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King Ezelgar

Bobson's page

Goblin Squad Member. RPG Superstar 2014 Star Voter. Pathfinder Society Member. 2,862 posts (3,816 including aliases). No reviews. 6 lists. 1 wishlist. 2 Pathfinder Society characters. 15 aliases.


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There was also just a big rush of them for the online event, followed by the con-season lull. I'd blame that more than any particular other changes, at least for the moment.

I guess the question is - would you let this ioun stone allow someone whose tongue has been cut out to speak? Someone under a silence spell? Someone simply gagged?

Effectively, the knowledge of how to speak a language is different from the physical capability to produce the correct sounds to form speech.

Also, while awaken does grant the target the ability to speak, many magical beasts, such as griffons are intelligent but have a Language block of "Languages Common (cannot speak)"

It's worth pointing out that the archetype does say you can replace, not must, so if the power you wanted is the default monk ability there, you can keep it.

But there's no way to choose a 6th level power until you're level 7, as Gauss said. And no, there's never been an explanation, to the best of my knowledge.

I would say no. The stone gives you the ability to speak a language, but it doesn't give you the ability to speak. If you're polymorphed into a creature that can make speech-type sounds (like a parrot), you can benefit from it. But if you can't make the right type of sounds, it's not helpful to know how to make them.

The only other alternative would be that the third creature has to be TN, which would fit better with the theme of Balanced Summoning.

Dang it! Just slightly too late. Work ate all my time last night.

I was going to submit an adapted version of this halfling witch, designed as a healer for another WotW game. He does fun things with Halfling Jinx that I've been wanting to try out.

Ah well. Good luck, everyone!

1 person marked this as a favorite.
Ithnaar wrote:
questions wrote:
Ya I could see that as a fair assessment, but what about spells meant to hamper your enemies abilities to pursue you, wouldn't that also be in line with that thought. if the big scary monster was caught in a web wouldn't that hurt his ability to come after you.
Webbing a foe, or collapsing a tunnel with a spell or slamming the door shut and Arcane Locking it are all great ideas, but the character is in a state of panic. You see it in horror movies all the time; the victims hardly ever do the 'smart thing'. All they can think about is "How do I get further away from this terrifying thing?" And all of those other actions, though they are all smart moves and great long-term solutions, do not get the character further away from the source of their terror *that action*.


It's not about "How can I slow them down?", it's about "How can I move faster?" Taken as a whole (so you can stop to cast a spell), a turn you're panicked is valid if you can say "I got as far away from the thing as I could". Slowing them doesn't move you any further away, so is invalid. Casting haste on yourself gives you (usually) the same movement as a double move, so is valid.

There's nothing official backing that policy, but it's a good rule of thumb for on-the-spot GMing that fits the intent.


Roll 4d6 drop lowest six times for stats.

-Reroll if you have less than a 20 point buy
-Reroll if more than one stat is below 8.
  • 4d6 ⇒ (4, 5, 5, 2) = 16 -> 14
  • 4d6 ⇒ (4, 1, 2, 2) = 9 -> 8
  • 4d6 ⇒ (6, 3, 2, 4) = 15 -> 13
  • 4d6 ⇒ (5, 3, 5, 1) = 14 -> 13
  • 4d6 ⇒ (3, 4, 6, 5) = 18 -> 15
  • 4d6 ⇒ (6, 6, 2, 4) = 18 -> 16

    That's, surprisingly, a 26 point buy. Looks pretty good for a MAD class... maybe I'll be a monk?

  • Dotting, to submit an idea tonight.

    Well, every area is different. Just because it's the best selling in general doesn't mean it's going to be the best in a given location. Kindof sounds like a chicken-and-egg problem, though.

    snickersimba wrote:
    What I need is a store that actually runs pathfinder stuff. The closest store literally has a table run by an anti pathfinder. They sell no pathfinder stuff, but sell plenty of D&D stuff. I have been playing D&D 4e there but I can't get as excited for it as pathfinder. Just due to the fact its so streamlined... Thats a big reason why I don't buy the books, not just cause the prices, no. The prices are reasonable. Just theres no use for them.

