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ChrisRevocateur's page

725 posts (799 including aliases). 1 review. No lists. 1 wishlist. 6 aliases.

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We don't need another president, we need a revolution.


I would buy the **** out of a Golarion file for Realm Works.


bigkilla wrote:
As a avid user of D20Pro and player of Pathfinder I DO NOT want to see Paizo released stuff for the D20pro marketplace unless it would be unique to D20Pro Marketplace materials, just rehashed AP's and other stuff that I already own and are extremely simple to enter into D20Pro has 0 value to me.

So importing the maps, and making all the creatures with their special abilities programmed in, setting fog of war, using tiles to set up closed and open trap doors or other secrets, setting up markers with information for the traps or other special spaces or just important information, typing out a text file with all the boxed text for the adventure, etc. That's all extremely simple for you to put in yourself?

Show me how, cause I can't get the grids in the AP maps to fit for the life of me, the grid will NEVER match up. The grids in the Map Packs match up, and a friend of mine told me that the flip mat pdfs match up, but the maps from the APs and modules won't.

Even using Hero Lab, inputting creatures takes forever, 'cause there will always be mistakes between the Hero Lab version and the one that d20Pro makes. Also, none of the special abilities come programmed in the transfer.

Same with tiles and markers. It all takes time, and in the case of markers, time that often isn't worth it, but if it were done for me, would make my gaming just that bit easier.

Plus, I don't own too much of the AP's or modules, but I'd probably start buying them up like hot cakes if I had them already programmed into d20Pro.


Pathfinder content for the d20Pro market place would be awesome.

Adventure Paths, Modules, and Scenarios would be pretty awesome for sure, but what I'd like to see sold in the marketplace are the GameMastery Map Packs and Flip-Mats formatted for VTT use. I could just buy them from Paizo directly, rip the images out, modify ones like the Map Packs so that they fit the particular tile size that they are (little room in the City pack, I'm lookin at you!), and then import the maps individually into d20Pro, but if I didn't have to, I'd pay an extra dollar or so over the regular PDF price.


Go with Hero Lab. At least that's what I would suggest. Using it, I've been able to make PC's of 20th level in less than 15 minutes. It can literally be 3 or 4 minutes for a 1st level character.

It's more than just a character creator too. I use it as my character sheet these days. You can track items, spell memorization and use, buffs, conditions, and even different tactics, such as fighting defensively or higher ground, all with the math done for you.

And it's so straightforward and easy to use.

PCGen I've found a little difficult to navigate in.

The only problem with Hero Lab is it can get a bit expensive if you want a lot of the Pathfinder stuff beyond core programmed in for you.


Jeremy Mac Donald wrote:
nosig wrote:
The Shaman wrote:
Pedantic wrote:
The Shaman wrote:
Pedantic wrote:
The biggest conclusion I drew is that spears are so unfairly shafted. :(
Yep. Even among simple weapons, the basic shortspear is about as good as a club, and the two-handed versions aren't exactly great either.
This calls for a movement for spear equality. If we're lucky, we might get a few tax-feats to allow effective spear wielders. :p
Well, there's the spear dancer feat, but it's imo more oriented towards martial polearms - such as a paladin of Shelyn with a glaive.. For now, I'm thinking of maybe making the shortspear and trident's critical modifier x3, maybe removing the trident range increment - it seems a bit too top-heavy to be throwable except as an improvised tactic.

Depends upon the Trident, some are designed to be thrown (I'd give those a +1 to hit if thrown). Perhaps not as far as a Jav, but more than a club.

Also, spears should just do more damage. IRL spears where the weapon of choice for militarys, swords were normally a secondary weapon (yes, even for Japanesse armies, and the Romans used a type of spear as a "opening" attack). In a different RPG (RuneQuest), spears were often the weapon of choice, and javelins were a nasty thrown weapon (did a D10).

I figure the fixation on swords comes out of the fact that most game designers (esp. the early ones) are readers of Swords and Sorcerey fiction, and most fantasy writers are not military (or weapon) historians. Swords are what officers/nobles use (kind of like pistols in a modern army), so that's what the Hero should use.

Here's another thought for you. Why are there so many kinds of swords in RPGs, but there are so few spears? There are A LOT of different spears... most of them just lumped into "short spear" and "long spear".

In large numbers a spear armed unit is pretty devastating presuming you can find relatively flat unbroken terrain but if your just wandering around with you and a...

I know this isn't seriously accurate combat simulation, but just go check out some LARP or just regular boffer combat. You'll see beginners wielding spears that are able to hold against the experienced sword fighters, and the experienced spear fighters end up dominating battles. Not only are spears longer than swords, but their sweet spot is at the END of the weapon, not in the middle as it is with a swung sword. Also, thrusting a spear is faster and easier to re-ready than swinging a sword, and switching ranges with a spear is easy, just slide your grip up or down the shaft. With a sword, you're stuck with one range and one range only. A spear is also capable of being wielded as a "double-weapon" with a quarterstaff like end, historically often capped off (at least in Europe). Finally, even if you do sunder the tip off of a spear, it's still a staff. Oh, then there's just the straight superiority of poking rather than slashing. Slashing leads to more flesh wounds, or injured limbs. Poking pretty much just kills. Spears punch through armor easier than a sword slices through it.

Swords are superior weapons only in the hand of a superior warrior, or in cases where close quarters restrict you from using weapons with long shafts. For a decent cinematic expression of this, think of the part in Legend of Drunken Master where Chan is dueling the old man under and around the train. A lot of the time Chan was on the defensive because the spear never allowed him within striking distance of the old man.


Arikiel wrote:
Maybe tweek a 3rd edition Psychic Warrior?

Or just use Dreamscarred Press' Pathfinder update to psionics.


Scott Betts wrote:
Importantly, however, is that there is less story disconnect this way than if such things were not instanced, and the villain simply kept respawning in the same place so that each group could kill it in turn, in full view of everyone else waiting their turn to kill him.

Not to me. Just as much story disconnect for me.

MMO's don't fit my play style, partly due to continuity issues that may not be such a big deal to other people.

Now, can we please stop attacking my perfectly valid opinion that I don't like MMO's because of these issues, and get back to talking about digital gaming aids to traditional PnP RPGs?


