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Organized Play Member. 5,964 posts (11,871 including aliases). 1 review. No lists. No wishlists. 3 Organized Play characters. 31 aliases.



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M Rattus norvegicus

It has been a very strange day. You felt yourself being lifted out of your body while you were talking with someone you know, and then you left Earth. You soul, or spirit, or aspect of personality, or whatever it was lifted off the planet and you found yourself waking up in a new body near an ocean beach.

Fortunately, you're not alone. You have found five others nearby in a similar situation.

For your first post here on the forums, please post everything that's happened to you from your perspective.


M Rattus norvegicus

Discussion Thread. We probably won't use this much, except as a place to post your level up stats.


M Rattus norvegicus

Two days ago….

Ugh. I am so glad to be off shift, the disheveled bar maid said. Her hair, once brushed and braided, is now undone and half soaked with beer. Her skirt has more than one dirty handprint on the back.

Those guys were a!%@&#@s! Oh, it wasn't anything ol Harold couldn't handle, they just got too drunk and picked a fight with Aaron and the boys. Dade's wife is going to be pissed. Amber just stood there, frozen as a peach, til Miss Blanche nearly smacked the sin outs her. Told her to get her lily white ass out to get the Constable. And you know Miss Blanche - when she speaks, ain't no one gunna question her.

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

Tonight….

It's hot. Unseasonably hot. It's been hot all week. The sweat pours down the foreheads of all those with sweat glands. To make it worse, there's no breeze to wick that sweat off the forehead. The only one who seems like they're unaffected is Hydrand, that clockwork with the copper sheen who showed up the other week and built that oddly bleak monument on the edge of the village.

Speaking of Hydrand, there he (she? it?) is now. Walking right by the temple. Seeing the temple makes you think of Father Solomon. Now he's a right old kook. Well, that ain't fair. He means well. He's a good enough guy, as far as priests of the New God go. Hell, few years back when Alric's two younger sisters nearly destroyed the entire church, he was one of the few that came to their defense. Sure, everyone else in town blamed the girls for the Beastmen attack the next day, but ol' Father Solomon insisted it was just a coincidence. Didn't matter. The girls are pariahs now, even though it's been almost three years. It only rubs off on Alric just a little. Just enough to not give him that break he needs to get out. His saving grace was that he got the apprenticeship in Dade's smith before it happened. As ol' Dade has mentioned more than once, he never would've taken the boy on if he knew about that family beforehand.

It's late evening, and Andras just got finished with the last of his work for the day. His ink-stained fingers leave black smudge marks on his forehead as he wipes the sweat away. Fortunately the sweat-dampened handkerchief wipes the ink away just as soon as it's applied.

Alric, used to the heat of the forge, isn't nearly as bothered by it, but at least he's still sweating even if he doesn't show it. Not like that six fingered jerk Awful, who doesn't seem bothered by it at all.

Please make your first post describing what your character looks like, what you've been up to the past day or so, and what you think of the bar fight with those strange ruffians that Constable Harold arrested the other night. Are you worried? Or did you not even give them a second thought? Note for Alric: Dade, your blacksmith master, was caught up right in the middle of that fight.


M Rattus norvegicus

Hello! Welcome to my next demon lord campaign. Whether you're new or a previous player, please read all my rules and state that you agree with them before making a character.

Spoiler 1 - Game Rules:
This game is descriptive and requires players to have input and to be descriptive themselves. I know we all get lost in the single line posts as games go on past a few weeks, but to make this game thrive, you have to put in some effort.
So based on that, I request that all players strive for the following:

Posting Rate. This game will be played at a minimum of one post per day. Possibly more. I often post multiple times per day just to answer questions and post reactions to something a player is doing. If you can't/won't post for a day, then expect to be botted or skipped so the story can move forward (generally, I bot those who give me a heads up, and I skip those who are absent with no word). Also, please don't be that person who thinks "once per day" is posting at 11:50 pm and then again at 12:10 am, and then doesn't post again for nearly 48 hours. Not cool, man.

Give a Heads Up. If you can't post for a period of time - even if it is one day - please tell us! It takes less than 30 seconds to use your phone and drop a line in the discord server. “I’m super busy today, I won’t be able to post,” or “I’ll be gone this weekend, please bot as needed.” There's plenty of times I get off work and am too exhausted to catch up. It's ok, it happens. Just be courteous and let us know.

Push Posts. At least every few days (or more) you should give a "Push Post." This is a post that moves the story forward and allows for others to react. Avoid posts that just say, "I follow along" or "We could do this if others want." It's ok to just follow along - in such cases include a description about how your character feels and what emotions others can see on their face as they travel.

If you want to bring up a specific suggestion for the group that will require discussion, you can always do some quick chat in the discord and then post a push post in the gameplay thread to move the story forward. Or you can just make a decision and move forward. Problems arise when everyone in the group is waiting on full consensus or waiting on someone else to make a decision. This rule is designed to help prevent that. Speaking of which...

Don’t wait for others to make a decision. I'd prefer it if we weren't all waiting on someone else to make the decision to do something. I’ll play by the “2 people in agreement” rule, where as soon as I see two players agree to a course of action for the group, that’s the direction we’ll go in game. If people start stalling, I'll make Something Bad Happen in game, just so we can bring interest back into the game.

Emotions. Your posts should include the emotions of your characters. How are they feeling at that moment in time? Even if you only have a one liner, please include one emotion in the line. PBP games don’t translate the horror genre very well, so including emotional descriptions in your posts will go a long way to help with the environment of this game. Also describing facial expressions, memories, or similar descriptors can help make a post and a character feel a lot more alive.

Quitting the Game. It’s ok to quit. Any reason is acceptable. Just give us a notice so we’re not waiting on you. Maybe you’re too busy with life, maybe you don’t like the system, maybe you don't like me. It’s ok. Any reason is ok. I can handle criticism and I will accept literally any reason for why you want to leave the game. Just be mature, be an adult, and let the group know you’re bowing out. What isn’t ok is to just disappear. Don’t be that guy.

Please state that you agree to my rules before making a character.

Lastly, this is a horror fantasy game. Role-play appropriately. :)

Spoiler 2 - House Rules:
I've been playing this game for a while and have designed a couple of house rules.

Improved Martial Paths. All Expert and Master Paths which do not give an increase to Power will gain +1 Health at each level.

Weakened Casters. All Expert and Master Paths which grant at least +1 Power will reduce the health they gain by 1 point at each level, minimum 1.

Magic has a cost. All traditions have some sort of effect. This effect is stronger the more spells you learn. The core book has some basic concepts for this, but I'm aiming to expand upon it. Rank 0-1 give flavor effects. Rank 2+ give increases effects that can directly affect gameplay.

Here is my ongoing document tracking the tradition effects. This document is incomplete and it is not set in stone - if you have an idea for a Tradition effect for your character, work with me to design it and we can add it to the document. Please help me complete it! :)

Lastly, we'll be using the unholy trilogy: Battle Scars, Price of Evil, and Unhinge the Mind. If you don't have these books, that's ok! I'll post the relevant rules in the Campaign Info tab.

Spoiler 3 - Making a PC:
All Ancestries and paths are available. Any book! I also accept third party material if there's something you have in mind. Just run it by me first. I'm always open to chat about this kind of thing.

For Level 0, you can choose to use a victims book or the original source book, such as the core book. You must roll. If there is something specific that you're particularly uncomfortable with or that you particularly want, we can discuss it. If you're unsatisfied with the overall results, you can reroll the entire character. Only one reroll is allowed, and you must choose between the two you've rolled up. If you still don't like your character, don't worry - there will most likely be another opportunity to get a new character soon! >:)

All character generation rolls must be made here in the discussion thread and labelled.

Once you have all your rolls, then you must answer the questionnaire and write a short story explaining all your rolls. If you're having trouble with this, let me know and I can help out.

If you want a random ancestry, roll 1d46+1. Then use my reference document to see what the result is. Reference Document

Before you roll up a character, we're going to discuss what kind of starting campaign we want to play.

Spoiler 4 - Questionnaire:
Once you have all that, now you must Answer the following Questions (you may choose to do this after you know the results of all the randomness above).
1) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that.

2) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc..

3) What do you fear? What do you hate?

4) What do you desire? What do you love?

5) You have (at least) one secret. What is it?

6) Have you done something Notable? What was it?

7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?

8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?

Spoiler 5 - Character Sheet (You must use this):
I've made up a character sheet template for you to copy and paste into your alias profile.

Just go here and copy it all. All the appropriate tags should be included. If I've messed something up, please let me know.

Put the following in specific fields as designated, adjusting as needed for your PC:

Race Field: Gender* Ancestry* Path Level | S10, A10, I10, W10 | HP 10\10 | D10 | Move: 10 | Insanity: | Corruption: | Fortune: No | Status: Normal
*If you’re a changeling, put Current Identity: Gender Ancestry. You may also include a name if you plan on changing names a lot.

Occupation: List of Professions. Ex: Academic (War), Martial (Refugee)

All other fields: Fill in as you like.

Thanks for considering my game and I hope you enjoy!


M Rattus norvegicus

Punkapocalyptic History

“The citizen has become a consumer; and when the consumer is no longer profitable, he is cast away and left out of society”
Consumidores y excluidos, Ignacio Lewkowicz, 2004

At the beginning of the 21st century the economic crisis, caused by water and fossil fuels shortages, as well as the ruthless speculation of the main economic powers, became pandemic. Although at first general population trusted that at the end things would go back to the good old times and (afraid in part to end up with nothing at all) accepted without resistance one measure after another to strip them from all the rights they had achieved through the last decades, at the end the general unrest was so high that ignited the spark of rebellion.

At first they were few, but in time millions of citizens all around the world took the streets with nothing to lose, blaming all the economical and political powers for their situation, those who have remained at the top of the pyramid as an untouchable oligarchy. There was war, carnage, anarchy… whole countries were nearly wiped out. The entire world was being torn apart.

Big companies, governments and the upper class in general realized for the first time that the tame flock they had been shepherding for centuries had gone wild, and that things would never be the same again. They also realized that they couldn’t afford the luxury to spend years reaching agreements between them, so they created a leading counsel with the power to take immediate executive actions, which they called the Compass. This counsel established that the problem was not the System, but the excess of people in it. This way they developed a way to keep the status quo as it was, the Babylon Project.

