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Messages - Wildfire

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“Mahiya, though, is not the only one sending messages. The mere fact that agents of Zyxu were defiling the Ring of Mists means also that The Void is speaking to it’s children.” Ashe felt the need to explain to his kindred that Zyxu Archeon was The Void’s champion just as Zebulon was Mahiya’s.

He thought better of it and left any explanations that were sought would quickly be answered. So he continued, “Maccabeus along with the help of a Wolfjaw daughter found an ash ring.” Again, Ashe let the weight of his words drop over the crowd like a hushed and eager blanket. Invoking the name of Wolfjaw was as though he was speaking of druid royalty. Orion Wolfjaw had attained a near deific status by communing so intimately with the natural world and more specifically, wolves, that he was blessed by Mahiya with the gift of “Kula’Myrthyn”. In the common tongue that meant “at one with”. “It was an ash ring that was wreathed with the impaled husks of what are believed to be Xanthakian Shadow Riders. As I said, change has arrived”.

Cailyder gently took Maragarn’s hand at the mention of the ash ring. While Maragarn had never so much as whispered that his Vallenbrush was taken by the defilement of the Archeans and their life eating magic, all of his mannerisms screamed of the tragedy. The typically jovial satyr was indeed shaken and Cailyder suspected that little would console him. She had to try.

“That is not the extent of the infection. It continues to grow. There is a fey friend of Threshold that wardens the Goldleaf Trees, a dryad named Whisper with whom I am very close.” Ashe’s tone became noticeably sullen and filled with worry. “She has become sick…as her trees have become sick. Whisper is a dryad and I need not tell you that her and her trees are one. She is the soul and essence of the trees and the trees are likewise to her. Her sickness was foisted upon her by twigjack nettles with a heart of defiling poison. They had attacked the Goldleaf Trees and fouled them with an ichor of The Void.” A sadness crept into Ashe as he realized how dearly he felt for ailing fairie. She had become more than his friend, she was his consort. She was his bastion of peace in his world of tragedy past- a past he tried to leave behind but never could. She had a way of making him forget the burden he often struggled with so he could just be a man with nature. He prayed Maccabeus would succeed.

“I sought Zebulon’s wisdom in this foul matter. The only way to save the grove and Whisper is to seek a seed that will spawn from a Vallenwood on the Day of Rejuvenation and plant it in the hallowed grove. Zebulon fears that the agents of Zyxu will also seek the seed to twist it to their nefarious ends…the devastation of which I dare not think on. Maccabeus, along with his stalwart friends, are in search of the seed and even now they rush to the Valley of Mist. Their task is not an easy one and the dangers are many even in the sacred Valley of Mist. I believe deep down in my roots that others we would call allies are in motion as we are in motion. We must be open to listening to Mahiya’s voice for the song rings from many…and from places we may not expect.” Ashe knew he was speaking though it seemed to him that he was not saying the words. His cadence came as a melody to all that heard him.

“Mahiya’s blood flows through us all and as such we are, all of us, connected. We are not connected simply to each other but to the very fabric of Mahiya. To the trees and the water they drink, to the mountains and the snow that caps them, to the flame and the air that it breathes are we connected. When you gaze into an animals eyes you are staring at yourself and all others. When The Void takes any of that, it does not return it to the Great Cycle but rather it feeds an endless, eternally hungry chasm. Many years ago Zebulon came forth and lead our kind to the defeat of Zyxu Archeon Champion of The Void. We are here now to answer that call once again!”

In Character Discussions / A Gift of Folly
« on: May 31, 2016, 07:23:45 PM »
This is fun seeing the story from a different angle!

General Info / PF MECHANIC: Take 5 and The Move
« on: February 04, 2016, 05:29:22 PM »
PF writes it similarly (which I didn't C+P into the thread):

In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one swift action and one or more free actions. You can always take a move action in place of a standard action.

General Info / PF MECHANIC: Take 5 and The Move
« on: February 04, 2016, 07:40:42 AM »
When 3rd ed came out I didn't appreciate the battle grid. I felt it was unnecessary since I had played for many years without one. Then I saw a combat scenario with it and was instantly converted (no torture required).

What I saw was that it offered a chance to get into the weeds of combat strategy and add a level of tangible and visible realism to what is largely a game of imagination (some may argue the merits of doing this and they are free to do so. Everyone I've talked to loves it). Sure, in the past it was the GM that dictated the field of combat for placement of enemies, AoE of spells and who was affected, how fast one could help another, etc and it worked fine...I daresay the outcome was probably about the same as if a battle grid was used. The difference is that the players have more control, the GM has less to think about, and hence, they all typically have more fun!

