Harsk

xangpow's page

Organized Play Member. 29 posts. No reviews. No lists. 1 wishlist. 8 Organized Play characters.


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Grand Lodge

Well let me ask this: Is the Bloodrager a barbarian that can cast spells or a sorcerer that can rage? If it is the former than you really should use CON to cast spells, the barbarian hasnt abandoned his barbaric ways. He just has another trick up his sleeve. If, instead, this is a sorcerer that can rage then I guess I could understand him using CHA to cast spells with.

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Forthepie wrote:

Paperwork: the reason people become evil in the first place.

Now you will see that evil will always triumph because good is dumb and buried in paperwork.

*remembers hitchhikers guide to the galaxy* Yes, but sometimes even evil has to do paper work. And if Cheliax really is as regimented as they say they must have a TON of paperwork just to steal a purse.

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Cecil Gershwin Palmer wrote:
xangpow wrote:
Cecil Gershwin Palmer wrote:
AndIMustMask wrote:
Ambrosia Slaad wrote:
AndIMustMask wrote:
wwelp, it seems I fail reading forever. I am deeply ashamed.
Nah, you just rolled a 1 {consults crit fail table} aannnnnnnnnd your eyeballs fall out.
drat! i spent 20 grand on those things. that +8 racial to perception was too good to pass on.
Good news, folks. Night Vale Optometry, Dentist, and Organ Donation Center is having a pledge drive this week. Turn in your new and gently used organs for a generous credit on your next pair of eyeglasses or mandatory bi-yearly dental examination. Only this week, listeners, so don't delay. Get the most for your excess flesh.
Will you be checking were the flesh comes from? The fact that I am a necromancer should in no way affect your answer.
As long as you have your City Council-issued Approved Necromantic Practitioner card on-hand, I don't imagine there will be any problems outside the standard-issue paperwork.

*flashes card and a toothy grin* Never leave home without it.

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Cecil Gershwin Palmer wrote:
AndIMustMask wrote:
Ambrosia Slaad wrote:
AndIMustMask wrote:
wwelp, it seems I fail reading forever. I am deeply ashamed.
Nah, you just rolled a 1 {consults crit fail table} aannnnnnnnnd your eyeballs fall out.
drat! i spent 20 grand on those things. that +8 racial to perception was too good to pass on.
Good news, folks. Night Vale Optometry, Dentist, and Organ Donation Center is having a pledge drive this week. Turn in your new and gently used organs for a generous credit on your next pair of eyeglasses or mandatory bi-yearly dental examination. Only this week, listeners, so don't delay. Get the most for your excess flesh.

Will you be checking were the flesh comes from? The fact that I am a necromancer should in no way affect your answer.

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Zombie Ninja wrote:
Honestly I can't wait until we start overreacting, screaming over post, accusing people of power-gaming, label things as broken/useless, and of course the "this should not exist" complainers. Yes the next few months are going to just grand, good times...good times.

A few months? Wow you are generous. I expect complaining ... sometime tomorrow. If not tonight. Someone will miss-read or miss-interpret something and will start flaming all over the boards.

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What? So you are saying they dont sleep at the office? Come on where is the dedication? lol

Fine then I will wait till the afternoon. (1pm CST) lol

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Thank Dog wrote:
MAC address? So the two computers have to be on the same network? That kinda defeats the point I'd want a second license for as I'd want one for the desktop and another for the laptop.

The MAC address is part of the machine, not part of the network. So if you take the machine to another network you can still use it.

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I had this happen just recently I asked about Master of Pentacles they said its not that great why would I want it? I told them that instead of that I went with Lost Nobility. Then that really confused them with one person saying that it only good for hellknights and you would be getting a trait for JUST one type of character. I told them that I got it mainly for the roleplay aspect. Since he was born and raised Cheliax and has a thing for all thing undead and necromantic. I thought that would be a reason he is big into that, he is trying to bring back the family name by bringing back the family itself. Now that the family is undead they wont suffer from the "weaknesses of the flesh" and could rule all of Cheliax forever.

