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Diego Rossi's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 8,635 posts (8,798 including aliases). 1 review. 1 list. No wishlists. 5 aliases.


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Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Vivificient wrote:

Would Nugrah really reincarnate the Stag Lord, though, given how much they hate one another?

With the kind of history of abuse they have? Yes, probably he would. Call it beaten wife syndrome or Stockholm syndrome, I see it as the kind of unhealthy relation where both partners would go to great lengths to keep the other partner alive or return him from the dead.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Azure_Zero wrote:


Richard cleric

What you think I am missing?

To me Richard seem complete.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Richard Sanderson cleric of Abadar (divine strategist)

I have changed a trait and added the gear.
I will go Evangelist as soon as possible.

Crunch:

Richard Sanderson

Male human (Varisian) cleric (divine strategist) of Abadar 1 ( Pathfinder RPG Ultimate Combat 40)
LG Medium humanoid (human)
Init +0; Senses Perception +4
—————
Defense
—————
AC 14, touch 10, flat-footed 14 (+3 armor, +1 shield)
hp 12 (1d8+4)
Fort +3, Ref +0, Will +5
—————
Offense
—————
Speed 40 ft. (30 ft. in armor)
Melee morningstar +2 (1d8+2)
Ranged sling +0 (1d4+2)
Cleric (Divine Strategist) Spells Prepared (CL 1st; concentration +6)
1st—bless, divine favor , longstriderD
0 (at will)— create water , purify food and drink (DC 13), stabilize
D Domain spell; Domain Travel
—————
Statistics
—————
Str 14, Dex 11, Con 12, Int 14, Wis 17, Cha 10
Base Atk +0; CMB +2; CMD 12
Feats Fortified Armor Training UC, Toughness
Traits blessed touch, hero worship
Skills Appraise +6, Diplomacy +4, Heal +9, Perception +4, Sense Motive +7, Spellcraft +6
Languages Common, Shoanti, Skald, Varisian
SQ agile feet (6/day), caster support, master tactician
Combat Gear healer's kit; Other Gear studded leather, buckler, morningstar, sling, sling bullets (20),
backpack, bedroll, belt pouch, brush, shaving (0.1 lb), candle (10), cleric's vestments, cup, shaving (0.2
lb), flint and steel, hemp rope (50 ft.), holy text, mess kit, mirror, pot, shaving powder (one shave) (0.01
lb) (50), soap, spell component pouch, straight razor (0.2 lb), torch (10), trail rations (5), waterskin,
whetstone, wooden holy symbol of Abadar, 29 gp, 3 sp
—————
Tracked Resources
—————
Agile Feet (6/day) (Su) - 0/6
Healer's kit - 0/10
Sling bullets - 0/20
Torch - 0/10
Trail rations - 0/5
—————
Special Abilities
—————
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Caster Support +2 (Su) Use aid another to grant +2 bonus on caster level and concentration checks.
Cleric (Divine Strategist) Domain (Travel) Granted Powers: You are an explorer and find enlightenment
in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Fortified Armor Training Break armor or shield to turn critical hit into a normal hit
Hero Worship (Ameiko) (Ex) +1 vs foes threatening hero.
Master Tactician (+0/+0) (Ex) A divine strategist can always act in a surprise round even if she fails to make a Perception check to notice enemies, though she is considered flatfooted until she acts. In addition, the divine strategist gains a bonus on initiative checks equal to 1/2 her cleric level. At 20th level, a divine strategist's initiative roll is automatically a natural 20. Allies able to see and hear the divine strategist gain a bonus on initiative checks equal to 1/4 the divine strategist's level. This is a language-dependent ability. This ability replaces channel energy.

Feats, traits and special abilities:

Feats
Proficiency (Light)
Armor Proficiency (Medium)
Fortified Armor Training
Shield Proficiency
Simple Weapon Proficiency - All
Toughness

Traits
Blessed Touch
Hero Worship (Ameiko) (Ex)

Special Abilities
Agile Feet (6/day) (Su)
Aura (Ex)
Caster Support +2 (Su)
Cleric (Divine Strategist) Domain (Travel)
Master Tactician (+0/+0) (Ex)
Spontaneous Casting - cure spells

gear:
Total Weight Carried: 95/175 lbs, Medium Load
(Light: 58 lbs, Medium: 116 lbs, Heavy: 175 lbs)
Gear
Backpack (84 @ 33.7 lbs) 2 lbs
Bedroll <In: Backpack (84 @ 33.7 lbs)> 5 lbs
Belt pouch (2 @ 0.64 lbs) 0.5 lbs
Brush, shaving 0.1 lbs
Buckler 5 lbs
Candle x10 <In: Backpack (84 @ 33.7 lbs)> -
Cleric's vestments <In: Backpack (84 @ 33.7 lbs)> 6 lbs
Cup, shaving <In: Backpack (84 @ 33.7 lbs)> 0.2 lbs
Explorer's outfit (Free) -
Flint and steel <In: Belt pouch (2 @ 0.64 lbs)> -
Healer's kit 1 lb
Holy symbol, wooden (Abadar) -
Holy text (he order of numbers) <In: Backpack (84 @ 33.7
lbs)>
-
Mess kit <In: Backpack (84 @ 33.7 lbs)> 1 lb
Mirror <In: Backpack (84 @ 33.7 lbs)> 0.5 lbs
Money <In: Belt pouch (2 @ 0.64 lbs)> 0.64 lbs
Morningstar 6 lbs
Pot <In: Backpack (84 @ 33.7 lbs)> 4 lbs
Rope 10 lbs
Shaving powder (one shave) x50 <In: Backpack
(84 @ 33.7 lbs)>
0.01 lbs
Sling -
Sling bullets x20 0.5 lbs
Soap <In: Backpack (84 @ 33.7 lbs)> 0.5 lbs
Spell component pouch 2 lbs
Straight razor 0.2 lbs
Studded leather 20 lbs
Torch x10 <In: Backpack (84 @ 33.7 lbs)> 1 lb
Trail rations x5 <In: Backpack (84 @ 33.7 lbs)> 1 lb
Waterskin 4 lbs
Whetstone <In: Backpack (84 @ 33.7 lbs)> 1 lb

