Ezren

Wonderhaven's page

5 posts. No reviews. No lists. No wishlists.


RSS


Hello everyone, I have a quick question. Do the Independent and Valet familiar abilities work together so a player can retrieve 1 item per round without spending actions?


3 people marked this as a favorite.

The one houserule that always seem to use in my games is "healing potions always roll max". This results in cure light wounds potions automatically healing 9 hp, cure moderate always gives 19, etc, etc. This really helps out for lower level characters and keeps potions somewhat viable for out of combat healing at higher levels.


Game system: Pathfinder

We play using a virtual tabletop program called Fantasy Grounds. I have an Ultimate License so you can play at no cost to you. Experience with Fantasy Grounds is preferred but not required.

Time Zone: EST (Eastern Standard Time)
Game time: Tuesday 8pm-Midnight
Duration: Indefinite
Frequency: 1x week
Text/Voice: All roleplaying is done over Skype.
Campaign: Rise of the Runelords with more to follow

Hello all,

I am the DM for an established Pathfinder group. We have been running games with our current group for over 2 years now. We recently had a player leave the group due to out of game obligations and as such we are looking to add 1 player with a possible second in the future. Because we have such a good group and a strong bond (I've DM'd for one of the players for over 10 years) we will hold trial sessions before bringing anyone on full-time. If you are invited to play you will join us for 2 sessions as a trial. If you fit well with the group, at the end of those sessions you will be asked to join us for 2 more. After that point we will decide whether to bring you on as a full time member of the group. I'm sorry if this sounds trivial but I'd rather be upfront with you instead of leading you on.

Anyway, more about the game. We are currently just beginning Book 5 of Rise of the Runelords. We are doing a side quest of sorts before book 5 begins and running the 1st Edition classic "Isle of Dread" which I am converting into Pathfinder rules. After the "Isle of Dread" the characters will continue on with the RotRL campaign. This is a long term group. We will be jumping into another campaign after this one is complete.

The group currently consists of a Summoner, Cleric, and Gunslinger. Current character level is 13.

We role-play verbally using Skype and as such you need to have a working microphone and camera. I also stream our sessions live to Twitch and later upload them to YouTube. You need to be ok with an audience watching and be willing to participate in the chat during game. We usually don't draw a big crowd but there are normally 1-2 viewers who love to chat with us while they watch.

Roleplay is big with our group. There is a lot of combat but the last thing we want is someone who is only focused on numbers and not character interaction. Roleplaying should be your primary focus with combat coming second.

We play more or less every single week. I understand life happens and you might need to miss a session here and there. That is completely fine. However, we are looking for someone who is reliable and can make most games.

Between sessions, you will need to write a character journal entry on our message boards. This journal will be a first hand account by your character of what happened in the previous session. You can also use this as an opportunity to flesh our your character and background. I give a lesser hero point type reward to players each week for completing this task.

If the above interests you, by all means shoot me a PM. Tell me a bit about yourself, what you would be interested in playing, and how you think you would fit with the group. I look forward to hearing from you soon!


Hey guys, I just have a quick question regarding grapples and critical hits.

Lets say a player is grappled and pinned by a monster. The monster makes a grapple check on his turn to do damage to the player. He rolls and 20 and confirms. Does the monster get to do 2x damage to the player since it "crit" on its grapple roll to do damage?

Anyway we can get an official ruling on this issue?

Thanks!


Hi all,

My players just hit 7th level last night. One of them plays as a maneuver master monk / fighter. At this level he gets an ability called "Maneuver Defense." The rule states:

"At 3rd level, if a maneuver master has an Improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so.

This ability replaces still mind."

He has the Improved Grapple feat so this would mainly apply to grapples. He explained to me that once he grapples / pins an opponent he would be able to make an attack of opportunity every time the opponent makes a grapple check to attempt to break the grapple / pin. Is this correct? It seems like the opponent would be essentially dead as soon as the player grapples them if this is how it works.

Any advise on this would be greatly appreciated. I'm mainly interested in how these ability works per RAW.