Thus the creation of the Megalopoli was planned, seven huge autonomous walled cities (two in North America, one in Oceania, two in Europe, one in Asia and one in South America), where only the right people would be accepted. They had to build reality but one step further, in their own image. Only 5% of the global population, enough to sustain the perfect social balance of economy and consume, would be accepted inside the cities with plenty of luxuries, pure water and food. Outside them laid the rest of the population, a burden, source of problems and troubles.

But these enormous cities must be built and that was something they couldn’t do in secrecy, so the Babylon Project was presented to the general public as a new dawn for the world, a place to begin from scratch with a more balanced society, where everybody would count. And the plan worked, because people was so anxious to believe in something, to dare to hope, that a measure of peace was reached and millions of people set to work in the founding of these dreamed cities, in exchange for a place to live and a decent job after their completion. The official message was that these seven Megalopoli were the first of many more that would populate the Earth. A feeling of building a better future was born, casting away past errors. Then, when all the cities were finished, the real truth was unveiled: there would be no more places like them, and these would be the Eden of a selected few.

Obviously people rebelled and took arms immediately. The fighting for the Megalopoli was vicious, as there was no easy way to build Paradises up but tell most people they were to live in Hell. But contrary to almost all citizens, who discovered the lie by surprise, the Compass was ready for this moment: it has been carefully planned and its members were perfectly fitted tactical and militarily. Their course of action was ruthless: those who didn’t accept to live outside the mega-cities would die. They didn’t hesitate to use all the weapons they have been developing for years, whether nuclear, chemical, electromagnetic or worst. The world outside the Megalopoli became a stark land, a huge battlefield. And lastly the seven cities were sealed.

For if the war wasn’t punishment enough, the next years brought a terrible nuclear winter followed by a global warming worsened by all the last years’ events. Everything except the Megalopoli, which were perfectly fit for these “inconveniences”, became a barren land of shattered old cities, wasted forests and grasslands and dried rivers. The population forced to dwell on these areas was decimated to the point of representing less than 1% of the original inhabitants of old Earth.

To make the Megalopoli even more secure, minefields, automatic weapons turrets and anything technology could afford kept away every living being who wandered near any city by a hundred miles.

The world outside these Paradise cities became the Wasteland, now home to the outcasts of the ideal society.


M Rattus norvegicus

WHAT THE F*$! IS THIS?

Punk Apocalyptic is a post apocalyptic RPG that doesn't take itself too seriously. Run on the Shadow Engine by Robert Schwalb, the game uses only d6 and d20. 0 level characters will be rolled randomly, with small choices by the player.

As the full game isn't out yet, this game will run the level 0 adventure published in the free Quick Start Guide. Don't read the adventure. Read the rest.

Now, you might notice that the tone is a bit different from other Schwalb Entertainment offerings in that they’re not shy about saying words like f$*$, s!+*, bastard, and a whole bunch of other nasty words to properly convey the mood and tone of a world gone to hell.
Brace yourself.

Or you can f*&! off and die, wastoid. Your choice.

THE WASTELAND

The world as we know it is gone. The why and how of it is subject to debate, but there are few left who have the time or ability to wax philosophical about it. All that’s left is an extremely dangerous place, which, depending upon your point of view, is either a reeking open sewer, a radioactive s~*@hole rife with wasting disease and lingering death, or a desperate place of hunger and want where anyone will trade anything just to survive one more day.

Actually, your point of view doesn’t matter. It’s all of these things.

Deadly and violent, much of the world has become a deserted, barren land dotted with the remnants of whatever came before. The Wasteland, as it’s called, though, is not as empty as it might first appear.

Here live the wretched descendants of the undesirables, the impoverished, the castoffs, and everyone else deemed unsuitable for entry into the great and mythical Megalopoli: fabulous cities built during civilization’s collapse that became more myth than reality to most of the rugged s!%&kickers trying to scratch out a living in the Wasteland. Unless you’re one of those privileged few living in one of ‘em, you’re pretty much f+#~ed and have to figure out some way to survive in some of the worst places you can imagine, alongside all the other poor dumb bastards who will just as soon tear out your throat to get their mitts on your rusty can of beets as give you the time of day. Not that anyone has a working watch or really gives a s#%* about what time of the day it is. Beets, though? That’s another story.

But as unpleasant as the world has become, opportunity abounds for anyone with the grit, determination, and moral flexibility to stay alive and maybe even thrive—well, at least by comparison to the other slags around you.

In the Wasteland, resources are quite scarce. Electricity is nearly nonexistent, and those few who know how to build or even repair complex devices are rarer still. Therefore, just about everything has been reduced to the most of basic items, assembled from whatever can be dug and salvaged out of old landfills, plundered from the ruined cities of the Before Times, or simply robbed from some other weak, stupid bastards.

Digging out salvage is no easy task as most ruins are overrun with roving gangs, mutant abominations, murderous cannibals, or fanatic disciples with insane beliefs. When you’re offered a few bullets to put an end to a local warlord, fuel to fill up the car you’ve kept running with bubblegum, duct tape, and hope, odds are you won’t have much choice other than to take the job.

As tough as things are in the Wasteland, one can still find small settlements, often fortified, which somehow manage to survive the neverending hardship. Some outposts serve as commercial hubs, while others represent the best chance for the weak and feeble to survive. Some settlements have greenhouses and water collectors for growing crops and supplying clean water, while many host murderous gangs who trade only in bullets instead of goods and foodstuffs that would actually make life more livable. Go figure.

Then there are roving hermits who collect odd pieces of useful junk and technology, or bands of mystic nomads in search of some arcane “truth” that often involves blood sacrifice (usually yours or that of your teammates), or the odd religious cult dedicated to bizarre gods of their own invention, bent on forceful conversion of anyone they meet (also, usually you and your teammates).

Anything and everything is possible in the Wasteland and you’re bound to discover something truly strange that would shock even your seriously desensitized and cynical world-view before you punch your ride ticket and call it an end to the miserable f+@#ing life you’ve lived in this world of s+$@.

MERCENARIES
In Punk Apocalyptic, you take on the role of mercenaries, people who travel across the Wasteland, selling unique capabilities to those in need. What do you get in return for risking your lives? Bullets, food, water, meds, fuel, and salvage, all of which form the ad hoc mish-mash economy of this brutal world.

As you play this game, you’ll have opportunities to explore old ruins, discover strange places and even stranger people, dicker over prices, interrogate prisoners, and fight for your lives. Sometimes all in the same day! Each mission your team undertakes leads you into new dangers, challenges, and opportunities to make names for yourselves in the Wasteland. Sure, some of you will die, but there’s always a new sucker out there ready to take the place of the fallen.

Speaking of which, let's make your first Merc.

ATTRIBUTE SUMMARY:

Each attribute represents a different aspect of your character’s capabilities.

Muscles represents physical strength and athleticism. You use Muscles to attack with handheld weapons.

Meat combines overall durability with healthiness. You use Meat to determine how much damage you can take.

Hands measures equilibrium, balance, poise, and precision. You use Hands to attack with guns, bows, and stuff, as well as to do stuff that requires manual dexterity.

Feet represents speed, mobility, and the ability to evade danger. You use Feet to avoid being hit by attacks.

Brains describes wit, intelligence, education, and logic. You use Brains to figure out stuff, use technology, and your smarts to overcome challenges.

Eyes represents sensory acuity and awareness. Although it says eyes, it means all your damned senses. You use Eyes to notice stuff.

Mouth represents the strength of your personality, natural charm, and magnetism. You use Mouth in social situations.

Guts combines determination, courage, discipline, and willpower. You typically use Guts to keep your s$!% together when the situation goes pear-shaped.

Assign your scores in any order you choose: 13, 12, 12, 11, 10, 10, 10, and 9. You can increase one attribute at the cost of lowering a different attribute. This can be done twice. You can decide all this after choosing your background.

BACKGROUND:

Choose a background. Each background is associated with one attribute. Once you make your decision, roll a d6 to gain more details into your background.

Drifter. You’ve travelled far and wide across the Wasteland, but even after all this time, you’ve still not seen it all. You find it hard to stay in one place for long. The road always calls you back. So, you don’t put down roots and you sure as hell haven’t made any last arrangements. Of course, this could change if you meet the right people, but that hasn’t happened so far. Feet.

Face. There’s something about you that other people like. You might have a trusting face, a magnetic personality, or a quick wit. Who the f@#* knows?! The main thing is that you’re good at making friends and getting people to trust you. You can use your talent for good or you can be a real piece of s~*$ and exploit the dumbasses too thick to see you for the charlatan narcissist you really are. Mouth.

Fanatic. Many people might have given up their allegiances and beliefs when the world went to s$%~, but you cling to what you think is important. You might be a religious fanatic, a patriot, or just committed to some cause greater than yourself. Whatever it is, it drives you, gives you purpose. Nothing and no one can change your mind, because you f*&!ing know for certain your way is the right way. Guts.

Ganger. People form gangs all the time, usually gathering around a charismatic and exceptionally tough f@@~er. Gangs might be vicious a!*&~%#s who prey on the weak or noble sorts who follow a particular code—it’s usually the former.

Whatever the case, you found yourself in a gang and stayed with it for a while before you struck out on your own; because of this, you might have bad blood with your old companions, in which case you’ll be spending a lot of time looking over your shoulder. Or, your gang could have fallen apart after having its ass kicked by mutants, the V Reich, or another, stronger gang. Hands.

Genius. You’re something of an anomaly. Most of the smart folks wound up in one of the Megalopoli, but not you. You’re stuck in the Wasteland along with everyone else, and with a head full of knowledge, useful or useless depending on where you are at the time. Your smarts mean you can figure out problems, remember useful details, and generally be the most brilliant a!*#&!$ in the room. Brains.

Muscle [\b]. You’ve survived by being one of the strongest people around. Big and bulky, you’ve plenty of might and no hesitation about using it. You might have fought for the entertainment of crowds, served as a warlord’s guard, or took what you wanted from people weaker than you just because you could. Muscles.

[B]Scavanger. The Wasteland might seem empty and s@&*ty, but for those who know where to look, it holds all kinds of treasures. You’ve made a life for yourself finding stuff, from guns to bullets, food to meds in order to keep you from turning into mutant scum. You have a knack for finding useful stuff in places others would overlook. Eyes.

Surviver. It ain’t easy living in the Wasteland, but somehow you manage. You’ve found ways to deal with the hardships that come with life in this terrible world, managing to find clean water and edible food, all while avoiding the worst of the s!#& the Wasteland could throw at you. You can draw on your experiences to help you and your companions stay alive. Meat.

