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Frankly the feat is the only real reason I ever see to be a human. the whole lack of darkvision or even lowlight vision is frankly debilitating with a smart GM and the extra favored class bonus choices, while nice, aren't enough to make up for the fact that other races gain large save bonuses and other such things Just because a majority says that something should be done this way does not always make it right. Same thing with the minority. A filibuster is a legal weapon used BY BOTH SIDES and it is in the system for a reason. Can it be abused? YES!!! So can anything else that is in the legal system. If you do not like it, then either vote in someone that supports your views or run for government and change it yourself. ~shrugs~ Nothing in life is perfect. I would much rather have the filibuster rule in there so when it is needed to stop something that is detrimental, then it is there, than not have it there and let something go through that could have been prevented. Also, just remember, government is run by PEOPLE. Inperfect, flawed, opionionated, foolish, ignorant people. The problem is that you want PEOPLE to change and they will not.
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I love the nature of adventuring. Adventuring has traditionally been a very dangerous if lucrative profession. Adventurers die, and die, and die some more. Some are lucky enough to only have to die once. What separates the adventurers that make it from the ones who were just another party that never returned? Well, I think creativity and preparation make the largest difference. I didn't think much about this sort of thing, until Peter Stewart said the following in another thread. Peter Stewart wrote:
So since Peter asked, here's the beginning of a short advice column concerning D&D/Pathfinder and preparing for adventure. I'm cool with people asking questions or advice or tips on specific things; and I'll also answer questions concerning D&D 3.x as well (though I may have to reference the 3.0 SRD for particularly old school stuff, to make sure I'm not blurring too much). As a simple disclaimer, I want to let everyone know that the advice below will assume that the standard rules are in play. It doesn't assume house rules or changes to the system. Just the goods, plain and simple. If your GM has any quirks concerning item availability, changes any spells, or otherwise alters something, YMMV. Enough babbling, on with the tips!
Introduction: Adventuring is a hard life. Few take up its call. Those who make it, go down as legends, and retire wealthy and with many amazing stories. Those who do not, inevitably forge their own stories as the ones who just survived, or never came back, or was the one that didn't make it. Yes, adventuring is a hard life. A life that takes you by surprise. The key to surviving isn't just about whose muscles are largest or who knows the most spells. Preparation, and clever thinking, can lead you to greater degrees of success. Shall you brave the dangers and come out on top, or be another tavern tale of the ones who never came back? The first installment covers some general adventuring equipment. Motel 6: There are a lot of monsters and enemies who like to spam darkness spells (and deeper darkness). Creatures like tieflings, drow, shadow demons, darklings, and dark folk are notorious for this. Many people complain that this is unfair; especially since most of these creatures either care nothing about the lighting condition's drawbacks, or can see through them fine (such as in the case of darklings and dark folk). So what is an adventurer to do? Light spells (that is, the light subtype) such as light, continual flame, and daylight pierce magical darkness spells that are a lower level than themselves. A good adventuring tool is to have an item or two that has had a heightened continual flame spell cast on it to at least 4th level. That costs 330 gp including the material component, to have it purchased by NPC spellcasting. Suddenly, the legions of darklings and dark folk are nothing to you, as your continual torch (be it a torch, amulet, or even your belt buckle) shimmers and provides light that is unquenchable by spells such as darkness or deeper darkness unless they are also heightened. Since spell-like abilities are the level of the spell they are mimicing, that means a 4th level continual flame is never overpowered by a creature's SLAs. I'm most fond of having continual flame cast on the inside of a locket, so you can conceal or reveal the light easily enough, and carry it without having hands free. We'll leave the light on for you! First Aid: There's a lot of terrible things that will hurt you in your adventuring career. Poisons, disease, incorporeal touch attacks. A lot of this stuff can leave you weathered, or even dead. So how do you deal with these things? How do you prepare for them away from the comfort of civilization? Buy potions of delay poison and lesser restoration for 50 gp each. Yes, you heard me, 50 gp. Both are 1st level spells at 1st caster level, thanks to Paladins and Rangers. That sets the price of these items at 50 gp. The magic item creation rules clearly state that the value of magic items are based on the lowest possible caster levels, regardless of who makes 'em; so even if a cleric makes either, they're still only worth 50 gp. Both potions are useful for helping a party keep up and going. Delay poison makes you immune to poison for 1 hour and ends poisons, but won't cure any of the ability damage taken beforehand. Lesser restoration removes ability penalties, heals 1d4 ability damage, and removes fatigue. Good potions all around to have on hand during an adventure. +1 Swords? We don't need no stinkin' +1 Swords: Magic weapons are