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About This Game

Welcome to Living Pathfinder (LPF) here at Myth-Weavers! Since our creation in 2010, we are a sandbox community of online play-by-post gamers that mechanically uses the Pathfinder roleplaying system, but create our own homebrew non-Golarion campaign content in the world of E'n. LPF is a community campaign setting where a large number of characters can interact in multiple different adventures, campaigns, and stories. Multiple adventures run simultaneously with their own game master and players. What happens in one adventure can directly affect another adventure, and what happens in all of the adventures affects what is happening in the world.

Game System

Pathfinder 1e
  1. What's new in this game
  2. That doesn't work for me; I have tried. Most high level concepts don't actually achieve viability until levels 6 or 7. And most concepts that work well in early game fall flat about that same time. This doesn't bug some people, but it has come to irritate me.
  3. Or you can use the particular rules of living pathfinder to try something normally not available Cant make a long lasting, mechanically good, character? dont make one level 1 mechanically good character you'd like to try out, at level 2 if you got tired of it simply retire the character and make another, nothing say you cant make 10 different characters on your way to level 10 and that is something you cant do in normal games.
  4. If you could have a 20th level character, what would it be? Then work backwards.
  5. I am needing to go back to the drawing board and figure out a 2nd character that is both viable and interesting. So far out of all the characters I have made and tried, only Thuvian has managed to be both. All the interesting characters fall flat on their face mechanically sooner rather than later, and with the mechanically viable ones I have not been able to really develop truly interesting and sustainable personalities. I don't really know what to do at this point. For all that PF has a lot of options, most of them just are not that good or sustainable in this kind of playing environment.
  6. Do you guys want me to make a page to finish up Head Like a Hole, or would you like top consider the game complete? You guys had the last posts of LPF at OG Myth-weavers!
  7. I never copied across Spark into a character thread, got a bit intimidated with the admin side of things I guess. Will also retire that character, if they have not already been auto retired. Thinking of making a new level 1 character if I get the time for it.
  8. I am retiring this character, never really got properly started in the first place.
  9. Name: Francis John IV, Prince of All Halflings Race: Halfling Homeland: Roughy River Level: 10 Class: Bard (Street Performer) Gender: Male Age: 33 Alignment: Chaotic Good Deity: Cortessa and Callisto Role: Party face, combat control, skill monkey Concept: Life of the party First Seen: Appearance Francis John IV is a short and stocky, portly little fellow, rife with bushy unkempt hair. His shoulders are draped with a vibrant scarf featuring red, gold, and green hues. The halfling's garb is adorned with greens, yellows, browns, and greys. Francis John's lips always carries a mischievous grin and his eyes always show an impish glint. His facade would not be complete without his trusty pipe, always in mouth or hand. Personality "Going to try a new blend too... first I start with my base leaf: Gnomish Delight... that's for the flavor. Next, equal parts Elven Ecstasy and Halfling Haze. The elven stuff is for the music and the haze is to make your head right. And for the final pinch, Dwarven Dank. That'll put some hair on your chest.... hoo boy! Surely can make a real man out of you yet!" Always quick to laugh, but even faster to make others laugh first, Francis John IV lives for telling stories. Typically the jolliest sort of fellow, he is always looking for the next opportunity for merrymaking. Fond of the pipe, food, and drink, this halfling loves making friends wherever he goes. But alas, he has a dark side too. If he feels wronged or aggrieved, he will go to any lengths to ensure the correct party meets the suffering they deserve. Also, he hates bees. Background Roughy River is quaint little halfling fishing community on the southern most edge of the Landadel baronies. It is located right where a tributary of the Ouhm River meets the western sea. One day, the hopelessly sterile Francis John II and his portly plump wife Magdalene were fishing in the Roughy River, enjoying one of those sunsets where orange and purple fight for supremacy over the sky. And with quite the surprise, they found a large basket floating downstream. Inside were twin halfling baby boys! They named them Francis John III, and Francis John IV, respectively after their grandfather, Francis John I. These boys were trouble from the beginning. They never seemed to quite get along with their parents, or even each other. Nothing major ever happened