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Apostle of Gygax's page
295 posts. Alias of David Fryer.
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Shia LeBouf said he was done with Transformers. I am hoping that this movie will be set on Cybertron and have Galvatron be the villain. And have them do like the latest Transformers comics and have Galvatron be a different being from Megatron.
April? But I need it on Thursday! >:(
meatrace wrote: Leafar the Lost wrote: The father is the Head of the Household, therefore his word is law. He did nothing wrong... Got ya. So if he just decided to shoot his daughter instead he'd have every right...
What kind of backwater caveman actually thinks this way anymore? Ignore him. Leafar likes to provoke people and just says things to be provocative.
Hulk like to ride Hulk's bicycle, Hulk like to ride Hulk's bike.
Severed Ronin wrote: Though I was introduced to Catfolk first through many similar veins as the rest of you (i.e. Tigra, Chanur, and most importantly for me, Thundercats) we mustn't forget that most epic of all children shows for those slightly younger folks in our audience.
I'll be honest. I watched it too.
Fixed the link for you.
Jil Du Ghal is the Hand's only dedicated fighter who specializes in archery. She is also romantically involved with Archangel.
Jil Du Ghal CR 4
XP 800
Female human fighter (archer) 4
N medium humanoid
Init: +3; Senses: Perception +0
AC: 17, Touch: 13, Flat-Footed: 14 (+4 armor, +3 Dex)
hp: 30 (4d10+8)
Fort: +6, Ref: +4, Will: +0
Speed: 30 feet
Melee: mwk greatsword +7 (2d6+3/19-20)
Ranged: mwk longbow +8 (1d8/x3)
Special Attacks: Trick Shot (disarm)
Str: 14, Dex: 17, Con: 14, Int: 10, Wis: 8, Cha: 12
Base Atk: +4, CMB: +6, CMD: 19
Feats: Combat Reflexes, Deadly Aim, Far Shot, Point Blank Shot, Precise Shot, Rapid Shot
Skills: Climb +9, Stealth +7, Survival +6
Languages: Common
Combat Gear: Potion of Invisibility; other gear: +1 studded leather armor, mwk longbow with 20 arrows, mwk greatsword, gear and coins worth 200 gp
Can't you smash? Hulk am watching Wuthering Heights.
Hulk am honored and privileged to accept Nobel Peace Prize.
Eiger CR 3
XP 800
Male half orc monk 3/rogue 1
LN medium humanoid
Init: +3; Senses: darkvision 60ft, Perception +5
AC: 15, Touch: 14, Flat-Footed: 12 (+1 armor, +3 Dex)
hp: 26 (4d8+8)
Fort: +5, Ref: +8, Will: +4; +2 vs. enchantment
Defensive Abilities: Evasion
Speed: 40 ft
Melee: Unarmed Strike +4 (1d6+2)
Ranged: Mwk Javelin +6 (1d6+2), shuriken +6 (1d2+2)
Special Attacks: Flurry of Blows, Sneak Attack +1d6
Str: 15, Dex: 16, Con: 14, Int: 10, Wis:12, Cha: 8
Base Atk: +2, CMB: +5, CMD: 18
Feats: Acrobatic, Combat Reflexes, Dodge, Stunning Fist
Skills: Acrobatics +12, Climb +9, Disable Device +7, Escape Artist +10, Perception +5, Sense Motive +5, Stealth +10, Use Magic Device +3; Racial Bonuses: Intimidate +2
Languages: Common, Orc
SQ: Orc Blood, Orc Ferocity, Trapfinding
Combat Gear: Amulet of Natural Armor +1, Drow Poison (2), Potion of Cat's Grace (3), Potion of Barkskin (2); other gear: mwk javelin (5), shuriken (15), gear and coins worth 200 gp
Michael Bay has confirmed that he has inked a deal to direct Transformers 4 set for release sometime in 2014. Story
Macharius wrote: If you knew the prisoners were coming back, why make the prison a park/museum with tours and boat rides? It'd be a helluva lot easier to keep all the cells locked up so the prisoners reappearing are still jailed, and without means of escaping into the general population to kill again. With a body count of at least ten as a result, including two cops plus a third retired one, this should be a no-brainer. I realize there wouldn't be show if it was done like this, but it's an extremely glaring plot hole nonetheless. Well we now know that they are not all appearing on Alcatraz. I missed the last couple of episodes so I can't confirm this, but I wonder if there is some significance to the places where they comeback at.
