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Harakani's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 594 posts (10,327 including aliases). No reviews. No lists. No wishlists. 86 aliases.


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Sounds like a really interesting game. Stronghold Builder's Guide was my favourite 3rd ed book! I kept trying to convince GMs to let me take landlord.
Would really like to see your document.
That said, I'm currently adapting to a new schedule that has left me with very little head-space, so I probably shouldn't sign up for another game no matter how much I want to.


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I see that either (A) the player really hates traps and has invested like crazy so they'll never have to face them or (B) they want to play the trap expert.
If (A) then handwave traps from now on. They've paid for it. Just give the occasional "and there's a trap, which you find and disarm."
If (B) there's your plot hook. Play it up. Once word gets around, have people come to them "only you could get through X." "Everyone who goes in dies." "I need you to tell me if my security is good enough." Let them choose whether they face 'normal' traps or 'one-of-a-kind, elite' traps. If the latter, make them special.

Thank you for the PM.
I've been falling behind in my PbPs recently. No idea why. I'm trying to catch up tonight with games that I'm failing to post in.
Given that's that case, I really can't pick up another game :(
It's a pity - you've got good players here, and I like the way you roll.
Best of luck.

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Not a choice I would want to have had to make - congratulations to those chosen.

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Canberra Australia

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The Indescribable wrote:
No 20 people showing interest. That way there's a lot of concepts and goals hopefully some of which will mesh up for the game. But no no. I'm sticking to 4 as my initial recruitment. My way of the wicked shows me that even six players can get pretty bogged down.

Oh, right... I was going to say...

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I think it is a variant on the summoning monster.
The Homunculus is your combatant, and the Alchemist is the healer, buffer & face.
You can prep CLW extracts that work on the homunculus.
You can build animated objects at level 1 (this class is a gold hog).
You can totally get Brew Potion again.

This class'd work best in a campaign with low point buy. 20 is bad. 15 is good. 10 is great. 5 is perfect.

Remember you still get poison, and the homunculus will be immune.

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Wait, you're looking to run a 20 player game?

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If you make death too bad, and new characters too much worse, then people will play strategically and tactically. "We fought one monster, let's rest, get our spells back, cast every buff and then try the next" level tactics. If you're playing ultra-gritty realism this is great. If you're playing heroic or swashbuckler it's terrible.

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KNHaw wrote:
TL;DR: There is a simple workaround that can greatly improve your chances of getting your files, but you will will have to download the free Firefox browser if you are using Chrome or IE.

Used this and got Hell's Vengeance PG first try. THANK YOU!

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In the home stretch now...
@Nilihist: Assuming no last minute entries, how long do you think it will take you to decide on a group? Not trying to push, just looking forward to this.
For the record I am okay with either version of the Smith character. I'm planning to play the dwarven culture as non-norse, basically because people often default the dwarven culture to norse and that'll steal the fun of playing through a culture clash.

Okay, incoming....

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Good luck :)

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Okay, now the dwarven option - finally worked it out.

Dwarven Forgemaster. I'd be interested in exploring the northmen culture through the eyes of a foreigner. I'd prefer the dwarves to be a little more like the svartalfar than Tolkien's dwarves.

