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Bob SIIE Second Arc: An Empire of Fear

Hello all. This is a quick introduction to the world of Bob, it's history and what you need to make a character in Bob.

Basic House Rules

4d6 drop the lowest for character generation.

3rd level character.

1 extra feat at first level.

At 4th and 8th level you add +1 to 2 stats instead of the usual one.

Armour as Damage Reduction. (link below)

Bloodlines (link below)

Fighter class from the PHB is no longer in use.

Sange Sorcerors and Salubrius base classes (rules in earlier posts)

Most of the details you will need will be in this post:


About Truenamers

See I'm actually posting . Aren't you proud.

Ok I've let people in on some of the facts about trunamers in Bob and I'll verify the facts a little more.

There are very few Truenamers in Bob There were five at the start and here they are:

Guile,  Martin's master
Emily,  Martin's wife (deceased)

It is Tradition that Trunamers are only allowed to take on two apprentices in their lifetime. Most Truenamers start learning at eight years of age. Truenamers usually show respect for others  who know how to Truespeak and will generally try to avoid killing eachother if at all possible.

Every five years Truenamers will meet. Generally at these meetings new students will be welcomed, and rules will be discussed. These meetings are generally held to determine how many True namers exist. If the number of Truenamers exceeds fifteen, then no one can take on new students until there are fewer than seven Truenamers left.

Legacy of Bob

Here's the deal peeps, I want to restart Bob with a campaign following on the foothills of the disaster at Dragonport. Who's interested?

Lets start with some cons first though. I want to urge Bob of as much Pathfinder campaign material as possible. Not open to negotiation - it's either ours or its a hack.

Second, GM rotation. Who's up for it? It seemed to work somewhat well last night and most of the abuses of the player-GM paradigm was noticed and commented on, so I don't think we'll be repeating that. However I do want more participation from the GM's and cooperation. Sharing of history, notes, etc and more material on the Bob LJ. I'm thinking of something like 1 Bob supplement per arc, does that sound too easy or too hard?

Pro's. We start at 3rd level, and we get to encounter our old characters, maybe even kill some of them. We get further in the plots originally designed to be introduced later in Bob.

So whats the word gang?


Pathfinder RPG Preview

Since Josh asked so nicely I decided to go an display a quick run down of the Pathfinder RPG rules as they were presented in the third Alpha Release as of June 2008. But first a little history:

Paizo Publishings recently worked for Wizards of the Coast as the source of their Dragon and Dungeon magazines which presented supplemental materials, articles, and adventures for Dungeons and Dragons and was given the moniker as being the official source. They were also the distributor of several other games and articles and included the Gamemastery Modules which were intended to be full adventures like the classic modules of yore. When DnD 4E was announced, Wizards ended their contract with Paizo so that Wizards could produce their own content directly to DnD Insider.

Paizo Publishings still wanted to be able to produce content for the game but I'm sure they knew what a poison pill the new Game System Liscence was for 4th Edition, compared to the more liberal Open Gaming Liscence of 3rd Edition. As such, Paizo decided to develop the Pathfinder Adventure Paths, which were essentially 3rd Edition campaigns that spanned from level 1 to level 20 in 6 months and six issues of the periodical. These were concentrated version of a previously popular adventure article in their Dungeon magazine, the original Adventure Paths, of which three were produced Shackled City, Age of Worms, and Savage Tide.

The original adventure paths took place in separate from each other, but I always felt there was a similarity between them and the World of Greyhawk, but were often so focused on a specific area that you couldn't really tell.

Pathfinder was set in it's own world with it's own take on the classic world of Dungeons and Dragons and because they had a whole world to describe and a new vision, they opted to create a new set of rules called Pathfinder RPG, their next big step in running off with the Open Game Liscence.

Currently, I am reading from the third version of the Alpha Release, which was presented to the public through Paizo Publishing in order for gaming groups to test out the system and improve it before its final release in the future. Because of this, the content of the book is likely to change and so what you see here should not be considered the be all and end all of the new system.

