|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Merisiel Sillvari wrote:
Could you elaborate on what those occupations were, or are they not board safe?
You have a tattoo? What is it and where is it?
Do you own a dress, and is it pretty?
Merisiel Sillvari wrote:
Huh. I'm surprised to see Seltyiel so high. Then again, he's a white-haired sexy half-elf who practically lives without a shirt on.
Merisiel, where did you get your name if you're an orphan? Especially your last name.
You just happen to be shipwrecked on a island with only a single dagger, which is full of dangerous wildlife and - which five companions would you want with you and why?
What's the funniest practical joke you've played on your party?
Merisiel Sillvari wrote:
I'm surprised Seelah and Amiri were on the low side. You don't like the big strong meat shields of your party, I guess.
Merisiel, what's your favorite meal?
Your favorite beverage?
Your favorite cuddly animal you'd rather not eat?
He stares up above him in surprise, at the fogless scenery above, the palace of black tone he was sure had not been there before. How was this possible? As well as what appeared to be a specter of the dead in front of him.
He looks back at it as he finds his trick has failed him for the first time in his life, the fire not coming. It is distressing to the young ifrit, and now he is trapped between the skeletal creature and the floating, flaming skull. It was a girl before, one that he didn't recognize.
Or did he?
Cowering and holding his hands up defensively, he speaks to it in his native tongue, fearful of its wrath.
"شقيقة، يرجى أن يغفر لي. لم أكن التخلي عن ابنتك. وقد قبلت هذا التوظيف لإنقاذ حياتها، لاجبارها على المساعدة التي هي بحاجة. لم أكن لأفعل كما وعدت بعد ذلك؟ إلى الاعتناء بها؟"
"Sister, please forgive me. I did not abandon your daughter. I accepted this recruitment to save her life, to get her the help that she needs. Did I not do as I promised then? To look after her?"
Standard Action: Total Defense (AC 17)
And I just realized Hexcrafter and Staff Magus can be applied as archetypes together. I'm thinking the daughter of a witch, one who fled the north and raised her daughter in Varisia, (Northern Ancestry trait), but then one day a few years ago mysteriously vanished from her life. Now she's come traveling to Irrisen to find out what happened to her mother.
I know in the guidelines you've said no 3rd party, but this particular archetype inspired me for the magus - Cabalist - which I'd also want to combine with the Bladebound archetype.
Basically, it would be a magus who instead of having a wizard's spellbook, casts spells spontaneously like a sorcerer (And much later gains bloodline powers) and learns them as if a bard. If you don't think this is balanced, though, I'm fine with just writing up a regular bladebound magus.
All right, so, hypothetically speaking, say that I wanted a custom made trait:
You were created specifically to survive in the toxic environments outside the cities. Though you are a failure, you are still better adapted to function in those conditions. You have a +2 trait bonus to saves versus Fog, and you can see twice as far in foglike conditions (10ft).
Would you accept that as a trait for my character, or do you consider it too much?
A couple of questions on the setting I'd like to ask:
1. What city is the Shadowvale Orphanage in? What is it like (Population, size, government, institutions), and who are the notable figures in it?
2. How high is the Fog? Can it be kept out with a large enough physical wall? How long has the Fog plagued the world? How do most cities protect themselves from it?
3. How does a person protect themselves when they need to travel outside the city? Is there safe communication and travel between the cities, and by what methods?
4. What are the symptoms of Fog poisoning - how much exposure can an average person take before becoming sick?
@JonGarrett: I guess that you missed my post. Still waiting to see if you'd approve an android race before I go and create an alias for her.
Also pondering the whole traits thing, considering that she'd be less than a year old. Not a lot of background, just a lot of mental conditioning and programming. Though I suppose that can work for traits with a little tweaking.
So, looking over different races, I came across something and it inspired me. Copied from the Inner Sea Beastiary:
Ability Score Racial Traits Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic).
Feat and Skill Racial Traits
Androids gain a +2 racial bonus on Perception checks.
