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Sufestra

Bwang's page

Pathfinder Roleplaying Game Subscriber. 1,469 posts. 1 review. No lists. 1 wishlist.


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Purple Duck Storeroom: Tiny Monstrous Humanoids ($1.00) $0.50 has six interesting races you might run past your GM. They make good starts for more, but I had my players craft rationales for their existence and place in the world.

at D20Pfsrd and on sale


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Last weekend...

We camped in a clearing between ancient oaks. Middle of the night comes a lightning storm and we wake amid standing menhir (stones) aglow with Druidic runes our 'Druid/Wizard' couldn't read. Major 'first' encounter with a Druid cult we've tangled with in the past few weeks. Turns out the site sent us back to the founding of the cult. Or rather to watch the founding. We watched the originals plant the oaks and woke at dawn. A brief inspection found that the oaks had grown to swallow the stones. Interesting twist on a plot hook.

Anyone know how old an oak is that is 23-25 feet around?Might be important Sunday afternoon...


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Purple Duck (3pp) has at least one book on tiny humanoids. Mine is hiding in my lost files, but they supposedly have a Patreon account with more coming.

A GM I played with back in the Babylonian days had a system for creating differing sizes of races, but I don't remember much of it. A later GM had Familiars set up their own 'race', reproducing due to latent magic. We ran into a talking opossum and squirrel that objected to my having a Familiar! He got an invite to join them once I died!


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Small Caveat: last night, the group gathered for other reasons and I brought up this question. The Elf got the most for #1 and Tiefling #2. Neither got over a third.

The closest we got to a consensus was Gnome being the most despised. About 15 people, the least having only 25+ years playing, and not one Gnome played in any of the combined experience of games, and only two had ever played with a gnome in the party played as an actual person, not cohort or NPC!. I'm the closest having NPC Gnomes as shopkeepers (alchemists) and bankers (Zurich, I played a lot of Illuminati). At the behest of the unanimous group, I dropped them from 'common' to 'rare' (among jokes about medium rare and extra crispy!). Several players wanted them removed entirely!


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1: Great start and I want to see the later versions. They will come.

2: What is the expense of operation? Who can activate? Cost? Security? How much to build one? Are they linked or do you only go one place or even way? ones in 40K pass through primordial chaos (scary) and can draw all manner of oooglies! If they are too 'safe and common place' they will spoil the immersion.

3a: see 2 above

3b/c: I put mine in their own ward, protected from the interference of others, yet safely outside the actual walls. Current game city has it on an exposed platform in a 'dry cistern' that can be flooded. Once the travelers have been cleared, they can pass through a secured gate. Yes, other defenses are there.

4: Fishbourne has a great list, if published before, I probably did a copy/paste for mine. The only addition I have is the (Thewms) TCkey have a built in scry of you going to the guard mage at the other end so they know who's coming. As I also have differing versions of spells, the Elves work the same into spells that go to their hidey holes. I got that one from a player.


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"In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair..."

"At 4th level and every four levels thereafter, a white-haired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level."


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I lay the tracks and keep the train running on schedule...I wish!

I run Sandbox and have since 1976. General plots are primarily based on table talk and on occasion get out of hand. This generally produces the best games where players can cut loose. I have much looser House Rules that allow players much greater flexibility, as I want them to entertain me.

The 'main story line' is generally well known to all and the Log (a role taken by a player) is responsible for the player end of advancing plot threads. This is kept in a loose leaf folder and each player draws that job, ensuring all have access to the past and responsibility for the job. On more than one occasion, a moldy old plot line has been dredged up from the dark past and pursued. The next Log Keeper is passed the tome and consults the rest as to the future game focuses. I get notified and work such into the next few games.

Rereading this, that last needs an explanation: a player inquires about X and forgets about it. The 'world' may note that X was of interest to that player (or not), and react. The Pally went on a tear looking for vampires a few games back, but found out there was a different scheme going on. Still, his behavior got around and the Dhampir community are worried he'll turn on them or there might be a real Vampire about. Now the Cleric has heard rumors of local vampires and has started looking for the undead in town, finding that there is a strange fellow working at the butcher shop. Dhampir? Next game, he wants to go roust the bloodsucker!