    Kindof OT for this thread, but can you run Pathfinder there on a different night? Or are the store owners personally opposed? Any logically-run gaming store should have at least a small quantity of Pathfinder products (given how well they reportedly sell), but not all gaming stores are logically run.

    Goblin Squad Member

    Lifedragn wrote:
    I like the notion of "If you have been logged out for X time, you will log back in at the nearest shrine. Or nearest bind point." I think nearest shrine is less abusable for trade purposes.

    I like this idea. I'd also suggest some form of limited immunity after logging in. If for no other reason than sometimes the server thinks you're logged in before your graphics card has caught up. Something like "You're immune to damage for one minute after logging in or after moving more than X (short) distance from the shrine."

    ShadowcatX wrote:
    The paizo staff on the boards have stated that you cannot gain the same attribute to damage more than once. (Ie. Trying to take trench fighter and gunslinger.) I don't believe that it is ever, explicitly, stated in the books though.

    Do you have a link to a source who isn't James Jacobs (who insists that we not take his rulings as other than good-advice-house-rules)?

    MechE_ wrote:
    I would not, however, allow someone to add dexterity twice to their CMB through Fury's Fall and Agile Maneuvers, as there is no precedent for this ability on an attack roll.

    Then you ought to be banning Fury's Fall, not the combination. There's no precedent for adding a second stat into your CMB, but there is precedent for using a different stat in the first place (Weapon Finesse).

    As Jiggy said:

    "add this on top of your normal bonus" and "add this instead of your normal bonus" are two very different things, not different ways of doing the same thing.

    That said, you are free to do whatever you want in your home game, whether or not your reasoning makes sense to the rest of us.

    The simplest interpretation is that the source of the bonus can only be applied once, but the value of the bonus can be the same from multiple sources. If it just so happens that the value of two different bonuses are both equal to your Dex score, then that's fine. Just as it would be if you were adding Wis and Dex and had the same score in both.

    I'm rather confused by when the message boards uses a secure HTTP connection and when it doesn't. For example, the top level page of the messageboards ( is secured, but the level one down from it ( isn't. Making new posts is, and quick-reply posts to a secure URL, but viewing threads is still regular HTTP.

    Can we get an all-https version? Are there technical reasons we can't?

    Movin wrote:

    @bobson, you are likely going to need to chat with Remnant on the extent of your characters magic immunity. As it is currently written any spell, beneficial or not is negated by you immunity if it can be stopped by SR.

    Thing is magic immunity isn't spell resistance so as written there is no way for you turn it off.

    Ooh, good point. I'd thought about it, but not really thought about it. The first part I knew, but the second I'd completely missed.

    Could be an interesting challenge, though.

    Sanriel wrote:
    Level 7 with 2la freebies. You count your monster as a class equal to its Cr. So effectively 9th. I think. Still get gold of a L7 character though.

    Hmm... I think I may have underbuilt myself. Wisps are CR 6 with 9 HD, but I replaced two HD with two class levels.

    Sanriel wrote:

    I would imagine that in the employ of this mysterious benefactor that we would have a high chance of encountering all sorts of unique and interesting creatures. Then we kill/eat* them and take their stuff.

    Hopefully without getting a militarized nations worth of weapons trained on us.
    *depending on the party members involved, make into brain slave/vampire thrall is also applicable.

    Xizor doesn't eat anyone... He just feeds off of all the fear the rest of you generate from your victims. You're handy to have around.

    As far as finishing him goes, I'm wrapping him up now.

    Have fun!

    Remnant wrote:

    At this time please post your character ideas so I can start getting my intro post on the game thread (to be made later) all ready. Looks like right now we have (essentially)


    With a Mindflayer, Drow Noble Weretiger Ninja/Monk also about to be recruited. Anyone else close to posting an idea that I missed?

