.

Thanks for reading my post and I hope it makes sense.


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We have a +2 Flaming Falchion

Item Traits: Forceful, Sweep, Conjuration, Fire, Magic
Item Bonus: +2

Is the Damage?

3d10 S + 1d6 Fire (1d10 on a crit)


3d10 S + 3d6 Fire (3d10 on a crit)

Basically, does damage from Property Runes get multiplied too?

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Thanks, That is what I was leaning towards. I just wanted to make sure.

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Hello All,

I just need a bit of clarification.

At Level 1 Hit Points are equal to: Ancestry HP + Class HP + Con Mod

I got that fine from the rules.

Where I am a bit confused is...

Beyond Level 1, is it...

Calculation #1... Ancestry HP + (Level x (Class HP + Con Mod))


Calculation #2... Ancestry HP + (Level x Class HP) + Con Mod


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Just a Mort wrote:
... Also, remember undetectable alignment for both Percival and his shadow, or the pally's detect evil will sniff them out.

The Fighter isn't a Paladin - He just wants to be but he doesn't think he is worthy due to his gambling addiction. So, no Detect Evil.

Just a Mort wrote:

I thought it was amusing for the players to go to the Music Conservatory first. Maybe they're having a Halloween party where everyone dresses as monsters, it'd be quite interesting to see what the adventurers do at the party, do they stab the first guy they see in a vampire costume?

Percival could be at the party as well - but maybe dressed as a hag or something else. Let the showdown take place at the Conservatory, but only after they have found fragments of his past.

I love the Costume Party Idea - I think I will combine that with the Crown of Wintermist symphony. Excellent Idea - Thank you!

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Thanks for all the ideas folks. It has helped get my creative juices flowing again. How's this...

For the next several weeks, Percival will lay low, feeding off beggars and outcasts - but fighting the hunger enough not to kill them (hopefully). Using his Dominate power, he will start setting up a network of a dozen or so "Associates" who can run errands and do his bidding. He will be able to do this without drawing attention to himself and remain hidden from the suspecting PCs.

However, there is his love of music and in a thriving city, there are attractions such as concerts and symphonies that he simply must attend. The PCs catch a glimpse of him at the coming symphony "The Crown of Wintermist"? When spotted, a chase ensues behind the scenes and up in the catwalks while the orchestra is playing below. Fighting with some of his associates & their hired friends.

In the end, Percy and his associates escape leaving the PCs possibly having to explain what they were doing back stage fighting with the stage crew. The authorities will not believe their story about things of myth and legend, like vampires. Kind of a Phantom of the Opera feel.

The PCs earn extra XPs for not interrupting the symphony or killing any of the charmed back stage crew.

A couple of days later, the Conservatory contacts the PCs inquiring about their activities at the symphony (they were spotted). If the PCs come clean, the Rothmire family hires them to investigate the theft of a magical violin, which can create illusions once per day (Minor Image: Bard-2).

Secretly, the Rothmire family knows that Percival was cursed as a vampire and that he is back in the city (he was seen too). If such knowledge gets out, the damage to the family name would be devastating. Therefore, the family has hired Father Joseph, a priest of Pharasma & skilled Undead Hunter, to find Percival and lay him to rest. Father Joseph allows the PCs to bungle along, using them as bait to lure Percival out.

I'm thinking Father Joseph ends up getting killed by Percival and all the priest's "Tools of the Trade" fall to the PCs to continue their search. The PCs may or may not learn that they were being used as bait by the Rothmire family.


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The PCs are level 4 & 5 and the players are very experienced (20-30 years of RPG experience each). This is a home brew Pathfinder game with very low magic. Spell slots in this game are recovered every 10 days instead of daily and Wealth by Level is 10% of normal.

There are only three magic items in the group (+1 Spear, Glove of Cure Light Wounds (1 use per day), and an Amulet of Natural Armor +1) and five low level single use items (potions & scrolls). They just spent almost all their money getting one light weapon each alchemically silvered. They couldn't afford having heavier weapons silvered.

Percival Rothmire is a level 9 Bard/Vampire. He has one true love, Classical Music - namely composing symphonies. Following his death 80 years ago, the Rothmire family built a concert hall and music school in his memory, The Percival Rothmire Music Conservatory. The school has about 80 students from some of the wealthiest families in the city. Think Hogwarts for Bards.

He hates being cursed as a vampire and only through his music has he managed to hold on to part of his humanity. He has never spawned another vampire and doesn't intend to. He only kills when the hunger takes control of him.

Living on the outskirts of the small town, he was able to fight the hunger to the point where he only have to feed twice a month or so. Even then, he killed animals over people whenever he could. However, since he has moved to the large city, all the people around him is making it very hard to maintain control.