DERIVED S+*#:

Attribute Modifiers: Now that you have your scores, you can note your modifiers for each score. An attribute modifier is a number determined by the score. An attribute’s modifier equals its score minus 10. So, if you have a 10 Muscles, you have a +0 modifier. If you have a 12 Brains, you have a +2 modifier. And if you have an 8 Eyes, you have a –2 modifier. Easy peasy. If your score changes, your modifier changes by the same amount.

Defense: You have a Defense score, which is a number used when other folks try to hit you with their weapons. Your Defense score equals half your Feet score + half your Eyes score (round down). Wearing armored clothing increases your Defense score. If your Feet or Eyes modifiers change, your Defense will as well.

Health: You have a Health score, which tells you the maximum amount of damage you can take before you drop. Your starting Health score equals your Meat score. If your Meat score changes, so too does your Health score. Your Health score also increases from the paths you choose as you complete missions.

Grit: You have a number of grit points. You spend grit points to heal damage. You might also lose grit points from sickness, radiation, or if you’re dying. You start the game with a number of grit points equal to 3 + your Guts modifier (minimum 1). If your Guts score changes, so too does your number of grit points.

Education : Smart characters tend to know more about the world than most of the dumbasses alive do. You have an amount of education equal to your Brains modifier (minimum 0). For each point of education, choose a language you can speak, read, and write or chose a specialty, chosen from the following options. Specialties are s*~& you know about. You can usually recall information related to a specialty you possess, though you might have to roll Brains to recall obscure information.

Specialties: Architecture and Engineering, Arts and Culture, Law and Politics, Medicine, Philosophy and Religion, Science, or Make up something (be creative!).

Speed: You have a Speed score, which tells you how far you can move on your turn. Your Speed score equals half your Feet (minimum 1). If your Feet score changes, your Speed also changes.

Size and Reach: You have a Size score and a Reach score. Your Size score, which is 1, describes the amount of horizontal space you take up in yards (1 yard = 3 feet). It does not account for your height. Your Reach score is how far you can reach outside of your space, which is measured in yards.

Mutagen: Finally, you have a Mutagen score, which describes how much exposure you’ve suffered to seriously f&@&ed-up environments such as radioactive areas, chemical spills, and biological hazards. To determine your starting mutagen, roll a d6. On a 6, you start the game with 1 mutagen and one minor, cosmetic mutation of your choice. Sucks to be you. Or maybe not.

JUNK AND OTHER S$+~:

Let's figure out what junk you have on your person. Time to roll some dice!

Starting Junk: d6 and d20

Starting Age: 3d6

Starting Looks: 3d6

Height: 3d6

Weight: 3d6

Distinguishing Features: d6, then d20, then d6. You may have as many of these as you like, but you must have at least one. You can decide to add on more after knowing the results.

Social Interaction: 3d6

Connections: 3d6

Sanity: 3d6

Goal: 3d6

Motivations: 3d6

Obligation: 3d6

Morality: 3d6

Name: d6 then d20


I'm running a game of Shadow of the Demon Lord, a dark and gritty fantasy horror published by Robert Schwalb Entertainment.

I'm looking to add 1-2 new players to our current group.

No experience required. Owning the book is not required.

Posting rate is once per day. We have a discord channel for ooc chat.

Your first several posts will be RP heavy as I walk you through character creation. We'll start with building a Level 0 character and telling a story. Then using some random event tables, we'll build up level by level until we reach the level of the group.

After that we'll introduce your PC to the current group. Game play is a strong mix of RP and combat.

I have much of the lore and basic rules posted in my campaign info thread. The original recruitment post is here, so you can get an idea of the character creation process. I have a character sheet for you to copy and paste into your profile.

Who's up for a game that takes place in a land of shadow and horror?


https://paizo.com/campaigns/v5748p75ivjux/%E2%80%9

That's the text that's added to the front of a url when I post a link in my games. When I click the edit button, that text isn't there. But when I submit it, the text is added to the front of my url, redirecting my links to a Paizo page instead of where I want the link to go.

This is very annoying in games when I have to post images to the game. Especially maps for my players. I can post a link to Google docs where the map is, because the above text gets added to my links and I can't edit it away.

EDIT:

As an example, the below link only has "www.google.com" as the text in the url. It's correct when I click "edit." But as you can see, it's changed to:

https://paizo.com/cgi-bin/WebObjects/Store.woa/wa/www.google.com

Test

Instead of going to the Google home page, it goes to the Paizo home page.

EDIT 2:
Now the text has changed again. Now it's:
https://paizo.com/threads/www.google.com

Here's an image to show how the link is different in the edit box (I can't hyperlink it, because it won't work):

https://ibb.co/hHpkiL


Hello!

I'd like to report several issues that are affecting me and my players.

As a GM, I'm no longer able to edit any of my Campaign Info tabs. All of my campaigns just send me to an error page.

I have one player reporting that he can no longer see my games in his Campaign Tab list.

I have another player reporting that random campaigns which they aren't in are showing up in their focused campaign list.


M Rattus norvegicus

Please dot and delete.


M Rattus norvegicus

Welcome to the discussion board!

Please ensure your character sheet is all filled out, that you inude your questions, your story, and enter in the proper fields as mentioned in recruitment.

When you make your first post here in discussion, please answer the following:

• Do you own the book?
• How familiar are you with the rules?
• Is your character sheet complete?
• Do you agree to the three rules listed below?

Some rules for my games:

1) Please remember to check in and post at least once per day. If you can't, please tell us you're unable as soon as you can so we're not all waiting on you.

2) If you have nothing to contribute, still make a post. Describe an emotion your PC is feeling, or something about the world they're thinking about. Something. If you just wait for others to post and you do nothing, we'll end up waiting for a post that will never come.

3) Emotions. Use them often. They help build the world and set the atmosphere of the game. This is a horror game, but because we're on PBP, that horror often doesn't show through the screen. Use emotions to help show the horror as we play, and describe what your PC is feeling at least every other post.

Lastly, join the discord chat! Here, you can quickly ask me questions, I can give a heads up when the next round starts, or even quickly post maps. Plus, it makes for some great out of party discussion. I started doing this with my other Demon Lord game, and it's worked to great success. And if the site goes down again like it did last month, it gives us a back-up location to play.

Discord Link


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Welcome to a Land in Shadows. The Gods are distant powers. There are hidden worlds, magic is real, and mortals live many lives.

Science and technology have made great strides (clockworks, steam power, railroads, firearms, etc), despite the world being filled with terrible monsters.

And last and certainly not least - the Empire burns as the shadow of the Demon Lord spreads across the lands. As the Demon Lord's influence grows stronger, the fabric of sanity subtly fades.

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

Welcome to Shadow of the Demon Lord, a dark and gritty fantasy horror. This system is an amalgamation of Warhammer Fantasy and D&D 5e. Written by Robert Schwalb and published by Schwalb Entertainment.

I'm Bookrat, your Horror Master.

In this series of PBP games, I'll be running individual modules at various levels. Anyone is welcome to join. You do not have to own the book. You do not have to know how to play. New and old players alike are welcome to join any of my games.

Character death should be expected, although through clever play and a bit of luck, you may survive. My first game had zero deaths! You could survive, too.

• If this is your first time playing Demon Lord with me, start at Spoiler 1, below.
• If you do not own the Core Book, proceed to Spoiler 2.
• If you've played in one of my Demon Lord games before, start at Spoiler 8.

Spoiler 1 - If you have never played before, read this:
Shadow of the Demon Lord is a dark and gritty fantasy horror RPG akin to 5e, with several important changes.

First, you start as a Level 0 Character, choosing only your race and background. Next, it's even simpler, with uncontested challenges being Pass, Fail, or DC 10. There are no skills; instead you have professions which grants an area of knowledge that you can apply during the game. There is no alignment in this game.

Dice: The only dice used in this game are a d20 and a d6.

Ability Scores: Your race determines your ability scores, and you can modify them by a single instance of +1 for -1.

Classes and Levels: After each adventure, you level up. At Level 1, you pick your Novice Class (Warrior, Rogue, Wizard, Priest). At Level 3, you pick your Expert Class (one of 16, no pre-reqs), and at Level 7 you pick your Master Class (one of 64, no pre-reqs). Having no pre-reqs means you can hyper-focus or mix and match as you see fit. Both have their advantages and disadvantages, and all classes are fairly well balanced. You can't make a bad choice, so play what sounds fun.

While there are no pre-reqs for picking a class, the classes you choose should be based on the story and the actions you took during play. If you spent the entire game hitting things with a big stick and not attempting or engaging in any magic whatsoever, then you'd need a really good reason why you chose "Wizard" for your class. Even if you do want to go wizard, just talk to me about it and we'll make it work, deciding on how it will fit in the story together. Some players have asked me to introduce magic for their PC to discover, and even one person asked me to force magic onto his PC despite his PC not wanting it.

Hit Points: Gained by Race and Class. Unconscious is called "Incapacitated." That's your 0 HP mark. Taking damage equal to your max HP in one hit is instant death. Otherwise you roll Fate Rolls (d6) which have a chance to heal, pass out, or die. You also have a Healing Rate. This is how much you heal after a night’s rest, a healing potion, or some special ability or spell.

Skills: Skills don't exist in this game as defined by D&D or Pathfinder. Instead, you have Professions. Whenever you think your profession can aid you in a task, ask me about it. You'll add one or more Boons to your roll.

Boons and Banes: During play, difficulty will be set by a Bane and advantages by a Boon. They're a d6, and they add or subtract to your d20 roll. They cancel each other out, but they stack (3 Bane and 4 Boon = 1 Boon total). When stacking, you only pick the highest roll, you don't add the rolls together.

Ability Scores: Strength, Agility, Intellect, Will. That's it! Your starting set is determined that your race, modified slightly by you. Your class then modifies is further as you level, with bonuses decided by you based on what your class gives. Your ability Score Modifier is “Ability Score - 10.” So an 11 Strength is +1, 12 is +2, and so on.

Insanity: This determine how insane you are, and as you gain lots of it you could develop quirks or even go Mad. Insanity increases when you see something horrific and you fail a Will challenge roll.

Corruption: This is gained by doing evil things, learning evil Traditions of magic, or learning evil spells. Increased corruption can physically alter your appearance, and enough of it can make it so you auto die when you become incapacitated (0 HP). These are called Marks of Darkness.

Power Score: This determines what level spell you can cast, and how many times per day you can cast it. It's gained by picking up spell casting classes.