Dvalar was the daughter of an important dwarf. Like most such daughters she was forced into a loveless political marriage. She stalled as long as she could, with the result that she had to be taken by sea to her fiance. On the way her ship was raided by a young Olaf Henrikson.
Henrikson offered to let her live in exhcange for becoming a Thrall. Dvalar countered by offering not to sink the ship, her dowry, and all in it. Eventually a compromise was reached - Dvalar agreed to forge Henrikson a sword "fit for a dwarf lord", and in exchange would be a 'guest' of Henrikson. In large part this was because Henriskson admired her bravery, and Dvalar really didn't want to die. Dvalar's ineptitude with norsk actually helped her cause in this situation.
Dvalar was intrigued by the Shield Maidens. The concept was alien to a dwarven woman, but she took to it immediately, using her guest status to train and eventually join the shield maidens.
Henrikson had no idea what he demanded when he asked for a sword fit for a dwarf lord, as such weapons are the pinnacle creations of a race that all but worships smithing. Dvalar was prepared to put in the necessary decades of work to learn to forge one, not remembering how long humans lived. When she learned how much better life was as a Shield Maiden she saw no reason to hurry.
When Olaf conquered Halfstead Dvalar was one of his shieldmaidens (he had realised the sword might never come, but figured the addition of a competent fighter and gifted smith to his retinue made up for that). In reward for her service she was granted Land. She did a survey and then took a scrubby, barren little hardhold in the upland hills a day away from the port. The humans thought her mad for picking such land, but it was the bounty under the ground that had called to her. Veins of iron, silver and even a hint of adamantium sung to her when she slept on the cold ground.
Helja, One of the Shield Maidens that had been her friend since the start, had fallen unexpectedly pregnant, and used her grant to found a farm near Dvalar. Helja, now fifty, is a grandmother. Her son runs her farm now. Dvalar and Helja's friendship suffered over the years - as Helja grew older and frail, Dvalar with her dwarven lifespan remained the same.
Dvalar's 'household' was a mine and a smithy, and she traded metal and goods for food. In the end it just became easier to buy some Thralls to work the land. Those thralls became Freemen in time, and Dvalar is a "Hirdman". A woman in such a position is unconventional to the humans, but unprecedented to dwarves.
Her father sent men to take her home, but her Oath is her protection. If her father orders her to leave, she must, but then her entire clan would be Oathbroken, and have to pay a human for forgiveness - typically three times the price she owes. Thus, while her father ground his teeth he was forced to let Dvalar stay.
Like many shield maidens, Dvalar has learned to become 'one of the guys'. She doesn't truly understand the Northmen mindset, and emphasises her Dwarven nature while also desperately over-embracing northmen behaviour (for example, she will try to drink much larger northmen under the table).
She abstains from romantic relationships, as becoming pregnant would ruin the situation she has been so fortunate in finding.
if these are okay: One aspect of human behaviour she has never been able to grasp is Pride. Dwarves regard pride as hubris, and hubris as a sin. Dvalar was raised to rubbish any item as ugly and poorly made, and skill as bare competence. A dwarf who says "I suppose it will do" has paid a great compliment. This does not apply to absent parties, so a dwarf can say "Ulfric is one of the greatest swordsmen who ever lived" when Ulfric is not around, but would say "Ulfric is not incompetent" when he was. This habit is highly ingrained in Dvalar, and does not make her many friends among the Northmen.
Dvalar's religion has many powers and dominions, and also worships the ancestors. Words call power into an item or a person. As Dvalar is a person of power, she is careful to avoid using names - especially full names - unintentionally.

I left off the about me section this time

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Gunnerveig Wanderer.


Gunnerveig is an outsider. He's a smith, sure, but a wandering one. He's a wizard - though he'd punch you in the face for calling him one, as he works in runes on steel and stone. He's giantblooded, but was raised human and desperate to reclaim the sense of belonging he remembers from his childhood.
Exact build path depends on the exact rule configuration used, but I'm confident it'll work with any. Likely to end up as an Abjurer specialist Wizard.
Background talks about disguise. It's going to be terrible. It's more about desperately trying to be taken as human than actually passing.
Primary Spells are going to be Endure Elements and Crafter's Fortune.
I really thought about dwarf for a long time, but in the end the outcast duality of the giant-blooded and the wizard really spoke to me.