    You missed me, with Xizor. I haven't made an alias for him yet. I also haven't bought any items yet either - I'll probably get a chance to do that tomorrow night.

    Another thing I have yet to do is really go into his personality or backstory much. Very much a flat statblock at the moment, but that's something else I hope to take care of tomorrow.

    divineshadow wrote:

    Okay I can wait.

    As for closing. When Vel submits his we will be closed. The game has already started and you will be delivered to branderscar on the second day.

    Sounds good.

    If I'm chosen late enough on Friday night, I won't be at a computer to see it until some point in the afternoon or evening on Saturday. Just a heads up that I'm not MIA. If I'm not chosen, then I still won't know, but no one will be expecting me to post. ;)

    I am amused that everyone chose a different class to build a healer off of. (At least within submitted characters, anyway).

  • Nash the druid.
  • Arthan the witch.
  • Nemenia the bard.
  • Manny the oracle.

    There's another witch and another oracle who haven't posted builds.

  • Zain Ashvale wrote:
    Movin wrote:

    @Zain, so why don't you just use the Unfettered eidolon creature as a base? I mean if you plan on rocking the zerg idea it would leave you open for future evolution.
    Something akin to the Unfettered Eidolon would be what I would like, I was hoping to purchase RP abilities mostly because there are a few things that cannot be replicated without it. I could likely make the overwhelming majority of what I want to do work with EP though so perhaps EP progesssion as a Unfettered Eidolon could work(Maybe I need to spend feats in order to get RP? that seems pretty sensible)

    I'd suggest either an "Extra Race Point" feat, equivalent to (and restricted like) the Extra Evolution Point feat, or just a flat EP-to-RP conversion ratio.

    But what race options would you want that aren't available to eidolons? It might just be easier to package them up, and say "This costs X EP" than trying to price each one individually.

    Well, here's the rough draft of Xizor - the Will-o-wisp synthesist who always wanted to have a body. I'm picturing the eidolon as a glowing humanoid shape that forms around the glowing sphere which is Xizor - effectively an extension of a will-o-wisp's natural glow and ability to create patterns (they don't always look like a skull).

    Stat block:
    Lesser Will-o'-Wisp Summoner (Synthesist) 2
    CE Medium aberration (air)
    Init +1; Senses darkvision 60 ft., scent; Perception +15
    AC 20, touch 16, flat-footed 19 (+1 Dex, +4 natural, +5 deflection)
    hp 81 (9d8+9)
    Fort +3, Ref +3, Will +11
    Defensive Abilities natural invisibility; Immune immunity to magic
    Speed 10 ft., fly 50 ft. (perfect)
    Melee 2 claws +11 (1d6+4)
    Special Attacks shock 2d8
    Spell-Like Abilities (CL 7th; concentration +13)
    . . 9/day—summon monster
    Summoner (Synthesist) Spells Known (CL 2nd; concentration +8):
    . . 1st (4/day)—mage armor, magic fang, unseen servant
    . . 0 (at will)—detect magic, light, mage hand, message, read magic
    Str 1 (19), Dex 28 (13), Con 10 (13), Int 20, Wis 17, Cha 22
    Base Atk +7; CMB +11; CMD 27 (can't be tripped)
    Feats Cornugon Smash, Flyby Attack, Power Attack, Weapon Finesse
    Skills Acrobatics +5 (-3 jump), Bluff +15, Diplomacy +15, Fly +21, Intimidate +18, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (nature) +9, Knowledge (planes) +9, Perception +15, Spellcraft +17, Stealth +13 (+33 while moving or +40 while still vs. foes who can't see invisible), Use Magic Device +18
    Languages Abyssal, Aklo, Common, Giant, Goblin, Undercommon
    SQ eidolon link, feed on fear, fused eidolon, fused link, share spells with eidolon
    Other Gear 25,000 gp
    Fused Eidolon - 0/22
    Summon Monster I (9/day) (Sp) - 0/9
    Special Abilities
    Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
    Feed on Fear (Su) Any time a will-o'-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
    Flight (50 feet, Perfect) You can fly!
    Flyby Attack You can take a standard action during your move action while flying.
    Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
    Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
    Immunity to Magic (Ex) Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
    Natural Invisibility (Ex) +20/+40 stealth and +2 attack vs foes who can't see invisibility.
    Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.
    Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
    Shock 2d8 The Will-o'-Wisp deals 2d8 electricity damage with a melee touch attack.
    Summon Monster I (9/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

    A questions for Remnant:
    Since the w-o-w's normal attack is a melee touch (for electric damage), do my claw attacks deliver that as well? Or is it an either/or?

