Domovoi

Zedth's page

Organized Play Member. 356 posts (4,186 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 11 aliases.


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Hello and Welcome FairyGM,
If I may recommend, here is a great thread that includes a link to a PDF put together by Bodhizen, with the input of various forum-lurkers. It is a comprehensive PF1e conversion/overlay for adventures in Dark Sun. The thread and the PDF are valuable reads for any prospective Pathfinder Dark Sun GM.

I myself actually have a Dark Sun PBP on the back burner, set here on these forums, using the ShadowDark rule set. Feel free to peruse the 'Campaign Info' tab for any inspiration for your own game.


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I’m still not Gortle wrote:

No.

No it doesn’t.

All the removal of slavery [based on concepts taken from how slavery has been practice in our real world in the last few centuries] does is eliminate white supremacy talking points from Golarion.

That is it.

All real-world societies have practiced (and some currently are still practicing) slavery. No one is okay with this except despots and warlords. Calling out slavery as bad is the height of strawman burning, as if anyone disagrees. It is telling that you chose to use 'white' here when Paizo-published slavery isn't about whites. Your mask is slipping.

If you don't want a backdrop of slavery to grimdark your game landscape, that is fine. But making emphatic statements that nothing is lost is subjective. Playing a downtrodden slave in Dark Sun (for example) was an absolute blast because you were actively breaking the mold, because of the inclusion of the dark subject matter.

Having dark subject matter in a game is not in any way giving a pass to or abetting the same thing IRL.


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Good to hear from you Bod. I would not expect you to update the document for a single new monster entry; I posted the Silk Wyrm as a heads-up wish-list sort of thing in case you ever revisited the project.

Pet projects are fun too. I've been working hard on my own new RPG which I'm quite proud of - The game system takes PF/D&D theme concepts and meshes them with a more flexible dice system that empowers players with risk/reward mechanics, with an emphasis on meaningful choice.

(One of my least favorite parts of PF/D&D is rolling the same ol' d20 regardless of circumstances, regardless of how dire a situation is, regardless of how important a certain roll is. I created a system where you may opt to increase your chance for success for a cost or by using party-generated "fortune/momentum," akin to Modiphius' Conan 2d20 doom and momentum mechanic.)

Merry Christmas/Happy Holidays to you all. May your Christmas parties, pet projects, and adventures be filled with risk and reward!


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Hello Bodhizen and Dark Sun fans! I was curious about this thread and I'm glad I popped over to see what was new.

Zedth wrote:

8/10/2016 If I might recommend -

You should probably add the Silk Worm to the bestiary list, as it is a fairly signature Athasian monster.
Bodhizen wrote:
I don't remember it being central to any literature or adventures.

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

It occurs to me that I misspelled monster as "Silk Worm" when I meant "Silk Wyrm,", which was a creature that appeared in the very first Dark Sun adventure "A Little Knowledge" from the original boxed set. If memory serves, it was one of the first creatures the PCs would encounter in the wastes after escaping their caravan.

I would love to see it added to the PDF's bestiary if you're up to it.


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I am both astonished and saddened at the amount of snarky crap-posting, political shoe-horning, and general bad form that has erupted in this thread. MANY of you should be ashamed and plenty of you have arguably broken forum rules. Dial it back.

To RD - there is nothing at all wrong with pay to play. Consenting adults agreeing to an arrangement that harms no one should not be objectionable. Some people don't have a regular group of gaming buddies or live near a gaming store that hosts games, and so paying a fee for a game is worth every last penny. Objecting to or getting in the way of that person is what I find objectionable.


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It feels really punitive to have zero Resonance, even as a first level lowbie. Seems like there should be a minimum of 1.


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I sort of got the same impression when I first listened to a playtest video with Jason Bulmahn when he described the pregens to the players and each had an 18 in their primary stat. I've since pulled away from that impression mostly because I realized I'm going to have to recalibrate my expectations about nearly everything because I have so little working knowledge of how the game's math works.

The number 18 in and of itself is meaningless without context. It's possible the context that you (OP) are working off of is the old paradigm of 18 being a big-dog stat level which has been the case since old school D&D up through 3.x and 5e (I've never read the 4e rules so I can't comment). I am reserving judgment until I've read the playtest material more thoroughly and have played a game or two before I judge whether that '18' really feels like or is as meaningful as the old '18.'


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I love the idea of switching to a silver standard because I've always hated how copper pieces are essentially a waste of space pragmatically and thematically in the current gold standard system. Even at level 1 copper pieces are trivial, and by the time you've reached level 2 they are an absolute waste of time to even mention as treasure.


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Blog wrote:
"Your character has proficiency in shields just like she does with armor, and when using a shield, you use the lower proficiency rank of your armor or shield to calculate your Armor Class."

For the life of me I just don't understand what this sentence is supposed to mean. I feel like we're missing context.

This is the first playtest blog post that has me going "meh."

We don't have enough core system math info to draw many conclusions about the data presented here about AC, TAC, etc. I know the blog posts are meant to be teasers but this feels like an uninformative teaser.

I can't fathom why having Constitution-based skill checks is exciting anyone. 3.5's only Con skill was Concentration, which was a garbage idea that was an effective skill tax on all casters due to the (admittedly necessary for balance purposes) harsh rules for combat casting. Doing away with this was a great idea in Pathfinder.

Merging resist bonuses into armor is good.

I'm not seeing anything compelling, fun, or interesting about the differences between armors as presented in this blog. The approach in the weapons blog post was interesting but wonky, feeling like a ham-fisted and potentially complicating way to make weapon choice matter, but it definitely succeeded in making weapon choice matter. From the scant examples of armor given, I'm still seeing players taking the chain shirt over other light armors.


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Charisma in Pathfinder isn't about being nice or likable (though it can go in that direction), it's about a character's ability to project their inner self. There are powerfully callous people who have great capacity and talent to make themselves heard, to control a crowd, to manipulate, to lead effectively, etc.


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So, how about a Kingmaker Hardcover...revamped for PF 2e!


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This sounds fantastic, can't wait to give it a try. Pathfinder has been my "main" game for years now but I've grown to love other games too and I'm more appreciative of differing game design strategies. I look forward to trying out this new flavor of fun!!

Not sure what all the complaining is about.
-Pathfinder has more material than anyone could use in a lifetime. Just because the game isn't receiving official support after next year doesn't mean the game won't have a huge player base. Nothing is stopping you from playing your favorite game.
-Your Pathfinder books will hold their value, so that's a non-issue. Anyone who has looked for ANY edition of D&D books on ebay can see that they are anything but cheapened due to them being out of print.
-Accept it, the only thing that doesn't change is change itself. You can't expect Paizo to keep it up forever. 10 years worth of material is a huge wealth of available material.
-PF 2nd is not D&D 5e. It sounds nothing like 5e.


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Tactical Map

Gatekeeper Sabine entered the inn, calling out for a hearty lunch and for a round of drinks on her.
"Good men and visiting adventurers! Have a round on me!"