Chapter 1: Generating a Character
Nothing has really changed in this chapter, which details the creation of ability scores for a character. Attributes and modifiers are the same as are bonus spells. The difference is that they added multiple ways of producing characters based upon rolling randomly or spending points.

Chapter 2: Races
This is where you first see the changes that are presented in Pathfinder RPG and the very clear change in power levels. All the races have been given additional bonuses and have really made all of the races a lot more tantalizing to play. All the races have been given an additional bonus to their attributes. Dwarves and half-orcs got wisdom, elves got intelligence, gnomes and halflings got charisma, and even the half-elf and human got a bonus... In ANY attribute they want! I really like this concept because it allows a player to keep some of the fluff they want to their character and still be able to optimize.

Chapter 3: Classes
This was another very big step, all of the classes got a big boost to their design. All classes get a lot more class abilities, with the casters only having a few dead levels while the rest have new powers up and down the board. One particular change is that all spellcasters have unlimited uses of their 0-level spells. Cantrips and orisons are now at will abilities, allowing spell slingers to continue doing what they're made to do. Of course, certain zero-level spells such as cure minor wounds have been removed for gameplay balanace. Some of big additions are as follows:
Barbarians have gained Rage Powers which give them addifional effects while raging, such as the ability to make bite attacks, reroll will saves, and improve their damage reduction. Barbarians gain this powers by spending rage points. Rather than having a number of rages per day, the barbarian spends rage points to enter and maintain their rage and to activate their various powers.
Bards now gain their bardic knowledge as a universal boost to all of their knowledge skills. They can also take 10 on a few of their knowledge checks and have been given more bardic powers based upon their performances, many of the new ones are actually used to weaken enemies such as paralyzing or instant death.
Clerics have had their spells limited to those that are aligned with their deity's alignment. Therefore, lgood characters should generally forget about using Inflict spells any longer. Also, clericsl gain extra abilities based upon the domains they choose as they level up. Also, instead of turning and rebuking, they channel negative or positive energy.
Druids appear to have changed very little, but their animal companions have been much more clearly defined and function in a lot of ways to a familiar.
Fighters have gained a significant boost and now only gain bonus feats, but also gain armor and weapon training. Armor training races the defense bonus and reduces the penalties of any armour the fighter wears, while weapon training lets him choose a group of weapons which he gains a bonus while using. As he gains levels he can add other weapon groups and those that he has already taken get even better, improving much like a ranger's favoured enemy bonuses improve. This culminates to damage reduction at level 19  and automatically confirmed crits at level 20.
Monks had been given more feats as they level but also gain a Ki pool which gives them a limited number of points to do super human things such as gaining a burst of speed to move, extra attacks, or improve their defense. The only thing that is missing now are some shades and a trenchcoat.
Paladins are still required to be Lawful Good, but they gain additional healing powers and multiple auras that give their party members bonuses when near the paladin. There is also more clear constraints on who a paladin can associate with and how the code works (Follow the law, don't do anything dishonorable, help the needy, punish the wicked, don't associate with those who offend the code).
Rangers can now boost their animal companion or grant their allies the use of their favored enemy ability, they also gain favored terrain bonuses. Rangers can also choose a target to gain an additional bonus as if they were a favored enemy and stacks with the ability as well.
Rogues now can sneak attack more often as their attacks are focused on finding weak points rather than vitals. Unless the target is specifically immune to sneak attacks, a rogue can use its ability. Further, they gain various powers in the form of talents that allow them to gain feat equivalents and other special tricks such as sneak attacking in a surprise round, dealing bleed damage, and dispelling magic.
Sorcerors now automatically eschew their material components and gain additional powers and feats based upon the bloodline that gave them their power. As they grow in power, they gain various bonuses from their source of power, such as metamagic from an arcane source or becoming a half-dragon from a draconic source.
Wizards can either gain magical power from a familiar or invest it into an item such as a staff or ring, they alos gain special abilities based upon their chosen school. That's right, all mages are specialists, but the way their forbidden school works differently. They are free to take spells from a forbidden school, but they cannot enjoy their specialty bonuses so long as they have a forbidden spell prepared.