expensive, but sometimes you just need one. DR/Magic is pretty common, incorporeal creatures are a pain, that wizard is getting you down with protection from arrows; but you don't feel like shelling out 2,000 gp for what amounts to +1 damage over a masterwork blade? Well magic weapon oils are 50 gp, and they last 1 minute at caster level 1. The oil can be applied to a melee weapon, ranged weapon, or poured right into a 50-stack ammunition sack. This is one of the main methods for 1st-3rd level PCs to even be able to combat incorporeal creatures like Shadows with any hope. Works for monk unarmed strikes as well. Since you can decide which weapon to apply it to, it's less of a gamble; as if you need it on your melee weapon, you use it on your melee; if you need it on your bow, you use it on your bow; and so forth. Lay off the Juice Son: Okay, so steriods aren't a to be abused, but oils were made for it. You can apply an oil to a willing target during your turn. Having several party members slather down the party's melee with cheap potion effects can turn a fight really fast. Have one PC slather him or her with an oil of enlarge person, then the rest of the PCs apply oils like protection from evil or shield (I recently checked, yes you can make potions of shield, as personal range spells still declare you as a target), and expeditious retreat (see commentary about shield, above), true strike (see above, yadda-yadda), and remove fear. Suddenly, you have a juggernaut of destruction, at the cost of 50 gp per potion. Best yet, the person you apply the oil provides you with soft cover if you come in directly behind them in relation to the enemy, which means enemies cannot make AoOs against you for applying the oil. Notice I mentioned using enlarge person first? Well there's a reason for that. Your ally expands, providing cover to the other PCs who jump in to apply oils. For a 200 gp investment, you can hit your main tank with up to 4 solid buffs all in one round, many of which normally are only available to mages. Screw aid another. 50 gp can get your party's fighter a +20 to his next grapple check, which can end a fight instantly (hint: the penalty to bind up an enemy during a grapple is -10). Right to Freedom of Alignment: Ok, let's face it. Sometimes your alignment bites you on the butt. It's great being a good guy and all, except when you're trying to infiltrate that evil cult that has the "No Paladins" sign hanging out side. So what's the poor poorly aligned fellow to do? Drink a potion. 50 gp nets you 24 hours of undetectable alignment. Thanks bards! Alchemy? Alchem-you!: Alchemical goodies can often be overlooked, but they can be pretty useful, especially at low levels; but some are useful even at higher levels. Turn some vicious villains into trivial trials with a clever splash of chemical supremacy! Alchemical weapons such as alchemist fire or acid flasks are beautiful when used by the whole party. They ignore damage reduction and target touch AC. They're ranged weapons, so they benefit from feats like Point Blank Shot, and Rapid Shot. They can be dual-wielded as well. By having your party focus-fire on a single tough cookie, you can bring them down to size in short order. For example, let's say you're facing down an enemy NPC in banded mail and carrying a tower shield. His AC is easily 22-23 at 1st level. Excellent time for a BBQ wrapped in tinfoil! Have everyone toss an alchemist fire. A 4 person party can easily land 4d6 damage on round 1, and another 4d6 on round 2 (from the burning). Sucks to be that guy! Tanglefoot bags are amazingly good. Chuck a few of these at people or creatures you just don't like. It's an auto-entangle, which is already a petty nice debuff, but also threatens to glue them to the ground, prevent them from flying, and forces tough concentration checks to cast spells. Worst case scenario, the critter is still slowed by 1/2 its speed. Probably the most overlooked alchemical item is the humble smoke stick. Cheap, and surprisingly effective. Unless wind conditions are much against you, dropping one of these lets you use Stealth as if you were a Ninja Turtle collecting bells, gain total concealment vs ranged attacks, and ruins sneak attacks. Yes, ruins sneak attacks. You can't sneak attack a target with concealment. You can drop a single smoke stick at your feet and even if you're surrounded by 20th level rogues, blind, and in the dark, you're immune to their sneak damage. Excellent against dirty roguish sorts, and even prevents an assassin's Death Attack. Brutally efficient. Holy water. The anti-shadow. At 25 gp a pop, this stuff is kind of like acid of alchemist fire for undead and evil outsiders. Incidentally, it specifically affects incorporeal creatures as well. It deals 2d4 damage as a ranged touch attack that doesn't provoke attacks (see item description) if you shake the water at the enemy. 2d4 averages 5 damage, which means a 1st level party can tear a shadow apart by just running up and splashing it with holy water. Statistically, 4 holy waters will outright kill a shadow (and less should force the shadow to flee for its unlife), and frankly, 100 gp for a dead CR 3 enemy seems entirely reasonable to me! The fact it also deals splash damage, and is party friendly is double the fun. Alchemists even get to add their Intelligence modifier to the damage, allowing them to take apart some truly nasty critters in short order. Aw, Nets: Nets are arguably one of the strongest weapons in the core handbook. They deal no damage, but are a non-magical ranged touch attack (meaning even the -4 non-proficiency penalty isn't so bad usually) which inflicts the Entangled condition on the target, and all that implies. To escape it, you must spend a full-round action to even attempt to be free (either