Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search

Links
Shop
Recent Reviews

Pathfinder Society Scenario #4–19: The Night March of Kalkamedes (PFRPG) PDF
***** by ZomB

Pathfinder Society Scenario #4–18: The Veteran's Vault (PFRPG) PDF
****( ) by ZomB

Cavalier Mounts (PFRPG)
****( ) by Eric Hinkle

Pathfinder Adventure Path #69: Maiden, Mother, Crone (Reign of Winter 3 of 6)
***( )( ) by Lord Snow

Pathfinder Society Scenario #53: Echoes of the Everwar—Part IV: The Faithless Dead (PFRPG) PDF
**( )( )( ) by KestlerGunner

Paizo People
RSS RSS RSS RSS Facebook Twitter Email

Hoary Muntjac

AbsolutGrndZer0's page

688 posts (742 including aliases). 3 reviews. No lists. 1 wishlist. 3 aliases.

RSS

Search Posts
Search AbsolutGrndZer0's posts:

1 to 50 of 688 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Hmmm I might be interested...

BTW, Oregon Trail Movie Trailer (Movie is fake, but the trailer is fully real and hilarious) if you haven't seen it (though I bet most of you have)


The black raven wrote:

I must say that I love the idea of Hermea and Mengkare as LG, even as it is a despicable attempt at eugenism.

Because I despise the idea that absolute Law and Goodness is rainbows and bunnies everywhere.

And I love the idea that what a Dragon (and many humans) considers as good and proper (ie, LG) is an atrocity to many people.

Except that D&D alignment doesn't work that way. I could just as easily say that what a demon considers good and proper is an atrocity to most everyone else. The demon can CLAIM and even BELIEVE he's Lawful Good as he's slaughtering kittens, doesn't mean he is good in any way using the D&D alignment system.


CalebTGordan wrote:

I don't want to derail this discussion, so I will just do a big post on Hermea elsewhere and you can comment there if you like.

The short of it is that I don't think the term "Free Will" was the appropriate or correct term. This is mostly because of the fact that the people actually govern themselves and Mengkare only bothers himself with big, important issues. Everyone has a measure of power there as well.

Fair enough, um can you link to the "big post on Hermea"?


James Jacobs wrote:


Spell resistance always applies against spells cast on you (as appropriate for the spell); this also applies to magic from spell trigger and spell activation items. Potions are neither, and therefore aren't blocked by spell resistance.

But if you're unconscious and your cleric only has spells prepared, then yes, you might be in trouble if the cleric can't get through your SR. That also happened to me once as a drow PC. And if you lower your SR because someone promised healing but then they cast inflict on you... yup! You were tricked.

Alright, thanks! :)


Rynjin wrote:

Lasts longer, on their own? Impossible. On paper, a Fighter can last indefinitely (though in practice this is not the case).

Can match? Barbarians and Rangers. To a lesser extent, Paladins (they can roflstomp over about 3 encounters a day but are less effective otherwise).

I'm actually not sure what this thread is for. I don't think anyone has ever said Fighters are bad at fighting.

They're just bad at fighting AND being able to do other stuff.

Depends on how you make the fighter, and possibly your point buy amount (or rolls) I mean if say you are 15 point buy, yes your fighter is going to be a big dumb brute or he's going to be more well rounded and so suck at his job. But, with 20 or even 25 points then IMO a well rounded fighter can shine. You can have a fairly high STR and Dex, and still have a pretty good Int and Charisma to be the party leader. Take a trait that gives you Diplomacy bonuses and put some ranks in it.

As for being well-rounded in combat as the OP said, while that works, I tend to like for my fighters to specialize in a single weapon. Maximizing damage with a single weapon (or two, if you want to go the TWF route) allows you to do insane amounts of damage. IF say you have a greatsword as your weapon and you run into something with DR/slashing? Whoope de doo. You already do such massive damage, that DR is a speed bump. Just means you need to tap the breaks, then you can hit the gas again.


Kartari wrote:
AbsolutGrndZer0 wrote:
I've played a mute character before, and I've played a deaf character before. It just requires the player to understand, at least sympathetically if not actually, how a deaf or mute person communicates with non-deaf or non-mute persons. If the player doesn't contribute, that's the fault of the player IMO, not the disadvantage of being mute (or deaf).
I have to chime in and agree. One of the funniest games I've played in was in-person and featured my dwarf ranger with a glass eye, a deaf oracle, and a monk who took a vow of silence. Talk about "see no evil, hear no evil, speak no evil," lol. And totally unplanned. Everyone played their characters very memorably and with much humor. The oracle spoke with a very nasal, hard to understand tone (which was always fun when he was on lookout and tried to tell us what he saw); the monk and the oracle both took sign language as a language (and nobody else did), so the monk would translate what the oracle was trying to warn us about by breaking out his parchment pad and ink pen; my dwarf's glass eye always popped out whenever I rolled a nat 1 on a Perception check. By the time we were done playing charades, the threat was upon us, lol. Good times.

[threadjack]

Ok, that's it. It might not be PFS official, but i'm going to later compare the mute curse to the other curses and make up my own progression. Just so I can make a Pathfinder version of my mute biker chick from World of Darkness someday....

[/threadjack]


You ever bought food that sounded good, but turned out to not be good? For example, right now I am eating a black bean burrito from Taco Bell. Sounds good. I love black beans (though I am not a vegetarian, I could be since black beans are awesome)... however it's mostly lettuce, very little black beans, and borderlines on nasty.


