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Kalridian wrote:
This would be my answer, honestly. Houserules the coup de grace rules to allow for it to work during a surprise round.
Da'ath wrote:
I like this advice, and admittedly it's been a while since I've looked over the rules, but if the party knows the devil is there and are preparing to ambush it at the party, could they maybe setup some kind of holy trap they can use to hinder it as well?
Alex Cunningham wrote: Two levels of Alchemist will get you a bonus limb as a discovery. I think that would be more like "replacement limb", but the point still applies. The easiest answer would probably be go with Alchemist and grow an arm back. If your GM allows third party content, the prosthetic magic items from 4 Winds is a great alternative. Lots of fun stuff there.
Not sure if you are willing to do this one, but thought I'd toss it out there anyway: I'm trying to create the Miraluka race for a possible future Star Wars game using the d20 system created by Wizards of the Coast (with some liberal adjustments that basically amount to the fixing 3.5 got to turn it into the Pathfinder system). I've been trying to approach the race from the perspective of the "Create Your Own Race" section of the Advanced Race Guide, so here's the problem I'm running into: The Miraluka are more-or-less humans that don't have eyes, as they came from a planet with a sun that doesn't give off visible light. However, they're all Force sensitive, so they "see" using the Force. The best way I can think of describing it would be like "seeing" color-less shapes, like seismic sensing from the AtLA series. You really don't need to go finding a copy of the Star Wars d20 rules for this, since all I'm really interested in is pricing an ability that basically lets a race "see" in all directions, not subject to gaze or blinding effects, negate Displacement and Blur, possibly cannot be flanked, but cannot distinguish color or visual contrast, and cannot read.
King_Of_The_Crossroads wrote:
No, but that's because the full casters get more spells, ones that are and aren't related to manipulating water and more spell slots to cast with. If you're looking just at manipulating water, the Undine Watersinger probably does it best, but if you're looking for who has the best selection of water-based spells... probably the Wizard or Sorcerer.
I'm trying to figure out how to create the Miraluka race for a Star Wars d20 game that will be heavily adapted to make it more friendly with the Pathfinder rule set that everyone in my gaming group is already very familiar with (Star Wars d20 looks pretty damned close to D&D 3.5, so a lot of stuff can just be done with the Pathfinder rules because it's easier). However, creating the Miraluka race has got me stumped right now. The whole Miraluka race adapted to a world without visible light, so they don't have eyes, but they're all Force sensitive and "see" the world through the Force. I have no idea how to quantify something like this from a "ARG race builder" perspective, since it's basically Blindsight at a range of normal vision. Is there an easier way to do this?
Pathfinder really doesn't have any "aggro" mechanic, so a tank isn't a very viable party role. Sure, you could crank up your AC to really high amounts, but without any way of constantly holding a creature's attention, sooner or later it's gonna realize it's not hurting you or can't hit you and go off to chomp on an easier target.
Zanathos wrote: But, that would be the point. You wouldn't have the same guy in town randomly giving out quests. It would be a random event, like it is in the fiction. Random doesn't have to mean uncommon. It just means that when you see an NPC in the wilder parts of hexes(or just wilder hexes) you should consider talking to them. It gives another interesting reason for people to actually spend time in taverns and inns. In a way, this kinda reminds me of the radiant events in Skyrim. Just wondering around you'll run into various and different events based solely on the radiant system that puts things into the game at random, like Spriggans attacking Hags or bandits attacking a merchant or a roaming pack of wolves. They wouldn't really be quests, but just events out in the wild that people can randomly stumble upon at any time (perhaps some more often than others, like maybe Goblins attacking a random NPC more often if there's a growing goblin presence within the hex).