Want!!!!
I am. I have been very busy with school and with stating up NPCs and monsters for my home campaign.
Freehold DM wrote: I'm really hoping he didn't just viral video his way into a child protective services visit. He did.
Jerry Wright 307 wrote: Apostle, I think I can blame you for my sudden inability to work on my Campaign world. Because of what you wrote, I've dragged out my gazetteers and have been going over them in nostalgic glee. =P
That's not my fault. You should be more disciplined. :) Of course I spent the last two days scanning them to PDF so I could read them in class.
Ultimately though, D&D/Pathfinder is not nor was it ever intended to be a fully customizable game. The same concerns you express about humans are true across the board. There is not much difference between an elf from Korvosa and an elf from Kyonin either, except for fluff. There is no difference between a half orc from the Scarred Lands and one from the Nentir Vale, so long as you stick to the same rule set. In the end the differences between a Samurai and a Knight boil down to fluff. Take away the cultural stuff and they are both guys in medium to heavy armor who hit you with sharp pointy pieces of metal. They even both have a code of honor that they are both supposed to live by and Historically speaking were both more often than not honored in the breach. Where you see humans as being bland, I see them as being incredibly diverse in D&D/Pathfinder. The fact that they get extra skill points and a bonus feat make them much more customizable than any other race, IMO.

Jerry Wright 307 wrote: My point is not that there are no races that aren't substandard to humans. There are, as Finn pointed out. It's that hardly anyone tries to make human cultures that offer anything special. TSR did it with Birthright, and somewhat in Greyhawk, but that was limited in both cases.
We don't have elves and dwarves and half-orcs in our own world, but there's a tremendous difference between a Samurai and a medieval European knight, or between a Bedouin and a Mongol. Why not let similar differences be reflected in the humans in D&D fantasy worlds?
You and I are going to have to disagree here Jerry. I have never been a fan of the "mechanics equals culture" idea that springs up from time to time. Sure, Bedouin and Mongals are different and Asians are different from Europeans, but we are all human beings and we are all "mechanically" the same. If you took a child from Mongolia and raised him in an Arabian home he would be Arabian, not Mongolian. If you took a child from England and raised her in a Japanese home she would be Japanese, not English. Culture is not a matter of stats, it is a matter of fluff.
As for the lack of human culture, I managed to pick up the entire set of the Gazetteer line at a yard sale this weekend. There are thirteen sets in the lineup. There are two for elves; one for surface elves and one for "drow", one installment for dwarves, one for halfings, and one for all other humanoids. The eight other sets all are about human cultures ranging from Thyatis (ancient Rome), to the Atruaghin Clans (Native American tribes), to Darokin (an odd blend of Musketeer France and westward expansion United States). That is a lot of culture to build your character around without changing the mechanics of the human.
As for the rest of the races being stronger, faster, smarter, etc. than humans, that has trade offs. Sure the elf may be smarter or more dexterous than a human (It depends on where you stick that floating +2 bonus) but he is not going to have the stamina or endurance that a human has. Is it any wonder that elven women prefer human men?* On the other hand, the dwarf may be able to drink you under the table and he's a little more observant, but he is not getting the chicks. As for the rest of the stat block, well humans just work that much harder to be successful and in most fantasy world they have succeeded in doing just that.
*
If we are going to refight old battles, could we at least agree that we will refight the Battle of Hastings rather than the edition wars? I thought the purpose of this thread was to look to the future, not continue beating a horse that is so dead that he is beginning to fossilize.
Sir Jolt wrote: So, if I like using a grid map for combat but my friend doesn't, we're going to be able to make that work? Yes, it is called compromise. :)
R_Chance wrote: The witch / warlock debate came up when someone mentioned they would rather Paizo not use "warlock" as a class name because it was a name for male witch iirc. He was berated for it and now it has it's own thread :) That's about the sum of it. People in the thread asked that the debate be moved to it's own thread, so here we are.