I didnt hear anything else about it so either they loved the idea or didnt want to get further involved with a crazy person. lol

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Ok thanks the one I was reading said something about using ammunition so it confused me a bit. lol Thanks again :)

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If I have a character use a stingchuck does he need multiples? The description makes it sound like you are throwing the whole thing.

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Ok thanks and sorry didnt know this was not part of the society page. I just pick the first page that seem to make the most sense.

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Is this the right place to ask this? Or should I place this question somewhere else?

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if I GM a scenario, can I play it at a later date and get credit or do I lose the ability to play it for credit?

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Gator the Unread wrote:

Dragons, ever since D&D 3.0, are 'any-level' monsters, so don't let that limit you on what level you make the adventure for. You can have the heroes be fighting dragons at 1st level, if you want. Mind you, they are 'boss monsters', and their CR a bit on the low side for their abilities.

14th level characters have access to 14th level gear and spells. Mass fly will get a 60' movement for 140 minutes (just over two hours). Assuming that flying means you can avoid the terrain, yet cannot "hustle" or "run" despite being moved through the air by pure magic, you are looking at covering 6 miles with one casting. Greater Teleport is also a 7th level spell, so your adventurous trek there may just be skipped.

"A stranger in the local tavern gives you a quest" seems weak, but it may be exactly what your crew is looking for.

Me, personally, I would have a rich, well-to-do noble contact the heroes, and tell them he would like the heroes to capture a particular black dragon for him. He has this castle/old fortress that is almost finished be refitted to house the dragon- its an evil creature, after all, and razing the country side. He shows the heroes his refitted fort, explains the various defenses for the to-be jailed dragon.

After the heroes capture the dragon- on boy won't that be fun- and delivery of the beast at the fort, the heroes get their pay. They should note the collection of workmen and architects that are laying the finishing touches on he castle. They should also note there is a large gathering of bugbears in the forest (likely through rumor and hints, but nothing so direct as the bugbears roasting marshmallows outside the fort walls). Shold they mention it to the noble, he will be reluctant to agree to hiring the heroes for a follow-on quest to ride the area of the bugbears, but will agree after a moment. "However," the nobles states with an easy smile, "why don't you go and spend the payment, and come back in a few days? My own security can hold out for three days...

wow that is quite a story. And I like how you used alot of what I put out there. Unfortunately, that is not the direction I wanted to go. But if you get it working let me know I would like to play that adventure. :) (I promise not to spoil it for the rest of the party. lol)

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Yes, it is a bit unorthodox but we have fun playing that way. And isnt that what games are about, have fun?

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DM Bloodgargler wrote:

These are just my thoughts of how I would fill out what you have...

The bugbears have harassed the area for a while. They started kidnapping people, and a tacit understanding grew. If the people of the village keep quiet and submissive, they only abduct travelers - and those who get in their way.

What no one but the head of the bugbears knows is, that they are abducting and collecting these people for a mindflayer - who requires multiple sacrifices which must occur in one ritual.

There are a few villagers who cannot stomach this (Quest givers).

After they defeat the big bad and booned bugbear, the party will discover the connection.

One thing you could do at the battle of the mind flayer... is have the ritual started, and have the mooks the party kills slowly revive the dracolich. (and break up the area of the ritual to provide slowness... several areas of encounters within one battle)

Added comments after Lincoln's post

Keeping it simple until you find the spine of your adventure is a good idea. That is why, in my post, I tried to use what I thought was most important in what you had. From there you add what is essential and makes sense.

I agree starting at 14 is difficult (and inherently not keeping it simple) It depends on the characters how much difficulty this will bring to your storytelling. My own players seem to level up more with "pluses" rather than interesting and game-changing potential GM headaches.
... though there was one alchemist...

Well our group doesnt do campaign type adventures with any game system. The way we do things is one person comes up with the adventure and the characters and on game day the GM would pass out character sheets and we decide who plays who and how we will play them. All of us have full time jobs and are married with kids so we dont really have time to be making our own characters. Plus, we play alot of different games so we dont really want to spend to much time with character creation.

