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Kryzbyn wrote:
We would prefer a Papal erratum where the Catholic rules RAW are amended to the RAI reality of Catholics and others.
Klaus van der Kroft wrote:
It considers any homosexual act to be a sin. And right there, as an atheist and a humanist, I respectfully but strongly disagree. I do think the current Pope's words mean progress in some arenas. He has said some very condemning things about gays.
Ok, how about a Mermaid Oracle of Fire? She would be a healer, buffer, and at times, a blaster. :) Shadassa Nal'p:
Shadassa Nal'p #2 Female Merfolk Oracle 9 NG Medium Humanoid (aquatic) Init +4; Senses low-light vision; Perception +9 -------------------- Defense -------------------- AC 21, touch 13, flat-footed 18 (+5 armor, +1 shield, +3 Dex, +2 natural) hp 67 (9d8+27) Fort +6, Ref +6, Will +6 Resist oracle's curses (tongues [ignan, aquan]), fire 10 -------------------- Offense -------------------- Speed 30 ft., swimming (30 feet) Melee Masterwork Morningstar +8/+3 (1d8+1/x2) Ranged +1 Bane Underwater light crossbow +10/+5 (1d8+1+2d6 vs. /19-20/x2) Oracle Spells Known (CL 9): 4 (5/day) Cure Critical Wounds, Summon Monster IV, Wall of Fire, Repel Vermin 3 (7/day) Remove Disease, Cure Serious Wounds, Fireball (DC 19), Create Food and Water, Remove Curse 2 (8/day) Consecrate, Restoration, Lesser, Resist Energy, Cure Moderate Wounds, Protection from Evil, Communal, Delay Disease 1 (8/day) Bless Water (DC 17), Divine Favor, Remove Fear, Hide from Undead (DC 17), Burning Hands (DC 17), Obscuring Mist, Cure Light Wounds 0 (at will) Create Water, Read Magic, Detect Magic, Mending, Guidance, Detect Poison, Purify Food and Drink (DC 16), Spark (DC 16) -------------------- Statistics -------------------- Str 13, Dex 16, Con 16, Int 10, Wis 11, Cha 22 Base Atk +6; CMB +7; CMD 20 (can't be Tripped) Feats Extra Revelation, Fleet, Nimble Moves, Opening Volley, Spell Penetration, Warrior Priest Traits Armor Expert, Classically Schooled Skills Diplomacy +18, Intimidate +18, Knowledge (religion) +12, Perception +9, Spellcraft +13, Swim +9 Languages Aklo, Aquan, Common, Ignan SQ amphibious, mysteries (flame), revelations (cinder dance, gaze of flames [clairvoyance 90'] [9 rounds/day], molten skin, wings of fire [60', average] [9 minutes/day]) Combat Gear Reach metamagic rod (lesser) (3/day), Runestone of power (2nd level) (1/day), Scroll of Make Whole (x2) (CL 7), Scroll of Remove Paralysis (x3), Selective metamagic rod (3/day), Wand of summon monster II; Other Gear +2 Studded leather armor, Mithral Buckler, +1 Bane Underwater light crossbow, Masterwork Morningstar, Headband of alluring charisma +2, Ioun torch, 695 GP -------------------- Special Abilities -------------------- Amphibious (Ex) You can survive indefinitely on land. Armor Expert -1 Armor check penalty. Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks. Gaze of Flames (Clairvoyance 90') (9 rounds/day) (Su) See through fire, fog, and smoke, or use a flame within 90' for clairvoyance. Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on). Construction
Background
The oracle soon found herself adventuring with Seldren, a hard-bitten fighter, and Corvilien, an elven mage, throughout the River Kingdoms and beyond, making a name for themselves as rescuers, liberators, and general heroes-for-hire. This all came to a sudden brutal end in the dark forest of Nidal. They had been chasing a cabal of undead who operated a network stretching up to Ustalav, and upon reaching Nidal, found themselves outgunned and outnumbered. As Seldren and Corvilien perished under the fangs of vampires, Shadassa had to incinerate friend and foe alike, weeping tears of flame. In the ashes of the battlefield, she discovered artifacts worn by the vampires and a name inscribed on several: "Acererak, The Deathless." Determined to find the creature behind the name, Shadassa pursued myth and rumor in musty tomes and decaying tombs, burying her grief in her quest, until she found herself in the wilds of Cheliax, facing a lonely hill and holding a map in her hand. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Dabbler, wouldn't one get the Agile Amulet far earlier than level 10? No arguments here about mechanics of monks from the "monks fall behind" crowd. This is why, despite enjoying playing a monk character, said character is going to start taking levels in cleric so as not to suck. Flavor matters little when one is ineffective.
Raise Thread... Just to add to the confusion, I see that there is no ruling as to which angles one can push someone or something with Hydraulic Push (only straight back?), and, of course, no ruling as to which directions one can push or pull someone or something with Surge. Can we have clarification on that? My low level druid uses Surge all the time!
