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Just throwing this out there, but Erastil, while known as being old and set in his ways, is actually the god that has changed the most in their recorded history, after Zon-Kuthon of course. IIRC it was in Gods and Magic where Fandarra, a neutral ancient giant goddess, is described as being an old contemporary of Erastil's. It's pointed out that unlike Erastil, Fandarra never changed with the times, and is still the sort that calls for blood sacrifice. Erastil used to be a much bloodier god than what he is currently. Who is to say that he won't continue to evolve? Or that it isn't happening right now? Can't help but Erastil approving of gay marriage, and then immediately strongly insisting they adopt. That's just how he thinks. DAMMERHALL The dwarves are scattered, leaderless, a fading people. Their glory all but forgotten, slowly they mingle with the human kingdoms losing their own heritage and identity. The true thanes and heroes are but legends and few young dwarves even bother to learn the old tongue these days. It was not always so. Once the dwarves held the mightiest empire in all the world. From their mountain-capitol they were richer, mightier and more advanced than any other free folk. But then Dammerhall, the Spire of Kings, fell. In a single night of terror, the Calamity destroyed the stronghold -- the dwarven lords were slaughtered and their might broken. Dammerhall is now only a palace of nightmares. That changes today! The last true heir rallies a small band of dwarven believers to reclaim what was lost. By hammer and by axe, you will lay low the invaders and retake the Spire of Kings. Death or Dammerhall! This AP combines a living megadungeon, underground exploration, and war themes to tell a thrilling tale of dwarven heroism and desperation. Though there would be an option for playing a more traditional party (at least one dwarf is mandatory) the default way to play this adventure path would be as an all dwarven party. There would be intrigue as well. The local human lord certainly wants the monsters cleared from Dammerhall, but he is less sure about having a newly resurgent dwarven empire next to his holdings. He has a better idea of how to use all the reclaimed dwarven wealth. Will you accept his aid and risk his interference or is this a task to be done by dwarven hands alone? Upon your decisions rests the fate of all dwarves. You will find your destiny within Dammerhall. Thoughts? Gary McBride
Here's a little issue I've been gnawing on for a while and a possible solution: Problem:
This might be from too many simultaneously running campaigns, juggling the schedules of eight adults, getting old and the bad memory associated with it OR a generous portion of the 'All of the Above' goulash. This got me thinking of a way to address it.
It dawned on me last night that our little 'Game of Quotes' might be the solution I was looking for, but will need some tweaking to work well. Solution:
Let's not forget the golden opportunity to share the best quotes with the community. I will let you know how the Beta Test goes... L2G.
Captain Venture My five cents:
Spoiler:
1) From Taldor to Osirion - Give us a Taldan noble-turned-adventurer whose travels take him from the height of decadence to the desert tombs of Osirion. It should strike a pretty compelling Tomb-Raider-esque, British-expedition-to-Egypt sort of vibe while lending some additional insight into both of those cultures and the kinds of characters who live there. Weave in an ancient curse. Mummy optional. But generally, I think that trope could work well for that kind of scenario. 2) Absalom - Play up more of the conflict and intrigue that exists in the City at the Center of the World. Have some sort of Qadiran villain making a move that an agent of Absalom has to counter. Or some dark family secret that they've got to uncover or undo. 3) Nirmathas vs. Molthune - Give us a glimpse into the perpetual war between these two nations. A story set there should do wonders in opening up that part of Golarion, not just for fiction, but also for adventures. 4) Geb vs. Nex - Same deal. Give us a story that builds upon the ancient conflict between these two magic-using societies. Involve the Mana Wastes, but you don't necessarily have to focus all of the action there. Instead, it could be a story more about the magic and cultural differences in those two nations and how those things continue to clash even today. 5) The Mwangi Expanse - This could either serve as a sequel to the Taldor/Osirion book, above (i.e., by following the same Taldan noble on another Indiana-Jones-expedition-like adventure). Or, I think you could just as easily write a story which explores the entire Serpent's Skull AP from a fiction perspective. Not only would that let you explore the major jungle of Golarion in a literary sense, but it would also give you a chance to renew interest in the AP itself by serving up an example of how that campaign might play out in a storytelling sense. In essence, it could prop up the gaming product line and maybe lead some people to give Serpent's Skull another chance. And yes, you already know I'd love a crack at this sandbox someday. So, I already have characters in mind for many of those proposals, above. ;-)
Foghammer wrote: But seriously, I can't think of a reason you'd need to appraise while in danger or distracted. Unless you're one of those roguish types who uses the chaos of combat to pinch valuables while everyone else fights.. The one that comes immediately to mind as a great example is Bilbo Baggins using the skill in Smaug's lair to pick out a nice bit of treasure. Hello Fellow Pathfinders, The following is my group’s adventures in Skull and Shackles (so far). This was moved from the Skull and Shackles forum as it was requested that I continue the story. Without further ado, the story as it has happened so far:
Elf Rogue (Swashbuckler)
Some background information before we start and you will see it in the story. Both the Cleric and Rogue are both played by people who can be quite confrontational with NPC’s and any RP bullies, so I knew that this Adventure Path was going to be quite entertaining. Tomppa wrote:
Yes. Fun.Yes. Dunno. The upcoming Skull & Shackles AP, and instead of "conquering the world" I would make them settle for "conquering the Shackles." I like them all equally.
