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Draco Bahamut's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Modules, Roleplaying Game, Tales Subscriber. FullStarFullStarFullStar Venture-Captain, Brazil—Salvador. 692 posts (694 including aliases). 48 reviews. No lists. No wishlists. 7 Pathfinder Society characters. 1 alias.


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Sczarni

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Isn't the GM work making things up ?

Sczarni

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Anzyr wrote:


I would respond to this, but I cannot make any sense out of it. Could you explain further please?

The expected common game is the group of players representing the GOOD, the game is "wired" so the good allways win and the players already have a huge advantage againts the monsters. The GM only want the players to have fun, so he masquerade as if the players could lose (the fact that they really could is a a collateral damage).

Many GMs try to limit the players as having to keep being good to really win, so they shouldn´t use evil or unfair strategies to win (sniping BBEG from afar, scrying in teleporting into boss bedroom, killing the guy who sells magic items, using the villain evil plan to actually dominate the world after killing him, etc).
When a player start wanting to use [evil] spells, sounds a lot like they just want thin the barrier betwin good and evil and start using the villains toys.
Creating undead is a pretty smart move, undead workers who never tire can be as world changing as undead soldiers. But the design said its a villain thing. Why ? Each one can create a why, but the truth is the evil must remain appealing. The evil should be easy, and good be hard to follow. But the game give so many toys to good, how to make people choose to be evil ? I can only see, making evil have cool exclusive toys, but is hard because the game has balance.
The GMS end being punished for wanting for fairness.

Sczarni

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Anzyr wrote:
Orfamay Quest wrote:
kikidmonkey wrote:
didnt read the whole thread, but if use of an [EVIL] descriptor can change your alignment to evil then you must also allow spells with the [GOOD] descriptor change your alignment to good.

You're assuming symmetry where there is none.

So casting spells of one alignment makes you more of that alignment, but you posit this is only true for that one alignment? The alignments are in fact symetrical. There is Good, opposed by Evil and on the other end there is Law opposed by Chaos. If Evil gets special treatment then realistically it should have won already.

Strange affirmation in a game where good is wired to win. Why the GMs are expected to be punished wanting for the good guys to win by using good strategies ?

Sczarni

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Why using the One Ring corrupts ? Everyone say the ring is the ultimate corruptor, but we never see if this is the effect of the ring itself or only the fact that it is powerful. The One Ring has the [Evil] tag ?

Why helping orfans makes someone good ? It is the duty of society. If you just barge in orphanates and help them you are teaching the orphans that heavy labor isn't worth it and you just should ask for someone to help you everytime you need anything.

Sczarni

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Ultimate Aligment - A book with alternative forms to rule aligment. D20 Modern allegiances, honor, corruption, aligment score, no aligment, philosophies, humanity, ethos/morality.

Sczarni

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[Evil] Spells = Putting the one ring in your finger. It not cares what you doing, it is corrupting you slowly inside.

[Good] Spell = Care bears rainbow. It make you care about what you are doing, make you compassionate.

it not about the act, the spells were created to influence the user.

Sczarni

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Ultimate History - Rules for alternate time periods (prehistoric, bronze age, middle age, etc..), alternate cultural settings (arabic, greece, russian, pure elven, pure dwarven etc..), or alternate expectations (no magic, low magic, high magic, anime magic) or even alternate real world gods (greece pantheon, norse pantheon, monotheism, spiritism, wicca, etc... )

Sczarni

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It 's not magical, but is pratical. I love to carry some Skeletons Keys around until locks gets so hard, it don't work anymore.

Skeleton Key:

Skeleton key
Source Ultimate Equipment pg. 57 , Adventurer's Armory pg. 19
Price 85 gp; Weight —
Category Adventuring Gear
Description
Many door locks have a similar design and thus can be unlocked by a similar key. A skeleton key may be tried on any standard door lock that uses a key, even if you don’t have the Disable Device skill. You use the key’s Disable Device bonus of +10 rather than your own total; you cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock. Inferior skeleton keys may only have a +5 bonus.