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Hello My Fellow Gaming Friends.

Normally, I don't lack for scenarios or plot ideas, but I have a bit of a writer's block going on here and could really use your assistance. Maybe its due to all the stuff going on at work right now. But I know I can count on you readers to help a brother out.

Here is the situation so far...

Player Characters:

  • Fighter, a wanna be paladin with a bit of a gambling problem
  • Cleric of Knowledge who desires to be a famous author
  • Wizard, fire mage who really likes to watch things burn
  • Fighter, bounty hunter running from his own past
  • Ranger, big game hunter always looking for the next big hunt

The PCs investigated a series of murders in a small town and uncovered clues leading to Percival Rothmire, an 80 years dead classical music composer (bard), turned vampire. As they put the clues together and narrowed in on the Percival's secret underground lair, he figures it is time for a change of scenery. When they found the lair, it was recently abandoned with almost everything either taken or burned. However, there were a few clues left in the burn pile and behind a shelf indicating that Percival has fled to a large city 4 days away. The PCs, hot on Percy's trail, follow him to the city. They know he is in the city, but have no clue where to start looking.

The PCs are not anywhere strong enough to take on a Vampire so I want to avoid a direct confrontation. I am wanting Percival Rothmire to become an arch nemesis of the PCs - much like Prof. Moriarty to Sherlock Holmes.

Even though I know the flavor I to achieve, I'm at a creative loss of ideas. What fiendish plots could Percival be up to that the PCs have to foil?

Any suggestions you have will be much appreciated.

Thank You,

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I'm looking to connect with 3-4 other Game Masters who meet once per month via Google+ Video Hangout to discuss various Games Mastering topic. The meetings will go for about an hour and an agenda will be developed a few weeks prior to the meetings. The goal of the meetings will be to discuss how different GMs handle certain aspects of their games and to teach less experienced GMs.

The plan is to record the Round Tables and make them available for anyone to watch on YouTube/Google+. Once we have a few meetings under our belt, we can start take questions/topics from our viewers and maybe even have guests (like Game Designers) from time to time.

I am looking for GMs who meet the following criteria...

AGE: Should be 40+ years old
EXPERIENCE: Should have been GMing various games for at least 20 years.
CURRENT GAME: Should be currently GMing a game that meets at least once a month.
GM STYLE: Looking for a more serious style. Not looking for Monte Haul style GMs.

My stats are:
NAME: Jim, aka Urlord
AGE: 54. married with 3 kids (28, 21 and 17 years old)
EXPERIENCE: Been GMing all sorts of RPGs since 1977
CURRENT GAME: Running a PFRPG game now with 7 players that meet monthly. We are about halfway through the Rise of the Runelords Campaign. However, they have gotten side tracked and are now in First World.
GM STYLE: I try to run a more realistic game (as much as that is possible in Pathfinder) where the characters have lives outside their adventures.

If you are interested and can commit to at least 4 months, please reply to this post.


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I understand the Eldest are gods and shape entire domains. What I am looking for is a way to shape maybe a few hundred feet radius at its highest ability.

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I received my copy of Pathfinder Unchained today. Maybe I will have some ideas after reading it.

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I am leaning towards a Chain of Feats with each higher level feat allowing the shaping of progressively larger areas. In addition to the Feat, I will take into account Level and the bonuses of the mental abilities (INT, WIS and CHA).

I do like the requiring some sort of task or exclusivity to gain access to the Feats. so I will come up with some kind of task/test as Feat requirements.

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My characters are 10-12th level. One of them is a Sylvan Elf Druid-11 of the Green Faith. The player is wanting to know more about shaping the area of First World. Nothing huge, but just how her character can start developing that ability. I just want to have some guidelines in place before next game session.

I really don't like the idea of it being a spell because that limits it to the spell casting classes.

I think it should be based on the character's power level only. I just don't know how to adjudicate it.

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This is such a good thread with great ideas, I am seeking your help with my First World Campaign. See the link below for details:


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The characters in my campaign have crossed a planar tear into First World. I have been reading everything I can find about First World. In several places, references are made to "Shaping" the local area. I would like to develop this as an ability and need your assistance.

Should this be a Spell or a Feat?

How can low level Shapers only affect their immediate area, while powerful Shapers can make changes to hundreds of miles.

Once altered, how is it maintained over time to keep the chaos of First World from undoing it?

What happens if multiple Shapers try to make changes to the same area?

What is the Saving Throw if a Shaper tries to change a living thing or a magic item?

I welcome all your thoughts at this point.