James Jacobs wrote:


In the case of "drink this potion of healing" and it's actually a potion of inflict light wounds, you aren't being tricked. You don't have to choose to fail a save for healing, so you wouldn't actively choose to fail a save when you drink a potion of healing. And therefore, the potion of inflict wounds would surprise you and you'd get a save.

Then what about Spell Resistance? For example, on the Skull and Shackles Obituary thread, there is a guy who's drow died because he was at negative hit points and therefore unconscious. As he could not take a standard action to turn off his spell resistance, and the healer was unable to overcome it, he died. Is this correct interpretation also? Further, if he HAD been conscious (say 1 hit point) and voluntarily lowered his save for the cleric, then the cleric was malicious and cast inflict critical wounds, he's been tricked, yes or not?


I was just thinking of this because i may be playing or running a Skull and Shackles game, but it seems the confusion I have about whether a chatoic good character would fit is the same as some others.

Though, to those that say piracy is straight up evil, maybe that might be true in a real life situtation, but in fantasy its not so much. Take Pirates of the Cairibean for example. Barbosa? He's evil. For sure. Probably netural evil IMO. Captain Jack Sparrow? Chaotic Neutral... now Elizabeth Swan... hmmm would she be Chaotic Good actually?

Second, look at Besmara, the goddess of pirates. She's not evil, she's chaotic neutral.


James Jacobs wrote:


Yes. You can voluntarily fail any saving throw, including a Fortitude save. Saving throws no more model reality than do hit points, after all.

But you can't be tricked, right? I remember in 3.x I always thought you could, but I am thinking I remember someone at Pathfinder saying you always get an option of a saving throw once you know what the spell actually does. So, if I hand you a potion and say "Here, drink this potion of healing" and it's a potion of inflict light wounds, you get a saving throw. If I say I am going to cast cure light wounds on you, but instead cast inflict, you still get your saving throw. Right or wrong?


Mala Salazar wrote:
@AbsolutGrndZer0 - there isn't any listed level progression in HL. Originally I was building a Life Oracle for a JR game and didn't realize that curse wasn't a 'standard' one. I think it makes an interesting character idea though, so why not? :)

I asked James Jacobs about it, and he had this to say about us ever seeing it in player form...

James Jacobs wrote:
Odds are very slim. Having seen PCs who were mute or took a vow of silence in play before and noting how little those characters had to add to the game session from a roleplaying standpoint, I don't think the mute curse is really all that appropriate to players at all.

I replied back, and hopefully I don't offend him, but basically I said that his comments could easily apply to the deaf curse too, at least unless the GM completely ignores that the character is deaf.

I've played a mute character before, and I've played a deaf character before. It just requires the player to understand, at least sympathetically if not actually, how a deaf or mute person communicates with non-deaf or non-mute persons. If the player doesn't contribute, that's the fault of the player IMO, not the disadvantage of being mute (or deaf).


James Jacobs wrote:
AbsolutGrndZer0 wrote:
So, what are the odds of us getting the Mute curse from Jade Regent in a player friendly form? While in an actual book would be awesome, I'd settle for just having it as a blog post. I've played mute characters before and it's a lot of fun, and totally doable. :) Hook us up, please!
Odds are very slim. Having seen PCs who were mute or took a vow of silence in play before and noting how little those characters had to add to the game session from a roleplaying standpoint, I don't think the mute curse is really all that appropriate to players at all.

I could say the same thing about players I've seen play a deaf character too. That is, where the GM didn't completely ignore that the character was deaf. That's why even just a blog post would be nice, since like I said, your reasons to me would easily apply to the deaf curse too. Not trying to be rude or challenge you by the way, just wondering.


So, what are the odds of us getting the Mute curse from Jade Regent in a player friendly form? While in an actual book would be awesome, I'd settle for just having it as a blog post. I've played mute characters before and it's a lot of fun, and totally doable. :) Hook us up, please!


Akumamajin wrote:
Problem is, that mute characters make bad PC concepts ... RPGs are a social game, after all, and its hard to socialize when your character lacks, well, a voice.

I've played a mute character before, it's a lot of fun. Like my character, I had a notepad I passed around to talk to players (actions and such I didn't bother not talking, but if my charater was saying it, I wrote it down on my notepad, which was just like hers)

Then she WAS also psychic for times when she was with people that wouldn't freak out (was a White Wolf game, she was a psychic themed mage, even had the "Circumspect Avatar" merit so mages couldn't tell she was a mage, and she didn't beleive she was... and... was she? She has no avatar, how can any mage really be 100% sure she is when she has no avatar?)


Mala Salazar wrote:

Hero Lab has it as coming from Jade Regent.

** spoiler omitted **

That's cool, but sucks that it doesn't give the level progression, its an NPC thing looks like... Does Hero Labs at all give the progression? Cause OMG I used to have a character in White Wolf that was a psychic based mage that was mute, and some players kept harping on me that it would be easy for any mage to heal but I kept telling them that it resisted any attempts at healing and they were like "OMG that's stupid" usually. Remaking her in Patfhinder would be awesome.


Sissyl wrote:
Good for you. Good for you. Not everyone here has that copout.

I was old enough to vote as of 1996, and I've never voted Republican. I may sometimes have felt like I was voting for the lesser of two evils, but I've never voted Republican.

As for this petition.... declare North Korea a state? Seriously? Can we even DO that?