Background:

Richard is the second son of a Sandpoint merchant. He has lived there until he was twelve, when he was sent to Magnimar to learn to be a cleric of Abadar, the patron deity of his family.
He was very dispirited to be sent away from his family for 5 long years of training at that early age. His after word about duty to the family and the god were of scant comfort to him.
Only Ameiko word of encouragement and her enthusiasm about living in the big city gave him the strength to accept the separation from his family and birthplace.
He decided to be like Ameiko, capable to find a bright spot even in difficult circumstances.
After 5 years in Magnimar he has returned to Sandpoint last year.
Currently the is spending his time patrolling the roads around Sandpoint, doing his sacred duty to protect travelers, while he tries to reconnect his ties with his old friends and family.

appearance:

Richard is always well groomed with brown hairs beard and mustaches. He is always polite but a bit reserved with new acquaintances. He has a big crush on Ameiko.

Abilities description, long version:

Fortified Armor Training
You have learned to let your armor bear the brunt of the worst
attacks.
Prerequisite: Proficient with armor or shield.
Benefit: If an opponent scores a critical hit against you, you can
turn the critical hit into a normal hit. If you do, either your armor or
your shield gains the broken condition (your choice).
Appears In : Ultimate Combat

Toughness Feat
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess
beyond 3, you gain an additional +1 hit point. If you have more
than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die
(such as when you gain a level).

Blessed Touch Trait
You may have been raised in a devout family, studied the divine in
a formal church environment, or even learned how to combine
traditional healing techniques with those of divine casters. In so
doing, you have focused yourself into being the perfect vessel for
your deity. Divine power flows through you like a mountain stream,
making your healing touch more potent than that of others. You
heal 1 additional point of damage when using lay on hands ,
channeling energy, or casting a cure spell.
Appears In : Champions of Purity

Hero Worship (Ameiko) (Ex) Trait
Everyone in town seems to admire Ameiko and Shalelu—they’re
heroes, after all, and played key roles in the recent troubles that
plagued Sandpoint. You, though, take this admiration to a new
level—you practically worship one of these two. This could be
because you saw one of them perform a particularly impressive act
of bravery at some point in the past, or maybe they just happened
to give you the exact right words of encouragement or a kind gift at
some point a few years ago when you were young and impressionable. In any case, you’ve done your best to emulate your
hero’s talents at spellcasting or combat. If your hero is Ameiko, you
gain a +2 bonus on concentration checks. If your hero is Shalelu,
you gain a +1 bonus to your AC against attacks of opportunity. In
addition, you gain a +1 trait bonus on all attack rolls against foes
that threaten your hero.
Appears In : Jade Regent

Agile Feet (6/day) (Su) Class Ability (Cleric)
As a free action, you can gain increased mobility for 1 round. For
the next round, you ignore all difficult terrain and do not take any
penalties for moving through it. You can use this ability a number
of times per day equal to 3 + your Wisdom modifier.

Aura (Ex)
A cleric or warpriest of a chaotic, evil, good, or lawful deity has a
particularly powerful aura corresponding to the deity's alignment

Caster Support +2 (Su) Class Ability (Cleric)
A divine strategist can use the aid another action to assist another
divine spellcaster, granting a +2 circumstance bonus on caster level
checks and concentration checks until the beginning of the divine
strategist's next turn. This bonus increases by +1 at 4th level and
every four levels thereafter (to a maximum of +7 at 20th level). The
allied caster must remain adjacent to the divine strategist to gain
this benefit. Caster support can be used to assist arcane
spellcasters or characters using magical items, but they gain only
half the normal bonus.

Appears In : Ultimate Combat

Master Tactician (+0/+0) (Ex) Class Ability (Cleric)
A divine strategist can always act in a surprise round even if she
fails to make a Perception check to notice enemies, though she is
considered flatfooted until she acts. In addition, the divine strategist
gains a bonus on initiative checks equal to 1/2 her cleric level. At
20th level, a divine strategist's initiative roll is automatically a natural
20. Allies able to see and hear the divine strategist gain a bonus
on initiative checks equal to 1/4 the divine strategist's level. This is
a language-dependent ability. This ability replaces channel energy.
Appears In : Ultimate Combat

Spontaneous Casting Class Ability (Cleric)
A good cleric (or a neutral cleric of a good deity) can channel
stored spell energy into healing spells that she did not prepare
ahead of time. The cleric can "lose" any prepared spell that is not
an orison or domain spell in order to cast any cure spell of the
same spell level or lower (a cure spell is any spell with "cure" in its
name).
An evil cleric (or a neutral cleric of an evil deity) can't convert
prepared spells to cure spells but can convert them to inflict spells
(an inflict spell is one with "inflict" in its name).
A cleric who is neither good nor evil and whose deity is neither
good nor evil can convert spells to either cure spells or inflict spells
(player's choice). Once the player makes this choice, it cannot be
reversed. This choice also determines whether the cleric channels
positive or negative energy (see channel energy).

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Tacticslion wrote:

Dot. But, uh...

StabbittyDoom wrote:

You can use fabricate to craft anything that has a DC to craft or that the DM sets a DC to craft, so long as it's within the volume limit.

But there aren't any DCs for modern materials that I'm aware of, so any such DC-setting would be entirely homebrew.