Matthew Koelbl wrote:


Here is what it actually corresponds to: Playing the same adventure as another table in any living campaign. LFR, LG, whatever - there will be times when you sit down at a table with some characters, ask them about their former adventures, and find out that you both helped save the Crimson Widget of Questing - only when you did it, you saved the town of Innocentville and defeated the Evil Overlord, while they teamed up with the Overlord to burn the town and then stole the Widget away from him when his back was turned.

And that's one of the reasons I don't play PFS or any other living campaigns either.

Quote:
This isn't a problem that has arisen due to the 'evil interwebs', it is a problem intrinsic to any shared-world game system with a massive number of players. Yes, some discrepancies arise, but typically the coherency of the story for any individual character remains intact.

I never said it was a problem that arisen due to the 'evil interwebs,' and never said that the problem was limited to that format. I said that the format has that problem, nothing else. I really don't understand where you got that I thought it was because of the internet that these problems in story continuity can exist. To me, if a character runs into another character that went on the same adventure outside of the original character's story, the coherency of the story for both characters is no longer in tact.

Quote:
Now, there are genuine limits to story impact and interaction that are imposed, both by the MMO format and by CRPGs in general. That's absolutely true. But several of your comments here seem to making some assumptions that aren't actually true, as well as attributing causes to the format (video game) rather than other elements that can be just as much an issue when sitting around a game table.

In no place did I attribute the cause to the format, only that the format has those issues. Someone said that the kind of digital tools I was speaking of in the original post were akin to playing MMOs, and I was refuting that, on the basis that those digital tools do not restrict storytelling or roleplaying, nor do they create a shared world with respawning quests or continuity issues.

Now, what assumptions am I making that aren't true?


Actually, an MMO I do like is Minecraft. I like that it's questless, meaning that no one goes on the same adventure you do, and that the entire environment is manipulable and persistent. Let the players on the server create the stories and quests for themselves, rather than creating stories for them to run through.

I'd like to see an MMO with that basis, but add typical RPG statistical and ability elements.


Arnwyn wrote:
ChrisRevocateur wrote:

Realm Works

This tool actually isn't out yet, so I don't use it, but this is one of the tools I'm most excited about, I've even put off paying for another similar service that I can get now in favor of waiting until these much better tools come out. It also represents another branch of what I see as the future of RPGs, and that's why I'm talking about it here. Realm Works is to campaigns and adventures what Hero Lab is to characters, a tool to easily and quickly, but still completely and correctly, put together, change, and manage a storyline with maps, npc's, flowcharts, etc. all linked together. Also, all instances of characters or creatures can link directly to their Hero Lab portfolio. GM's can share this information is some way online that I don't quite understand. Honestly, with all the different tools that could help a GM out, I can see this utility going a million different places, and like Hero Lab grew into the comprehensive character program it is now, I'm sure Realm Works will become the comprehensive campaign management software.
While I'm not too keen on electronics being used during the game (it really depends on the type of person using it, of course), the above sounds really spiffy...

It is really spiffy. I really hope it lives up to my expectations, and since it's by the people that have put together Hero Lab, I have no reason to think it won't.


TOZ wrote:
Scott Betts wrote:
ChrisRevocateur wrote:
Sounds to me like that makes it even more true than before. Now, not only do you "save" the town only to have the next person come through find it in the exact same predicament that you just saved it from, but while you're running around buying stuff and talking to townsfolk after rescuing it, there's someone else running around the same town at the same time, trying to save it from flames and Horde that don't exist to you. Major disconnect there. Coherent story = gone.
There is no disconnect. The game keeps each character ignorant of the other and his or her actions. The only characters you see are those who are progressing through the story at the same "stage" as you. When you restore health to a devastated valley in the Cataclysm expansion, you get to see the effect your actions have had on it.
Agreed Scott. Complaining that other players on the server are doing the same instance is like complaining that the group at the table next to yours is running the same module.

I wouldn't agree. Complaining that other players on OTHER servers are doing the same instance is like complaining the group at the next table is running the same module. The next table metaphorically is a different server. The other players at the table with you are the players that are metaphorically on the same server with you.

To give a PNP example of what I'm talking about, how would you feel if your GM ran you through "The Temple of Elemental Evil," and on another night during the week, runs a different group through the same adventure. Then later the GM decides to find some way to get the two parties together. There's a lot of story disconnect when you run into that other group that went through the exact same adventure you did. What is the explanation for both those groups defeating the exact same villians in the exact same places under the exact same circumstances?

With this "Phasing" thing you're talking about, sure, they may be invisible to you if they aren't on the same phase, but once they ARE on the same phase, they got there by finishing the exact same quest you had to to get to that phase as well. The respawned quest problem to the RPing in MMO's isn't gone with the "Phasing" concept, it's just changed a bit.

Now, I'm not saying that MMO's are bad. I'm saying I personally don't like the limits to story continuity that the MMO format imposes, and these are limits that aren't gonna go away without programming entire ecosystems and economies into the game, extensive increase in AI capabilities, and a quest system that would put together various story combinations almost randomly each time someone came into a "quest zone" or something.

So have fun with your MMO's, me, I'm gonna stick to PnP and single player CRPG's.


LazarX wrote:
ChrisRevocateur wrote:
I hate...hate, Hate, HATE!!! MMOs. The constant level grinding is not something I find very fun. But more than that, MMOs have no ACTUAL story. Yeah, sure, there's a background history, and there are quests you can do and such, but the thing is, that they don't matter. It doesn't matter that you're the one that defeated such and such beast, because it's just gonna respawn, and someone else is gonna go slay it and get the exact same item you got for defeating it. You don't ever actually save anything, or find anything, or vanquish anything.

That's not quite as true as it used to be. For example Blizzard introduced "phasing" in it's last World of Warcraft expansion and really kicked it up for this one. One example is the Night Elven town of Astranaar. When you first arrive there it's in flames and under Horde aerial attack, after a series of quests which start with you dousing fires, and end with you shooting the Horde bombadiers, the town is restored to a more peaceful state. Other people entering the town for the first time would still be in the earlier phases until they've resolved the story for themselves, or as a party.

It does help if you're willing to be a bit more flexible in how you roleplay though.

Sounds to me like that makes it even more true than before. Now, not only do you "save" the town only to have the next person come through find it in the exact same predicament that you just saved it from, but while you're running around buying stuff and talking to townsfolk after rescuing it, there's someone else running around the same town at the same time, trying to save it from flames and Horde that don't exist to you. Major disconnect there. Coherent story = gone.