via a hard Strength check or a DC 20 escape artist), which means that either an enemy has to deal with it, or waste actions to be free. Hitting the same enemy with multiple nets in the same round almost ensures the condition will remain for the entire encounter; because no one wants to spend round after round trying to de-net themselves. Who you gonna call?: A good investment for anyone who really hates incorporeal creatures is a +1 ghost touch net. Valued at 8,000 gp, it's not a terribly expensive tool if the entire party chips in to get it. Why is this tool so great? Well it has full effect on incorporeal creatures, who auto-fail on Strength checks to move away from you (allowing you to control how far they move away from you), and since it counts as both corporeal and incorporeal, you can prevent them from moving through objects while ensnared in your net. Entangled is also a sucky (if rare) condition for incorporeal creatures, as they rely heavily on Dexterity for both offense and defense (-2 to attacks and -4 Dex means -4 to incorporeal touch attacks and -2 AC) and most thrive on improved mobility which is outright denied in this case. I'll try the 9 Iron: Golf-bagging is often a complaint by some of the casual gamers. Personally, I love golf-bagging. I like having that extra weapon on hand for a particular occasion. Ever look at the Pathfinder iconics? Loaded with seemingly random assortments of weapons, with obvious spares and backups. Golf bagging has lots of advantages. Grab a cold iron, silver (or mithral), and maybe adamantine weapon. Carrying them allows you to bypass the DR of virtually anything. Definitely have an assortment of silver and cold iron arrows (they're cheap and easy enough to store/carry). It's cheaper to carry lots of +2 weapons of different materials than it is to carry one or two +3 weapons, and it makes you less of a target vs sundering or shattering (because who bothers with that when you've got a backup weapon in easy reach?). You can go a very long way with just different material weapons and a greater magic weapon spell to keep your hit and damage top notch. It's also easier to rely on special materials for all the low CR enemies who require things like silver or cold iron to hit (such as imps, quasits, lycanthropes, or fey). It's not magic, it's brains: There's a lot of very mundane methods for dealing with magical effects that suck. One of my favorites is the bag of chalk. A piece of chalk is 1 copper piece. A hundred pieces of chalk is thus 1 gold piece. Crush the chalk up into chalk powder and store it in cloth bags with a tie. Now you have the perfect weapon against invisible people. Have you ever seen the clingy puffy mess that chalk dust makes just when you're dealing with basic chalk erasers in school? Now imagine grinding up 100 pieces of standard issue chalk and scattering it through the air. You'd create a nice 10 ft. cloud of super clinging dust. Better than flour for spotting invisible creatures! Anti-invisible grenades, for 1 gp. Eat that Will o' Whisp. Clay jugs are pretty heavy when filled, but are pretty useful. Their obvious use is for carrying large quantities of water or similar liquids (ideally packed on burden beasts such as mules, horses, or oxen), but can often be adapted for adventuring purposes. They can just as easily carry coins and the like, or you could place food in them, fill them with black powder to make a bomb (if your campaign has such fare), create weapons or traps with them (fill them with spiders, scorpions, snakes, or whatever), or even keep potted plants in them (carrying around your own plants makes the entangle spell useful in the most amusing places). At only 2 copper pieces, you can figure out what to do with them later. Flasks are 3 coppers with similar uses. Keeping a few vipers in a state of sedation (via nonlethal damage, sleep spells, or other means) can be a good method of extracting lots of injury poison for the budding assassin, alchemist, or other poison using character. Just milk their glands for poison daily. Finding and keeping vipers isn't usually very difficult for adventurers. In fact, the clay pots can be useful storage devices in this case. If someone has a viper familiar, you could just ask nicely for venom. His name is Babe: Paul Bunyan had the right idea. Oxen rock as animal cohorts. They're cheap at 15 gp and share statistics with aurochs. They are large quadruped beasts of burden with impressive strength, which means they can carry some truly astounding loads. They are also beefy and dangerous in combat. They have gore attacks for 1d8+9 damage and can even trample. Training them for war is not a bad idea for someone with Handle Animal. Have the party ride around on these strong beasts with high Constitution, and just dare something to try and harass your mounts while you rest. For a good 1-4 levels, the oxen will be more dangerous than your PCs. You can train 3 of them at a time, and cover them in leather or studded leather barding on the cheap. Oxen cost 15 gp, have a 40 ft. movement speed, +9 Perception, low-light vision, scent, +7 gore at (1d8+9), trample (2d6+9, DC 17), and the following carrying capacity: 600 lb. light, 1,200 lb. medium, 1,800 lb. heavy, 9,000 lb. push/drag. Horses are so last season. ========================================= I'm going to pause here for a moment. I'm not even finished with equipment, but I need a bit of a break. ^-^" Tiefling Racial Traits - Updated Page 4 of the recently released Pathfinder Player’s Companion: Blood of Fiends has a sidebar discussing tieflings arising from races other than human. It says “They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic.” From a balance standpoint, this is reasonable. But, with the trait system, I think we can do better than that.
