Are the power levels in the Mythic rules something like what would be displayed by a Chosen or Champion of a god? I'm talking Erevis Cale, Drasek Riven, Elminster, Dove Falconhand type Chosen. Especially Erevis Cale, I love that character. How many Chosen get into a fistfight with their god in an ally?
Hey Renegade, it sounds like you were anything but dead weight. I tend to prefer generalist or healing focused characters for the sole reason that those are the roles few people around me like to play. A generalist is good when the rest of the group has bases covered because you can support everyone, and your story supports that.
A group of specialist may not be as vulnerable to a TPK, but they are vulnerable to attrition. One specialist dies or is otherwise put out of the action, and the entire group is now vulnerable.
EDIT: Though the "Justin Bieber" bit might earn a knife in the back from me. :P
Curse works under specific circumstances. Want a prison for spellcasters that prevents their casting but stops if they are let free? Curse each inmate within the prison. As a gm it gives an awesome jailbreak scene and as a local lord it gives you a repository of spellcasters to uutilize in exchange for their freedom.
I don't think so. Withdrawing is a full round action, and I've never seen any rule implying that a character can AoO while it's still their turn. Also, if the no escape thing is reactionary, then the barbarian is only leaving the space after its no longer threatened.
It's a pretty fuzzy situation, rule wise. But I would personally rule no.
If I remembered correctly, the average IQ of a person is 100, but this represents both social and book smarts. Could either take character with an Int of 7 as having a 70 IQ, or as I prefer to do, take the average of int and wisdom the multiply by 10.
I absolutely agree with all of this. The one situation where, I feel, gentle repose *could* delay Pharasma's judgement of a soul is from her own Clerics of death (repose domain), and that's asking her to do so. She doesn't have to oblige.
Edit: except the last sentence of that last part. Mortals are not positive energy creatures. They only have a spark, that's why the positive energy plane will kill unprotected mortals. Undead, however, are empowered by the negative energy plane.
But she does care about what happens to souls... which is intrinsically linked to building structures, spacial limits, and the like.
I've never found anything within her domain or church description that leads me to this conclusion, despite having played multiple clerics of Pharasma (life, death, and prophecy varieties). Either way, I'll concede the point, I've derailed the topic too much already.
I'm not sure why comparing what the undead do to the deeds of MORTAL life invalidates the "undead is evil" thing for so many people. There's a reason why the Prime Material Plain, the home of MORTAL life and the natural order, is in the center of the inner plane cosmology.
Positive energy creates.
Undead that are not under control revert to their Negative energy drive, to destroy any positive energy even if it's just a spark (mortal life). Anything that exists solely to destroy life and/or existence is evil (unless we want to start a thread on how Rovagug is just a misunderstood elder god that was punished for being grumpy about a splinter in his tentacle).
Let's see if I can make this make sense (always a lot harder with text then words). Specifically, I was referring to SAGA (where you have an heavy focus on "space wizards" and where the class based system pretty much restricts the abilities of a character.
When you look at Alternity, yes you have "classes" but those just make some skills cheaper to purchase. Outside of that you can take pretty much whatever you please. You can make a character with interests outside of their Career choice, like a demolitions guy with a side interest in being a professional hair stylist... or something... ok, I'm reaching.
I guess it just comes down to the preference of mechanics representing the setting you're playing in. I think the class based D20 system is best for fantasy where people grow up in one profession and pretty much stay there for the rest of their lives. I think skill based systems are best for Modern and Sci-fi because people have a lot more opportunity to learn other skill sets alongside whatever the character's focus is.
And I'm just not fond of heavy emphasis on "space wizards", thus my primary gripe with Starwars and Warhammer 40k.
Edit: Though I do like Spelljammer.... huh...
Second Edit: Also, Alternity has a better damage resolution system.
Just keep in mind that some players and GMs like to treat Pathfinder as a tactical wargame. Optimization threads show up because
That's the beauty of games like Pathfinder, Time of War, Silhouette, Alternity, ect. They are just frame work acting as the foundation of the player's experience. It's why we have so many people from so different of backgrounds.
I'm just happy Interstellar Ops is getting worked on. I have a campaign with a friend starting using a mix of Tac Ops, Strat Ops, and the Revised Mercenary Field Manual. We're starting in 3039, but I look forward to making our way into the Jihad, and then maybe jumping to the Dark Ages when some more books supporting that era are released.
I'm familiar with Pathfinder(D20), Alternity, Rifts, Silhouette, and Battletech: Time of War. From my experience, Silhouette is brutal to inexperienced players that haven't learned how to exploit defense modifiers like hard cover. I think it's actually more lethal then Battletech and Rifts. Damage multiplier systems are nasty.
The player as excepted my work above, and a number of restriction that I placed on the Garuda's abilities (spell, proficiency). Should be a good build that isn't too strong or too weak.
Could someone clarify, or point to a book and page that does so, the offense section of a monster's stat block?
