Pathfinder Campaign - Tuesday Nights

We'll play a Pathfinder adventure path (Skull & Shackles). Rules will be based on the Paizo PRD, gameplay will be team-based and fun, and a good time shall be had by all. :)

 The ship-to-ship combat in the players guide will NOT be used.  We'll do something far, far simpler.

Character rules:

  1. Level 1
  2. 20-point buy
  3. Races from the Advanced Rage Guide (as-is or slightly modified), or custom races with a theme, i.e. Smurfs.  Everything at or under 12 RP.
  4. Start with average gold for your class
  5. Two traits out of the Advanced Player Guide, excluding Rich Parents
  6. Every character must have a ranged attack, even if it's bad (Ray of Frost)
  7. Every character must have an armed melee attack, even if it's bad (dagger)
  8. Full HP at first level, average HP for each additional
  9. No firearms
  10. No magus
  11. No evil characters
  12. Track encumbrance and ammunition, but not food
  13. Have at least one distinctive/weird/funny thing about your character's personality that won't disrupt play - it could be a phobia, compulsion, annoying habit, whatever.
  14. Useful skills: swim and Profession: Sailor
  15. Companions and familiars: this is largely an aquatic campaign.  Fire elementals and the like may be suboptimal.

I'll have a generic healer and rogue available as NPC support if needed.  XP track will be determined as we go - if the party is destroying everything we'll go slow, if they need help it'll be fast.

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  • Jason G W.

    Is this at the begining and our we going through the whole campain setting?

    1 · April 30, 2013

    • John E.

      This will be our second session, and the intent is to work our way through the setting, as long as it remains fun. The pirate world offers enough freedom that we certainly could go off on our own.

      April 30, 2013

  • Lucas D.

    So what is up with all the new materials? Are you planning an epic campaign setting?

    April 28, 2013

    • A former member
      A former member

      Just personal rules for my campaigns. I was bored. This was fun.

      April 29, 2013

  • A former member
    A former member

    Last variant Flowing Flame. This bizarre material was developed as a result of a clash between the fire and water elementalists and can be made into shields and arrows only. Flowing Flame has the ability to destroy what it touches. If made into a shield, any strike that misses the wielder has a 33 percent chance of hitting the shield. Anything that strikes the shield takes fire and cold damage. Magic weapons contain the flame to the striking surface and take 10 points each fire and cold. Normal melee weapons are engulfed in flowing flame, taking 20 points each fire and cold damage and dealing 10 points each fire and cold to the attacker. Arrows made of flowing flame deal normal damage if they hit, plus 1d3 each fire and cold. If they miss, the arrows have a 33 percent chance of striking armor or shield. Nonmagic armor or shields are engulfed in the flowing flame, taking 10 points each fire and cold and doing 1d3 each fire and cold to the defender.

    April 28, 2013

    • A former member
      A former member

      Flowing Flame is an extremely destructive material and is not healthy to be around. Shields made of flowing flame require 26 constitution to use and cannot have spikes. If used for a shield bash, they strike armor on a successful touch attack and deal damage to armor and defender as if hit by a melee weapon. If the weilder does not have the required con, he takes 3 points each fire and cold whenever the shield is struck, plus 1 point each fire and cold per const point below 26. Arrows made of flowing flame require 26 intelligence to use properly. If the user does not meet this requirement, the bow used to shoot the arrows takes 10 points each fire and cold and has a 15 percent chance of warping and shooting the user in the foot, plus 5 percent per int point below 26. Warped bows cannot be reused and must be replaced.

      April 28, 2013

    • A former member
      A former member

      25000 gold to make into shields, 15000 for 20 arrows. Arrows are always broken when used, regardless of other abilities.