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I think I am going with the following:

The body of a young woman is found dead in her home a couple of days before the wedding ball. Upon investigation by the town guard it appears she died of natural causes. When the undertaker is preparing the body he finds a hole in the back of her throat, which leads to him learning that her skull is completely empty. Being superstitious and a devout worshiper of Abadar, he call in his local priest to bless the body.

Young Priest Francisco Gallant is somewhat of a savant in that he never forgets anything he reads. He remembers from his years at the monastery reading something about a similar case and how it lead to nearly a dozen deaths before discovery of a creature known as an Intellect Devourer.

He takes his theory to the High Priest and the Council of Elders at main the Temple who are secretly aware of the existence of these creatures in Magnimar and how difficult they are to locate and destroy. Priest Gallant is thanked for his astute discovery and sent back to his parish. "We will look into this", he is told.

The council then informs an elite team of five people who have been charged with investigating, hunting and trying to destroy these creatures. The team consists of five 8-9 level characters who are specialized and educated for this type of work. They have been doing this type work for the last three years. The team is code named Foxhound.

Foxhound learns that the victim was employed by a high-end kitchen, who prepares food for the wealthy for special events. The next such special event on their schedule is the Visdorn-McKlintock Wedding. The team decides to infiltrate the wedding to try to locate the Intellect Devourer and kill it. Considering that this event will have some of the wealthiest and most influential people in Magnimar in attendance, secrecy is paramount.

Imagine all the things going on behind the scenes at the ball (much like the second Back to the Future movie) with the PCs noticing things going on, but not exactly sure what it is. When one of the PCs discovers another dead body in a closet, they are about to raise the alarm when Foxhound stops them. To raise the alarm would cause the ID to flee.

Slowly, all the PCs are brought into the hunt except for the Groom who is too busy and preoccupied. If the ID is discovered, a fight breaks out inside one of the side rooms of the temple just before the wedding ceremony begins. If they keep the ID from getting out of the room and kill it, then the wedding will continue without disruption. Otherwise, things could get a bit chaotic.

Think of the stories the PCs will have to tell the groom when he comes back from the honeymoon.

What do you think?

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Hello Ladies and Gents,

I am GMing a Pathfinder RPG game and we are going through the Rise of the Runelords Campaign. Currently, we are in a lull period between chapters, because I want to get them a bit more experience before continuing. I can also take this time to allow them to clean up a few loose ends and I can throw a couple of red-herrings their way. The characters are all level 6-7. One of the character's back story has them getting married. The character, Joseph, is a lesser noble who is marrying the daughter of another lesser noble. The whole grand affair will be very posh and will take place in Magnimar surrounded by gentry and upper class folk from all over the city.

I will be dedicating an entire 10-12 hour game session (we only game once a month) to the various festivities leading up to the wedding and the wedding itself. Lots of role-playing opportunities, but I want a bit more. Some sort of mystery might be appropriate. I am looking for ideas of what I can throw into the week of the wedding without actually ruining the event.

The characters in the party are:
- Joseph - A male Varisian Fighter [NG] (the lesser noble getting married. His family is in warehousing business)
- Ulfgar - A male dwarf ranger [CG] (Raised by a Shoanti tribe, he is rediscovering his dwarven heritage)
- Adonis - A male half-elf fighter [NG] (Ex Magnimar Military who aspires to nobility. Being 1/2 elf is a barrier)
- Belanor - A male elf wizard [summoner] [CN] (Power hungry personality who I expect might join the dark side if promised the right things)
- Tizra - An female elf druid [snake shaman] [CN] (Priest of the Grean Faith and somewhat of a druggie with all the "Herbs" she uses)
- Talisha - A female Varisian Rogue [NG] (A practitioner of Harrow Readings and very attuned to spirits and haunts)
- Jana - A female Varisian Cleric of Gozreh [LN] (A down to earth river barge captain with man issues)

There are three major events planned so far:
1. The Wedding Harrowing - Four days before the wedding, the couple along with family and friends march along the street in festive clothing to eventually end up at the home of the elder Harrower. Along the way, lots of passers by join in and all sing and dance as they are going along. When they get to the home of the Harrower, the couple go inside along with the Bride's best friend and the Groom's best friend. The Harrow Reading is performed and they exit the home. Then all go to a per-arranged tavern/hall and party most of the night away.

2. The Ball - Two nights before the wedding, there is a grand ball where everyone shows up in their finest clothes. It is a very formal affair.

3. The Ceremony - This will be the actual wedding ceremony performed in the Temple of Sarenrae officiated by the high priest.

Any and all ideas are welcome.


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Hûd Glanas Edhellen (League of Elven Purity) is a heavy RP group of Elves. Follow the link to learn more about us.