    Remnant wrote:
    Bobson wrote:
    Remnant wrote:
    Bobson wrote:
    Remnant - what level would a Will-o-wisp summoner synthesist start at? The idea is basically that his eidolon a humanoid shell around the wisp.
    I like that idea as I am initially envisioning it so make it easy, drop a HD or 2 fm the Will o Wisp and make those your Summoner Levels. Weaker as a Will o Wisp but it should balance out long term wise.

    Ok, I'm making a Lesser Will-o-Wisp by dropping two HD, which includes losing one feat (Improved Initiative) and one stat point from Dex. Then I'll add two Synthesist levels and call it a day.

    Edit: What do monster races do for stats? Treat their racial stats as modifiers to the standard 11/11/11/10/10/10 array and spend 25 points? Or go with them as written?

    Reviewing the original thread (thanks for the hard lifting) "if you play a monster with racial hit dice, you still get to use its stats as mods on top of a 25-pt buy, but in that case you don't get the two bonus levels of templates (it's a balance hack)"

    So in your case use the monster stats as written since you are maxing out at the 9 total Levels/HD/RHD

    Cool. I won't lower my strength and end up with a negative score after my racial -9, though. :) "Help, I can't move!"

    Remnant wrote:
    Bobson wrote:
    Remnant - what level would a Will-o-wisp summoner synthesist start at? The idea is basically that his eidolon a humanoid shell around the wisp.
    I like that idea as I am initially envisioning it so make it easy, drop a HD or 2 fm the Will o Wisp and make those your Summoner Levels. Weaker as a Will o Wisp but it should balance out long term wise.

    Ok, I'm making a Lesser Will-o-Wisp by dropping two HD, which includes losing one feat (Improved Initiative) and one stat point from Dex. Then I'll add two Synthesist levels and call it a day.

    Edit: What do monster races do for stats? Treat their racial stats as modifiers to the standard 11/11/11/10/10/10 array and spend 25 points? Or go with them as written?

    Just for reference HERE is the recruitment post that this is based on (as opposed to the idea post in the top of this thread), including the Lesser Lich option.

    And Remnant beats me to it by 2 minutes.

    Remnant - what level would a Will-o-wisp summoner synthesist start at? The idea is basically that his eidolon a humanoid shell around the wisp.

    Well, here's a very interesting halfling witch who can heal. I love the results you can get from the background generator tables.

    Born the child of Mitran clergy, he fell in with a bad crowd as a kid. He was apprenticed to a witch well known for her healing magic, but then his crowd convinced him to steal some of the offerings from his parent's church just to have the cash, and it was a short road from there to stealing and melting down some of the implements for their metal value. He was caught and turned in by his older brother Jeryl and sentenced to burning to death for Desecration. When his family hears that he's escaped, his brother is sure to set out to bring this discrace on the family back to justice.