GM Armadillephant wrote:
Awesome! I'll see about getting stuff around for Jade Regent, but I will warn that it might take a bit.

Hmm just applied for his Skull and Shackles, will need to apply for your Jade regent when it goes up

Would you have a problem with a ninja? Maybe little sister of Ameiko? IIRC that's one of the trait options.


MrSin wrote:

Yeah, you don't see many human sorcs putting their +2 into strength. People tend towards things anyway. Elven bard doesn't sound that bad roleplay wise.

There isn't a roleplayer vs. rollplaying argument when you talk about this sort of thing. Gimping yourself purposefully doesn't make you a better roleplayer and putting +1's into what you need doesn't make you a rollplayer. That's stormwind fallacy.

Yeah, I once made a half-orc witch (yes, I very very much love the Pathfinder witch... LOL) of course I put her +2 into intelligence. But, had she had 3.5 half-orc stats... what was it +4 str, -2 int, -2 cha? Something like that... I still would have made the character. She just would have been a bit better at melee than your average witch, and would have a cool 16 intelligence instead of 18 or 20. No big deal IMO.


Delthyn wrote:

With a Bard, an Inquisitor, and a Witch, they're golden. If the PCs seem low on healing at low levels, toss them a bone (or a wand of cure light wounds with 10 charges).

The point of the game is to have fun. Let them have fun and play what they want to play. I don't know where you got the idea of "making their characters," but its a bad idea. Nothing ruins a game faster for people than playing pre-gens. However, it is your game, and your rules.

Yeah, the only time I've ever done pregens was like last week one of our players couldn't make it to the game, so instead of playing without him, the rest of us played Paizo's "We Be Goblins!" adventure and just used the pregen goblin characters in the back. Since it's a single night's adventure to finish it and it's done, there was no reason to waste time making our own goblins. However, had it been an actual campaign, yeah.

SOMETIMES I might make a character for a new player, if they specifically want to jump right in and learn character creation after they learn how the game works, but other than that... save for one-shots I don't do pregens.


It says you can never have a familiar. Doesn't say it can't be your bonded object.

Also, where does it say you can't enchant the blade? Seemed to me if you spent the feats or the money, you could make it a +5 Vorpal weapon if you wanted, then add your arcene pool stuff to it. If I'm wrong, please tell me where it says that a black blade cannot be enchanted or otherwise enhanced in any way beyond the magus class?


Netopalis wrote:
Might I add a further caveat to say here that, given the fact that you have 4 characters, none of which are over level 5, you really have no right to say what a veteran player should expect? Why? Because you are still a newbie, you are not a veteran. All this self-insertion where you say that somebody ought to attack a newbie instead of you really misses the point, for you are a newbie.

So, the fact that I have 0 characters in PFS, does that make me... what a non-player? Sorry, but I don't see how the # or level of a person's PFS characters has any bearing on them being a newbie or a veteran. Someone could play in the maximum allowed PFS games and PL a character to 20 (or whatever PFS caps at) and they still wouldn't be a veteran player compared to someone that's been playing Dungeons and Dragons for 20+ years.

While I do know this is a PFS discussion area, I still felt the above needed saying, regardless of whether I play PFS myself or not.


Andrew Christian wrote:

If I’m asked to advise on when to do it, I tell people when I would do it:

1) If the tactics call for it in the scenario.
2) If the PC’s continuously become threats because their allies are healing them, they stand back up and continue to do damage to the enemy. So after the 2nd time or so of that same character standing up, the enemy may just decide to ensure they won’t be getting back up again.

I don't play in PFS (nearest Venture Captain is 75+ miles from me), but even in my home games I agree with this.


GM Armadillephant wrote:

I can say that at some point not TOO far in the future I'm planning to run a Jade Regent campaign, but I need to get the rest of the books (or at least a couple more) first. It seems like a fun campaign and I'd probably enjoy running it immensely.

As for any AP I'd be into? Skulls and Shackles also sounds interesting enough to me. Kingmaker is always a popular choice, and the one game of that I got into died early in, so that might be nice to do... Really, I'd be into any of the ones I'm not in right now (those being Rise of the Runelords and Way of the Wicked).

Cool, I'm glad someone else popped in since as I said, I'm very new to PbP so not sure I'm ready to run PbP. I would however be interested, especially if you guys do Skull & Shackles, so please keep me in mind if either of you do. :)


FrinkiacVII wrote:
I firmly believe that some numbers in the game should not be randomized, ability scores and hit points being chief among them. I CERTAINLY wouldn't agree to rolling different score sets for different people either, because that leads to some people getting awesome ones and others getting awful ones, etc. As DM I always use either a point buy system or some kind of set array. Flavor wise, I feel that most PCs would not be "meh" characters at whatever it is they've benn training their whole lives for upto the point where they got a level in their first class. Is a level one Fighter going to have a mediocre Strength? I doubt it. He probably spent a lot of time fighting and exercising and training to become pretty strong, because strength lends itself to being a better fighter. That said, he's probably not have spent that time reading books about religion or magic. Thus whatever numbers he has in Strength ought to be better than (not equally as crappy as) his numbers in Intelligence and or Wisdom. I would expect him to have some numbers that are good, representing the things he did to train himself for his life as a fighter, and other things to be low because he neglected those things while focusing on fighting. The point buy process, to me, models or simulates that formative part of the PCs life when he had to make choices about what he wanted to do "when he grows up" etc. Ad as far as hit points go, I just give player half the number of sides on the die every level. Gives you something to rely on. No Fighter should have to suck it up and deal with getting three or four 1's in a row on consecutive level-ups due to fickle dice. The monster books NEVER give monsters random hit points, why should the PCs have to roll for it?