Gunnerveig was the only survivor of his settlement. The Jarl had set up up north, started mining and was turning out amazing goods. Food was scarce and they traded for grains after harvest. One day a trading vessel docked at the burned pier and found the whole settlement just gone. Buildings smashed, then burned. Bodies missing. They looked for survivors and found one - Gunnerveig.
Gunnerveig was a kid. Slow for his age. Gunnerveig doesn't really remember much from then, but his rescuers worked out he'd hidden in the well when the settlement was attacked, then come out later. He was half-starved, with a twisted leg.
Gunnerveig was a broad lad, but he worked without complaint, and worked hard. He didn't mind fire, and he ended up apprenticed to the local Smith.
He worked hard, learning what he could. When his magic started to manifest he treated it like iron and beat it into shape. He alloyed it into the metal he worked with, and hammered it into the runes he carved. His master praised his work, and he bought his way back to being a freeman.
He had a temper, and an appetite. He grew broad, and tall - but so did many blacksmiths. His voice never broke, but sometimes that happens. His never grew stubble either, even when he was as tall as his Master.
Eventually it became obvious he'd grown too broad. Too tall. Too fast. He wasn't a slow teenager becoming a man, he was a giant child becoming a teenager. His friends abandoned him. The girl he'd been courting found another. One by one everyone left him and he found himself alone.
Now the anger he'd held down all his life came more and more often. He got in a fight - a fair one, though he towered over his opponent - and the Jarl turned him out.
Now he wanders through the north, through the cold that doesn't bother his jotun blood. If he slumps, wears just the right clothes, stays far enough away, new people treat him like a man. A smith with his talent has usually settled down. A smith with his talent is welcome in any village - till they work out what he really is.
Gunnerveig picked up a lot of tricks on his years of wandering, and has a good eye for good metal. He came here to exchange some techniques with Graf - whose ability with copper inlay is envied by smiths two weeks travel away - and desperately parlayed a few weeks of mutual tutoring into an agreement to work on a new suit of armour for the Jarl using techniques from the Southlands. That job lasted just long enough that it would have been a breach of hospitality for the Jarl not to invite the young man to stay for the winter. He's been here nearly nine months now, first as colleague, then as co-worker and finally as guest. Gunnerveig knows his time is ending, and all his talent wasn't enough to get him a position here. He's about to be lose his hope of a new home again, lost by people who can't see past his height.

about me:

I've been roleplaying about thirty years now. I dabbled in PbP in the 2000s, but really got involved right here on Paizo back in 2012 after my son was born.

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In retrospect, I realise that criticism might not have looked constructive. Let me try to rephrase.

It's a *great* idea, that could lead to some truly epic roleplaying and worldbuilding.

If you are going to run it PbP, and at this scale, then I suggest you concentrate on getting a responsive group.

You could always run it with an 'evolving' player roster, but I think that would lose some of the unique appeal with this setting.

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"You are profient in all weapons: rock and stick".
If this is the caveman era, you might also want to give a bunch of animal traits at the beginning that get bought off (like "low light vision", for instance.
I like the idea. But if you are starting that far back, and only advancing that slowly this is going to be a VERY long campaign. They tend not to be great for PbP. I mean, this could take DECADES as a PbP. With a good tabletop group this would be awesome (Do you live in Canberra by any chance?). At a minimum you're going to need to have short "chapters" and a very fast and responsive group.

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Game Master wrote:
No buying of soldiers or combat animals. If you want minions, get 'em from a class feature of some kind. You can own a slave if you want, but I'm going to limit it to one at the beginning of the campaign, and they won't participate in combat.

Sort of critical to the concept, but I knew it was potentially problematic in a low level campaign. Consider the concept withdrawn.

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Okay, given Deko has backed out, I figure the Thrune idea is back up for grabs.
@Games Master: Before I get my hopes up, can I check if the following is okay please .

spoiled for brevity:

Basic concept is a manipulative mastermind working through cutouts, mind control and minions.
He's the grandson of a Thrune family head, but his mother was married off to the other end of the EarthGolarion (ostensibly for political reasons, but really because she tried to kill her father).
Grandson has done well for himself, but things got a bit hot back home. Has now come to Cheliax and been told he needs to 'prove himself' before being able to use the Thrune name/get any backing. Thus he's stuck in some backwater without the ability to use the name properly.
It is my hope that if it turns out Thrune is okay, it's something he can work at getting. If not, then the whole thing was just his grandfather using him.
I'm nervous about conflicting too much with Justimar. I figure he's looking at someone pretending to be nobility. I'm looking at someone who is nobility.
Basic concept is a Pyschic with the Abomination Discipline, and Cunning Caster (so he can cast without revealing himself). Uses psychic powers to manipulate people.
Because of this I'd like to take the Rich Parents trait and use that to buy Soldiers (or undead, or slaves... something to have minions, even if they're not very good or can only be used in limited circumstances).
Openly 'ends justify the means ruler'. Under that is 'machiavellian mastermind'. Under that is 'selfishness'. Under that is 'secret sadist'. At the bottom is the Abomination that lurks in his soul courtesy of the Abomination Discipline. I'm flexible on this one, but with a preference to something even Abrogail would find distasteful.
Basically so he doesn't seem so bad on the top, but the more you delve the worse you find he is.