Gendo wrote:
Maybe I'm being a curmudgeonly SOB...but I do not allow any kind of Digital Media to be used at my gaming table. Anyone pulls out so mauch as a cell phone for anything other than actually making a phone call gets booted from the table. I still use multiple sheets of "dead-tree", actual dead-tree print edition of books...including printing any all PDFs, real-solid-tactile-use dice, maps are drawn on dead-tree or with dry-erase and a battlemat.

Hey, no problem there. That's your table, your rules. I also like the tactile feel of real minis and dice. I've been playing for 14 years, so that's what I started with. That's the root of the hobby, and it will never go away (I hope).

Gendo wrote:
Personally, I find this a scary concept. For one, Digital media is more easily corrupted and destroyed than dead-tree edition, especially with the wireless connectivity boom that is taking place and the increased connectivity with everyone.

And to your concern I answer you with the same advice I'd give anyone, with important data stored, either physically or digitally. BACK IT UP. If it's digital, make at least one digital backup and one physical. If it's physical, make at least one physical back up, and if possible, back it up digitally as well. It doesn't matter what format your data takes, it can be destroyed, lost, or ruined in any form.

Gendo wrote:

This point lends support to the argument a buddy of mine made about computers and digital media in general...as efficient as these 'tools' allow everyone to become, that efficiency has the extreme and undeniable drawback of making those who use them lazy.

....I can still recall the 18, 19, and 20 year old kids from the applied physics course I had to take (this was 4 years ago, when I was 34) to complete my degree...they pitched a fit when the professor told them that "Any idiot can plug numbers into a calculator to get an answer. In this room, calculators are barred from use. All work will be written out step-by-step so that I can direct you to where you've made a mistake." I had no problem with this. The kids had to have some review of some basic algebra and trig before the class could get into the meat of what we were there for in the first place.

It's not technology itself that is making those kids lazy, it's that the technology is growing faster than the culture it is in can catch up. Before I got injured and couldn't do construction anymore (I'm all fixed now, but it's hard finding a job in the industry these days) I used a nail gun, a LOT. But there were plenty of days where I just wanted to swing my hammer, or places we couldn't get power and thus no compressor. I never hesitated to hammer away when I needed or wanted to, because I know that the nail gun doesn't REPLACE my job, it only makes it easier. People seem to think these days that digital REPLACES physical, which can never be true.

Gendo wrote:
Again, more laziness. Are we playing a true RPG or a plug and play MMO?

I addressed the difference before, but I'll try to re-explain and expand a bit.

I hate...hate, Hate, HATE!!! MMOs. The constant level grinding is not something I find very fun. But more than that, MMOs have no ACTUAL story. Yeah, sure, there's a background history, and there are quests you can do and such, but the thing is, that they don't matter. It doesn't matter that you're the one that defeated such and such beast, because it's just gonna respawn, and someone else is gonna go slay it and get the exact same item you got for defeating it. You don't ever actually save anything, or find anything, or vanquish anything. Also, people's "roleplaying" is pretty much stuck on "Ha ha... pwn'd u, f*in' noob!"

Sure, there is digital visual representation of the game space, and sure, the software calculates whether or not you hit and how much damage, but that doesn't make it an MMO any more than using a word processor makes a book into a movie. Did you get into RPGs because you wanted to do math, or did you get into RPGs so you could "become" other people, and tell amazing and adventurous stories with people? Well, I got into it for the roleplaying and story, not the math myself, so to me, that's the essence of roleplaying games, and I don't see VTTs or any of this other technology taking away from that.

Gendo wrote:
This is just bunk. Most of the people I've gamed with over the years have been 6 foot or better, have played dwarves, halfings, sprites, pixies, and other assorted 'diminutive' folk. Just as I have played a variety of Ogre's, 6'10" muscle bound humans, Hlaf-Giants, and other characters that dwarf my height of 5'6". Never once did this throw off my sense of disbelief. If anything, my sense of disbelief is thrown off by the fact that the actual size of a person does anything to anyone's sense of disbelief.

Maybe height was a bad example then, as really, I haven't seen much disconnect there either (a bit, like not being able to suppress laughing when a 13 year old pimpled kid with braces tries to tower over an adult player to 'be' the ogre he's threatening the party with). I have seen people forget that the elven wizard in the party is female, because she's being played by a male player, or that the human fighter is male, due to a female player. Is it a major problem anywhere? No, not really, though some have more difficulty than others, and this can help.

Gendo wrote:
I don't see the problem. Again, digital media lending itself to being efficient. And with digital media efficient = LAZY.

And again, I refute your idea that digital efficiency = Lazy. Lazy = Lazy. Lazy people think tools replace labor, not enhance it.

Gendo wrote:
This last point is only going to be true for two groups, gamers that have grown up in this digital age, where practically everyone has a cell phone, computer, internet access, iPods, earbuds, books in PDF format, and so forth...in short things that have become truly prevalent over the last 10 years. The other group is the group that enjoys a form of gaming that I in no way shape or form assocaite with being an RPG - MMO's...this is not to say that MMO's are not FUN or ENJOYABLE, I just see them as being a computer based adventure game, like Zelda, a form of entertainment that I throw into my 'brainless' category - the ability to shut of my brain and just vedge.

Gamers like you, or me even, that aren't so culturally ingrained with technology as most kids are these days, are shrinking in number, while techno-babies are only growing in percentage of population. Face it, we're gonna die, they're gonna take over, and the next generation after that, etc, 'cause, you know, they're the future, maaaaaan. Saying that these technologies are only useful for those that grew up with them is like saying that storing food is only good for the winter. Does that mean we don't grow it in the other three seasons? As for it benefiting those that play MMOs, I could care less. I don't care about them, and never will.


I use quite a few computer programs and websites for my gaming these days, and the use of these utilities is growing. I want to talk for a minute about what I see changing in the realm of RPG's thanks to tools like these.

So first I'll talk about the tools I use:

d20Pro
This is what's called a "Virtual Tabletop" or VTT. There are a lot of them out there, each with different strengths and weaknesses. Some are free, some pay, some even subscription. Some are easy to use, some very complex. Some are rules agnostic (meaning you can play any game), some have numerous rules systems they support, and some are specific to one system. Some automate more rules, some less, and some have no rules automation at all. Some have voice (or even video) chat capabilities, while others only support text chat.

