Zon-Kuthon

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What our good GM has failed to stress is that this should not be considered a (Dhampir or not) issue.

The Paladin was created and dropped into the mix with no discussion about it, only after four of the six PCs were already declared and in late development. Until the Paladin was suddenly posted as a PC, the player creating him was indicating that he was thinking of making a Rogue. Big difference.

Dhampir Sorcerer CN
Dhampir (not sure details on this one yet)
Human Necromancer LN
Human (Blind) Monk or Ninja

Note: The party dynamic is already established as 'gray' or neutral...


Having run "Crown of the Kobold King" I can speak from experience when I say that the Kids in Peril trope is one that many players find way too overdone. I liked the rhyme, but also must agree the wording of the first line doesn't work in Golarion.


Being that I am currently running "Carnival of Tears" for one of my online campaigns, the concept of the themepark/Golarion World's Fair was interesting, but seems already done. I could see using some of the ideas of the individual rides to bolster E1, but not as a Superstar module in its own right.


Barely a few paragraphs into set-up for this module and its near identical concept as the one present in "The Penumbral Accords" was glaringly evident. I could see this as a possible sequel to the said already published scenerio in Society play, but not as a Superstar module.


Congratulations Cody.

I got where you were going with the chase and the Foundry and am quite sure from the votes, I wasn't the only one. ;)


Voted around 5am this morning btw...

Alphabetically by contestant first name:

Artus Nemati — Ruined Temple of Saint Braxtus
Cody Coffelt — The Broken Crucible Foundry
Jerall Toi — The Old Cassomir Dollhouse
Trevor Merback — Razorbreath Chasm

gbonehead wrote:
John Bennett's Apep's Head and Sam Zeitlin's Black Mirror felt more like old-school Gamma World to me than Pathfinder - yeah, I know Numeria is out there, but we've got robots and lasers and pounds of skymetal and stuff just floating around willy nilly.

My sentiments exactly. Unlike some of the judges, I don't think bigger is necessarily better and neither would fit in my vision of Golarion.


Like a few others posting above, I found the offerings of archetypes rather disappointing. After reading each of the 32 thoroughly, I had to settle on only four that seemed passable and knowing full well that I'd never choose any of those four even to build a PC or NPC in my own campaigns, but might allow them if a player absolutely had to play one.


I agree that the current Alpha 3 version of the sorcerer still needs work. I like the additions of the bloodlines and the increase in hps and echew materials (as already in use in Monte Cook's own works), but the low skill ranks per level make members of the class out to be lazy slackards with no movitation. The sorcerer is, like the bard, supposed to be charismatic...not just frightening and professional.

Suggestions:

Increase the skill ranks from (2+INT mod.) to at least (4+INT mod). they are not supposed to be as cloistered and sedate as most traditional Clerics and Wizards.

Also, by eliminating cross-class skills (which I agree with) there is now a problem of customizing a character out of the box.

Suggestions:

Designate some skills as universal, similar to the grouping catagories from 2nd edition and allow all characters to choose from these universal skills freely as if they are class skills at each level. This way wizards, sorcerers, etc. from seafaring cultures can actually learn how to swim.