Dwarf-Blood: Dwarf tieflings are virtually unknown and, outside of the Duergar, are usually smothered at birth. Should one survive, the tiefling would be short and heavily built, much like their dwarven parent. Hair (and beard if male) would be of an unnatural color.
Elf-Blood: Despite their strong connection to nature, elves have a strong lecherous streak that can lead them into liaisons that would have been better avoided. Elf blooded tieflings tend to be tall, with the same long ears, almond shaped eyes, and large pupils that elves commonly have.
Gnome-Blood: The chaotic and experimental nature of gnomes leads some to ill-considered matings. Disturbingly, in addition to the normal marks of their fiendish blood, gnomish tieflings tend to have pale skin and white hair.
Half-Elf: Use “Elf-Blood” above. Half-Orc: Use “Orc-Blood” below. Halfling-Blood: Halflings rarely mate with fiends voluntarily, As Halflings are frequently slaves, the sometimes find themselves forced to do so. Hafling Tieflings They appear as normal haflings, except as marked by the fiendish heritage.
Human-Blood: Human tieflings really far and away the most commonly encountered, and like Humans in general, they are the most varied. One constant however, is that they are mistrusted and persecuted by “normal” humans.
Orc-Blood: Vile and destructive creatures, Orc readily offer themselves for dark mating rituals in a mad pursuit personal power. With their magical powers and mental gifts, Orc-Tieflings often find a place of honor in Orc tribes.
Maena speaks quietly, allowing a softness into her voice for probably the first time, "You are right, Kiley. His later actions, no matter how likely, do not make it right." Her voice grows harsher and her icy tone returns as she finishes, "It is his past actions that do. He murdered that man and his loyal dog, and now, this 'thing', as you call it, seeks justice for itself and its murdered master. A justice that is well deserved." AdamWarnock wrote:
Worse than code: routing tables. (And I'm not talking about woodworking.) I kinda got into the same situation... I've been DMing for my friends since high school (5 years now), and I was part of a second group that was 10+ years my senior and much more into the game than my current group. My second group (in which I was both player and GM) loved to RP - but alas my group of friends never did. Because of my interest in the game, I finally convinced somebody else to take over as GM. My first character back as player sparked more RPing in the group than had ever occurred before. I was a (gray area) LG cleric with a "bring to justice" list that grew every time he felt slighted. It made my group question LG and see it in a new light. It made them a bit more curious about their own alignments and how their character would react to situations. My character had immense depth and personality, and the then-GM (my little brother, I taught him well) played right into it at every step. Once the group started seeing personal involvement at its finest, they started to step up their game. I still have one player who is not very "into it"... But our next go around I'm providing big bonuses at character creation for backstory to try and motivate him a little more. So, thats how I accomplished at least something without talking to my players. But you should still talk to them. Here is a prestige class that I've been kicking around as a replacement to the Dragon Disciple for Sorcerers. The Dragon Disciple still exists for other classes. It's also made to go side by side with my expanded half-dragon template which I've included here as well. Included within the HotD file is a small update to the Draconic Bloodline to account for the other True Dragon types that Paizo has released. So can you guys write a nice adventure path where all the gnomes get wiped out, and the world is a happier place for it? And then we could maybe get a better race as a replacement in the core rulebooks? :) Here is an item that appears frequently, but never gets the write-up it deserves. Until now ... --- --- ---
The field of force created by the chainmail bikini has two important side benefits. In addition to the armor bonus, the force field also provides protection against the elements equivalent to a continuously operating Endure Elements spell, providing complete comfort in temperatures ranging from -50º to 140º Fahrenheit without having to make fortitude saves. The other, and occasionally the more useful, side effect is that field of force allows a female wearer to have a fuller, firmer figure adding a +2 circumstance bonus to all charisma based skills - but on a male wearer, the suit just looks silly, inflicting a -2 circumstance penalty to all charisma based skills.