... this is correct.
PRD wrote:

Fabricate

...
You convert material of one sort into a product that is of the same material.

So, with the right skills, you can convert one plastic object to another plastic object, but can't turn petrol into plastic.

In theory you can produce diamonds from coal (but the DC would be horrendously high) but you can't produce steel from iron and coal as it would turn 2 materials into one.

If you look the ramifications of that simple limit you will see that fabricate isn't so powerful as some people say.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
AdamWarnock wrote:
DM Mathpro wrote:
AdamWarnock wrote:

** spoiler omitted **

** spoiler omitted **...
I appreciate you roleplaying your character that's awesome but yes could you do a translation as well.

Can do, and would you mind if we participated in recruitment thread RP? I know some GMs don't like it when players do that and others don't care. Anyway, translations are below. I based him off the Jaegers from Girl Genius (I highly recommend it if you like Steampunk.) And they all talk in a similar manner. If it helps, saying it out loud should give you an idea of what he's saying, but I can provide translations for when he talks.

"Laaaaadiez! Hyur dreams haff come true!" => "Ladies! Your dreams have come true!"

"Come now! No need to be shy! Hy iz beeg enuff for all ov hyu!" => "Come now! No need to be shy! I is big enough for all of you!"

Where is your hat? If you loze your hat it end badly.

- * -

I know the general story (after all I have an AP subscription) but I don't read the adventures until I run them.
Generally I read the added material at the end of the book and look all the illustrations.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Yuki Kaijitsu wrote:
DM Mathpro wrote:
MordredofFairy wrote:
DM Mathpro wrote:
-2 traits one of which has to be a campaign trait from the RotRL players guide

I may be mistaken, but I assume you meant a campaign trait for Jade Regent?

(I know you have a RotRL recruitment open too, so I guess it got overlooked)
Yes thanks for the catch unfortunatly its to late to go back and edit it. This is what happens when your lazy and copy and paste lol.

^

aye, it was a copy/paste error, as the DM himself confirmed earlier.

Pity, Merchant family was a nice trait to have for a follower of Abadar.

I missed that reply by DM Mathpro.

It is hard not to love Ameiko, Shalelu is great (especially if you see her portrait in the second module) but seem less accessible as a person.

Depending on the final group composition it is possible that someone will change the subject of his hero worship to have a better group.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Æthernaut wrote:
Diego Rossi wrote:


So if a creature has hardness it is applied against energy attacks (but as it is a creature and not an object, the damage isn't halved).
Are you saying that an animated object no longer counts as an object?

The creature abilities don't say anything about it being a object, so, no it is not an object for the game rules.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

There is a section of the forum for this kind of question about an AP.

The Kingmaker subsection is here

And you can use the spoiler format (see "How to format your text" below).

Flagged to be moved.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Two questions:
1) We use Jade regents traits or RoTR traits?
2) What is our starting money?
The equipment is the minimum until we know how much money we have.

Richard Sanderson cleric of Abadar (divine strategist)

crunch:
Richard Sanderson
Male human (Varisian) cleric (divine strategist) of Abadar 1 ( Pathfinder RPG Ultimate Combat 40)
LG Medium humanoid (human)
Init +0; Senses Perception +8
—————
Defense
—————
AC 14, touch 10, flat-footed 14 (+3 armor, +1 shield)
hp 12 (1d8+4)
Fort +3, Ref +0, Will +5
—————
Offense
—————
Speed 40 ft.
Melee morningstar +2 (1d8+2)
Ranged sling +0 (1d4+2)
Cleric (Divine Strategist) Spells Prepared (CL 1st; concentration +6)
1st—bless, divine favor , longstriderD
0 (at will)— create water , purify food and drink (DC 13), stabilize
D Domain spell; Domain Travel
—————
Statistics
—————
Str 14, Dex 11, Con 12, Int 14, Wis 17, Cha 10
Base Atk +0; CMB +2; CMD 12
Feats Fortified Armor Training UC, Toughness
Traits eyes and ears of the city, hero worship, merchant family
Skills Acrobatics -2 (+2 to jump), Appraise +6, Diplomacy +4, Heal +7, Perception +8, Sense Motive +7,
Spellcraft +6
Languages Common, Shoanti, Skald, Varisian
SQ agile feet (6/day), caster support, master tactician
Other Gear studded leather, buckler, morningstar, sling, sling bullets (20), 111 gp, 8 sp
—————
Tracked Resources
—————
Agile Feet (6/day) (Su) - 0/6
Sling bullets - 0/20
—————
Special Abilities
—————
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Caster Support +2 (Su) Use aid another to grant +2 bonus on caster level and concentration checks.

Cleric (Divine Strategist) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Fortified Armor Training Break armor or shield to turn critical hit into a normal hit

Master Tactician (+0/+0) (Ex) A divine strategist can always act in a surprise round even if she
fails to make a Perception check to notice enemies, though she is
considered flatfooted until she acts. In addition, the divine strategist
gains a bonus on initiative checks equal to 1/2 her cleric level. At
20th level, a divine strategist's initiative roll is automatically a natural
20. Allies able to see and hear the divine strategist gain a bonus
on initiative checks equal to 1/4 the divine strategist's level. This is
a language-dependent ability. This ability replaces channel energy.