Chapter 4: Skills
A lot of skills have been condensed or expanded in Pathfinder, but this makes for a bit more manageable list of skills, the lion's share being taken by ythe knowledges which have now been defined to ten focuses. Also, half-ranks have been removed but the amount of skill points a player gets are reduced. Ranks are gained with skill points and are a 1:1 basis on all skills. However, if you take a rank in a skill that is a class skill you get a one-time +3 bonus to the skill.

Chapter 5: Feats
A lot of feats have stayed the same but for a few changes based upon new mechanics. Ranged attacks now have an equivalent to power attacks called Deadly Aim. Arcane casters can get reduced to arcane spell failure, allowing them to wear armour without failure, martial arts have been added, two-handed weapons can do superior amounts of damage in a single swing, and two-weapon fighters have some new tricks.

Chapter 6: Combat
Lots of changes here.
  • Cover has been altered again and uses a much more obstract format based upon squares in combat maps.
  • Clerics channeling causes a burst of energy that can harm undead and cause to them to flee and heals living creatures. The opposite happens in the case of negative energy and undead are attracted.
  • Special attacks such as disarms and grapples are handeled with a single modifier called a Combat Maneuver Bonus versus their target's DC which is simply 15+CMB. This makes combat maneuvers more difficult but rewards those who take feats.
  • Grapples have also been simplified, a grappler gets a big advantage and can pin or beat the snot out of someone they grapple, while the grappled's only duty is to get out of the grapple.

Chapter 6: Magic
This section details the powers gained by domains and school powers and adds a few spells while ultimately renaming many of the classic spells that included names from Gygax's original world. Names like Mordekainen, Tasha, and Bigby have been removed simply to break free of the old flavour of the game.

Chapter 7: Running Pathfinder
This is simply a DMG Coles Notes and includes tables for average die rolls, CR values and the like. XP is handed out by level independant values based solely on a monster's CR and both Treasure and XP are handed out in in three speeds: Slow, medium, and fast. Allowing GMs to choose how quickly player's gain money and levels. They also include conversion rules from DnD 3.5E.

Chapter 8: NPCs
Another DMG chapter, this time dealing with making non-player characters. The tables are a lot simpler than those in the original DMG and give basic stats and gold values for each type of NPC.

Chapter 9: Magic Items
Includes some world specific items and tweaks to existing magic items.

Chapter 10: Glossary
This gives a run down of poisons, diseases, and a few condition modifiers.

There you have it, the abridged look at Alpha Release 3. In August the Beta will be released and we'll see even more of the changes Paizo has in mind and what they've taken from the playtesting crew.

Bob Resurrected

    Started working on my own personal venture in the Bob universe and planning on inflicting it upon the masses of Cold Lake with my friend's gaming group. Some details and comments.

    Continuing a year after the events in Dragon Port, my Mary Sue becomes a junior venture-captain for a large organization in the world of Bob after attempts to rebuild the Shields of Mourngold go horribly wrong. Thank goodness for the gross lack of survivors from the renegade Shield's attack on Dragon Port and Mourngold, since it means that I can get to recycle old material all over again, namely, the entire Pathfinder adventure path.

    I admit, it was pretty scummy for me to use a published adventure when we had agreed that we could make this into a creative personal project. Hell, I admit it, I poisoned the well, so I am not too surprised if I end up getting lynched in that regard. But you've seen the trainwrecks I produce when I'm actually using my own writing. As such, something that was a little more balanced to begin with was very necessary if I was going to produce something meaningful. In the end, I took the concept and ran with it, doing my damndest to make Pathfinder feel like my own. As a result, this new campaign is pretty well my part of the 2007/2008 campaign in version 2.0.