Draco Bahamut
(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Tales, GameMastery Cards Subscriber)
I will post the idea here, because i really don´t have the time now to develop it. So if someone like it, maybe he can. 1- Considering that HP mechanics don´t really cover bodily harm, if in your game you need a way to describe dramatic wounds you could create traumas using the disease mechanics. Like punctured lung, broken leg or burned skin, pick a DC, put a Frequency time and cure methods. 2- You could do it a soft way and let it be healed by Cure Disease or a Hardcore way and require the Regeneration spell (in this case, calling the status "trauma" to make it different from disease would be better. 3- I don´t really think Traumas should be a combat thing, because we already have HP for combat. Maybe some consequence for dropping below 0 hit points and falling a save, critical hits or new rogue feats. But my initial idea was a more DM thing to represent dramatic wounds that a merely cure light wounds couldn´t heal. Ex: Broken rib
The Best Worst Comic of All Time: Doom: The Comic This thing should be required reading. It's GLORIOUS. And infectiously quotable. And then there are the dramatic readings... The Worst Best Comic of All Time: Cerebus the Aardvark As important as it may be to comics history and as impressive as the art is, cripes. Some comics have benefitted from their writers going completely insane. Not this one... Hey everyone. It's almost Top 32 reveal time. It is an exciting time! Lots of hope and expectation. Passions run high. Heck, I don't even know the identities of those who made it, so I am excited too! So, given that state of emotion, I thought I might share a few ideas from my experiences over the prior years. First, Congrats to everyone who entered! Whether you made it or not, just trying is winning in my book! You should be proud of yourselves. Second, I made a (soon to be) locked placeholder thread for our traditional "critique my item" thread. Please don't post there yet. Let's let today be about the people who advanced. Third, there will be a few of you who are miffed that your item didn't make it. As a designer myself, I understand that feeling. Please keep in mind the amazing nature of these boards, their civility and collegiality. Every year, it seems, we have one epic flameout. Don't let that be you. Even if you are upset. Take a day, step away, breathe. There will be time to get feedback. If you are really upset, it might be smart to wait a day or two to post comments. If you didn't make it, please do so with dignity and grace. Fourth, there were a lot of good items this year and our job was difficult. There were a bunch of items in the keep folder that, but for want of a judge championing them, could have made the cut. So please know as a community my observation is that you are all getting better as designers. Fifth, and finally, to those who make it--be cool. You will be understandably excited. But the vast majority of people didn't. So while some understandable excitement is obviously in order, now begins your time in the spotlight and how you conduct yourself can impact your success at RPG Superstar. So much like my thoughts for those who didn't make the cut, if you did advance please do so with dignity, grace and humility. Just a few thoughts. I've been doing this for a couple years now :) Seeing what professional makeup artists can do to make humans look like Klingons, Cardassians, Twileks, Minbari, Narn, and Hellboy, and the use of prosthetic appliances like those used in Mrs. Doubtfire, I'm quite comfortable with allowing someone to spend hours on a disguise and take 20 on the Disguise check. 3.5 Loyalist wrote: And you are really going to buy that? You really think you can trust people to be honest as to their level of fetishism and what they fetishise? Bring out Freud, bring out House, people hide their lusts, people lie. The way they lie about themselves does not make it truth. anyone that thinks it is not a fetish and does not lead to sexual potrayals of part human, part animals, should check the material. Look at it, look at what is drawn, look at the purpose. It is that simple. Well you play D&D so that must mean that you are a fat white male between 30 - 40, who lives in his parents' basement, and doesn't know how to even deal with women. It is that simple. Hey, steroetypes are fun! You'd think that, as a community, we wouldn't paint others with broad strokes since we all enjoy a hobby that is a constant target for such things already. DM_aka_Dudemeister wrote: At least 3 PCs a month can make the diplomacy check to increase trust. Aha! I had read that as only one PC (of the three) could make the checks. I knew there was a disconnect there. ;) That's where we're at as well: finished the Run, at 16 points. I doubt that they'll want to quest during the winter, so I'll probably run either the Gargoyles or Talon Peak in the springtime. I'm really excited for the mountain climb -- I think that's going to be a GREAT session or two. Go with the look Pathfinder has gone for more civilized ghouls and ramp up the severe wrongness of their civility combined with their appetites. This alienly handsome, chalk-white, solid-red-eyed, hairless elf with just a touch of animal hunger etched permanently upon his face dressed in absolutely clean, fine clothing