Hardin Steele wrote:
In hindsight, when I wrote my post I should have mentioned that I was coming from the perspective of interactions between the good-aligned, let's use Torag and Sarenrae for this example. Of course most of the time good would try and redeem the evil and evil would try and corrupt the good (and even other evil), that's just the way things go. That's not what I was aiming at. Sarenrae isn't a dick for wanting to convert and redeem evil. That's just who she is and what she does, and that's fine. What wouldn't as fine was if she had so little respect for Torag that she figured his followers were better off worshiping her than him. That's what I'm aiming at. Imbicatus wrote: There is an entire nation in pathfinder that has outlawed the worship of any god. Just because the gods are real, doesn't mean that the same kind of religious proselytizing that we have in the real world isn't present. That's a very valid situation. For people who really haven't had the exposure to religion like most other places in the world, it'd be totally realistic that you'd have clerics teaching the word of their deity and trying to bring them into the fold. That's not what I was going for, though. However, the people who you will be interacting with do have that exposure, be it from a metagaming perspective (chances are, nearly all PFO players will be Pathfinder players and already know what most deities are like and which they prefer for their characters) or from an actual in-character perspective. Again, hindsight is 20/20. But to be clearer, my perspective is I don't know how viable evangelizing will be when nearly every person you meet already knows pretty much everything there is to know about your deity* but chose otherwise for ideological reasons and I'm hoping you have enough respect for them, their decisions, and the deity they worship to refrain from going "no, you're wrong, worship my deity instead". Except when trying to convert and redeem the evil. Go nuts with that. *: I'm guessing it's gonna be really damned unlikely that someone playing Pathfinder Online wouldn't be a fan of the tabletop game and not know about the various deities and what they stand for.
I can't remember if it was SWTOR that did this or if I'm just imagining it, but I remember some game where party members within a certain range could be seen through visible obstructions, just letting you know where they were at a glance instead of needing to constantly open up the in-game map. Dunno if that can be done in PFO, but it might be interesting if you're exploring a dungeon or something.
Dario wrote:
I'd rather have another Sleeper event than a deity named xXxLegolasxXx or some s@!! plaguing Pathfinder.
Hardin Steele wrote: Performing missionary work – Converting non-believers into believers is one of the primary missions or clerics, and clerics of Torag should seek out non-believers to increase the flock whenever and wherever possible. I have to question how viable "converting non-believers" would be. A) It's impossible to not believe the deities exist in the first place, since they fairly often influence the world through their clerics and people can more-or-less casually summon angels. B) If the divine are a known quantity and information on them seems pretty readily available even without listening to someone preach about them, it seems really dickish to try and convert people from one religion to another, since both are completely and perfectly valid, and the one they were in first was probably one they chose consciously based on their own opinions and beliefs.
KarlBob wrote:
Hopefully Magi are more "Jack of all Trades" and less "Master of None".
Imbicatus wrote:
As awesome as it would be, I heavily doubt Pathfinder Online will ever allow players to actually pass the Test of the Starstone. Unless it's some big event where the one player that passes actually gets a deity created after that character for the Pathfinder Roleplaying Game... which is just all kinds of wrong because of the sheer number of s%$%ty character ideas that could potentially win... That, or make the Test of the Starstone so unfathomably hard it's unwinnable by design.
Greedalox wrote: 1. There will be no raids. Unless by raid you mean a raid on enemy holdings in open PvP. I don't think I'd be bold enough to say there won't be ANY raids. If dungeons exist in Pathfinder Online (and I'd be surprised if there weren't), it's actually a pretty smart idea to take a very large number of people, a "raid", to delve into it and have the best chance of killing whatever's inside for whatever reason. There's also really nothing stopping you from doing the same thing with gathering enemies (or whatever they called monsters moving into an area) in those designated hexes. If you want to protect your hex from goblin incursions, you better believe people are gonna form a "raid" and attack those goblin settlements before they get too big.
Kobold Cleaver wrote:
It was really damned silly. The only True Neutral deity that would have been available at launch was Gozreh. Pharasma, the deity that's responsible for every player character's ability to die and come back to life and I think for the whole "Threads of Fate" mechanic, was NOT their first pick for what True Neutral deity would get added. If they do have only a very small handful of faiths available at launch, they'd better add an option to allow us to NOT take a faith until they do add the one we want. KarlBob wrote:
If an enemy did indeed "drop" a piece of equipment upon death, it should only ever happen with intelligent humanoids or undead. The intelligent humanoid would be able to identify that the equipment in question was well made or magical and willing to use it themselves in a combat situation, while the undead creature was no-doubt just buried with the equipment worn on the corpse. On the other hand, monsters dropping just crafting equipment is just as bad, if not worse, than monsters dropping whole pieces of equipment. If a creature just spontaneously drops gear upon death for the player to use, players will no-doubt fight over who gets to own it. However, if the creature "drops" crafting material for special gear, that no-doubt has a chance of FAILING to create the gear in question, people might fight even MORE for it, because now they're also competing against random chance in crafting to get the item they want.