The dwarven couple hurried back behind the bar where they lined up mugs next to the tun from which the ale flowed, ready to accommodate the generous gesture. The off-duty lads cheered at the officer's kindness, while a few offered what were apparently oft-repeated requests for a dance and a date with the sturdy woman. She replied with her own brand of repeated rebukes seasoned with a jab at their aptitude both in and out of the bed, drawing laughter from nearly everyone present.

A pair of men produced a flute and double-drum, taking a seat upon a raised platform in the corner. The pair were well-practiced and played well together, filling the room with much-needed background music that is such a welcome amenity in many a tavern. After their first tune they began a second, a popular ditty that came to popularity sometime after the hellwar called "Be she a devil?". The tune was somewhat flat without a singer to carry the melody, though a few men tried (and failed) to remember the words and sing along.


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Tactical Map

When the next morning came the friends glided downstairs into the inn's pub and dining room to a hearty round of applause! Off-duty or breakfasting soldiers clapped them on the back while Daelin and Lafsa ushered the group to a reserved table already set with clean bowls, plates, pewter utensils, and tall mugs. Platters were fetched from the kitchen carrying piles of crispy bacon, scrambled eggs, fried onions and peppers, hot oatmeal, and fresh bread replete with a crock of butter and honeypot. Bottles of wine and offers of ale were also given, ensuring that the conquering heroes would be anything but hungry on this morning.

Warm sunlight shined through the windows indicating that the rains had finally let up, while conversely the demeanors of the trio of elves seemed to darken to a full-blown cloud, peppering their haughty arrogance with jealousy and derision. Their handsome almond eyes looked anywhere except the heroes' table, unable or unwilling to witness the adulation being graced upon them by well-wishers and the dwarf innkeepers.

You have collected 200 gp more from the 20 ears obtained last night. Smuckers said he would bring more money and another award later today.

Chime in with an RP post or two here. It's a nice break from the action where you can take some liberties with local personalities.

You can refer to this post for info/leads and this post for rumors since I haven't yet put up a document with this info compiled. When you're done making an RP post or two, chime in with any purchases you wish to make and then discuss what your next course of action might be. Will you follow one of the leads/rumors? Will you simply go exploring and find what adventure comes your way?

Currently posted bounties:
•Grumpkins - 10 gold coins per left ear
•Beastmen - 25 gold coins per head
•Greenskins - 5 gold coins per left ear
•Red Kobolds - 5 gold coins per left ear
•Ice Kobolds - 10 gold coins per left ear
•Lizardmen - 10 gold coins per head
•Gnolls - 10 gold coins per head
•Ogres - 100 gold coins per head

Operational facilities:
•Inn/tavern
•Smithy
•Quartermaster (general supplies)
•Chapel
•Vault (for bounty pays, safe deposit, and moneychanging)


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M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Gray's silly crush on the ice sorceress reared its ugly head again. He almost wished she would somehow fall so that he could fly up and rescue her, holding her tight in his notably powerful embrace. He half smiled at the idea, then shook his head to clear away such nonsense. She was his friend as were the others here, and they were counting on him to be ready for the serious contingency of a fall.

    The warrior kept a sharp eye on the area above, ready to help if/when it became necessary.


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    Tactical Map

    Daelin offers up 15 gold coins for the badger pelt. He plans on making a rug out of it to help decorate the inn. He goes on to say that he would gladly stuff and mount the heads of monstrous beasts found in the wilderness. He says his funds to buy such heads are limited but he would be sure to tell tales about the heroes who brought them in!

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

    A number of decidedly pleasant hours evaporated away just as surely as the rain did from the traveler’s soaked boots and cloaks positioned near the burning hearth. The paymaster priest was jovial and interesting to speak with though he clearly had a bit of a drinking addiction. He spun stories of the war where he acted as healer and war-mage in the latter skirmishes that heralded the end of the conflict between the hosts of hell and the races of good.

    Most of the soldiers seemed good chaps, whereas the hill dwarf innkeepers, Daelin and Fafsa, were as welcoming as any had ever been to the group. Giving ample time for the drying of boots and garments, many drinks were shared, bowls of stew devoured, and stories shared. Some of those stories spoke of local points of interest and old folklore, though through the haze of laughter and drinking it was unclear how much of it was to be believed.

    A few notable tales and rumors:

  • Not all of the local kobolds fit the archetype of evil pest race that they’re commonly known as. One soldier spoke of a group of red-skinned kobolds who risked their lives to warn the soldier patrol of an oncoming owlbear when they could have simply fled. The soldiers tried to get Captain Smuckers to reconsider the bounty on them but he would not.
  • The three elf adventurers are usurpers under the employ of the Baroness’ rival, a vicious elfen warlord called Maelfanis, working to eventually undermine the efforts of those taming the borderlands.
  • A strange old hermit lives out in the woods somewhere. He’s certifiably insane and breeds with this pet wolf! (which explains the beastmen’s existence) He has been seen west of the keep a number of times, usually along the road.
  • The ghost of a soldier haunts the countryside, sometimes seen riding a horse, other times riding a massive hunting cat. Some soldiers claim that the spirit spoke to them, going by the name Russell, seeming as flesh and blood until he vanished into thin air. These reports stem from patrols sent up the old northron road that skirts the mountains north of the keep, past the undead-infested ruins.
  • Old journals found in the keep from a hundred or more years ago tell of hags who live in the murky lands south of the keep, known for charming male soldiers of the keep into sexual relationships for procreation purposes. One such soldier escaped to tell the tale but the others were devoured after their seed was planted.
  • The Keep was infested with grumpkins and gremlins when these soldiers retook it. Their natural abilities to burrow and climb allowed them access to the Keep in ways that the other local evil races simply could not compete with, and so they controlled the castle for some time. Some night sentries claim they still spot grumpkins climbing the castle walls or flitting about in the shadows of the market area but can never confirm these sightings because of how quickly they move out of sight.


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    Tactical Map
    Taecuss dyn Bru wrote:
    "Captain Smuckers, we are proud to be part of the effort to tame this wilderness. But it is a vast wilderness. Have your patrols noticed any particular trouble spots we should start with or focus on? Are there any other outposts of civilization in these parts, aside from the keep and Sowell's Orchard, that we should seek to defend?"

    The captain nodded sagely, appreciative of the poignant query.

    "As to outposts of civilization, there is a coastal village called Quill's Cove a number of miles east of here, south of the volcanic mountain. We've had a visitor from there a week after our conquest of Dawnslight Keep, informing that a few stout folk have remained there all of these decades. The visitor informed us that the road between here and there is treacherous indeed, as it passes tribes of gnolls, ogres, and worse. Making this road safe will become a priority but isn't yet at the top of my list."

    "Indeed. First, we recently had a supply wagon attacked on the road several miles west of here. A gang of grumpkins attempted to take the delivery by force but failed. When the driver made his escape, he lost some cargo off the back of the wagon - particularly valuable cargo as luck would have it. There was a chest containing coinage, high end goods, and even some enchanted items. The driver believes it was lost near the bridge that cuts south across the Brinewater apparently this is the river's name,, near some sort of mudslide that covered a portion of the road. If you can recover the chest I will personally guarantee a hundred gold coin reward, plus a token of my choosing at that time."