--- --- --- As a side note, I play a Wizard in Gamer Girrl's CotCT campaign who would be capable to making this item. And I know a Half-Elven Priestess of Shelyn, a Half-Elven female Rogue, and a Human female Paladin who might actually benefit from one of these. Finn K wrote:
Ha! One time, when I made my most recent Paladin, I mentioned he would be male, and the same friend I mentioned above said "WHAT!? You're playing a Paladin male? The idea of the heroic female warrior flying around kicking peoples' asses is so cool! Paladin is the only class I would play a female in, and you're gonna play a male?! YOU!?!" Really made me think hard about it, and I bounced back and forth for several days. He's right though - particularly for me, the idea of the angelic warrior, her eyes shining brilliantly, sword in hand, ready to strike down evil-doers - is something that deeply appeals to me. Like right here. Don't care for the skimpy outfit, though. Never liked that. Every time a potential player I have thinks they have a game breaking build one of the following usually happens: A) A misunderstanding or misuse of the rules (I am looking at you Synthesist) B) The build is actually not game breaking because the player didn't understand what the average power level of a character is to an encounter and grossly overestimated just how good there were going to be C) Is using "Compatible" material from another source or 3rd party material Reactions usually go somewhere along these lines: A) "No it isn't against the rules look here!" Then I show the the errata, then they get mad. Another fairly common reaction is for the player to just leave after a few sessions or just never show up, blaming me or whoever is GMing for "Being a loser". B) As soon as the player realizes they didn't do anything spectacular they ask, "Can I rebuild my character?" or "Can I make a new character?" If you do not let them, they will usually try to find a way to retire or kill the current character, cycle starts again at B. C) "What do you mean 'X' isn't allowed?" Begs furiously to get material approved, pouts then quits if it isn't. Six Player Kingmaker Conversions- Chapter 1- Stolen Lands (Alexander Kilcoyne) Forum Topic- Link Conversion- Link Chapter 2- Rivers Run Red (Alexander Kilcoyne) Forum Topic- Link Conversion- Link Chapter 3- Varnhold Vanishing (General Chaos) Forum Topic- Link Conversion- Link Chapter 4- Blood for Blood (General Chaos) Forum Topic- Link Conversion- Link Chapter 5- War of the River Kings (the_minstrel_wyrm) Forum Topic- Link Conversion- Link Chapter 6- Sound of a Thousand Screams (General Chaos)
Ravingdork wrote: I found Michael Jaeck's DeviantArt art gallery, which has tons of Pathfinder artwork. Most of the artists who contribute to Pathfinder have DeviantArt accounts, such as Julie Dillon, Andrew Hou, Svetlin Velinov, Ben Wootten, and Kevin Yan. A search for "Pathfinder" brings up a lot of stuff, both official and fan-made. Representing characters in digital format has been something I've attempted since the beginning of my programming life. Now with age, I've decided to look back and do it right. Good software needs a good foundation. I am looking not at building any specific application (yet), but rather a framework for properly articulating PFSRD/PRD creatures. In my pacing/brainstorming/wasting-time-should-be-doing-something-else-ing I have come to the conclusion that, in fact, two frameworks need to be created: PRDML for representing rules, and PRDStore for representing creatures created with those rules. PRDML will need to be quite extensive. A "PRDCORE" listing will need to hold all the base rules (encumbrance tables, effects of character levels, etc.). Extra rule sets can hold specific classes. Such that each book (core, or otherwise) can be articulated in a manner that is universally understood. PRDStore will be a much less comprehensive project. This should only hold arbitrary data that is not derived. So it would hold levels and feat choices, but not hold BAB (because bab is a derived stat from the rules). This is not for a specific application goal, but rather a means of expanding PRD coverage to make open software design more feasible. I'm looking at starting this on my own, but am curious if anyone else would like to join me in discussing this. If there is enough discussion we could go as far as starting a freenode irc channel or something and getting a better roadmap outlined. In the end, the project should yield two specifications similar to http://www.w3.org/TR/html4/ I don't think this violates any of the policies, but if it does just flag it and a dev should delete it fast enough. Also if so my apologies in advance. Here's my thought. We're a fairly "unique" (in a good way) community. Why not see if we can make some professional connections. Perhaps if you're looking for a particular employee or a particular job you could post it here. I know