    Arthan Deepstrider
    Male Halfling Witch (Hedge Witch) 1
    NE Small humanoid (halfling)
    Init +1; Senses Perception +3

    AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
    hp 8 (1d6+2)
    Fort +1, Ref +3, Will +3; +1 trait vs. divine spells, +2 vs. fear
    Speed 30 ft.
    Special Attacks halfling jinx, hexes (evil eye, healing)
    Witch (Hedge Witch) Spells Prepared (CL 1st; concentration +5):
    . . 1st—cure light wounds, forced quiet (DC 15)
    . . 0 (at will)—dancing lights, detect magic, resistance
    Str 10, Dex 12, Con 12, Int 18, Wis 12, Cha 14
    Base Atk +0; CMB -1; CMD 10
    Feats Extra Hex, Nemesis
    Traits child of the streets, desecration, hatred of mitra
    Skills Heal +5, Intimidate +6, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +10, Perception +3, Sense Motive +3, Sleight of Hand +6, Spellcraft +8; Racial Modifiers +2 Linguistics
    Languages Abyssal, Common, Daemonic, Dwarven, Elven, Goblin, Halfling, Infernal
    SQ avarice, patron spells (healing)
    Other Gear 150 gp
    Special Abilities
    Avarice Must gain at least 10% more treasure than allies or cannot Aid Another for 1 week
    Desecration +1 trait bonus on all saving throws against divine spells.
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Evil Eye -2 (7 round(s, DC 14), DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
    Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
    Fearless +2 racial bonus vs Fear saves.
    Halfling Jinx (30 ft, At will, DC 12) (Su) Foe in 30 ft takes -1 to saves for 24 hr or until jinx again (Will neg).
    Hatred of Mitra +1 damage to celestials and followers of Mitra.
    Healing (1d8+1) (Su) Use cure light wounds once per day/person.
    Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

    He's got the Halfling Jinx, and will be taking feats for enhancing that and adding it to witch hexes. His familiar is a weasel, and he's got the Avarice drawback. "Ok, pay me for the healing or you don't get any more." Healing is limited to one CLW per person per day, with 0-2 extra castings (starting with 1), but that's about the same as most other first level healers could do. (Other than a Healing domain cleric, anyway)

    One note: Most days, I can post at least once a day, sometimes twice. However, there are days I can't post in some or all of my campaigns. On average, I think it works out, but I am not the most prolific poster.

    The hazard of not choosing to exactly duplicate a spell is that you leave the door open for the GM to twist the wish. "Teleport us all out of here" implies nothing about where you'll end up. You could, theoretically, each end up standing on your birthplace, which could be hundreds of miles from everyone else. Or, it might end up exactly doing what you want. The key is that you won't know ahead of time.

    Choosing a specific spell to duplicate is a way to "safely" channel the magic of a wish, since it then follows all the rules of that spell (except for increased spell level and DC).

    I'd certainly be interested in another recruitment like this.

    Sacred Summons only works with "creatures whose alignment subtype or subtypes exactly match your aura". So a silvanshee (with the good subtype) would qualify, but a Pseudodragon (which doesn't) would not.

    The more specific question is whether the Celestial template adds alignment subtypes to the creatures it affects. Since there's nothing in the description of the template that says it does, it doesn't. So they aren't affected by Sacred Summons.

    Well, I'm glad I could contribute that idea! I'll definitely be following these game threads to see how this develops. Good luck, all!

    I really wish I could think of something to bring my character in. I can just see how a story involving a god of integrity could try to break him...

    markofbane wrote:
    No problem here with that. I expect to still be interested in it at that point. :) Small favor to ask, though. Sometimes threads that don't have any activity on them for a couple of weeks drop off of focused lists. If you reach a point where you are ready for more input or ready to start a game and I'm not responding, could I ask you to shoot over a PM to prompt me to get back on the thread?


    When I'm ready to post a real recruitment thread, I'll PM everyone who expressed interest in this thread. But I can certainly send you a PM when there's a new question, too.

    I love campaign ideas like this, although I rarely think of a character with enough backstory to be worth applying. However, Tenro's comment about bringing back a 3.5 character idea inspired me.

    My very first D&D character ever was a LN Kensai/dervish dedicated to truth and his own code of honor. Here, he'd be Arnon, god of Truth and Integrity - something like a paladin dedicated more to the law than to the nebulous concept of "right".