Challenge Rolls: These are either opposed or not. If opposed, the DC is based on the opposition, such as attacking someone vs their Defense Score. Unopposed are like skill checks or ability checks, and are either Auto Pass, Auto Fail, or DC 10. There's no other DC than 10, ever.

For anything else, please ask. Or we'll go over the rule as needed in game. :)

Proceed to Spoiler 2.

Spoiler 2 - New Players and Those Without the Core Book:
Character Creation is easy. Use Spoiler 11 as a character sheet to plug into your alias when you're ready.

Follow these steps:

Pick a race: Human, Changeling, Clockwork, Dwarf, Goblin, or Orc.

Your race will determine your starting stats, with some modification by you.

Roll randomly to get background, appearance, and other starting characteristics as described. Remember, if this is your first time playing with me, or if you don't own the book, you MUST roll randomly.

If you don't have the book, I'll tell you what results you get. If you do, feel free to look them up on your own (but be sure to look at my instructions, because they're slightly altered from the book). There are no rerolls, you get what you get. Role-play appropriately, please, and have fun.

If this game starts at higher than Level 0, then do all this first and the instructions for your other levels will come later.

If you want Human, proceed to Spoiler 3.
If you want Changeling, proceed to Spoiler 4.
If you want Clockwork, proceed to Spoiler 5.
If you want Dwarf, proceed to Spoiler 6.
If you want Goblin, proceed to Spoiler 7.
If you want Orc, proceed to Spoiler 8.

If you're not sure, roll a d6.

Spoiler 3 - Human:
Humans are a diverse people encompassing numerous civilizations, cultures, and ethnicities. They are the dominant people in the world.

Ability Score: S10, A10, I10, W10. +1 to one. (You may also take a -1 for a +1, once).
Perception = Intellect
Defense = Agility
Health = Strength
Healing Rate = 1/4 Health (round down)
Size: 1/2 or 1
Speed: 10
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only), +1 additional spoken language OR one random profession (1d6, then 1d20)
Background: Roll 1d20
Personality: Roll 3d6
Religion: Roll 3d6
Age: Roll 3d6
Build: Roll 3d6
Appearance: Roll 3d6
Profession 1: 1d6, then 1d20
Profession 2: 1d6, then 1d20
Lifestyle: 3d6
Interesting Thing: 1d6, then 1d20
Personality Traits: Roll 4d20, then pick one positive and one negative from the results.

Write up a story or explanation for how all these fit together (this can be done before or after the Questionnaire). This does not need to be more than a paragraph.

Go to Spoiler 10 - Questionnaire and answer the questions.

Spoiler 4 - Changeling:
Changelings conceal their hideous forms behind identities stolen from other creatures so they can move more freely through the lands.

Faerie create changelings to conceal the absence of children they steal. They construct a changeling from natural materials and use magic to give it the appearance of the missing child. The magic often fades after a few weeks, but sometimes it lingers and lets the changeling grow up to become a real person.

Many Masks: Changelings can use their magical natures to adopt the forms of anyone they see. They assume different forms to conceal their true natures, forms most deem hideous and unsettling. When stripped of their disguises, changelings look like humanoids formed from dirt, sticks, and rocks, with glowing green eyes set in otherwise featureless faces. Changelings in their natural forms stand 5 feet tall and weigh 90 pounds.

Changeable Identities: Constantly changing identities has a deleterious effect on changeling personalities. Most mimic the attitudes and outlooks of the people around them, having no particular views themselves or, if they have them, burying them so deep they cannot remember who they started out being or what they hope to become.

Ability Score: S9, A10, I10, W10. (You may take a -1 for +1, once).
Perception = Intellect + 1
Defense = Agility
Health = Strength
Healing Rate = 1/4 Health (round down)
Size: 1
Speed: 10
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only)

Immune: Damage from disease; charmed, diseased
Iron Vulnerability: You are impaired while in contact with iron.
Shadowsight: You see into areas obscured by shadows as if those areas were lit.

Steal Identity: You can use an action to alter your appearance to match that of a target living creature you can see within short range. The target must be Size 1 or 1/2 and have a humanoid shape of flesh and blood. Your body changes so you look like the target, though your clothing and possessions remain unchanged. The effect lasts until you use this talent again. If you become incapacitated or touch an object made from iron, you immediately revert to your normal appearance.

True Age: Roll 3d6
Apparent Gender: Roll 1d6
Apparent Ancestry: Roll 3d6
Background: Roll 1d20
Changeling Quirk: Roll 1d20
Personality: Roll 3d6

Profession 1: 1d6, then 1d20
Profession 2: 1d6, then 1d20
Lifestyle: 3d6
Interesting Thing: 1d6, then 1d20
Personality Traits: Roll 4d20, pick one positive and one negative from the results.

Write up a story or explanation for how all these fit together (this can be done before or after the Questionnaire). This does not need to be more than a paragraph.

Go to Spoiler 10 - Questionnaire and answer the questions

Spoiler 5 - Clockwork:
Clockworks are mechanical people made from metal plating, gears, wires, bits of spring, and cogs to which is bound a soul plucked from the Underworld. The magic binding the soul tethers it to the clockwork but allows it to manipulate the body only while its internal mechanisms are moving. All clockworks have keys somewhere on their body and while wound up, they move, think, and act like creatures. Should the key wind down, a clockwork becomes dormant—an insensate object.

Ability Score: S9, A8, I9, W9 (You may take a -1 for a +1, once).
Perception = Intellect
Defense = 13
Health = Strength
Healing Rate = 1/4 Health (round down)
Size: 1
Speed: 8
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only)
Immunities: Damage from Disease and Poison, asleep, diseased, fatigued, and poisoned conditions

Key: You have a key on you somewhere that you can't reach. When it is cranked and turning, you count as a creature and can move and make actions. When it stops, you become an object and cannot move or act (or perceive or talk, it's in "OFF" mode). Your key stops turning when you become incapacitated. It also stops turning at the end any round in which you get a total of 0 or lower on any attack roll or challenge roll. Any creature within reach can spend an action to turn the key and activate you. If you are not incapacitated, you become a creature once more. If you are, roll a d6; on a 4 or higher heal 1 point if damage and become a creature at the end of the round (3 or less does nothing).

Mechanical Body: You do not eat, drink, breathe, or age. You cannot be transformed into an undead. You cannot swim (you sink).

Repairing Damage: When you're a creature, you heal as any creature. If you're an object, any creature can repair you with a tool kit. At the end of each 4 hours of work, that creature makes an Intellect roll with 1 Bane. On a success, you heal damage equal to your healing Rate.

Age: Roll 3d6
Purpose: Roll 3d6
Form: Roll 3d6 (determine shape, size, and weight)
Appearance: Roll 3d6
Background: Roll 1d20
Personality: Roll 3d6
Profession 1: 1d6, then 1d20
Profession 2: 1d6, then 1d20
Lifestyle: 3d6
Interesting Thing: 1d6, then 1d20
Personality Traits: Roll 4d20, pick one positive and one negative from the results.

Write up a story or explanation for how all these fit together (this can be done before or after the Questionnaire). This does not need to be more than a paragraph.

Go to Spoiler 10 - Questionnaire and answer the questions.

Spoiler 6 - Dwarf:
Dwarves are an elder race cursed by the gods for their vanity and doomed to toil and dig in the earth for the treasures they covet.

Things about dwarves: The beard is the thing, for men and women. They're short but dense (physically, but probably also mentally). They're dour and suspicious.

Ability Score: S10, A9, I10, W10 (You may take a -1 for a +1, once).
Perception = Intellect + 1
Defense = Agility
Health = Strength + 4
Healing Rate = 1/4 Health (round down)
Size: 1/2
Speed: 8
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only), Dwarven (speak, read/write)

Darksight: You can see in areas obscured by shadows and darkness within Medium Range as if they were lit. Beyond this distance, you treat Darkness as Shadows, and you treat Shadows as Lit.

Hated Creature: You have a creature you hate, which grants you 1 Boon on all attack rolls vs that creature type.

Robust Constitution: You take half damage from poison, and you make challenge rolls with 1 Boon to avoid or remove poison.

Age: Roll 3d6
Build: Roll 3d6
Appearance: Roll 3d6
Hated Creature: Roll 1d20
Background: Roll 1d20
Personality: Roll 3d6
Profession 1: 1d6, then 1d20
Profession 2: 1d6, then 1d20
Lifestyle: 3d6
Interesting Thing: 1d6, then 1d20
Personality Traits: Roll 4d20, pick one positive and one negative from the results.

Write up a story or explanation for how all these fit together (this can be done before or after the Questionnaire). This does not need to be more than a paragraph.

Go to Spoiler 10 - Questionnaire and answer the questions.

Spoiler 7 - Goblin:
The Faerie Queen exiled the goblins long ago, for a crime only she remembers. As part of their exile, she stripped them of their immortality and doomed them to live out their days in the mortal world. Goblins have since infiltrated human societies, making their homes in rubbish heaps and sewers where, to everyone’s surprise, they seem quite happy doing the jobs no one else is at all interested in performing. Picking through trash for choice treasures or trawling the fetid waters oozing through the subterranean tunnels for a bit of gold or a dropped coin is all goblins need to keep from making trouble for their neighbors.

Goblins have Bizarre and Varied Appearance, and have weird habits.

Ability Score: S8, A12, I10, W9. (You may take a -1 for a +1, once).
Perception = Intellect +1
Defense = Agility
Health = Strength
Healing Rate = 1/4 Health (round down)
Size: 1/2
Speed: 10
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only) and Elvish (speak only)

Immune: Damage from disease; charmed, diseased
Iron Vulnerability: You are impaired while you are in contact with iron.
Shadowsight: You see in areas obscured by shadows as if those areas were lit.
Sneaky: When you roll to become hidden or move silently, you make the Agility challenge roll with 1 boon.

Age: Roll 3d6
Build: Roll 3d6
Distinct Appearance: Roll 1d20
Odd Habit: Roll 1d20
Background: Roll 1d20
Personality: Roll 3d6.

Profession 1: 1d6, then 1d20
Profession 2: 1d6, then 1d20
Lifestyle: 3d6
Interesting Thing: 1d6, then 1d20
Personality Traits: Roll 4d20, then pick one positive and one negative from the results.

Write up a story or explanation for how all these fit together (this can be done before or after the Questionnaire). This does not need to be more than a paragraph.

Go to Spoiler 10 - Questionnaire and answer the questions.