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Nolondil Leafrunner wrote:
Mikaze - raging wrote:
Xorgrond wrote:
Urlord wrote:
[...]others might be secret members who strive to "Cleanse" the tainted bloodlines in more violent ways
seems like a great idea for a Neutral Good guild.

Sweet Jesus. No.

Good does not work that way.
Neutral on the moral axis does not work that way.

I think Xorgrond was ironical here :)

You should also note that the aims/goals of Urlord's project is not anymore about ethnical "cleansing" and obviously evil stuff. He probably needs to rework his communication and create a new thread. Nevertheless your comments are welcome. There are lots of really interesting RP and knowledge stuff in Urlord's project, that deserves to be publicized.

I completely agree that the comment "... others might be secret members who strive to "Cleanse" the tainted bloodlines in more violent ways" would not be a Good aligned action. However, the alignment of the League of Elven Purity is True Neutral. Regardless of Law, Chaos, Good or Evil, we are focused on this mission statement:

The mission of the League of Elven Purity is to research, promote, defend and protect all facets of elven culture and heritage.
We strive to foster pride in our Elven heritage within all our constituents, whether they are long-time residents or recent arrivals.

The LoEP is all about promoting Elven culture. Sure you might get the occasional wacko that take it to the utter extreme, but that could be true of almost any organization.

Xorgrond wrote:
Secondly, cool idea. I would "run with it". Would you also want to kill, erm, "ethnically cleanse" all humans as well?

Why would the LoEP want to do this? We don't care what humans (or any other non-elf race for that matter) does, as long as it doesn't interfere with our elven way of life.

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After giving this a great deal of thought, I would like to form a Company with the LoEP. Here is the basic information for the group:

Alignment: TN

Mission: The mission of the League of Elven Purity is to research, promote, defend and protect all facets of elven culture and heritage. We strive to foster pride in our Elven heritage within all our constituents, whether they are long-time residents or recent arrivals.

Website: http://loep.guildlaunch.com

Member Roles:

  • Lore Masters - One of the functions of the League is to research and chronicle Elven history. Lore Masters are members responsible for maintaining the accuracy of the official Elven Lore. This lore would become part of the official archive and posted on the League Wiki.

  • Genealogical Researchers - League members will create Elven character genealogies for players in exchange for in-game payment. Basically, it would be made up information with guidance from the player if they wanted anything specific in their family tree. Once, created, these genealogies would become part of the official archive and posted on the League Wiki.

  • Artists with an interest or experience in Heraldry - I would like to have a couple of people who are good enough at art (I stink at art) to produce heraldry artwork for characters in exchange for in-game payment. Once created, these heraldry devices would become part of the official archive and posted on the League Wiki.

  • Craftsmen and Merchants who wish to promote Elvish trade and crafts - We would be looking for ways to improve the production and trade of Elven crafts, while also looking for ways to weaken non-elven production and trade.

  • Teachers who wish to help with educational programs - We would help document things that would be common to elven culture and work to educate new players in those things so improve consistency and improve the immersiveness of the culture.

  • Warrior to defend and protect our Elvish heritage - We would train and equip a fighting force to assist in the defense of the settlement as well as undertake missions of a more "sensitive" nature, such as persuading non-elves from performing activities that could undermine or harm Elvish interests.

  • General Members who share the mission of the League - Anyone who agrees that the Elven culture should be maintained, should join.

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Dakcenturi wrote:
I think this is really interesting data from a company perspective (although from a very limited sampling). Would be interesting to see this data in relation to all players at the beginning of EE, the end of EE, and 6 months after OE.

I agree that would be interesting data. Is there anyway you could share the age bands and percentages with us at each of those milestones?

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Pax Shane Gifford wrote:
Last I heard you can be a member of up to 3 companies, but only 1 can be a company sponsored by a settlement (and thus be the settlement you "live" at and train at, etc).

Do you know if a character's company membership will be visible to others?

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I would like to get a count of any elves that might be interested in joining the League of Elven Purity if I were to make it a Sponsored Company?

Here are the basics as I have been thinking about them:

Name: The League of Elven Purity

Mission: The mission of the League of Elven Purity is to promote, research, defend and protect all facets of elven culture and heritage. We strive to foster pride in our Elven heritage within all our constituents, whether they are long-time residents or recent arrivals.

Roles Needed:
- Genealogical Researchers and Scribes.
- Artists with an interest or experience in Heraldry.
- Craftsmen and Merchants who wish to promote Elvish trade and crafts.
- Teachers who wish to help with educational programs.
- Warrior to defend and protect our Elvish heritage.
- General Members who share the mission of the League.

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Snorter wrote:
Moonbird wrote:
I suppose we also have a population of pen and paper Pathfinder RPG gamers who never tried an MMO (does these guys exist really ?)