If we use Jade regent traits:

Hero worship - Ameiko
Everyone in town seems to admire Ameiko and Shalelu—they’re
heroes, after all, and played key roles in the recent troubles that
plagued Sandpoint. You, though, take this admiration to a new
level—you practically worship one of these two. This could be
because you saw one of them perform a particularly impressive act
of bravery at some point in the past, or maybe they just happened
to give you the exact right words of encouragement or a kind gift at
some point a few years ago when you were young and impressionable. In any case, you’ve done your best to emulate your hero’s talents at spellcasting or combat. If your hero is Ameiko, you gain a +2 bonus on concentration checks. If your hero is Shalelu, you gain a +1 bonus to your AC against attacks of opportunity. In addition, you gain a +1 trait bonus on all attack rolls against foes
that threaten your hero.
Appears In : Jade Regent

If we use RoTR traits:

Merchant family
You are related to one of the four noble families from Magnimar
who founded the Mercantile League of Sandpoint. You either grew
up in Magnimar as a cousin in the Valdemar or Deverin family or
were born and raised in Sandpoint. Education in running a business
and years of looking after the family enterprise have given you a
knack for trade. You increase the gp limit of any settlement by 20%
and can resell items at an additional 10% over the amount of gp
you normally would get from selling off treasure.

Appears In : Rise of the Runelords Anniversary Edition

Background:

Richard is the second son of a Sandpoint merchant. He has lived there until he was twelve, when he was sent to Magnimar to learn to be a cleric of Abadar, the patron deity of his family.
He was very dispirited to be sent away from his family for 5 long years of training at that early age. His after word about duty to the family and the god were of scant comfort to him.
Only Ameiko word of encouragement and her enthusiasm about living in the big city gave him the strength to accept the separation from his family and birthplace.
He decided to be like Ameiko, capable to find a bright spot even in difficult circumstances.
After 5 years in Magnimar he has returned to Sandpoint last year.
Currently the is spending his time patrolling the roads around Sandpoint, doing his sacred duty to protect travelers, while he tries to reconnect his ties with his old friends and family

Apparence:
Richard is always well groomed with brown hairs beard and mustaches. He is always polite but a bit reserved with new acquaintances. He has a big crush on Ameiko.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Dave Justus wrote:

Tumor familiar specifically says that it is based on the alchemist caster level. It seems pretty obvious to me that that applies to Improved Familiars as well, with the alchemist level being the caster level in question, just as Tumor Familiar says.

So I don't see any problem with a tumor familiar being an improved familiar, although it would probably have to be tiny or diminuative, just like any other tumor familiar.

Still missing the arcane part of "Arcane Spellcaster Level". Alchemists are neither arcane nor divine.

Liberty's Edge Goblin Squad Member

Lam, please, check your data before posting. EBA is 5 settlements:
Brighthaven, Phaeros, Keeper's Pass, Hammerfall and Blackwood Glade.

It is like your previous clam that we have have claimed 1/4 of the map. Imprecise and misleading.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Byakko wrote:

Except:

"The alchemist uses his level as the caster level to determine any effect based on caster level."

"The tumor has ... familiar abilities based on the alchemist’s caster level ..."

While the rules are admittedly a bit shaky, the above quotes may allow an alchemist to obtain an Improved Familiar, given a reasonable interpretation.

An alchemist isn't an arcane caster.

PRD wrote:


Table: Updated Improved Familiar List Familiar Alignment Arcane Spellcaster Level
Lyrakien azata Chaotic good 7th

So unless you get a way to be a 7th level Arcane spellcaster you can't get a Lyrakien azata.

and the obligatory FAQ quote:

FAQ wrote:

Alchemist: Is an alchemist a spellcaster for the purpose of crafting magic items other than potions?

As written, no, alchemists are not spellcasters, and therefore can't select feats such as Craft Wondrous Item.
The design team is aware that this creates some thematic problems with the idea of an alchemist creating golems and so on, and plan to examine this in the future.
posted March 2013

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Check the text of teh ability:

PRD wrote:

Vicious: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.

Moderate necromancy; CL 9th; Craft Magic Arms and Armor, enervation; Price +1 bonus.

so it is energy damage.

DR don't stop energy damage.

Hardness:

PRD wrote:

Hardness: Each object has hardness—a number that represents how well it resists damage. When an object is damaged, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object's hit points (see Table: Common Armor, Weapon, and Shield Hardness and Hit Points, Table: Substance Hardness and Hit Points, and Table: Object Hardness and Hit Points).

- * -

Energy Attacks: Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

So if a creature has hardness it is applied against energy attacks (but as it is a creature and not an object, the damage isn't halved).

Liberty's Edge Goblin Squad Member

Bluddwolf wrote:


Those unwilling or caught not flagging when it was expected, were publically ridiculed as cowards. I bore witness to one incident of assassination of a club leader and his girlfriend over such an incident.

I hope you are speaking of the assassination of their in game characters.

As there have been a few instances of real life assassinations linked to games it is not completely clear if you are speaking of RL or an in game event.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Quote:
environmental factors.

I think it is affected. Magically manipulated winds aren't an environmental factors. They are a magical effect.

It would work against high wind created by control weather as that spell create a environmental effect.
It will work underwater too, as the water resistance is an environmental effect.

Liberty's Edge Goblin Squad Member

I think some people is doing the wrong comparisons about crafting, thinking that PFO T2 is the pinnacle of crafting.

In PFO:
- T1 is beginners gear
- T2 is regular, everyday gear
- T£ (to be implemented) is meant to be the big gear

To compare it to EVE:
- PFO T1 = figate/destroyers/cruisers
- PFO T2 = battlecruisers/battleships
- PFO T3 = T2 ships/Capital ships

In EVE you can do the equivalent of PFO T2 without ever leaving high sec.
it is only for the equivalent of PFO T3 that you need to elave high sec (and initially you could get some the needed materials doing missions for NPC and you could build capital ships in high sec).