    "Beastmen have been a particular thorn in my side of late. Beastmen with heads of pigs, deer, cats, snakes - we've seen quite a variety - they seem to haunt the woods west of here, often trying to capture our supply wagons as the grumpkins do. In fact the group of adventurers who arrived before you are out there right now hunting beastmen in hopes of reaping those high bounties. I'm afraid I have little more than that to offer as a guide since we've been mostly stuck here in the keep. I have to assume there are hideouts and camps in the woods, but I have no specific intelligence to confirm that at this time."

    "The mountains north-northwest of here are home to mines that used to produce quality ores, including mithral. We know nothing about what you might find guarding or living in those mines, but I am fairly certain that something has claimed them in the last century. The Baroness places a great deal of priority on reopening these mines, and as such those who make them safe again will be looked upon favorably."

    "I recommend you steer clear of the castle ruins a few miles northeast of here. We've only one scout successfully return from it and apparently the ruins are lousy with the risen dead. I would not want to face those foes unless I was supremely confident in my abilities as a group."

    Taecuss dyn Bru wrote:

    When the guard points him out, Taecuss stands and waves. [b]"Master Goldhall, a moment of your time, sir?"

    Assuming he comes over..."Sir, we are new to the region and committed to the cause. We have some trophies we have already gathered and would seek to redeem with you. I understand your responsibilities take you all over the Keep; is there a time or day when it is best to meet you at the vault? Some of our prizes have been taken from their hosts several days ago, and they aren't getting any less fragrant."

    Goldhall nodded appreciatively and smiled at the lighthearted description of rotting flesh. He downed his wine, filled his cup and downed it as well, then filled it yet again.

    "Come. I'll show you the vault right away. You can rent a box if you'd like to keep any valuables safe. We offer money changing at the cost of 10%. And finally all paymaster transactions will occur there as well, so when you return laden with ears, noses, fingers and toeses - I will be the one to seek out."

    Taecuss and/or anyone can come along.
    The priest escorted them through the cobbled street, conjuring a white, heatless torchlight with a flick of his wrist, illuminating the darkness. A short walk past a general provisions storefront and a small chapel led to utilitarian square building. A key was thrust into the lock of a heavy wood door, followed by a whispered incantation Spellcraft DC 16 = he was unlocking an arcane lock, after which he ushered the payees through the newly-opened portal.

    A simple room with benches and a stone table lay within. A single door opposite the first, sturdy and wood like the other, provided a way deeper within this vault building. Monty opened this door much as he did the first, entered, and came back through moments later with a clinking sack in his hands. He examined the heads with a cloth over his nose, rotting and maggot covered as they were, then counted out 150 gold coins in exchange.
    "Shall we head back to the Dragon? I've not drank nearly enough."


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    Tactical Map
    Taecuss dyn Bru wrote:
    To the proprietors, he says "We haven't much in the way of stories yet. Unless you consider beastmen, grumpkins, ogres, giants and dragons story worthy!"

    Daelin and Lafsa both smiled widely. Soldiers clapped their mugs against wood tabletops in eager anticipation of more details. In timely fashion, a middle-aged human man with a tight-cropped beard of gray and a crown of equally short gray hair came into the tavern, just in time to hear Taecuss' statement of monstrous encounters. He walked over to the elf, then looked at the new adventurer arrivals in full as if sizing them up.

    "Captain Smuckers. You must be the new blood. You are welcome here and I greet you on behalf of the Lady Baroness."
    His tone was fair and even-keeled though you sense a bit of reluctance there, as if he is simply doing his duty in saying these words.

    Asking him about bounties, the Captain is pleased to see that you already have three heads in tow, showing strong initiative as a first impression.
    "Bounties are subject to change depending on scouting reports and needs as they come, so be aware. Right now we have problems with grumpkins and beastmen primarily, and so their bounties are set high. There is a standing bounty on greenskins goblins a la Paizo, kobolds, lizardmen, gnolls, and of course filthy ogres. Dangerous beasts will net you a payment as well, though they will be handled on a case by case basis. All payouts will be handled by Monty Goldhall, moneychanger."

    "For the time being you are allowed free room and board, paid for by Keep funds. This will change in the relatively near future. It is the Baroness' hope that not only will we purge these lands of dangerous forces, but that the Keep will again be a center for wildland trade and travel, and so these rooms will need to be ready to accept paying customers."

    "Do you have any further questions?"

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

    Currently posted bounties:

  • Grumpkins - 10 gold coins per left ear
  • Beastmen - 25 gold coins per head
  • Greenskins - 5 gold coins per left ear
  • Red Kobolds - 5 gold coins per left ear
  • Ice Kobolds - 10 gold coins per left ear
  • Lizardmen - 10 gold coins per head
  • Gnolls - 10 gold coins per head
  • Ogres - 100 gold coins per head


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    Tactical Map
    Eina wrote:
    "Is this how you make agreements here," she asks as she watches Brandt make a mark on the parchment.
    Dunganagar the Mad wrote:
    "You say you want to make a contract. Tha's fine. But a contract needs to give both parties somethin', or...

    Cortland reached over, gently staying Eina's hand.

    "There is no need to sign or mark. There is nothing more than a verbal contract here, with 'contract' used in the loosest context. You can change your mind tomorrow and walk away with no repercussions."

    Eina wrote:
    "I will join this cause, Courtland of Hellbane. What must I do to enter this pact," she asks.

    "I would venture to say that 'pact' is still too strong a term in our scenario. We are simply laying before you a tract of land; it is up to you how much you decide to plow, sow, and reap. There are not specific terms for gaining title because no such terms are yet predictable, though it is certain that those who's deeds have the greatest impact on the land shall be rewarded lavishly."

    Dunganagar the Mad wrote:

    "But Mister Courtland, you'll forgive me for sayin' so, but it doesn't sound like we're bein' offered anythin' at all that we couldn't just take for ourselves. Anyone can tell you to help yourself to someone else's gold, but for them to think they're doin' you a favor by sayin' so is another thing altogether. And you're not even sayin that ye know that these monsters have treasure, just that they probably do. If it turns out that they don't, I doubt ye'll be makin' up the shortfall."

    "These wild lands belong to no one and we certainly don't need Baroness Hellbane's permission to rove there. She can call it her land when she has the men to control it, but if she had 'em we wouldn't be here."

    "Now you mentioned bounties for dead goblins and such, and that sounds more like a kind of a wage. I've done that kind o' work before and it can turn out good. But the fact that you refuse to tell us how much that bounty is makes me think we'll slay a pile o' goblins and then find out the bounty is a copper piece a head. Ye'd have to be daft to risk life and limb for a few coppers. I could earn a better livin' than tha' just from huntin' and sellin' the skins."

    "You say you want to make a contract. Tha's fine. But a contract needs to give both parties somethin', or...

    Pinto Donasetti wrote:

    While the naming goes back and forth, Pinto just groans, children

    He turned to Courtland again, "I think dwarf Bob here has the right of it. What happens if the bounty is not worth it or worse still if there are no bounties to be claimed. What then?"

    He shook his head, "I mean hell, what if we get snowed in for a few weeks. Do we get no pay? Do we just lounge around doing nothing?"

    He concluded, "Don't get me wrong, I'm all for payment based on results but I need some sort of minimum if those results are not coming due to no fault of our own."