I agree on the hit points being mandatory rolled, although my games I give players a choice at each level they can either roll their hit points, or take the average for that level. But, if they choose to roll and roll a 1, so be it. Most of my players I find DO roll most levels overall, unless they rolled a 1 last level.


I have to honestly say if you agreed to let the DM roll your stats...

Are you sure the DM isn't just being a jerk and gave you low stats on purpose?

IF that is the case, he actualy rolled those numbers for you, then yes I'd play those stats, however I wouldn't have agreed to the DM rolling my stats in the first place.

As for my games, I always go with point buy, usually 25, since I like my characters to shine over the monsters. I still manage to challenge them pretty well.

I do have one player that prefers to roll his stats, but that's because he's got the craziest luck I've ever seen. I can watch him roll to be sure he's not cheating and see him roll 16, 17, 17, 18, 15, 18 and such crazy high stats. Which, is a big reason also I went to point buy... rolling is just too much of a reliance on luck for me.


My witch Jennica doesn't really have a deity per se, but she's a witch. So, if anything she follows her patron, whoever/whatever he/she/it is. Reason being she's kind of prideful, and doesn't really feel she needs the gods influence to better herself, also because she's from Hermea (she refused to sign the contract to stay on the island) and so she was raised somewhat not to put stock in the gods.

My other witch Baltzar follows Besmara (who is also actually her patron too.) since she is changling (sea hag mother) and so was raised on the docks of Riddleport and on ships in the area.

Then my gunslinger werewolf from Alkenstar (travels with Jennica) actually worships shelyn. Partially because her mother was a paladin of Shelyn before she moved to Alkenstar to raise the daughter she knew would be a werewolf far away from the influence of evil werewolves, but also because Shelyn is all about love and beauty and protecting such. She's very much into protecting those she loves.

I had a black-blooded oracle of flames that worshipped Asmodeus. She was Lawful Neutral, but was a halfling raised in a Chelaxian orphanage. She was for a Carrion Crown game, so her campaign trait was basically that Lorrimor saved her from Cheliax, and that prevented her from becoming fully evil, however she still followed Asmodeus, but more for the Lawful side than the evil side. Was kinda fun though, cause the other players (and especially the NPCs) didn't fully trust her, even worse when she'd use Infernal Healing to heal them... :P

I could go on, I have tons of characters I've made over the years, hell this past year.


Mikaze wrote:

You know, I just want to say that this "it's really not good or evil, it's a fashion choice" approach is much much better than the "alt fashion is a sign of the worst sort of wickedness!" thing the Book of Vile Darkness had going on.

The gothy Ashava worshippers with the guyliner and those Shelynites that have tongue studs would likely thank you. :)

Yeah, the Book of Vile Darkness was HIGHLY biased to the author's viewpoints... alt fashion is evil, prostitution of ANY kind was evil... While overall it had good ideas on making great villains, those things always bothered me. You can't throw all instances of such things in the evil pile. Apparently Pathfinder's writers thought so, especially since Calistria isn't an evil deity, but by the Book of Vile Darkness she'd have to be, since she has um... profane prostitutes?


I MIGHT be interested, however I am completely new to PbP, just going to be starting my first ever game next week probably and so actually running a PbP, I'm not sure...

I could however run both JR and WotW... the one I'm most interested in playing is Skull and Shackles. I have a 25pt (my games I always do 25pt buy, like to give players that extra edge... and even that wasn't enough when I ran Carrion Crown, The Lopper killed 2 players) changeling sea witch (her patron is Besmara, since nothing says a patron can't be a god) I'd love to be able to play.


DaWay wrote:
No you don't néed to have the gift lists line up. the highest level gift you are allowed to take is only dependent upon how high your renown is.

Ah, could have sworn it said that at character creation you had to take them in the right order, only after with experience/renown could you buy them out of order. But no matter, either way it's not that big of a difference in the long run. Although... now I really want to take Level 2 Anybeast instead of Level 1 Partial Change (take it later) for my free pick LOL Nothin' beats the stealth potential of being panther or tiger or even bear instead of a wolf.. or even a common large dog... like a rottweiler or mastiff. :)


CalebTGordan wrote:

I wouldn't say it is strongly implied, only that conflicting hints are given to keep everyone guessing at what goes on there. It makes sense that no one on island sees the exiles again, as they are exiled and are not allowed to return to the island. As for the charred bodies on the shore, they could be pirates (which are frequently in that area of the Inner Sea) or other trespassers. If Mengkare (assuming he is evil,) was killing people who failed in the meeting the strict requirements he wouldn't be so dumb as to leave their charred bodies in places his own people or outsiders would find them. It would be too sloppy and a risky move. Considering that he is probably at least an Ancient dragon, he has powerful magic he could use to completely remove all trace of them, including a wish spell if it came down to it. Allowing to much fear into the population would ruin the experiment, and he has a self interest in making his population believe that it is all Lawful Good to keep things moving in the right direction.

It would actually benefit the island to create some misinformation. A rumor that they were killing undesirables would keep down the number of people trying to become citizens. Actual sightings of charred bodies wouldn't just deter pirates and trespassers, but give those rumors some credit. That doesn't mean that the rumors are false, but at the very least they are exaggerated.