Lazurin Arborlon wrote:
A Soulknife does it better, honestly.
Keep in mind that Gorum is not about wanton fighting. Gorumites don't have to pick fights with everyone, but if someone picks a fight with them, the fight picker is fair game (I don't think you have to kill the opponent, either, but I don't have my Faiths of Balance and Gods & Magic books on hand to clarify at the moment). In addition, Gorumites are expected to at least practice with their chosen weapon to keep themselves in shape, think of it like their time to "pray" as they get their spells, and believe it or not, they're very much about fair fighting. And, believe it or not, Gorumites find the use of things like poisons and misdirection to be incredibly dishonorable. Fights should be won through your strength alone, not through subterfuge and dirty fighting, as such are the tactics of a coward. I heavily recommend looking up the 6-page write-up on Gorum from Pathfinder #35. The adventure paths have really amazing write-ups like that for a number of deities, and they are absolutely stellar sources for pretty much anything you might need to know about a deity, including but not limited to things like who their followers typically are (class-wise), what kinds of holy days they have, and what a deity's relation to other deities are.
Kydeem de'Morcaine wrote:
This is a frequent "problem" with my gaming group. So many of them like to have very unique builds and tend to be reluctant when it comes to the idea of picking a theme that they all follow. I would definitely like to try a theme game at some point, but I don't know if it would ever really work.
Deities. I don't fully remember the list of deities that were going to be available at launch that GW posted a while back, but I remember that it was kinda pathetic; it only had one deity for each of the alignments, skipping over some of the hugely big deities (like Sarenrae and Cayden Cailean and Pharasma). I'd very much like Goblinworks to include a lot more deities at launch, at the very least the core pantheon. I'd also like them to explain just how having a deity will work in Pathfinder Online. Do you have to have a deity? Can you worship multiple deities? Can you switch from one faith to another? Can you start without a faith and pick one up later or start out with a faith and leave it later? What are the benefits of having a faith? Do the benefits change depending on who you worship?
wolfman1911 wrote: Why? Because she encourages redemption? She also encourages total war against those who are beyond redemption Slightly off topic, but that really depends on the sect of Sarenrae worshipers you are dealing with. Some are more in favor of her forgiving side and less in favor of her warring side, and visa versa. If you're dealing with the right sect of Sarenrae worshipers, you could reasonable be brought back into the fold and given redemption. That said, to the original topic... I would say yes, you could switch your archetype, but you'd probably need to be selling it really well for me to accept it. The Oathbound archetypes may be a little bit easier to buy, but you'd have to be really damned convincing if you wanted to come back as a Holy Gun Paladin if you were originally a Warrior of the Holy Light Paladin, for example.
Serisan wrote:
At the same time, I'm not really partial to the idea of attacking an animal companion at all for the same reason that I don't really like the idea of having one at all. It's easy to boost the surviveability of a player character, but much harder to do so for an animal companion. They become much easier to target and kill compared to their masters, and as enemies get stronger, they become much more likely to die in combat.
Alephtau wrote: I absolutely detest PVP. Under normal circumstances, I'd completely agree with you. I really hate PvP, if just for the sole fact that I suck at it, but if I'm guessing correctly of which MMO you're talking about, the PvP focus was one of the biggest reason that I hated and left that game, too. However, while I'm still not at all a fan of PvP, I'm holding onto a final until I actually get my hands on the game and try it out. PFO is handling PvP slightly differently. In that other game, a player's level and the gear they equip create an unfathomable distance between them and a player that may be slightly lower level and not as well equipped. For the one player that's higher leveled with the better gear, there's not a doubt in the world that he's going to steamroll the other guy and not even break a sweat. In PFO, a player's "power level" is apparently going to be relatively consistent. Even a player that may not be the highest leveled and the best geared can still contribute to the combat, so the disparity between players isn't as profound. You'll be much better equipped to defend yourself in the event of an attack and PvP will hopefully be more rewarding, especially to those that may not have been all that good at PvP in the other game.