The reason I used lvl 14 characters was so we could have lots of actions and spells that we can use. Plus, I did want them to go up against a dragon. You know the stereotypical adventure, heroes fighting dragons.

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These are great ideas. Thanks alot everyone. This is the first time doing the GM thing so I was stuck at certain parts for months.

What I am hoping for is the thought of "man this is easy. We will get this done in no time at all." at the beginning. "wow things are starting to get tough." in the middle. Then "If I survive I will be happy." at the end. Those have been the best adventures I have been on.

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Detect Magic wrote:
Exactly! Just let it keep unfolding. Bugbears < Mindflayer < Dracolich. The rule of three, wasn't it? XD

I know right. I am expecting after they defeat the dracolich someone to ask "so do we have to defeat an elder god now?" No, no. Im not that mean. lol

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That is not a bad idea but I was kinda going for the "WOW" moment to be when they defeat the mindflayer (if they do it) and realize THAT wasnt the end. But then again no one expects two "WOW" moments in a game huh? lol

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Detect Magic wrote:
A simple solution is that he (the mindflayer necromancer) hasn't collected enough materials to cast the spell he intends to. He's manipulating the bugbears into doing his grunt work for him, so they're the ones off gathering supplies (perhaps in the form of living sacrifices; hence, the raid on town that I suggested above).

Sorry I didnt see the top part. (still morning, drinking coffee) But that is a great idea. I never thought about using the bugbears. I just figured the necro would see them as a nuisance. But using them as a resource is much better and actually give the story some flow. Thanks alot! :)

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Detect Magic wrote:
My biggest question, at a glance, is regarding the theme (or lack thereof). What exactly is going on and why are all these creatures living in such close proximity? From a player's perspective, there doesn't seem to be a whole lot of consistency. Is there some kind of ecology going on here?

If you are wondering why there are so many monsters in one place, the idea is the mindflayer is a type of necromancer and has been for awhile. Normally, no one would pay much attention to what he does. But when rumors start that he might be creating a dracolich then people start to get worried.

Which brings me to another sticky point. How far can this place be? It cant be on the other side of the world, otherwise by the time the heroes find out and arrive the necromancer would have finished his work, right?

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The map I am working with has two paths, which I am calling easy and hard. "Easy" path bypasses most of this but you have to be very lucky and/or very patience. (Which some of the players are not.) "Hard" path is filled with traps that IF triggered starts battles. If the party isnt curious or is lucky it is possible to take "hard" path and only get into two fights.

Anyways thanks for the advice. :)

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After reading a few other threads it would seem my question was rather vague. So here is a bit more detail.

There will be 4 level 14 PC's. They will start in a tavern inside a castle/village. They will be told of the adventure from a "strange person" that will either already be at the tavern or just entered the tavern. If they stay the night in the tavern they get attacked by “thugs” if not. They get attacked on arrival of next tavern. On the way to the tavern wolves follow them but don’t attack unless they attack first.

That is all I have for that.

The final battle they will enter a cave that has a tribe of bugbears inside. Upon further inspection of the cave they will find the entrance to the castle/lair. There are two layers the first layer they will find; a Beholder in stasis (non-combat) just to scare the party a bit, a Deathknight, a Dread Guardian, a Fire elemental, a TombStone golem that will awaken and needs the “password” to be put back to sleep or it will attack, Vsolt the Yuan-ti Death Master and two orges in the laboratory room, a Chimera, and a Grell. Granted they wont HAVE to face everything but is they have bad luck or make bad decisions they will.

On the second layer they will find giant spiders and the simi-boss, a mind flayer. He is trying to raise a dracolich. As far as the heroes know all they have to do is defeat the mind flayer. What they dont know is if they DO defeat him they then have to fight a black dragon. (He is rather pissed of being enslaved). If they DONT defeat him they have to fight the dracolich.

So how do I get the players from the tavern to the cave? Do I send them straight there or put more obstacles for them to over come?

Grand Lodge

I am creating a module to run my friends through and I know how to start it and how to end it but I don’t know what to put in the middle to join the beginning and the end. Can anyone help me?