greets a PC to sit with him for dinner in an overly bright, overly clean hall of marble with marble tables and marble chairs and marble everywhere that feels part dining hall/part mausoleum. The cleaness of everything make the rare errant specks of blood and gore about the room and the ghoul's clothing himself stand out that much more. He's polite, prodding the PC more and more with questions. He's genuinely interested in learning all there is to know about his guest, ever hungry for more details. Perhaps he's looking for an appropriate companion. Perhaps he simply wishes to know one of his next meals, out of what he considers genuine respect. The conversation goes on. Certain things begin to come out about the furnishings and decor after a while. A lot of ivory. Except not ivory. Human femurs and fingerbones shouldn't be crafted with such care and taste, most might think... The host remains calm at all times. Or at least he seems to be, to an almost supernatural degree. But in the eyes there's always that hunger when they look upon flesh, living or dead. He's asking you where you learned the bard's trade and he's smiling at the joke you made, but the eyes say he'd love to run across the table on all fours and tear you apart. But he doesn't. He savors the thought and waits. Proper ghouls wait until the meal is perfect. Perhaps after dinner. Perhaps in an hour. Perhaps after years of friendship when he knows you more than he knows himself. And he'll use it all. You were a good friend. You were a perfect meal. Your skull is a fantastic goblet. And your other bones make for a delightful centerpiece sculpture for the dining hall. A wonderful point of conversation between him and his future guests. Repostan: Quote:
My wife forwarded me this cool little article: DM_aka_Dudemeister wrote: I ran Varn as a super friendly man's man, (like Elaine's boss from Seinfeld). The players liked him. That was pretty much exactly my plan as well. Also congratulations and thank you for your amazing work on RRR and VV. I'm already planning on using both conversions. Absolutely great work. The race went great! My PCs loved it, and it had some high drama at the end, as one of the PCs ran back onto "the field" after having finished the race to save the life of another PC (who had been dropped due to a nasty crit from K). They're really excited about how to earn trust with the tribe. Also, the race wasn't as complicated as I expected -- the rules and mechanics work very smoothly with one another, and the index cards helped a lot. Thanks again, Dudemeister! Thanks everyone for the warm welcome back. I have to give thanks to the folks at Paizo, specifically Lisa and Vic and Eric and Sean (and everyone else of course). I am so appreciative that they give me the opportunity to be a judge. I have said it before, but I think the world of Paizo and of this contest. The beating heart of both D&D and Open Gaming lives here at Paizo, so it is an absolute honor to be permitted to be one of the judges. The amount of work is insane and my wife thinks I am crazy, but I owe so much in my life to gaming. So many of the social skills and interpersonal skills I have gained over time have come from gaming, so many good lifelong friends have come from gaming. Those who don't game don't understand just how real some of the in game choices are that we make with our characters and as DMs. The chance to experience heroic decisions and loss is priceless. The process of creation and creativity and imagination that goes along with gaming is irreplaceable and it has meant so much to me over my life. So if I can in some small way give back to this great community by helping out, I am glad to do so. It is my pleasure, and to some extent my obligation. Lots of really great people helped me, and I look at it as my duty to return the favor. I think a lot of gamers understand the idea of honor, and that many gamers enjoy a fictional reality and world where honor and things like that matter. It is an honor to be a part of this contest. I literally cannot wait to get started! Clark The 8th Dwarf wrote:
Woah. There you go. I must have. Must've got a bit muddled since last time we came together like this. DM_aka_Dudemeister wrote: Lived in Australia. You too? Sweet as. Lots of my favourite names in this thread. We just need to abduct Evil Lincoln and we're golden. :P Thanks for all the great comments in this thread! I'm reading each and every one and a lot of other threads as well. There have been a lot of questions asked, and I wanted to give you all some background on how we'll be handling communications with the community going forward. This is a quote from the business plan: "UNDERPROMISE AND OVERDELIVER Too many video game projects create a false understanding in the minds of their customers of the game’s design goals and ultimate deliverable by talking about what could be instead of what will be for certain. After players have pictured an ideal in their mind, they can be confronted with a depressing reality when the actual product doesn’t live up to their expectations—and then the game becomes a source of complaints and negativity. When in doubt, err on the side of silence." We're going to have a very progressive and open design process with the game and we're going to share a lot of material with the community so you can provide feedback and suggestions. But