I use 3x5 index cards that state the thread and note my general thought. As it progresses, more lines are added and referenced to other cards through in game activity. Currently, the party is trying to find who is up to what necromantically in the area and one player owns the cooper shop where special kegs are being built on a contract. He's happy about the work his family is getting, but hasn't realized that these are the very kegs the Necromancers are using to transport raw materials in. This twist was inspired by a wife bringing her husband's books so he wouldn't have to go home. They sat on the kitchen counter for hours before he realized they were HIS! Both cards now have about 3 notes on them and references to the other.

When a card gets near full, I ponder another step in the thread or tying that one off. Colors along the top let me know which are 'dead' and numbers serve to refer to cards. Player generated thread possibilities are generated every session whether they know it or not. The real problem is my utter lack of being an anal retentive about getting this done after each session.


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Favorite core race/why:
3.0 it was Dwarf because it was the best race mechanically locally. Every GM ran a world where Dwarves were CORE, and thus thorough bad asses! Humans were more versatile, etc., but Dwarves had all I wanted for my style of play and then some. The running joke about 'devil takes the hindmost' got stale the first time players started to leave me behind and I noted that I was the sole healer.

3.5 and Pathfinder have seen me shift to Human. Its partially mechanical, but as GMs get better, Humans have become a safer choice. No significant weaknesses and most local games have interesting takes on humans.

Favorite race overall/why:
3,5 Eberron Changelings, as I get to play a wealth of roles in the night's game. My Rogue maxed out disguise and tailoring: versatile clothing for all manner of disguises. My Transmuter has the mutable familiar and has to pull 'face' work in a party where I am the closest to normal. My back-up is a renegade Drow assassin!

Race you can't stand/why:
Drow. I hated them being a treasure cheat in the 70s and have never forgiven TSR. If you're wondering, all their nifty weapons, etc vaporized in sunlight/open air. I still think of them as whiney and underhanded ways to skimp on treasure.


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White haired witches can!

"In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair..."

"At 4th level and every four levels thereafter, a white-haired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level."

Our GM ruled that it doesn't stack with size. And 'yes', it came up in game!


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Please re-read my post. Iterative attacks do not enter the equation. I obviously forgot /sarc


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Lemmy wrote:

And what's the difference between not rolling to hit because you don't have a 1 base attack bonus and not rolling to hit because you don't have a 3 base attack bonus?

And if you want to sacrifice player fun and character variety for realism... Well done!

Bazinga!


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Claxon wrote:

Spending more skill points doesn't mean roleplay. It just make the system more difficult and cumbersome mechanically, when a lot of classes already suffer from a lack skill points to support such a change as the OP suggests.

I think too many people are conflating the idea that making the system more difficult somehow promotes roleplay.

If the OP wanted to suggest that a player needs to spend time and represent his learning a new language by picking up a book or conversing with someone conversant in the language then that is good roleplay, and at level up the character is allowed to place a rank in linguistics to represent his mastery of a new language. Making you spend 5 skill points to become fully proficient in a language isn't roleplay. It's just creating a punitive system that punishes virtually everyone.

Obviously you are not reading my posts.

Each Class grants at least one language point and that is all that is required to communicate. Additional points provide fluency, casting, etc. As for 'difficult and cumbersome', it is based on the game's core skill system and not a radical departure from it.

I guess by you complaint about the punitive nature of buying ranks that you disapprove of the way skills are handled as well? And few of my languages require more than a point for most folks' purposes. A single point is my equivalent in both French and German, if not more. Most of my languages do not have magic vocabularies, nor power words or phrases. Goblin is but 1, as is each lizardman and Orc. No magical tongue is less than 3, such as ancient Akero, which grants a +1 DC to Necro spells, but with disadvantages (why it is no longer used).


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Having done this exercise several times, both failing and succeeding on each side:

1-Defensive militias armed with light crossbows behind cover are the bomb. Cheap, plentiful if defending their homes (and motivated) rudimentary training at best.

2-Offensive forces should be small and skilled with abilities keyed to probable foes and terrain (no cavalry in mountains or swamps), small enough to move quickly and tight enough to react when things go wrong. Hiring mercenaries (PCs) is a good option.