    "Allow me to set the record straight. The borderlands have been claimed by the Baroness. There is no question as to whether the land will become under control. It is a matter of time only. In that time strange rogues roaming the land in search of fortune would certainly be considered outlaws alongside the brigands and wicked folk that already roam there. Your notion of free rein with or without permission is incorrect."

    "Good men, you are pragmatic and cautious, but you are letting your caution plug your ears from the words I have spoken. You would not receive 'coppers' for bounties, but gold. I cannot provide you with the details of such bounties because I do not write the warrants. Only the keep's captain and paymaster may do such things as they are the only ones privy to the situation at hand. If they deem that bandits are the problem du jour, they will increase the bounty on bandits. If the following day goblins rear their ugly teeth-ridden heads, then the bounty on goblin ears will go up."

    "As to taxes, well I am afraid that taxes are a fact of life that can't be avoided. This is the cost we all pay to have access to the benefits of society at large, and in this case collections go to fund the keep which will protect you from harm."

    "As to the weather and being snowed in; the keep will be provisioned to care for those inside of it. In such an emergency you would be taken care of. It is of no concern."

    "As to the 'contract'...perhaps I should not have used that word as it implies specific terms. I meant it in a more figurative sense, in that if you do your part, you will receive at a minimum monetary rewards as the paymaster sees fit, but with a potential for much more."

    "Do you understand the heights of luxury that a Lord enjoys? Do you yet underestimate the value of tracts of land in your name that can be passed down to your progeny? This is no small opportunity, and yet your concerns lie with marginal bothers like taxes and wages."

    "Yes gentlemen, there will be risk. We are not ushering you along a paved road lined with sweet flowers toward your free lunch. There is fortune and glory out there, but it must be earned. If such notions make you squeamish, I suggest you turn back to wherever it is you come from. Rest assured that someone else will not let this opportunity slip through their fingers."


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    Tactical Map
    Erodin Stark wrote:
    Barbarians can read just fine in Pathfinder, it's the True Primitives who have trouble.

    FWIW I wouldn't let the book dictate to you whether you believe your character can read/write. If you'd rather be illiterate for RP's sake, I encourage it.

    Erodin Stark wrote:
    Erodin immediately pins the brooch to his cloak, then unfurls the scroll and begins reading.

    To whom it may concern,

    By decree of the Baroness Myrtle Hellbane, the bearer of this writ is a person of high standing and honor, and is to be afforded the rights due an officer of the law within the confines of the eastern borderlands, defined as the lands roughly twelve miles in all directions centered upon Dawnslight Keep.

    This writ is non-transferable. Attempts to make false use of this document is punishable by up to and including death.


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    :)

    Ancient Dragon Master's post makes sense now. Aku is a friend of mine from a previous game. He enjoyed my house rules (the version he has posted are a previous iteration of my house rules) and so they have become his house rules as well. I am honored that others enjoy/agree with any modifications I have made to this game we all enjoy.


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    This adventure is inspired by the classic D&D adventure "B2 - Keep on the Borderlands" by Gary Gygax. This is similar in tone and theme but with some heavy-handed customization in an endeavor to take a fresh look at a classic. There is no overarching meta-plot here; the borderlands are an adventurer's paradise filled with opportunities that don't necessarily link together, making the players' choices the guiding force that determines the course of events that unfold.

    This is a home-brew setting using the Pathfinder rule set.

    I'm looking for 4-6 players. My prediction is for this game to run up to about character level 6 or 7 before this adventure comes to a conclusion. Decisions can be made at that time whether or not to continue on or start anew.

    Most combats will be represented via google slides.

    Please read all of the information below before posting. Character submissions that do not adhere to the guidelines presented will not be considered.

    Happy applying!

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

    Gamemaster Zedth presents,

    Keep on the Borderlands

    Outside the realm of mankind, the hallmarks of civilization are narrow and constricted. Always the forces of chaos press upon its borders, seeking to enslave it populace and steal its treasures. If it were not for a stout few, many in the borderlands would fall prey to the evil which surrounds them. Yet, there are always certain exceptional and brave members of humanity and its allies - dwarves, elves, gnomes, halflings, and more - who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land.

    A generation has passed since the Hellwar came to a end, marking the close of more than a century of conflict between the goodly folk of Atma and the unleashed minions of hell. Recent years have been spent rebuilding what used to be. On the eastern borderlands of the free realms of Mylosia rests a keep that had lain dormant for many years, as its garrison was withdrawn an age ago to join in the war effort. The lands surrounding the keep are rich in precious minerals and rare lumbers, and so the loss of the hub from which these resources could be gathered stung deeply.

    The absence of the firm hand of order has allowed evil to again threaten to engulf these wild lands. Tribes of kobolds, goblins, and gnolls - once pushed back by hearty folk of the old keep - have reclaimed their ancestral homes and stomping grounds. Roaming bandits, unruly wildlife, and myriad other dangers have likewise moved into the area, safe in the knowledge that the goodly races had left the countryside behind.

    Recent weeks had changed the status quo. A strike force had been sent to retake the forsaken keep and drive out those who had claimed it for themselves. While the assault had indeed been a success, the new garrison lacked the manpower to accomplish much more than hold the keep's walls. These recent initiatives have breathed new life into the castle, but it will take the vigilance of heroes willing to maintain the supply lines and fight back against the unruly neighbors if the keep is to remain in the hands of goodly folk.

    Myrtle Hellbane, local baroness and retired adventurer, has issued a decree that willing and able folk eager for adventure and treasure should report to the village of Sowell's Orchard, found two weeks march east of the free city of Broaklesh, where they can enlist with a caravan traveling to the once-lost keep on the borderlands. There are promises of generous bounties to be claimed, lands and title to be earned, and glory enough to go around.

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

    Please read the information below to ensure that you are familiar with my house rules:

  • GM's Prerogative I reserve the right to hand-wave, rewrite, re-flavor, or ignore any rules that I find unhelpful, distasteful, or clunky. This will be done sparingly but always in an attempt to further game momentum and/or overall fun. I routinely customize/reflavor/rework monsters, so expect the unexpected!
  • XP I don't track XP. I will arbitrarily level you up, typically at milestones.
  • Hit Points Maximum HP for your class at level 1. Roll class HD for level up HP, but minimum HP gain = 1/2 HD.
  • Iterative attacks Each iterative attack tier grants an additional 5' of movement to a "5' step." Example - a level 6 Fighter can "5' step" up to 10' and a level 11 Fighter can "5' step" up to 15'.
  • Critical Hits For players (and select powerful enemies) a natural 20 always results in at least a x2 damage critical hit without having to confirm with a 2nd roll. Extended critical hit ranges/modifiers (19-20/18-20 or x3/x4) still must confirm in the normal fashion. The idea is to make natural 20s more exciting. This is also a nod to other editions of D&D.
  • Feats:
    -Weapon Focus/Weapon Specialization (and their future progressions) now apply to a weapon group (see Fighter in the CRB) instead of a single weapon.
    -Weapon Finesse may be taken as a Trait instead of a Feat at character creation -or- may be obtained via Favored Class Bonus (any class) at a rate of 1/3.
    -Combat Expertise no longer has the "Int 13" prerequisite. Furthermore, this feat may be taken as a Trait instead of a Feat at character creation -or- obtained via Favored Class Bonus (any class) at a rate of 1/3.
  • Fighters The Fighter class now gets 4 skill ranks per level (up from 2) and may take the Combat Stamina feat as a free bonus feat at 1st level.
  • Dragon hides and scales When harvesting dragon hides/scales for the creation of armor/shields, if the harvester makes a successful Craft:(appropriate) check DC 20 or Survival check DC 25, the harvested dragon corpse is counted as 1 size category larger than it actually is when using the accepted Pathfinder rules. Furthermore, any suits of armor (not shields) made of dragon hide/scales have an armor bonus equal to the armor type +1. (Example - A white dragon hide breastplate has an armor bonus of +7.)
  • Rule of Cool This is an ambiguous notion that doing something awesome occasionally trumps the rules as written. Subject to GM discretion but player input is welcomed on when a "Rule of Cool" may apply.