PFO: all the gathering hexes are open to PVP. Those that are meant to have some level of NPC protection in the future (main roads, future settlement sites) have only T1 materials.
AFAIK only crater hexes will T3 crafting materials.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Eve simpler: human bard, favored class feature. You take 1 spell as the favored class bonus and learn a masterpiece of the appropriate level.
Very low cost.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
PRD wrote:


Casting Time
You make all pertinent decisions about a spell (range, target, area, effect, version, and so forth) when the spell comes into effect.

and

PRD wrote:

Dispel Magic, Greater

School abjuration; Level bard 5, cleric 6, druid 6, sorcerer/wizard 6

Target or Area one spellcaster, creature, or object; or a 20-ft.-radius burst

This spell functions like dispel magic, except that it can end more than one spell on a target and it can be used to target multiple creatures.

You choose to use greater dispel magic in one of three ways: a targeted dispel, area dispel, or a counterspell:

I thing that make it very clear the version is something referred to the specific spell and that you find in the spell description.

Not spells that refer to other spells to define some of their mechanics.

Liberty's Edge Goblin Squad Member

Bluddwolf wrote:


On the GW forums, which I can't access from work, there is a post by a gatherer that objects to the notion that gatherers should train some form of fast travel as a defense against getting ganked while harvesting.

False, I am objecting at the idea that there is a single cantrip that is significantly better than any other.

Giving only 1 option is the problem, not having to train speed skills.

Liberty's Edge Goblin Squad Member

2 people marked this as a favorite.

PvP players never want their game to be dictated by anyone, it is part of the mindset of being a PvPer.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Gisher wrote:


- Restful gives you more awake time for researching spells, crafting, etc. and doesn't use up a ring slot like a Ring of Sustenance does.
PRD wrote:

Restful

Price +4,500 gp; Slotnone; CL 5th; Weight —; Aura faint necromancy

A suit of restful armor permits the wearer to reduce the amount of uninterrupted sleep or rest she needs from 8 hours to 2 hours, and the wearer does not become fatigued by sleeping in this armor. She recovers hit points and ability damage and endures diseases, poisons, or other afflictions as if she had slept through the night in a comfortable bed, awakening refreshed. Additional rest time in this armor does not confer extra healing (as would be gained with complete bed rest), nor can the wearer benefit from the armor's effect more than once per day.

PRD wrote:

ing of Sustenance

This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

PRD wrote:
Rest: To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.

I am not so sure it allow you to regain spells after 2 hours of sleep. The ring of sustenance has a specific exception that the armor lack.

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Chess Pwn wrote:

The question is how far does "as if" go?

An example is the clear spindle resonant power protects against mind control as if protection from evil. So is that only against evil sources or all the same types of things that Pro Evil covers, but from any alignment? This phrase could use a precedent to clear up all things.

*the inspiration to finally make this thread in hopes for a FAQ goes to Mark.

AFAIK, the resonant power work only against evil.

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The idea for the character and a rough draft is ready, but I will not finalize until I see the GM instructions on character creation.

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You have got what I was saying, Snowblind, and about competition, it it depend, the guy down the street can make the item? Or you are the only 13th level caster in the city with the needed spells, so that the other guy would have to increase the DC for lacking the spells? Or be unable to make the item if it is a wand, scroll, staff or potion?

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thunderbeard wrote:


Of course, if you're commissioning a +5 sword, it might take a few months for the order to go through (or two weeks, if the crafter has a valet familiar and is using accelerated crafting)

As I see it, the crafter, if he can without risking a failure, will always work at double speed and use all the systems he know to shorten the time needed for the crafting process, but he will never admit he is doing that unless he is paid more to speed up the process.

I.e., a crafter that get a commission for a +1 weapon will always say that he need 2 days to make it, even if any caster can make it in 1 day as the DC is 8 and you can take 10 in the crafting checks.
He will use the free day to make other stuff or to go fishing and deliver the completed sword at the end of the second day. Standard commercial procedure: never give for free something for which you can get money (unless it is a form of advertising).

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Generally the AP, with some small adjustment by the GM that should change a rapier to a scimitar or whatever common weapon your party need and use,give you what you need. It is only when people make specialized characters that depend on using uncommon equipment that we have problems.

The guy that absolutely need a resistance item with a different location because he should wear some specific item in the shoulder slot is in trouble if someone in the party can't make the items he want.

Ordering specific items is very reasonable, but it is GM territory.

Maagnimar is a large city, and that give it a purchase base value of 8,000 gp (GMG). Your GM is already applying some modifier there (probably it is in the city description). But you can buy spellcasting services up to 7th level spells there, so it is reasonable to say that you can order items that require spells up to that level.
On the other hand a guy capable to cast 7th level spells probably wouldn't dedicate all his time to craft your items. I, at least, in the PC shoes, would say something like: "My working day is 8 hours long, 5 days every week, so to make your 30K gp items I will need 6 weeks. and I will start next week as I have some works that I should do before starting. 50% of the payment in advance, deposited on my account in the Adabar vault, please."

You want him to work during the week end? You pay premium. You want him to increase the DC and work at double speed, you pay even more.

Then your reputation, deed and eventual friendship can change that. Even being working often with him, selling him items he would want and paying regularly will get some discount or a faster job after a time.
But that all is GM territory and will vary from campaign to campaign.

Magical Marketplace has some suggestion about that, but I wouldn't call them more than suggestions.

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You are too technical. We are playing in a game world with the classical four elements, so "minutiae" like limestone or coal not being minerals isn't relevant for our rules.

The polymorph any object spell give a clear indication of the intended kingdoms:
Same kingdom (animal, vegetable, mineral)

So we only have 3 mutually exclusive choices. It is not animal or vegetal? It is a mineral.

Some stuff can be borderline, like charcoal produced burning plants vs. mined coal (I would class them, in the game, as vegetable and mineral) or fossilized bones (if treated separately from the stone matrix I would classify, in game, as animal), but what we shouldn't do is to classify them using the modern methods.