Spoiler 8 - Orc:
Orcs were made from dark magic to be the ultimate slave soldiers in the Empire’s armies. Brutish, strong, and violent, they exceeded expectations and helped their masters conquer the continent. They have recently thrown off their shackles and taken their destiny into their own hands.

Mighty, threatening figures, orcs tower over humans. Most have thick, coarse hair covering their bodies. Some shave their body hair into lewd or grotesque patterns to accentuate their fearsome look. Blotchy skin, bone white to nearly black, blistered and scarred from flaws in the magic that made them gives them a ghastly appearance aided in part by their brutish, exaggerated features. Most orcs have short pug noses and wide mouths filled with sharp teeth and a tusk or two. Orcs stand 6 to 8 feet tall and weigh 200 to 600 pounds.

Ability Score: S11, A10, I9, W9. (You may take a -1 for a +1, once).
Perception = Intellect +1
Defense = Agility
Health = Strength
Healing Rate = 1/4 Health (round down)
Size: 1
Speed: 12
Power: 0
Damage: 0
Insanity: 0
Corruption: 1
Languages and Professions: Common (speak only) and Dark Tongue (speak only)
Shadowsight: You see in areas obscured by shadows as if those areas were lit.

Age: Roll 3d6
Build: Roll 3d6
Appearance: Roll 3d6
Background: Roll 1d20
Personality: Roll 3d6
Profession 1: 1d6, then 1d20
Profession 2: 1d6, then 1d20
Lifestyle: 3d6
Interesting Thing: 1d6, then 1d20
Personality Traits: Roll 4d20, then pick one positive and one negative from the results.

Write up a story or explanation for how all these fit together (this can be done before or after the Questionnaire). This does not need to be more than a paragraph.

Go to Spoiler 10 - Questionnaire and answer the questions.

Spoiler 9 - If you've played in one of my Demon Lord games, read this:

Welcome back!

If this is a level 0 Adventure, please make a new PC.

If this is a Level 1+ adventure, then you have a choice:

You may choose to continue with one of your previous characters, if they are still alive and of appropriate level or lower for this adventure.

If they are not alive, if your current PCs are too high of level, or you wish to make a new PC, then go ahead and roll up a level 0. We'll advance them up in levels in the discussion, after I pick players for this game.

If you have a PC of appropriate level or lower and you want to use that PC for this adventure, bring them up to the level of this PC. Remember to think about their personality and experiences, and choose any new Paths appropriately.

You may use the core book or any supplement. If you use the core book, you may choose any of the options or roll randomly if you like. If you're using a supplement, you must roll randomly. Let me know what supplement it is so I can buy it for myself.

Remember, if you haven't bought the core book yet, you must start at Spoiler 2.

Remember to answer the questions in Spoiler 10 if you're making a new PC, and remember to write up a little blurb about how all the random rolls/choices fit together.

Spoiler 10 - Questionnaire:

Once you have all that, now you must Answer the following Questions (you may choose to do this after you know the results of all the randomness above).

1) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that.

2) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc..

3) What do you fear? What do you hate?

4) What do you desire? What do you love?

5) You have (at least) one secret. What is it?

6) Have you done something Notable? What was it?

7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?

8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?

Spoiler 11 - Character Sheet Template (You must use this):
I've made up a character sheet template for you to copy and paste into your alias profile.

Just go here and copy it all. All the appropriate tags should be included. If I've messed something up, please let me know.

Put the following in specific fields as designated, adjusting as needed for your PC:

Race Field: Gender* Ancestry* Path Level | S10, A10, I10, W10 | HP 10\10 | D10 | Move: 10 | Insanity: | Corruption: | Fortune: No | Status: Normal
*If you’re a changeling, put Current Identity: Gender Ancestry. You may also include a name if you plan on changing names a lot.

Occupation: List of Professions. Ex: Academic (War), Martial (Refugee)

All other fields: Fill in as you like.

Spoiler 12 - Bookrat’s Rules for Playing This Game:
This game is descriptive and requires players to have input and to be descriptive themselves. I know we all get lost in the single line posts as games go on past a few weeks, but to make this game thrive, you have to put in some effort.

So based on that, I request that all players strive for the following:

Posting Rate. This game will be played at a minimum of one post per day. Possibly more. I often post multiple times per day just to answer questions and post reactions to something a player is doing. If you can't/won't post for a day, then expect to be botted or skipped so the story can move forward (generally, I bot those who give me a heads up, and I skip those who are absent with no word). Also, please don't be that person who thinks "once per day" is posting at 11:50 pm and then again at 12:10 am, and then doesn't post again for nearly 48 hours.

Give a Heads Up. If you can't post for a period of time - even if it is one day - please tell us! It takes less than 30 seconds to use your phone and drop a line. “I’m super busy today, I won’t be able to post,” or “I’ll be gone this weekend, please bot as needed.” There’s rarely a good excuse for why you can’t give others a notice. Be courteous and let us know.

Join the Discord Group. I have a discord chat for my games. I use it to keep in touch with my players, to allow players to more easily contact me, as a backup site to play in case this website is down for a period of time, and just a place for us to chat. Join here.

Push Post. At least every other post should be a "Push Post." That is a post that moves the story forward and allows for others to react. Avoid posts that just say, "I follow along" or "We could do this if others want." If you're just following, include a description about how you feel and what emotions others can see on your face and you travel. If you have a suggestion for the group, then either post in Discussion or just go ahead and do it.

Emotions. Your posts should include the emotions of your characters. How are they feeling at that moment in time? Even if you only have a one liner, please include one emotion in the line. PBP games don’t translate the horror genre very well, so including emotional descriptions in your posts will go a long way to help with the environment of this game.

Don’t wait for others to make a decision. I'd prefer it if we weren't all waiting on someone else to make the decision to do something. I’ll play by the “2 people in agreement” rule, where as soon as I see two players agree to a course of action for the group, that’s the direction we’ll go in game. If people start stalling, I'll make Something Bad Happen in game, just so we can bring interest back into the game.

Quitting the Game. It’s ok to quit. Any reason is acceptable. Just give us a notice so we’re not waiting on you. Maybe you’re too busy with life, maybe you don’t like the system, maybe you don't like me. It’s ok. Any reason is ok. I can handle criticism and I will accept literally any reason for why you want to leave the game. Just be mature, be an adult, and let the group know you’re bowing out. What isn’t ok is to just disappear. Don’t be that guy.

Please state that you agree to my rules in your application for this game, whether you're making a new character or bringing in an old PC.

Lastly, this is a horror fantasy game. Role-play appropriately. :)

Thanks, and I hope we all can have fun!

I'm looking for 3-7 Players. If you don't make this recruitment, keep an eye out! I'll be running more later. My goal is to have two games going, and to re-open a recruitment after every module.

Each module is expected to last 6-12 weeks, plus or minus some depending on group posting rates and how much I alter to published adventure.


Besides Craft and Trade, how come there's no skill uses which are locked behind expert, master, and legendary?

All the skill uses are either untrained or trained.

I think it would be nifty if the skills had general uses locked behind more advanced proficiency.


Where do racial traits go on the character sheet?

Maybe I'm just missing is because I'm exhausted today, but I can't seem to find the spot for them. I don't really want to put them in the Notes section on page 3, as I use that for game notes.

Is there a spot for it?


Every time a sorcerer gains a "new spell from their bloodline" they gain a new spell slot ..

But they get a new spell from their bloodline every other level.

So why make it so complicated and not make it a part of the spells per level chart?


It seems that PF2 it taking to the Silver Standard, which is pretty cool!

But the chapters outside of the Equipment Chapter seem to have forgotten that detail. All other equipment beyond Chapter six is listed in Gold.

Why the difference?


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Initial Impressions:

It's been a while since I've played PF1, but as a 5e player, I initially like how PF2 does poisons. It's better than flat damage and it's not too complex. It adds in a nice slow work up. For those who aren't that into poisons, it will add extra mechanics that you may not remember, forcing you to read up on the book whenever you experience a poison in game – which can be problematic (in fact, this is the primary reason I stopped playing PF1 to begin with). But it's not that bad. Initial Save, plus another save periodically based on the poison. The fastest have saves every round for a set number of rounds or until you make enough saves.

Prices are reasonable for the level. Level 1 poisons cost only 2 GP, meaning you can reasonably use them at low levels and have a nice impact.

Layout:

I'm not a fan of the layout here. Poisons are mixed together with bombs and elixirs, all alphabetical instead of level-alphabetical. Meaning that to compare poisons, I have to first read the text multiple times just to ignore the elixirs and bombs. It makes this analysis logistically challenging. If possible, this layout would be better if Elixirs, Mutagens, and Poisons were all their own list all under the category of alchemical items, and each organized by level and then alphabetical within. The separate lists is less of a concern than level-alphabetical. I'd rather have the latter than the former if I were forced to choose.

Dirty Details:

Poisons come in four forms: Touch, Injury, Ingest, Inhale. I really like the addition of the inhalation poisons, as 5e's format for all poisons is just to add damage.

Almost all poisons have rider effects, which is fantastic. Arsenic causes sickness and makes it so you can't remove the sickness while you're affected. Belladonna causes a variety. Giant Scorpion Venom makes you enfeebled.

Here's how it works. There are four stages: 0, 1, 2, 3. 0 is unaffected, and going up does more damage or imposes a stronger condition. Upon initial dose, roll a save. Fail go up 1 stage. Crit fail go up 2. At the end of a set period of time (measured by rounds, minutes, or longer depending on the poison) you roll again. Success you go down 1 stage, crit success you go down 2 stages. If you reach 0, you stop being affected. Max stage is 3. Each poison has a maximum amount of time you can be affected. When you reach that time, the poison fades away from your system. No matter what stage you're at, all effects stop.

I like the increasing effects for each poison, as it simulates growing effects over time. I'd prefer injury poisons to last longer than a single strike (hit or miss) OR that they don't go away on a miss OR if they were cheaper than other poisons because of the high risk of losing it. I like that ingestion poisons have a higher DC relative to other poisons or the same level (if you eat it, it's harder to resist).

Some real life poisons do not make sense for how they're leveled.

For example, Arsenic is level 1 and does minimal damage (max damage is 7d4+1) – yet it's a classic killer poison that is rather potent and is very difficult to cure (it's also called the Inheritance Poison, as it was used to kill off your parents so you can inherit their estate, up until the early 1900s when we could start detecting arsenic during autopsies). Meanwhile, nettle, which at most causes a rash in real life, is a level 8 poison and does up to 54d6 damage. Hemlock, which is slightly less potent than Arsenic, is Level 17 and does up to 109d6 damage. Wolfsbane – the most toxic real life substance in the list, is only level 10.