because of it, but the first sign of serious trouble happened at the brothers' 9th birthday party. His great grandmother on his father’s father’s side traveled all the way to Roughy River up from South Roughy. Everyone was so excited to see Gladys John, and more importantly see what gift she would give. The suspense over her present was justified, because she was known for giving the best presents, a title she earned over many, many years. Well the celebration was under way, and it was high time to open gifts. The anticipation built throughout the evening, and now Francis was to open his great-grandmother's present. He ripped up the paper, and opened the lid on the box. It was the most Cortessa-awful scarf one could imagine. It reminded him of something a dwarf might wear. That's right a dwarf! To him, it was simply a piece of rubbish that wasn't fit to wipe his own bottom. He felt dozens of eyes waiting for his reaction, especially the twinkly blues of his great-grandmother. Without any hesitation, he began lavishing the utmost praise on the scarf, and on his great-grandmother. After his birthday, he simply felt most awful for deceiving everyone. This negativity festered for days, but softened through the weeks. More importantly, he never forgot how easy it was to not tell the truth. Through his formative years, he realized how easily lying came to him, and it was a skill he practiced more often than not. Life became a game, and he was the game master. As weeks became months became years, his lies simply became more awful then the previous. Not to be outdone, Francis John IV’s brother, Francis John III, matched him lie for lie. The creativity and violence of the lies reached legendary proportions in the Roughy River community. Without going into the details, Francis John II and rotund Magdalene finally had enough of the twins’ hijinks and threw them out of the house. They were only 17! Rumor has it the lies they told ended up with the wife ending up in a roast spit with an apple in her mouth, and their father being unceremoniously fired from his job (three times in one day). Freedom abound, the brothers simply shook hands and parted ways. Francis III went off to Venza. He ended up delivering some goods to Tritower, and spoiling a caper in the process. He liberated a merchant ship from a sea hag, and eventually went onto vacation to the island of Yarendal to savor the wine season. Francis John IV, stayed put for awhile. He got a job as a ferrymaster, ushering boats up and down the Roughy River. He wasn't very good at his boat job at all, often getting caught up in making the most non-sensical unbelievable stories seem true to his passengers. He noticed their was a certain magic to his words, and funny things start to happen in his presence. He began to practice conjuring up these elementary magicks, and after a few years he built up quite an arsenal magic spells... all powered by the sound of his voice. Unfortunately, after a few more planetary rotations, great grandmother Gladys John became ill. Francis John IV knew he had to confess his lie to her, and it broke her dear heart. Down on his trip to South Roughy, he didn't have it in him to come clean for his brother too. After paying his final respects, he set out to find his twin brother to tell him the sad news. After digging some information up in Venza, he became quite charmed with the big city life. However, he knew he couldn't dilly-dally and eventually set out for the island nation of Yarendal. For those reading at home, it should be noted that his brother Francis John III returned back to Roughy River to take control of the celebration trade of his home community's annual midsummer festival. He went their to tour the island's wine country expecting a relaxing journey, but quickly found out that the island country was magically frozen over by the powers of the ice queen. With the help of his now good friends Charity, Yosephus, and Ja'elle, they adventured to the ice castle. After defeating snow monsters and a young white dragon along the way, eventually they toppled the ice queen and her minions, returning the land to normal. After a daring escape at the hands of the queen's sister, Francis returned back to Venza, cozy-ing himself up by the warm fires of the Dunn Wright Inn. Adventure Log Character Sheets
  10. . "Thanks. We will watch each other's backs. I will make sure that Kriss joins us, so we have priestess with us." Randi replies to Tamarie. "The poster said a few days . . .so see you in a week or two. " AC22 TAC22 FAC14 CMD24 HP 35/35 F+7 R+10 W+6/(+8 vs enchant) Init+8 Per+9 Diplo+13 Intim+11 Blast+9 2d6+5b Mvmt 40' KI 5/5 Actions
  11. [URL="https://www.myth-weavers.com/sheets/?id=1924841"][COLOR="DarkOrange"][B]. . . . . . . . Tamarie . . . . . . . .[/B][/COLOR][/URL] Tamarie sighs, and waves farewell to her new friends. "Shame, I have some things to take care of. You all, be careful out there..." The singer's words trail off as she watches everyone she was talking to take interest in a job.