    Pretty well, everything is just about the same with this new version except for some key details. Mourngold and Dragonport did exist, and were burned down by the rogue members of the Shield. Fort Grey was soon abandoned with all the members of the Shield, both loyal and rogue, abandoning it and going their own seperate ways. Josh, Liz, and Amber-Lee's character, dubbed 'Demon Throne', left for parts unknown (The nature of which I will not dwell on.) while the two remaining Fury Brothers continued after their father and an end to their curse. Zeia (read: Mary Sue), went home to Nosterloch in order to 'find herself' and found a new party of adventurers. An unfortunate run in with the Council of Wyrms led to the destruction of her fledgling band and more questions than answers.

    From there, Zeia got the venture-captain job back in the southern nation (God knows I never wrote it down) and ended up finding out that Brace had another castle stashed away near a sleepy little coastal town. (You may proceed with the rolling of your eyes, I really have no shame anymore.) This makes for a great home base (albeit bigger and emptier) for a party of adventurers that she will now have to be the patron of. Hence the cycle of life continues and a new generation of heroes will be able to get involved in the world.

A couple of features of this campaign include the following.
-   New Edition: The game will run off of the Pathfinder RPG system rather than vanilla 3.5E. In essence, Pathfinder is the equivalent of 3.75E with some more interesting work on improving classes and races and smoothing out the rules. I wasn't too interested in introducing 4E to the campaign world. Some fun little details include better class progression and the inclusion of some prestige class effects into the upper levels of a class. (Sorcerors can become dragon disciples through normal progression, for example.)
-    A fully detailed castle: Sat down with the stronghold builder's guide and create a complete castle with various facilities for the players to enjoy once they can afford to develop it and gain all the benefits. Includes a dungeon crawl and a dragon!*
-   *Dragons? In my DnD?: A dragon has taken the castle as its lair and has made an alliance with Zeia for mutual protection. A dragon makes an excellent treasury guard though getting your hand caught in the proverbial cookie jar has far greater consequences. The dragon also has it's personal hoard and prefers items, art, and gems, over coins. (A dragon has the time to let an investment such as a Picasso original grow, while a human does not.) Because of this, the dragon makes an excellent place for the group to sell goods they cannot sell in town. Have an evil item? An expensive item which would be an economic poison pill? Sell it to the dragon, you will only get a fraction of the real value, (Even a nice dragon has to be miserly.) but what's better, money you can use or an item you can't?
-   Empire Building: As the group gains power they may be looked upon not just as heroes, but also protectors and leaders. Having a castle helps when those pesky barbarians or goblins show up, and a distant capitol city means that stewards and lords need to be placed throughtout the land. Wouldn't it be awesome to actually rule a portion of land as a lord? You get taxes, gifts, power, responsibility, and respect.
-   Trophy Rules: Some players like getting trophies, but often these just fill a player's sheet but don't do anything. Others have no interest and just want the gold piece amount of the death knight's helm. The trophy rules function to give these trophies a real in-game value. Normally a trophy just makes a good conversation piece when talking with common folk (+2 to interaction skills), and if mounted in your castle, increases the percieved value of the place (boost leadership scores and low labour costs).
    Some trophies can be specialized for various tasks such as a symbol of fear for your foes (+4 to intimidate) or proof of your tall tale (+4 to bluff). Some trophies, particularly from bosses can confer other bonuses. (Malfesnakor's head may confer a bonus to damage evil outsiders, for example.) Aside from the trophies left in the castle, the players can only choose a few trophies to gain the bonus from at any one time, but they don't necessarily have to have the trophy on their person to gain the advantage. (Some might, such as interaction based bonuses, but things like the Malfeshnakor bonus might be able to be 'transmitted'.)
    I'm thinking of having it limited to one trophy bonus per level, and the players can only change their choices between adventures. (Character can share 'trasmit' trophy bonuses but ones that need to be there can only be enjoyed by one person at a time.) [THOUGHTS?]
-   Memento Rules: It always saddened me when I worked to come up with a unique piece of treasure, describing all the brilliance to it and the response is: "Is it magical? If not, how much is it worth?". Therefore I decided on these rules. A character can choose unique items that are found and deem them as 'keepsakes', usually things they intend to use or place value on and would like to keep. (A unique gemstone to a dwarf, an elegant mirror for an elf, a gnargled piece of driftwood for the orc.) These items confer a small bonus based on the nature of the object, or a general one if the player so chooses. (The mirror might give a +2 to charisma based checks, the gemstone might give a +1 bonus to Will, and the driftwood might give a +2 to Swim check.)
    The item needs to be in the person's possession for a set amount of time before it becomes a keepsake (3 days perhaps?), after which, it becomes permanently owned by the character who will not allow it be sold and will either keep it on their person or in a safe place. (Though you cannot enjoy the bonus unless the item is with you.) The connection with the item is lost of the item is not in the character's possesion or a place of ownership for a long time (7 days, 2 weeks?) to which it loses it's bonus and suffers a penalty (a la losing your familiar; this is to ensure that players keep their mementos and don't just 'trade them in'.)
    Characters can have only a limited number of mementos (Four per level? Less than that?) but can only enjoy the effect of one memento per level, but they can change the memento they want the bonus from while they rest (or any long period of low activity, therefore the dwarf might use his +1 Will gemstone for a dungeon crawl, but when he gets back to the tavern, switches to a scarf to give him a +1 Fort so he can drink himself silly.) [THOUGHTS?]