They do (hi!).

I've no problem with PvP, just that I want it to be 'meaningful'.
And my definition of that, is that it should be in-character, and for reasons that relate to events in-game, rather than utterly random, or as a result of personal dislikes between the players (as opposed to characters).

I'm going in, expecting to have to fight things; I couldn't care less if the things I'm fighting are run by a server's AI, or by another player.
Just make the opposition interesting.
Random fights with random strangers, for random (or no) reasons, aren't interesting.

I'm with the Snorter here! He expressed it succinctly.

I'm an avid pen and paper RPG gamer and always will be. I'm 53 years old and since 1976, I am still GMing a regular game (Pathfinder for the last few years) with 4-8 players from ages 15 to 50 (Nerd Alert, I know). I've been involved with some MMOs over the years, but they tend to become uninterested quickly due to the lack of RP. Personally, if there's no RP, its very boring and my heart won't be in it.

I think the problem is that there's a huge group of players out there that don't understand the concept of "In-Character". This is where as a community, we need to educate, promote and reward the use of this concept while at the same time chastise and punish those who are engaging in frivolous PKing. If we do this as a community and set some Acceptable Community Standards (ASC) early and most of the players abide and uphold them, then we should be able to effect positive change. I believe this is a culture problem and is only going to be solved by the community, not game mechanics.
meat of this topic

But back to the topic - Appropriate Community Messaging

By billing PFO as an "Open-World PvP Sandbox", it is attempting to describe PFO in terms related to other games. I truly believe that GW is building something much bigger than this description and as such should not use such limiting buzz words and descriptors to market it. These are words describing it to other gamers. Pick words that describe it to the world. Don't let the existing games box us in.

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Mourn Blackhand wrote:
We are currently looking into changing to a NG settlement.

This would open the available citizens up from 33% (CG, NG and CN) of the total player base to 44% (LG, NG, CG and TN). That is a big increase.

I think this is a great idea because ultimately, the size of a settlement's population will play a huge part on its long term survival.

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Wow - you guys have really boxed yourselves into a corner with this CG Settlement choice? I have already applied for TiD so I will just have to wait and see how things can work out in the long run.

Pathfinder Rulebook Subscriber

Then the closest would be True Neutral, which would seem pretty lawful to all you Chaotic folks. I think I could do that, and it would allow me some leeway to tolerate the more chaotic members of the LoEP. I fould play TN as an elf on a mission and Good-Evil & Law-Chaos be damned. See, I'm flexible :-)

I will Apply to TiD and then register at the other forums so I we can discuss the available elven deities and find one that would work.

Thanks for the heads up.

Pathfinder Rulebook Subscriber

Okay, after great consternation, I have decided to join TiD if you truly want me. Before you decide, let me describe my character...

Lord Xilanthus "Xil" Narthingad is a high born elf from a well respected family. His mother and father were killed in defense of the settlement long ago and Xil and his sister, Ardelia, were placed in the care of a priest of Abadar. Xil took to the priesthood with zeal and has aspirations of being a high priest someday. Ardelia, fell in love with a human man and ended up getting married. A couple of years after the marriage, she became pregnant and ended up dying in childbirth. Xil interpreted this as a sign from Abadar that half-elves are an abomination and contrary to the Laws of nature and to maintain the Purity and Nobility of the elven people, he must do whatever possible to stop it.

He would be a LN Cleric of Abadar (Law and Nobility domains if those exist) who I hope to get involved in the settlement politics rather heavily. He is a pure Traditionalist and he thinks he is fighting the good fight for the sustainability of all Elves. Religiously, he would be extremely conservative and possibly a zealot.

Let me know what you think.

Urlord Goblin Squad Member... No Really, I am... I am damnit!

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The Store said "Approx. August" when I purchased my EE a couple of days ago.

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brad2411 wrote:
TiD is currently at position Y which is at the Southeast near an entrance to a mountain range but in forests.

Ah! That is really off the beaten path and a long (aka dangerous) way from Talongard.

I would hate to start in TiD and get ostracized and run out of town, only to be so far from my friends.

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https://goblinworks.com/landrush/guild/16 wrote:
Alignment: Settlement CG, denizens core alignment NG, CG, CN plus LG, TN and CE via sponsored companies

Is this right? If so, please explain why NN and LN were left out?

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Hi folks, and hanks for the invite Nolondil.

I am really tossed. I have two other friends that will be joining EE with me in August and they want to join Talongard, but from researching the people and companies that are going there, I think settlement management may be a bit too loosey-goosey for my taste.

- Where is TiD on the map so I can see how far it is from Talongard?

- Do you think Talongard will be an ally?