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I'm interested in a Smith, probably based on Wayland, tentatively a Giant Blooded Wizard/Arcanist/Witch/Magus. Still thinking it through. Dwarven Forgemaster makes a lot more sense, but means Dwarven, which if I read correctly does not fit the setting.
I'm inspired mostly by the "winter of the world", by Michael Scott Rohan.

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Hey - that's a lot of alchemists. I'll look at something else...

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I'm very interested in an Ardoc. Is there any chance of playing one as a Promethean Alchemist?

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Congratulations to the chosen! Have fun :)

GM Barrister wrote:
Alrighty, so consensus is Vorrs, Ricean, Cainbar, Sverlisk, and Harakani's character are here with me.


I'll tentatively have the Gameplay started tomorrow, but I'll definitely make the first post no later than Thursday. Is that enough time Harakani?

Should be! I've PM'd Sverlisk and Cainbar with my background suggestions. I would like to talk about the build here.

Big thing: I've played in groups that go from "min-maxing is the devil" through to "don't be a drag on the party." How do you like to go? I've got a number of branching paths to mechanise the concept, and some are definitely more effective than others.

Speaking of background, I figure I'd make a draft background for Reuben Garess and put it in the avatar, then link here. I can also do a google doc. Is there a preference?

Likewise, I'll go over the UC vs Kingmaker kingdom-building rules. Anyone have a preference? I'll also get a Google doc set up where we can handle that better than on here, as well as a place for me to post the maps.

I think UC is better. It's a second draft, and they had a chance to polish it a little.

Is anyone interested, while we wait, of some pre-game RP? I can set up the generic tavern before you all set off, and the two groups can get a feel for each other, plus Harakani.

Sure :)

It's a long trip from Brevoy to the Stolen Lands. Could be the "last pub" (and last chance to turn back).

cross posted. Sorry - wasn't sure where to post
I'm interested in playing the bookish younger half-brother of Yolann Garess if I can link in with Sverlisk and Cainbar. Wizard, Arcanist or Alchemist.
Not sure how the groups are going to split, and if there's room for an extra, so I'll certainly understand if that's not possible.

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I'm interested in playing the bookish younger half-brother of Yolann Garess if I can link in with Sverlisk and Cainbar. Wizard, Arcanist or Alchemist.
Not sure how the groups are going to split, and if there's room for an extra, so I'll certainly understand if that's not possible.

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@GraveScratches: Okay, I've been tossing up whether to even apply with this concept. It might well be too wierd. Let me run it past you before I stat it out and get all hopefull.


* Amnesiac Psychic 5 VMC Gunslinger with the Past Lives Discipline.
* (ex)Saraten Inquisitor
* child of a Calivasti Psychic, who was part of a line preserving scraps of knowledge (via share memory) from the 'old days'.
* Mother was executed by Southern Saraphytes at the start of the Rising, just after giving birth. He was then raised by the fanatics.
* Worked as a Saraten Inquisitor for years. A dark spirit followed him since he was a child, and grew into a crowd as he killed witches.
* Recently discovered the truth about how his mother died, and the nature of his 'family'. Turning/turned on Saraten religion.
* Cunning Caster Feat (hides spellcasting). Even HE doesn't know he's casting, putting it down to luck, intuition etc. This caused by being a highly talented psychic raised by fanatics who beat any hint of witchcraft out of him. All that survived was incredibly subtle.
* Past Lives Disciple represents the memories laid down in his mind by his mother before he was even born, combined with a powerful subconcious control of magic.
* Amnesiac is to represent the serious lack of understanding and control of his own powers.
* Gunslinger is part of making him a 'perfect' Alvanen, emphasis on knowledge and crafting.
* Spirit is the vengeful dead (relatively innocent) witches he's killed, held in check by the spirit of his dead mother who has watched over him since she died.

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There's a tree mentioned in one of the books that grows in winter and has edible bark.

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Normal Firearm rules? Can characters with proficiency start with a gun?
Sorry for all the questions - about three concepts duking it out in my head.

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Ah - I see. For some reason I was getting a Victorian feel from Calavesti. Now, the fall of Calavesti was before the rising, right? How long ago was it?