Durba durba durba

Seriously though, Bob 2.0? 1.9 even?

I'd like to make it take place in a different time frame. Maybe 100 years later, after mourngold has been rebuilt.

Or do people just want to start anew in a new campaign world that is a "descendant" of Bob?

I'd like to be in the DM rotation. Maybe we could work on making this 3.7 or something.

ALSO I picked up the World's Largest Dungeon, and I'm looking to run a campaign based on it. Who would be interested? I've talked Amberle into it (She enjoyed the last one) and maybe Keesha as well (Making this a 2 times a month thing at most).

Looking at using openRPG or Sryth or other similar things to allow for online play or for between session gaming. I'll post links as soon as we've playtested to determine what might work better. Worse case scenario, I will write something in Flash. Which could be FUN :P



Sryth is a no go. It's a self contained system.


Trying Open RPG? Any assitants?


DAMN IT. I'm not sure this will work for Mac, but it's based on python, so I'll see what I can do...

Jun. 29th, 2008

Would anyone be up for Bob round 2?



Sometimes I pretend that someone other than Josh reads this.

Update to the Hexblade

Making my life easier, Mike Mearls has suggested some changes to make the hexblade a better class. So we're going to change it as follows:

* Good Fortitude save
* Curse ability usable 1 + the hexblade's Cha modifier per day
* Curse ability usable as a swift action
* Curse ability does not count as used if the target makes his saving throw
* Ability to cast in light or medium armor and while carrying a light shield or buckler
* At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.

Full post available here: http://forums.gleemax.com/showpost.php?p=10585113#post10585113


How do I build?


These mighty pandaren warriors oversee the armies of their empire and serve as feudal lords to the general population. Shodo-Pans have the ability to wield geomantic powers as well as the wardancers' shaktani blades. The stoic Shodo-Pans' greatest enemies are the cruel centaur khans of southern Kalimdor. The Pans ceaselessly work to hunt down the khans and their centaur marauders whenever they encroach upon the lands of the pandaren empire.


Despite their girth and size, pandaren wardancers are exceptionally agile. Carrying their sacred shaktani warblades, these mighty swordsmen inspire fear in all of the primitive denizens of the Barrens. Though their light bambus armor gives them only moderate protection, the wardancers' skills make them formidable opponents.


Much like the night elf druids, the pandaren mystics developed an affinity for the spirits of the earth. These hearty mystics developed the practice of geomancy - and learned to wield the fury of the earth by appeasing the restless elemental spirits. Many geomancers have been known to summon various types of rock and stone elementals, and great geomancers have even caused catastrophic earthquakes to swallow enemy armies.

How would I build a character like this? Best I can think is Fighter, Mage, then Arcane fighter dude... Help?