Regardless of the differences, what all VTTs have in common is that they are a shared board or map with a chat function and the ability to roll dice in some way. That way you can connect with people over the internet from anywhere and play RPG's with them. Now the people you can game with is no longer limited to the meager selection in your local area of people that don't want to play the same game. Now, when you're sick, you don't have to miss the game for fear of getting everyone else sick.

It's an amazing concept, and has uses outside of network play. It allows you in a face to face game the capablity of beautiful maps and custom miniatures, or automating rules to make things simpler, so you can concentrate on the story and roleplaying, rather than the rules. It can even make sharing secret notes with other players much less conspicuous, or showing players pictures of NPC's, monsters, or other beautiful handouts. All this without wasting paper. or spending tons of money on map (tiles), miniatures, or other physical props. Most even support on the fly tile mapping, allowing you to lay your dungeon out before your players as you go. All have some, at least rudimentary, fog of war, allowing you to hide or reveal the map as you like. As you can see, even the simplest of these is a powerful tool that can enhance games either over the internet or face to face.

The VTT that I use is called d20Pro. It has heavy rules automation for any d20 based system, and since I'm a Pathfinder player for the most part, that's perfect for me. d20 is a pretty rules heavy system (though it doesn't touch systems such as GURPS or the Hero System), and being able to concentrate more on the game rather than the rules helps me out a lot with GMing, and allows me more thought to my character rather than his abilities when playing.

A few other highlights of d20Pro, and some of the things that might be in the future point towards even more freedom in roleplaying thanks to technology. First off, you can import characters from DDI (for 4E) or Hero Lab (the character creator/manager I talk about later) (for 3.5/PF) directly into d20Pro. There has even been some talk on their forum (by users) of the idea of a direct link, allowing you to alter your character in one, and have it reflected in the other. The developers have seen this discussion and have said the possibility, though not any time soon, could be a possibility. Another future development (that is almost here, they're just finishing beta testing) is a marketplace, where you can buy adventures, or even whole campaigns, all set up for you in d20Pro. More on what this could mean later.

Hero Lab
There aren't many Character Creator programs out there, especially not ones that concentrate on anything other than D&D and/or d20 systems. Most of them are really buggy and rife with contradictions to the way the actual rules work. But at the top of this heap is Hero Lab. Hero Lab is a program that can handle pretty much any RPG system, as is demonstrated by the systems they already officially support: D&D 3.5/4E and Pathfinder, Mutants & Masterminds (2nd & 3rd edition), Shadowrun, nWoD, Call of Cthulu, Savage Worlds, and even Cortex (no longer available due to lisencing issues). It was even originally being developed for GURPS before SJG decided to do their character creator in house. Some of the user projects that have seen good development is the old West End Games Star Wars D6 game, and Star Wars SAGA edition (though neither are complete).

Not only does Hero Lab support all these different systems, but it supports ALL the options, and calculates them correctly (though the 3.5 rules have problems). It's very complete in what it does. You don't just make a character with this, it's a full on rules integrated character sheet, with experience, loot, gear, magic items (with effects applied) etc. You can even apply the effects of conditions or spells to reflect your current abilities, bonuses, etc. accurately. You can deal with health and damage (even nonlethal), complex rules like two weapon fighting, even durations, and your spellbook and memorized spells. It even tracks in just as much detail your animal companions, mounts, cohorts, eidolons, etc. You can even put a whole party together in one portfolio, with all the mounts and cohorts, etc, and then import monsters on the fly for encounters, all with the ability to track all effects on them. All this, with every single item on display with an easy mouse hover or click away from the rules explaining EXACTLY what that ability/item/feat/skill does or means.

It's not just for characters either. GM's can use it to make NPC's, or advance monsters. With the built in data editor you can even create monsters, add items, spells, abilities, classes, feats, house rules, etc. It even has an initiative tracker that is quite sophisticated, including flat-footed creatures, etc. It also includes an easy to use stat block tool that makes for simple posting of anything you've made in plain text, BBCode, Wiki text, HTML, etc. Meaning you can easily put the stats for your characters anywhere. It also, as stated before, can export anything you've made to d20Pro, as well as Fantasy Grounds II (another VTT).

Infrno
This has a VTT as one of its main selling points, but I don't really care about that, that's nothing new in the game anymore (except the built in browser based video chat support). What really excites me about this tool is the social network part of it. It's facebook, for gamers! You have your Player Profile, which is linked to all of your Character Profiles. Your Player Profile also links to any games you're running or playing, and your character profiles link to the games that they are in. Your character profiles also link to character sheets for those characters. When you make a game, you can let other people search it and register to join your game, complete with prospective character (or not). Each page, personal, character, and game has a blog, and public and private notes. There are comment features on all of the pages, as well as the blogs. They even use the game/character registration system to run digital gamcing conventions! But one of the coolest features of Infrno, at least for me, and again pointing towards the eventual future of RPGs, is the fact that you can, when creating a game, you can connect d20Pro to your game. This allows players with d20Pro to just click on the button on your game page, and it will launch d20Pro and connect them to your game for them.

Pathfinder Reference Document and d20pfsrd.com
Now instead of having to look a rule up in a book, you can just search a site. You can also copy/paste it to help end rules arguments, or to fill out the abilities on your character sheet.

Realm Works
This tool actually isn't out yet, so I don't use it, but this is one of the tools I'm most excited about, I've even put off paying for another similar service that I can get now in favor of waiting until these much better tools come out. It also represents another branch of what I see as the future of RPGs, and that's why I'm talking about it here. Realm Works is to campaigns and adventures what Hero Lab is to characters, a tool to easily and quickly, but still completely and correctly, put together, change, and manage a storyline with maps, npc's, flowcharts, etc. all linked together. Also, all instances of characters or creatures can link directly to their Hero Lab portfolio. GM's can share this information is some way online that I don't quite understand. Honestly, with all the different tools that could help a GM out, I can see this utility going a million different places, and like Hero Lab grew into the comprehensive character program it is now, I'm sure Realm Works will become the comprehensive campaign management software.

