Droogami

Ythiel's page

Organized Play Member. 179 posts (6,754 including aliases). No reviews. No lists. No wishlists. 14 Organized Play characters. 10 aliases.



Grand Archive

Hi everyone!

We are a group of five brave adventurers looking for a GM to run the Age of Ashes AP. We use the PF2 system, and are nearing the end of the first book.

We are unfortunately been without news of our GM for nearly a month, but we are having a lot of fun as a group. The role-play has been amazing, and we would love to continue this adventure with someone else.

We'll of course help our new GM catch up with everything! :)


Hi everyone! We're a party of five brave cunning adventurers looking for a new GM. We're about halfway through the first book of Hell's Rebels, and would at least like to finish it. We've been playing together for a while, and would hate to say goodbye to our characters and the good vibes we found along the way.

The group is composed of:

Beorn the Divine- half-orc Bard extraordinaire!
'Tiny Litsy'- is probably just an innocent teenager with no penchant for lies and stealing. Definitely not a Rogue
Variel Nightstorm- Magus. Token 'good guy'. Regrets his life choices.
Pollux and Castor - evil witch, don't ask.
Merelda 'The Widow' Widdomeria- Inquisitor of Calistria, will stab and kiss people, in whatever order she fancies.

If you're interested in running (first of all, thank you, you're a star), please reach out to us! We're excited to meet you :)


Hi everyone!

After a few years of playing quite a few characters, APs and modules on Paizo, I'm starting to seriously consider trying my hand at GMing. I've always liked telling stories and roleplaying, and I think it could be a fun experience, if a challenging one.

I live quite in the middle of nowhere, and have never been near a RL group. Not only is there nearly no one I can ask questions to about GMing and how to do it, but if I run anything, it's going to have to be PBP on Paizo. Which is okay with me, but comes with its own problems.

With all that in mind, I have three questions for anyone who would be kind enough to be willing to give me some advice:

1. Because there's no use trying to be ambitious when you're learning to ropes, I don't want to start by running an AP, a campaign, or anything that could get me overwhelmed because of my experience. What would be a great, one-shot module for a beginner GM? (with some room for fun RP, of course :))

2. On Paizo, I've had GMs who used Google Slides for maps, or others that relied on Roll20. I don't have a clue how to do maps, and from what I've gathered, it's often described by GMs as difficult to learn and master. Are there tutorials? Should I use Google, Roll20, or something even easier to use?

3. One thing that is also completely new to me is how to prepare an adventure/module/scenario. Are there any resources I must have and use, beyond what can easily be found online for free (anything on legacy.aonprd, anything on the Archives of Nethys, etc...)?

Thank you very much in advance for your consideration and help! :) I really hope I can get to GMing in the following months (or 2022 at the latest...)


Hello everyone!

Six players and I were at the beginning of the Reign of Winter campaign when our GM suddenly disappeared. We're still interested in playing, and would very much appreciate it if someone could step in.

Thanks in advance for your consideration!

Gameplay thread
Discussion thread

Full Name

Keera Airbornt

Race

Sylph

Classes/Levels

Sobrino HP 22/22 AC 26 T 15 FF 22 | F +4 R +9 W +2 | Init +5; Low light vision, Perception +5

Gender

Sky druid 6 | HP 45/45 AC 21 T 14 FF 18 | F +8 R +6 W +10 | Init +3; Darkvision 60 ft, Perception +16

Alignment

Chaotic Neutral

Languages

Common, Auran, Druidic, Sylvan, Aquan

Strength 12
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 19
Charisma 7

About Keera Airbornt

Init +3; Darkvision 60 ft, Perception +10
--------------------
DEFENSE
--------------------
AC 21, touch 14, flat-footed 18. (+5 armor, +3 Dex, +2 Shield, +1 Ring)
hp 38
Fort +7, Ref +5, Will +8
--------------------
OFFENSE
--------------------
Spd 30 ft.
Scimitar +4 (1d6+1 / 18-20)
Club +4/+6 (1d6+1 / 20)
Dagger +4/+6 (1d4+1 / 19-20)
Dart +6 (1d4+1 / 20)

--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 14, Wis 19, Cha 7
Base Atk +4; CMB +5; CMD 18