  12. Jilzira Galfine Chaotic Neutral Female Elf Brawler Condition: Green HP: 29/29 | AC: 18/14/14 Fort: 3 | Ref: 6 | Will: 2 Perception: +9 Initiative: +3 Martial Flexibility: 4/4 Active Feats: None [5 ' 11, 133 lb] Blue eyes and blonde hair that just barely reaches the shoulders. Blue and dark brown or maroon outfits with minor frills and large puffy shoulders. Bucket cap and gloves to match. Without a discerning eye, can typically pass for a tall and slender human woman. Jilzira finishes drinking her mug of beer after seeing a man post something large on the bulletin board. The blonde elf gives a chance for others to take their gander at the posting before stepping up to the bulletin board herself. She reads over the the large bulletin for some time before inquiring with the bartender who sends her on her way toward one of the meeting rooms. Show this Elf Brawler 3 CN Languages: Common (Venzan, Low Landellian), Old Landellian, High Landellian, Elven, Draconic, Aquan, Sylvan Max HP 29 Initiative +3 Speed 30ft AC 18 Touch 14 Flat-Footed 14 Fort 3 Ref 6 Will 2 Ability Scores Str 16 (+3) Int 12 (+1) Dex 16 (+3) Wis 13 (+1) Con 10 (0) Cha 10 (0) Attacks Unarmed Strike: +6, 1d6+3 Longbow: +7, 1d8+1 Feats Point-Blank Shot Improved Unarmed Strike Dodge Precise Shot Traits and Features Low-Light Vision: Can see twice as far as humans in conditions of dim light. Lightbringer: Can cast Light at will as a Spell-Like Ability. Sea-Souled: Can always Take 10 while swimming. Unwelcome Business: Ignores -2 penalty to disguise check to disguise as a human.
  13. Tyrien e'Adrianne, Arcane Archer Character Info Init: +6, Perception: +10, Low-light Vision AC: 19 (14ff, CMD 19) HP: 32/32 Fort: +4, Ref: +8, Will: +4 Spells: 1st Level 2/2 Bard Performance: 5/5 Weapon in Hand: None Tyrien shrugged, "Tis not a real mystery. I have some elven blood that contributed to natural skill like those of full-blooded elven heritage. The rest of my skill is warrior training and practice. Sure I have a little skill at trying to disarm someone with an arrow, though I have yet to really try it in combat. I am currently trying to master shooting two arrows in close succession. The trick is to grab both arrows from the quiver at the same time and release immediately on the draw and nock the second right after while aiming again." "I do have some arcane energy to aid the arrow's sharpness as well to allow for a bit more penetration like an enchanted arrow. And of course I have a master craft bow." "I assume that was a job posting. Shall we check it out?"