Senses Racial Traits
Exceptional Senses: Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Other Racial Traits
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
I know that the setting has all of the characters starting at an orphanage, all of us at a rather young age. However, this particular character concept for this race is that the android was created as an experiment to make a race that would be able to live in the Fog by infusing them with it. The results weren't favorable, and the first prototype was dumped at the orphanage with no knowledge of their past, believing that they are human.
As for the Nanite Surge racial feature, I was thinking that it could be reflavored into a Fog Surge racial ability. Same effect, different power source. As for a class for this character, I'm definitely going to go with rogue. Just need a blessing for the race considering its unusual origins.
Strength: 1d10 + 7 ⇒ (8) + 7 = 15
That's better. Perhaps some kind of ranged character - what's the firearm policy like in this steampunk world? Gunslinger class, Gunsmith and Amateur Gunslinger feats, early or advanced firearms?
Well, damn. Let's see if I can't randomly roll a winner in stats.
1. Str 2. Dex 3. Con 4. Int 5. Wis 6. Cha
18: 1d6 ⇒ 4
Strength: 1d10 + 7 ⇒ (4) + 7 = 11
Wow. That's pretty terrible. Not sure any racial modifiers can redeem it for play as anything but a sorcerer - and not one that'll be good for much, either. Equivalent to a 20 point buy. Might have to think about if I want to try and make a character for this...
DM Jelani wrote:
Guess that makes sense. I'll go with that, though considering his abysmally low Wisdom Score, he's definitely going to be a bit spacey. I'll finish him up and post him later.
So even though there's about a dozen other fantastically written and fleshed out characters waiting for their shot into this campaign, I thought that I'd go ahead and start writing out my own, because I live to be disappointed.
I was thinking about an Ifrit character, actually, as a refugee from Katapesh. He and his family travel up to Osirion, then through Thuvia and into Rahadoum. However, I've hit a little creative snags due mainly to the whole age thing. Namely, what constitutes a child for a long lived race.
In the Ifrit's case, their 'adult' age is around 60 years. Now, my biggest concern about that is if that's physical age, or mental age. Are they both mentally and physically considered an adult around that age? Or just physically, or just mentally? They'll have decades more experience with the world, outlive their human parents and possibly their human siblings before they reach that adult age.
So to be perfectly frank, I'm not sure how that would apply here. Do they really not start going through puberty until their 40s or 50s? Or do they age the same as humans, but that adult age represents the average rate it takes for them to train into their field of choice?
Hmm, this interests me. Let's see if the dice gods will be kind to me.
4d6 ⇒ (5, 3, 3, 2) = 13=11
Not bad, could be worse...I think I'm just crazy enough to play a Primary Spellcaster. Either a Wizard or a Sorcerer. After all, just because magic is nerfed is no reason an arcanist can't be a viable option. Hell, you could say that this is a proper challenge for the class.
Ah, I was hoping to get a revolver as a starting weapon - since it's the most basic advanced firearm, after all. Considering starter firearms for gunslingers are considered 'broken' when used by anyone else and can only be sold for less than a few gold coins, is it acceptable as a class feature to have a revolver?
A temple sword is a traditional monk weapon - it has the same stats as a longsword (1d8 slashing damage, 19-20/x2 crit range) but can be used in a flurry of blows and as a trip weapon, so it's an exotic weapon. Most monks are proficient in its use, and I would think if there was one in Sandpoint to be had it would be available at the House of Blue Stones.
You can find it in the Advanced Player's Guide, or here.
Also, as you've looked through the Player's Guide, I took a look myself, and noticed the Fame and Prestige points system - are we not using that? Or have we not accumulated any yet?
Furthermore, I've noticed a lack of posting from Hralyk or Fletcher - are they still playing, but haven't really had anything to contribute, or did they quit as well?