Here are a few more monsters I have converted.
Narleth CR 5
CE large aberration
Init: +3, Senses: Darkvision 60 ft, Perception +1
AC: 18, Touch 12, Flat Footed 15 (+3 Dex, +6 natural, -1 size)
hp: 70 (7d8+35)
Fort: +7, Ref: + 5, Will: +6
Immune: Acid
Speed: 60 ft, Climb 60 ft
Melee: mwk short sword +10 (1d8+4/19-20), mwk short sword +8/+4/+4/+4 (1d8+4/19-20) with multiweapon fighting, Bite +9 (1d8+4 plus acid)
Space: 10 feet; Reach: 10 feet
Special Attacks: Acid (2d6)
Spell-like Abilities (CL 7th)
3/day-Web (DC 14)
Str: 19, Dex: 16, Con: 20, Int: 9, Wis: 12, Cha 14
Base Atk: +5, CMB: +12, CMD: 25
Feats: Blind Fight, Combat Reflexes, Defensive Combat Training, Multiweapon Fighting
Skills: Climb +22, Intimidate +12, Stealth +13
Languages: Goblin
Environment: Temperate forests and hills
Organization: Solitary
Treasure: NPC Gear (4 mwk shortswords, other gear and coins worth 310 gp)
Narleth are eight foot tall humanoids that blend the traits of spiders and humanoids. They have four muscular arms; each arm wields a powerful short sword. They have multiple red eyes and sharp dripping mandibles.
The name Narleth means "silken death" in the elven tongue. They may have been created as warriors during the Divine War, or they may be mutants that arose in the aftermath. Regardless of their origin they became an incredible menace to elves in the days following the Divine War. The narleth haunted the woods and snuck into elven homes to murder their children. Finally the elves banded together and hunted the narleth almost to extinction. There are only a few narleth left, brooding in lonely caverns or ancient ruins. They delight in causing misery on anyone who stumbles into their lair.
Dragon, Slarecian
Slarecian Dragon, Wyrmling
CR 2
XP 600
NE Tiny Dragon (cold, earth)
Init: +7, Senses: Dragon Senses, Perception +8
AC 15, touch 13, flat footed 12 (+3 Dex, +2 size)
hp: 22 (3d12+3)
Fort +4, Ref +3, Will +5
Immune to cold, paralysis, and sleep
Speed: 60- ft, fly 100 ft (average)
Melee: bite +5 (1d4+3), or 2 claws +5 (1d3+3)
Special Attacks: Breath Weapon (30 ft line, DC 12, 2d6 cold)
Str 11, Dex 16, Con 13, Int 14, Wis 15, Cha 14
Base Atk +3, CMB +1, CMD 14
Feats: Combat Reflexes, Improved Initiative
Skills: Appraise +8, Diplomacy +8, Fly +11, Intimidate +8, Knowledge (Arcana) +8, Knowledge (The Planes) +8, Perception +8, Spellcraft +8
Languages: Common, Draconic, 2 others
Environment: any land or underground
Organization: Solitary, fair (3-8)
Treasure: double
Slarecian Dragon, Young
CR 6
XP 2,400
NE Medium Dragon (cold, earth)
Init +6, Senses: Dragon senses, perception +17
AC: 18, touch 12, flat footed 16 )+2 Dex, +6 natural)
hp: 66 (7d12+21), DR 5/Magic
Fort +8, Ref +7, Will +8
Immune to cold, paralysis, and sleep
Speed: 60 ft, fly 150 ft (average), burrow 60 ft
Melee: bite +11 (1d8+4), or 2 claws (1d6+4), or 2 wings +6 (1d4+2)
Special Attacks: Breath Weapon (60 ft line, DC 16, 6d6 cold)
Str 19, Dex 14, Con 17, Int 16, Wis 17, Cha 16
Base Atk +7, CMB +11, CMD 23
Feats: Alertness, Combat Reflexes, Endurance, Die Hard, Improved Initative
Skills: Appraise +13, Bluff +13, Diplomacy +13, Fly +12, Intimidate +13, Knowledge (Arcana) +13, Knowledge (The Planes) +13, Perception +17, Sense Motive +5, Spellcraft +13
Languages: Common, Draconic, 3 others
SQ: Change Shape (polymorph self)
Environment: any land or underground
Organization: solitary
Treasure: double
Slarecian Dragon, Adult
CR 10
XP 9,000
NE Large Dragon (cold, earth)
Aura: Frightful Presence (180 ft, DC 21)
AC 25, touch 10, flat footed 24 (-1 size, +1 Dex, +15 natural)