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I use the old linnean division

Regnum Animale

Regnum Vegetabile

and anything that don't fall in those two kingdom is the mineral kingdom.

It is what was taught at the to us older guys, and Gygax was older than me.

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I would be very curious to see the age metric of the different groups.

The War of Towers work perfectly for people with jobs that keep them busy most of the day and force them in a regular schedule. They will know that if they log in at some specific time they will risk (more) PvP and they could be called to attack or defend towers. Outside those capture window they would be (relatively) safe.

Camping the enemy area work better for people with irregular hours, lot of free time or the capability to work/study while keeping a eye on the game (like a student without an incoming test).

The problem with that is that every group will try to force the other into fighting the way that work best for them.
Golghota with an asymmetric war against an alliance that (I think) is made up, mostly, by older people, will do some serious damage. But at some point they will become enough of a nuisance that the only response will be resorting to scorched earth tactics against them, i.e. permanently denying them access to any tower while killing his characters as often as possible, so that they will lose their T2 gear and will be unable to re-craft it.
Currently, AFAIK, there is no way to do some form of limited war. Or it is too inconsequential to do anything or it will rapidly escalate to a total war. Especially if one side don't care about the WoT and target the logistic arm of the opponent.

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Eltacolibre wrote:

But well, the pc can still attack tentacles with a light weapon, unarmed attacks as well. He can decide to do it instead of a grapple check. He takes a -2 penalty to the attack roll.

That is another common mistake. Pathfinder ahs changed that rule.

PRD - Grappled condition wrote:
In addition, grappled creatures can take no action that requires two hands to perform.

You can use a 1 handed weapon without problems. Even a bastard sword or similar weapon if you have the feat to use it in one hand.

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I love how

Gol Tink wrote:


We had no intention of beginning a war with Keepers' Pass or Brighthaven. We still have no real intention of being in a war with Keeper's Pass or Brighthaven, which is why we have been keeping the vast majority of our operations close to Phaeros lands.

is equivalent to "2 hexes from Keeper Pass, in the mountains".

I get the tactical reasons perfectly, it is way easier to get targets if you sit in the main access to KP, where your target movement is restricted to a single hex and the ogre help you. But I find that that beavyor make the statement "we want to fight only Phaeros" blatantly false.

Not a surprise as this is as much a propaganda war as a guerrilla war for Golgotha.

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You can't activate multiple wand at once. it is a standard action to activate a single wand. Sharing the same command word don't change that.

PRD wrote:


Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

Spell Trigger: Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

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Philo Pharynx did a very good analysis.

I am interested and would prefer gestalt. There are character concept that I would really like to try, like magus/wizard or magus/arcanist.

I fear that mythic will become rapidly: "A is the first in order of initiative, he kill everything on sight."

Even gestalt and normal play will reach that point if the GM isn't carefult, but mythic will reach it faster. In any instance, interested.

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Black Silver of The Veiled, T7V wrote:
Sigh.. this is just going back and forth. As usually Golgotha is spinning stuff to make them look as the offended party. Oh well. Here is your cake.

LE standard. It is consistent with the alignment.

(And it is valid in both directions, as you too are LE, right?)

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Bluddwolf wrote:
Diego Rossi wrote:
Bluddwolf wrote:
Mistwalker wrote:
Offers to fight on even terms have so far been turned down.

Is that surprising?

And so, why you are surprised is someone don't want to play the pinata?

Your posts imply that is only logic for a bandit to try to avoid having a even or worse chance to lose (BTW, I agree), then you appear surprised when your targets say that they have a diastase for being forced to fight at disadvantageous odds.
It is exactly the same logic that you are applying, so I don't see why you are surprised or annoyed if other people apply your logic against you.

I never said anyone "wants" to play the pinata, but they should expect to be one if they are not careful and accept that fact and move on.

If the infrequent ganking brings you to the brink of quitting, then this game may not be for you (not you personally Diego).

I would like to see a poll run (unscientific of course, and self reporting) of self proclaimed "PVP Adverse" (no names) and have them answer the following question.

How many times have you been killed while gathering in a non pvp enabled hex since the launch of EE?

0 times
1 - 2 times
3 - 4 times
5 times or more

I think that if the 5 or more has any significant number, the poll is tainted by those with an agenda.

You see, the problem is that most of the posts of yours that I have read have a tone of reproach against the people that don't like to be the pinata, as you had a right to get as much piantas as you want.

That kind of extreme tone will generate the same kind of extreme replies that make you so angry.
You are fueling the posts that keep you angry.

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TEO Cheatle wrote:

Tink,

You did not explicitly tell me anything like that, I made it abundantly clear that we would protect EBA territory. Perhaps, there was some miscommunication there, but I walked away understanding the above.

EDIT: After reading your edit, yea, there definitely was some miscommunication. Next time we make an agreement it will have to be in writing, as to be clear, concise, and no confusion.

You made a verbal agreement with a LE settlement and expected for the words to mean the same thing for you and them?

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Bluddwolf wrote:
Mistwalker wrote:
Offers to fight on even terms have so far been turned down.

Is that surprising?

And so, why you are surprised is someone don't want to play the pinata?

Your posts imply that is only logic for a bandit to try to avoid having a even or worse chance to lose (BTW, I agree), then you appear surprised when your targets say that they have a diastase for being forced to fight at disadvantageous odds.
It is exactly the same logic that you are applying, so I don't see why you are surprised or annoyed if other people apply your logic against you.

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Savage Grace wrote:


And that's fine. PvP will probably become relevant in such tiny baby steps that experience won't matter, and throwing a bunch of inexperienced people onto the field (with empty pockets so they can't lose anything and with free gear given to them and gear replacement promises) will probably accomplish everything that needs to be accomplished by most settlements.