    Translated directly for this, he would probably be a Bard (Dervish)/Magus (Kensai)/Oracle of Battle [Mythic Guardian], but there's nothing particularly truth-y about that combination. I'm considering substituting in Inquisitor (Exarch) for the Bard (Dervish), since the latter was a fun part of his character, but not core to the RP aspect of the concept, although I'm still not sure that's a great fit.


    However, as I've been thinking about it (while writing this post), I don't think I could write a backstory which I would pick over some of the others here, and I occasionally have a hard time keeping up on the games that I'm in currently, so I'm going to reluctantly pass after all.

    So consider this an expression of interest, which I'd be willing to develop if asked, but not a full application.


    @Rednal - I'm not sure if you've considered it, but if you're up for it you could pick more than one forgotten god and run them through separate worlds in parallel threads, rather than adapting the story. Of course, that's twice the potential work.

    Ravingdork wrote:
    Developers are less likely to answer FAQed post when you lump all the questions into a single post. You should spread them out over multiple posts and have them collect FAQ clicks independently.

    This. However, it's worth noting that you can do each one as a separate post in the same thread, and that spreads it out enough to make it work for them.

    I clicked the FAQ button anyway

    Peanuts wrote:
    Any news on playtesting Bobson?

    I got about halfway through the 0.7.1 revision, which was taking into account all the feedback so far, and then got sidetracked by preparing for a RL game I'm about to start running. (Rasputin Must Die! as a standalone module.)

    This is still going to happen, but I probably won't make any progress on it until later this month. At this rate, we might not actually start until some time in the fall. :/

    Kazaan wrote:

    The fundamental misunderstanding that several (including JJ) are making here is conflating "source", "value", and "type".

    "Source" is which rules element allows you to add the bonus. In the case of adding Dex to your ranged attack rolls, the "Source" is the default combat rules. The Power Attack feat is the "Source" of its bonus. Bonuses from the same "Source" don't stack which is why you can't take double the Power Attack penalty in order to get double its bonus.

    "Value" is the amount assigned to the bonus. In some cases, it's a fixed value (ie. +1 bonus). Power Attack's "Value" is a function of BAB. In the case of the standard adding of Dex to your ranged attack rolls, your Dex modifier is the "Value". Zen Archer allows you to change the Value from your Dex modifier to your Wis modifier. Same goes for Weapon Finesse and the like. The ability score isn't the "source" of the bonus, it's the value of the bonus. There are no rules as to stacking Value so if two bonuses from different sources add a bonus of the same Value (either flat or based on a particular ability score), nothing prevents them from both being used.

    "Type" is the designator of the bonus; sacred, dodge, shield, enhancement, natural armor, deflection, luck, etc. Bonuses from different sources, but the same type, won't stack save for specific exceptions (ie. dodge type).

    Thus, the Dex bonus added to ranged attacks is an Untyped (type) bonus equal to your Dex modifier (value) which comes from default combat rules (source). The bonus coming from Estaril is an Untyped (type) bonus equal to your Wis modifier (value) which comes from the pertinent boon (source). Zen Archer has an ability that changes the Type of your bonus from Dex to Wis, but that has nothing to do with the Source nor the Type; thus the two values stack.

    Excellent synopsis. Exactly how I see it.

    Malachi Silverclaw wrote:
    If you're rich you can get a bow made for a Str bonus of +20 (ignoring the craft DC, of course, since you buy it already made) and make it Adaptive anyway, just in case the magic is supressed somehow.

    Then you'll take the -2 penalty for using a bow too strong for you. Better to set the default Str bonus too weak - you'll reduce your damage, but not your attack roll.

    Brandon Hodge wrote:
    I will try my damnest to dig up those notes and crack open my old laptop to check out my relevant Firefox bookmarks folder for your and TritonOne's information requests--I seem to recall that I actually had the location of Akuvskaya pinned on a google map. I literally spent days going over satellite images of ruined villages and cathedrals looking for just the right spot--I imagined a place where some globe-trotting Paizo fan could actually stand there, say "well, this is where my character killed Rasputin...for the second time" and spy a rusty sword hilt from a far-distant world sticking out of the snow. =-) I seem to recall the location was more Western/mid Siberia than far Eastern--I didn't want to yetis' trek from the Urals to be to unbelievably long. And while we didn't want to fall too far down the rabbit hole of Russian politics, the prisoners were indeed White Army soldiers, and I believe that artist captured the uniforms Rob intended.