PDF's
Then there's the technology that is fueling pretty much every single one of these other technologies. PDFs and other forms of e-books or electronic media. Now the books that aren't provided free on the internet can fit on your hard drive, and can be just a double click away from reference, and with how most gaming PDFs these days are gettting extensive bookmarking and cross-linking, looking things up has never been easier. Also, with official PDFs, you can use programs to strip all the images out of them, giving you the handouts from the adventure, the NPC and monster pictures to use as minis or to show to players, maps with or without text and markers (DM and player maps). You can copy/paste boxed text into chats for ease of descriptions.

What's it all mean?

Does it mean that, with all this rules automation and character managers that tell you if your character isn't valid, that people aren't gonna have to know the rules? No. People still won't be able to make characters that actually do what they want them to, or are maybe even viable, without knowing the rules, and neither will they know what all they can do. Besides, there will always be corner cases, and places where a GM is gonna have to make a call.

Does it mean that RPGs and video games are going to become even more alike, and thus just making things more like WoW? One could argue that, but I don't think so. With the ability to dismiss any ruling that the software makes, it still remains a human game. Besides, a computer game still can't account for you doing things outside of the "rules." A GM can, whether he's in front of you, or in front of a computer screen halfway across the world.

What will it do?

I think that we will see more integration between VTTs, character managers, campaign managers, and social networks. I think at some point, you're gonna have Realm Works maps that link to d20Pro combat encounters. You're gonna have d20Pro character sheets that link directly with Hero Lab portfolios. You're gonna see Infrno character profiles that link to Hero Lab portfolios instead of character sheets. You're gonna see Hero Lab portfolios and d20Pro campaign and Realm Works files that you can access from anywhere. You'll be able to play, or even GM, regardless of where you are, and have all your characters, notes, and campaign work open to you everywhere, without having to lug around a notebook and numerous heavy books, and have it all be better organized than you could do physically.

You're gonna see everything integrate to the point where you may still have to know the rules, but you're never gonna have to worry about whether they're being enforced, or if a calculation was incorrect, or if you wrote a specific thing down on your character sheet.

You're gonna see a random encounter table from Realm Works make a roll, come up with white dragon, and automatically open in your d20Pro program an appropriate encounter map with the dragon already on it, and you're gonna see d20Pro award experience to the character's Hero Lab profile after an encounter is finished.

You're gonna see that the 6'3" 215 lb. football player can play the little sneaky halfling, and his size won't destroy your sense of disbelief, because he's not physically there for you to see.

You're gonna see games where player knowledge is no longer the kind of problem it has been in the past, because you'll be able to split the party, and actually not have them know what the other half is doing, because they can't see or hear them, and to do this, you don't have to pick everything up and move it to another room, then walk back and forth between the two to be able to GM for both sides.

Basically, I see all these tools not only making games easier to play, but deepening the cooperative storytelling aspect of RPG's, as the barriers that RPG's had to it; nuanced rules that you have to pay close attention to to make sure they're being implemented correctly, metagaming knowledge, and the physical disconnect between a player and the type of character they're playing, are stripped away by this new technology.

So not only will you be able to find a quick 3 hour pick up game while you're waiting at the greyhound bus station, but the stories that you tell with your games will only get better and better.

Honestly, I'm so excited to see what these new technologies will actually be able to do. What do you guys think?


Would your DM possibly allow the Zen Archery Feat from the 3.5 Complete Warrior?


Quantum Steve wrote:

Increasing AC works perfectly. Cutting through a coat to damage his arm works exactly like natural armour, that's all the coat is, a thick hide.

Natty armour, though, typically covers all or most of the body. The coat only covers his arm and the coat would be used exclusively to parry blows. The exact same function served by shields. So a shield bonus fits quite nicely.

Saying AC doesn't work because it doesn't make him harder to hit is pretty ludicrous. Most armour doesn't make the target harder to hit. That why Armour as DR is such a popular concept.

The OP said he/she didn't want the bonus to apply against full sized swords or bashing weapons of any type, so no, increasing AC doesn't work perfectly in that case. AC increases protection regardless of weapon type attacking you. DR doesn't work because there are slashing and piercing weapons of all sizes.


Increasing AC doesn't seem to fit, as any increase to AC should be just a straight shield bonus to AC, and DR doesn't work for similar reasons (the DR/ B/P suggested earlier doesn't really work either, since daggers are p/s weapons, meaning the guy just has to say "I stab at him" instead of "I swing at him" and the whole thing is negated.

I was thinking that the times that a coat around the hand would actually be useful in a dagger fight is pretty much one on one, so why not use the duel rules to resolve this. Maybe they get one free dueling parry per round, instead of having to use an immediate action, but the dueling parry can only be used against light piercing and slashing weapons.

Just my idea.


I just wanted to weigh in on the achievements idea. Sounds interesting, I'd like to try it for sure.


@Locke - I purposefully didn't take disable device, YET. Mathias hasn't had need or time to develop that skill, though I definitely intend on putting points in it later, depending on how Mathias' "career" goes. Rogues get enough skill points they can skip one or two key ones at first, only to fill them in later, and Disable Device didn't fit his background at all.

Also, I had noted that a skill character was the only one missing when I made my character. I was originally thinking a elven magus "bladesinger," but I love rogues too, so I thought why not.

I fear I've been outclassed by the halfling, but I won't withdraw, doing so would be against Mathias' character, he likes to push his luck, much like his dad.


I'm extremely interested. FR has always been my favorite campaign setting, though I got involved during the 2nd ed realms, so post Time of Troubles, not pre.

I assure you, I can post daily.

Now, without further ado, here is Mathias, back alley knife fighter

MATHIAS CR 1/2
Male Human Rogue (Knife Master) 1
NG Medium Humanoid (Human)
Init +8; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 14, touch 14, flat-footed 10. . (+4 Dex)
hp 8 (1d8)
Fort +0, Ref +6, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +4 (1d4/19-20/x2) and
. . Dagger +4 (1d4/19-20/x2) and
. . Unarmed Strike +4 (1d3/20/x2)
Special Attacks Sneak Attack +1d8/+1d4
--------------------
STATISTICS
--------------------
Str 10, Dex 18, Con 10, Int 14, Wis 13, Cha 13
Base Atk +0; CMB +0; CMD 14
Feats Improved Initiative, Rogue Weapon Proficiencies, Weapon Finesse
Skills Acrobatics +8, Bluff +5, Disguise +5, Escape Artist +8, Intimidate +5, Knowledge (Local) +6, Perception +5, Sense Motive +5, Sleight of Hand +8, Stealth +8, Use Magic Device +5
Languages Common, Elven, Halfling
SQ Hidden Blade +0, Trapfinding +1
Combat Gear Dagger, Dagger; Other Gear Pouch, belt (1 @ 4.7 lbs)
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Dagger - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Hidden Blade +0 +0 bonus on Slight of Hand checks to conceal a light blade.
Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.
--------------------
Mathias grew up extremely poor, being raised by his gambler father, who always thought that Tymora's luck was just one more game of bones away from him. He had even lost his mother to his father's compulsive habit, when she was battered in the streets as a warning to his father when they couldn't find him.