  14. Smirking, Randi watches Kriss leave the room. "Kriss has abandoned me. Who will protect me from all of these dangerous adventurers?. " She mock pouts. "Hopefully the people in the neighboring rooms aren't trying to sleep" While waiting for Tyrien's story, Randi wanders over to the recently posted notice, and reads. Grinning with excitement, Randi bounces back to Tyrien and Tamarie. AC22 TAC22 FAC14 CMD24 HP 35/35 F+7 R+10 W+6/(+8 vs enchant) Init+8 Per+9 Diplo+13 Intim+11 Blast+9 2d6+5b Mvmt 40' KI 5/5 Actions
  15. A bit before dusk, a man walks into the inn. Judging from his attire, he is a person of at least a certain amount of wealth and influence. Or, at least, someone who has had wealth and influence, as his clothing is a bit worn and in need of some degree of repair. His eyes consider those around him in a cool, analytical way, before falling upon the bulletin board not far from the bar. Seeing it, he strides to the board, pulls out a scroll tube, and after a few manipulations, posts an offering to the board dead center, apparently not caring if, or what, it might obscure. As if executing a planned course of action, the potential employer turns and talks to Grog. Talks to is a bit of a stretch, as he says a number of things without need of too much input. At the end of the exchange, Grog huffs a bit, utters single word, and points in the direction one of the two meeting rooms. Once the man has headed to the meeting room, Grog scowls. Poking his head into the back, he barks for Marla and starts drawing beers. The scroll tacked to the bulletin board reads: ATTENTION! The Glass-Blower's Guild announces intention of hiring a team of skilled individuals to investigate an issue of concern. The length of hire is expected to be short, only a few days. Be ready to depart immediately, time is an issue. Inquire within! Show this Recruitment Call! Level 2-4 adventure: IC Thread started in "The Mystery of Coppa del Drago"
  16. [URL="https://www.myth-weavers.com/sheets/?id=1924841"][COLOR="DarkOrange"][B]. . . . . . . . Tamarie . . . . . . . .[/B][/COLOR][/URL] Tamarie waggles her eyebrows a moment, watching Kriss escort Quentin upstairs. It takes her a moment to come back to reality, and she smiles to Randi, "Tyrien's archery I have seen on one job. It is the type that is honed by shooting many sets, I imagine. It did not fail when we needed it most. "Even so, that was an odd job, with much more practice than doing. I should be used to this; that is the way of the theater. Which, to segue a moment for Tyrien... no, nothing more for me. I have to admit I rather wanted the chance to really get into the singing, but our boss, he just wasn't much into that. Oh, well. Really, I wish him all the best, even if he has some strange ideas about what happened..." Tamarie's voice trails off a moment, and she abruptly changes subject back to the here and now, "Sorry, talking about myself a bit too much. I'm also quite curious about how Tyrien got so good. I've been on only one mission with her and never got a chance for such pleasantries."
  17. Quentin's Status Male Neutral Human Investigator, Level 5, Init 11, HP 45/45, Speed 30 ft. AC 21, Touch 15, Flat-footed 16, CMD 18, Fort 5, Ref 10, Will 5, CMB +3, Base Attack Bonus 3 MW Cold Iron Rapier +9 (1d6+5, 18-20/x2) Light Mace +8 (1d6, 20/x2) Sickle +8 (1d6, 20/x2) Mithril Shirt (+4 Armor, +5 Dex, +2 Deflect) Abilities Str 10, Dex 20, Con 14, Int 17, Wis 10, Cha 8 Condition None Extracts Used 1st level - 0/4 Daily Extracts 2nd level - 0/2 Daily Extracts Inspiration - 0/4 Daily Uses Spent Mutagen (+2 Natural AC, +4 DEX, -2 WIS, 40 Minutes) Quentin Fitzgerald Quentin, clearly surprised and pleased at the turn of events this evening, allows himself to be drawn into a tryst in Kriss' room, as surprised as anyone that she was so interested in him. OoC Fade to black indeed! Waking up in the darkness, the mousey man does one of the things he does best and sneaks out of bed, writing a note for the woman still sleeping, and excuses himself out of her room. After cleaning up a bit in his own room he heads downstairs for a nightcap, where he sees Grog announce a new job. "I have been looking..." he says to himself with a yawn. Then shrugging, he heads to see what's up. New game up, and Quentin is an idiot when it comes to people. Maybe Kriss will forgive him someday?