Sczarni *** Venture-Captain, Brazil—Salvador aka Draco Bahamut

Congratulation ! You have Roswell in your area, i have Varginha in mine. Let's see who has the first extraterrestrial at a PFS table.

Sczarni

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Yeah. I don't want to have adventure path in a portuguese-like land, just to have a homeland that spawns brazilian-like adventurers to go elsewhere.

Taldor have more in common of how we see our portuguese patricians than Cheliax. Sargava helps a little, but still miss the american native roots.

Sczarni

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Hayato Ken wrote:
Even though u absolutely don´t understand the "i have to see myself and my nation represented on Golarion" (not only from a latinoamerican view, much more on other behalfs), i´m totally looking forward to Arcadia!

I didn't understand too, until i bought the Red Steel campaing setting. I became amazed when i perceived that THAT was a fantasy setting that remind me of the land around me. We all grew with the mythology of the land we live, i miss that in Golarion. I am not there, i can recognize a lot from a world mythology, but very few of the fantasy in the stories my famity told me.

The Portuguese were great adventurers, they gone everywhere in the world too. Brazil is a country colonized by adventurers, is in our blood. The Amazon, the Sertão, the Pampas, the huge caves of Chapada Diamantina, the Saci, the Cuca, the "mule-without head", so many places and monsters. But none of it is in Golarion.

We love every culture, but i miss a place that has the way we think, the way we see the world to better understand the rest of the world and our place in it. Before Red Steel i believed we were too boring to have adventures, but when i saw the Barony of Vila Verde, i saw me in there. What was strange to a Vilaverdan, would be strange to me. I guess only someone who lives in a culture who almost never appears in RPGs would know how it feels to be left out.

Sczarni

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As a brazilian, i would like to remember that there are non-hispanic latinoamericans.

Sczarni *** Venture-Captain, Brazil—Salvador aka Draco Bahamut

Maybe Two Weapon Fighting. Drummers are notorious for their ambidexterity.

Sczarni

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Tarantula wrote:
That sounds fantastic. Did they have to pick classes before or after rolling stats?

After rolling. No one got a high WIS or CHA, so no healing magic either (it was 3.5E). Only 3 players, Fighter, Wizard and Rogue. they couldn't reroll any char either.

The rogue had a really hillarious fight against a house cat just before he levelled to level 2.

Sczarni *** Venture-Captain, Brazil—Salvador aka Draco Bahamut

Mr. Compton, the War Drummer loses Scribe Scrolls, so Extra Perfomance still is a option.

Sczarni

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James Jacobs wrote:

All spells that have the [Evil] descriptor are evil. Not all necromancy spells have this descriptor, but all necromancy spells that create undead do, because creating undead is an evil act.

Negative energy is not [Evil] in and of itself, but the act of using it to create undead is.

The spell descriptions answer the questions, frankly, by putting that [Evil] in there for you.

Note also that's from the Core Rulebook, so it's not just Golarion. It's the assumed norm and baseline for Pathifnder.

You could justify that [Evil] spells are evil because evil intent is a important component of the spell, and that undead are evil because the "recipe" used to create them had an evil intent so even if they are mindless, their existence use evil rules that they have to function like killing the living ?

Sczarni

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Once upon a time i got bored.

So i proposed to my players, lets make a campaing without any hope of sucess. Atributes 3d6 in order, first level hp rolled, 0 hp means death, death means reset to level 1. Everyone had bad luck and got 1 for hit points, except the wizard, who got 3. The rogue biggest score was 11 for his dexterity.
No one hoped for more than a few laughs, but they all strived to know how long they could survive in these conditions. Never seen such great roleplay than this campaing. The characters survived to level 3, but real life got in the way and to this day we still don't know how long the could survive.

The End.