How I'd change these up:

Contact. Make Nettleweed Resin a level 1 contact poison. This works well as there's no low level contact poisons. The lowest level we have is 7. The rest all look good.

For ingested poisons, Hemlock should be level 8, Arsenic should be level 10, and Wolfsbane should be level 17. A simple switch of names is enough to make these interesting poisons more closely match real life. Belladonna has a low potency, so level 2 is pretty decent for it.

There's only three inhalation poisons, and they're all at the same level: 15-16. This makes inhalation poisons less interesting, as they're all fairly unavailable at most levels of play. Brimstone in real life is just sulfur, which is a rather weak acute poison (requires a heavy concentration in the air). Having Brimstone as a level 1, 2, or 3 inhalation poison would make for a great low level inhaled poison. As a bonus, it would be readily available because sulfur was one of the first pesticides used in real life (used for mold and fungus control on crops).

Injury poisons. There's very few high level injury poisons. The highest level is 13. Black Adder Venom (concentrated) might make for a good high level poison, if it's named after a real viper. I also like how many injury poisons contain riders that can cheaply be added to a weapon, which may be the reason why they're all low level. My only complaint with injury poisons is that they're wasted on a miss attack – if that's going to remain to be true then injury poisons should be 25-50% cheaper compared to other poisons of the same level (or simply have them only used up when the attack hits).

All in all, I like the poison system. It's interesting without being overly complex. I look forward to seeing how a PC can use these effectively.

EDIT: After reading through some other threads, I see that we've changed to a silver standard instead of a gold standard. I think the person who wrote the alchemical items forgot about that and labeled everything in gold instead of silver. A one use item of appropriate level shouldn't cost nearly 10-15% of your total coin. If a 2nd level character only has 15 GP worth of stuff, why are level 1 and 2 alchemical items costing 2-3 GP (20-30 SP). A single use level 1-2 item is as much as a heavy shield and more expensive that nearly every melee weapon. I think this is a mistake, as it reduces the viability of PCs using alchemical items in interesting ways.


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Currently, all feats, spells, snares, alchemical items, runes, etc.. are laid out alphabetically. Each of these also has an associated level with them.

I find myself having to flip through pages multiple times to compare same-level abilities.

I feel that if the layout was to organize them all by level and then alphabetically, it would be easier to not only compare, but to focus on what my character can use right now.

There is a ton of stuff in this book, and wrapping my head around it all will take time. But if I can segregate abilities and only focus on what I can use right now, it would help tremendously - and even more so to a brand new player.

At level 1, I really only want to look at the level 1 feats to best compare and see what I want to choose. I don't want to have to skip past all the level 5s and 17s and 8s just to find that other level 1 buried in the RS. By level 6, I've already looked at all the level 1-5 feats, so I know what's there, but now I can open up to the level 6 feats and see what's new to me.

The same is true for all other level-associated abilities and items.

It just helps me learn the system and would be an easier entry for a new player.

Thanks for listening.


M Rattus norvegicus

Please dot and delete.


M Rattus norvegicus

Hello B Team!

Are you ready for an adventure?


Hello, and welcome to being the second pick! Or maybe you're the third or fourth. Regardless, most people don't have much respect for you.

Who are you?

You are:
Beastmaster Ranger (PHB)
Way of the Four Elements Monk (PHB)
Wild Mage Sorcerer (PHB)
Battlerager Barbarian (Sword Coast)
Purple Dragon Knight Fighter (Sword Coast)
Undying Warlock (Sword Coast)

You may only be one of these six classes. I'll only accept one of each class. Starting Level is 8.

You may be any race from any book (standard humans get one free proficiency).

No multiclassing. No Feats. No Variant Human.

UA races accepted upon approval.

27 point buy.

All PCs start the game with one free feat from the following list:

Feats:
Athlete
Actor
Dungeon Delver
Healer
Inspiring Leader
Keen Mind
Linguist
Observant
Skulker

Starting Equipment: You start with all starting equipment as determined by your class, plus 500 GP.

Also, roll 4d10 for a special bonus.

I'll be running 2-3 modules, each module lasting 3-10 weeks. Modules TBD. I'm hoping to run a module at Level 8, 12, and 20.

I'll accept six players.

Rules:
Posting Rate: Once per Day. If you plan on missing a day, please give advanced notice (dropping by same day is ok, too). If you give notice, I'll bot you. If you do not give notice, you'll be skipped.

Can you prove all them naysayers wrong? Can you show that you're just as good - no, better - than those stuck up battlemasters and diviners and totem barbs and Hexblades and more? You're not the worst, and you'll show them wrong!


M Rattus norvegicus

Go ahead and dot.


M Rattus norvegicus

Welcome to the Land of Rûs.

This is our discussion thread. Have fun and remember to be excellent to each other.

For pre-game discussion, we can do some light role-playing in here. If you choose to participate, please start with the following info:

Quote:

Your characters all start on a caravan headed to a small town called Fletcher's Rest. Your first RP post (either in discussion or gameplay) should include who you are, how others see you, and why you're on this caravan (as an employee of the caravan, escaping justice, moving to a small town to get away from it all, as a tradesman looking for a new location to open up trade, looking for someone, etc...).

Please also decide if and how any of your PCs know each other. Were you friends, enemies, or business partners before the caravan? Did you meet on the caravan and have become friends?

If you don't want to RP, then have some fun with IRL discussion.

If you are not an experienced PBP player, please let me know, as I have some pointers for you.

Remember that this is a horror game, so describing emotions and reactions to things you experience are an important part of maintaining the setting. Don't just post the actions of your PC (My guy attacks!), also include emotions and physical expressions of your PC (Anger flashes across his face despite the fear evident in his eyes, my guy attacks the demonically twisted cultist!).

Every action your character does should have some sort of descriptor to their emotions or their expressions (or both!). It's even better if you describe it in a way that others can respond to. Stating you have hidden emotions with a stoic body leaves others little to work with. Even clockwork PCs can show emotions without a face - see the movie V for Vendetta as a wonderful example of body language and emotional expression without using the face to show it.

Remember that while your characters will eventually become heroes, at this point they are not heroes. They're the equivalent of a standard NPC you may find in D&D or Pathfinder. In this game you have to earn your class.

Speaking of which, let's discuss classes.

There are four classes you can choose after the first Adventure: Warrior, Rogue, Priest, and Wizard.

While you're free to choose any class you like upon level up, the class you choose should reflect the actions you take in game. If you want to go wizard, have your PC attempt magic during gameplay. If you want Priest, act religious. If you want warrior, bash things or act like one. If you want rogue, do rogue-ish things.

If you don't do those things, but still wants to pick a certain class, please come up with a justification as to why it happened or work with me before the adventure ends so can introduce something into the story. As an example, I had a player say that their character hated magic, but they wanted me to force their character to become a wizard during gameplay. I can make that happen, but only if I know about it before the conclusion.

Rules of game play

Throughout the week I'll be posting some rules of the game so you can reference them and learn how to play. If you're one of those who own the book, please help me! I'm learning this game, too.

The World

Likewise, I'll also be making posts about the world and the setting. One important thing to remember is that the setting is intentionally vague. The designers have left a lot of room for us to fill up and make the world our own. Don't be afraid to declare something about the setting and the world as part of your character, we can find a way to work it in and make it our reality. Just please remember to keep to the genre of the world - don't go trying to be intentionally silly or try to intentionally screw up the flavor of the world just because.

As an example, the setting says that goblins were once Fey who got kicked out of the Faerie lands and forced to live with humans. They're now a kind of underclass citizen who often live in the sewers.

One of my friends made a goblin who has a background of almost drowning once when the sewers flooded, but who's also a sailor. So we decided that the sewers are acutt vast and even have underground oceans and lakes, which the gobmins actually sail on. Even the smaller tunnels have engineered wind tunnels so the gobmins can go sailing through them (mostly because the goblins have set up series of fans to help produce the wind effect).

I absolutely love that addition to the setting. So please, come up with stuff and let's make this a living world together. When you talk about your character's past or why they have the thoughts and feelings they do, expand on the setting and the world to help explain it.

If you have a.h questions about the setting, let me know! It'll serve as a place for me to start. :)


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Welcome to a Land in Shadows. The Gods are distant powers. There are hidden worlds, magic is real, and mortals live many lives.

Science and technology have made great strides (clockworks, steak power, firearms, etc), despite the world being filled with terrible monsters.

And last and certainly not least - the Empire burns as the shadow of the Demon Lord soreads across the lands.

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

Shadow of the Demon Lord is a dark and gritty fantasy horror RPG akin to 5e, with several important changes. First, you start as a Level 0 Character, choosing only your race and background. Next, it's even simpler, with uncontested challenges being Pass, Fail, or DC 10. There are no skills; instead you have professions which grants an area of knowledge that you can apply during the game. There is no alignment in this game.

Your race determines your ability scores, and you can modify them by a single instance of +1 for -1.

After each adventure, you level up. At Level 1, you pick your Novice Class (Warrior, Rogue, Wizard, Priest). At Level 3, you pick your Expert Class (one of 16, no pre-reqs), and at Level 7 you pick your Master Class (one of 64, no pre-reqs). While there are no pre-reqs for picking a class, the classes you choose should be based on the story and the actions you took during play. If you spent the entire game hitting things with a big stick and not attempting or engaging in any magic whatsoever, then you'd need a really good reason why you chose "Wizard" for your class.

The only dice used in this game are a d20 and a d6.

Unconscious is called "Incapacitated." That's your 0 HP mark. Taking damage equal to your max HP in one hit is intant death.

Advantage and Disadvantage are called Boon and Bane. They're a d6, and they add or subtract to your d20 roll. They cancel each other out, but they stack (3 Bane and 4 Boon = 1 Boon total). When stacking, you only pick the highest roll, you don't add the rolls together.

You do not have to own a copy of this RPG to play. With that said, there is no SRD, so for you it'll be more Role Play than Rules Play.

If you have a copy (physical or PDF), then great! You can help with the rules, as little as they are. If you don't, don't sweat it. Character Creation and progression are supposed to be story driven, so you don't need to know the nitty-gritty to be able to play, and the rules are simple enough to get along.

If you want your own copy, you can order one from here.

Character Creation: This is going to be unique for fans of PF and 5e. Here's how it works:

Pick a race: Human, Clockwork, Dwarf. If you own a copy of the book, you may also choose from Changeling, Goblin, or Orc.