From what I have read, 3-4 characters with minimal experience are meant to be capable to kill a player with more experience and better gear.

Experienced characters aren't meant to kill less experienced characters like they were desperate goblins.

So, yes, "throwing a bunch of inexperienced people onto the field" will and is meant to "accomplish everything that needs to be accomplished by most settlements".

Al Smithy wrote:


Yeah, pretty much. It's too bad that Goblin Works and Paizo blew their marketing wad on a bunch of people who apparently fell into that category. I guess the rest of the evaporation of the playbase can be accounted for by the bugginess of each update.

Ah, the classical "the game isn't as I want it, so it i failing" argument. You have numbers supporting that "evaporating player base" statement?

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Claxon wrote:
If you make a touch attack with the light spell? Yeah...that probably would provoke. Damaging touch spells don't provoke because you're considered armed, but non-damaging touch spells...those probably would still provoke as you're not armed.

It won't provoke. Any touch spell make your touch attack a armed attack:

PRD wrote:
Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.

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wraithstrike wrote:
Samy wrote:
wraithstrike wrote:
only use a knowledge check once per target/subject per day.

Where does the "per day" come from? The PRD says

"Try Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place."

That to me implies you don't get to try again every day.

Bah. I was thinking about spellcraft.

I see I will houserule knowledge checks to be until you get another rank in that knowledge skill.

Increasing your skill is learning more about the subject.

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Darkholme wrote:

I dunno if he's ruining anyone in his group's fun. He's not in my group. Internet argument, as mentioned upthread. His murderhoboing was the premise he started the argument with; claiming that was the "Right" way to play a Paladin, etc etc.

Were it in my personal group this scenario would never even come up, as I only run games without quantifiable alignment.

Rynjin wrote:

And "butchering random passers-by" is an evil act. He falls.

The situation has sorted itself.

Is that still technically evil if they are evil creatures?

He's using detect evil on everyone before he goes all SAW on them.

The fact that he's now wanted for serial murder and his "feelings" that the guy is shifty are irrelevant to the court system in a LN country is besides the point.

The chaotic good 5th level merchant that want and is thinking to torture and murder the guy that raped his daughter read as Evil. But he is still CG. Detect Evil isn't foolprof.

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StabbittyDoom wrote:

There is no RAW about the circumstances in which a character can and cannot tell that their abilities are working, at least no default rules (some might spell it out explicitly).

As a general rule, I tend to go with the idea that anything where you pick out targets lets you know pass/fail/SR/<no reaction>. Pass means they made their save. Fail means they failed their save and are affected. SR means the spell fizzled against their SR. No reaction means that something about your chosen target makes it invalid and the spell fails due to that. Immunities can register as a pass or a no-reaction depending on the source of the immunity. (EDIT: I typically exclude indirect attacks and ranged attacks from this paradigm. Indirect includes anything where the prime defense is a reflex save, though those are rarely targeted.)

But for an AoE spell where you don't pick targets? No information other than what your own two eyes give you.

Because a Paladin's Smite Evil is a targeted effect, I would rule that they can get "Pass" and "No Reaction" as possible feelings of success. This effectively lets them know if the creature is evil, but they're a Paladin FFS. That's their thing.

If you want something that hides from a Paladin, give them a custom thing that makes Smite Evil not work on them. Now the Paladin (mistakenly) believes them to be non-evil. I'm pretty sure there's already an item for this, but I can't recall where.

TL;DR - No RAW that I'm aware of says yes or no. But I'd go with yes, Smite Evil lets you know if it worked before attacking or being attacked. But it ain't because you feel the deflection specifically, it's the feeling of divine power flowing through you which doesn't happen if you smite non-evil.

There is a RAW rule for targeted spells:

PRD wrote:
Succeeding on a Saving Throw: A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted spell, you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells.

Generally I apply it to most targeted effect. You know if it worked or not, with no explanation why it failed, it could be unapplicable targed, succesful ST, SR or whatever.

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If my numbers are right you have a strong lead Varya. To the point that I am a bit sad I haven't voted for St John Smythe to increase his chances to be the 5th man.

Okhosa too has a strong lead.

Not sure about the others.

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another 5-6 hours, I think.

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dotting for interest.

GM Bloodied Waters wrote:

Recruitment will be open for 10 days.

Does anyone know where I can find a +999 bastard sword of 1,001 apocalypses and 333 incurable STDs that is covered in pit fiend poison and lit on fire with radioactive napalm so I can swing it at campaign info and the notion of word count?
EDIT: Make it a vorpal and bleeding weapon too.

I think the sword you can make in the old Moria game with the editor was enough. +99 to hid, +99 to damage, 99d99 of damage.

I need a clarification, what you mean with: "Tirion, it's a straight, non-escalating point buy."?
Can you make an example of how it work?

- * -

Firearms: I appreciate them in a pirate campaign, but I have trouble with people reloading flintlocks 8+ times in a 6 seconds round. There is a happy medium, where the firearms are useful and competitive with bows without the need to be capable to reload them a large number of times in a round?

- * -

GM Bloodied Waters wrote:


Fighting Chicken, funny you should ask that, because I was planning on bringing up that topic. Yes, Ultimate Campaign stuff is something that will be featured in the campaign. I personally love having downtime because NO ONE is strictly all adventure, all the time, not unless they are murderbots or something. :P

GM of my heart!

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alsoBoris wrote:

In light of the new requirements, I am going to withdraw Zuwena's application. I simply do not have time or energy to make a pitch. In addition, out of her section, Zuwena has the least amount of skills, as I had built her to be more of a melee switch hitter.