it's a long shot, but never hurts to ask. For the sake of clarity, lets follow the same basic format, but of course alter it to suit your needs. I am a: Job seeker Location:Atlanta, GA or Telecommute What's the skinny?; I recently graduated (this month) with a Masters in Industrial Organizational Psychology. I'm looking to get into the field of Consulting and/or high level HR. I have a military background as well as some independent consulting with government agencies and non-profits. What do you really want? Does anyone know anyone who is with a consulting company with a presence in Atlanta such as Deloitte, Boston consulting, etc. Reply to this asking for resume or contact information if anyone knows anything/anyone. Thanks in advance. Dragon78, 3) Regarding spelling/grammar: It is a courtesy to anyone who reads your writing to write as clearly as possible. Anything less than that is sloppy and shows your respect for your audience is not as good as it could be. 4) No item has ever made it in or been forced out of the top 32 based upon imprecise pricing. As long as you get the order of magnitude correct, the judges more than likely won't blink an eyelid. 7) Not offering a description of your item is like eating a 3 hat meal with a blindfold on. You'll know how nice it tastes but you're missing the visual splendor that unites the entire presentation and experience. This doesn't mean going over the top but giving your audience a definite mental picture that they can imagine and build upon. In addition to what everyone else is saying, I suggest you have a close look at each of the items that made top 32 in previous RPG Superstar competition. In particular, read the entire thread for each focusing on the judges comments. If you do this, you will have a really good idea of what the judges are looking for and what things will cause them issues. Pay particular note that not that many entries go over the 20,000gp mark, let alone the 100,000gp mark and I don't think any have even gotten close to 200,000gp. In the RPg Superstar Seminar podcast, I think it was Sean that mentions that anything over 100,000gp really does not work that well as a wondrous item. I think it fair to say that the judges will always place a 300gp imaginative and tightly designed wondrous item over a 150,000gp uber item. It is not a competition to see who can create the most powerful item, but the most imaginative, useful and coolest one. Best Regards
Dragon, most of the answers you're looking for can be found in the Round 1 Rules and FAQ, Contest FAQ, or the Contest rules (all linked from the Superstar page) or Sean's advice thread (which is stickied.) In summary: 1) No.
Clark Peterson wrote: So who can be the first to comprehensively link my most motivational posts? I blame my need to be useful. The Collected Wisdom of Clark Peterson
Clark's Feedback Threads
I can't find a feedback thread from 2008 and it's time for me to give my 2-year-old a bath, so I'll leave that for a little later. Or someone else could have a look. There's also a critique thread from last year (albeit not involving Clark as a critic, as far as I recall) that should be most instructive in preparing for this year. You can find that here. It will be especially useful for anyone who is under any illusions as to the ability of the judges to be kind and caring when they reject an item; they simply don't (and can't) have the time or the emotional energy. Still, I'm firmly of the belief that the harsh criticism is better than no feedback at all (which, really, is the only other option). --Mike I like the irony that WotC and Paizo prefer that the PC be good aligned, but they have a ****load more options for Evil characters... Most worlds/campaign settings seems to be overun by evil outsiders, where are the good ones? I am finished to the point of usability (missing visual descriptions of other personas) The Questions
2. Which NPC are you connected to (I am assuming story wise, * marks trait selection)?
3. How would you describe your personality?
As the Pai (Martial artist) persona, I am more tomboyish and reckless, and even more honorable when I fight***, I sometimes even swear, but have a dislike of the prefix honorific when being addressed. As the Twin Tails (Thief) persona, I am more cautious, plan things out more, and show a dislike for women with average and above average busts (even though she has above average, the bandages make it look below average) 4. What will your character contribute to the group?
5. What are your plans for your character mechanically? I don't need to know a level-by-level progression, but where are you taking him/her?
6. What is your day job?
**(Using Japanese honorifics when speaking in Tein, I read enough manga)
****Second batch of questions**** 1b. Why would character consider leaving Sandpoint to travel to the other side of the world?
2b. Are you already participating in a JR PbP game?