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Apparently, some people are just not into role play. My house rule has been in play for a dozen years and created numerous RP situations. By deleting language problems, you severely crimp the whole skill structure. Why bother with Sense Motive, just say yea or nay! Give the Murderhobo and the Bard the same chance to spot a lie or wrangle a better price on a meal. Why bother with Knowledge: arcane when everyone has memorized the book? Chuck the identify spell completely.

Why should I cobble together an alien system for languages? The current language rules are cumbersome and violate the entire skills system. For me, the confusion with backwards compatibility is an issue as several players have balked at the dichotomy of the blatant cheat.

I see skills, feats, etc as being learned over time (in the real world) and see the leveling system as a poor mechanic we are stuck with for lack of a better one. {Hit points are another can of worms.} I prefer as much role play in the mix as possible, like having the Elf teach the other party members Elven, the skill point mechanically signifying a level of competence. I have tussled with players who want penalties for Elves learning Dwarf (more points), but try to be open to most ideas. Cross language dictionaries are staples in the world I run and have been. Indeed, Dwarvish has dozens of dialects spoken hither and yon with well worked out translation protocols. Goblin mutates to fast and tribes may not be able to even talk to each other. Humans think Elvish is a 'dead' language like Latin since their short lifetimes don't allow them to notice changes.

The very fact that 3.0 punted on languages is no reason to slavishly slog through a inferior system. Every rule was implemented to enhance role play, often at player insistence or innovation. They were designed to flow with the normal skill system and add languages past the normal skill system, yet function the same.

Your last point seems to posit that magic can solve all problems, but people still look for races with Darkvision, innate resistances and wings to save precious spells. Currently running a Wizard, I loath counterspells and nasties like Dispel Magic. I'm just happy the GM hasn't read up on anti-magic! Well, too much, as both dragons we've tangled with laired in low magic zones (In his game, no-magic places cripple casters and dragons know it). At level 9, I still carry a crossbow!


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Having just opened Horror, I am intrigued by this idea. The spell could be linked to only those of his Bloodline, for instance. Another quirk could be how many members of his family are there? What if one is a party member? Can the transfer be saved against?


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Spells can also work as payment in lieu of coin. If a patron is a Wizard, he can save some of the gold by letting the Wizard copy spells. I managed this when I first accessed level 3 spells and got several level 2 and 3 spells from or 'quest giver' patron. I ate day old bread and drank water, but I had a fat spellbook.


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If the campaign has a guild, all first level spells should be fairly easy to get. Each level up would be thinner and more restrictive in coin and standing with the guild.

The game I play in as a Wizard has 'Guild points' that I can use to gain access to new spells, beyond those I get at levels. Unfortunately, these points are dearly gained and can be used to get magic items, an option loved by the party. Donating a new spell to the library only nets it's level of points while drawing one out follows an arithmatic formula. The three level 5 spells I just got cost me 45 points (15 each) of my 'bank' of 72. That's every point I've gained since level 1! Well, by level, as a Wiz gets his level each level he takes (45). Other points are by mission and favors (jobs) for the guild.

Guild members aren't supposed to trade spells, but some do, again for favors. I lucked out recently and got six rare (not CORE) scrolls and am trading access for spells, but they're no higher than level 4, so no level 5s to trade.


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Dragon78 wrote:
I like the idea of a sorcerer archetype that uses the druid spell list. It could also be first world related as well.

There is one out there for Wizards. It swaps the spells out, but you lose the wizard feats for summon nature;'s ally. A game I play in has one, and she casts spells as arcane, but uses mistletoe as a focus.

I think it was pulled from a 3.0 or 3.5 fan site.


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Aralicia

Awesome!


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Before I wander off again: Thanks to the whole MCA team! Several of your innovations have been godsends in crafting several campaign archetypes. Te Rune scar spellbook has saved me massive amounts of balance problems just this week.


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What is the cost? I was in the middle of bringing Wizards into my archetype list when it tanked.


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Mine were based on Robert Asprin's Myth series. Each file and section had a seemingly relevant blurb in italics. That said, Volo also influenced some headers. They also allow/serve to focus the mind on what is being written.

