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Recent posts by
Gurubabaramalamaswami:
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Demiurge 1138 wrote:
The tengu was a pleasant surprise indeed! And the crag linnorm is appropriately monstrous.
Now, as for complaints... the riding dog is CR 1/2. The wolf is CR 1.
The riding dog does an average of 2 more points of damage per attack. The wolf has an AC 1 higher and 10 feet more movement speed.
Explain to me how this makes sense.
Because you can just tell the dog to "sit."
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Hydro wrote:
Well, there's the whole "unruly savage" thing that they have going for them too (with which orc ferocity helps), but you could get that by playing a savage human with diehard. Every setting has at least one flavor of human barbarian; some have several.
I'm really curious about this. If you say they're still orky 'nuff for you, then what do you think it is that makes them so?
What was so orcish about them before, besides being stupid and ugly? In 3.5 all they had was darkvision, +2 Strength, and ability to use the orc double axe as a martial weapon.
They've lost none of those things (if you put your +2 into Strength). They've gained orc ferocity and a bonus to Intimidate.
The only thing they've lost is penalties. If you want your "classic" half-orc, use point-buy character generation to lower Intelligence and Charisma in favor of physical attributes.
But now you can create half-orcs that favor their human side too.
Lost: penalties. Gained: flexibility.
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Darkwolf wrote:
Avianna wrote:
You always discuss doing these costume contests when I'm working on other costumes.
Let's just get out of the way now.
Will there be a costume contest at PaizoCon or GenCon next year? I'll need that much of an advanced notice to do Seoni or Queen Ileosa Arabasti.
Wow. Was just looking at your site, your Silent Hill nurses are awesome!
Silent Hill nurses?! Do we have a linky?!!
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Sean Halloran wrote:
Basically, yes, the predator cloak is basically the description I gave to my PCs when they first saw one of these guys in Ghelve's Locks. Mechanically I had them act as hidden until someone made the spot check to see them. Once that spot check was made they were "visible" enough to be hit normally, but only for that round because they could move and hide again during their next turn (at a significant minus since they were already seen).
When running these guys during the first adventure, remember that the party is essentially in a completely dark dungeon and that when the skulks are standing still they are essentially undetectable. If the party is using light sources then the skulks can sit out of range of 60-ft. darkvision and just plink away the illunimated heroes. Any time they ARE spotted, they can just take off around a corner and stop moving the hide again. They are incrediablly annoying monsters that can really drive your party batty as the PCs can walk right over them without seeing them.
Hmmm...more questions. How would ANY character Spot these things when their [i]minimum[/] Hide check result is 23? If a skulk takes 10 on its Hide check (i.e. prior to combat) the Spot DC is 32. Why would they need to stand out of darkvision range (it's not infravision anymore)? If they can Hide while moving and running why not while fighting?
An observation: the skulks themselves do not have darkvision and need light to see by.
Curious to know how the Paizo DMs handle this sort of thing. I cast Summon Sean K Reynolds and/or James Jacobs, Erik Mona, Any Other Paizonian (Epic-level spell).
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Turin the Mad wrote:
I do believe, looking at a couple of beanie critters sitting on my game map next to me, that the typical beanie critter is a Huge critter in 1" = 5' game scale...
EDIT: Glad you liked it / I made you spew through orofices Gurububarestofyourname!! Your avatar name is SUCH a pain in the tucas, FYI. :P Just sayin'...
^_^
Work is in progress on Pawfinder, so ideas are being gleefully mined, pillaged, stolen and mutated.
Guru for short dude!
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Turin the Mad wrote:
Doombunny wrote:
So the Cult of the Cathuggers and the Temple of the Doglovers have finally brought their war to Golarion. I've seen it all before.
Our world will be torn asunder as thousands of 'Hang In There' posters start to adorn the walls of wizard towers everywhere and riding dogs suddenly find themselves wearing knitted sweaters into battle. Cat's Grace will be replaced by Doggie Dexterity in some parts of the land, while the heavens themselves shake as hound archons begin switching to Meow Mix.
Can anyone discover the secret behind these disturbances in time to save our home?
An adventure designed for four 1st-level characters.
A 3-chapter adventure path in the making.
In the player's guide, the all-gnome party discovers that their frat siblings have gone missing. The only clue they find is a mysterious collar in the odd shape of a paw print amidst the rubble of what appears otherwise to be a 'start of the season' party gone tragically wrong.
In Chapter 1 "Hairballs of Horror" our stumpy action heroes find that a sinister Cult of Clawthulhu is behind the almost-cover-up of the frat party massacre at Glassteel Lake. They four-legged feline cultists performed a dread ritual to stir the ire of the gnome-hating undead ranger from his unmarked grave at the bottom of the lake.
Once they deal with the masked machete-wielding bedroll-grappling lake revenant, our traumatized heroes follow the catnip trail from the site of the ritual to the local catnip dealer. The trail leads from the addicted dealer of catnip to a sacred Cult temple complex in an ancient, enormous bath house ruin known as Hwarf'yeh. Yet a final clue leads them to ...
Chapter 2 "Doggies of Doom" the clue found at Hwarf'yeh directs our stumpy action heroes to tangle with the doggy minions of Al'poh, an obscure canine gawd of kitty slaughter and hedonistic doggy pleasures. Our heroes' last stand against the wrath of Al'poh is in a tree fort in a pitched battle with the local cult leader, a druidic...
ROFL while spewing beverage from orfices.
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