There really seems to be some interest in the LoEP and I might try establishing it from the get-go if I can still easily visit and RP with my friends.

Urlord Goblin Squad Member... No Really, I am... I am damnit!

Pathfinder Rulebook Subscriber

Our basis for Elves in fantasy is typically drawn J.R.R. Tolkien's Lord of the Rings and his elves were definitely elitist and prejudice. I don't see the League of Elven Purity being too far off the mark from the elves of Lothlorien or Mirkwood, especially those of High Birth.


Chris Lambertz wrote:
Removed a post. Racist comments have no place here.

I did not see what was posted and thanks Chris for removing it.

Urlord Goblin Squad Member... No Really, I am... I am damnit!

Pathfinder Rulebook Subscriber

Thanks for your answers to my questions. It is obvious you want to attract all sorts of players and I support that. I am a bit concerned over the following quote, because it sounds like things will be kind of loose and willy-nilly.

<Magistry> Athansor wrote:
Before I answer the questions, I just wanted to make a note about the "leadership" of Talonguard. Talonguard is designed to be a place for independents, and will have many companies and unaffiliated residents. We will want input from everyone when making major decisions. We eventually would like Talonguard to have a ruling council. (It is unlikely, because of possible abuse of the mechanics by large gaming organizations (4-chan, Somethingawful, etc), to ever be a straight democracy) The ruling council will have to be in touch with different areas/aspects of the community so that all are represented.

I have lead settlements in other games and willy-nilly doesn't usually work. There needs to be some structure and rules in place, even for a settlement of independents.

- Will there be taxes? If so, what percentage?
- How will the tax revenue be spent and will there be oversight?
- Who decides who our allies and enemies are?
- How are quick decisions made and who makes them?
- When there is a vacancy in an important position, how will it be filled?
- What is the process for deciding what groups can operate in TG?
- What laws will be enforced and what are the penalties for not abiding by them?
- Who will be responsible for administering justice/punishments?

All these things I imagine you have spelled out already. It would be great if you could share them.

Urlord Goblin Squad Member... No Really, I am... I am damnit!

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These are just my experiences and opinions - please don't beat me up.

I think I understand the delicate balance GW is having to do. There is probably a 2:1 (or higher) ratio of players that enjoy the PVP over non-PVP. In my experience, the non-PVP players are the ones that tend to be older and come from previous table-top D&D or Pathfinder histories. Older, non-pvp players are potentially more stable economically and can afford to support games like this on a consistent basis. Therefore, these players are of great importance to GW from a revenue perspective.

I am one of these older players who came up pre-video games and prefers games where players work together to accomplish common goals, like a table-top game. I love the settlement vs settlement concept, and I like the ability to attack caravans and POI to disrupt supporting settlements. These systems are logical and make great sense. But, I would be perfectly happy with no PVP outside these activities. However, I am wise enough to understand that I am but one voice and probably in the minority on this topic.

Ryan, answered a forum post of mine this morning at 2:08 AM and I was thinking, what is he doing up this late during the week. Its because he probably can't sleep with all the stress trying to make Investors happy, Paizo happy, PVP Players Happy, PVE Players Happy and RP Players Happy while still remain sane and have a tiny bit of personal time. If he is married, he has to also keep Mama Happy.

My advice to Ryan and the entire GW Team is to do your best and end the end, go with your gut. At least that way, regardless of what happens you keep your integrity. I pray that PFO does well and makes a lot of people happy for several years to come, and I pray that Ryan and other GW leaders make the right choices for its success.

I for one plan to support GW and PFO however it turns our. I mean, its gotta be better than Wurm, right?

Urlord Goblin Squad Member... No Really, I am... I am damnit! LOL

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Okay Ryan - Thanks.

First, my Kickstarter contribution was lost, and now this.
Oh well, life goes on. No harm, no foul.


Urlord Goblin Squad Member... No Really, I am... I am damnit! LOL

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Then how do so many others have it already?

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I am 53, 54 in August. Woo Hoo, the only one in my bracket.

"Can someone pass the Geritol please? Its right next to my AARP card."

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I feel that the lack of evil groups id quite realistic. I mean how many evil people do you know? Probably not many. That's because they are secretive because society doesn't accept them and would punish or at the very least shun them.

Evil lurks in the shadows and as many of these "neutral" or "Good" groups start being run by characters (not players) with greedy, prideful or any of the other bad traits in their hearts, they will begin to erode the foundations upon which these groups were formed. They may not even know what is happening until it is too late and the "Brotherhood of Holy Honor and Justice" crumbles into just another greedy, blood-thirsty mercenary guild.

Evil characters will exist, but many will not show their goals and actions until ... well until it may be too late.

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Already done!