Sczarni

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I would love to play a "low magic" magic game, but i guess i simple don't have the time for it.
I often wonder if what many GMs really wanted is a SLOWER game, where people has time to discuss the lore about that +1 longsword, or tracking over half the kingdom a potion seller who has potions of cure moderate wounds. After years and years of campaing, people deserve to be teleporting around the continent because they already been everywhere.
Some people long for a more literally game how was played back then in 1E. But nowdays everything is fastpaced, you didn't even used that 3rd level spell and you already learning the 4th.

I guess it's sad.

Sczarni

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Evil Idea: Variant Medium - Magister Magi.

Make all girls from Negima! into spirits.

Change Influence with Debt with the Girl (4 debt, and you have to take a time out helping her at some school activity).

Change aligment of the cards, with the position of the girl in the class room, same vertical row = same aligment, same horizontal row = same suit.

Sczarni

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James Jacobs wrote:

All part of the reason why we didn't make the change. It's close, but not exact, and so it's easier to keep the name than retcon it once it went public.

In any event... we DO try to avoid naming characters names that sound silly or offensive in ANY language... but we don't speak that many languages here at Paizo, and sometimes that sort of thing HAS to fall on the translators to fix.

I don't believe it could be helped. I am from a region from Brazil called Bahia, we have a variant portuguese dialect that use a lot word from Africa's languages (mostly Yoruba). Here at my tables we can't take Abadar serious because Abadah is the name of a festive suit we dress to get into parties during carnaval (our festive season). Sarenrae sounds too close to Sarará (our word for bad afro hair). Varisia sounds too close to a varicose veins, so somepeople think that all Varisians have them.

In these cases you would prefer that we keep the original or create a close enough name ?

Sczarni

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Cthulhudrew wrote:
Yes. This book will be far more familiar.

Do you mean the book will be FARmiliar ?

Sczarni

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What makes me worried about the Medium is the fact i would like to expand all my character spirits into full NPCs and interact with them. 54 spirits to choose for the class is ok, but one specific Medium make contacts with too many spirits. It like they are pokemons, after a time you don´t even give them individual names anymore.
How to interact with some many spirits and still let other players roleplay in the table ?

Sczarni

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I wonder if Paizotech will put a purse with teeth picture for forum use... Maybe little dicebags with teeth in the future too.

Sczarni

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I hope for a Arcadian iconic. People with native american blood (or native south american in my case) are still waiting a bit of representation.

Is Quinn etchinically Mwangi ? I guess we don't have a Mwangi iconic.

Sczarni

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Greetings Mr. James Jacobs,

Can a evil god fake a "paladin" ? Let's say Asmodeus wants to hurt Iomedae's name by faking her calling to a delusional human who believe he is a paladin. He start a cult, hunt his "evil" enemies and burn them to the stake, all in Iomedae's name but is only being a delusional villain in a power game by the gods. Let's say he creates a organization like scarlet crusade from WOW. Of course this wound not go on forever, but it would work in Golarion for a time ?

Sczarni

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Yeah, i pretty much designed it to let the party choose the bonus so when they don't need something they could just don't choose it.

My original mental draft had a large table of bonus and penalties for locations and spells, but i never gone in this direction without knowing if the geral idea was any good.

Sczarni

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Maybe they will get a spell that turn the disease into a spirit monster and then has to slay it to cure the disease.

Sczarni

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This was my first thought, but i am the overcomplicate type. Thanks for the polishing.

Sczarni

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New use for the Survival Skill:

Make Camp: It´s a DC 10 to make a usable camp for 8 hours for four medium creatures (a large creature counts as 2 mediums, and two small creatures counts as one medium). After 10 minutes of work, all people helping mount camp roll a survival check, the better one is the prime result and each other roll is considered a aid another attempt. Each time a check beats the DC 10 by 5, gives the Camp a resource point, the participants of the camp can use this points to buy camp vantages for the duration of the camp.
Unnatural enviroments or underground, gives a -5 penalty on this check, indoors or barren desert, gives a -10 penalty on this check.