  18. Kriss de Marechal, Priestess of Karran Init 2 AC 19 (21 shield) HP 30/30 Copycat 5/5 Adoration 5/5 Channels 3/3 Female Neutral Good Half Orc Cleric , Level 3, Init 1, HP 30/30, Speed 20' AC 19, Touch 12, Flat-footed 17 (19 with shield), CMD 19, Fort 7, Ref 5, Will 8, CMB +6, Base Attack Bonus 3 Horsechopper , +8 (+7 Power) (1d10+7 (+10), x3) Reach, Trip, +1 Magic, Weapon Corded Cestus +7 (1d4+4, 19-20/x2) Cold Iron Cestus +7 (1d4+4, 19-20/x2) Alchemical Silver Javelins (2) +1 (1d8+4, x2) Magic +1 Agile Breastplate, (+6 Armor, +1 Dex +2 ) No ACP on Climb or Acrobatics Heavy Wooden Shield (not in AC above +2) Str 18 Dex 14 Con12 Int 10 Wis 14 Cha 10 Positive Channels 3/day 2d6 DC14 Will Save Orisons: Light, Detect Magic, Stabilize, Resistance 1st level spells: Divine Favor (1), Charm Person (1) Shield of Faith (1), Protection from Evil (1) Pearl of Power (1 spell recast), Pearl of Power 1st (1 spell recast) 2nd level spells: Drunkards' Breath (2) , Invisibility (1) Copycat 5/5 Activated as a Move Action (each mirror image lasts 4 rnds) Adoration 5/5 Immediate Action DC14 Will or they cancel attack Condition Darkvision 60' Combat Reflexes 3AOOs/rnd even flatfooted. Kriss appears to enjoy the dance immensely, despite being no great dancer herself. She does frown at the water talk nearby, before turning back to her dance partner.. "This lot are spoiling the mood with their talk of serious things. Perhaps we can leave them to that and take it upstairs.", she says broaching some unspoken thing. ooc: Probably getting close to a fade to black.
  19. "I can do it as often as I like, but my water powers have limits. " she explains. "The water blast quickly breaks apart after ten yards. Ten yards away, it hits like a sledge hammer, but I'm only soaking your boots at twelve yards." I can walk on water for about three seconds. I had better be on solid ground at the fourth second, or I'm falling in. Randi takes a sip of wine. "Firing thousands of arrow over a few days is more than just practice. There must be story to your archery . . . " Randi probes. AC22 TAC22 FAC14 CMD24 HP 35/35 F+7 R+10 W+6/(+8 vs enchant) Init+8 Per+9 Diplo+13 Intim+11 Blast+9 2d6+5b Mvmt 40' KI 5/5 Actions
  20. Tyrien e'Adrianne, Arcane Archer Character Info Init: +6, Perception: +10, Low-light Vision AC: 19 (14ff, CMD 19) HP: 32/32 Fort: +4, Ref: +8, Will: +4 Spells: 1st Level 2/2 Bard Performance: 5/5 Weapon in Hand: None Tyrien showed significant interest in her expression. "That is very interesting, Randi. Are you able to do this as often as you would like, or is the power constrained so you need to rest after using it too much in one day?"
  21. I bopped around with creating a game and sending out invitations. I'm not sure when I'll get used to the new MW, but it is not today. At least I got some things done. For my players:
  22. "I have magical affinity for water, but it isn't a spell work." she explains before giving a quick demo. Randi pickups an empty ale glass, and shows it to Tyrien. Without a word or a gesture, the glass fills with water. Then she pulls out a little sliver of water out of the glass and sends it flying into the nearest wall with a splat. "I don't want to get kicked out so I cannot show you full strength powers. " she apologizes. In combat, that water blast is significantly bigger and hits like a sledgehammer. AC22 TAC22 FAC14 CMD24 HP 35/35 F+7 R+10 W+6/(+8 vs enchant) Init+8 Per+9 Diplo+13 Intim+11 Blast+9 2d6+5b Mvmt 40' KI 5/5 Actions
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