It would also benefit an evil Mangkare to allow "failures" to go back into the rest of the world. Using his powerful magic he could modify memory to make them believe some of these rumors, but also create blocks so that they were fearful to talk about it too often. The result is an unsuspecting agent who spreads misinformation and discourages undesirables from attempting to spoil his grand experiment.

You are free to run your way of course, and certainly your GM will have fun with what you presented.

True, I just have a hard time seeing him as "Good" like most dragons... while the society as a whole may be lawful good, remember in D&D slavery has always been considered a Lawful Evil institution. While some people might think indentured servitude is not slavery, many think it is. The people of Hermea are Mengkare's slaves, nay his PETS. They sign a contract with him ceding all free will, so that makes it more indentured servitude, but still... It's like in Mass Effect 2 you have a chance to help out a girl who accidentally sold herself into "slavery" because she signed a contract she didn't fully understand for a loan then couldn't pay it back. By the way the dialogue is written, it's obvious the writers were very much of the idea that slaves and indentured servants are the same thing in the end.

Anyway, as I read it at least, it seemed to me perfectly valid that Mengkare would allow a recruiter to bring in come changeling babies, just as he would a elf or half-elf. They have power in their blood, just make sure to dispose of their mother so she can't do the hag ritual.

Then again, as for why my witch is leaving Hermea, it's because she refuses to sign away her free will to Mengkare, she's chaotic good (and after reading Champions of Purity, I very much see her as a freedom fighter type) which might be another reason to kill her rather than just send her away. Fear she might return to the island to fight Mengkare (which she wouldn't necessarily... it was their own free will to sign away their free will.. would be hypocritical in her eyes to stop them, because then isn't she going against their free will? Kind of a catch 22 in a way.)


DaWay wrote:
AbsolutGrndZer0 wrote:
pocsaclypse wrote:
I'm thinking of going with a Blood Talon but I'm wavering a bit on the auspice. The obvious choices are Rahu or Irraka but I don't want to step on anyone's toes by doubling up. Plus I'm intrigued by Elodoth paired with Blood Talon. Sounds like a warrior monk diplomat sort of character. Any thoughts from those of you who know the system and lore better?

Yeah, the Elodoth Blood Talon sounds cool, as you said a sort of warrior monk diplomat... Try to negotiate peacefully first, but they won't agree to compromise, then bring down the full wrath of a Blood Talon on them! One of the things I try to avoid (though there ARE benefits to it) is being a stereotype of the tribe. The only reason to do that is you can technically get a level 3 gift that way, if you set it up right (and the ST doesn't house rule you can't get a level 2 or 3 at character creation, many do house rule it). Basically you play like a Rahu Blood Talon. They share gift lists, which means you take the level 1 gift as a rahu, the level 2 gift as your tribe pick, then your free pick is the level 3 gift. When I run I allow it, but if a player actually does it... i watch them very carefully for cheese LOL

EDIT: Oh and DAway, ** spoiler omitted **

The only way to get a level 3 gift to start is by being the auspice/tribe combination that all three renown adds up to 3. In this case the Rahu Blood Talon could not get it his highest would be 2. A Cahalith Blood Talon could get it. This is because the renown choice of Blood Talons is Glory. The Cahalith is Glory but the Rahu is Purity.

Ah yeah ok but sorry I was thinking BT lined up with Rahu, but it's Storm Lords... but yeah plus you also have to have the gifts lists line up, so like a BT Cahalith could get level 3 inspiration, or a Storm Lords Rahu could get level 3 dominance. But like me I couldn't do it because Irraka and Iron Masters are the two cunning, however they dont' share any gift lists. Poor Iron Master Irraka, best I can do is level 2 of something....

DAWay

Spoiler:
which reminds me I'd like to change my gifts to be Feet of Mist (Auspice) and Blending (Free) from Stealth, then Left-Handed Spanner leave the same. Reason for this being that the character idea was formerly a suharrahu and relied on the auspice ability, but since she doesn't have it anymore, the gifts are more important to her stealthiness but I forgot that she no longer would have "The Hidden One", if that's all right?


DaWay wrote:

Lowering harmony for the extra 5 or 10 xp is cool, however I want it explained in the backstory.

I am going to have the first change happen through flash backs. I also want you to include a former pack your characters ran with. I want general ideas of these characters remember a pack has at least three members.

Are we starting still with the former pack, or something will happen to them in the flashbacks?

DAWay

Spoiler:
I'll send you a full write-up of her childhood background in a day or two, then you can decide what of it you want to use or change. Though, should I stop her background story before her first change or not? My original idea was that she was leaving her hometown because she's not safe from the local Ivory Claws anymore (a lot of it because of her own doing, she became too much of a problem for them to keep trying to convert her rather than kill her... basically long story short (and will be in the background), her mother's father was an Ivory Claw and her aunt is very strong on blood, so while she cant make her an Ivory Claw, she at least wants her niece to be Pure, but you can't force a Forsaken to convert, and she doesn't want to kill her... Zelda has no such "protection" though, she's too far removed from the bloodline as far as the aunt is concerned and so when she started giving them trouble, she decided to hell with her, she dies. So, Zelda has to run.)


pocsaclypse wrote:
I'm thinking of going with a Blood Talon but I'm wavering a bit on the auspice. The obvious choices are Rahu or Irraka but I don't want to step on anyone's toes by doubling up. Plus I'm intrigued by Elodoth paired with Blood Talon. Sounds like a warrior monk diplomat sort of character. Any thoughts from those of you who know the system and lore better?