Thanks for the response.

Pathfinder Rulebook Subscriber

If I were designing the game ...

I would make sure that every feature of the game would promote working together verses solo play. There is nothing worse than playing a game all alone.

For example, I would never allow a single character to be able to do everything or even a quarter of everything. I would make it so that it took a group of characters working together to accomplish great things. Even to the point of combat. More powerful monsters like Giants, Trolls and higher should not be able to be killed by a single player. It should take a minimum of 3-4 working together to take it down.


I would make the combat gap between the lowest newbie and the most powerful (with the best equipment) only about a x2 difference. Meaning that the newbie would have about a 25% chance to hit the Lord and the Lord would have about a 75% chance to hit the Newbie. Also, the Lord would only have about twice the hit points of the newbie. This would give any character the chance of being killed in PVP situations and if there is a chance of being killed, it would happen only for good reasons.


I would have Permadeath - meaning that if you die, only hard to get or expensive divine magic could bring you back. Otherwise, you create a new character. Couple this with the x2 power level above and there would be very little frivolous PVP and players would be forced to play their characters correctly instead of doing stupid crap all the time.


Finally, I would have extensive Mounted Combat, Chariots, Ships and possibly flying mounts. This adds such an excitement to the game and opens up so many new tactics.

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"Hello, my name is Urlord and I'm a heavy RPer."

The ring of other meeting attendees quietly drone in unison, "welcome urlord"


I am also a firm believer in asking the tough question up front, so here goes:

(1) Does the Talongard leadership want to have characters who RP in their settlement?

(2) Will the leadership of Talongard be managed In-Character or OOC?

A simple example, lets suppose that my character is a tree-hugg'n druid type and there is a nearby forest that would be a great source of lumber for the community. Now, me as a player, understands the benefits of the lumber, however the character would do whatever he could to keep the forest from being defiled. Would this sort of RP be understood by the leadership for what it is, or would it piss them off to the point of not wanting to work with me as a player any more?

I ask this because Role-Playing breeds conflict... Ethical conflict, morale conflict, social, economic and racial conflict in addition to the occasional physical conflict. Are the leaders of Talongard experienced enough players to keep this RP conflict between characters and not impact the feelings between player?

I'm a great team player, but all character are bound to have some belief or personality trait that might differ from others which could result in conflict. I just want to make sure that these sort of RP things are supported and welcome within Talongard.

Because this is what separates just playing a game and making memories that will stick with you for a lifetime.

Please answer my questions.



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I paid for Early Enrollment on the Goblinworks site for PFO and I am showing as a Goblin Squad Member there. However, it is not showing here. Both accounts use the same email address.

What do I need to do?

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I was considering for one of my characters:

Creating a RP group of elves that fundamentally believe that Humans and Elves should never produce offspring. Meaning, they are completely against the birth of Half-Elves. This group would be attempting to educate their people of the dangers of tainting the elven bloodline. Some members might be quite open and forthright with their beliefs, while others might be secret members who strive to "Cleanse" the tainted bloodlines in more violent ways.

Do you see this potentially working?

Pathfinder Rulebook Subscriber
Paladin of Baha-who? wrote:

You get an immediate save against both the paralysis and the disease. It's wise to make the disease save behind your GM screen, so they don't know, unless they got a good knowledge(religion) check or subsequent Heal check, that they are diseased. If they fail the initial save against an affliction, such as a disease, with an onset time, they save again after the onset time before they start taking effects. In this case, if they fail the first save, and then the second, they take the ability damage, and then wait the frequency (1 day) and save again. If they fail again, they take the damage again and wait another day, and so forth.

In regards to your party: half your party is immune to paralysis from all the ghouls except that ghast boss. You also have five characters with good fortitude saves. At level 4, a single hit from any of the fighters, rangers, cleric or druid (unless they're a caster-focused cleric or druid) will put a normal ghoul down, especially with bless/inspire courage and other buffs happening. These players will wipe the floor with these ghouls unless you take care with your tactics and NPC construction.

I would suggest giving all your mook ghouls a level in rogue or something like that. Give the Ghast a few levels in Cleric of Urgathoa or Kabiri (demon lord of ghouls). This will allow him to channel negative energy to heal his minions or harm the PCs, and buff himself. Make sure the boss does not face the PCs alone.