Ability Scores: Determined by race, and you can modify one score by +1 for a -1 somewhere else. The four ability scores are Strength, Agility, Intellect, and Will. These four scores derive everything else except Insanty and Corruption.

From there, much of it is randomized. If you own a copy of the book, you can eschew some randomness and pick your own, but if you don't then you'll either go random or you'll have to make it up. Some aspects are required to be random. For example, humans have the option to gain a random profession, but it must be random.

Human:
Ability Score: S10, A10, I10, W10. +1 to one.
Perception = Intellect
Defense = Agility
Health = Strength
Healing Rate = 1/4 Health (round down)
Size: 1/2 or 1
Speed: 10
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only), +1 additional spoken language OR one random profession

Background: Roll 1d20
Personality: Roll 3d6 twice and pick OR make up a single sentence description
Religion: Roll 3d6 OR choose (dark power cult, heretical sect, witchcraft, the Old Faith, Cult of the New God, or None)
Age: Roll 3d6
Build: Roll 3d6
Appearance: Roll 3d6

--------

Clockwork:
The clockwork were built for some purpose by a mage who plucked a Soul from the Underworld and bound it to a machine.

Ability Score: S9, A8, I9, W9.
Perception = Intellect
Defense = 13
Health = Strength
Healing Rate = 1/4 Health (round down)
Size: 1
Speed: 8
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only)
Immunities: Damage from Disease and Poison, asleep, diseased, fatigued, and poisoned conditions

Key: You have a key on you somewhere that you can't reach. When it is cranked and turning, you count as a creature and can move and make actions. When it stops, you become an object and cannot move or act (or perceive or talk, it's in "OFF" mode). Your key stops turning when you become incapacitated. It also stops turning at the end any round in which you get a total of 0 or lower on any attack roll or challenge roll. Any creature within reach can spend an action to turn the key and activate you. If you are not incapacitated, you become a creature once more. If you are, roll a d6; on a 4 or higher heal 1 point if damage and become a creature at the end of the round (3 or less does nothing).

Mechanical Body: You do not eat, drink, breathe, or age. You cannot be transformed into an undead. You cannot swim (you sink).

Repairing Damage: When you're a creature, you heal as any creature. If you're an object, any creature can repair you with a tool kit. At the end of each 4 hours of work, that creature makes an Intellect roll with 1 Bane. On a success, you heal damage equal to your healing Rate.

Age: Roll 3d6
Purpose: Roll 3d6
Form: Roll 3d6 (determine shape, size, and weight)
Appearance: Roll 3d6
Background: Roll 1d20
Personality: Roll 3d6 twice and pick OR make up a single sentence description

--------

Dwarf:
Dwarves are an elder race cursed by the gods for their vanity and doomed to toil and dig in the earth for the treasures they covet.

Things about dwarves: The beard is the thing, for men and women. They're short but dense (physically, but probably also mentally). They're dour and suspicious.

Ability Score: S10, A9, I10, W10.
Perception = Intellect + 1
Defense = Agility
Health = Strength + 4
Healing Rate = 1/4 Health (round down)
Size: 1/2
Speed: 8
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only), Dwarven (speak, read/write)

Darksight: You can see in areas obscured by shadows and darkness within Medium Range as if they were lit. Beyond this distance, you treat Darkness as Shadows, and you treat Shadows as Lit.

Hated Creature: You have a creature you hate, which grants you 1 Boon on all attack rolls vs that creature type.

Robust Constitution: You take half damage from poison, and you make challenge rolls with 1 Boon to avoid or remove poison.

Age: Roll 3d6
Build: Roll 3d6
Appearance: Roll 3d6
Hated Creature: Roll 1d20
Background: Roll 1d20
Personality: Roll 3d6 twice and choose OR make up a single sentence.

--------

The rest of character creation:
Once you have your race, you get two starting professions. If you have the book, you may roll or choose. If you don't, then roll 1d6+1d20 for each profession. You may also choose to trade one profession to Speak one new language or Read/Write in a language you already know.

Starting Equipment: Roll 3d6

Interesting Thing: Roll 1d6 then 1d20

Once you have all that, now you must Answer the following Questions (you may choose to do this after you know the results of all the randomness above).

1) Describe one Positive and one Negative personality trait you have. If you need inspiration, you can roll 2d20 each and I'll list what you roll.

2) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that.

3) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc..

4) What do you fear? What do you hate?

5) What do you desire? What do you love?

6) You have (at least) one secret. What is it?

7) Have you done something Notable? What was it?

8) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?

9) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?

10) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?

--------

Important Notes as a Player:
This game is descriptive and requires players to have input and to be descriptive themselves. I know we all get lost in the single line posts as games go on past a few weeks, but to make this game thrive, you have to put in some effort.

So based on that, I request that all players strive for the following:

At least every other post should be a "Push Post." That is a post that moves the story forward and allows others to react off of. Avoid posts that just say, "I follow along" or "We could do this if others want." If you're just following, include a description about how you feel and what emotions others can see on your face and you travel. If you have a suggestion for the group, then either post in Discussion or just go ahead and do it.

I'd prefer it if we weren't all waiting on someone else to make the decision to do something, so every time we get into a situation like that as Players, I'll make Something Bad Happen in game, just so we can bring interest back into the game.

If, at any time, you can't post for a period of time or you don't want to play anymore, please tell us! It's ok if you don't like the game or don't like me, just don't make us all wait for you when you're never going to post. Be a mature adult and bow out of the game graciously.

Posting Rate: I'm going to aim for once per day. Please do the same. If you can't/won't, then expect to be botted or skipped so the story can move forward. Also, please don't be that person who thinks "once per day" is posting at 11:50 pm and then again at 12:10 am, and then doesn't post again for nearly 48 hours.

Lastly, this is a horror fantasy game. Role-play appropriately.

Thanks, and I hope we all can have fun!

--------

Note: This is a fantasy horror game with magic, steam tech, and guns. Death can come quickly for the unlucky and arrogant. Running can mean survival, so don't be afraid of it. If your PC dies and doesn't get ressurected, then your next PC will come with a free Potion of Healing.

Another Note: This is my first time playing and running this system. So it'll be as much a learning curve for me as it is for you.

Some Important Mechanics:
Your Ability Score Modifier is “Ability Score - 10.” So an 11 Strength is +1, 12 is +2, and so on.

Insanity increases when you see something horrific and you fail a Will challenge roll. Get it high enough, and you gain a Madness (random effect, but may include instant death). You can reduce Insanity by 1d6 by taking on a Quirk, but the DM gets to pick what it is.

Corruption is gained by learning evil Traditions of magic or learning Evil spells. Increased corruption can physically alter your appearance, and enough of it can make it so you auto die when you become incapacitated (0 HP).

Power Score: This determines what level spell you can cast, and how many times per day you can cast it. It's gained by picking up spell casting classes.

Challenge Rolls: These are either opposed or not. If opposed, the DC is based on the opposition, such as attacking someone vs their Defense Score. Unopposed are either Auto Pass, Auto Fail, or DC 10.

For anything else, please ask. Or we'll just figure it out when we get to it in the game. :)

--------

Are you ready to try? Do you think you can survive in the Shadow of the Demon Lord? If you think you can, then let's roll some dice and discover who you are!

(Looking for 3-7 players)


I'd really love it if Golarion (or Pathfinder rules) stuck with one theory of disease and worked off that.

With PF1, we have the germ theory, spirits, humors, and more.

But I always felt that the Germ Theory of Disease doesn't really fit well in Pathfinder worlds. You don't really see colds and the flu and random illnesses spread around the world. There aren't really mechanics for a character to just get sick for a few weeks. Some PCs fain immunities to disease, but it's never really explained why they can avoid bacteria and viruses and other causes of illness that's a part of the Germ Theory.

But a Supernatural Theory of Disease could work really well. If disease and sickness were always caused by spirits, demons, Gods, etc, then that creates an excellent adventure wherever disease is found. It also helps explain why paladins and other PCs are immune (can hold back the evil), and helps explain why it's so easy for magic to cure disease (expell the evil from the body).

If we could have one theory of disease be the correct one for the ruleset and/or Golarion, I think it would go a long way for explaining why related abilities work, and for improving the immersion factor for those of us who care about such things. :)


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[[A]][[A]][[A]]

Does it hurt your eyes, too? Especially with white text on black?

Can we make it [AAA]?


According to the latest blog, Feats of Skill, a Fighter cannot use a wand without some other investment, such as the new Trick Magic Item feat (or perhaps Use Magic Device skill if it still exists).

Please please please make it also true that Wizards can't use magic weapons, armor, or any similar combat item without the same type of investment.

If a wand requires a level in a caster class, make magic swords require a level in a martial class.

Whatever it's going to be, just make it work the same for both sides.


Go ahead and make your character here.

Rules:

Level 20
Standard Point Buy.
Roll once on each Magic Item Table A-I.
Pick 1 Legendary, 1 Very Rare, 2 Rare, and 6 combined Common/Uncommon
Pick any non-magical that seems reasonable. If you're uncertain, ask and we'll figure it out together.

Any questions in the rules now or during play, we'll figure out together. 5e has a lot that's a GM call, and I'm always open to suggestions. This isn't about me dictating a game to you, it's about the enjoyment of the game and the discovery of what a Moon Druid can handle.

I have two adventures ready to play. The first is a Level 15 game, designed for four hours of table time for live play. The second is a Level 17-18 game, designed for two hours of live play.

Using PBP and posting once per day, I expect the longer game to take about 3-6 weeks. Of the Moon Druid cannot defeat the longer game, we won't play the shorter one.

If the moon druid cannot defeat the longer game in the first try, I'll leave it up to you to decide what to do after that: try again, make a new PC, or move on to other games and groups. I honestly don't know if there's a way using magic or magic items to gauruntee a ressurection or anything like that, so if you find one, that would be nifty. :)

Link to Gameplay Thread

Ready?


Hello. We'll start game play nafter character creation.


I'd like to run a series of mid level games for a Level 20 PC to play solo.

The purpose is to test at what level Adventure can a level 20 solo the Adventure, as well as comparing the capabilities of different classes and concepts.

Character design will have specifications set for each play through. Each play through should be short, nor more than 2-6 weeks for each instance. We play until you beat the Adventure or you fail (failure can have other options, such as trying again or even getting a ressurection).

I can run multiple instances at a time, giving multiple people a chance to play.

