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Chicago Gameday 42
Oct 17 in Mt. Prospect, IL, US
Register now! Event sign-up begins Sept 28.

What is Chicago Gameday 42?

Chicago Gameday 42 is a day of FREE RPG gaming held at earth's finest game store, Games Plus. The event begins at 9:30 a.m. on Saturday, October 17th, 2015. We have two slots of events, one in the morning and one in the afternoon.

Link: https://warhorn.net/events/chicago-gameday-42

I am running a Pathfinder all-day event (with a possible continuation at future Gamedays based on popularity):

Pathfinder — "Ruins of Greyhawk: First Day of Camp"

The looming ruins promise wealth, fame, and power to those brave enough to enter. Many have never returned, but rumors of those who have tell of great riches pulled from the ancient site. Are you brave, or crazy, enough to explore the Ruins of Greyhawk?

Bring a 1st-level Pathfinder character (or two, you know, "just in case"). 15-point buy, no third-party options, no campaign-specific traits. See canonfire.com for Greyhawk deity domains and favored weapons. The ruins are by no means a meatgrinder for careful and effective characters, but they are designed in a "chips fall where they may" manner. The feel and tone of the original material was kept in mind with a basis in the Pathfinder ruleset. Feel free to email me with any further questions at vyvbasterd [at] hotmail.com.

Both slots will be played as a continuous session but you are welcome to play in either or both. Those playing in both will be allowed to play the same PC, level up (using the Slow progression chart), and play in future Gameday sessions as desired.

Plus, there are still seats open for Dungeon Crawl Classics, Earthdawn, Numenera, I Was a Teenage Creature, Tenra Banso Zero, and Worlds in Peril


The characters have just returned to Sandpoint and learned of the recent goings-on with the sinkhole. Instead of investigating relatively quickly, they've decided to spend 40 days crafting magic items.

I'm looking for ideas on how to represent the Scribbler having over a month to advance his plans. What changes to the adventure would you make if this villain had another month to push his agenda?


Since I've too many ideas to test I figured it would be best to not clog the board and instead contain my odeas to a single thread. On to the first offering:

KATARINA
FEMALE GNOME MAGUS
SKILLS
STRENGTH d8 □ +1 □ +2
.....MELEE: STRENGTH +1
DEXTERITY d6 □ +1 □ +2
CONSTITUTION d8 □ +1 □ +2 □ +3
INTELLIGENCE d12 □ +1 □ +2 □ +3 □ +4
.....ARCANE: INTELLIGENCE +2
WISDOM d4 □ +1
CHARISMA d10 □ +1 □ +2 □ +3

CARDS LIST FAVORED CARD TYPE: WEAPON
WEAPON 3 □ 4
SPELL 4 □ 5 □ 6 □ 7
ARMOR 0 □ 1 □ 2
ITEM 2 □ 3
ALLY 2 □ 3 □ 4
BLESSING 4 □ 5

POWERS
HAND SIZE 5 □ 6
PROFICIENT WITH ▪ Light Armor □ Heavy Armor ▪ Weapons
*When you make a combat check with a weapon, you may discard a card to add the Magic (□ and Acid) trait(s) to the check.
*When you make a combat check with a weapon that does not have the 2-Handed trait, reveal a spell with the attack trait to add an additional 1d6 (□ +1) to the check.

MAGAVAN
HAND SIZE 5 □ 6 □ 7
PROFICIENT WITH ▪ Light Armor □ Heavy Armor ▪ Weapons
*When you make a combat check with a weapon, you may discard a card to add the Magic (□ and Acid) trait(s) to the check.
*When you make a combat check with a weapon that does not have the 2-Handed trait (□ or any weapon with the Melee trait), reveal a spell with the attack trait to add an additional 1d6 (□ +1) (□ +2) (□ +3) to the check.
*□ Add DIVINE: CHARISMA +1 to your skill list.
*□ You may bury a weapon to automatically succeed on a check to acquire a weapon.
*□ You may discard a card to recharge a spell from your discard pile.
*□ You may discard a Blessing of Pharasma to add two dice to a Melee combat check.

MYRMIDARCH
HAND SIZE 5 □ 6 □ 7
PROFICIENT WITH ▪ Light Armor □ Heavy Armor ▪ Weapons
*When you make a combat check with a weapon, you may discard a card to add the Magic (□ and Acid) trait(s) to the check.
*When you make a combat check with a weapon that does not have the 2-Handed trait (□ or any weapon), reveal a spell with the attack trait to add an additional 1d6 (□ +1) (□ +2) (□ +3) (□ +4) to the check.
*□ When you play armor to reduce damage, increase the amount reduced by 1 (□ 2).
*□ You may discard a Blessing of Gorum to add two dice to a spell combat check.


When creating custom characters I wonder at times if I am putting to many tick boxes into a single power feat.

Will a character tick all twelve boxes by the end of the AP? If it's only 8 for example, then creating a new power feat on the role card that reads:

[] Do X ([]+1)([]+2)([]+3)([]+4)([]+5)

would be pointless, as the character would not be able to check all of the boxes, even if he devoted all of his feats towards it.

