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Pizza Lord wrote:
There is also no creativity. Everyone is bored and cannot entertain themselves. Certain brave souls venture into the past to find lost ideas, like the Cleaves or Ponyfinder. If you are a time traveler, I'll post you the links.:)
83. Bag of Smoke Pellets
I have to find the ponyfinder thread.
I think the awakened griffons were created by Discord. Also, the awakened Owlbears, Minotaurs, and Chimera. Instead of joining him in the war against the gods of order alliance, they went their separate ways. Discord tried turning the creatures loved ones back into stoneware figurines and offering to change them back for obedience, but one griffon tried to banish him with a ritual. They slayed themselves and Discord was shocked. He left his creations alone and turned to demons and monsters as allies.
This is too dark for the show, but it should work for the game.
Last night I had a crazy dream
For some time now I've been pondering re-writing and overhauling the old Dragonlance setting to be a more traditional but romanticised fantasy setting. It won't bare too much resemblance to the old setting but I think I could make it more interesting.
If you replace kender with Hobbits, then OK.
I'm thinking of creating "whiner's bonuses" tailored to the core classes. At first level fighters get +1 to hit and damage while wizards get +1 to AC. the bonuses go up by levels(possibly every 3 levels). Rogues get a 4 point bonus to their class skills, disarming traps, hiding, ect. Clerics and druids get a deity specific blessing continuously active. This then becomes a problem for paladins. Do they choose one or the other?
GM Rednal wrote:
I have never had that problem. I just roleplay them as if they were people. They contribute to the adventures and combat, and share accordingly. In every group, there are roles that no one else wants to play. Sometimes it's the healer, or the trap expert. Having that big a hole in the party can lead to a TPK, and no fun.
A mutant animal is a subset of magical beasts. Dire and giant animals are mutants. At some point you will have to make lists. Owlbear, mutant. Unicorn, not mutant. Chimera, not sure. Ettins and Lamias might choose to be favorably disposed to Atomic druids.
I think the PC atomic druid should be required to take one mutation for their base form. Even if it's cheating like a giant kobold. An M sized kobold, wouldn't really pass for a lizardman.
If you are a fan of Star Trek, you have noticed that magic is always just beyond the reach of science. The cat lady was from a realm of pure thought, while the devil was hidden in the center of the galaxy till they put a massive black hole there.
Basicly, I agree that atoms exist, but some atoms are composed of sub sub atomic particles of only one alignment or charge.
Robert Mitra taught me that the throat chakra relates to actual space and time. I can speed up traffic and lines by opening my throat chakra. This might be saying the same thing a different way, like having the schools of magic being a different form of quantum mechanics.
I believe that atoms are made up of sub atomic particles that are energy, and that they in turn are made up of actual thought and emotions. They are waves crystallized by their present relationships to other waves. The 3 mystical elements are emotion, thought, and divine inspiration.
This is like how orientals have 5 elements, and planer travel works differently for them. A wizard might have difficulty IDing a thought forms elemental because it would look like what their concept of the idea was.
That's pretty good for this world. I have trouble remembering my past lives because my soul was massively degaussed by passing through the sun.
Kirth Gersen wrote:
Alicorn, you don't actually seem to understand the martial-caster disparity that's built into the game rules. For starters, damage dice have essentially nothing to do with it. Then again, your posts indicate that you tend to prefer to play Magical Tea Party, where DM fiat rather than class features determine narrative power, so in your games it probably isn't much of a thing.
That's because a lot of gamers do not believe in it. It does not take into account that wizards and sorcerers are very vulnerable. If they wear armor, they have spell failure. Their protective spells have to be cast to be of any use, and they never know when combat is about to happen. They get the weakest hit dice. Anyone who makes a wizard as a frontline combatant is trying to get their character killed so their friends will stop asking them to play.
And Magical Tea Party sounds like a Ponyfinder module. I don't know what your point was by that comment, but you should better use your time by creating that module and bringing it to conventions. Both Pathfinder and MLP conventions.
So, the rechargable quality costs a lot, but the one user only drawback negates that cost?
Now I'm thinking of a flat 10,000 GP cost of a coin slot in a wand. When half the cost of a charge is put into the slot, that charge is restored. Note that the slot must be built in when originally crafted. The coins are consumed, but this might balance the economy regarding the treasure coming out of dungeons and extra planer adventures.
Both. It has the added horror element that a PC implanted as a child might not realize what they are at first.
As a monster, the LE ones may be running a corrupt empire or city state and consorting with Lamias.
The PC might be a gunslinger in a goblin body, looking to trade up. To transfer, they need a surgeon and some doses of sleep poison.
The biology of it is that one developed Brain Welk suppresses the growth of all other Brain Welks, cancers, and other diseases. A transfusion may(fort save) cause the recipient to have a new welk grow in them over a few weeks or somesuch. An adult Brain Welk can survive dormant in their shell for over a year.
The cultists usually include at least one surgeon, for obvious reasons.
Offline, I have been working on a topic containing homebrew spells.
I have also been working on the monster, Brain Welk, which is a symbiotic/parasite that has all mental stats, and no physical stats except for its shell. The first ones from the dark tapestry were lawful evil and view their hosts as dumb animals. They are very tech smart and the things they make their hosts build seem magical. Their hosts children tend to be smarter than previous generations. Some later generation Welks have become free thinkers who share control of the host with them, have any possible alignment, and some even learn vancian magic.
Rituals, both linked above and the homebrew topic I have been contributing to, state that being a spellcaster are not required.
You have 2 conflicting rules so yes, the GM must make the choice. In 3.5 I had an NPC attach the hand of vecna. He used the power that kills, and Vecna rewarded him by making the 10th level ninja a litch.
Not only are GMs free to allow it in home games, PFS developers are free to create non caster liches and the altered ritual that creates them.
Cap's base is 20. Then he took levels in vigilante and whatever else.
So you want to put a cap on number of classes? You can even say core only. I don't agree. I would like each book that adds classes to have new monster and treasure item encounter tables included.
So pure fighters should not have vancian magic but can have non vancian magic including incantations or magical mutations. Also rituals that give them combat powers.
The super soldier serum gave Captain America a 20 dex and later exposure to super villain powers gave him super strength. Possibly 20 or more.
The Fonzerelli touch would be easier to accept.Just tapping on the door and having it spring open.
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