Yeah, the Elodoth Blood Talon sounds cool, as you said a sort of warrior monk diplomat... Try to negotiate peacefully first, but they won't agree to compromise, then bring down the full wrath of a Blood Talon on them! One of the things I try to avoid (though there ARE benefits to it) is being a stereotype of the tribe. The only reason to do that is you can technically get a level 3 gift that way, if you set it up right (and the ST doesn't house rule you can't get a level 2 or 3 at character creation, many do house rule it). Basically you play like a Rahu Blood Talon. They share gift lists, which means you take the level 1 gift as a rahu, the level 2 gift as your tribe pick, then your free pick is the level 3 gift. When I run I allow it, but if a player actually does it... i watch them very carefully for cheese LOL

EDIT: Oh and DAway,

Spoiler:
on my personal sheet I'll go ahead and reduce Resources to 3, as you said 2 was enough (if I understand correctly) then spend 4xp on Fighting Finesse: Knives... then also are you cool with the lowering Harmony for more xp rule? I ask not cause I so much NEED the xp (still got 2 left from lowered Resources,) as it would be useful for the crafts and also as she has two silver bowie knives so that is just asking for her Harmony to already be lower just for carrying them, I went ahead and noted on my sheet (which I can easily change back if you say no) that I lowered Harmony to 5 for 10 xp, then spent it on a 2nd dot of Crafts (6 xp) Auto Repair specialty in Crafts (3xp) and Weaponry specialty of Knives (3xp)


imimrtl wrote:
One of daways RL friends checking in. No idea what I'm playing yet. Only really know old wod so I definitely will be asking dumb questions lol.

The biggest difference is there is no lupus and no metis... Everyone is human born (though werewolf mating is still bad, in fact it's worse... it creates evil spirit werewolves that only exist in the spirit world but are like super powerful and despise werewolves) Also, you aren't born into your tribe, at least not directly. You pick your tribe. While you might be more likely to join a particular tribe if your family is, there's nothing saying you can join a different one and your identical twin joins another. Then spirits in general tend to not like the werewolves, kinda like how your stereotypical criminal hates the cops. Some will work with werewolves (usually the pack totem) kinda like how a criminal might sign up as an informant, but that's really what werewolves are... cops to the spirits, so they tend to not be as friendly as they were in old world.

I'll let DAWays tell you more, as I am not sure how much more he wants you to know and/or what he's changing, but that should all be pretty basic.


DaWay wrote:

yes, arknight there certainly are spots available.

ABG0 I was doing that mainly for the hook, but if you don't want the hook I'd say a resources 2 would suffice if you don't want to do it yourself.

So then I just need resources 2 to have the car? I actually took some points OUT of craft (and the specialty in car repair) to afford that high resources, so I would definitely put those points back if possible. I just partially figured that since the car is worth around $150,000 to collector's, I should need to "afford" it as an asset.

As for the flaw, I kind of like the idea somewhat, but if you aren't making me have a flaw with the car, I'll think about it whether I still want to. The flaw I mentioned might be a fun little hook. Could also explain why she has the higher craft skill, cause she has to keep fixing all the little stuff, but I'll think about it.


DaWay wrote:
I am cool with the car with one tweak. Something doesn't quite work with it. May a spark plug is loose or some wires are crossed. Maybe something supernatural but once a month you will have to make a repair roll to keep the car running properly

Ok, but then in that case do I need such a high Resources to have it then? Cause with Resources 4 there's no way someone couldn't easily keep a classic car running smooth. I'd even go so far then as to use the xp to raise her crafts and buy a specialty in "mechanic" so she knows better how to fix the car herself. However you decide, the small flaw works, I can even work it into her background, since the car is a sort of family heirloom. Her great-grandfather originally owned it before he and her step-great-grandmother were killed in a car wreck. Her grandmother didn't sell the car, she kept it with the thought she might be able to afford to restore it someday, but it was my character's mother that actually took the effort and money to get it restored. Then when my character turned 16 her mother gave her the car.

For the flaw maybe...

Spoiler:
Going with a supernatural angle, maybe the car is haunted by the spirit of her step-great-grandmother who is jealous not only because she was so very young when she died (some might have termed her a "gold digger" since she was so much younger than her husband and even thought ill on him since she wasn't much older than his daughter (22 and 16 respectively)), never got to raise her son, then even worse her son didn't get the car! So that could be why the car has these litle problems all the time, cause her step-great-grandmother is trying to kill her... disconnect the break line here, disconnect a radiator hose on a really hot day... etc

Oh and as for backstory, she's the daughter of a character I originally made the early days of Werewolf the Apocalypse (I never played 1st, but I got into 2nd the first month or so after it came out, the 1st edition book was still next to it on the shelf) and then changed to Forsaken when it came out, so I've got extensive background on her, her parents, even as you can see her grandmother.


Wolf Munroe wrote:

It has always been my understanding that Negative Energy Affinity (a trait shared by dhampirs, umbral dragons, and a few others) causes the creature to be treated as undead for the purposes of the effect. Therefore channeling positive energy to harm the undead would harm the dhampir or other creature with negative energy affinity. Channeling positive energy to heal the living would have no effect since the dhampir is not healed by positive energy.

In other words, treat the dhampir as undead for resolving the channel effect.