    It may or may not help, but here is a post you made on the subject last year:

    Requoted (in part) for convenience wrote:

    Akuvskaya Monastery is based on this ruined church in Penza Oblast, Russia. I fell in love with it in my research, particularly how the fledgling onion-domed belltowers flanked the larger central dome, which gave perfect resting places for snipers. And it had a transept that, while not necessarily typical for Orthodox churches, gave me the room I needed for an extra couple of encounters. I also took inspiration from the abandoned churches of Ryazan Oblast, which proved to be great specimens to base a composite on, and I stole a little from this ruin, with a great cruciform architecture (though it lacked the onion-domes I wanted), this old beauty which is very similar in style to the Penza church, and this currently-domeless cruciform-style monastery in Voronezh Oblast.

    Orthos wrote:
    Use this.

    That's a cool hook. Who is the requester supposed to be? I'm not familiar with most of the NPCs yet.

    2 people marked this as a favorite.
    Brandon Hodge wrote:
    I think the window scene in room A3 originally had a broken down early automobile in the yard as a clue, but I don't think that made it to the published text, so that's good!

    It's in A1 now:

    A1 description:
    The single window displays a curious sight: a bone fence fallen into disrepair and overgrown with thorny vines, and the carcass of a rusted metal wagon (actually an old automobile).

    Personally, I'd be doing everything in my power for their first dawning realizations to come from the mine explosions and crossfire of machine guns when they're ambushed in their first steps outside the hut--talk about impact if you can pull it off!!!

    I'm actually just about to start running this book (and just this one) for my group. I sold it to them as "It's called Rasputin must die. It means exactly what the title says." They're expecting Russia, sortof, maybe. They are not expecting what's waiting for them right outside the hut... and I am really looking forward to when they trigger that.

    The sound of maniacal cackling fills the room...

    Dotting for definite interest. When I first saw it, I thought "Sunday? That's short", but given the interest, it makes sense. I had two thoughts in mind, although I'm not positive I'll get the time to write either one up.

    One is a will-o-wisp synthesist, based on a villain I threw against my players in my Kingmaker game. He makes up for the lack of a useful body by merging with his humanoid eidolon. Rather similar in concept to the ghost summoner, though.

    And... the other I forgot while I was writing this post. Oops.

    Just chiming in to say that I really love the idea of this, but I don't think I have enough of a grasp on any superhero's personality to feel comfortable submitting an app.

    I just want to throw encouraging and supportive words at the GM. Yay for creative campaigns!

    CommandoDude wrote:
    Bobson wrote:
    Peanuts wrote:
    Shouldn't we be getting some significant benefits if we're paying an extra 20 or 40 BP in order to get advanced or monstrous characters? I think that entitles you to a bit more than extra options to pick from. Or am I misunderstanding something?

    No, you're directly addressing the tension here. On the one hand, spending BP on a race should give you bonuses for what you spend. On the other hand, spending initial BP for an ongoing benefit that lasts the entire game could be very unbalancing. I'm not striving for perfect balance, just "in the same ballpark".

    What I'm thinking is something like "You get three racial benefits", and the stronger races get stronger options to choose from, but are still limited to those three. Thus they don't completely overpower weaker races (because they still only get a few specific benefits), but you do still get something for your points (more & better options).

    Why exactly balance it through "spend X BP to play X race"? I mean, just throw that out the window and balance them in terms of abilities.

    For instance, a nation of Orcs would obviously have strong armies, but with the penalty to mental stats then they have trouble making their kingdom checks. The challenge for them isn't military, it's just keeping their kingdom together. Meanwhile you might have a nation of halflings with weaker military, but are much better at making kingdom checks.

    Interesting concept though.