The first incarnation of my MU guild back in the 70s had a bit on my then-theory of magic, as espoused by the players' benefactor. It ran several hundred words and was way too long. Danged if the role players didn't take it to heart and force me to develop it more. One took it and 'codified' it for his world and still uses a much modified great grandchild.

My world uses a number of 'literary maps', telling the reader the way. The most notorious was in a blurb heading for the local Elf 'kingdom' and detailed how to get there, supposedly. When one of the players realized it was a map, they immediately checked it out and found it didn't lead to the Elves, but into the mountains beyond. And the next area of play.

A friend took a few rejected blurbs and put modified versions in a book he tried to publish. The publisher liked the blurbs but it was obvious the chapters didn't fit.


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My solution to in party fights is a CR+1 after round one, with surprise.


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The political and territorial details would come to the fore. In ancient desert areas, holding the oasis/water was what mattered and control was only needed there. Out in the desert, was the equivalent of open sea.

More formal nations would extend control as far as they dared, natural boundaries being preferred. A mountain range might seem a good border, but D&D mountains are where all manner of things thrive! With access to flight and other transport, I fell back on the control of a point with influence beyond the walls.


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Ascalaphus wrote:
An alternative way to end petrification is with Break Enchantment. Unlike Stone to Flesh, there's no save needed to survive recarnification. (Although depending on how the caster level check goes, you may have to try a few times.)

Just got access to level 5 and know where a Break Enchantment is. That Wizard even owes me a favor!

Unfortunately, I'm at 1/day.

Unexpected plus: If it takes multiple checks, we might deduce the caster's level (he's the Lich we're after). So far we know he's at least 15. And I'm betting he's boobytrapped the gallery. He's just that petty and mean.


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The problem is the disparity between the starting (and subsequent) power levels of the characters. If I'm playing a powerful race like a centaur and you're a gnome, you will come to resent my mechanical superiority. Its just natural. Superman is all over the Bat in every mechanical function, but Bats makes up for it by being the (much) better roleplayer.

One group I'm in (Wizard 9) is dominated by our lowest level and one of our weakest players who serves as our leader, cheerleader, font of tactical insight and reminder of forgotten abilities. She plays an odd Wizard archetype (W 7) that gets Druid spells and keeps me on my toes. I am a better player when she is at the table.

Level 20s and level 1s are not to be in the same party. The Alfonce Carter will drop off the team that stars Eric Dickerson. Nobody wants to be second banana, though second violin is a very important position. The ARG system penalizes the weaker raced characters.


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Oops.

Sorry about that.


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This past game, an ancient Sorcerer was found Stoned. Major league discussion on how long he had been there and could he be brought back to life, in the future. Easy, I'm a Wizard and I just need another 2 levels.

Questions posed included:

How long till a stoned person dies? This dude wears early version uniform of a militant Sorcerer group that died out about 800 years ago.

Can a stoned person be scryed?

What if parts are missing?

Can the stoned be aware of what is going on? (We think he was stoned as a punishment.)

What happens if the stone is reshaped? One of the statues seems to have been crudely cut down to dwarf proportions. No, we have no idea what to was originally.

Do things added become new parts of the stoned? A small trunk is in question.

On the nasty side, and I don't plan to harm him, but the spell calls for a Fort save to survive. What if someone jiggered the spell to make sure he died, and How? Also, the spell doesn't specifically 'say' his gear returns even if he dies. Purely academic interest, I would never seek to off an innocent for all his nifty toys!

Then again, that looks like an old style Staff of Wizardry...


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Basically, what is the nature of a Paladin's power?

1-Setting specific. If the writer sez, go with that.

2-Homebrew games are up for grabs. Mine has Orders for each 'sponsoring' deity, complete with their own code, favored weapon, duties and what not. I also have them all under 'Holy Warrior'. Archetypes vary by order with some heavily restricted to certain Orders.

Your game might have each P getting a Domain and benefits based on that Domain.

Fritz might homogenize all divine magic into nebulous concepts.

The only rule I would impose on all is consistency.