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most of the dead returned to their repose leaving humanity to reclaim what little they could of the old world.

This sounds a little like Victorian Fallout, rather than Victorian Walking Dead. Have I got my apocalypses right?

Ah - if Caleb was hit before he cast, his spell will have dropped in effectiveness from 3d6 to 1d6. In that situation, I think he'd run.

Seems like Imix should either be in some sort of guest house / inn, or staying with Texikuk.

Rigel Quicklingfay wrote:
Harakani - revised action economy does away with move/standard actions; you might have to check with the DM how your casting boon will work.

Good point. I suppose concentration is normally 2 actions, and with this boon is 1.

I'm thinking the material components will be symbolic items - probably most fetishes and figurines. I might take craft: sculpture, actually.

Drawbacks (5 net)
- Prepared Caster (You must prepare your magic beforehand to use it. After resting to regain spell points, you must assign each of your spell points to a sphere you possess. You cannot spend more spell points in a given sphere in a day than you have assigned to that sphere.

- Extended Casting (Your magic takes longer to use than normal. When using an ability gained from a sphere or talent, increase the caster time by one step: 1 action becomes 2, 2 actions become 3, 3 actions become 4, and 4 actions become a full minute. This drawback counts as 2 drawbacks when determining the number of spell points gained.

-Painful Magic: Your magic consumes you the more you rely on it. You must pass a Fortitude save (DC 10 + 1/2 the ability’s Caster Level) whenever you use magic, or be sickened for 1 round. If you use magic while sickened, you must pass a Fortitude save (DC 10 + 1/2 the ability’s Caster Level) or be nauseated for 1 round.
- Draining Casting: Using magic saps your lifeforce. Using any sphere ability deals you 1 point of nonlethal damage which cannot be healed through any means except rest. This increases to 2 points at 5th caster level, 3 points at 10th caster level, 4 points at 15th caster level, and 5 points at 20th caster level. Creatures immune to nonlethal damage cannot gain this drawback.

- Magical Signs: Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.

- Wild Magic: Your magic is not entirely stable and can result in a variety of unwanted effects. Whenever you spend a spell point, there is a 10% chance an unexpected event happens alongside your magic. Roll as if you had activated a rod of wonder. Add that effect to those you produce with your magic. At the GM’s discretion, wild magic tables, or even tables of his own creation, may be added to the possible effects your magic can create.

- Material Casting: Your magic requires the expenditure of specific materials: precious metals, rare components, etc. The exact nature of this material should be worked out with the GM, but as a rule of thumb, this should cost a silver piece worth of materials per caster level per ability used.

- Focus Casting (Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM's discretion, however, another caster's focus may be used instead.

- Easy Focus: When maintaining a sphere ability through concentration, you only need to spend a move action to maintain
concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.

- Empowered Abilities: Your magic grows in strength the more you use it. If your current number of spell points is
half your total spell points or less, you gain a temporary +1 bonus to your caster level. If your current number
of spell points is 0, the temporary bonus to your caster level becomes +2.

Yeah, sorry to hear that :(
Take all the time you need.

GM Belicose Poultry wrote:
Cantrips is fine.


The crunch looks good. I'm going to have to digest how your casting tradition will work in practice. I really dig what you're doing, but there's a lot of moving parts there. Pretty ballsy to take extended casting and material focus.

If you want something a little simpler, I'm happy to oblige. I was trying to put together something pretty different, and went for something a little like Cabal.

Also, note that in everything but XP and PC class abilities, you will be 7th level characters before going epic, meaning that you'll get the +2 enhancement bonus from AA to both a mental and physical stat. I wish I could say I planned that...


My class ability....
Ah well.

RE Rich Parents: I think you see what I meant now? That's some el-Primo gear.
Hey, if 'wooden scale mail' is lower max dex bonus, any chance of lowering the ACP for swimming like the light wooden armour as well?

Okay, I think the sheet is fixed up. Would you like to take another look before I post it?


I ended up buy his wis down, so I don't think he gets Scare anyway now. Could you confirm? I'd also ban Scare as the normal limitation (<=6HD) isn't really a limitation in P6.
Hmmm - any chance of trading it for Cantrips?

