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![]() Timeline Ltd is having a Kickstarter to get the long awaited 4th edition of this old classic post apocalyptic game printed, if your interested head over to The Morrow Project 4th. Edition to check it out. ![]()
![]() I've had a problem with Metal, Magic and Lore: GM's Quick Reference Cheatsheets PDF I've downloaded it several times and re-personalized it three time but each time it only consists of a cover page and nothing else. Is there a problem with the file or how I'm downloading it? I use 7zip to unzip the files which works fine on all the other zips in the order. ![]()
![]() Well my party just wrapped up their final fight and it was interesting. The party consists of a 16th level paladin of Iomedae, a 16th level cleric of Sarenrae and 16th level ranger, a 16th level universal wizard, and a rogue 2 and sorcerer 14 (dragon bloodline). final fight:
The party had sneaked their way through Xin-shalast and fly up the stairs to the pinnacle of Avarice wearing Shidehron medallions and openly discussing their plans. One ambush later and most the inhabitants dead. they find their way into the the Eye of Avarice. Please note all party members have overland flight active through out the entire time in Xin-Shalast. Karzoug, being fully aware of their plans is waiting for them and after they all enter via the gate he time stops and casts a few spells, wall of force, prismatic wall a cloudkill. The prismatic wall separates the paladin and ranger from the rest of the party a few walls of force seal the others behind the prismatic wall and inside the cloudkill while yet more walls of force box in the ranger. His plan being to divide and conquer. To aid in this he uses dust of disappearance and stays out of the parties sight. Several rounds of combat ensue during which he pin pricks the party as the try to get round his traps, the wizard disintegrates the wall of force trapping him, the cleric and sorcerer. While the paladin using detect evil get a rough idea of where Karzoug is but is usable to close enough to hurt him. the cleric tries to free the ranger, while the sorcerer heals the paladin using a wand and UMD, the party forgot to heal before entering this final encounter event though they spent plenty of time buffing them selves. The wizard feeling annoyed at the lack of target takes on form of the dragon II and uses a wish spell cast by his staff to be effected by righteous might so a gigantic sliver dragon appears and with blindsight spots Karzoug. When Karzoug next acts he time stops and quicken teleports inside the cage next to the ranger who is very frustrated at this point. He also renews his dust of disappearance. The party hunts with out luck for Karzoug, looking high and higher up the eye. Karzoug make his first mistake and lightning bolts the ranger giving her a location. The ranger quickly grapples Karzoug and then swings him into the Prismatic wall where he proceeds to fail every save except the one for red. The party was very happy with the end fight as they found it both intersting a a change from a stand up brawl. ![]()
![]() Was wondering if there was a hold up with the subscription for the GameMastery Item Cards: Council of Thieves Deck? As it is listed for sale in the store, while I haven't received notification that my subscription copy's order yet. My subscriptions shows it pending, but My account and Order History have no sign of it. Also no emails about it either in my inbox or spam folder. ![]()
![]() I placed this order for three copies of the Beta to hand out to my players to help get them interested in the system. The order has arrived which is very good (and fast) but the box looked like it had been batted across the Atlantic rather than shipped, this didn't worry me too much as Paizo normally pads its shipments well but when I opened it I found the padding this time consisted of a single piece of paper scrunched over the books. Now the books are usable but have crush damage to the corners, not exactly what I need to create good first impressions with my players. (Hopefully they'll look past it to the contents but some of them do judge books by their covers.) I can understand you were busy trying to ship all the books this last month or so but you seem to cutting back on the packing material with your more recent shipments. ![]()
![]() I saw this on Jason's live Journal page, Jason Bulmahn wrote:
Anyone have anymore info on this? My players and myself all enjoyed combat feats and would be sad to see them go completely. ![]()
![]() Just got notification about these orders and you've changed one copy a The City of the Beast in order 858378 to a Black God's Kiss which I'd reordered in order 860514. Orginally 858378 had one copy of each book in it it. This was then was changed by the order system to two copies of The City of the Beast. I was emailed Customer Service about the multiple copies, I informed them that one copy should have been A Black God's Kiss, said they change it back. I just got the shipping notification and they removed both copies of City of the Beast and added one copy of a Black God's Kiss. Can someone catch this before shiping and fix it please.
About Linark AbbadonIt is not upon me the task of judging. The gods will do that. I'm only promoting the meeting.
Background:
Linark is not known as a merciful Paladin. He had slain multiple evil creatures, but for every one of them he granted an option to redeem themselves. Of course, as the rumors tells us, those options were mostly impossible, and upon failure the creatures were slain.