Guys, the "Making Craft Work" document that our DM has gratefully shown me fixes a lot of the hassles about the Craft System - No longer calculating by silver pieces, fixed DCs, and masterworking an item simply increases the DC by +4 and the one-third cost. The only thing that I wanted to know that it didn't cover is how many different craft projects Talon can work on at the same time. All I'm asking for is a ruling on that, nothing more. Whether he can work on one project per rank, one project per Craft skill (1 Armor and 1 Weapon), or just a single solitary one project.
As for Masterwork Transformation: You're still paying 300gp per use to transmute ordinary weapons into masterwork ones. I could perhaps see the party members wanting it for their rare and exotic weapons that they wouldn't be able to get in a store. I get perhaps even using it out in the field coming across some ordinary weapons. Outfitting a whole army like that, however, is fast but expensive. And since these new craft rules can half or even quarter the time required to make something, unless you need a masterwork weapon right then and there (Which a Magic Weapon spell would be much better to use in that sort of situation) it's generally better to get your party member to spend their day working on your project.
This looks like a pretty neat campaign. Color me interested.
I do have an idea with a class that you don't have approved right off the bat - I was thinking of a doctor/alchemist, a character who researches and produces medicine for people. Suppressing any of the magical abilities until they would be available, though. Would this character concept be feasible?
Basically, a creature flying can remain flying simply by moving a distance greater than half of its fly speed during its turn. That doesn't require a Fly check. A maneuver like hovering does - failing it would mean that he'd either have to stop flying or continue to fly by moving the required distance - making sharp turns also requires fly checks as well. Failing by 5 or more would in fact mean the creature would start falling, however far the distance would be. There's a more detailed description here: Fly
I'm curious to see what type of spells people have managed to invent for pathfinder. I'll be adding a couple of my own here as well, so feel free to contribute!
School Transmutation; Level Sorcerer/Wizard 3, Bard 2
Casting Time 1 Standard Action
A link between the target creature and their currently worn attire is created, transferring damage from the subject of the spell to the outfit. The subject's outfit cannot already be damaged during the casting of this spell, nor can it be magical. Mundane and masterwork armor may be substituted for an outfit, but not magical.
This spell provides 5 temporary hp per caster level to the subject, to a maximum of 50 temporary hp at 10th level. It also adds 1/4 of the GP value of the worn outfit in temporary hp, to a maximum of 25 temporary hp. Track this temporary hp separately from other sources of temporary hp.
When the subject would take damage, apply it first to the temporary hp of this spell. The worn outfit becomes damaged as this temporary hp is lost. If more than half rounded down is left at the end of the spell's duration, the outfit is only slightly damaged and repairable with a mending spell. If less than half of this temporary hp is left at the end of the spell's duration, the outfit is majorly damaged and can be repaired with a make whole spell, and armor becomes one category lighter and loses 1/2 rounded up of their armor bonus. Losing all temporary hp through damage completely destroys the subject's outfit or armor.
Hey, I'm in Tiessa's Shattered Star campaign. This certainly looks like fun - I'm thinking a sort of Aladdin-type street rat thief/rogue character - or perhaps a ranger with a monkey animal companion. That sounds like fun. I'll whip up a character for this - 1st level, average wealth, and 20 point buy - easy enough.
It seems that I've missed the game. I'm truly sorry about that. I understand how time differences can screw us up, for me, getting up (or staying awake) to 5am, as the time would be for me, is a daunting task. I tried to log into the server, but I'm guessing that you closed it already. Again, I apologize for being unable to participate. If you do plan on trying to run this again, I don't think that I will be able to play. Not at the times that you've set.
4d6 ⇒ (5, 3, 5, 1) = 14
18, 14, 13, 13, 12, 12. Was going to make a Thrane Paladin, but these stats are prohibiting. Forget I rolled anything.
As they would be all members of the Korsovan guard, my brain has latched on to either a Detective Bard or an Rogue with skills devoted for investigating crimes (Though not the Investigator archetype, giving up trapfinding is a raw deal for a rogue). I'm not too familiar with the AP, however, so I'll take a look at the Player's Guide to get a feel for what we would be expecting. Expect that I'll submit a Skill Monkey for this.