Also, with natural attacks only listing one attack bonus, how would things work if a creature with high enough BAB wants to, say, bite twice? or use the "2 Claws" entry more then once?
I feel kinda ashamed for asking this given how long I've been playing, but a player wanting to play a monstrous race is making me consider things I never worried about before.
Don't play?... Don't play?!?! BURN THE HEATHEN! :)
I spent a little time breaking it down. This assumes that the Garuda has glide, bite, hatred, and low-light vision as base racial abilities.
Level BAB Fort Ref Will Special
Not included is the spell casting. Starting at level 5, the Garuda is treated as a 1st level sorcerer, with cantrips being usable at lvl 4.
disregarding attributes causing discrepancies and equipment, this will result in a RAW CR9 Garuda.
Wings, talons and claws all refer to the natural weapon attacks.
I would very much like some input on what's here.
In the 3rd Bestiary is the Garuda native outsider. I am about to start another campaign of RotRL with a new group, and one of my players (has experience) has made a request of this as his race. I have already informed him that, possibly using the ARG, we will have to tone down the race to LA+0, but can try to keep the flavor.
Base racial abilities, as far as I've come up with, include wings (fly 30' poor) bite, and low light vision. Stat adjustment hasn't been finalized.
It sounds like he is interested in Ranger as his class, but making the race and LA+0 leaves a lot of what makes the Garuda a Garuda. I started thinking about making a Racial Class to give him the option of gaining more racial abilities, but I have no idea how I should distribute the abilities across the 10 or so levels that would make up a RAW Garuda.
I would appreciate any input on this matter you may have.
It all applies, otherwise the gladius would require more book keeping than it's worth.
Yup. The gladius is meant to be a warrior's primary weapon, where as the short sword acts as a backup weapon to the longsword/broadsword.
A battle has been won, but not the war. I have a feeling Obama was caught off guard by Romney, but this amounts to little more then testing the waters. Now, Obama knows to pick up his game. If Romney gets too confidant then he may drop the ball when he needs to be in top shape. We have 3 more debates (1 being VP)and a lot of time left for some stupid gaffs on both sides.
I have written up a racial description for the full conversion (Promethean from this point on). I have a lot of elements I want to change on my original post, but here's my flavor text.
Physical Description: There are few examples of a Prometheans appearance, all of which have replaced the bodies of Humans. To the extent known, Prometheans are larger than humans, standing about 7 feet tall, and weighing in around 300 pounds. While the body uses a humanoid shape, there is little chance a casual observer will mistake it for anything but what it is. Without armor plating attached, the body is a rippling mass of plant fiber “muscle” over a metal frame, animated with similar methodology used in Golem crafting. The body can be designed to have either a masculine or feminine outline, but any semblance of sex ends there. Only a smooth, mostly featureless head sports any metal plating as standard. One known individual requested the face to bear a skull motif. She is, unsurprisingly, the leader of the “Death’s Head” mercenaries.
Society: Prometheans do not have a society of their own. Given the nature of the injuries (or the choice) that leads to such methods to continue living, Prometheans will often reside in a high ranking military culture, or among wealthy adventurers.
Relations: There is often little change in a Promethean’s relationships from their original bodies. While some among all races are disturbed by the appearance of someone who used to be made of flesh, other’s become accustom to it when they recognize the person inside the body. Some factions that are extremely aggressive against undead have voiced their displeasure, believing that binding a mortal soul to a non-living body is little different than undeath.
Alignment and Religion: Prometheans differ little in matters of morals and faith from when they still had their original bodies. They can be as good or as evil as they were originally, though a few may their faith slipping away as a result of their artificial bodies.
Adventurers: The drive to see, to learn, and to acquire is not at all diminished with a Promethean. Being more likely found among military culture, adventuring is a great way to test their new bodies against the dangers of the world that would have overwhelmed them before. The excitement of battle is felt as acutely by a Promethean as it is by any Dwarf, Human, or Orc. Adventuring parties would be more than happy to have such ally, though special considerations need to be taken due to the Promethean body not being able to heal itself naturally.
Names: Promethean names do not differ from their original bodies, though if one wishes to start an entirely new life along with their new body, there is nothing stopping them from changing their own name.
Found 'em. Thanks!
I hold judgment until I see Jill Stein or Gary Johnson lay a smackdown on both O and R. Personally, I have to go with the person who's trained profession is something more practical then business and law.
Ok, since I now have a foundation for partial conversions, I would like to get ideas and opinions on the full conversion "race". I know that stat blocks can only impart so much information, but my original post is still lacking... something. I feel that my "brain in a jar" theme hasn't been satisfied.
It will take me some time to dig up, but I have done a conversion of many 3.5 grafts, and the Fleshwarper Prestige Class, the king of grafts.
Blackblood, for the purposes of this project, I would love to see any work you have on Construct Grafts. Thanks to B.B., I found the original rules in "Faiths of Ebberon", which I have to admit I was not expecting as a source.
At first glance, it looks like a pretty decent mechanic.