hp: 138 (12d12+60), DR 5/Magic
Fort +13, Ref +98, Will +1
Immune to cold, paralysis, and sleep
Speed: 60 ft, Fly 200 ft (poor), burrow 60 ft
Melee: Bite +19 (2d6+7), or 2 claws +19 (1d8+7), or 2 wings +14 (1d6+3), or tail slap +14 (1d8+3)
Special Attacks: Breath Weapon (80 ft, DC 21, 12d6 cold)
Spell-like Abilities (CL 12th)
At-Will: Detect Magic
3/day-Dispel Magic, Scrying (DC 18)
Spells Known (CL 4th)
2nd (4/day)-Scorching Ray
1st (8/day-Charm Person (DC 16), Identify, True Strike
0-Acid Splash, Dancing Lights, Flare, Ghost Sounds, Light, Ray of Frost, Read Magic
Str 25, Dex 12, Con 21, Int 20, Wis 21, Cha 20
Base Atk +12, CMB +20, CMD 31
Feats: Alertness, Combat Reflexes, Die Hard, Endurance, Enlarge Spell, Improved Initative
Skills: Appraise +20, Bluff +20, Diplomacy +20, Intimidate +20, Knowledge (Arcana) +20, Knowledge (History) +20, Knowledge (The Planes) +20, Perception +24, Sense Motive +24, Spellcraft +20
Languages: Common, Draconic, five other languages
SQ: Change Shape (polymorph self)
Environment: any land or underground
Organization: solitary
Treasure: double
The name slarecian was one that invoked dread prior to the Divine War. This race of beings were as powerful as the gods or the Titans and they sought to unmake the world for their own dark purposes. They even kidnapped the goddess Drendari and ripped the secrets of shadow magic from her using strange mental powers. These beings were so powerful that it caused the gods and the Titans to join forces to destroy them.
Although most of the slarecians were destroyed, some found a way to escape extermination by transforming themselves into mighty dragons. Although they lost a great deal of power in the transformation and they are extremely rare; slarecian dragons are still fearsome opponents. They are highly skilled with magic and the oldest dragons even have the power to destroy magic items and artifacts with their breath weapon.
Note: Ancient and above Slarecian dragons have two breath weapons, one is the cold breath weapon that all Slarecian dragons possess. The second is a magical effect that works the same as a Mage's Disjunction spell with a caster level equal to the dragon's hit dice.
What level is the rest of the party, and how many are there. I might have something for you, but I want to make sure.
I have several of the books, but to be honest I have never gotten around to playing it. The combat rules are way different than Pathfinder or D&D, as you use a chart and opposed rolls to see if you hit or not. Also, you roll initiative at the start of each round rather than just once per encounter. The game is a lot harder to learn than say BESM, but a lot simpler to learn than Exalted. I don't know if that helps. Personally I plan on picking up Psionics Unleashed and then using the campaign setting with Pathfinder.
Jeremiziah wrote: Raevhen wrote: "I live for moments when I tell people that I'm going to do something and they're reaction is, "that's impossible.""
- Monte Cook via Facebook today
Getting their/they're/there right: impossible. Just one of the many reasons that English is one of the most difficult for non native speakers to learn. Or so my friends from Shanghai and Baghdad tell me.
Well one thought is that warlock could be a summoner archetype. However, I was thinking more like a 20 level base class version of the Diabolist PrC.
It was also thought to be derived from the Norse word that meant summoner of spirits, which would make it fully appropriate for what many people have proposed that a Pathfinder warlock should be.