But no one seems to know how he became that way. When he was young, living in the calm city known as Turtleback Ferry, he saw a mighty Paladin saving the city from outsider's invasion, and no single monster lived to tell the tale. He didn't realize, though, that the citizens life were at risk and thus the paladins could not spare time trying to arrest or incapacitate the evil beings. He saw only the hacks of sword, the blood, the fallen bodies of the creatures that were previously putting the city down. He believe that it was justice. And after it had ended he realized everyone was happy, cheering, congratulating those mighty warriors. It was obvious to him that he should become a Paladin, and he moved to Korvosa for that purpose. He trained for many years, but in many points he was lacking talent, except when it came to slaying evil beings. Although he learned that mercy was an ability everyone should have, but he didn't understand deep inside what it truly meant. He made slow progress, and eventually was ready for field work. But, in one quick job he was somehow affected by an Insanity curse. He got really confused by that and was afraid his fellows would kill him for that. Paranoid. He wandered throughout the region for 3 whole years, when he found a wandering cleric that healed him, without he ever realizing it. But the damage was already done. Having lived with the curse for such a long time made him almost insane, but he came back to the society nonetheless. Everyone though he was dead, but received him back with open arms, sending him once again to fulfill tasks. He tried to apply the knowledge he had gained in his training years, and for seven times he offered evil beings fair chances of redeeming for their evil acts. But all of those times his enemies were just trying to fool him, and for three times he got very close to death. Another two times the prisoners got away, and at the last try four innocents paid with their lives for his attempt to be merciful. He realized that he was not supposed to be merciful. He should be merciless, like the Paladins on Turtleback Ferry he once saw. He began being harsh at his punishments, and making offers that were almost impossible to fulfill. Deep inside he knew this behavior should bring him trouble someday, but he saw his hands as god's hands, an thus he could not stop until those hands fail for good. Linark Abbadon
Skills:
Points: (2 class + 1 int)x3 = 9
-3 Acrobatics DEX (0+0+0-3) +1 Appraise INT (1+0+0) +4 Bluff CHA (3+0+0+1) +1 Climb STR (4+0+0-3) +8 Diplomacy CHA (3+1+3+1) CS +3 Disguise CHA (3+0+0) -3 Disable Device DEX (0+0+0-3) -3 Escape Artist DEX (0+0+0-3) -2 Heal WIS (-2+0+0) CS +9 Intimidate CHA (3+2+3+1) CS +5 Knowledge(Nobility) INT (1+1+3) CS +5 Knowledge(Religion) INT (1+1+3) CS +5 Linguistics (Abyssal/Infernal/Varisian/Thassilonian) INT (1+2+0+2) -2 Perception WIS (-2+0+0) -3 Ride DEX (0+0+0-3) CS +4 Sense Motive WIS (-2+1+3+2) CS -3 Sleight of Hand DEX (0+0+0-3) +5 Spellcraft INT (1+1+3) CS -3 Stealth DEX (0+0-3) -2 Survival WIS (-2+0+0) +1 Swim STR (4+0-3) Possessions: Fire-Forged Steel Nodachi 660GP, Warhammer 12GP, Outfit (Hot weather), Scale Mail 50GP, Longbow 50gp Other Gear: Right Hand Rings (Gold, Mithral, Adamantium) 80GP, Left Hand Rings (Elysian Bronze, Darkwood, Umbrite) 80GP, Cure Light Wounds Wand (44charges)(2pp), Endure Elements wand (50 charges)(2pp) Tracking Sheet ================================================= SPECIAL ABILITIES ================================================= Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. Smite Evil(Su):
- 1/day
- Swift action to activate - +3 (CHA) to attack, +3 (paladin lvl) to damage - If target is Outsider(evil), evil dragon, or an undead creature, +6 to damage instead (2xPaladin lvl) on the FIRST attack - Bypasses any DR the creature might possess - +3 (CHA) deflection bonus against the target Lay On Hands (Su):
- 4/day (1/2 paladin lvl + CHA)
- On self: Swift action - On others: Standard action - Ammount: 1d6 (1/2 paladin lvl) - May be used to harm undead (no save) Aura of Courage: A paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. Divine Health: A paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Mercy: At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition (Remove - Fatigue). Traits: Extremely Fashionable (Intimidate); Irrepressible Ability Score Racial Traits: Angelkin Aasimars gain +2 Strength and +2 Charisma. Scion of Humanity: An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype. Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed: Aasimars have a base speed of 30 feet. Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled. Spell-Like Ability (Sp): Aasimars can use Alter Self once per day as a spell-like ability (caster level equal to the aasimar's class level). Darkvision: Aasimar have darkvision 60 ft. Behavior:
- Will kill any evil creature that makes an offer to good to be true, thinking that It is lying
- Will try to teach his way of living to almost anyone; - Helps anyone as long as it is in dire need; - Tends to be easily fooled by non-evil people; Advancement:
Previous Adventures Details:
- Tier 1-2: Murder on the Silken Caravan (25704) - 1XP - 2PP - +454GP - Tier 1(Zeroed CS): Rivalry's End (25704) - 1XP - 2PP - +500GP - Tier 1-2: Voice in the Void (25704) - 1XP - 2PP - +501GP - Tier 2-4: Wormwood Mutiny (32688) - 3XP - 4PP - +3711GP = Total: 6XP, 8PP, 10Fame, 5316GP. Waiting: - Tier 3-4: Severing Ties (33347) - 1XP - 2PP - +1738GP - Tier 7-8: Cultist's Kiss (33069) - 1XP - 2PP - +4401GP |