3 years ago, when he was 13, Mathias' father "sold" him to a crime boss to pay off a debt. Figuring Mathias for a useless peasant, the crime lord sent him to make money in one of the highest risk, and smallest gain, illicit activities, back alley knife fights.

Surprisingly Mathias survived and even won his first, and subsequent, matches. Over three years Mathias has become quite an adept knife fighter, his small form allowing him to move deftly and quickly, though Mathias can't help but think that more than a bit of Tymora's luck has to do with it.

Mathias recently decided he couldn't wait for Tymora to shine her luck on him and free him, and so took his fate into his own hands, made his own luck if you will. Just as his most recent match started, Mathias lept upon his opponent, killing him outright with a stab to the throat, and before the body had fully fallen, he was already rushing at the pursekeeper for the match, his opponent's dagger in his other hand, slashing him across the hand and stealing the purse.

He now lays in hiding, trying to figure out his next move.

Relationship to Tymora:
Mathias grew up hearing his father invoking Tymora and cursing Beshaba so much, that they just sort of became the basis for how he sees the world. Most of his life he has seen himself stuck under the misfortune of Beshaba, his life always seeming to turn for the worse every day. But he has seen and believes that Tymora shines on him even through her sister's curse. His lot has never been good in life, but he continually survives, and even succeeds, at some of those worst moments. He sees his escape as a possible change in his fortunes, to a life where Beshaba has much less influence than her sister.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


2nd


Oh, and yeah, there were a lot of Daemons stats released in the Manual of the Planes, and I think some in the Fiend Folio and MMII.


Bluescale wrote:

As I was reading through the "Tome of Horrors Complete," I noticed that the entry for the Stirge Demon said that it was loosely based off of the Chasme Demon. This brought up a question I've wondered before, mostly when looking at unique creatures: why did WotC give permission to create the stats for creatures but require them to have different names or only be referred to by title? They let the demon lord Fraz-Urb'luu retain his name, but Anthraxus, Ygorl, and Ssendam can only be referred to by their titles (Oinodaemon, Slaad Lord of Entropy, and Slaad Lord of the Insane, respectively)? They can have a group of fiends called the "demodands," with all three castes, but can't call the three types farastu, kelubar, and shator? I'm just curious as to why certain names were verboten and some weren't.

(And bringing up the Oinodaemon, were there originally going to be more daemons in the book? The Oinodaemon listing back in Tome of Horrors Revised listed him as being able to summon daemon types not listed in the book: ultrodaemons, arcanadaemons, nycadaemons, yagnodaemons, and mezzodaemons. Had their yugoloth equivalents been released in WotC material by that time?)

Stats are part of a rules system, which is something that cannot be copyrighted, they have to be patented. The D&D rules system (the d20 system), isn't patented, and the OGL makes it obvious to those that didn't know before, that you can use the rules however you want, because they aren't patented. What you CAN'T use is intellectual property and product identity. There are non-D&D origins to the term Oinodaemon, and thus that isn't IP or PI, but ultrodaemon, farastu, etc. are names given to those monsters by Wizards, those words didn't exist before (that I know of). Basically, if others are allowed to use a name (such as in the Tome of Horrors), WotC didn't come up with it on their own, but if they did come up with it, it's not allowed to be used.


Thank god I use d20Pro and not miniatures. I'd be dead broke with this.


skrahen wrote:

Realm works

Though I don't know how much longer it will be in preview...
I am eagerly awaiting..

http://www.wolflair.com/index.php?context=realm_works

The message boards there say that they'll be starting Beta testing with a few select GM's in November, and that the full release will probably be spring some time.

Then again, LAST fall they said that it would be ready for release by last spring, so we'll see how that goes.


No wonder I couldn't find it, it's from the Advanced Bestiary, not an actual Paizo product. But after looking it over, it looks good. I think I'm gonna go with the templated monitor lizard just because there's already anicomp rules for it, and just reduced the effective cavalier level. Fits the concept that it's drow NOBLES that get it to do that too, as nobles are more likely to have higher class levels.

Thanks everyone for you help. Now, to add the cave template to Hero Lab, and figure out how to make the effective mount level four levels lower....


Wait, were's this Cave Template? I can't find it.


Velcro Zipper wrote:

Well, that ruling isn't completely without precedent.

From the Cavalier mount rules:
"A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts."

I don't know if that makes you feel any better, but I think you could apply the logic for a small cavalier getting to select a dog or boar to a medium cavalier getting to choose something beside a horse.

I was also thinking, to more closely emulate the drow cave lizards from those books, you might apply the Giant and Cave templates to a deinonychus. I've never read the books, but I've got a mini for a drow on a cave lizard and the thing looks a bit like a raptor to me.

Edit - Also, apparently, it's been too long since I looked at the Druid class. I hadn't noticed they got rid of the Animal Companions for higher-level Druids stuff. Anyway, I still think the -4 level thing sounds fair. Just make sure, if you run with it, it's something you'd let your players do and it should be okay.

The ones from the Dark Elf Trilogy were really just big monitor lizards with sticky pads on their feet and darkvision.


Velcro Zipper wrote:
That being the case, I'd say no (at least if you use the bad boy I created.) A CR4 mount is very powerful for a 1st level PC. Now, if you're drow bad guy is around level 8 or higher, I'd treat the cave lizard like a higher level druid AniComp. Give it abilities equivalent to a Cavalier's mount -4 levels. That should bring it down to a manageable challenge for the party. Otherwise, you're going to have to crunch some numbers, remove some abilities, etc. to get the thing's CR down to a 2 at best. You may as well just build a monster from scratch at that point.

Sounds good to me. It's still a bit of a workaround with no actual rules text to support it, but it sounds fair enough to me. I'm probably gonna remove the poison bite too.

Thanks.