The adventures I'm running will have a decent mix of all three pillars of 5e: exploration, social, and combat.

More details can be given if interest if shown.

Who's up to give it a shot?


Hello!

I'm looking for a high level adventure/module, somewhere around levels 15-18 (plus or minus a little). I'd like it to have a good mix of combat, exploration, and social encounters.

It could be AL or 3PP anything else, and I'd like to be able to complete the adventure in one or two sessions.

It doesn't even have to be 5e, as I'll be able to convert it.

Anyone have any good ideas that fit this criteria?

Thanks!


A long time ago I made a thread asking about Four Wizards for a run through of Rise of the Runelords.

I took a lot of the advice given and made a solid party that did really well.

Now, my group wants to try it again, but this time with Fighters only. All Paizo books allowed.

What would your party make-up look like, given the restriction of fighter class only, no multiclassing? 20 point buy. Team should be capable of surviving both low and high level, and should be able to cover or compensate for all aspects of group dynamics.

The campaign will be Rise of the Runelords, so you may tailor your fighter group towards that AP.

This is Pathfinder on Hard Mode.


One of the things I didn't like about PF1 was that trying things outside of your spec was often a fool's endeavor. The chance of succeeding was so poor that it's practically a waste of an action or attempt. You're better off sticking to the things you're good at and never venturing outside of that.

Will this be fixed in PF2?

Will I be able to try a combat maneuver or a skill I'm not trained in and still have a good enough chance if it working? Will I be able to step outside my boundaries and try things I'm not specced for?


Hi. I'm looking for a specific type of game that I'm not sure really exists. It's one where you don't control the abilities you gain when you level up, but rather they're determined by environment and consequences experienced during gameplay.

I saw this most recently on the board game Kingdom Death. In one example of play, a character had a child die, and they gained the Rage ability. All Character growth is done organically, where the player doesn't decide, but rather abilities are gain based on decisions amd events the occur in game.

Another example I've read in the LitRPG novel series Phantom Server, where the choices the character made in game determined the abilities they gained upon level up.

Is there a table top RPG that has this sort of leveling up scheme? Where the players can't really choose how they grow in power, but rather it's dictated by the choices made in game? Is there even a name for this type of system? Organic character development, maybe?

Thanks for your help.


For me, the test is going to be whether I can accidentally make a bad PC, without intentionally trying to sabotage it (like started with an Int 7 wizard - although it would be cool if I could make an Int 7 wizard actually viable like I can in 5e).

One of my players wants to see what the lowest level of a caster is needed to "break" the system.

Another player is interested in how fighters feel during all levels.

What is going to be the test you use too see how good PF2 will be?


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I feel that if alignment were an optional rule, it would be the best of both worlds.

People who want it can still have their LG paladins and Alignment based spells, etc.

People who don't want it won't have the scour the rules and try and finagle the system to try and extract out all the imbedded alignment stuff.


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Hello!

I've now seen two instances of the spoiler box showing the guidelines for formatting your text not opening up.

One person is using Safari. I'm using Opera. here

Spoiler:
It works just fine here.

But the instructions that appear below the text box isn't opening up.


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What do we know about feats?

Here's some snippets:

"You still select feats, but these now come from a greater variety of sources, such as your ancestry, your class, and your skills."

All "magic stuff" is spells; all non-magical abilities are feats.

"It's a fundamental design goal that someone with enough martial prowess, especially if they're legendary (but not precluding those who are not) can do unbelievable and completely unrealistic-in-the-real-world things. So much so that down the line we've gotten questions back about some of the more powerful skill feats 'Can you really do Extreme-Thing-X just because you're that good at the skill?' Yes. Yes you can."

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

What else do we know? What questions do we have?

Personally, I'm wondering how often you'll get to choose between picking any feat and picking, say, a race feat or a skill feat. Do you get a new skill feat every X ranks? Do you get a "race feat" at levels 8 and 12?

I'd actually kind of dislike seeing the old system where you get a general feat every other level, and practically everyone ignores skill feats or background feats or racial feats because they're not as good (barring those going for a specific build). It'd be great if everyone had at least one racial feat or if you could gain extra skill feats based on your investment into skills.

I think some of my speculations may actually be true, as Mark has said, "There is actually something called a 'heritage feat' among ancestry feats that you pick up at 1st level. You'll have to wait for more info on those until we blog about races!"

What are your questions about feats, and what have you heard?


Based on the Know Direction podcast, we'll be having some nifty halfling equipment.

We know that halflings go a bit unnoticed as they follow in the footsteps of humans. But they're also highly adaptable, and their equipment will show that in spades.

Examples include:

A shield that doubles as a frying pan when you turn the handle around.

A helmet that, when you take it off and run a stick through the ear holes, doubles as a cooking pot.

A halfling racial weapon that doubles as a spork.


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Here are the key statements in regards to 5e by the staff:

"This thing is far less 5e-inspired than people are assuming based on the first day of information we've dropped and the use of some similar terminology." ... "While it's reasonable to assume that developments in other games have gone into some of our thinking with this new edition, it'd be wrong to assume that we're explicitly trying to make the game more like 5e, or like any other game. What we're trying to do is make the very best version of Pathfinder that we can." - Erik Mona (link)

"The fact of the matter is that [Pathfinder 2 and D&D 5E] are branches of the same tree to some degree; the design goals that they had with D&D 5th Edition were "4th didn't really work, how do we take the basic 3.5 rules, or really going back to 1st Edition, and evolve those into today", and they had a set - I assume - of design goals. We're doing the same thing in the sense of we had Pathfinder, which is an off-branch of 3.5, and now we want to make Pathfinder the best version of Pathfinder, and so there's going to be some things that are similar but in no way is there an intent to make this 5.1. Quite frankly, we're so busy playing Pathfinder, which we enjoy, that we're not experts at 5th edition. We wouldn't dream of making "an even better versions of 5E!"; that's not the goal. The goal is to make a better version of Pathfinder, and it may be that some of the solutions we come up with are similar to some of the solutions that they came up with, and frankly some of the solutions that they came up with are very similar to Pathfinder in the first place!" - Erik Mona (Know Direction Interview)

"Some people ask is this a versions of 4E or 5E. It's neither of those, it's a version of Pathfinder. Still crunchy, still expansion-heavy. The things our fans love, like more options and more stuff they can dig deep into. 5E is a little simpler, a little more loose, a different play style than Pathfinder. We want to maintain a similar play style while smoothing down some of the rough edges." - Logan Bonner (Know Direction Interview)

So can we please stop claiming that it is?


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Before the blog comes, here's what I think is going to happen with skills:

There will be two types. Proficiencies and Skills.

Proficiencies are something everyone has, like perception. Your race/class/background will determine if you're untrained, trained, or expert.

Untrained: +stat
Trained: level + stat
Expert: level + 1 + stat

You can also obtain trained or expert status through a feat.

Then there will be Skills, like knowledge. You'll have points to send on those, just like PF1.

So there's no longer a distinction between "trained only" skills and other skills. Trained only skills will just be Skills. And the other ones will be Praying, where your race/class/background/feat determines your level of competency.


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Hello! This isn't for Paizo specifically, but rather how we as the community use abbreviations to refer to various edition.

I'd like to make the case to call Pathfinder PF1 and the new edition PF2.

Calling it "2e" or "2nd edition" can create a lot of confusion, as both of those are commonly referring to AD&D 2e.

Calling it PF2.0 seems a bit much, as there's no 2.5; after all, we didn't start calling D&D 3rd Edition "3.0" until after 3.5 came out. It was a way to distinguish the difference between 3.0 and 3.5. So if we say that PF2 is PF2.0, we're implying that Paizo is going to give us a 2.5 in a few years. I don't think that will happen.

PF1 and PF2 are simple, elegant, and convey exactly the information you want without confusion. Let's start using those when referring to the two editions.


I've never liked the idea that you need a +1 before you can add "flaming" to a weapon at an extra cost. So what I would like to see is something along these lines:

A +1 Weapon also has one of the following:
Bane
Corrosive
Flaming
Ice
Keen
Etc

A +2 weapons also has one of the following:
Flame burst
Holy
Wounding
Etc

And so on.

Since we know that weapon and armor enhancement is going to be a required part of level advancement, I would prefer not to have a repeat of adding abilities for increased cost. Especially with the concept of Wealth by Level.

Instead, I want to see cool abilities with weapons alongside those required bonuses.

You could even say a +2 could pick two abilities from the +1 list. And a +3 could pick abilities from the +1 and +2 list adding up to three.

I think this would give enough variability for PC and GM customization while also bypassing the boring "all I have is a +1 weapon, but I don't want to get the flashy flame effect because I need the gold to spend on my armor."

What say you? Does this idea seem sound? Do you think Paizo should go in this direction firagic item?


Hello!

Please cancel my subscription to the Starfinder products. Thank you!


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Hi Paizo Team.

You're all are doing great. Fixing the issues you've been up against is challenging. I know. But few companies out there have as great a team as you, and few companies communicate this well with their customer base.

I know it's been rough. Making big changes to old code is damned hard. Lots of complaints, lots of website downtime. Hell, I miss my pbp games and I'm often annoyed that I can't update them. But we're patient and we know you're working hard to fix it. It ain't easy what you do.

As I read through the threads, I see most people reporting their complaints and few people saying thanks for your work. This is common for developers - they always see the complaints (usually from both customers AND the boss), and rarely see the appreciation.

So from all of us Paizo fans and PF/SF customers, thanks for your hard work. We appreciate it and we recognise you for it.


Hello!

For years I've been able to stay signed in for days or weeks at a time.

But all day today, every time I check my campaigns or the forum - even after less than an hour has passed - I noticed that I'm no longer signed in.

Any ideas?

Could even be me, but I'm not sure what to look for on my end. I don't have this issue with other websites. This started today, and I've already had to sign back in to post on the forums and my games five or six times today.

Thanks!


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Why is she important?

What's her connection with the Ambassador and her involvement later on? Is she an actual member of the corpse fleet, or a renegade? Is the ambassador a traitor to the pact worlds, or is he fighting the corpse fleet?

What's going on with this whole thing?


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What happens to an undead when it's shunted into space?

Specifically, the Bone Trooper from Incident at Absolom Station (Dead Suns Book 1), but also just in general.


Some creatures give a bite (or claw or whatever) attack, and such an attack also poisons or causes disease.

The player has to make a saving throw to avoid being affects.

However, only HP represents actually getting injured from an attack. Is the disease bite not effective until all the stamina is gone?

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