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A GM created a family of powerful arcane jerks that each sought lichdom. There were three ghosts and several other 'failures' our party dispatched, blissfully unaware of any further plots. Part of our problem was a heavy rotation of players and the evils of school. nearly 20 players with only a max of 7-8 a game means being handed every clue was a waste. Only when two of the girls were trying to get a friend to come for a game did the light go on. They had both killed a ghost on separate nights and reasoned where there are two, there might be more.

More high end undead, including a nasty vampire who let slip she was the agent of a BBEG. I was in finals when they went door kicking into the lich liar. The lich eventually fell back on faking as a vampire and they staked everything they could find.

Only when it all kicked off again did anyone suspect a lich. Clues we had in abundance, but we were buying stakes when we needed bazookas.


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deinol wrote:
But for every campaign that makes it to 20, there are 20 campaign that only make it to level 5.

And you a raving optimist! I wouldn't give a campaign better than a 1% chance of reaching 20 with half the original players.


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Kirth's system is not perfect, but I hear less moans and groans since I added facets. Scaling feats works well in theory and somewhat in practice. I like personally prefer 'complementary' feats that use Kirth's philosophy of scaling up individually, but combine with others for greater effect.

A friend's game uses the number of particular types of feats possessed to effect outcomes, requiring more of a commitment to a 'theme', etc., like Elf feats, Crafting feats, Metamagic feats. E.G.: The feat 'Elven Dodge' is Elf only and scales on how many 'Elf' feats you have. It imitates Improved Evasion after 5 or 6 'Elf' feats.

I play a Eberron Changeling Transmuter that only has a few (3?) Changeling feats (familiar and two dealing with magic), meaning I can alter self 3 + 3 times a day. Next level It becomes 3 + 4 as I take another step in Alter Spell (energy), allowing me to shift a spell's energy once a day for every Changeling feat I have, though at -1 damage per die.

SKR, Kirth and several others have repeatedly pounded home the imperative need to go back and check the balance and complications of your work. It is beyond almost any other consideration. I cheat and give it to my most rules abusing player to test drive.


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Dale McCoy Jr wrote:

Personally, I like Exalted's way of handling them: their androids (autocathonians, if you really want to know) have a soul gem. It is the captured soul of a person that is then used to be the living soul of the android. This slight modification may satisfy your fellow gamers.

In Book of Heroic Races: Advanced Androids, we didn't go the above route, instead staying true to Paizo's vision of androids. Be sure to check it out, it has a 5-star rating.

[/shameless plug]

Have read bits of it, excellent work.

Still, giving a page to alternatives (Soul Gems) would have been a lot of fun. A friend's pseudo-Traveller game employed 'slave androids' with debtors imprisoned in the android. The rebellion in his game was against the 'company store' economy. An Android could buy its freedom, but maintenance of the body was artificially high to create debt slaves. Totally inorganic with the consciousness transferred before death, they had a need for any of several expensive/rare substances as a control. That said, our pilot was all but incinerated and the autodoc had him up and running in no time.

Differing takes and campaign hooks would have been nice. One of 3.0/3.5's nicer asides.


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An Eberron campaign I was in allowed a similar stunt for Changeling Rangers. It was Medium animals at start and cost feats (based on level) to get nifty things like size changes and special abilities. I remember a healing feat that up to healed your character level HP/day when you shifted (max of Ranger/Changeling feats each time.

The GM was big on 'race-based' feats for Shifters, Warforged, Elves, etc., with the po' Humies getting the shaft. (lol) I played a Changeling Wizard that specialized in Transmutation. Fun, but I only had the mandatory starting Changling feat (actually a choice of 3-4). I took Changling Familiar!

Rule wise, your option is weak, but I don't think it is dangerously so. I can see a few minor problems requiring GM rulings, but grafting on the Druid version solves a lot of them. Of course, he would take the 'natural weapons' style. Having played in a game with a 'noble beast' from a 3pp, I enjoyed watching him struggle with being a wolf 24/7. The GM had serious personal issues with the wolf, but never really fed into the problems a 150 lb wolf would face in a medieval society.

Read 'the Dragon and the George' for a well done if subtle literary example.


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Dot.