      April 28, 2013

  • A former member
    A former member

    And the counterpart: Special Material: solid air. This superlight material was developed by the air elementalists of Absalom in competition with their earth rivals. This material can be used to create light slashing or piercing weapons, or to make armor. Any weapon or armor made of solid air is immune to shock damage, and highly resistant to cold. Weapons made of solid air require 26 dexterity to use properly, if this requirement is not met the weapon has a 30 percent chance of hitting the user instead, with an additional 5 percent for each point of dex below 26. Weapons made of solid air ignore damage reduction based on material completely, and reduce the DR granted by Osmium by 5. The weapon ignores any non magic armor and strikes against tough AC instead. Armor made from solid air must be compressed very tightly, and reverses the usual nature. Thus heavy grants shock resist 10 cold resist 5, medium grants shock resist 20 cold resist 10, and light grants shock immune cold 20.

    April 28, 2013

    • A former member
      A former member

      Armor made of solid air weighs 10 pounds. Heavy base increases dex allowed by 3 and grants a deflection bonus of 1, medium increases dex allowed by 6 and grants a deflection bonus of 2, light increases dex allowed by 9 and grants a deflection bonus of 3. All armor is treated as light. Only armors normally made of metal can be made of solid air.

      April 28, 2013

    • A former member
      A former member

      Pricing is the reverse of Osmium. Weapons 15000, heavy armor 30000, medium 60000, light 90000. Again 26 dex to use armor or weapon.

      April 28, 2013

  • A former member
    A former member

    I was looking around online and I came up with the following idea:
    Special Material: Osmium. This Incredibly dense material has been weaponized by the consortium of earth elementalists. This material may be used to create a two handed bludgeoning or piercing weapon, or to forge the ultimate in heavy armor. Weapons made of Osmium weigh three times as much as normal, requiring a minimum strength of 26 to use at their full potential. If this requirement is met the critical modifiers are increased by one, and the damage is increased by three size categories. If the requirement is not met, the weapon is used with a minus 3 to hit, with an additional minus 1 for each point of strength below 26. In all other ways this is treated as a normal weapon, except as noted below. Armor made of Osmium is heavy armor, again weighing three times as much as normal and requiring 26 strength to fully utilize. This armor grants DR 5, 6, or 7, depending on whether the base is light, medium, or heavy.

    April 28, 2013

    • A former member
      A former member

      Osmium is the noblest of metals, making anything made from it immune to acid and highly resistant to fire. Armors transmit these properties to the wearer, granting light: acid resist 10 fire resist 5 medium: acid resist 20 fire resist 10 heavy: acid immunity fire resist 20. Osmium cannot be affected by the fabricate spell, and cannot be created by any spell short of a wish, which can be used to fabricate 50 lbs or create 5 lbs. The only two places to obtain Osmium are Absalom and the plane of earth. This makes the material somewhat pricy. Weapons made of Osmium cost an additional 15000 gold, and are made to ignore hardness completely. Armor costs 30000 extra for a light base, 60000 for a medium, and 90000 for heavy. Again, all armor made from Osmium counts as heavy, weighs 3 times as much, and grants DR that can only be overcome by magic.

      April 28, 2013

  • John E.

    As mentioned, we're using party XP - so the bonus XP I give for specific actions will contribute to the entire party, not just those who earned it. Here are the bonuses for the first session:
    - Dan's unnecessary thrashing of the two pirate toadies: 200XP
    - Andrew Green's ice sculpture distraction: 200XP
    - Lucas' brave attempt to intimidate the captain, twice: 100XP

    I added up all the XP from encounters/story, added the bonuses, and divided by 4.5, and got: 2020XP. On the medium progression track that's slightly over the threshold for Level 2. Level 'em up before or at the beginning of the session.

    April 28, 2013

    • A former member
      A former member

      Bugrit, twas never unnecessary. They was spying on me with rays I tell ya. Invisible rays. Foul Ol Ron doesn't put up with that nonsense, no sir.

      1 · April 28, 2013

    • A former member
      A former member

      On a slightly saner note, way cool thanks.

      April 28, 2013

  • Till R.

    It's de-Pluggin' time!

    April 25, 2013

  • John E.

    I'm glad everyone enjoyed our first session! My wife looked at me funny when I told her that someone got whipped repeatedly and keelhauled twice. Lucas, vengeance shall be yours.... :)

    I'll calculate XP in the next couple days and post it here.

    April 24, 2013

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