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Mistwalker wrote:

Not quite.

Until you become 2nd level, you can adjust your character. You got that part right.

Not sure about only play that one character until they die part, and where you were going with it. Once you become second level, you can't change that character's race, stats, skills, feats etc..

But you can have more than one character at one time (I currently have 10) and play the one that feels appropriate for that scenario (and is of the right level for the scenario).

Edit: Ninja'd twice

Awesome! That is EXACTLY what I wanted to do. Thanks alot everyone.

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So if I understand it correct:

Your first game you can have a character, your second, third and forth games you can have a different character each time. But your fifth time playing you have to play the same character you played the forth time. And from then on you can ONLY play that one character until it dies.

Is that about right?

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Set wrote:

Since your character isn't a cleric, it doesn't matter how many alignment steps he is away from his god, although, thematically, you might prefer to at least be non-antithetical!

In addition to Torag (and the dwarf-friendly human gods Abadar and Irori, both LN), there's a mini-pantheon of other dwarven gods, relatives of Torag that are more or less dwarven demigods.

Angradd, 'the Forge Fire,' is Torag's younger brother, a LG god of aggressive warfare (Torag is more defensive warfare / protection), whose favored weapon is the greataxe and who focuses on both fire and war.

Bolka, 'the Golden Gift,' is the daughter of Torag and his wife Folgrit, a NG dwarven goddess of love and beauty.

Dranngvit, 'the Debt Minder,' is a LN half-sister to Torag, spiteful and concerned with matters of vengeance, worshipped by bitter and hateful folk, mostly.

Droskar, 'the Dark Smith,' is the primary god of the Duergar, believed by many surface world scholars to be a 'dead god.' He's NE, and the god of toil, slavery, cheating, etc.

Folgrit, 'the Watchful Mother,' Torag's wife, is the LG goddess of mothers, children and the hearth and home, as well as protector of widows and orphans.

Grundinnar, 'the Peacemaker,' is son of Torag and Folgrit and sister to Bolka. He's a LG god of friendship and loyalty and community.

Kols, 'the Oathkeeper,' is Bolka and Grundinnar's grim and serious brother, a LN god of duty above all, who punishes those who shirk their duties or break oaths.

Magrim, 'the Taskmaster,' is another grim figure, the LN god of the dwarven underworld, who sees all to their proper place in the afterlife, and is Torag's older brother.

Trudd, 'the Mighty,' is Torag's youngest son, a NG god of strength, known for being the physically strongest of the dwarven gods, and having a short beard, due to his relative youth. He guards his father's hall, when Torag is away, and favors the warhammer.

Being one of the few non-lawful gods, and one that seems to be full of youthful energy and strength, I'd...

Actually Cayden Cailean was my first choice. I liked his history and he likes a good beer. But besides a good strong beer my character loves a good fight. That was why I really liked Gorum but he doesnt know how to sit down and relax. If he would just learn how to have a good STRONG beer and relax, he could be my god anytime. :) But I will think about Trudd a bit more. Thanks.

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ShadowcatX wrote:

First welcome to Pathfinder.

Second, I'd probably go with Gorum for the more compatible alignment, though really as you're not a divine caster you can worship any god you wish without concerns for alignment. If you wanted to be a chaotic good worshipper of Torag and eschew his church and base your entire faith on your own personal beliefs about him, then I wouldn't see a problem with that.

So I could be the black sheep of the church. "Yeah, he is one of mine, unfortunately." lol

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I am making a male Dwarf fighter but I am not sure which God to get for him. I know Fighters dont have use for gods but I feel it fills out the character more. I have brought it down to two: Gorum or Torag.

I would like to get Torag but my guy is Chaotic Good, not sure a Lawful Good God would like that.

Then there is Gorum which also work with my guy and with the god being Chaotic Neutral, I dont think he would mind a Chaotic Good worshiper.

So what does everyone else think?

FYI: I really became interested in Pathfinder at GenCon in Indianapolis and played my first game at Anime Fest in Dallas. I have played role playing games, just not Pathfinder.