Kazim

shadowcat's page

***** Venture-Captain, Croatia & Slovenia 66 posts (156 including aliases). 18 reviews. 1 list. 1 wishlist. 17 Organized Play characters. 1 alias.



Grand Lodge 4/5 5/5 **

With great pleasure I'm presenting you our newest VL, Marko Zilic, GM extraordinaire and all together a great guy.

Welcome to the ranks Marko!

Grand Lodge 4/5 5/5 **

Finally, the Gameroom Schedule is up and we're ready for this weekends festivities :) We have scheduled games for Friday, Saturday and Sunday

KONTAKT main site

Gameroom Schedule

Apply through our Warhorn site!

Grand Lodge 4/5 5/5 ** Venture-Captain, Croatia & Slovenia

At the end of October (27.-30.) a group of gamers in Croatia, named Section for Roleplay (SRP), are organizing a mini-convention named Zakonomikon (a bit of wordplay: 'zakon' means 'the law') so I'm planning on setting up several tables with an apropriate scenario.

Which one are good Cthulhu-ish ones?

One possibility would be 'Voice in the Void'. Any other good ones?

Btw, only possible Tier is the first one (highest level characters in Croatia are 2nd lvl, since last Friday :D)

Grand Lodge 4/5 5/5 ** Venture-Captain, Croatia & Slovenia

Now that we started with season 3 and after (almost) finishing First Steps, I am wondering what would be the best order of scenarios to plan out? So far I heard propositions for using Bloodcove Disguise and City of Strangers but those are worth only 1XP each (which is only 4XP with their sequels included)) and I need the whole scenario path or at least up to a certain point (level 6-7).

Any suggestions would be greatly appreciated :)

Grand Lodge 4/5 5/5 ** Venture-Captain, Croatia & Slovenia

1 person marked this as a favorite.

I just can't get over the fact that some of the new faction Leaders look almost like undead and their pictures are completely unrelateable to me. Pathfinder art is usually top notch and I've seen so many wonderful profile pics for various NPC and therefore just cant understand what happened??

These people are supposed to be crucially important for whole PFS!

Only one I realy like is Ambrus - one look at him is enough to create a powerful first impression but the rest are plain underwhelming.
Torch is ok and Guaril is sleazy enough but still..

Only way to 'fix it' seems to be finding a corresponding pictures from movies or such so I'd appreciate any good ideas :D

Grand Lodge 4/5 5/5 ** Venture-Captain, Croatia & Slovenia

1 person marked this as FAQ candidate.

we just wrapped the session and everyone was asking what about all the mundane items the players found during the adventure?

I get the part about magical equipment but what about ordinary, not so expensive stuff? Do the get to keep it or sell or what?

Grand Lodge

In hopes to spread the Gospel of Pathfinder further I am planning to do a workshopy presentation of the game (rules & how-to assembe a character) on a local Convention (place is Croatia, Europe).

I'd like to follow up that part with a short adventure that can show the new players how the system works and I need it to NOT be all action (although it mostly will be) but also draw them in with a bit of a story so they can experience the 'role'playing part.

I guess I could come up with something but I hope there is something better (and official) available (either 3.5 or PFRPG)

help? :D

EDIT: it should be playable in cca 3 hours and considering the players will be new, it will probably need to be much shorter than a module

Grand Lodge

we're transfering characters from 3.5 to Pathfinder in our old Age of Worms campaign.
Most of them claim to have had a custom made Amulet of Shield.
in my opinion it gives them a bit more edge than I am comfortable with but I want to be sure its not too powerful in case I do allow it..

so, if someone wanted to craft such an item (be it amulet or simply a brooch with the spell Shield on it) how much would it cost and would it loose properties once 101 hp of magic missle damage is done or not?

Grand Lodge

I made a blunder and ordered GameMastery Combat Pad twice

Can you please make it only one?

thnx :)

Grand Lodge

I started GMing 'Bastards of Erebus' and all three PCs decided they wanted to play tieflings.

Now that we plowed into the game I wonder how should the Children of Westcrown react when Janiven brings in three tieflings and especially Arael, considering that he is prejudiced against tieflings

Later on I guess PCs will try to infiltrate The Bastards so if anyone has any suggestions how that could/should play out, I'd love to hear :)

Full Name

Cecil VonSpirito

Race

1/2 Elf

Classes/Levels

Sage Sor/Wiz 2 Gestalt

Gender

male

Size

M

Age

124

Alignment

LN

About Cecil Von Spirito

Cecil VonSpirito - ROW 1/2 elf gestalt(SOR)
Male half-elf sorcerer (wildblooded) 2 (Pathfinder RPG Ultimate Magic 70)
LN Medium humanoid (elf, human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 14 (2d6+2)
Fort +1, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee unarmed strike +1 (1d3 nonlethal)
Special Attacks intense spells (+1 damage)
Sorcerer (Wildblooded) Spells Known (CL 2nd; concentration +6)
1st (5/day)—blood money, shield
0 (at will)—detect magic, light, mage hand, mending, message, prestidigitation, read magic
Bloodline Sage
Wizard Spells Prepared (CL 1st; concentration +5)
1st—endure elements, magic missile, extended mount
0 (at will)—acid splash, jolt[UM], open/close (DC 14)
Opposition Schools Enchantment, Necromancy

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Statistics
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Str 10, Dex 16, Con 12, Int 19, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Breadth Of Experience[APG], Combat Expertise, Eschew Materials, Extend Spell, False Focus, Power Attack, Skill Focus (Perception)
Traits adaptive magic, eyes and ears of the city, magical lineage
Skills Appraise +11, Craft (cartography) +8, Knowledge (arcana) +13, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10 (+11 to navigate underground in Taladan Frontier), Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +8, Perception +10, Profession (engineer) +2, Ride +4, Spellcraft +10, Survival +0 (+1 to navigate in the wilderness in Taladan Frontier); Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Elven, Osiriani, Sylvan, Thassilonian
SQ arcane bolt, elf blood
Other Gear area map[UE], bedroll, belt pouch, chalk, crowbar, flint and steel, hammock[UE], ink, inkpen, masterwork backpack[APG], mess kit[UE], pot, saddlebags, silk rope (50 ft.), soap, spell component pouch, tattoo holy symbol of Abadar[UE], torch (10), trail rations (5), waterskin, 660
SQ arcane bond (Molly, raven) Versatile evocation
Other Gear wizard starting spellbook

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Tracked Resources
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Arcane Bolt (1d4+1 force damage, 7/day) - 0/7
Torch - 0/10
Trail rations - 0/5
Versatile Evocation (7/day) (Su) - 0/7
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Special Abilities
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Arcane Bolt (1d4+1 force damage, 7/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
False Focus You can use a divine focus to cast arcane spells.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Admixture Associated School: Evocation
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school. (Wiz
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

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Character Creation
-Feats: 1 extra at 1st level; every even level gives a non-combat/non-metamagic feat
-Skills: Background Skills variant
-Items: Innate Bonus variant
-Free feats (if you qualify for them, you have them): Power Attack, Combat Expertise