If its not considered too much of a spoiler, could someone share with us how many of each feat type will be gained through the end of the AP?


DETAL
MALE ELF BARBARIAN

SKILLS
STRENGTH d8 □+1 □+2 □+3 □+4
.....MELEE +3
DEXTERITY d8 □+1 □+2 □+3
.....ACROBATICS +3
CONSTITUTION d6 □+1 □+2 □+3
INTELLIGENCE d6 □+1 □+2
WISDOM d6 □+1 □+2
.....PERCEPTION +2
.....SURVIVAL +3
CHARISMA d4 □+1

POWERS
HAND SIZE 4 □5
PROFICIENT WITH [X] Light Armor [X] Weapons
*You may move at the end of your turn (□ or after your first exploration)
*You may bury a card from your hand to add 1d10 (□ +1) to your Strength, Melee, or Constitution check (□ or noncombat Wisdom check required by a monster)

CARDS LIST
FAVORED CARD TYPE: WEAPON
WEAPON 5 □6 □7 □8
SPELL 0
ARMOR 2 □3
ITEM 1 □2 □3
ALLY 3 □4 □5
BLESSING 4 □5 □6

SEA REAVER
HAND SIZE 4 □5
PROFICIENT WITH [X] Light Armor [X] Weapons
*You may move at the end of your turn (□ or after your first exploration)
*You may bury a card from your hand to add 1d10 (□ +1) (□ +2) (□ +3) (□ +4) to your Strength, Melee, or Constitution check (□ or noncombat Wisdom check required by a monster)
*□ Add 6 to your checks to move to or away from a location
*□ Add 2 (□ 4) to your checks to close a location
*□ When playing a Blessing of Gozreh to add to a check, add 1d12 instead of the normal die.

MAD DOG
HAND SIZE 4 □5
PROFICIENT WITH [X] Light Armor [X] Weapons
*You may move at the end of your turn (□ or after your first exploration)
*You may bury a card from your hand to add 1d10 (□ +1) (□ +2) (□ +3) to your Strength, Melee, or Constitution check (□ or noncombat Wisdom check required by a monster)
*□ You may reveal an ally with the Animal trait to add 1d4 to your check.
*□ When discarding an animal ally to explore, you may examine the top two cards of the location deck, choosing one to encounter and shuffling the other back into the location deck.
*□ When you are dealt combat (□ or any other type) damage, reduce that damage by 1 (□ 2)
*□ When playing a Blessing of Lamashtu to add to a check, add 1d12 instead of the normal die.


ZAHOAT
MALE HALFLING ORACLE OF LIFE

SKILLS
STRENGTH d4 □+1 □+2
DEXTERITY d8 □+1 □+2
CONSTITUTION d6 □+1 □+2
INTELLIGENCE d8 □+1 □+2 □+3
.....KNOWLEDGE +3
WISDOM d6 □+1 □+2
.....PERCEPTION +2
CHARISMA d8 □+1 □+2 □+3 □+4
.....DIPLOMACY +3
.....DIVINE +3

POWERS
HAND SIZE 6 □7 □8
PROFICIENT WITH [X] LIGHT ARMOR
*Add 1d6 (□ +2) (□ +4) with the magic trait to your check to defeat a bane with the undead trait. Add an additional 1d6 if your check is an attack made without a weapon or spell with the attack trait.
*At the beginning of your turn you may examine the top card of your location deck. If it is a bane, you may discard two cards to put that card on the bottom of the location deck.

CARDS LIST
FAVORED CARD TYPE: SPELL
WEAPON 1 □2
SPELL 2 □3 □4 □5 □6
ARMOR 1 □2
ITEM 2 □3 □4
ALLY 0 □1 □2
BLESSING 9

STARGAZER
HAND SIZE 6 □7 □8 □9 □10
PROFICIENT WITH [X] LIGHT ARMOR □ Weapons
*Add 1d6 (□ +2) (□ +4) with the magic trait to your check to defeat a bane with the undead trait. Add an additional 1d6 if your check is an attack made without a weapon or spell with the attack trait.
*At the beginning (□ or end) of your turn you may examine the top (□ two) card(s) of your location deck. If any are banes, you may discard two cards to put each bane on the bottom of the location deck.
*□ Add Survival: Wisdom +3 to your skill list.
*□ On any Wisdom checks made after your first exploration, you may add your unmodified Charisma die to the check.
*□ When playing a Blessing of Desna to add to a check, add 1d12 instead of the normal die.

ENLIGHTENED PHILOSOPHER
HAND SIZE 6 □7 □8 □9 □10
PROFICIENT WITH [X] LIGHT ARMOR
*Add 1d6 (□ +2) (□ +4) with the magic trait to your check to defeat a bane with the undead trait. Add an additional 1d6 if your check is an attack made without a weapon or spell with the attack trait.
*At the beginning of your turn you may examine the top card of your location deck. If it is a bane, you may discard two cards to put that card on the bottom of the location deck.
*□ Add 1 (□ 2) (□ 3) (□4) to your Intelligence check
*□ Add your unmodified Charisma die to noncombat checks required by monster cards.
*□ When playing a Blessing of Irori to add to a check, add 1d12 instead of the normal die.