I am leery but intrigued. As a superhero game fan, special effects are not scary to me. Worse, I like most of what you have here. I think applying this would be an 'all or nothing' rule. My have to put this to my players.

Have you looked at the various Zelda/d20 websites? They have differing elemental effects, if I remember correctly.


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Tried a nature focused Fey race of npcs (summon nature's ally) that were too wonky for a PC race. Calling seems balanced, kind of. at level 1, but it will grow. It is way too powerful and I see easy abuse potential.


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The quintessential 'cursed' magic maguffins are Elric's Stormbringer and the one Ring. Both got possessors killed.

I had a similar toy get into PC hands decades back and it killed two party members before they realized it was cursed and another three before they could get rid of it. Figure out what powers, etc the captive has and use them maliciously. Mine was a captive Rakshasa with mind magics. Every encounter went bad, Illusions were a real threat and it 'called' to every potential foe. ESP allowed it to throw off 'detectives' and defeat every plan to get rid of it.

Also read Ransom of Red Chief.


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Horrible reason: Bad dm. As the FTR, I take feats to keep him from screwing the party. Combat Reflexes, Blind Fight, cross class ranks in tumble, etc. Now that we're nearing 10, he's run out of the easy tricks. But I missed one 2-3 games ago and 3/5 characters DIED! Without me to protect them, very dangerous.

I really need to get this spear up to +3.


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Otyugh sewage workers. Read it in a home published module 'back in the day' and in another more recently.


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Kudos for belling the cat!

The whole Standard/Advanced/Monstrous bit is nonsense. Want more stuff, just go Monstrous and keep the points down. Party balance for exp/CR/etc is based on points, not Standard/Advanced/Monstrous status.

I disagree with a few of your adjustments, but I'll have to sleep on them before screaming at you. Might I get a reason for some of your changes:

Short-Winged and Winged Power seem cheap, why the low cost?

Reach and Extra Reach, ditto.

Arcane Sight is very powerful and a real threat to GM plotlines, 2 pts?


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One of my GMs has a campaign ruling that ALL eidolons are creations of the Summoner's Id (or is it Ego) manifesting in the world. Summon Monster works on the same line. Nature' ally can only get you the local terrain list. Apparently, someone kept summoning polar bears...


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Akharus wrote:
At least the consensus seems to be medium!

Oops! I have to point to the Centaur, Large for space, medium for weapons, etc.

I went with medium, too, but (weakness) serpentine body-takes up a Large area. This allowed me to give them Slither, may act as Small when moving. Mine were a desert race, so no swimming, but they had serious Stealth mods. And a limited Burrow ability. The players got paranoid about making sure they camped on rocks.


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I run a similar system from Sylven Trumpeter, but they had even more ranks in their framework. With about 12 languages represented at the current table, including an Inuit dialect, my players don't complain, often tossing in their own thoughts.

Characters get 'language points' based on Class and Intelligence each level and may add up to one point in a language each level (No instant wordsmiths in a newly discovered tongue). My languages have cost for each level in a language, several having prerequisites as well. Draconic is 'the' language for the current state of the Art, so most arcane Classes include level 3 so spells can be cast. The 'common' form of Elvish can be used in rituals, the Will being the key, not just some words being mumbled. I could 'read' a scroll, but unless I popped in some juice, nothing happens. Both are common enough for the base cost of 3 to get to the 'casting' level of the language. Auld Wyrmish takes an Int of 15 to merely understand and a 17 to speak, costing 2 points for just the first step. It takes a feat and a total of 5 Language Points to actually cast using the language, but grants the caster several benefits. I thought it was expensive, but both serious arcane casters are building towards it. High Elvish requires Perform (singing) to be properly spoken, the more ranks the better, is the creation of 2 of our players.

For the handwavers above, why have languages if they only matter at the start. Not saying you're wrong, every foreign movie has subtitles or Romans with British accents. Just delete the rule. The staged language levels can be an Abbot and Costello routine, as my players enjoy running the npcs. One came up with a variant Explosive runes keyed only to people who could read a specific language, in this case 'Ammuu-m-nysu', an ancient tongue, in order to boobytrap a Lich's philactry (sp) for his next incarnation. After the next session, it was bumped to a 'rare spell' status.