I have two requests. The first is Snowhunter. He is a muscular catfolk with a lion like face, strangely blue eyes, and an unruly main of silver-white hair. He is a tribal hunter so he dresses in a very primitive manner, imagine if you will a hybrid of gladiator and Tarzan. He never goes anywhere without his long spear and a quiver full of javelins.
The other is Lyrinal, an elven cleric. She is a servant of the goddess of lust and secrets, so she dresses in a very practical, but seductive manner. However, her clothes are not slutty to the point of drawing unwanted attention to herself. I imagine her wearing some kind of loose fitting but sexy dress, with a catsuit underneath in case she needs to spy on someone or slip away unnoticed. Her clothes have lots of laced slits, which are actually expansion points because she was born to a tribe of elven werewolves. She carries a concealed, but easily accessible dagger and her outer garment will have her holy symbol, a grail with a dagger point down in it, woven somewhere conspicuously on it.
Oops. It has been a long week. :(
Well technically there are gnomes, they are just wandering the Amazon Jungle on another continent. However your half orc barbarian could fight the dire tiger riding cannibalistic catfolk barbarians.
For me, "core" is anything that fits the campaign I am running at the time. So for my current campaign that means no gnomes, gunslingers, ninja, or samurais. Anything else is allowable that is not specifically designated as an alternate system. I am also using traits and, for a more epic feel, hero points. For my next campaign "core" may change depending on what type of campaign I decide to run.
Then do it in another thread. There is a whole section called Off-Topic Discussion for just such shouting matches.
Just as a bit of advice from one DM to another, Fluff should always be story driven rather than mechanics driven. Never let the mechanics get in the way of good storytelling.
If you want to emphasis the "feyness" of the character then I would suggest a lot of enchantment and illusion spells. Put some points into intimidate and look at feats that will boost that, maybe Skill Focus or the like. Beyond that, whether the NPC's army is afraid of her is less a function of mechanics and more a matter of background and "fluff." With the right personality and role-playing Bruce Banner could become more frightening than the Hulk.
Thanks, sounds like things have really been streamlined. One other thing. Could you explai, within the bounds that the NDA allows you to, how do skills work? That has been a question I have run into in a lot of different places I am am curious to know.
That was amusing and informative beyond words.
F. Wesley Schneider wrote: Gorbacz wrote: Turns out that Pathfinder is super popular in Japan as a result, and leads to wonderful/scary stuff such as this. Awesome. What more do you know!? More links! My only complaint is that the music overpowered the narration at times.
I had a CN character in a Rise of the Runelords campaign I was running use Create Water to waterboard a goblin. What is the most creative use of a spell you have seen?
Mort the Cleverly Named wrote: Up next: trying to drown them with create water. Actually, under the rules as they currently exist, if you had someone trapped in a pit and either enough patience or a high enough level character you could drown someone with Create Water. The rules only say you can't create the water in a person, it doesn't say you can't drown in it. I had a CN character in a Rise of the Runelords campaign I was running use Create Water to waterboard a goblin.
Four hours for 5 to 6 encounters seems like it moves pretty quick. Particularly if you were pausing in between encounters to comment on how things worked. About how many opponents were there in each encounter and how many PCs were in your group?
Our current party has a witch and a paladin as healers and we have seemed to do okay so far. The only time that things went really wrong for them was when the witch took one too many jolts from Shocking Grasp and ended up unconscious. That was when the busted out the Wand of Cure Light Wounds that they had bought as a "backup healer."
I see. I have seen some of their stuff. Being as this is the television subforum I had not expected it to be about a Youtube show.

Next up is Dhavut Stonebreaker. He was exiled from the dwarven city of Burok Torn because of his worship of the goddess Belsameth, patron of lycanthropes and murderers. He is a member of the Cult of Ancients which is the most feared assassin's guild in the Scarred Lands. He likes to use his heavy weapons and armor to lull his opponents into a false sense of security before he starts to use his sneak attack and Bleeding Attack abilities.