Thank you for the choosing me for round two DM DoctorEvil, and I wish you luck in this endeavor.

Everyone else, good luck!

I am tardy saying it, but I am sorry to see you leave.

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The other votes:

Melee: Varya Tial - I was uncertain between her and St John Smythe, but Varya post about her motivations has won my vote.

Divine: Celine Moonveil A though one as I know Jaime and will enjoy playing with her. I like Lhinneth description of her character more but Jaime healing abilities are more powerful. At the end the deciding factor where Lhinneth str 8 and cos 10. Sorry, but I feel that those are major weaknesses.

Arcane: Lartis - I liked both his and Okhosa concept, so again the deciding factor where the stats.
BTW, Lartis, you are a Universalist wizard?

I have listed the reasons of my choices and the best contender as, if we play with a group of 6 character, there is space 1 character from each group plus 2 extras.

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Why Mikail should be chose as the skilled guy?

OOC reasons:
- being an Archivist will make him a good buffer. Not as good as a standard bard as he need a successful knowledge check to use the Naturalist ability, but still a very good one.
- decent reserve fighter, he will not do much damage if he is not buffed but he can protect the weakest members of the party
- bards have a solid spell list
- plenty of skills, all useful to survive now and later
- if he get that far he will take craft wondrous items, and that will be useful for everyone.

In character reasons:
Yes, I am sure you have meet plenty of starry eyed “archaeologists” ready to run in the jungle, convinced that they would be the next one to find some crashed Shory flying city or some Azlanti ruin and become rich and famous. And most of them never returned from their expedition.
I am starry eyed? Sure, to live without a dream is to live less. But I know that dreams don’t’ happens, you need to build them. And I am a builder.
I have trained to be a true scholar, not a tomb robber. Whatever I find will be recorded and documented, not plundered. And I have trained to survive a jungle expedition, learning both magical and mundane means to survive. I know that success will require preparation and perspiration, not only luck. and I will never abandon a partner to fulfill my dream.

- * -
My choices between the other characters (only the skilled in this post, I need to read several submissions before giving an opinion on the others):
Felix Season
He is direct competition for me, but he bring an ability that I think will be very invaluable: trapfining.
i was initially perplexed by his character background and him being a Archeologist bard. But he is not meant to be Indiana Jones (nor I, BTW). He has aptly chosen an archetype that give him the abilities he want, without being misled by its name. so I like his presentation very much and think he will eb a invaluable member of a group.

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mdt wrote:

@Diego - Speed is based on players. I have no objections to craft and UC rules (I assume you mean buildings and teams). Prestige classes are on a 'see how it's going in game at the time' but generally I don't have much problem with them. You would have significant problems trying to convert islanders to worshiping a specific god, over ancestors and spirits. The spirits actually talk to them (including their own ancetor's ghosts). I generally don't require min/max'd characters (I can deal with them, but they aren't my favorite). I like characters that are more rounded. If you min/max for combat, you'll likely end up spending long periods simply grunting. You can rearrange the rolled stats as you like, but you have to use one of the 3 sets I rolled in the first post.

My doubt was about playing something that isn't min/maxed and not fitting in, so I think there will be no problem.

Decidedly set 3 for the stats. I had completely missed how it was intended to work.

The concept I had in mind don't work well with your setting, I think.
From what I read the samsaran come from off island but people coming from off island are meant to be foreigners and not eastern flavored (it is not about the class, but the background and motivations), while the character background I had in mind has a strong oriental flavor.

I will think about the options and see if I can get a good submission.

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A few questions:

- it is a fast paced campaign like an AP or it would be possible to craft and maybe use the rules from ultimate campaign?
- it will be possible to enter the evangelist prestige class?
- if possible, there would be problems with it in the island?
- there is space for non optimized character (I don't mean inefficient, simply not optimized to the max)?
- the stat stay in the rolled order or you can reorganize them?

set 1

Stats: 4d6 - 1 ⇒ (1, 6, 6, 6) - 1 = 18
Stats: 4d6 - 2 ⇒ (6, 3, 4, 2) - 2 = 13
Stats: 4d6 - 3 ⇒ (6, 5, 3, 6) - 3 = 17
Stats: 4d6 - 1 ⇒ (4, 2, 1, 6) - 1 = 12
Stats: 4d6 - 2 ⇒ (2, 2, 3, 3) - 2 = 8
Stats: 4d6 - 1 ⇒ (4, 2, 1, 6) - 1 = 12

set 2

Stats: 4d6 - 2 ⇒ (2, 6, 3, 5) - 2 = 14
Stats: 4d6 - 1 ⇒ (6, 1, 3, 2) - 1 = 11
Stats: 4d6 - 1 ⇒ (5, 6, 1, 2) - 1 = 13
Stats: 4d6 - 1 ⇒ (3, 4, 5, 1) - 1 = 12
Stats: 4d6 - 1 ⇒ (3, 5, 1, 4) - 1 = 12
Stats: 4d6 - 1 ⇒ (5, 2, 1, 1) - 1 = 8

set 3
Stats: 4d6 - 2 ⇒ (4, 5, 2, 2) - 2 = 11
Stats: 4d6 - 1 ⇒ (6, 1, 1, 1) - 1 = 8
Stats: 4d6 - 1 ⇒ (6, 6, 1, 1) - 1 = 13
Stats: 4d6 - 1 ⇒ (3, 3, 1, 5) - 1 = 11
Stats: 4d6 - 1 ⇒ (6, 2, 3, 1) - 1 = 11
Stats: 4d6 - 1 ⇒ (5, 1, 6, 3) - 1 = 14

I had a concept I wanted to import for a samsaran, but making a intelligence based character with those stat ....

Waiting for the replies.

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