My 2016 PaizoCon Schedule!

PaizoCon is coming!

So every year after the con several people IM me and say “we never saw u!! Where were u??”

So if you want to find me this year (perhaps to have me sign things, or buy me a drink, or just chat!), here is the schedule of when to find me, where, and what role I’ll be taking.

Friday, May 27

11:00 AM – 12:00 PM: Delve! (sadistic GM ready to kill you!)

01:00 PM – 02:00 PM: Writing for RPGs: Getting Your Start (panelist) (Olympic 3)

03:00 PM – 04:00 PM: Game Mastering on the Fly (panelist, with PaizoCon guest Nicolas Logue!) (Olympic 3)

04:00 PM – 05:00 PM: Delve! (sadistic GM ready to kill you!)

05:00 PM – undetermined: Mysteriously Unavailable (host)

Saturday, May 28

01:00 PM – 05:00 PM: Third Annual “Into the Emerald Spire” (Part 5!) (reasonable and creative GM) (Cascade 8)

05:00 PM – 06:00 PM: Delve! (sadistic GM ready to kill you!)

07:00 PM – 11:00 PM: PaizoCon 2016 Preview Banquet (eater) (Grand Ballroom)

Sunday, May 29

09:00 AM – 10:00 AM: Delve! (sadistic GM ready to kill you!)

11:00 AM – 01:00 PM: Pathfinder Compatible Publishers Workshop (panelist) (Olympic 3)

02:00 PM – 03:00 PM: Mysteriously Unavailable (redacted)

05:00 PM – 06:00 PM: Distant Worlds: Pathfinder in Space (panelist) (Olympic 3)

Monday, May 30

09:00 AM – 01:00 PM: Third Annual “Into the Emerald Spire” (Part 6!) (kindly but tired GM) (Olympic 3)

 

WarQuest World: Gear and Crafting

WarQuest Campaign Setting Rules

I still owe people who hit “like” on the Rogue Genius Games Facebook page a microsetting of at least 1,100 words. That Microsetting is going to be the WarQuest World, a setting where players of a MMORPG get sucked into the online game-world, and must learn to survive and thrive there. Rather than wait until it’s all done, I’m putting some of it out in pieces.

The WarQuest World the players are stuck in has MMORPG-style rules that control equipment and crafting materials.

Gear

Level Requirements: You can’t use an item that costs more than 1/3 your Wealth By Level total, and you can’t equip more gear at once than the value of your total Wealth By Level. The rules of WarQuest World simply prevent such items from functioning.

Equipment Slots: You can have two held item, one item in each body item magic slot, and carry up to sixteen other pieces of equipment (regardless of weight or size, including vehicles and animals but not buildings) without being encumbered. Multiples of nonmagic things bought in sets of more than one (such as arrows) as well as food, count as a single object.

If you carry 17-20 items, you are in medium encumbrance. If you carry 21-24, you are in heavy encumbrance. Magic items designed to allow you to carry more items or weight add 4 slots to these totals (or, if they are ranked, 4 slots per rank – so a type 4 bag of holding adds 16 slots).

You can keep up to 64 more things in your bank, which you can access from any settlement.

You can carry an unlimited amount of money, though money you keep in your bank cannot be stolen.

Crafting

Each PC gains one crafting ability. These can be defined however the player wishes (smithing, carving, leatherworking, tailoring, scribing, basket weaving – whatever). This allows you to make one kind of magic item (magic weapon, magic armor, rod, staff, wand, scroll, ring, or miscellaneous item). The item can be hand held or take one magic item body slot, and you define the item in a way that makes sense for your craft and the body slot. For example, if you are a scribe and you can make staves, they are most likely actually books of spells or pages of permanently empowered runes.

You can only make magic items with a cost no greater than 1/3 your wealth by level. To make a magic item, you inform your GM you are working on it. When you have earned treasure while adventuring  equal to the item’s cost, you have crafted the item (you don’t actually spend any cost, you are assumed to gather the needed materials adventuring). A GM may inform you in advance that an adventure will be worth double value toward this, or half.

A GM can also allow you to create more powerful items than normal by completing specific quests, to gain are materials.

If you actually put skill ranks into your related craft, you can create one more type of magic item for every 2 ranks you invest. These are still themed to be appropriate to your craft skill.

You can craft mundane items this way, as well. No other method for crafting functions. If you would receive a bonus Craft feat as a class feature, you may pick one additional form of item to craft, as if you has 2 more ranks in your selected Craft skill.