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

    Starting character information:

  • This game is set in Atma, my homebrew world. For most intents and purposes it is a typical high-fantasy world with some regions closer to low-magic sword and sorcery. It can be described as a "points of light" world, meaning that the goodly races have eked out a few nooks where they have relative safe and calm, but the forces of wilderness and evil are always surrounding these areas. The timeline takes place about 20 years or so after a realm-wide war has ended - a war that was fought between the devils of hell and the folk of this eastern continent. This has left many young men dead and those left behind to clean up and rebuild. Please feel free to take liberties with your character's backgrounds based on this. For those who really want to add some setting flavor to their backstory, here is a link to another PbP game set in this world that has a wealth of information about the larger cities and goings-on of the war mentioned above. Peruse the "Campaign Info" on that link for details.
  • All character options must originate from Paizo published Pathfinder products; No 3rd Party Materials, no exceptions.
  • No Gunslingers or Summoners.
  • 15-point ability buy. Nothing below 7 or greater than 18 after racial adjustments at 1st level.
  • Maximum HP for your class at level 1. Roll class HD for level up HP, but minimum HP gain = 1/2 HD.
  • Core races & Featured races from the Advanced Race Guide are acceptable. Uncommon races and Custom races will not be considered.
  • Two traits may be selected.
  • Average starting gold for your class.
  • Evil Alignments will be considered but heavily scrutinized. If you choose to play an evil character you (the player) are also consenting to not being a dick. I have no tolerance for inter-player backstabbing or pvp.
  • Write a background story. Make it fun and/or interesting. It doesn't have to be huge.
  • All characters must include a header with basic combat information, see one of my characters as an example. (I use the "Race" and "Class/levels" lines under the "Edit my Profile" options at the character profile screen.)
  • All character sheet data must be present on the alias' character profile. Please make citations on your character sheet about what book was used for archetypes or other relatively obscure character options/spells. This helps me with quick character audits and saves time in the future.

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

    Important, please read:

  • I insist that players post more than "I attack with my battle axe." in their combat posts. You don't need to pen a novel for each and every post, but I am looking for descriptive/substantive posting, both in and out combat. Let's tell a story together! If you don't think you're up for this, please do not apply.
  • Good posting habits in your profile's history, positive attitudes, and fun character concepts are far more important to me than a min/maxed kick ass PC.
  • I am looking for players who post with "nudges" and "hooks" that generate energy by allowing ample room for other players and the GM to grab the baton and move forward. Momentum is the single most important ingredient of a successful PbP game, and that responsibility is on the shoulders of every player as well as the GM.
  • I want players who want to post often. (Preferably 2+ times a day, but minimum posting requirements are 1/day on Mon-Thur, and at least 1 post for Fri-Sun.)
  • Lethality is always on the table! Have fun with your character but be ready to draw up a new one if it comes to that. Reward without risk is unsatisfying!
  • I welcome players who are new to Pathfinder and/or Play-by-Post. I don't mind helping someone learn the game. All I ask is that you do your best to learn and read up on the rules.
  • If you are already playing in a lot of PbP games, please think if you have sufficient time/energy before applying. I want players to be able to dedicate energy to this game, and I have seen too many players stretch themselves thin which causes their games to suffer.
  • Poor spelling and grammar are irritating things to me. No one is perfect, myself included of course, but try not to suck at these things.
  • This is intended to have an "old school" vibe, and as such please do not expect that every encounter must be level-appropriate. Sometimes running like hell is a good option.
  • I'm not a big fan of Ye Old Magic Shoppe despite it being an assumption by most Pathfinder groups. I do my best to supply players with enough magic items to keep most of my players happy, and there likely will be magic items available for trade/sale at certain points, but not always. Not only do I not like the concept in general due to flavor reasons, but this game is supposed to be on the borderlands of civilization, meaning resources are limited.

    -----------

    Please make your submissions below and feel free to ask questions. I do ask that you try to keep posting to a minimum, as recruitment threads with high post numbers often get overlooked.

    I look forward to meeting you folks.


  • 3 people marked this as a favorite.

    I would pay good money to see a "Archetypes: Unchained" book that revamps a ton of them into better-thought-out versions!

    It'd be neat to see some a la carte "Archetype Traits" that one could swap out individual class abilities for alternatives without having to fully invest in an archetype. This is essentially what I offer my players in my home games as a fix for some of the archetypes that have some fun options mixed with bad options.


    1 person marked this as a favorite.
    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Hey there gang :)

    Just popped in to say hello and share that the baby is scheduled for delivery on June 20th! I'm anxious, scared, thrilled, and humbled to be a new dad.

    Sorry Yasmin, I don't think I have the time to jump back in yet!

    I hope you're all doing very well. I miss gaming with you all.


    2 people marked this as a favorite.

    Bodhizen,
    I know this project is essentially done and/or on the back burner, but I had a couple more thoughts now that I've had some time to look through the PDF.

    1) I'm finding that I'm not a fan of cold iron being only 20x cost vs the 100x cost for steel. It seems like an easier way for players to get a similarly powerful weapon (with the bonuses of cold iron to boot) without nearly the drawback of price. It seems like the two should be closer in value to maintain the rarity/scarcity/value of iron.

    2) I believe it could be beneficial to notate some spell updates. For example, Create Water is just too damn powerful for Dark Sun. It should at the very least be changed to a level 1 or 2 spell to make it a finite costly resource, or removed completely. Other spells that create water/food should be similarly penalized or removed in my opinion, as they undermine Athas' draining energies and scarce resources. Endure Elements also seems a bit powerful in its ability to trivialize the heat of the Athasian sun.
    Note- I have little issue with the mid-to-high level spells that create food and drink since by that time you have endured the hardships of the campaign and have several tools to deal with them.

    Anyone have an opinion on these subjects?


    1 person marked this as a favorite.

    I've played 3.x since 2000, played 2e long before that, and play a handful of RPGs nowadays including PF, 5e, and more. I have tons of PF books and this game is near and dear to my heart, I have every intention of continuing to play PF for many years to come, but after many years of experience I find myself strongly disliking certain aspects of our favorite RPG.