With greater detail comes more guidelines (I hesitate to use the word 'rules' because any RP game- the exception being MMORP...because those aren't really roleplaying games- at it's core is free form and malleable to what the players want to do). Pathfinder walks the delicate line of making the combat realistic but also tries to not bog it down with ponderous rules (sometimes they succeed and other times they are less successful). One of the areas that opens up in complexity is movement.

With a battle grid, movement is very often strategic. How you move can be as important as where you move. So let's talk a walk...

Take 5-Foot Step

You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance.

You can take a 5-foot step before, during, or after your other actions in the round.

You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can't take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.

You may not take a 5-foot step using a form of movement for which you do not have a listed speed.


Your speed tells you how far you can move in a round and still do something, such as attack or cast a spell. Your speed depends mostly on your size and your armor.

Dwarves, gnomes, and halflings have a speed of 20 feet (4 squares), or 15 feet (3 squares) when wearing medium or heavy armor (except for dwarves, who move 20 feet in any armor).

Humans, elves, half-elves, half-orcs, and most humanoid monsters have a speed of 30 feet (6 squares), or 20 feet (4 squares) in medium or heavy armor.

If you use two move actions in a round (sometimes called a "double move" action), you can move up to double your speed. If you spend the entire round running, you can move up to quadruple your speed (or triple if you are in heavy armor).


The simplest move action is moving your speed. If you take this kind of move action during your turn, you can't also take a 5-foot step.

Many nonstandard modes of movement are covered under this category, including climbing (up to one-quarter of your speed) and swimming (up to one-quarter of your speed).

Climb: With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at one-quarter your normal speed.

Accelerated Climbing: You can climb at half your speed as a move action by accepting a –5 penalty on your Climb check.

Crawling: You can crawl 5 feet as a move action. Crawling incurs attacks of opportunity from any attackers who threaten you at any point of your crawl. A crawling character is considered prone and must take a move action to stand up, provoking an attack of opportunity.

Swim: Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action).

Move 5 Feet through Difficult Terrain

In some situations, your movement may be so hampered that you don't have sufficient speed even to move 5 feet (a single square). In such a case, you may spend a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it's not, and thus it provokes attacks of opportunity normally.


You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you're in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.

You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.

You can't run across difficult terrain or if you can't see where you're going.

A run represents a speed of about 13 miles per hour for an unencumbered human.

General Info / PF MECHANICS: Have a Nice Trip!
« on: February 03, 2016, 04:32:45 PM »
Now, if you find yourself prone and you need to get up and want to try and mitigate your opponents AOO you have options. You can use Total Defense to get a +4 bonus to your AC and stand up or you can Fight Defensively and get +2 bonus to your AC and be at -4 to hit on your Standard Action attack after you stand up.

General Info / PF MECHANICS: Have a Nice Trip!
« on: February 03, 2016, 04:01:48 PM »
After reviewing the AOO mechanics it is not correct. I also consulted the Paizo forums to see if this was discussed. It was! A prone opponent can make AOO while prone they just do it at -4.

General Info / PF MECHANICS: A Little Help From Your Friends
« on: February 03, 2016, 03:48:13 PM »
This is a core mechanic. When I started to post these PF mechanic snippets the "House Rules" section made sense as a place to put them. Now I'm thinking "General Info". So if I can move them there I will.

In Character Discussions / Gnarcheon's Festival at the Grove of Needles
« on: February 02, 2016, 10:28:02 PM »
“My sisters and brothers of Mahiya, I am Ashe Clearwater, son of Zachary Clearwater of the Valley Chosen and of Zebulon. My greetings to you.” A murmur washed over the crowd after his introduction. Everyone knew of the legendary ascension of Zachary Clearwater to Zebulon, the Champion of Mahiya. Zebulon had not manifested for scores of generations and the fact that Zachary Clearwater had, some years ago, been chosen to harbor that consciousness and battle Zyxu Archeon, the Champion of The Void, spoke to his purity of devotion and strength of character. Liam Clearwater was Ashe’s grandson and protégé and he also ascended to become Mahiya’s champion recently. Ashe was the son and sire of legends and one of the most powerful and respected Druids alive- a fact that was completely lost on Ashe.

Ashe continued his account, “As has been spoken, we are at the threshold of great change.” Ashe felt himself clever for his play on the word “threshold” and hoped someone would appreciate the joke and the deeper meaning. “I bring joyous news from the mouth of the Valley of Mist.” Ashe glanced at Maragarn hoping that he would find solace in the news he was about to impart. “The once lost Ring of Mists has been revealed.” The only sounds that cold be heard apart from Ashe were the occasional crackles of the fire and the creaking of top boughs in the wind. “The Ring was being defiled and taken by agents of Zyxu and with the reliable help of stalwart and trusted friends, Maccabeus of the Dale of Wolves, one of our own Gnarcheon and descendant of honored Shankaria, was victorious in its salvation. How the agents found the Ring of Mists I do not know but they did not prevail.” Ashe paused a moment to allow time for the information to be acknowledged. No one spoke during that moment. “Maccabeus is now the steward of the Ring of Mists and I am continuing Shankaria’s good work by ushering his knowledge in the ways of Mahiya…” Ashe thought a moment and added, “…well, me and another.”