GM Belicose Poultry wrote:

An atheist magic-user with little emotion who can cast "divine" magic and isn't divine? Interesting. This is exactly the type of concept I'm hoping to if see SoP can execute well. There seems to be design space for lots of things Vancian magic won't allow.

]Yeah, I figured if I was just going to replicate standard magic I was wasting the system.

You've got both warrior and aristocrat written down on your sheet - I assume you were going aristocrat and changed your idea?

Still tossing it up, but I think so. My image of Imix changed while I was writing his personality - I don't see him having much in the way of social skills, but I see fighting being important to him.

-Chukix: So, my question is, when you say he is "seriously skilled" what do you envision him level-wise in that framework? I'm inclined to make him a level 2 PC class, or an expert 1 / PC class 1, but I'd prefer to not have any NPCs* be of significantly more skill than the PCs, as there will be times when they will be with you all. I don't want them to outshine the main cast.

Good point. The reason the government has Chukix with Imix is because Chukix needs to take down Imix if Imix goes rogue. Something with favoured enemy and poison would be ideal. I'd suggest maybe Ranger/Alchemist(Vivisectionist)? He should be someone the government is confident could do it. He needs at least one sphere.

Two things that might help stop overshadowing:
* He could well be quite old now. If he started the job at 45, he'd be 55 now. A hard life might have aged him prematurely.
* Imix doesn't know Chukix is there to stop him. Part of Chukix's job is NOT to look like a threat. This is higher priority than saving either Imix or Chukix's life. If Imix works out Chukix is his - I want to say sword of damocles, but there's no swords - then Chukix OR HIS REPLACEMENT just became an unreliable control mechanism. It's the sort of cold hearted pragmatism I think a previous Suriname should have thought up.
I'm figuring the day will eventually come when Imix and Chukix face off. At that point I'd like it to be a tough but fair fight. Maybe level him along with Imix?


As regards Utzi. When Imix first turned up he introduced himself to the authority figures, then dressed up as a normal traveller and when to the pub to get a feel for how people were when they didn't think a Suriname was there. His disguise was... not convincing. When Utzi attacked him, Utzi didn't realise he was Suriname. Imix realises the fact he didn't know was Imix's fault for wearing a disguise. Attacking a Suriname might be a serious crime, but arguably Imix entrapped him into it.
It was originally just a bar brawl, but Imix drew a knife.
Utzi didn't discover who his victim was until afterwards.

I think I'm for the Wound System, so long as it leads to a grittier system. If, in play, it makes everything too gritty, then look at removing it or just toning it back (like only two states: wounded and unwounded).
The penalty was designed for games where people could hit level 20, after all. -3 means only a 4th level caster can cast AT ALL. 4th level casters are so rare that is basically a "casters can't cast when critically wounded". Halves the power of the most powerful caster you can have. A 13th level caster would laugh at -3. Same goes for combatants with BAB.

That said, I'm looking at taking channel and/or life and/or heal. That'll go a long way to alleviate the problems so long as I still have charges left.

GM Belicose Poultry wrote:

There will be healing available if the party is deficient in that area. So I guess what I'm saying is if you're thinking of picking up the Life Sphere just so that the party has healing, rather than wanting to pick it up, don't pick it up. We'll figure something out.

I was planning to take Healing through channel energy and a dash of the sphere.

@GM Do you want to get rid of racial SLAs? Rough workings currently online at KWUg/edit?usp=sharing

@GM: I guess I can go either way. I'm in two games at the moment that use them. I feel they make fights rougher, and we're certainly reacting by making sure we have healing magic when we can. On the other hand, they do encourage a grittier style of play. In the real world if someone takes an arrow through the knee, while they might finish the fight they're probably going to want to sit it all out. Are you looking for gritty, or heroic?

@GM: is the trait "Rich Family" okay? I'd like Imix to have ceremonial gear that "costs more than your house". Do the nobles have that sort of difference in wealth?

@GM: does the extra NPC level count as a character level for things like Magical Knack? Does it raise max skill ranks? I've got a feeling it did.

RE Spheres:
Would be good to learn what people are getting. Even more than in standard magic I'd like to make sure we don't overlap too much. The standard "divine gets healing, arcane gets fireballs" isn't there in this one - we could all spec in healing and have an Inquisitor, Incanter and Sorceror healer.
I'd been looking at Nature, Healing, War and Enhancement... but very happy to switch things around.
Is Inquisitor as per the Expanded Options book?