    Primarily I hate how restrictive movement is on the 'Full Attack' action. Secondarily I dislike how lame it is to take a -5 cumulative penalty on each successive iterative attack.

    What do you guys think are the reasons for the designers putting these punitive measures on melee combatants? Other than nullifying the purpose of some feats (such as Spring Attack) what would be the result of allowing players in a Pathfinder game to:
    A) attack at their full attack bonus for each level-based iterative extra attack (at 6th, 11th, 16th)
    B) allowing PCs to use all of those attacks while also retaining their 'move' action?

    In 5th edition D&D you can attack at any point in your move - before, during, and/or after. This 'attack' can includes multiple attack rolls, meaning you could attack and kill the goblin adjacent to you, move 10 feet, kill another goblin, then finish your remaining 20 feet of movement. This is baked into the normal combat rules and requires no special feats to achieve. To me this feels more organic, more intuitive, and frankly more conducive to fun.

    I'm curious to try this in my next PF campaign, as a profound house-rule change experiment. What pitfalls do you predict that I may not be seeing?


    1 person marked this as a favorite.
    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Murassa Sonvar wrote:

    "I dunno, heard about this one rabbit, terrorized a lot of people. Could eat a man whole in seconds. I think it was finally stopped by some kind of divine explosive spell, not sure about that," Murassa offered as they looked over the doors. "Of course, not sure if it was true or not, just something I heard in the orphanage years ago."

    Let it not be said that I can't find a way to make a reference to anything Monty Python.

    "First shalt thou take out the Holy Pin, then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who being naughty in My sight, shall snuff it."

    I always lol at the "Five is right out" line. That movie makes me feel like a kid every time!


    1 person marked this as a favorite.
    Captain Battletoad wrote:
    It's actually a pretty fair comparison. The LBTQ Gamer Community thread doesn't actually discuss gaming all that much, but rather day-to-day LGBTQ life (and copious amounts of hugging). There's nothing wrong with that, but thejeff's point is that for the most part, the thread is game-themed in name only. So to say that the thread isn't comparable to the examples given is (hypocritically) intellectually dishonest.

    Needless to say, I disagree and don't think it is fair at all.

    "LGBT Gamer Community thread" does at its core have to do with gaming, in that as a hobby we've grown from a boys-world to a more diverse culture, one that has necessarily adopted a more open-arms approach. There is meat to that conversation and it is certainly on-topic. (side note - if that thread isn't often talking about LGBT-gaming issues as you stated, that is problematic because it is going off topic, likely with political overtones. Someone might stroll into that thread looking for a healthy discussion and find themselves reading a bunch of political bs. That's a problem.)

    "Democrat Gamer thread" is a ridiculous comparison because there is nothing about being a democrat, republican, torie, or labour party that has anything to do with gaming.

    It is exactly this kind of muddy-water ambiguity that makes any political discussion on a non-politics site unpalatable to me.


    2 people marked this as a favorite.
    thejeff wrote:
    Should the LGBT Gamer Community thread be shut down as a hot-button political issue, that has nothing to do with the business and is little more than an echo chamber?

    I think you know that's not a fair comparison. LGBT GAMER Community does have to do with Paizo, a gaming business.

    thejeff wrote:
    And frankly if you think the political threads around here are echo chambers, I don't think you've been reading them. I think they were generally pretty damn good, but there's certainly plenty of disagreement. Thus the locking and banning. :(

    I've perused some and found them toxic, usually one-sided mudslinging, and so unpalatable that I have no intention of stopping by again. Admittedly this is anecdotal and a limited sample size.


    1 person marked this as a favorite.

    Opinion:
    Paizo is a business, one that has absolutely nothing to do with politics, and on its face it makes little sense to facilitate the hosting of political discussion, even if labeled 'off-topic'.

    In my experience online political discussion is seldom helpful and more often than not becomes a pissing contest. Exacerbating the point further, most RPG gamers seem to gravitate to a particular side of the aisle, and thus these threads become little more than echo chambers.

    I say gut 'em. They're divisive and problematic for the community. There is no shortage of free-speech outlets to voice political opinion and participate in discourse.


    2 people marked this as a favorite.

    Side note -

    It seems like it could be exceedingly difficult to obtain a spell component of devil's blood that wouldn't disappear since summoned creatures pop back to their home planes when killed. The inference being that the blood would likewise disappear. The second inference here is that any "componentable" devil blood must have been harvested from a bona fide gated devil that is wholly on this plane of existence, which would be uncommon at best and quite dangerous at worst.


    1 person marked this as a favorite.
    Kazaan wrote:
    d00d... bees are bros, wasps are congealed evil. Everyone knows that. Also, you spelled potato wrong. Reference

    I'm fairly certain that worker bees are all female. *ducks incoming blows*


    1 person marked this as a favorite.
    M Human - F5/B4 | CMB 14/16 CMD 28/30 | AC 25/24, T 14/12, FF 22 | DR 2/-, HP 80 + 27 Temp | F+12/14, R+6, W+9/11, +10/12 vs Fear | Init +2 | Perc +14
    Combat:
  • Gorloth's Fury +19/+14 (+9 BA, +7 Str, +2/+4 Enh/Raging, +1 WF, +1 WT, -3 PA) 2d4+24, 15-20, x2
  • Defense +18/+13 (-4, no PA) 2d4+15, Dodge +3
  • No Rage +15/+10, 2d4+19
  • Ea Zalinsel wrote:
    ... Gayface. ...

    LOL!

    Gray has killed men for less...


    1 person marked this as a favorite.
    Tactical Map
    Catcher wrote:
    ... but I guess we should just keep on our path, greet anyone we meet, maybe chat a bit and be on our way, since there’s no chance we’ll find a devil-manned forge or evil underworld citizens and a gruesome battle will occur, right?”

    None. Zero. Nada. Zilch. No chance, whatsoever, under any circumstances.


    1 person marked this as a favorite.
    Tactical Map

    FYI to our new friends -

    When it comes to d100 rolls, the roller always desires high numbers. I am posting this for transparency as different tables do this differently and I want no ambiguity as I am about to roll for Grolmgor's curse, 50% chance to act normally. To keep in theme with virtually all other types of rolls in Pathfinder, I say that high rolls benefit the roller when rolling d100.

    Example - if you have a blur spell cast upon you, the enemy needs to roll 21-100 to hit you.
    Example - if you have a displacement spell cast upon you, the enemy need to roll 51-100 to hit you.
    This combat's example - Grolmgor needs to roll a 51-100 to act normally.


    1 person marked this as a favorite.
    Irontruth wrote:

    The original Constitution didn't even enshrine all white men as being equal, let alone women and people of color. Also, it came after the failed Articles of Confederation (a truly small and limited government). You're also failing to recognize how much of our system was actually based on English common and represented only minor tweaks to the overall system.

    Lastly, something can't be both unique and exceptional. Or rather, one of the terms is redundant, and since unique is an absolute term, it should take precedence and just drop the "exceptional". Unless you're using "exceptional" to mean "superior", which case you're contradicting yourself since you say you're not trying to place the US above other nations.