PRD wrote:
Negative Energy Affinity (Ex) The creature is alive but is healed by negative energy and harmed by positive energy, as if it were an undead creature. Format negative energy affinity; Location Defensive Abilities

Right, which means that while the cleric can hurt his friend by channeling to harm, he can't make a mistake and heal his other friends then realize OH CRAP i just hurt the dhampir! I guess I'm just mean to dhampir, since I think they should get hosed if their cleric friend forgets to be careful with his positive energy and tries to heal the dhampir with it.


dreamingdragon wrote:

I think running the first change would be a fun way to start the campaign. It makes a certain amount of sense that we'd begin the story where we begin as werewolves.

Either way, with AGZ0 playing the Irraka, I'll go with the Rahu. I'll try to have a character fleshed out in the next day or two.

I'm cool with that, although I discovered one flaw with it in a recent game I ran, wasn't a problem in Apocalypse where your auspice was based on birth, but it is in Forsaken where your auspice is based on your first change, and that is characters going through their first changes staggered throughout the month. At least it was kinda hard for me as an ST to keep the non-werewolf yet players interested.

I'd also have to make a few small tweaks to my character (which I am ok with) since if we did that, she probably wouldn't be starting out a member of her lodge.


Ok, so here is my character idea for your perusal...

Spoiler:

Name: Zelda Marie Jacobs-Donovan

Virtue: Faith
Vice: Wrath
Concept: Luna's Avenging Angel

Auspice: Irraka (Assassin)
Tribe: Iron Masters
Lodge: Lodge of the Savior

Intelligence: 2
Wits: 3
Resolve: 2

Strength: 2
Dexterity: 4
Stamina: 2

Presence: 2
Manipulation: 2
Composure: 2

Computer: 1
Crafts (tattoos): 1
Occult: 2

Athletics:: 2
Brawl (Kickboxing): 3
Drive (Manual): 1
Stealth (Ambushes): 3
Weaponry: 2

Empathy: 2
Persuasion: 2
Streetwise: 1
Subterfuge: 2

Merits

Barfly 1 (2xp)
Striking Looks +1 2 (2 merits)
Fighting Style: Evasive 2 (2 merits)
Resources 4 (3 merits, 6xp)
Two Weapons 1 (2xp)
Wheelman 2 (4xp for a 2 dot only merit)
Driving Style: High-Performance Driving 2 (6xp)

Cunning: 3

Primal-Urge: 1

Gifts

Evasion: Loose Tongue
Technology: Left-Handed Spanner
Mother Luna: Partial Change

Didn't bother posting "derived" stats since those can easily be figured out from the above.

If possible, I'd like for her to own a 1967 Shelby Cobra GT500. It is a rather expensive car (around $130,000-180,000), however it's the only thing she really owns or cares about, in fact she doesn't even have a house or apartment. She either sleeps in the car or stays in motels. I put her Resources high enough to be able to afford it, wish there was a Resources 3.5 though, since 3 isn't enough and 4 is way too much (unless she spends the extra on turbo-charging the car)


DaWay wrote:

I am fine with lodges. And as far as spending xp on merits it is new dots x2. So your striking looks +1 would cost 4 xp.

And this game is a go since I have my bare minimum of 3 players.

Should I use this as a recruitment or make another one?

Ah, so it's what the Camarilla called "simple cost" then, since there is no 1pt version of Striking looks, I don't need to pay for the 1st dot, just the 2nd dot? Just clarifying.

As for recruitment, I think this thread works fine, but up to you.


1 person marked this as a favorite.
Lord Fyre wrote:
Doomed Hero wrote:

It's been up for years. It's not exactly hidden or shady. You think WoTC doesn't know about it?

If they don't care, why do you?

Well, PAIZO might object to someone linking that site on their boards. :)

Yep, even more so with it being a WotC owned property.


1 person marked this as a favorite.
Doomed Hero wrote:

It's been up for years. It's not exactly hidden or shady. You think WoTC doesn't know about it?

If they don't care, why do you?

I was just pointing out the fallacy that WotC approved it. They probably don't care, but if they did, they totally could do something about it because it IS still technically illegal. That's all I'm saying. Just because they don't bother to shut down the site doesn't mean they've expressly given permission any more than EA has given permission to pirate their 1986 game Wasteland. They don't stop you, doesn't mean they gave you permission.


Yeah, always thought that was kinda not so great with Dhampir. So, you channel to harm undead... they are not affected because you are targeting undead to harm they are living... If you channel to heal the living, by the rules (and I've had this clarified by developers) the Dhampir will be unaffected by the channeling, he will not be accidentally harmed. The only way to harm a dhampir with positive energy channeling is therefore to specifically want to harm a dhampir by using positive energy to harm them specifically... or something... it's all very confusing sometimes... Either way, in my experience, all it does is make it so the dhampir counts as neither... there's no real DRAWBACK to it.

This is why in my games I give no mercy to dhampir (or Black-Blooded Oracles either)! If the cleric is channeling to heal the party without selective channeling to excluse the dhampir, the channeling BACKFIRES on the dhampir and harms him instead, just as if the cleric was an idiot and cast cure XX wounds on the dhammpir. Same with the channeling to harm.


pming wrote:

Hiya

Kthulhu wrote:
That website has gotta be all kinds of illegal.

I assume you mean the one for the Marvel Superhero Advanced site I posted? No, it's all totally legit, with WotC permission. Feel free to DL and play all you want. :)

^_^

Paul L. Ming

Not exactly... from the site you linked...