RE Wound Thresholds
Happy to experiment but I have a feeling what you'll see is instead that people are extra keen on healing all wounds, and back off when they're at half HP than continue and take the risk.
How does this affect the Magic Tradition where the more wounded you are the better you magic is? Is your magic actually better, or does it just offset the standard penalty?

If Drazan is a priest I might push more into the Engineer/Administrator space.



One thing that jumps out - There is a winter in the Baunti Valley, that can be quite cold actually. As the game begins, the valley is just coming out of winter. The snows are melting, ground, still hard, is beginning to be tilled for crops. A real-world analog for the valley would be in the west the valleys of the West Virginia mountains, with the eastern part of the Baunti resembling more a traditional Mississippi River floodplain.

As such, our real-world crocs probably wouldn't live there. But, this being fantasy, the Baunti crocs are much more resilient. They hibernate during the winter, in special sacred river pools designed and maintained by the nation's engineers, that stay a bit warmer than the surrounding winterlands. Over the years, Baunti crocs have become a bit more docile and domesticated - as much as a large reptile can be at any rate, which is to say that they are docile until they aren't. And then that pretty much sucks for anyone around.

Hibernation makes sense - Crocodiles have one of the most efficient, slowest metabolisms systems of any animal. They could well simply not eat for those months. The catch would be if the cold actually kills them. Persistent Cold below 80F is problematic, and too low compromises their immune system.

Hmm - I'd actually like them to be a good model for the culture. They're already quite social (despite their image). How is this?
Baunti crocodiles have an unusual symbiotic relationship with a particular species of bacteria.
In fall crocodiles will seek out warm dry areas, communally dig shallow "mines", and fill them with fallen leaves, sticks, branches and their own excrement, forming a mound. At the onset of winter the crocodiles will cover the resulting mound with larger sticks and mud. They then dig "doors" into these mounds, and hide inside with only their nostrils exposed.
These mounds form perfect compost piles for a species of bacteria that creates significant heat while decomposing the wood. The crocodiles within the mound go into a state of hibernation, the heat from the decaying matter, and occasional movements, keeping them alive. The bacteria gives off a distinctive smell which keeps the crocodiles placid. People smothered in this bacteria are often able to avoid crocodile attacks during much of the year. Freezing hunters have been known to crawl into crocodile mounds during winter nights to stay warm, and are not attacked by crocodiles. The bacteria is not especially toxic to humans, but does cause hair bleaching, hair loss, psoriasis and (if in the eyes) vision problems.
These mounts resemble huts - especially from a distance. The tendency of crocodiles to stack stones in heaps, clear the area of vegetation, topple trees and the occasional wisps of 'smoke' (steam) led to a mythology that crocodiles "build houses for the winter". The fact that areas with geothermal activity tend to attract crocodiles year after year mean there are actually crocodile "villages" and even "towns".
There is a legends that says that crocodiles and people used to share houses, but an argument over humans living in houses all year, while crocodiles only did it in winter, led to crocodiles storming off to build their own houses.

Might be going too far with this. Was figuring it was an interesting way to give crocodiles a way to survive the winter.

Alright, I've got an idea I'd like to run past you @GM Fighting Fowl
It'd involve a dash of world change. I understand if it's not what you are looking for.


Given the geography - especially the seasonal flooding - seems to me that crocodilians are perfectly suited for the environment. That does depend to some degree on what the temperature is, but you haven't mentioned furs.
Seems like crocodiles might well be one of the peak predators in the area. Channels would have to be secured against them. Crocodiles are a threat, but a relatively safe threat if one knows how they operate.
Seems to be there would be a mythology associated with the crocodiles.

behind the scenes:

There was a Scaleheart in the early days of the kingdom - quite possibly their intrinsic ruthlessness helped them to take power.
Over the years the noble lines frequently threw Scalehearts (nobility interbreeding). These were always patient, always driven, always ruthless. At some point rules were formed to channel them into the service of the kingdom, rather than simply seeking power.
The Scaleheart lineages have all but bred themselves out now, but the occasional throwback is still thrown.
Scalehearts tend to be associated with poor swamp dwellers in modern times. I like the idea they're associated with nobility - Sobek was the god of military prowess, fertility and kingly power after all.