Camp vantages:

- Bigger camp (cost 1, can be bought any number of times): Raises the number of creatures allowed in camp by 2.
- Protected Camp (cost , max 3 times): Gives +2 on fortitudes savings to overcome enviremental hazards by the campers.
- Safety Zone (cost 1, max 2 times): Gives +2 on percetion checks made by campers to perceive creatures approaching camp or to avoid being surprised inside camp.
- Tactical Camp (cost 1, max 1 time): Gives +2 to campers initiative to combats inside camp perimeter.
- Feeding Resources (cost 2, max 1 time): Campers don´t need to spend rations while camping and can refill waterskins.
- Camoflage Camp (cost 2, max 1 time): Gives +2 to all stealth checks of campers while in camp. All campers can take 10 on stealth checks while sleeping.
- Improvised Infirmary (cost 3, max one time): Doubles natural healing rate of all campers after a full-s night rest, gives +2 to healing checks made inside camp.

Sczarni

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The Shaman's familiar isn't a spirit animal ? I thought they didn't really have physical bodies.

Sczarni

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Ok, lets examine the same situation when it occurs in fiction:

The Care Bears do it all the time.

Willow had done that to Angelus in Buffy the Vampire Slayer. (Ok, he already shifted a lot before).

Neverending Story 2, to a fatal result.

So, all of them are evil ?

***********************************

Situation 1: Lets say a paladin is facing a evil wizard who had opened a portal to abyss. The only one who can close the portal is the evil wizard and he don't want to. Thousand would die if the portal is not closed, the paladin has a helm of oposite aligment in hand. Is evil to use it on the wizard saving the life of thousands ?

Situation 2: The Paladin has a twin brother that started to study necromancy. His parents are concerned that his brother turned evil. The paladin confirm it with detect evil and the oppurtune helm is in his hand. Is a good act for him to use on his beloved brother before he has the chance of doing an evil act and breaking the heart of his parents and himself ?

Sczarni

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I don´t think the diminished spells are balanced to be cast at will as 0 level spells. I would sugest that diminished 0 lv spells are spended as if they were regular spells.

Sczarni

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Question 1: It would be better if the Paladin ask first if the prisioner would want to be killed or to don the helm ?

Question 2: Why killing is not considered a offense of the freedom to live ? A paladin should not be killing anyway.

Sczarni

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How about a Dixie mini-setting inside Andoran ? Yay or nay ?

Sczarni

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I had thought that with ACG, mostra people would say that's enough. But i was wrong. These provedor that there still is a lot of good idéias yet to be implemented.

Sczarni

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Zhayne wrote:
Draco Bahamut wrote:

Philosopher: I started with OD&D and i still miss a cleric of law, neutrality or chaos. But many people ask for a godless clerical, it could be a philosopher who worship philosophies. It could be a archetype, but i really miss it.

Clerics can already do that.

Nota in Golarion. You cant be a clerical of Atheism, or Capitalism, or Taoism, or Zeitgeist.

Sczarni

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The APG is really close, and most people already have a good idea how the new class will be. But maybe some of you also have some character ideas that none of the current or imminent classes can bring to life. Só let's share it with the world.

Psionic monk: I am still waiting for psionic support, but what i miss more is a monk/caster hybrid. I would like more a psionic monk. But a divine monk would be cool.

Philosopher: I started with OD&D and i still miss a cleric of law, neutrality or chaos. But many people ask for a godless clerical, it could be a philosopher who worship philosophies. It could be a archetype, but i really miss it.

Rogue/Illusionist Hybrid: I know we have the arcane trickster, but people who could remember the Bluehand from Ad&d miss what the ninja really should be.

Magic item crafter: An alchemist is not an artificer. I still miss it.