    That's the goal behind the "You get three bonuses" scenario. Because otherwise you get the kingdom of kobolds that has a hard time with everything, and the kingdom of aasimar which is just good at everything. Not that I want every race to be perfectly equal! But I want them in the same ballpark, or to have some other penalty to balance just flat out being better.

    I might make it more generic, though. "Choose three types of things to get +2 to all rolls of, and one to get -2 to", or something like that. So race becomes more flavor than directly influencing the rolls. You'd just choose a race that fit with the bonuses you wanted (or vice versa).

    I'm actually in the midst of doing a similar rethink with the Champion/Proxy class system, based on my beta reader's feedback. Rather than spell out all 20 classes and have (weighted based on kingdom) chances of each, just abstract it down to "Arcane caster (Int)", "Arcane caster (Cha)", "Melee fighter (Str)" or something like that.

    Gridlock god of Rage wrote:

    YES! I thought this recruitment had died and am happy I checked it.

    I see several people talking about the rules so how would I get them myself?

    Just what's been posted here, except for the two people I sent my v0.7 draft to. There's a lot of snippets posted throughout the thread, some of which are still in the draft, some which got modified by discussions here.

    For what it's worth:

    Version v0.8 will have the rest of the mass combat rules.
    Version v0.9 will have all the minor gaps filled in, and will hopefully get a bit of playtesting. I'll probably post some variant of this here for overall comments from people.
    Version v1.0 will incorporate any suggestions from this thread, and will be the version I use to post the actual recruitment thread.

    Peanuts wrote:
    Sounds interesting, you're putting a lot of work into this, looking forward to it!

    I've definitely put a lot more work into it than expected. Much, much, much more than expected. Quote from the end of March:

    A clueless Bobson wrote:

    As far as progressing this goes, I'm hoping to have the house rules file assembled by the end of the weekend (incorporating Ultimate Campaign, most optional rules from it, the UR/UB additions, and my own tweaks and extras), at which point I'll start official recruitment. No promises, but that's my goal. (It's possible it'll just be the kingdom rules, not yet the mass combat ones - that may need to wait for the following weekend.)

    That said, it's been kindof fun assembling it all, integrating all the new stuff from the addon books, applying my own preferred tweaks, and making it work together without PCs at the heart of the system.

    Very quick update as I'm about to pass out....

    I've shared the rules with my alpha-readers!

    I've created a system of randomly generated and leveling Champions to be your army commanders, diplomats, and the people you make into Proxies, so Proxies aren't luck of the dice any more!

    The current page count is 32!

    I'm up way too late!

    Just checking in to say I've finally finished the section on recruiting and equipping armies. It's probably the section that's most changed from what's in the default army rules. A few highlights:

  • 100 soldiers is now a Large army, but still the "default" size for multipliers.
  • You have regular troops of three qualities (Regulars, Militia, and Conscripts), and a small number of Elite troops who have class levels. I still haven't figured out commanders yet, though.
  • Equipment does not increase monthly Consumption, but there are tradeoffs to various choices. Ranged weapons increase Consumption in every week they're used.
  • Multiple kinds of siege engines.
  • Mounts, Chariots, and Howdahs... If you ever wanted to build a Tyrannosaurus-riding army, now you can! (Supply of dinosaurs not included. See store for details. All rights reserved. The purchaser assumes all liability for all damages caused by rampaging dinosaurs. Dinosaurs may be larger than pictured. Use at your own risk. Do not taunt Happy Fun Tyrannosaurs. Member FDRUN. An equal-opportunity eater. )
  • Healing potions which don't consume your attack and emergency rations which let you "save up" Consumption.

    Next up are the new combat rules, including round-by-round tactical initiative, many more commander boons, and finally figuring out whether Proxies get class levels. Once all that is done, I'll start sharing it with my first readers as I finish up the rest.

    Without the OGL stuff, the document is up to 24 pages and ~7500 words. For comparison, a full page of rules from one of Paizo's books runs 800-1000 words per page.

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