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![]() Hello! This is the sign up/recruitment thread for the evergreen scenario #7-10 The Consortium Compact! I'll be choosing players to form a well-balanced group. To have a good chance of being chosen, please be sure you have a complete and tidy PC tagline & profile. I hope that my response rate is at least once a day, as work and IRL allows to make sure we don't fall behind. Important: Make sure to include BOT INSTRUCTIONS on your profile with the necessary dice rolls codes for your attacks/special abilities. Botting comes into effect 24 hr after checks are called or your turn in the initiative order.
Player name/Alias:
For reference, these are the important dates to take into account:
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![]() Hello! This is the sign up/recruitment thread for the evergreen scenario #9-09: Beyond the Halflight Path for levels 3-7. This is a STANDARD game. For a core game, you can check R4I's Halflight Path game instead. <--- Great GM! I'll be choosing players to form a well-balanced group. To have a good chance of being chosen, please be sure you have a complete and tidy PC tagline & profile. My response rate is at least once or twice a day to make sure we don't fall behind as we have a time limit to finish the scenario. Important: Make sure to include BOT INSTRUCTIONS on your profile with the necessary dice rolls codes for your attacks/special abilities. Botting comes into effect 24 hr after your turn is called on the initiative order. If you have more than one option within the tiers, you may post a list first. Player name/Alias:
For reference, these are the important dates to take into account:
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![]() Can I use Glorious Heat with Fire Bolt as a spell-like ability? If so what would the spell level be for it? Mainly because of this: Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Spell-Like Abilities (Sp) Spell-like abilities, as the name implies, are magical abilities that are very much like spells. Glorious Heat
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![]() I'm running into a bit of a problem. I need to know the DC of the concentration check for someone to cast SP while in shackles/manacles. I have only found the DC for when someone is pinned but it uses the grappler's CMB. DC = 10 + grappler’s CMB + spell level. The problem here is that I don't think a shackle/manacle count as having a set CMB. ![]()
She/Her Human
![]() THE TOWN OF SANDPOINT NEEDS YOU! After several people were killed and turned into ghouls in the Sandpoint farmlands, a key to the old Foxglove Manor was found, along with a deranged note written in blood daring you to catch the man responsible and inviting you to 'become part of the pack'... You meet at Sandpoint’s Town Hall in private with the Mayor Kendra Deverin and Sheriff Belor Hemlock to briefly discuss your next mission. They look at the bloodied key on the desk with apprehension as an awkward silence fills the room. “I believe you understand the urgency of this matter,” the Mayor starts. ”The ghouls were handled for the moment, but the one responsible remains at large. If the note left among the victims is correct, this man seems to be daring you to the Foxglove Mansion to meet him. Someone must investigate and stop him before he continues his killing and turning townsfolk into ghouls or worse.” Sheriff Belor nods. “I have every able body patrolling the farmlands to ensure no more ghouls are left, but I believe only someone with your experience would be capable of handling this matter directly,” he says gravely. ”The manor is not too far away… about 4 miles following the Lost Coast road,” the Mayor explains. ”Do you think you can do it?” You may roll Knowledge Local/History to recall any information about the Foxglove Manor ![]()
She/Her Human
![]() Please fill out the following. Player Name:
Additionally, for this game, I'll need some more information about their personality and what you consider their most prominent trait/special interests, as well as one thing they fear the most. ![]()
She/Her Human
![]() Background
Several families in the farmlands were turned into ghouls! Once the undead infestation was cleared, you found a key to the old abandoned Foxglove Manor among the victims... along with a deranged note written in blood inviting you to come and 'become part of the pack'. You head out to explore the big mansion at the edge of the Sandpoint Hinterlands, to find the one responsible and hopefully put an end to this threat once and for all.
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![]() I'm planning my PF society character and Im wondering about armor.