Bluddwolf wrote: If GW / PFO stay away from the ESRB ratings, as they have indicated they wish to, they will avoid the automatic "Mature" rating for having a functional slave trade, as well as Drug trade and use. Forgive my ignorance and the slight topic derail, but the hell? How can GW/PFO stay away from the ESRB? Don't all games have to go through the ESRB in order to be published? Back on topic, and as mentioned above, I really don't think it will be possible for player characters to be sold on a slave trade. In order for that kind of a slave trade to work, there has to be a means of capturing and imprisoning player characters. And even if you could, as much as it would suck to loose a character with a very generous amount of progression, a player character can't be consistently imprisoned, because you can't stop a person from simply logging out (or pulling the power cord out of their computer to force a log out). If a player character were somehow imprisoned and forced into slavery, it'd be less frustrating to just delete the character that was captured and start over.
Bluddwolf wrote: Farms in my opinion would be no different than any other resource nodes, just more common and closer to settled areas. Maybe with a slightly higher yield, because you're specifically caring for the "resource node" in question so that it produces as much as possible. That would give some nice incentive for people to defend the local farmers from bandits and stuff.
LazarX wrote: For a standard campaign it's a hopeless cause. For a home campaign, a GM can make it work and appropriately challenging. Even with a home game, it's really damned difficult. I attempted to run an all-spellcaster campaign, and picking enemies for the group to fight was a pain that I don't wish to go through again. There are so many enemies, even at low levels, that will pretty much wreck a group of equally-leveled spellcasters (with their paltry d6 hit dice and no-doubt low CON).
Bluddwolf wrote:
I think a really great way to solve this problem would be with Perception and Sneak checks. Say you have a Wizard off to the side, ready to fling a Fireball onto a nearby group's head. If the Wizard is clearly visible and the group is aware of the Wizard, the group should be able to see the "Red Circle" that marks the Fireball's AoE very clearly on their screens and be given a fair amount of time to dodge out of the AoE. If the Wizard is hidden and the group is aware there's a Wizard, there may be a faint Red Circle, which would give them less time to react. If the Wizard is invisible and the group has no idea there's a Wizard nearby, they don't see the Red Circle at all or it's extremely faint, meaning the group will almost assuredly get hit with the Fireball. This makes the AoE a GREAT opener, if the Wizard can be stealthy enough with Invisibility or something, giving the target players fair enough warning based on their perception.
I'd be interested to see them add games into the MMO. Tabletop RPGs were humorously suggested above, but what about other games? Pathfinder has decks of cards, dice, I don't think it'd be too hard to make betting chips or something. Could we somehow have a casino somewhere? It would probably have to be in a big city like Absolam or something, but it could work. And going even further, what about sports? I can't remember the name of the sport, but I kinda remember Andoran having some kind of sport that's kinda like baseball. Would we ever be able to play that?
For those that don't know, in the DC universe, Belle Reve Penitentiary is a special prison designed to house and contain super villains and other meta-human lawbreakers, boasting defenses strong enough to hold Superman (they know, they've checked). As I idly thought about guilds and other such groups that can settle land, this idea kept coming to mind, and I've decided to bring it here to see what other people think about it. Is it possible to create a prison run by players specifically for housing other players? Now, I'm not talking about serious infringement of the mechanics of the game or ToS violation going on here, because that falls under the purview of what the GMs need to handle and they can just outright ban someone than locking up one of their characters in a jail cell. But in the context of "meaningful player interaction", where players who want to be bandits can choose to be bandits and hold up roads and attack caravans and such, what about the opposite end of the spectrum? Would it be possible for lawful players to capture and imprison criminal players? The more I thought about this, the more discouraged I got. If it was ever possible to force one player character into a cell and somehow prevent them from escaping outside of exploiting a glitch or bug, what's the point? It's all too easy to log out of a character, delete it, and make a new one. In essence, it'd be impossible to stop players wanting to be criminals, because there's no real way to reduce the criminal population. Killing the character has no real consequence for the player and as soon as they're locked up, the character gets deleted and they start all over again with a new one. Can Lawful characters do anything to stop criminal ones besides throw more guards at them and hope?
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