****GM questions**** A question for our generous GM
and in my profile will be a "DM eyes only" spoiler tags, revealing some secrets. (this will be up later today) Has your dungeon crawl turned into exactly that, a crawl? Do you wish you could turn it into a dungeon sprint?! Well wish no more! The rules are simple:
Things to remember while playing:
The Dwarven Door Game was invented by Trollbear Thundersnow, a dwarven barbarian, who was a little bored one day. Disclaimer: The Dwarven Door Game is very exciting. You might get caught up in opening doors really fast. Side effects include:
Feel free to try the Dwarven Door Game at home, no purchase required. Post stories about how you almost won the Dwarven Door Game, but died. Post variant rules that you've experimented with in your own game. This is about as far as a previous discussion got. I fleshed it out rather a lot and it's seen some use since, but it never got finished. Aasimar of Gollarion – Alpha 1 Variant Aasimar Heritages
Variant Aasimar Abilities
d% Ability
Aasimar Feats Celestial Heritage
Tight Grip of Fate
This is AWESOME. As soon as I got the player's guide I sat down and brainstormed how to come up with a fitting Belmont whip-wielding vampire killer - and finally settled on Inquisitor. They have enough martial prowess to make it work, and enough divine magic to fit the flavor. I mean...you can make your own holy water. The biggest win though was the ability to add the "bane" ability to your weapon. Using it is about the only way I could imagine making the whip (even scorpion) not completely suck - and it can make it great against undead AND other monsters. And as far as music goes, check out OCremix. Loads of great free Castlevania music:
It strikes me as a bit odd that there would be so many vocal opponents to having a constant non-player member of the party who is actively engaged. Both Serpent's Skull and Jade Regent are heavily based upon NPCs that are [arguably] so heavily written into the story that they might as well become GMPCs if they are truly given life as you're supposed to. Of course, there are many different playstyles so that could be part of the difference too. For example, some groups see the "story" aspect of an RPG as an incidental byproduct of what they see first and foremost as a game. From that standpoint, I can certainly see a GMPC garnering enmity. However, I know that there are more than a few GMs [myself included] who run a game primarily because they love the story aspect. Speaking for myself, I see the rules as more of an aid to help with the storytelling than the main focus. When they get in the way they get put aside for a while. By the same token, there are several types of stories/tropes that are best served by having a constant NPC/GMPC. In the case of my own Serpent's Skull/homebrew PbP, in the most basic sense, you could take the premise of Jade Regent (escort a noble across the world, develop strong relationships) and swap out Ameiko for Alis. Is it somehow 'ok' when Paizo does this and Wrong Bad Fun™ when a GM does it? That seems rather arbitrary to me. I would agree though that GMs and players need to be up-front about their expectations. I've tried to be exhaustive in enumerating mine, but it's always interesting to learn more about such things — namely when they show up in contrast against those of someone else. Live and learn... dulsin wrote:
I would like that as well, but add on Countries as some of us are in Canada, UK, Germany, etc.. (I hope this is the right forum for this.) Contests. Open calls. Standard submissions (with or without query). On spec assignments. Taking writing resumes. I started a thread under Paizo General about writing for PF, and the majority of the response pointed toward "write for a 3rd Party Publisher." Okay. I'll buy that. So, who's hiring? I know many 3PPs are one-or-three man operations done as a labor of love, but some of you have to be open to submissions or be willing to give assignments. And I am certain that I am far from the only one on this board to be interested in such work. So here's your chance. Let us know. I've skimmed through the 1000 Tiefling quirks thread and I was wondering if there was a similar thread. A (very) quick search showed me that there wasn't, so I decided to start my own. One of my players wants to play an evil Aasimar. Yes, that's right. an evil Aasimar. I'm looking for some nice suggestions for him. 1. A faint halo floats above your head. (Yes, it's from the bestiary, but I really like it)
Like anybody, I enjoy threads that recount the unexpected (and inexplicable) turn of events that sometimes occur in games or those that expose the mind-nubblingly dumb things that PCs (or DMs) occasionally do. A little less common, in my experience, are the stories that recount ridiculously unlikely deductions, leaps of logic or unintended accidents which have lead PCs to solve mysteries, prematurely defeat bad guys or stumble out of a problematic situtation before they're even aware of being in it. These are the events that leave lesser GMs weeping on the floor, their carefully plotted storyline in disarray and with no idea of how to pick up the pieces. Here's one such example from the other thread: mdt wrote:
How about you? Ever had a PC unexpectedly kill your disguised BBEG while trying to read a campaign's opening boxed text? I'm looking for really good examples of the extremes of GMing — those situations that arise in which there are no good precedents in the rules. These things do happen, and it falls to the GM to make the call, often without enough time to practice solid game design. What is the toughest ad-hoc GM ruling you've had to make in Pathfinder RPG? What was the situation? How did you rule in the end? Are you happy with the ruling? What would you rule today if faced with the same situation? Also, I'd like to keep this specific to Pathfinder RPG. 1. Vestigal bat-like wings grow from the character's shoulders. They flap instinctively and uselessly whenever she jumps or is falling. 2. The character has two eyes, but also a third pupil that seems to float across the surface of his eyes independent of whatever he's looking at. 3. No nose. The character's face is completely smooth and blank where she should have a nose. 4. Shark-teeth. The character's teeth may look normal. Or they may be triangular shark's teeth. Either way, he always has rows of replacement teeth ready to replace his old ones, sometimes even forcing old ones out if they are not lost in a span of five years. 5. Any tattoos, scars, freckles, or other markings this character has seems to rearrange themselves whenever no one is watching, including herself. 6. The character has a small, snake-like something under the skin of his shoulder which shifts about if touched. 7. Popeye arms. The character's forearms are thicker and far more developed than her biceps. Her hands are larger than the norm as well. 8. The character is always warm to the touch, but not alarmingly so. However, people looking at him note that there's always a heat distortion effect outlining his form. Personally instead of a plethora of subraces for every situation, I'd like to see something I've only ever seen even attempted in Rolemaster, because frankly, it's a good idea. Separate Race, Culture, and Climate. That way there's no need to elaborately work in (making the assumption that the gm wont allow custom houseruling of races - which is true in 85% of games) why my dwarf raised by elves knows how to dodge giants, and halforcs raised by gnomes wouldn't likely be taught to use orcish weapons. Race: What you're born with, your potential, and abilities that develop with age, through no effort or training whatsoever. Climate: The climate you grew up in. This could determine the skills you get for race, or maybe some climate specializations. Things you'd need to have picked up in such a climate. Culture: Things you are taught by your society, things everyone learns in this culture while growing up, etc. Weapon Proficiencies and Dwarven combat training falls into this area. And theoretically, you could still modify your race if they've been living in a situation so long that their racial capabilities have changed. You could make "hardy" races, "cunning", "intellectual", etc. The GM would be the only one doing this part most likely though, because if the PC says "I'm an elf racially adapted to be fireproof" the GM can say, that doesn't exist in this setting. (But if it *DOES*) then it's really easy for the GM to just plug it in and use it, without having to worry alot about "well I just made some stuff up. it looks like a comparable power level, I hope it is." So: In a theoretical setting, let's say we're building a character where these are separated. I'm going to assume instead of having 3 separately balanced categories that you're picking from, they came up with a system of substitutions (3 different balanced things would be better, but for simplicity I'll do it this way) So: I'm an Elf, From the Arctic Wilderness, who was raised by Human Vikings. So I start with the Base Elf
What's Racial?
So, assuming we're using a substitution system.
It would be nice to have a bunch of different climate and cultural packages - and it would be an effective and simple way to customize races for a setting without a million and one subraces needing to fill all that page space. I'd like to hear some of the funny stuff said/done at the game table (in game please) that made the whole table laugh. When my gaming group had just started, we had this kid (senior in HS getting ready for college) who wanted to play a halfling rogue. Because he was terrible at naming in general, we looked the other way when he named his character "Skeeve" (Robert Aspirin Myth- books, for those who don't know), so we're leveling along, doing our thing, listening and /facepalming to all the goofy stuff Skeeve comes up with. In the course of adventuring, we meet an old knight. Positively ancient. And a little crazy too. I know my DM, and I figured this was his Don Quixote-type guy, who wanted "one last adventure..". I forget what we were fighting, but the knight does this Majestic Charge™ (like something out of the movie Excalibur) and hits his mark, but in the process is run through by two pikes, killing him instantly. Our DM gave us this moment by moment accounting of the knight's passing, how heroic it was, how serene he looked in the face of death, how he went out as he intended...and Skeeve interrupts by saying: "Dibs on the armor.." The knight hadn't even hit the ground yet. It may not seems so humorous in type, but I swear to any God you place in front of me, we were in hysterics. I still remember that was the one time I laughed so hard that I cried, my sides were killing me, and I had to leave the room... |
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