The Suriname:
note - change the name if you like. I like the Suriname crocodile legend I found.
Damballah is the Father of Waters, and the Crocodile is the undisputed king of those Waters. The mound on which the King's house sits is that of a crocodile for this reason.
While those with strong animal totems are born to all peoples, only the noble lines ever throw the Suriname, or Scalehearts as they are sometimes called behind their backs - and only ever behind their backs.
The Suriname are distinguished when children only by the way they display five of the seven kingly virtues. They are fierce, cunning, patient, creative and dutiful. They are also distinguished by their almost complete lack of the last two virtues: empathy and kindness.
At the age of seven all noble children are taken to see an execution. It is considered a good omen when there are no executions to see and the child must wait.
Executions: The preferred victim is a murderer. The victim is thrown, bound, into a pit containing the royal crocodiles. If the victim frees themselves and escapes they are considered innocent.
If the child is one of the Suriname they will, almost always, change when the crocodiles attack. They are subdued, taken from their families - regardless of rank - and raised as Suriname.
Suriname are given great tutors, and enormous freedom in what they learn and do. They are considered Gifts of Damballah to the People, given to accomplish a particular Purpose. Their is a core curriculum they must master - one which brutally emphasises Duty to the people in the person of the King.
Suriname are taught to channel their divine connection to the Water of Life. Many are taught secrets left by past scholars forbidden to all but the rarest of mystics.
There are two things forbidden the Suriname - they may not Rule, and they may not learn the arts of Shapeshifting. The first is because of a Suriname who turned traitor and sought power - her name has been scratched from the records, literally carved out of the monoliths she raised. The second because it is known all Suriname seek to take on divine crocodile form, and live forever in that form once they achieve it - so it is important to stop them achieving it early.
All Suriname are students until they find their Purpose. Once declared this is permanent and terminal as it will be the last thing the Suriname does. Once their purpose is finished they are taught the rites of transmutation and become crocodiles, joining the royal crocodiles forever.
Previous Suriname have declared purposes such as conquering an enemy people, designing a better channel, building infrastructure, or brutally crushing a rebellion. Their lack of empathy or kindness allows them to ruthlessly pursue their Purpose for the better of all people.
A Suriname who feels they have finished learning but not found their Purpose often become restless. They tend to put themselves in new situations, or take up new jobs, in the hopes they will have the moment of divine inspiration that tells them what their purpose is.
Suriname are surprisingly welcome when they wander. While their reputation is terrifying, they are often extremely competent healers due to their connection to the waters of life. channel energy
While a Suriname has no special power to achieve their purpose, many are highly educated, well connected, ruthless and prepared to murder those in their way. Most nobles and almost all commoners will tend to give way. Only the king can easily overrule them. Though history has no examples of a king overruling a Suriname, there have been occasions where the two consult and the Suriname takes a slower or less ambitious approach to their purpose.
When the kingdom was first forming the Suriname were relatively common. In these peaceful times they are all but unknown with perhaps one born a century.
The Suriname claim Hainu was the first Suriname. There is spirited - if polite - theological debate as to whether this is a metaphorical, allegorical or physical state.

gp: 2d10 ⇒ (7, 5) = 12
I'm pretty excited about this :)
Oh, did I get back to you? I think you are right about getting rid of Adepts. Under the sphere system, it's just a pair of Feats.

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

Seems like maybe Mythic needs an errata.
The FAQ has been mentioning one coming out for years.
Have I missed it?
I love Mythic. Played responsibly it gives great flavour... it does have some broken things in it though.
I love the idea of being able to spend Mythic surge points in defence to stop the 'one turn kills'.

Yeah, you're right Fabian. It's a good idea.

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

I posted in the wrong thread last night (because I am an idiot). Didn't notice it until I woke up this morning.
I wondered if I should flag it, but none of the options really fit.
Is it possible to get someone to delete it?
If so, who do I ask?
Post is here

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

Interestingly the character could have become a mesmerist looking for a way to control, restrain, or remove the urges. That gives a more 'positive' reason for an otherwise terrible choice (given the temptations).

I'm a bit vague on the bleaching - is that going to be a threat if the character locks itself down too much?

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