Ghouls have darkvision and very good perception and stealth scores. Use these. Make sure the mansion is completely dark, and all windows and openings to the outside are boarded up. Insist they use light sources, and enforce the rules of light sources. Have your boss cast Darkness when it's time to fight him, for example -- only your dwarf will be able to see in it, and none of your players should have Daylight yet. When a target can't see a rogue, that rogue can often sneak attack him. If they're using torches, keep in mind that those without low-light vision won't be able to see past 40 feet away. As rogues, the ghouls will be proficient in weapons, such as bows and arrows. They don't have to rush in and attack. A cool option could be to give your boss Brew Potion as a feat, or else give him an assistant with that feat, and have him have brewed a large number of Oils of Darkness. These can be applied to any object, such as an arrow, and your ghoul mooks can use the tactic of shooting a darkness-enshrouded arrow into the middle of your party, and then attacking under the cover of the spell. Have secret doors and passages, lots of debris and furniture to stop charges and interrupt line of sight, and you'll have a grand old time.

Thanks for the information and ideas - I think I will implement aome or all of them.

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I have a couple of questions about a Ghouls:

1 - When a character is bitten it says:

bite +3 (1d6+1 plus disease and paralysis)
The disease has an onset of 1 day.

Does this mean that there is an immediate save vs the paralysis and a separate save vs the disease after 24 hours? Or is there one save for both the paralysis and the disease?

2 - The characters are entering an old mansion that is infested by ghouls

I would love to hear some of your ideas of tactics for the ghouls.

Note, there is a Ghast in the house that is the boss.

The party is large (8 characters) consisting of:

  • 1/2 Elf Fighter-4
  • Human Fighter-4
  • Dwarf Ranger-4
  • Human Rogue-3
  • Human Cleric-3
  • Elf Wizard-3
  • Elf Bard-2
  • Elf Druid-3

Any ideas and insight would be most welcome.


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I have always played it that when a spell caster learns a Summoning Spell, they develop a mystical bond with that creatures that could be summoned and every time they cast the summon spell for that kind of creature, the same creature is brought forth. If it dies, then it cannot be summoned again for 24 hours. This is consistent with the PRD rules:

http://paizo.com/pathfinderRPG/prd/magic.html#_summoning wrote:
Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again.

I extrapolated the rules so that if the summoned creature was wounded, the time between summonings would be up to 24 hours based on the percentage of damage taken. Meaning, if the summoned creatures had 50 HPs and took 25 HP of damage (50%), it would be unavailable for 12 hours.

I even had the case where a Babau (demon) grabbed a cleric's discarded backpack and put it on just before the spells duration ended. I did this because the party's cleric kept blasting it with positive energy every time it was summoned - the demon was pissed off. It took several additional summonings and negotiations to get some of the more valuable items back.

If the character wants to change the summoned creature, they can make a Spellcraft roll to do so. The DC is 10 + (2 x the Spell's Level). Once changed, the bond is now set to the new creature until it is changed again.

I have even had a player character that took a Drawback that he was the target of a summons spell for another creature. Basically, I could pop him out at any moment to go do the summoner's bidding for a few rounds. He would pop back where he left after a while based on how much damage he took, up to 24 hours (if he was dropped to 0 HP).

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In my game, the characters are getting ready to go into a Haunted House. I have all the Haunts created and such. However, in my preparation I had a thought...

One characters in the group is a female Varisian Rogue (level 4) that is a Professional Trapsmith and Fortune Teller. She took the rogue talent Minor Magic "Disrupt Undead" spell. The player is playing the character like a gypsy who does Harrow readings and is into the spirit world.

I wanted to give the character an ability interact with Haunts, but I want it to be balanced so that the character is not something for nothing and the benefits and penalties balance out. Can you please read over Haunt Empathy below and give me your thoughts about it.

Thanks in advance!


Haunt Empathy (Ex):
The character gains an intuitive sense that alerts her to presence of haunts. Whenever she comes within 10 feet of a haunt, she receives an immediate Perception skill check to notice the haunt. This check should be made in secret by the GM. She also gains a +1 Will save bonus to resist the haunts effects and a +1 Dodge bonus to AC verses any attacks by the haunt.

The character is also hyper sensitive to haunts and regardless of who the haunt targets, she is slightly affected by the same haunt. Whenever a character within 60 feet is affected by a haunt, she experiences exactly what they do. For every point of damage they take, she takes an equal amount of non-lethal damage. If they take ability damage, she takes it too but all abilities recover 1 point per hour instead of one point per day.

Finally, she may attempt to commune with the haunt. To do so, she initiates a Will save vs the Haunt. If successful, she may ask a single Yes or No question. If the Haunt knows the answer, the spirit answers directly or provides an empathic feeling of Yes or No. If the spirit doesn’t know, there is no answer. It is important to note that Haunts seldom know why they exist or how to remove the Haunt. If the Will save succeeds by 5 or more, she may ask two Yes or No questions. If the save fails by 4 or less, there is no answer and if it fails by 5 or more, the spirit invades her mind and she takes 1d3 Wisdom damage.

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