    Democracy isn't unique to the US. It didn't originate in the US. Actually, what makes us exceptional (rare/uncommon) is that we were one of the first people's to declare war against our rulers and win. But that doesn't really have that much to do with democracy. Most previous examples were conquered people's regaining their former kingdom/empire/etc or staving off a foreign invader.

    The words of the Constitution don't make mention of race or gender as having different tiers of rights - it simply stated that all men (mankind) are created equal (with the notable exception of the 3/5 compromise which is almost always taken out of context as a black person only being 3/5 a person instead of the voter-to-representative issue that came to life as a sort of "many states abhor slavery but we have to compromise for the time being so we can get all states on board" issue that it was. We had to stand united at that point in history, but mere decades later that all came crashing down) Whether equality was practiced or not isn't at issue - of course it was not. But the principles are there and were meant to be.

    I somewhat agree with your comment about how we patterned our government after the English but that is to be expected since the vast majority of colonists were English, but inalienable rights and notions of limited government were indeed unique and not part of old world governance. In particular the notion of limited government was foreign to English law. The crown had virtually unlimited power to rule as they saw fit and routinely changed the law on their whims.

    I don't see how something can't be unique and exceptional. It feels like you're semantically dancing around terms instead of taking them at face value. Mozart, Beethoven, and Bach all wrote exceptional music, and their masterpieces can certainly be termed unique. There is no contradiction or redundancy there.

    The term "American exceptionalism" is not a subjective term; it is not about democracy, it has nothing to do with winning wars against former rulers (the US is certainly not the first to do that, as you claim), and it is not about one people being superior to another. It refers to the notions of individual freedom and limited government being enshrined in a nation's founding document. It is exceptional it its nature and unique in that it had never before been implemented.


    1 person marked this as a favorite.

    America's republic is special and unique because it was the first nation in history to be founded on the idea of personal freedoms being paramount. Government was deliberately set up to be small and limited, which was an unheard of concept. For the entirety of human history power has sought to maintain and grow itself, and so when the founders carefully planned out the words of the Declaration and the Constitution it was with the express purpose of putting a muzzle on government power.

    That is what makes the US exceptional. I've heard a lot of folks take exception to the notion of "American exceptionalism" because they believe it puts down other nations. This isn't a statement of brash unfounded pride to prop the US above the people of other nations; it simply refers to the concepts upon which the republic was built. In that regard, the US is undeniably unique and exceptional.

    Pan wrote:
    I get that folks wanted change, especially an America first economy candidate. Sad thing is, they could have had Ron Paul who would be entirely more qualified than Trump. Instead we settle for the TV star. However, the right will probably consider Trump another God like Regan.

    I think you mean Rand Paul? (as a small "L" libertarian he was my 1st choice)

    Most of the right do not like Trump because Trump is not conservative by any stretch of the imagination. He's been a democrat for most of his life and he still holds most of those "New York values" as Cruz put it. Trump got the vote because half of murrica was tired of being called racist and misogynist for rational disagreements with Obama and Hillary's policies. This is represented by the fact that nearly all the pollsters got it wrong due to people being afraid to voice their true opinions.

    Yes, some silly hoo-hoos (I'm looking at you Newt Gingrich and Sean Hannity...) will prop him up as some golden idol, but I sincerely doubt he'll maintain any historical hero status among the republican base in any similar fashion to Ronald Reagan. He has zero capacity to keep his foot out of his mouth and we have at least 4 years of that ingrained behavior to witness.


    3 people marked this as a favorite.

    Devils.

    -----

    I find demons to be 1-dimensional and just not very interesting foes. They're all about destruction and chaos for the sake of chaos. As a GM there is little nuance there to play off of.

    Devils are much more fun to use because they're neck deep in weaving plots and have a vested interest in dragging souls down to their sinful depths.

    If I'm picking between dragons and demons, dragons will win every time. I'm a fan of classic themes and the grace, majesty, and strength of dragons have always been a staple in my games. Even off camera they're fun to have around - such as the snow-covered peak in the background of the party's adventure village being renown for the ancient white dragon who hasn't woken in over a century.


    1 person marked this as a favorite.

    I love hammers! I love the flavor of them in my RP and in other games (video games, wargaming, etc).

    In my PbP game here on Paizo the party found an artifact-intelligent weapon that is a gaudy golden hammer that can shape shift into any bludgeoning weapon. It is named Mjolvandr. Here are its stats:

    Mjolvandr:
    This weapon appears to be made mostly of gold with platinum trimming and is adorned with gaudy amounts of various precious gemstones. In any of its physical forms, the bludgeoning end always appears as a gem-encrusted treasure chest.

    It is haughty, obsessed with battle, can communicate verbally in a typical fashion or telepathically with any creature that speaks a language within 100'. Its personality and voice seem to indicate that it is male. It can shine with bright light (equivalent to a torch) when it gets excited, especially during battle.

    In addition to those mentioned above, so far it has manifested the following properties:

    •The hammer grants the wielder proficiency in its use and will allow any weapon feats (such as Weapon Focus, Weapon Specialization) already possessed by the wielder to apply to its use.

    •While it prefers the form of a hammer, the wielder can will it to change its form from one weapon to another as a full-round action, though it can only take the form of bludgeoning weapons.

    •Its treasure-chest-head is a magical storage device, able to hold a significant amount of weight. (Equivalent to a Bag of Holding Type III.) The chest will only willingly open for the wielder, but can be opened with a disable device skill check, DC 40.

    •1/day the weapon may grant the wielder the benefits of Iron Will and Improved Iron Will against one spell or attack requiring a Will save, at the cost of 1d6 shock damage and 1d4 wisdom damage. This benefit can only occur during combat. These benefits stack with any existing feats of the same name that the wielder may already possess.

    Its weapon type/shape magical properties can act in 1 of 2 ways:

    •Acts as a +2 weapon with an additional floating "+1" able to take one of the following "+1 equivalent" magic properties: corrosive, defending, flaming, frost, keen, merciful, shock, thundering, throwing. This variable "+1" can be changed any number of times but it requires an hour of attunement to readjust. Once a selection has been made it will remain indefinitely.

    •It can mimic a magic weapon that is placed inside of its extradimensional space, but it grants a further +1 enhancement bonus. (example, a +4 keen sword would = +5 keen hammer.) (Special - This mimicry allows it to ignore the prequisite of a piercing/slashing weapon required for Keen weapons.) The mimicked weapon must remain inside Mjolvandr for it to retain the weapon's magical qualities. This variable mimicry can be changed any number of times but it requires an hour of attunement to readjust. Once a selection has been made it will remain indefinitely, or until the mimicked weapon is removed from the extradimensional space.


    4 people marked this as a favorite.
    Sundakan wrote:
    Literally every problem on this board is, what's your point?

    It was a joke, but now that you mention it...You don't have anything "dumped on your plate". As is stated many times above, you don't have to buy anything. You may as well complain about getting too many birthday presents.

    There is a world of difference between having too much food dumped on your plate and watching the next several courses set on the table for you to enjoy at your leisure.


    1 person marked this as a favorite.
    Sundakan wrote:
    I also don't need to play this game in the first place, but that's not really relevant. It doesn't change the fact that I would prefer to be able to digest some of the existing options before new ones are dumped on my plate.

    Talk about first-world problems!