So much had happened in the last few months that Ashe wondered if he could recount it all. Some of the slightest details could hold profound significance to someone and he didn’t want to overlook any of it. Detailed recollection through elegant oration was indeed an art form and Ashe always felt clumsy doing it. “I’m honored to tell you also that the wisdom of the Mother Tree has spread beyond the mountain walls of the Valley of Mist. A mighty Vallenwood now grows strong and majestic at the Ring of Mists. It is being nourished by elemental founts that reflect the Ring so that it drinks the liquid embodiment of Kossuth, Grumbar, Akadi, and Istisha. It is a Vallenwood the manner of which has likely never been seen by anyone alive today. Indeed, Mahiya is speaking directly to us through these events.” Ashe was no stranger to the diversity of the world. He had seen that others also cared for the sovereignty of Mahiya, especially when faced with something as seemingly small as a dry Brak (Summer) or something as devastating as the ash fields of Zyxu’s minions- The Archea, even if they weren’t druids. He knew that it wasn’t just the province of druids to counter the destruction but rather, the responsibility of everyone. “When I say, ‘us’ I mean everyone, not just Gnarcheon.” That revelation caused a quiet stir among many in the throng. Curiously, Ashe sought the face of Eswarth the noble centaur. Eswarth was standing next to Bal-Johr and both returned Ashe’s gaze with an approving nod.  

General Info / PF MECHANICS: A Little Help From Your Friends
« on: February 02, 2016, 05:26:30 PM »
Sometimes opponents are just frustratingly tough. They have pesky things like Armor, Dexterity, protection spells, and bad breath. Other times characters can't seem to hit. This is either by players being serially bad dice rollers despite the bonuses their characters have (*looks at the Griznuqs*), their melee attack just isn't great, or some other mysterious reason (honestly, the possibilities are endless). Well if you find you're getting your rump roast handed to you by the eager orcish butcher then ask for some help! Here's one way help can help...

Aid Another

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.

Many prescribe to having a good offense as being the best defense and many times that's true. On the occasion that you need some help hitting something that everyone is missing isn't it nice to pool your efforts to get the job done? Consider this one more tool in the toolbox!

In Character Discussions / Gnarcheon's Festival at the Grove of Needles
« on: February 01, 2016, 08:00:52 PM »
Ashe looked down at the diminutive Shankaria with an uneasy smile. He was there at the meeting in The Grove of Needles where no human had ever made a formal address until this night. Indeed change was unfolding before everyone’s eyes! That which had never been now…was.

Shankaria looked up at Ashe with her deep eyes telling him she knew precisely what he was thinking at that moment. They had only met recently but they had always been mysteriously connected in some way. Ashe could not appreciate that relation until the moment Shankaria gazed at him with complete confidence. She gave him a soft smile and a gentle nod- a nod that told him he was worthy of his immediate task. A smile that told him he belonged there no matter what precedent history had in place. Ashe came to understand that he wasn’t there speaking as a human, he was there speaking as a Gnarcheon…a Hierophant…a child of Mahiya.

Ashe looked out across the sea of eager faces and among them noticed Varshya’s stone cold stare. He was certain he would have to contend with her at a later point. Her ire with humans was well known and this breach of tradition would likely not soften her outlook. Every one in the crowd was showered by the colorful fires and anxious to hear him speak. He cleared his throat and stepped forward into the circle.

General Info / PF MECHANICS: Have a Nice Trip!
« on: March 12, 2015, 12:51:31 PM »
Have a Nice Trip!

Often in the heat of the moment we can forget that there are options in d20/Pathfinder melee that go beyond the “swing-hit-get hit” back and forth of combat (I like to imagine it being more like a dance with a series of attacks and defenses rather than just trading punches to the nuts). Sometimes in combat it’s hard to get the upper hand against a foe that is currently more than your match. Among many Combat Maneuvers is the “Trip”. The Trip Maneuver will knock an opponent prone and that’s just where you’ll want them in order to turn the tide of battle.


You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.

If your attack exceeds the target's CMD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.


The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.

General Info / PF MECHANICS: Be Defensive, Be, Be Defensive!
« on: March 10, 2015, 01:13:20 PM »
Often in the heat of the moment we can forget that there are options in d20/Pathfinder melee that goes beyond the “swing-hit-get hit” back and forth of combat (I like to imagine it being more like a dance with a series of attacks and defenses rather than just trading punches to the nuts). Sometimes in combat you just need a little bit more defense, other times you’re really desperate and are hoping you don’t get hit before the cleric arrives, and other times you just need to withdraw from combat altogether.
So here’s some options that you might use when the time is right.