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The one we sit here discussing is multiple prerequisite paths to a feat. X race gets a particular feat with a lower base attack required, for example.


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Our GM has rulings allowing swap outs, but they are campaign specific.


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Nice! I went with d100 ages back and foolishly left out relevance, as in everything is relevant! It only turned up a single 'fact', veracity took another roll based, as you have, on who/what/etc the source is and possession of relevant skill. This was made in the early 80s and mercifully lost.

Instead of the d10 for the skill, weight the roll by party level on a d20 with a die for how advanced the rumor is. A '1' being 'unicorns are REAL! and a '20' 'the unicorn is found only if it wants to be'.

I'm grabbing this for a fist full 'o' d20s set of my own (popular with my group), below:

Why should the party care?
Which party member?
What's the topic occurrence?
What's the topic?
How much do they find out?
When will it/did it?
True/False?

Results are: 7, 13, 2, 20, 5, 9, 1.
7-concerns a coming step of current line of story.
13-Two members of common interest, the Arcanist and Fighter.
2-Common knowledge,
20-Nobility and national politics
5-vague
9-recent to soon
1-seriously false!

Having the current group in mind: Someone has started a false rumor that either armor or weapons will be collected and housed by order of the Lord Mayor by King's command. You will only be allowed to check out your armor for defense of the city or when called into the King's service. The confiscation is set for tomorrow, the day before the party leaves for the Haunted Hills. Hmmm, I think I'll add it was started by a rival dungeon hunter whose 'armored people are already at a rendezvous point beyond the city gates.


Pathfinder Roleplaying Game Subscriber
master_marshmallow wrote:

As a DM, I actually employ my players to keep track of certain things for me.

The party cleric is team treasurer, whose job is to keep track of loot (as it is encountered) and the money gained from it. The party bard keeps track of the logs, how many days are spent during adventuring/downtime, important (and sometimes unimportant) NPCs, and ongoing world events. Having them do the work lets me focus on making a better game.

Similar policy here, but I rotate positions and let my experienced players deal with proud nails.

I solve 'book looters' (Oh, I wish that were my creation!) by swapping out loot for hordes of little treasure, low CR nuisances. The 3rd or 5th po' loot encounter and the players catch on. It is not my baby, but it signals that someone is playing in 'god mode' and the better players deal with it.


Pathfinder Roleplaying Game Subscriber

Werewolf?

There wolf!

Young Frankenstien

That's Frankenstein!


Pathfinder Roleplaying Game Subscriber
The Sideromancer wrote:

Lawrence, I have one minor issue with your list. You state that humanoids have organs in "standard positions."

Lawrence Dubois wrote wrote:
Does it have fairly standard organs in fairly standard locations?
If the anatomy of all humanoids are very similar, you wouldn't need multiple different Favoured Enemy effects for all of them. Also, in the original series of Star Trek, Spock often gets away without serious injury because his heart is not where a human heart is. I'm pretty sure Half-Vulcan as a race would still be humanoid.

Ah, but had the attacker known to adjust for Vulcan physiology, Spock would have been in trouble.

The other side of your point could be that very knowledge: I know via my rudimentary biology 101 based FE that removing a wing from an ostrich is not the reason he can not fly, but my students have never seen a bird that cannot fly, rendering that aspect of their FE useless. The basic differences between humanoid races getting differing FE includes social (Bluff, Sense Motive), Knowledge and other factors (Perception, Survival), not merely anatomical geography.

In my game, this includes knowing cultures, such as the differing tribes. The Black Spears are unusual and distinctive goblins, focusing on trade and less on raiding. They will not protect trading partners, unless a deal is underway. Yes, players have used this knowledge in lifesaving ways on several occasions.


Pathfinder Roleplaying Game Subscriber
James Jacobs wrote:
When I design monsters, I try to give them types and subtypes that both make sense and fill gaps in the monster selection.

Awesomely un-enlightening, but brutally correct on the cosmic scale. I fully understand both points as to where you're coming from in overall game terms, but was hoping for some cosmic thoughts, I guess. Thanks for you point of view and your quick response.

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