we're only going to talk about things we have a very high confidence will actually be in the game when it launches or that we can put a firm release date on for an update once we're live. Right now we're doing 3 very important things: We're finalizing our middleware (the tools that we'll use to build the game and its servers), we're building a team of rockstars to develop the game, and we're putting our funding together so that we won't have to worry about money (excessively) while we build the game. That first decision will drive a whole lot of other more substantial responses. Until we have a signed contract with our middleware vendor we're not going to talk too much about technology. We have several options on the table and each has its own unique aspects. For that reason we're not able to say much about the game itself beyond what's on the Goblinworks website. This issue will be finalized fairly quickly and then we'll have a lot more to say about the technology and how the game development will progress. RyanD Helaman wrote:
Finally found it: Telecanter's Receding Rules: The Heist, The Con, The Special Mission It was originally mentioned in this thread: Potential game mechanic for those inspired by The Worldwound Gambit Helaman wrote: Buggered if I can find it online atm but there was a blog/gaming site that had Heist mechanics... Know it, but can't find it either... Might be this: Heist clock Similar/more:
Yeah; the Pathfinder Society actually played a pretty strong role (or could, depending on how your group worked out) in Serpent's Skull. But the Pathfinder Society will be playing a much larger role in The Shattered Star. NOTE: When we talk about the Pathfinder Society playing a role in the AP, what we're talking about is the in-game Pathfinder Society, NOT our massive org play organization. Magnimar is the newest major city with a Pathfinder Society lodge in it, and we'll be exploring what it means for the society to launch a new chapter in a new region to a certain extent, and will probably set up the PCs in that one as part of that initiative. What's going on with the Pathfinder Society org play program during next Gen Con when we launch The Shattered Star is something we're still working out. That explains PAIZOCON UK - you missed a great curry! Good luck. Arcanamirium Academy AP PCs must have some manner of magic talent Bard, Cleric (of Magic), Wizard, Sorcerer), Summoner, Witch, Inquisitor (of Magic), Alchemist or Magus. Each book encompasses about 2 years of time at the academy as the characters progress from apprentice, journeyman, maven to an esteemed arcanscenti. The PCs must tangle with the politics of the school, of Absalom itself and uncover a plot to topple lord Gyr of Gix and throw all of Absalom into chaos. Ravingdork wrote:
I'd hope so... I've been asking for more swashbuckler options for over a year now, though, for what that's worth... And don't forget that we do more than those three hardcover rulebooks! And on top of that... you CAN do mobility builds using Pathfinder. I know, because I've got characters that do just that. In Rob McCreary's Kingmaker in Iobaria game, I'm playing a cleric of Desna who's a dual-starknife wielding melee type who is VERY good at being mobile. The Travel domain is just the start for her (not only does it grant a speed increase, but it also helps her ignore difficult terrain)—taking ranks in Acrobatics helps to avoid Attacks of Opportunity, and I'll eventually be delving into feats that help further with that type of build, like Fleet or a few others. And all that's JUST from the Core. In Erik Mona's just-started Kings of Absalom game, I'm playing a bard that's all about being a melee swashbuckler type fighter... with a Strength of 9. Despite that, she's doing 1d6+4 points of damage on a hit and has a +4 attack with her scimitar... at 1st level. That goes up to 1d6+6 and +6 to hit when she's using her bardic performance ability. All of this via a new archetype (the Dawnflower Dervish) from the upcoming "Inner Sea Magic"—a bard that's more focused not on spreading out the bonuses to allies but focusing them very strongly on herself. Feather step, a spell from the APG, helps her stay mobile in difficult terrain as well. Another great idea for a mobility build would be to build a rogue who's all about running around foes, getting into flank, and then hitting with a single sneak attack each round. Spring attack works GREAT here, since you can zip in, stab, and zip out. Combined with the Fleet feat and some other movement enhancement (using rogue tricks to get expeditious retreat, perhaps?), running in and doing sneak attacks each round would be pretty cool. The loss of your iterative attacks is kinda fine, since you're not as likely to hit with those anyway, and if you're not there to take full-attack responses in melee, you'll be around for a lot longer anyway. Being too obsessed with those iterative attacks is part of the problem; let them go and the rules will treat you well. So yeah. There's plenty of mobility-based options out there. Got a meeting now, so I can't really go into some cool prestige class and multiclass stuff, but I could if I wanted to. Whether or not those options satisfy you? Only you can say. They certainly satisfy my need and urge to play a mobile character. |
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