Spells Prepared (Concentration +8) (Feather subdomain)
3nd-level (3 / DC17) Neutralize poison, Call lighting, Lesser Unselected, *Fly
2nd-level (4 / DC16) Bull´s Strenght, Barkskin, Unselected, Stone call, *Feather fall
1st-level (4 / DC15) Windy escape, Produce flame, Unselected, Snow ball, *Calm animals
0th-level (4 / DC14) Guidance, Flare, Light, Create water

Feats; Spell focus conjuration, Augmented summoning, Boon Companion

Skills; Climb +5, Fly +12 (can be used for jumps), Handle animal +5 (+11 if used on "Sobrino"), K. nature +13, K. planes +12, K. geography +6, Perception +16, Profession trapper +8, Spellcraft +6, Stealth +7, Survival +12, Swim +5
Languages; Common, Auran, Druidic, Sylvan, Aquan
Traits list; Resilient, Spiritual forester

Energy Resistance: Sylphs have electricity resistance 5.

.Sky's Embrace (Su): At 2nd level, a sky druid no longer takes falling damage, as though she were constantly under the effect of feather fall. Additionally, she may use her Fly skill in place of Acrobatics when making jump checks.

Resist Storm (Ex): At 4th level, a sky druid gains a +4 bonus on saving throws against spells with the air or electricity descriptors and against effects that control or modify the weather (such as sleet storm). This ability replaces resist nature's lure.

Skymaster (Su): At 5th level, a sky druid can use the fly spell (self only) for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive. This ability replaces trackless step. (1 minute used)

Wild Shape (Su) 2 uses:
: At 6th level, a sky druid gains the ability to use wild shape. When a sky druid takes the form of a creature with a fly speed, this ability functions at her class level + 1. For all other forms, her effective druid level for the ability is equal to her actual sky druid level. This ability otherwise functions as and replaces wild shape.

A druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.

At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.

As a small elemental Keera have +2 size bonus to Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.

Her AC becomes (18/16/14)

Alternate racial traits:
.Storm in the blood; A sylph with this racial trait gains fast healing 2 for 1 round anytime she takes electricity damage (whether or not this electricity damage gets through her electricity resistance). The sylph can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
.Whispering Wind: Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks.

Combat gear: +1 Lamellar Darkleaf armor, +1 Darkwood light shield, Scimitar, 2 darts, Acid, Alchemist´s fire, Spring loaded wraistsheet with wand of cure serious wounds (4/5 charges, from the scenario), wand of cure light wounds (spending 2 PP, 12/50 charges used), Club, Spring loaded wraistsheet with wand of faerie fire(6 charges spent), Cloak of resistance +1, Ring of Deflection +1, wand of cure light wounds (completely used)

Consumibles: 2 Antiplague, 2 Antitoxine, 2 Air crystals.

Scrolls: 2 Faerie fire, 2 feather step, 2 obscuring mist, 2 remove sickness, 1 Shillelagh(used and buyed), 2 Magic fang, 2 Carry companion, 2 Resist Energy.

Other gear: Ink, Inkpen, Parchment, Spell component pouch, Fish hook, Flint and steel, Masterwork backpack, Explorer outfit, Earplugs, Skeleton key, Griffon mane reversible cloak. Headband of inspired wisdom +2

------------------------------------------------------------

Roc animal companion (A.K.A "Sobrino")

Init +5; Low light vision, Perception +5
--------------------
DEFENSE
--------------------
AC 26, touch 15, flat-footed 22. (+2 armor, +5 Dex, +9 Natural armor)
hp 33
Fort +5, Ref +10, Will +3 (+4 vs mind affecting)
Base Atk +4; CMB +7; CMD 22
--------------------
OFFENSE
--------------------
Spd 20 ft. Fly 80 ft
[dice=Sobrino´s bite]1d20+8;1d6+3[/dice]
[dice=Sobrino´s claw]1d20+7;1d4+3[/dice]
[dice=Sobrino´s claw]1d20+7;1d4+3[/dice]

Feats; Thoughtness, Weapon focus bite

Skills; Fly +13, Perception +5

Str 14 Des 21 Con 10 Int 2 Wis 13 Cha 11

Tricks known, 6+3; Attack, Attack, Defend, Heel, Flank, Untrained yet, Flee, Untrained yet (Watch is something I would like), 1 more to decide

Special:

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Gear equipped: Leather armor, Training harness, Amulet of mighty fists +1

Gear transported: Silk rope, Bedroll, Waterskin, Soap, Cold weather outfit.

In the previous scenario Keera had buyed Sleeves of Many Garments

PFS number 91931-7