Total Defense

You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can't combine total defense with fighting defensively or with the benefit of the Combat Expertise feat. You can't make attacks of opportunity while using total defense.

Fighting Defensively as a Standard Action
You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC until the start of your next turn.


Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. Invisible enemies still get attacks of opportunity against you, and you can't withdraw from combat if you're blinded. You can't take a 5-foot step during the same round in which you withdraw.

If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal.

You may not withdraw using a form of movement for which you don't have a listed speed.

Note that despite the name of this action, you don't actually have to leave combat entirely.

Restricted Withdraw: If you are limited to taking only a standard action each round you can withdraw as a standard action. In this case, you may move up to your speed.

In Character Discussions / Gnarcheon's Festival at the Grove of Needles
« on: November 03, 2014, 07:42:14 PM »
Cailyder listened to Mirriam’s report with an unwavering intensity. Her province was also part of the Great Forest and the political events could, in some way affect her. After Mirriam told his tale of events there was a somber cloud hanging over the group of Mahiya’s children. Shankaria herself, a delightful soul, even seemed to take a reserved air.

Cailyder looked over the crowd illuminated by the glow of the chromatic fires. Their faces seemed almost ghostly in the primal light. These were the faces of the past and the future. Eventually some would return to the cycle and others would carry their knowledge. Each generation building on the last and hopefully not repeating their mistakes. She could count on the children of Mahiya to honor the wisdom of that course for the most part but the children of civilization she doubted would. So often they repeated their ancestors ways as was evident by Mirriam’s tale.

Cailyder then saw Eswarth, who was clearly taller than anyone embracing the fire, step forward. He had his part of recent events to tell his brothers and sisters. He began, in his bass voice, by telling the tale of a magnificent champion of Mahiya, a centaur of utmost devotion and conviction. His name was Teruss and he was the warden of a forest which is now in the northern city state of Maruchek. Though he was a child of Mahiya he was a devotee of Istisha. Through Istisha did he perform incredible acts of healing, healing the very forest itself.

Eswarth, the mighty centaur, continued with a notably regrettable tone. Cailyder, feeling this story perhaps better than most could, listened with unshakable attention. Terrus, Eswarth explained, fell into a foul melancholy. To this day it has never been understood why this happpend. Some speculated that he was corrupted by The Void and others say he became too protective of his forest and to prevent it from dying he grew closer to death. His melancholy grew into despair and then a burning hatred. It was rumored that Istisha, feeling that Teruss had lost his way, abandoned him. Others maintained that it was Teruss that abandoned Istisha. In either case, Terrus became that which he, at one time, would have most despised- a blighter…a fallen druid that destroyed rather than protected. Even his very form began to change, Eswarth explained. Once a proud, majestic centaur, Teruss twisted into what collectively was known as The White Demon. A corrupted version of what he once was. The Teruss that once protected the forest was now gone.

Eswarth looked at the ground and to Cailyder seemed to offer himself and Teruss some self reflection and a prayer. He was not ashamed of what his kin had done for he knew that there were no accidents. Rather he pondered the potential of what could have been. Perhaps everything was in the right and a plan was proceeding as it should have. Maybe, Teruss was chosen.

Eswarth’s demeanor changed as he told the story. He further explained that The white Demon had become obsessed with pain and death but wanted to procure those things that were life. In his pursuit he found Istisha’s Tear. Istisha’s Tear was one piece of three that formed the Eye of Istisha. The White Demon reveled in his perceived victory. In his greed for life, The White Demon, Eswarth explained, was now trapped in an obscure seaside cave. Since Teruss had chosen the way of death and brought death to the forest he once protected he would now suffer with protecting life. He would be the guardian of the Tear of Istisha.

The tall centaur looked to the stars as he told the rest of his story. It was as though he gave Istisha thanks, and more importantly, understanding as the final revelation of his telling. Eswarth explained that The White Demon had been defeated by those that would see the Eye of Istisha once again rejoined. He suspected it was the Shadowhunters that Varshya had spoken of. Cailyder never expected to see the mighty Eswarth nearly brought to tears when he explained that The White Demon, Teruss, had, in his death, been forgiven by Istisha for his transgression and was accepted in the healing embrace of the green moon. It was that embrace that caused Istisha, the green moon to briefly move out of place. It was Teruss returning home.

Eswarth looked up to the crowd as if waking from a trance. Bal-Jhor, Cailyder saw, brought his right hand to his chest as though to salute the proud centaur. Cailyder’s appreciation for the mysterious ways of the divinities grew wider after Eswath’s story.

General Info / Bones
« on: September 23, 2014, 08:00:07 PM »
Oh excellent! I was wondering how to do that... Thankies!

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