Hey John, I get that NPC, 'backstory' type stuff might get a pass, but I consider it worth noting. Especially with half-orcs. Regarding novels and movies, it's about whether something serves the story. You can't have THE ACCUSED, or IRREVERSIBLE, or THE PRINCE OF TIDES, without talking about rape. Or something like Thomas Covenant The Unbeliever (maybe), if we're talking fantasy novels. So, does abuse of women serve the story in a game? Perhaps we can think of a reasonable case. Perhaps not. Then, review: Is it really necessary? Are people using these themes of female exploitation (see Women In Refrigerators above), with an explanation of "but it's evil and shocking", so many times that it becomes tiresome and annoying and drives away female readers/viewers/gamers? It's worth considering.
The key points that SKR listed on the first page of this thread are great ones. Don't make rape, appearance, forced breeding, sex, etc, part of the game. I would take a page from Women In Refrigerators and say that any area where violence or inequality against women, even NPC women is a key point, isn't a good idea. Here are some suggestions I have for Pathfinder only: you can disagree. -Do you really need Arazni turned into a 'sexy lich' against her will? Presumably she is Geb's undead sex slave. Yuck. -Ogres and ogrekin and anything else that causes/results of rape of human or humanoid females. See, here's the thing. If Paizo itself uses rape as a plot point, it gives permission for the players to do the same thing. Would a female character feel extra threatened going through The Hook Mountain Massacre? Perhaps this has been discussed to death in your opinion; if I recall people have said stuff like "but the men can be raped toooo!!111one". Ah, but they can't be forced to breed, can they? -Half-orcs. Someone upstream in the thread pointed them out to be essentially "rape children". Now, this is not written out explicitly anywhere, but it's implied. Maybe the E-word isn't cool with you, but I like taking a page from Eberron and making half-orcs with, wow, two half-orc parents, who might just actually care for their children. (Same for half-elves.) This is hardly game-breaking. They can still be shunned, despised outcasts; take a look at the history of people referred to as "mestizos" or "mulattoes"; there have been large populations of mixed-raced humans who weren't the product of rape one generation above them and still were marginalized. Well, I may get a backlash from this, but those are my suggestions. Paizo already leads the way in many ways, and could correct these things or take a conscious effort to balance them in the future. E.g. give the half-orcs some non-brutish feats and traits to choose from, just to give players a choice. I mean, the half-orc iconic's birth was handwaved away probably because no one wanted to deal with it. Perhaps most of you already houserule this stuff to a minimum, but take a look at your characters. How many were the outcast child of a prostitute or a bitter dude whose wife was killed? It's the little things. Yeah, it reflects the hard, violent world of Pathfinder, but we don't need real world verisimilitude for everything. In the real world, men are stronger than women, and that was removed many years ago from these kinds of RPGs.
Here's another dwarf--Ettir, the somewhat evangelical cleric of Desna. (I blame The Hobbit for these dwarves.) Ettir:
Ettir Male Dwarf Cleric 1 CG Medium Humanoid (dwarf) Init +1; Senses darkvision; Perception +4 -------------------- Defense -------------------- AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) hp 9 (1d8+1) Fort +3, Ref +1, Will +5; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training -------------------- Offense -------------------- Speed 30 ft. Melee Morningstar +2 (1d8+2/x2) Ranged Light crossbow +1 (1d8/19-20/x2) Special Attacks agile feet (6/day), hatred Spell-Like Abilities Bit of Luck (6/day) Cleric Spells Prepared (CL 1): -------------------- Statistics -------------------- Str 14, Dex 12, Con 13, Int 10, Wis 16, Cha 13 Base Atk +0; CMB +2; CMD 13 (13 vs. Bull Rush, 13 vs. Trip) Feats Selective Channeling Traits Monster Hunter, Tunnel Fighter Skills Acrobatics -3, Climb -2, Escape Artist -3, Fly -3, Knowledge (religion) +4, Perception +4 (+6 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -3, Sense Motive +7, Stealth -3, Swim -2 Modifiers lorekeeper Languages Common, Dwarven SQ aura, cleric channel positive energy 1d6 (4/day) (dc 11), domains (luck, travel), hardy, slow and steady, spontaneous casting, stability, stonecunning +2 Other Gear Scale mail, Crossbow bolts (50), Light crossbow, Morningstar, Backpack (empty), Bedroll, Blanket, Chalk, Flint and steel, Rope, Waterskin, 32 GP, 7 SP, 9 CP -------------------- Special Abilities -------------------- Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll. Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune. Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained. Monster Hunter +1 attack & damage against aberrations & magical beasts. Selective Channeling Exclude targets from the area of your Channel Energy. Slow and Steady Your base speed is never modified by encumbrance. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground. Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet. Tunnel Fighter +2 Initiative and +1 critical damage while underground. -------------------- "My Lady, she should have the domain of beasts, you know," says the exuberant dwarf with a wink and a smile, in between sips of something hot and fortifying. "She watches us now, and let me tell you, it would not be sacreligious to say she is impatient with the world, especially those who spread madness--or even are lackadaisical in stopping it. No, the fight against evil is a full-time job!" He wipes his chin, brushing foam off his braided beard, and continues. "Mine is a simple story. For too long my people had only enjoyed the glitter and gleam of rocks and metal. I, on the other hand, grew up among the displaced saltbeards--sailors who had come ashore to stay. Best way to learn about looking up and seeing the true gleaming! Ah, all those lovely lights, rolling in the firmament, the Song available to anyone who would just stop to hear it!" He slaps the table with a meaty hand. "And so I did. And it came upon me that merely supplicating to The Great Dreamer would not be enough. I had to go out there and [i[change[/i] things, by the stars! Slay monsters! Tramp lonely paths! What? A domain of animals? No, Beasts! Curchanus! Ah, it's hard to explain. The point is, here I am, ready to to seek out the great beasts of the world, and kill them. Er, only the evil beasts. What will you have for the next round? Here's to the Lady!" Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Hello, everyone! I have been hoping to see a Runelords recruitment thread for some time now. Tofdir, that's a lovely list you've compiled! Here's Fram, a dwarven Stonelord, who wanders Varisia to study--and destroy--giantkind. Fram:
Fram Male Dwarf Paladin (Stonelord) 1 LG Medium Humanoid (dwarf) Init +1; Senses darkvision; Perception +4 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 12 (1d10+2) Fort +4, Ref +1, Will +5; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Melee Cestus +4 (1d4+3/19-20/x2) and . . Nodachi +4 (1d10+4/18-20/x2) Ranged Shortbow +2 (1d6/x3) Special Attacks hatred, stonestrike +1 (1 rounds/day) Spell-Like Abilities Detect Evil (At will) -------------------- Statistics -------------------- Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 9 Base Atk +1; CMB +4; CMD 15 (15 vs. Bull Rush, 15 vs. Trip) Feats Big Game Hunter Traits Giant Slayer, Tunnel Fighter Skills Acrobatics -2 (-6 jump), Climb +0, Escape Artist -2, Fly -2, Heal +7, Perception +4 (+6 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -2, Sense Motive +7, Stealth -2, Swim +0 Modifiers lorekeeper Languages Common, Dwarven SQ aura of good, hardy, slow and steady, stability, stonecunning +2 Other Gear Scale mail, Arrows (50), Cestus, Nodachi, Shortbow, Backpack (empty), Bedroll, Blanket, Chalk, Crowbar, Grappling hook, Rope, Waterskin, Weapon cord, 21 GP, 2 SP, 9 CP -------------------- Special Abilities -------------------- Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level. Big Game Hunter +1 to hit, +2 to damage Large or larger creatures. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants. Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained. Slow and Steady Your base speed is never modified by encumbrance. Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground. Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet. Stonestrike +1 (1 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 2 hardness & if on earth/stone add to CMD. Tunnel Fighter +2 Initiative and +1 critical damage while underground. Weapon cord Attached weapon can be recovered as a swift action. -------------------- Background Fram fixes you with deep blue eyes, his long black hair and beard punctuated with steel ringlets. "They came without warning near Midsummer, when I was barely of age. Our scouts and lookouts were overwhelmed, and then they were upon us. Waves of them, their skin and bodies like stone. My people were obliterated; there was no stand, no honor, just abject slaughter. A few of us were able to find high ground and hiding places--we fled, like rats. We could see that there were some of the frosty north, driven here against their will, sweating rime in the warm night. And then we saw it--wreathed in runes, blinding friend and foe alike, uncaring as it drove the corpses of my people into the earth with its enslaved troops. I can see it now, my friend." He pauses to tap against a pebble in his hand. "I had been faithful to Torag, but that night I prayed like never before to the Earthfather to give me the strength of stones to vanquish this threat. A small band of us set out--we have been wanderers before, my clan, having come from distant Tian centuries ago--and we all swore to avenge our kindred. We were weak, though, and sorely untrained. Most of us died in an ill-fated attempt to take even one or two of the giants. After one feeble victory, at great cost, I realized my pride was too great." He eyes the pebble again. "The true strength of stones is in patience. Our hot blood had only given us further insult. I led the tattered remnants of my clan to the Janderhoff, where we sought refuge. Children, miners, craftsmen; these were not warriors. I and a few others left to learn and explore. The patience of stones guides me now. We shall rebuild, and be avenged." Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
thejeff wrote:
Don't make me summon Ashiel to the thread. She will also slow your monk and summon efreeti.
"What a strange turn of events. I suppose we should map this place out. There's still the matter of our hearts and hands being reversed." Garuneh looks at the two skeletons in dresses. "I hope they didn't go to their deaths," he says, peering past them. "Or to the deaths of the Pharasmins...I wonder what time it is right now."
GrenMeera wrote:
I was exaggerating. ;) Weta did pioneer Massive many years back for battle simulation; of course, you don't need visuals for this sort of simulation. This sort of discussion merits its own thread, though.
The common feeling I get in these 'show your build'/'theorycrafting'/'class fix' threads is a wish to have a Pathfinder character simulator. This would be a computer program where you could quantify builds in combat versus opponents--plug in all the stats, add tweaks, and then let the monkbot attack the orcbot and see what happens. I figure it would only cost one zillion dollars to simulate and require programmers from Weta Digital.
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