Talented Bestiary: Last Day!

What’s worse than a mohrg?
A GENOCIDAL mohrg! Because sometimes when you’re running an adventure you think: “I really want to use an undead with evil intestines… but I need it to be CR 16!”
LAST DAY to back the Talented Bestiary Kickstarter!
Genocidal Mohrg

WarQuest World: Tactician Role

WarQuest Campaign Setting Rules

I still owe people who hit “like” on the Rogue Genius Games Facebook page a microsetting of at least 1,100 words. That Microsetting is going to be the WarQuest World, a setting where players of a MMORPG get sucked into the online game-world, and must learn to survive and thrive there. Rather than wait until it’s all done, I’m putting some of it out in pieces.

WarQuest World will have some new rules elements for the Pathfinder RPG, including Character Roles. A character role is selected at 1st level, and once this choice is made it cannot be changed. Every PC must select a role, and a GM may given NPCs roles as long as all their HD don’t come from npc classes.

The Tactician Role

A tactician is often a team leader, but can also serve as a battlefield commander, advisor, director, and even spy. The tactician knows the most about how the game of WarQuest World worked before the players were trapped in it, and is an expert as directing allies to make the most of their abilities.

A tactician adds their HD to any Knowledge check made to identify a creature (and its strengths and weaknesses), and any Knowledge check made to identify people, places, and things native to warQuest World.

A tactician can grant an extra “bonus action” to an ally within 60 feet who can see and hear the tactician. The ally takes the action immediately, and does not alter their place in the initiative order. A creature cannot benefit from more than one extra action (from any tactician) every 10 minutes. As a full-round action, the tactician can grant an ally a bonus standard action. As a standard action, the tactician can grant an ally a bonus move action. As a move action, the tactician can grant an ally a bonus swift action. Alternately as a move action, the tactician may increase the maximum number of attacks of opportunity the ally may take before the tactician’s next turn by 1 + tactician’s Charisma modifier (minimum 1). The ally need not take the attacks of opportunity immediately, but this still counts as receiving a bonus action from the tactician.

If the tactician attempts to grant an extra action to an ally with more HD than the tactician, the tactician must make a special Charisma check of 1d20+HD+Charisma modifier against a DC of 15+ ally’s HD. On a failed check the ally does not gain a bonus action.

 

Fear the Duckbunny!

Hybrid animal monsters are more art than science.
Owlbear. Weird, but fine. Classic, in any case.
Hawkwolf. Maybe it has bigger front talons? Better vision in addition to scent? Otherwise hard to see how it’s much more dangerous than a wolf.
Cobratiger. Okay, that gets us someplace. Tigers are dangerous enough without being poisonous. A spitting cobratiger is extra terrible.
Sharkorpion. This has gone all the way past cool back to goofy Syfy Movie territory.
That said, it would terrify adventurers in an aquatic campaign.

Equality and Spectral Oral

What I am REALLY looking forward too is the scene in the new Ghostbusters movie where one of the ladies has a dream, unconnected to the plot and not driving characterization forward at all and no clearly a dream until after it is over, where a gorgeous male ghost opens the crotch of her suit and clearly gives her oral sex.
You know, like Dan Ackroyd got in the first movie for no reason whatsoever.
I’m sure NO ONE would object to that.

History, versus the past.

By the time I was born, man had set foot on more than one celestial body. I didn’t miss that even by much, but I did miss it. It was history not only before I was aware of it, but before I was born. No matter how small the difference in time between that and Nixon going to China, one is history to *me*, and the other is world events.
*I vaguely remember the end of the Vietnam war, and the televised scenes of evacuation.
*I remember the Apollo and Soyuz spacecraft linking up in space.
*I remember the Freedom Train, which stopped right behind our house, though not much else about the Bicentennial.
*I remember the news of the first test-tube baby.
*I remember Three Mile Island.
*I remember the Iran Hostage Crisis.
*I remember the death of John Lennon.
*I remember AIDS creeping into our consciousness, the launch of MTV, and the Falkland Islands War.
*I remember the breakup of the Bell Telephone Company… and the Doctor Who convention I was able to attend with the proceeds.
*I rememebr Chernobyl, and Iran-Contra, and the explosion of the Challenger.
*I remember a world with a population under 5 billion people.
*I remember the fall of the Soviet Union, and of the Berlin Wall, and Tiananmen Square.
And when I work with or talk to people 25 or younger, it amazes me that they don’t — that they CAN’T — remember any of this. For them, it’s all history.
Like me, and the moon landing.