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![]() I'm considering creating a character with at least 5 levels of sister in arms but she won't have a mount to put the banner on... "The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function." Could I use a cloak or a tabard with the dragon/lion symbol on it? Other than that, is there anything that would allow me to carry it on my back? Or just carrying a lance with that tied would be enough? ![]()
![]() I'm trying to rebuild an old character I had. I'm looking for a Pathfinder 1E equivalent of the Outcast Champion from 3.5 Races Of Destiny. It is important that it has diplomacy, and Avenging Strike. I would assume a Paladin archetype might be closer to this but she is Neutral Good so I can only take fighter levels in that regard. ![]()
![]() My players have just finished Return of the Runelords and are looking forward to visit the Starstone Cathedral to gain at least additional mythic levels. What they don't know is that I'll have an old enemy of the party trying to beat them to it just as they are approaching the pit. He will leave a few summons and cloudkill to keep the party occupied as he goes ahead of them. Some of the things I have prepared are a Steampowered Clockwork Dragon in an antimagic room, a Pit Balor in a wild magic area, as well as some puzzles and traps. I'll likely have them reach a room where their enemy is still in the process of gaining godhood, getting mythic powers himself... but I was wondering what else I could throw their way for it to be interesting. They won't be able to sleep after the battles mentioned above if they want to catch this guy so non-combat encounters would be preferred. Thank you! ![]()
![]() I'm the GM and the party has just started City Outside of Time and the Knowledge Checks required for it are just completely out of their league now. Not even with a 20 on their skill check are able to reach the required DC for the ritual to the Shadow plane. This is a large group, 6 people... but most of them are focused on STR, DEX, WIS or CHA (barbarian, gunslinger, rogue, oracle, sorcerer, druid). All I can think of is to get them to hire someone to the party or add a NPC to the party. Maybe some of the pre-gens? Any suggestions? ![]()
![]() Hello! I was using some of the society scenarios as part of my campaign and the party got the eggs from the natives. Three eggs to be more specifically. The paty already named them Huey, Dewey and Louie and intend to keep them and hatch them. I only told them it would take them a while to hatch and they would have to stay close to the power core of the ship to serve as incubator/nest while taking some of the energy. I assumed the Wayfinders would be interested in providing a place where they could keep them, study and train them while they are out on missions. Is there any other information available about their ecology? ![]()
![]() I've been looking at the guide and I like what I'm seeing... I played a couple of PFS scenarios years ago but I don't really remember how the chronicle sheets were handled online, I think I was given a PDF that was already filled up at the end but... for example, if I were to start here, how would I add the Welcome to the Starfinder Society boon? Would I need to tell the GM beforehand to fill it out for me? ![]()
![]() Hello again! I'm starting to make my own NPCs. I'm looking at the Alien Archive's guidelines but I'm a little confused about a few things. I'm trying to create a Shirren Mystic CR5... so I looked at the spellcaster table and it says it has 2 Master skills and 1 good skill. The Shirren graft says the NPC gains Diplomacy and Culture as good skills, but I'm unsure if they don't count against the base allotment. So far this is what I think it would be like: Master: Mysticism, Sense Motive
Would this be correct? ![]()
![]() Hello! I just recently started reading the rules and I hope someone can help me with some questions I have as I prepare for the first SF game Ill be runing. 1) As far as I understand so far, when I get to 0hp, I'm dying. At the end of my next turn, I'll lose 1 RP if I don't use 1-3 RP (whatever is 1/4 of my total RP) it will deduct from the remaining RP... in this case 2 RP. Example: Round 1 - Get dropped to 0. I'm dying and I have 2RP so I can't stabilize. My initiative hadn't come up yet, so when it comes up I lose 1rp at the end. I have 1 RP remaining. Round 2 - At my turn, I lose my remaining RP. I'm at 0. Round 3 - If my group doesn't manage to heal 1hp or do First Aid DC15, I'll die at the end of my turn. BUT- If my turn had already passed on round 1 then the moment I start actually losing my RP would be on Round 2. Meaning I have until the end of my turn on Round 4 before I die. Is this correct? 2) Let's say I do have 3RP left and I stabilize in Round 1 and I'm at 0 RP... I don't die because I'm not actively losing RP anymore but I'm still unconscious and remain so as I can't wake up to "stay in the fight". On the next hour, I'll have to make a Con Check DC 20 to be able to regain 1hp... If the result of the check is 9 or lower, I die. Does this mean it's a lot easier to die compared to the pool of "negative damage" we had in PF? And even then, we only needed 2 DC10 in 2 hours to become conscious without the fear of immediately dying again. There was no penalty for rolling low except remaining unconscious... specially not immediately dying. Is there a way to regain 1 point of Resolve to avoid this? I haven't played yet but this seriously makes me nervous that my group will have problems. If the character gets 8 results on the 10-19 range, could she automatically regain at least 1 hit point, regaining her SP and the other RP as it was 8 hours of stable rest? ![]()
![]() Hello! A player in my game has just started playing with a ninja in Return of the Runelords and he wanted to use poison to apply to his weapons... but then we realized they are too expensive for lvl 1 players. Given the AP, they obviously don't have weeks to craft these things. We were checking for options and decided he could get a few animals to milk them (black widows, scorpions, and a viper) but that made us wonder how much time he would actually use for the process of preserving the natural poison with Craft Alchemy. Milking the poison takes 10 minutes but it doesn't say about preserving it. Or maybe I'm missing something? Any ideas? ![]()