    1 person marked this as a favorite.

    Hello friends!

    We are looking for 1-2 players to join us in our ongoing epic. Here is the link to our game. We've been going on for over 2 years and we have some awesome story built up with some fantastic players. We're at a 'pause' briefly due to one of our players being occupied with issues that don't allow for game time, and we're not sure if that player will be returning.

    This is an open-world, meta-plot, epic freaking game that has taken us places that I did not anticipate as a GM. The plot and direction has been very player-driven and so we need another player or two to join us and help add their energy to the fun!

    We have 4400+ posts, so I know that's a lot for a player to jump in with. I will be adding a brief synopsis to this thread later (possibly as late as tomorrow) to get fresh eyes up to speed. You're of course welcome to read through our gameplay posting as well.

    Character creation:
    We currently have a dwarven Warpriest, a human Barbarian, and a human Wizard/Eldritch knight. Our missing player is a oracle/paladin, so a new player with some healing ability will be strongly considered.

  • We are at level 9, so new players should also be.
  • Include a back story. Make it as short or long as you want, but make me laugh, cry, or say "damn!". See this link to the game's Campaign Info tab for some point of reference to possibly add into your back story. Include a reference to a "special story or circumstance" where your character came upon a unique magic ring with this symbol on it. Possible idea/seed: The party is currently in a remote city called Crystallus, deep in a land called the Untamed Wilds. This city's populace is xenophobic and prefers to be left to their own devices. Your character should be from this city. You could be like-minded with the populace, or you could be one who disagrees with their xenophobic mindset, ready to see the world beyond.
  • Wealth starts at 46,000 gp (per the WBL rules. I'll check with my players, you might start with even more than that, but this is a good place to start) Your character will also start with a magic ring with these stats. (this magic ring is the one mentioned above, as part of your back story.)
  • Paizo material only, no 3rd party, no exceptions
  • No gunslingers/summoners.
  • 20 point buy at lvl 1
  • Core races are preferred but ARG featured races will be considered
  • 2 traits
  • Max HP at every level
  • Non-evil only

    House rules:

  • XP I don't use XP. I will arbitrarily level you up, every so often.
  • Hit Points Max HP at every level.
  • Critical Hits For players a natural 20 always results in at least a x2 damage critical hit without having to confirm. Extended critical hit ranges/modifiers (19-20/18-20 or x3/x4 and/or Improved Crit/Keen) still must confirm in the normal fashion. The idea is to make natural 20s more exciting when you're in combat with an opponent that is about your level or lower. This is also a nod to previous editions (and 5th edition) of D&D.
  • Weapon Finesse All players may take Weapon Finesse as a free bonus feat if they so desire.
  • Weapon Focus/Specialization These feats now apply to a weapon group (see Fighter in the CRB) instead of a single weapon.
  • Dragon hides and scales When harvesting dragon hides/scales for the creation of armor/shields, the harvested dragon corpse is counted as 1 size category higher than it actually is when using the accepted Pathfinder rules. Furthermore, any suits of armor (not shields) made of dragon hide/scales have an armor bonus equal to the armor type +1. (Example - A white dragon hide breastplate has an armor bonus of +7.)

    Other considerations:

  • I insist that players post more than "I attack with my battle axe." in their combat posts. You don't need to pen a novel for each and every post, but I am looking for descriptive/substantive posting, both in and out combat. Let's tell a story together! If you don't think you're up for this, please do not apply.
  • I am looking for players who post with "nudges" and "hooks" that generate energy by allowing ample room for other players and the GM to grab the baton and move forward. Momentum is the single most important ingredient of a successful PbP game, and that responsibility is on the shoulders of every player as well as the GM.
  • I want players who want to post often. (Preferably 2+ times a day, but 1/day is acceptable.)
  • If you are already playing in a lot of PbP games, I would prefer that you don't apply. I want players to be able to dedicate energy to their games, and I have seen too many players stretch themselves thin which causes their games to suffer.
  • Poor spelling and grammar are irritating things to me. I myself am not perfect but try not to suck at these things.

    ---------

    I look forward to meeting you and your characters!


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    Your average PF player seems to want higher and higher point-buys, and at some point I wonder why most of those players don't just do away with the pretense of picking stats at all and just go with straight 18s across the board. Heck, why not 20s?


    6 people marked this as a favorite.

    Disclaimer: there is a bit of get off ma lawn in the following statements.

    I find most PF player's attitudes about stats to be a bit like a modern kid complaining that his iphone 5 is out of date.

    We didn't have cell phones when I was a kid and we didn't often have high character stats either when we rolled 3d6 six times. Yet we still had fun and memorable characters.

    Times have changed and the game mechanics are much better now. But even with a more intuitive game system, the concepts of character stat allocation aren't that much different. I prefer my characters with both ups and downs. Having weaknesses along with your strengths makes for a much more interesting character. 15-point buy is a sweet spot where one can start off with a really decent score (16 or 17 after racial bonuses) and have one or two "dump stats".

    Side note - I don't think I heard the term "dump stat" until I started on these forums a couple/few years ago; previously a low score was a "weakness", which provided ample opportunity for laughs and interesting RP. It wasn't a burden to me and my friends. It was part of the fun.

    Bottom line is - each to their own. I don't enjoy playing characters with an array of high stats at level 1, but that is just my opinion.


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    Tactical Map

    Points to resolve later when I get home and have more time to elaborate:

  • Catcher's spellcraft roll on the claw talisman
  • Gromff's gear request(s)

    Anything else I'm missing?

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

    New stats for your Battleborn Rings for level 9:
    +2 Resist to saves
    •+1 Deflection to AC
    •+1 Bonus feat
    •1/day spend a swift action to gain a move action
    •+1 "GM bonus" to wearer's armor. (stacks with existing enhancement)
    •+1 "GM bonus" to wearer's weapon. (stacks with existing enhancement)
    •+2 "GM bonus" to any ability score.

    Please be sure to notate your character sheet what is your 'ring' bonus feat and what ability score is being boosted by the ring.


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    The issues with wizards have been discussed at length, and so I won't comment on the mid-to-high level wizard concerns. One thing I do find frustrating (in hind-sight after playing 5th edition D&D) is how ultra lame Pathfinder 0-level spells are. 1d3 damage? What the hell is the point of that? Changing 0-level magic to at-will was a wonderful change from 3.5 but it didn't go far enough.

    In my opinion low level spell casters should have the ability to deal at least 1d6 or 1d8 damage with their magic at will. Otherwise they run out of steam extremely quickly and are better off using a crossbow, which thematically is super lame when compared to the magic they wield.


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    Nicos wrote:

    Or the less classic

    "It's a dark and stormy night. You're in a tavern, when you're approached by a mysterious woman, who throws a fireball at you."

    I laughed way too loudly at this. Thank you for that.


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    I have a an extra pair of Horse Blinders of Willful Intellectual dishonesty +5 for sale, only 500gp. It does appear that most of you already have a pair and wear them daily, if this discussion is any indication.

    If your head slot is already taken I have a Brooch of Circular Logic that I might be willing to part with.

    My display of Potions of Echo Chamber is empty. They've been flying off the shelf, but I can look in my backroom stock.