Professionalism and Credit

When someone in a creative industry says “This was a big project, and I am thrilled to get to contribute to it. The work done by persons X, Y, and Z was both critical and amazingly good” I am both impressed that the speaker is connected enough to know who did good work, and pleased they were able to work with others to make the best possible product.”
When a creative says “I did all this, and all credit goes to me” I am immediately suspicious. Sure, in some cases it’s true. And when I know the person or their project well enough to know it’s true, I am impressed. But 9 times out of 10 when I look into such claims, there are numerous important people the speaker is covering in shadow, and that’s not cool.

WarQuest World: DPS Role

WarQuest Campaign Setting Rules

I still owe people who hit “like” on the Rogue Genius Games Facebook page a microsetting of at least 1,100 words. That Microsetting is going to be the WarQuest World, a setting where players of a MMORPG get sucked into the online game-world, and must learn to survive and thrive there. Rather than wait until it’s all done, I’m putting some of it out in pieces.
WarQuest World will have some new rules elements for the Pathfinder RPG, including Character Roles. A character role is selected at 1st level, and once this choice is made it cannot be changed. Every PC must select a role, and a GM may given NPCs roles as long as all their HD don’t come from npc classes.

The DPS Role

A DPS character is a master of dealing damage very quickly (specifically in dealing a lot of Damage Per Second, hence the title of the role). The training of a DPS focused on hurting things over everything else, and they are masters of taking advantage of characters wrongfully focusing on a tank.
A DPS character takes a -1 penalty to AC, and gains 1 fewer hit points per level beginning at 2nd level (minimum 1 hp/level). When a DPS-role character deals damage, it adds half its HD as a bonus.
Once per round after dealing damage to a target that has aggro on it (see the tank role), as a free action a DPS character may choose to add aggro dice of damage. The DPS rolls his aggro dice range (see below), and the result is both the number of points of aggro removed from the target (always from the tank it has the most aggro towards) and the number of additional d6 of damage dealt to the target. You do not add your DPS bonus to the aggro dice.

If you reduce a target to 0 or less aggro, and it’s next attack (as defined by the invisibility spell) targets you or includes you in its area, that attack gains a +4 bonus to any attack role, any save DC is increased by +2, and it adds +1 to that attack’s damage for every HD it possesses.

The range of your aggro dice is based on your HD, as determined below.
HD     Aggro Dice Range
1-4     1d4
5-6     1d6
7-8    2d4
9-12  2d6
13-16 2d8
17+     3d6

 

WarQuest World: Drawing Aggro

WarQuest Campaign Setting Rules

I still owe people who hit “like” on the Rogue Genius Games Facebook page a microsetting of at least 1,100 words. That Microsetting is going to be the WarQuest World, a setting where players of a MMORPG get sucked ibnto the online game-world, and must learn to survive and thrive there. Rather than wait until it’s all done, I’m putting some of it out in pieces.
WarQuest World will have some new rules elements for the Pathfinder RPG, including Character Roles, and drawing aggro.

Drawing Aggro

Drawing aggro is shorthand for acting in a way that convinces foes you are the biggest threat and must be dealt with first, even if other characters are being more effective in dealing damage or eliminating foes. Drawing aggro is part a matter of battlefield posturing, part intimidate and aggressive behavior, and part just being so provoking that targets want to kill you first.

Characters taking the “tank” role can draw aggro once per round as a free action when making an attack. This applies to all targets of that single attack. The targets must make a Will save [DC 10 +1/2 tank’s HD + tank’s ability modifier that added to the attack’s damage [normally Strength, occasionally Dexterity]), or gain two points of aggro toward the tank. As long as a creature has aggro toward a tank, any attack it makes (as defined by the invisibility spell) must include the tank it has the greatest aggro towards as a target, or include that tank in its area.

When a tank draws aggro, the tank may choose (before making the attack roll) to deal half damage to gain a +2 bonus to attack, increase the DC of the draw aggro by +4, and increase the aggro drawn from 2 points to 4 points.

Each time a target makes an attack that includes the tank as a target or has the tank in its area, it eliminates open point of aggro towards that tank. each time some creature other than the tank attacks a target, that eliminated one point of aggro from the tank the target has the most aggro against. After being out of combat for 1 minute, a creature loses all aggro.

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