Capoeirist (brawler/bard hybrid): Again it could be an archetype, but the character who mix dance with martial arts (and a bit of witchcraft or shamanism) would be fun.

Arcane NPC class: Now that we have retraining rules, it would be fun to have an apprentice class that could be retrained later for GMs who like to do before we became adventurers campaing.

These were mine, what could be more ?

Sczarni

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Bastards of Golarion has more races than Blood of the Elements and talks about most of them better than it.

Sczarni

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There is a runelord under Belkzen ?

Sczarni

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AP spoiler:
Maybe they are talking about Thassilonian mummies.

Sczarni

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Thank you very much. I really wanted this.

Sczarni

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I wanted that Paizo hasn´t called this book Blood of the Elements. If it was named Elemental Handbook i would liked it more, but as is it´s sort of misleading as the book isn´t really about the genie-kind. We only got a bit of background information about the races, some random rules material that are barelly into the theme and info about the elemental planes that while great woundn´t be my first choice to appear in this book.
Now i feel like we will never have the genie-kind book that i wished that this book was (i am really a elemental fan).
I know that it´s not Paizo´s fault as they should really be hardpressed by GEN CON lauch line, but i am really feeling disapointed right now.

Sczarni

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Good question.

Sczarni *** Venture-Captain, Brazil—Salvador aka Draco Bahamut

Especially all those influence scenarios. I would like to put the face card on the table and each influence opportunity i like to put the character mini close to the portrait of the character they are trrying to influentiate.

Sczarni

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Peet wrote:

Some people on this thread have listed various gods as having various ethnicities. I don't think this is really accurate.

Aroden, Iomedae, Norgorber, and Cayden Caylien all were once human and passed the test of the starstone to become immortal. So they have a definite ethnicity.

The older gods, though, like Pharasma, Sarenrae, Gozreh, etc. all predate humans. They are not and have never been human beings and if they choose to reveal themselves in human form they can do so in any form they like. So they should not be seen as having a specific ethnicity.

People of any given culture will probably portray these gods as people belonging to their culture. So to a Keleshite, Sarenrae will be envisioned as a Keleshite, whereas to a Mwangi Sarenrae will be portrayed as a Mwangi.

If you have a Mwangi or Garundi character he or she should feel free to revere any of these older gods in their "dark-skinned" aspect. They can even get into arguments with northern clerics about whether or not the god is actually black.

For the record, I think Sarenrae would make a very striking black goddess.

The problem is. The art show them all as european looking. Even Gozreh who is a elemental being have a european nose and lips. There is no art showing their "mwangi" or anything other aspects. So it's hard to see the black divinity in them.

Sczarni

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Dear Miss Meirisiel "The Stab" Silvari,

How would you feel if you had to go in a long adventure with Ezren, Balazar and Quinn ?

Sczarni

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Deadmanwalking wrote:
Draco Bahamut wrote:
Actually i quite like the idea of Gozreh being a african themed god. The way it make business it's very orisha-like. I will enforce this thinking in my campaing.

This is, in fact, canonical. I mean, he's listed as a Mwangi god.

Just for the record.

Okay. I was just saying that i have approved it. The only interesting thing missing is that the Orishas really like gifts and offerings. If Paizo do a Mwangi pantheon, they could take a lot of ideas from the Yoruba and make gods that don't overlap with existing gods and can be great companions for Gozreh. Like a Volcano god/godess, the trickster nature, the tides, the undersea, the smoke, resourcefullness etc...

Sczarni

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The Might and Magic series also have a setting where a fantasy world was built atop a sci-fi universe in disguise.

Sczarni

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I often forget the investigator class when i am listing the ACG new classes, with the stylish Quinn now it jumped to the top class i want to play.

Sczarni

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I have roleplayed since 1989 and i am very excited by this adventure path (Phantasy Star fan, i even have a niece named after Alis). I proudly keep my sub as i have loved every single book Paizo published until now.

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