ARAXUE
FEMALE HALF-ELF MONK

SKILLS
STRENGTH d10 □+1 □+2 □+3 □+4
DEXTERITY d8 □+1 □+2 □+3
.....ACROBATICS +3
.....STEALTH +1
CONSTITUTION d6 □+1 □+2
INTELLIGENCE d6 □+1 □+2
WISDOM d6 □+1 □+2
.....PERCEPTION +2
CHARISMA d4 □+1 □+2

POWERS
HAND SIZE 4 □5 □6
PROFICIENT WITH □ Weapons
*You may play any number of blessings on your combat check; recharge them instead of discarding them.
*If you fail to defeat a monster, other than a villain, by 4 or less, you may place that monster on top (□ or the bottom) of the location deck instead of shuffling it back in.

CARD LIST
FAVORED CARD TYPE: BLESSING
WEAPON 2 □3 □4 □5
SPELL 0 □1
ARMOR 0
ITEM 2 □3 □4
ALLY 3 □4 □5
BLESSING 8 □9 □10

WEAPON MASTER
HAND SIZE 4 □5 □6
PROFICIENT WITH □ Weapons
*You may play any number of blessings on your combat check; recharge them instead of discarding them.
*If you fail to defeat a monster, other than a villain, by 4 or less, you may place that monster on top (□ or the bottom) of the location deck instead of shuffling it back in.
*□ When you fail a combat check with a weapon, you may bury a card to reroll.
*□ When you take damage other than combat damage, reduce that damage by 1 (□ 2) (□ 3)
*□ Add 1 to your Strength (□ or Dexterity) (□ or Wisdom) checks.
*□ When playing a Blessing of Gorum to add to a combat check, add 1d12 instead of the normal die.

MASTER OF THE FOUR WINDS
HAND SIZE 4 □5 □6
PROFICIENT WITH □ Weapons
*You may play any number of blessings on your combat check; recharge them instead of discarding them.
*If you fail to defeat a monster, other than a villain, by 4 or less, you may place that monster on top (□ or the bottom) of the location deck instead of shuffling it back in.
*□ When attacking without a weapon or spell with the attack trait you may bury a card to add 1d6 with the fire (□ or acid) (□ or cold) (□ or electricity) trait to the check.
*□ You may bury a card to explore your current location.
*□ If you would die, instead shuffle your discard pile into your deck, then deselect this power feat. It may be chosen again normally when a power feat is awarded.
*□ When playing a blessing to add to another character's check, that character may move at the end of their current turn.


Is the Clockwork Librarian ally really supposed to add 2d8 to all Intelligence checks when played? Or just non-combat checks? An added 2d8 when Ezren casts an attack spell seems like a huge boost.


Is there any discount available for physical copies of Pathfinder Adventure Path issues purchased through a local hobby store?


I just realized today that this order for Pathfinder #4 never arrived.


We had a TPK in SWW at the sargasso.

A few months later I restarted the campaign at HTBM.

Now in ToD the new party doesn't have the bat idol.

Fishing for ideas on how to handle this. I have unfortunately been busy IRL to the point that I'm barely able to read ahead of where the party has progressed (not something I normally would do), so the reminder of the bat idol was kind of a surprise.


It looks like it was sent through a shredder. Could I get a new one please?


Why are the Lotus Dragon Thieves so hard to break? The module says that getting info from them requires the PCs to change their attitude from Hostile to Helpful.

That's DC 50. Basically impossible for low-level PCs even with Aid Another and a very generous circumstance bonus.

Even Intimidate won't work as it can only make an NPC act as if Friendly.

Are these members fanatics or was this an oversight?


http://www.klutz.com/catalog/product/5520

The notches look to be about an inch. No glue is required to assemble. You can take it apart and build different things with the same set. They also make a castle set and spaceship set.


Last night my wife helped me give our group a unique gaming experience. We left off last week just before the start of the banquet. As the first course was announced my wife entered to serve the players with a representation of what their characters were eating in game. I also made a ruling that if the player wanted his character to eat each course, the player had to eat also. If the character wanted to skip the course the player was still welcome to dig in. Waiting for each course to end in the real world made for good pacing in game. My wife's character accepted Mariss Quemp's marriage proposal just before dinner. Quemp made the glorious annoucement at the end of the fourth course that the wedding would take place the next day in the temple of Hextor.

I thought I would share the recipes my wife concocted for each course. Being a graduate of Johnson & Wales Culinary Institute came to great use. A true chef making slimy green worms - priceless!


I thought it would be cool to share the experiences of my group in the form of our campaign journal. I would be interested in reading other group's blogs.

Our blog: http://cyberaow.blogspot.com/


Are there any plans to do official write-ups for the base classes presented in the Complete series?

Anybody want to share their ideas for tying these classes into Diamond Lake?

I am especially trying to come up with interesting tie-in suggestions for the Warlock.