Classic Marvel Forever wrote:
TSR is a registered trademark owned by TSR Inc. TSR inc. is a subsidiary of Wizards of the Coast, Inc., a division of Hasbro, Inc. Names(s) of character(s) and the distinctive likeness(es) thereof are Trademarks and © of Marvel Characters, Inc. and DC Comics, and are used without permission, for educational purposes. This site is NOT a for-profit enterprise, and does not make money. It provides resources to players of a game no longer being produced.

That does not say WotC is ok with it. This is a case of what in the computer games industry is called "Abandonware." The makers of the game no long support it, no longer care about it, and probably aren't going to come after you for pirating their game... however, they technically still could, and therefore it's technically still illegal.


My favorite is GURPS 4th Edition for superheroes. With the core book and Powers, you can literally make anything you want, plus you have disadvantages and such, something most games don't have. Like for example, if you wanted to make Superman in most systems, how do you do his weakness to kryptonite? You don't... There's no rules for that... but GURPS there is.


Alright, assuming you charge 6 pts in my above example, I've got my former Suharrahu character converted to an Irraka Assassin. I'll post her up later when/if this interest thread turns into recruitment.


OH and another question that matters to CC, how do you do merits that aren't leveled 1+ with xp?

New Dots x 2...

Some ST s I've known say that something like Fighting Finesse or first level Striking looks that is 2 dots you have to pay 4 points. Others say you must pay 6 points... 2 for the first dot and 4 for the second dot. I'm cool with however you rule, just need to know as I've seen it done both ways (and in fact the 4pts option was at least for awhile official Camarilla rules, or so my Cam friends told me)


Whether we play out the first change or not depends IMO on what age our characters are. While I know a 60 year old could in theory become a werewolf, most first changes are teenagers, at least that's how my groups have always done it.

But, if we did just make our characters, then we wouldn't necessarily have to all be even from the same area, some of us could be new in town. Just a thought. I'm really cool with it either way.

Oh another question... especially if we don't do first changes in game, what's your thought on lodges? My concept the character is (or will aspire to be, if not allowed to be at the beginning which could actually be fun in a way too) a member of The Lodge of the Savior, if that's alright of course.


I don't read nearly as much as I used to, so it takes me a long time to get through books, longer than it would take if I actually sat down and read them.

That said, I'm currently reading the Sword of Truth series by Terry Goodkind, but alas I am still on Wizard's First Rule LOL

Thogh I have to say to the OP... you are reading Harry Turtledove, if you haven't already you MUST read his other AH novel, Guns of the South. Time travelers go back in time and give General Lee AK-47's just after his famous loss at Gettysburg. Having fully automatic weapons the South easily wins the war even after Gettysburg (they explain why they didn't go back to the beginning of the war, won't spoil that for you)


CalebTGordan wrote:

Wait, how did a changeling come to Hermea? Did she just show up on the island? Was she brought there?

I ask because no one just shows up on the island unexpected and a hag certainly wouldn't have been allowed anywhere near it. Unless Mengkare had a very good reason to allow the child to enter the population, I don't see how or why this character could be from Hermea. Mengkare and his agents are very much aware of who is on the island and what they are.

Thinking about this, and I am not sure you want advice on this part, here is how I would spin it. Assuming that Hermea is a Lawful Good society, Mengkare decided to allow a changeling into his kingdom for reason related to improvements to the island's genepool. However, none were found at an adult age that met his strict guidelines. Basically, there there none that were Lawful Good, that would believe in the purpose of Hermea, and that was considered an expert in some field or study.

So he and his agents instead decided to bring in and adopt changeling babes, hoping to raise them so that they could be groomed to meet the requirements of citizenship. Your character would be one such adopted babe (assuming that you decide to go with this.)

Now, clearly they would have adopted several babes. They can't assume that all of them would pass the tests, nor can they assume that all of them would want to stay. If it was my game, I would say Mengkare uses magic to remove some of your memories of the island before you leave. Doing so would keep some of the secrets of Hermea out of enemy hands. I doubt he would be so cruel as to remove memories of a person's parents and family. He certainly would remove memories of any important projects or points of study, as well as knowledge of island security.

I am working on a write up of how I would do Hermea, which is why I suddenly have an interest in how you are going to do it.

Well, first of all it is very strongly implied (but not outright said) that those leaving Hermea are killed. I say this because it mentions how those who are exiled from Hermea are never seen again by those on the island, and any bodies that happen to wash up on shore burned beyond recognition are dismissed as pirate attacks. That's not outright saying it, but it definitely implies it. At the very least, that's how I'm running with it. Her now best friend just happened to be walking by as she was fighting her "escorts" and helped her kill them instead. She DOES have the Hermean Paragon feat, to reflect that she once lived there but no longer does, and that feat mentions that they might be after her either for recruitment or to silence her. Really, Mengkare might be a gold dragon, but I seriously doubt he's Lawful Good like most of them are... I figure he's turned to Lawful Evil or maybe Lawful Neutral, but running a human breeding program and making everyone cede all free will to him (which is the major objection she had, being that she's Chaotic Good) so they are, really no more than his well-treated slaves? No way that's Lawful Good behavior.

Second, that is sort of the idea I had for it. Basically, they DO have recruiters out in the world, and so her "Father" was a recruiter who when he found her (after killing her mother) he moved back to Hermea to raise her.

1 to 50 of 688 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>



©2002–2013 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.