Thanks for the response guys. I guess I should have been a little more specific about my concern. It's not really the lack of large lizards, as both of you have shown that's pretty darn easy to remedy. The issue is how would these work with the mount rules? Is a monitor lizard that has had its size increased and the cave template applied still a viable "animal companion" for the mount rules?

I know I could just SAY the drow has the lizard as a mount, but I wanna at least TRY to do it within the rules, so that I'm not doing anything my players themselves aren't allowed to do if they wanted to (not that I expect any of them to make cavaliers with giant lizard mounts).9


I'm trying to build a BBEG that is a drow cavalier, mounted on a cave lizard that can crawl along walls/ceilings. Similar to the lizard mounts described for drow nobles in the Dark Elf series.

Anyway, there are no large lizards...

Any suggestions?


I'm gonna echo Wolfthulu and just say that you guys are most definitely the best customer service I've ever dealt with. You guys deserve every bit of thanks and appreciation you get, and probably more. So thank you, keep doing what you're doing, it's greatly appreciated.

(Male Human Ftr 2/Rog 3)

Sorry everyone, unforeseen things in my life have made it so I shall not have as much free time any time soon, so I'm gonna have to politely drop from the game. I hope this doesn't inconvenience you guys too much.


Alright, I've got everything except equipment done. Concept is a guy, honestly barely more than a kid, that has always been the champion for the bullied. Unarmed fighter archetype. The problem is that I don't know Golarion very well, so I don't know anything about Sandpoint. Anyone wanna give me a bit of info, or point me to where I can find it, so I can figure out why he's there?


I gotta go to work right now, but I might be interested. I'll throw something together when I get off work.


VoodooMike wrote:
Quote:
Different flavor. Bending and warping reality through use of willpower and belief alone, rather than finding backdoors through reality with the combination of arcane gestures and vocalizations.

Previous psionics systems involved casting components the same way spellcasting does, just without material components for most. Pathfinder sorcerers get eschew materials as a bonus feat.

Sorcerers already have a myriad of different sources for their power. They're covered by bloodlines. As a previous poster asked... what is it you see psionics doing that the existing magic system doesn't already do? If nothing, then your call for psionics is really just a call to replace the magic system, or to add a parallel magic system that uses spellpoints.

Way to respond without reading the rest of a person's post. But in response to what you said: No, previous psionics systems did not include components. You didn't wave your hands in the air or say specific formulaic words, and there were very very very few powers that required any material, and in that case, it was a focus. They did include side-effects though, depending on the edition, including strange smells, flashes of light, unexplainable noises, or headaches for people in the general vicinity. Maybe that's what you're thinking of. But definitely not arcane formulae and physical gestures.

Also, if you'll note, I specifically said I was happy with what Dreamscarred Press did with Psionics Unleashed, and don't care if Paizo does a psionics book. I also mentioned exactly what it was I liked about psionics in previous editions (pre-3.x), because, as I again said before, 3.x changed psionics to be much more magic-like. Ever looked at the 2nd edition Psionics Handbook? Attack and defense modes for psionic duels that last mere seconds, and no one but the two duelers even know anything is happening until one of them collapses unconscious. Powers that depend on your skill and talent to use (alright, I didn't mention that one before, but someone a little higher up mentioned it and I had forgotten to before). Powers that don't concentrate on visible effects and blaster powers like magic does. More clairvoyant and controller powers, force effects (invisible or visible), Personal buffs, maybe some shapechanging. Not so much fireballs, lightning bolts, and such. Something not vancian, power points, skill checks, or whatever.

But again, as I'd said before, I am NOT calling for paizo to do a psionics book, Psionics Unleashed is all I would need or want from a 3.x psionics. But if they WERE to do one, since you asked, I'd like to see something maybe mixing power points and the skill driven idea behind Star Wars d20 revised version of The Force.


Morgen wrote:

Well what are conservative values and principles then?

That would help us think of some movies that had that in them.

(Wasn't Pleasantville about using white people to describe racism though?)

I'm not gonna touch the first part of that, since I'd just get all the conservatives pissed off at me with my snarky remarks.

As for Pleasantville, that was definitely one point they were trying to make. But they were also trying to make the point that people should live life instead of resisting change and clinging to structured sameness from every day. Also that no matter how stoic and unfeeling you seem, there are emotions and passion under it all, that every one of us is HUMAN, not a machine.


InVinoVeritas wrote:

I've got to ask...

What would you like to see out of psionics that magic doesn't already provide?

Different flavor. Bending and warping reality through use of willpower and belief alone, rather than finding backdoors through reality with the combination of arcane gestures and vocalizations.

For me, a vancian system reflavored doesn't cut it for that, though I guess the sorcerer could work if refluffed, but then the effects of many spells don't fit my conception of what mental discipline accomplishes. In fact, that's one of my gripes with 3.x psionics, it turned psions into just as much of a blaster as other spellcasters, and 3.5 even got rid of attack and defense modes. A duel of the minds is not longer that, it's just a spell duel now.

That being said, for what I DO like about 3.x psionics, Psionics Unleashed is exactly what I was looking for, so really, I could care less if Pathfinder does a psionics book or not, unless they can create a system that has the flavor I want, but without the complexity of the old rules. Don't get me wrong, I loved 2nd edition psionics, but those rules were arcane as f#$% (Skills & Powers simplified it a little, which was good, but... well, whatever).


Ika Greybeard wrote:
Gary Teter wrote:
Ultimate Combat has overloaded the personalizer service. We are rewriting it.
Any update on a ETA??

Just got mine. Might work for you now.


Matthew Winn wrote:
ChrisRevocateur wrote:
Matthew Winn wrote:

I only wish I'd had the Dead Milkmen to play for her in response...

WHERE'S THE CHEETO'S? I WANT SOME MOUNTAIN DEW! IS THERE AN OGRE THERE? I HAVE A DAGGER THAT'S +12 VS OGRES! IF THERE'S ANY GURLS THERE I WANT TO DEEEEW THEM!

Umm... that's not The Dead Milkmen, that's Dead Ale Wives Watchtower...
Yeah, I realized my error about a day later and never got around to fixing it. I had just started listening to the Dead Milkmen around the same time and ever since then I get the two confused.

All good. Both are freakin' awesome. B*tchin' Camaro!


Matthew Winn wrote:

I only wish I'd had the Dead Milkmen to play for her in response...