Dhavut Stonebreaker CR 3
XP 800
Male dwarf fighter 1/rogue 3
NE medium humanoid
Init: +6; Senses: Darkvision 60 ft, Perception +1
AC: 21, Touch: 11, Flat-Footed: 20, +4 against gaints (+10 armor, +1 Dex)
hp: 27 (1d10+2 plus 3d8+6)
Fort: +5, Ref: +5, Will: +2; +2 against poison, spells, and spell-like effects
Defensive Abilities: Evasion
Speed: 20 ft
Melee: mwk greataxe +7 (1d12+4/x3)
Ranged: heavy crossbow +5 (1d10/19-20)
Special Attacks: Bleeding Attack, Sneak Attack +2d6, +1 to hit orcs and goblinoids
Str: 16, Dex: 14, Con: 15, Int: 11, Wis: 12, Cha: 10
Base Atk: +3, CMB: +6, CMD: 18 (22 vs. bull rush and trip)
Feats: Cleave, Power Attack, Step Up
Skills: Appraise +6 (+ for nonmagical items that include gems or precious stones), Craft (alchemy) +6, Disable Device +8 Intimidate +7, Knowledge (dungeoneering) +7, Perception +7 (+9 to notice unusual stonework), Profession (assassin) +6, Stealth +8
Languages: Common, Dwarven
SQ: Trapfinding, Trap Sense +1
Combat Gear: Drow Poison (4); other gear: +1 full plate, heavy crossbow with 10 bolts, mwk greataxe, gear and coins worth 200 gp

First up is Archangel, the leader of the group. As a cleric he worships the god/ess Enkili. Archangel favors his aspect as the Mistress of Fortune and the Master Trickster. He was the one who first brought the Hand together and the one who keeps them together today.
Archangel CR 3
XP 800
Male half elf cleric 3 of Enkili
CN medium humanoid
Init: +1; Senses: low-light vision, Perception +5
AC: 15, Touch: 11, Flat-Footed: 14
hp: 26 (4d8+8)
Fort: +6, Ref: +2, Will: +7; +2 vs. enchantment
Immune: Sleep
Speed: 30 feet
Melee: Mwk flail +4 (1d8)
Ranged: mwk heavy crossbow +5 (1d8/19-20)
Special Attacks: Channel Negative Energy (2d6, DC 16, 5/day), Dazing Touch (6/day)
Spells Prepared (CL 4th)
2nd: Bull's Strength (2), Cure Moderate Wounds, Invisibility (d)
1st: Charm Person (DC 14) (d), Command (DC 14) (2), Cure Light Wounds (2)
0: Bleed, Create Water, Spark, Stabilize
d=Domain Spell; Domains: Charm, Trickery
Str: 10, Dex: 13, Con:14, Int: 11 Wis: 17, Cha: 15
Base Atk: +3, CMB: +3, CMD: 14
Feats: Improved Channel, Pass for Human, Skill Focus (Sense Motive)
Skills: Knowledge (religion) + 7, Sense Motive +12
Languages: Common, Elven
SQ: Copycat, Spontaneous Casting (inflict spells)
Combat Gear: Potion of Blur; other gear: +1 studded leather, mwk heavy crossbow with 10 bolts, mwk flail, silver holy symbol, gear and coins worth 200 gp
In the old Enemies and Allies book there was a group of adventurers called the Band of the Hand. They were a group of mercenaries who's only loyalty was to their paycheck and could be used as rivals of the PCs. I have been looking for a group to serve as a foil for the PCs in my own campaign, and since the Hand roughly mirrors the make up of my group I thought that they would be a great foil. I will warn you though, they are not a direct conversion, more of an adaptation to fit my needs.
Finn K wrote: Some of us play in groups with a lot of anime fans. So... (IMO), being a "classic" part of your D&D world and being "Anime" are not necessarily mutually exclusive things. It was never my intention to imply that they were. My point was more that fantasy RPGs like D&D, and indeed pop culture for centuries, were using anthropomorphic animals long before anime became fashionable in the United States. It was in response to a number of comments I have seen in various different posts and forums that people did not like catfolk being included in Pathfinder because they were opening the door to anime influences.
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