![]() Hello! I'm the GM of my group and my players just killed Karzoug. A combination of a large party and having convinced a Cloud Giant + Planetar + Dekanti allowed them to survive the last encounter. Now that they had more time to actually look around and investigate, the party discovered the true purpose of the Leng Device. Now they are taking a 6 month wait to prepare and look for a way to get into Leng and destroy the Portal there. Looking around, it seems like Shattered Star has a way in there through a temple but I'm also trying to avoid confrontation with drows at the moment... as this is set a few years before that AP, right? What other methods could they use to get there? Plane Shift? It seems a straight forward way would be to go to the realm of Dreams and make their way from there. Any other ideas? ![]()
![]() I'm the GM and my players have started to plan they want to found a small kingdom. They have plenty of money to spare but the problem is the number of NPCs they have befriended who are not already on some government position in another kingdom is really small. Are there any guidelines I could follow to allow them to search/hire/recruit for new NPCs candidates? They won't take the Leadership feat, so there's that too. ![]()
![]() I need some advice. The party have just found Nelevetu and want to save him from Runeforge. They have cured his madness, healed him, equipped him with some of the loot (Arkhryst's +3 halfplate and a good old Impaler of Thorns) and they feel he deserves a second chance in life outside of these walls as the first non-evil Thassilonian they have encountered. OOC they have thought about killing him, stuff his body in a bag of holding while they finish up runeforge... so he doesn't die of old age as soon as he steps outside and he can be brought back with Resurrection. Talking him into agreeing to this is obviously going to take some extra convincing, but I want to know if anyone has found another way I might be missing. ![]()
![]() My players have finally reached the library and one of the first things they asked the librarian was books to how to reconstruct the Hellstorm Flume in Sandpoint. They have given it a lot of importance since Quink first commented on that back in chapter 1. They in fact thought the giant raid had to do with recovering the tower to it's former glory. The PC want to use it as a deterrent... In any case they plan to bring Quink to the library, buy several dozen blank books, ink and other supplies so he can stay there translating and copying the relevant information so they can read it and take it out of the library with them. I assume he will not let this opportunity slide and would accept in a heartbeat. Would his presence provide a bonus on their search of general information? ![]()
![]() GM here. It's there any consensus on what happens if outsiders with plane shift are Banished? Can they still come back or are they "banned" from the current plane indefinitely? I currently have a bunch of contract devils working with an Apostate Devil and the party is getting ready to face him by using Banishment as a last resort. They are taking several steps to present hated items by these devils to increase the DC and bypass SR. Now... the only problem I see is that, while the Apostate Devil cannot return by his own means, he would still only need one of his contract devil lackeys to get away so he could give him a lift with Plane Shift to come back to the material plane. How would you handle this? Is the Devil effectively forbidden to come back by all "normal spell" means? Of course, this would not stop him from plotting on killing the party with the help of minions in the future... but it would either destroy or permanently weaken his current plans. ![]()
![]() Hello, I need to confirm if this is correct. If my character wanted to craft an amulet with continuous protection against evil... would it be like this? Continuous/unlimited magic item price: spell level 1 x CL 1 x 2000 * 2 (1 min/per level duration spell type) = 4000 gp base price. Would this be correct or am I missing something? ![]()
![]() Some of my players in a homebrew campaign were looking for a lion-like race but the catfolk wasn't really cutting it. Theywanted something more "FIERCE" and bulkier per se. These leonines have a vast empire with clear militaristic hierarchy. Lions are in spots of power and authority. "Catfolks" are considered the commoners... Other looking variants (tigers, jaguars, leopards, etc) usually fill different roles in society. How does this look? Type: Humanoid Size: medium Base: Speed 30ft Flexible: (2 RP) +2 on 2 chosen ability scores. ((This is to allow a greater range of classes on their society)) Cornered Fury (4 RP): Prerequisites: None; Benefit: Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. Fearless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait. *** Resistant (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison. ((I don't know if this +2 would stack with fearless... I guess not because of the note about lucky?)) Quick Reactions (2 RP): Prerequisites: None; Benefit: Members of this race receive Improved Initiative as a bonus feat. Claws (2 RP): Prerequisites: None; Benefit: Members of this race receive two claw attacks. These are primary natural attacks. The damage is based on the creature's size. (1d4) Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet. Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light. Scent (4 RP): Prerequisites: None; Benefit: Members of this race gain the scent ability. TOTAL RP: 20 ![]()
![]() My party killed the Black Magga in two rounds. The party had arrived to town, got Waterwalk to save the children. As soon as Black Magga rose, they approach and buff, then spread out. the Paladin started with smite evil with his magic composite longbow and crits. The Gunslinger shot his newly magical musket vs her touch attack. The Druid beat the SR for her spell. Black Magga approaches at 60ft from the Paladin and unleashes the madness... he beats the DC BY FIVE. The oracle had just leveled up and gotten CHANNEL ALIGNMENT... and uses two channels (quickened), dropping a good chunk of her HP. The Paladin charges, Black Magga's AoO misses by 1 (they had boosted his AC to the max), and he CRITS AGAIN with a magical Cold Iron Falchion, cutting the head off. We stopped there. xD What should I give them as reward for killing such a foe? ![]()
![]() I'm the GM and one of my players is adamant on looking for a way to bypass the 2 hour limit while adventuring and get the full 8 hours worth of crafting. "If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work." He wants for the oracle to cast Rope Trick to create a safe quiet place and craft inside. I tell him he can't because he's supposedly clinging to the rope and he wouldn't be able to work 8 hours on that (the sorcerer isn't even lvl 7 yet so only 6 hours or rope trick anyway).
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