WHERE'S THE CHEETO'S? I WANT SOME MOUNTAIN DEW! IS THERE AN OGRE THERE? I HAVE A DAGGER THAT'S +12 VS OGRES! IF THERE'S ANY GURLS THERE I WANT TO DEEEEW THEM!

Umm... that's not The Dead Milkmen, that's Dead Ale Wives Watchtower...


Shadow_of_death wrote:

4th-Level Ki Powers

Acrobatic Steps (1 ki point)
Augury (1 ki point)
Barkskin (self only, 1 ki point)
Deny Death [UM], † (0 ki points)
Feather step [APG] (self only, 1 ki point)
Hydraulic push [APG] (1 ki point)
Ki arrow [UM] (1 ki point)
Ki Stand [UM], † (0 ki points)
Message (1 ki point)
Power Attack (1 ki point)
Quick Draw (1 ki point)
Scorching ray (2 ki points)
Throw Anything (1 ki point)
True strike (self only, 1 ki point)
6th-Level Ki Powers

Cloak of winds [APG] (self only, 2 ki points)
Gaseous form (self only, 1 ki point)
Heroic Recovery [APG], † (1 ki point)
High jump (monk ability, 1 ki point)
Hydraulic torrent [APG] (2 ki points)
Remove disease (2 ki points)
Sidestep [APG], † (1 ki point)
Snatch Arrows† (1 ki point)
Spring Attack (1 ki point)
8th-Level Ki Powers

Dragon’s breath [APG] (2 ki points)
Gliding Steps [UM], † (1 ki point)
Neutralize poison (3 ki points)
Poison (2 ki points)
Restoration (self only, 2 ki points)
Share memory [UM] (0 ki points)
Silk to steel [UM] (1 ki point)
Spider Step [APG] (1 ki point)
Whirlwind Attack (2 ki points)
Wholeness of body (monk ability, level 7, 2 ki points)
10th-Level Ki Powers

Discordant blast [APG] (2 ki points)
Greater Bull Rush (2 ki points)
Greater Disarm (2 ki points)
Greater Feint (2 ki points)
Greater Sunder (2 ki points)
Improved Blind-Fight [APG], † (1 ki point)
Ki leech [UM] (0 ki points)
Lunge (1 ki point)
Shadow step [UM] (1 ki point)
Spit venom [UM] (2 ki points)
Step Up and Strike [APG], † (2 ki points)
Wind Stance (2 ki points)
12th-Level Ki Powers

Abundant step (monk ability, 2 ki points)
Battlemind link [UM] (4 ki points)
Diamond body (monk ability)
Elemental Fist [APG] (2 ki points)
Improvised Weapon Mastery (2 ki points)
Ki Throw [APG] (2 ki points)
Punishing Kick [APG] (2 ki points)
Shadow walk (3 ki points)
14th-Level Ki Powers

Blood crow strike [UM] (2 ki points)
Cloud Step [APG] (3 ki points)
Cold ice strike [UM] (3 ki points)
Diamond...

Only one missing is slow fall, which might have been an oversight.


seekerofshadowlight wrote:
No, if they choose the archetype they have to pick one at every level listed. With archetypes you do not get the option of skipping a level it replaced.

Can means able to do so, not required to do so.


seekerofshadowlight wrote:
Shadow_of_death wrote:


Read it again, The quigong monk can take anything the regular monk can plus all his new more powerful stuff.

This is simply Incorrect.

PRD wrote:


Ki Power: A qinggong monk can select a ki power (see below) for which she qualifies in place of the following monk class abilities: slow fall (4th), high jump (5th), wholeness of body (7th), diamond body (11th), abundant step (12th), diamond soul (13th), quivering palm (15th), timeless body (17th), tongue of the sun and moon (17th), empty body (19th), and perfect self (20th). This replaces the monk class ability the qinggong monk gives up for this ki power.
They give up 11 class abilities {making if a far larger change then the ninja is from the rogue} They can not have both, They have the new powers or the old, not both.

CAN select. It doesn't say "A quinggong selects ki powers in place of the following monk class abilities." They are not required to switch out those abilities, they are just given the option to.


Shadow_of_death wrote:
ChrisRevocateur wrote:


Free action at the end of your turn to pull one last arrow?
Then you could do the same with six arrows.

And what? Hold them in your third hand?


memorax wrote:
Are the guns and ammo still overpriced? I understand they do not want players abusing guns yet if they price them too high no one imo will take them.

Anyone with the gunsmithing feat, which gunslingers get for free, can make ammo for 1/10th the price.


Shadow_of_death wrote:
KrispyXIV wrote:


So with one hand holding a bunch of arrows, where are we getting two hands to wield the bow?

That would be the issue I see here :/

I'm not sure whether you were serious here or not though.

EDIT: I'm pretty sure that Immediate Actions are a pretty good indicator that you need a specific exception to act out of turn, sadly.

So how does snap shot work? You wont have an arrow in hand at the end of your turn.

Free action at the end of your turn to pull one last arrow?


Cheapy wrote:
PRD wrote:
Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM.

Nothing about limits on out of turnness.

Hmm...nothing about saying you can do it out of your turn either, and Immediate Action specifically says you can do it when it's not your turn.

Emphasis mine. That phrase right there at least insinuates that it has to be your turn, as the free action has to happen while you're doing other things as well, like taking your turn.


I've got two, like a lot of people that have responded.

1) Yokozuna Enyago, 2nd edition half-elf ranger 30 with Samurai kit. The character I played the longest, ever, somewhere around 5 years of play got him to that point. Lots of wishes. LOTS of wishes, to increase abilities, and to exceed racial level limit. He eventually ascended to demigod status as the demigod of honor and dragonslaying. He was a samurai from Kara-Tur that traveled west to Faerun to find his fortune and commit acts of valor adequate enough to restore honor to his family, which he did by slaying a great wyrm and claiming a kingdom in the name of his daimyo.

Yes, I know that elves don't exist in Kara-Tur, and I know that Yokozuna is actually the title for THE sumo champion. But I didn't know these things when I first made the character.

2) Devereau, 3.0 edition Fighter 7/Wizard 8/Divine Champion 2/Arcane Devotee 2. Champion of Mystra. If he had gotten one more level, my DM was actually gonna award him the Chosen of Mystra template. He was a magehunter that specialized in dispel magic.

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