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I totally get the idea! I came up with a "Mist Assassin" who was a Deaf Waves Oracle/Ninja to do something similar. She would cast Obscuring Mist, use Water Sight to see through it, cast Silence, and then your target is a sitting duck. Can't see you, can't call for help, can't cast most spells, but you can do all that, with infinite sneak attacks!
So I highly recommend Silent Spell for this build. But yes, if you're able to drop a darkness you can see through, then act silently, you can be staggeringly effective. Ranged touch attacks will help a lot. Silent Spell and Reach Spell, perhaps? A single Reach Chill Touch is cheap on resources and can be sneaked. Yes, Shocking Grasp is the mainstay, but you get multiple touches with a single Chill Touch, so it's all about how much the sneak attack damage matters over the spell damage.
Sure, I've done flashbacks, flash-forwards, opening scenes in media res, all that.
The one thing to keep in mind is to make sure that the events that must happen for continuity's sake do happen, and that your players are okay with that. So, don't run a combat in a flashback that just might kill a PC, for example. If something must be stolen, don't make it stolen directly from the PCs. That sort of thing.
Honestly, I don't think it's particularly smart play.
First, they smash the jaw to prevent speak with dead. What are the corpses going to say anyway? "The PCs killed me." That's a problem? They don't want people learning about their actions? They should be proud of what they do, not skulking about in shame.
Then there's preventing reanimation. Any necromancer worth his salt has got all the corpses he needs. And really, zombies of your fallen foes? That's a threat? How is that a different threat than any other zombie of, oh, the cute barmaid in town because there weren't any other convenient corpses lying about?
Resurrection? That's repair you right up, this doesn't matter.
So really, what are they trying to prevent, and is it a real risk to a band of adventurers?
I've had a couple Ravenloft games that involved love and seduction. One involved many dealings with Ivana Boritsi, Ravenloft's answer to Lucrezia Borgia. Another game I ran involved a number of seductive gnomes. Goodness, the vibes on that one were so strange... but true love was forming in that one.
I've dealt with arranged marriages and contracts for conception in a Birthright campaign, as well, although I don't call that love.
Once, a PC fell in love with an NPC who ended up getting killed by accident by another PC. That other PC got run out of the group.
In another campaign, it became a running joke. One of the PCs was a ladies' man, regularly getting too closely involved with some local, who in turn would turn into a boss monster that the PCs would have to fight.
Yeah, my campaigns regularly have crushes, true love, mistaken love, unrequited love, jealousy, seduction, love potions, jilted lovers, all that. Good times.
Two things I think about in horror:
First, the horror of a deformed body is that you yourself will end up like that body.
Second, there is horror in facing something that looks horribly pained, disfigured, diseased, etc., yet still nonetheless decides that attacking you is more important than taking care of itself.
I find that the most dread of David Cronenberg and Masahiro Ito come from these observations.
I don't have time to describe more now, but I thought the observation might help.
I'm thinking about running an Apostae campaign--basically, an Advanced Race Builder based dungeon crawl. The more I thought about it, the more interested I am in it while realizing Apostae is a VERY different world.
First, there's the Ilee. One big race, nothing in common. Everyone is an individual, everyone is part of a group. I'd imagine that different languages are entirely based on physical location and not at all on any "racial" tie. In fact, since all procreation occurs in only one place, there might not even be any language barrier; everyone is born in the same place, and everyone will travel there during their lifetime.
Sex would be quite odd, and possibly nonexistent. No guarantee of compatible parts, and since everyone is so unalike, the Ilee probably don't even have any concept of gender--no male, no female, just Ilee. Thus, any other Ilee can be your partner for your child.
Magic is also a force that completely changes standard fantasy tropes. There is no multiverse. That means no summoning. No magic-granting deities. There is no sky, so the Ilee philosophy of existence would begin and end with the lands in Apostae. The Field limits you above, and the Worldheart limits you below. Because the Worldheart is in the center of Apostae, that means that at all times, the Worldheart is beneath you.
What do the Ilee eat? Probably other Ilee, those who don't end up with sentience, say. In fact, since an Ilee can be pretty much anything, then sessile plant-like beings could be Ilee, too. In fact, the very idea that some living being might not be Ilee would be mere speculation.
Any other thoughts?
I've already got Hassan the Camel, but I just had to try rolling up someone else for the fun of it.
I.Q. 3d6 ⇒ (1, 5, 3) = 9 +2
Oh, now those suck... Glad I have Hassan.
Category: 1d100 ⇒ 32 Urban
Starting Funds: 3d6 ⇒ (1, 5, 4) = 10
Family rat from military experimentation? Sounds like someone trained to sniff out land mines.
Starting size level 2, 70 BIO-E
Hands: Full (10)
Weight: 3d10 + 75 ⇒ (9, 2, 2) + 75 = 88
High School Skills:
I was involved in a multi-party event in Living Greyhawk. At one point, our party meets up with a higher-level party fighting something. I mention that my gnome is followed by the ghost of a dwarf warrior. The higher-level DM takes over, sets everything up, sends a few mooks to deal with the ghost. A round later, he asks me, what sort of ghost is it? Did I summon a wraith or something?
Nope, Silent Image.
Please don't bring back the Spanish flu please don't bring back the Spanish flu...
This all goes back to my theory that fantasy is what happens after the death of the generation that lives it... it's 100 years ago, so it's fair game.
(Incidentally, this is also why Grandma's name isn't popular to give kids, but Great Grandma's name sounds awesome...)
Roberta Yang wrote:
Agreed. I read the above and thought, "Get back to me when the rogue discovers that his father was doing the torturing and/or disowns the rogue and dies as a result of his actions."
Seriously, the other PCs' family members should be dropping like flies and they should be accused of heinous crimes and not allowed in polite society. Then we're talking fair.
1. The extra randomness of the world forced you to concentrate more on your play in the moment as a player. Although everyone would agree that throwing four red dragons against a first-level party is just asking for a TPK, you never knew what would be around the next corner, so you learned how to prepare for it. You couldn't make nor expect to trade for the exact tools you want for your "build," so you learned to use what you found instead of get rid of everything for cash and convert.
2. 1e's fiddly bits were less conducive to deep roleplaying than later editions--even thought you definitely could still have a lot of it. 2e was better in that regard.
3. I always ran homebrew. It was quicker and cheaper than buying and using modules, and you could get a similar experience--better, even, because it was tailored to the party. The one exception is C1, The Hidden Shrine of Tamoachan, because it was just plain awesome. 2e, on the other hand, had very few adventure modules worth picking up--but lots of great world books.
4. I've heard it described this way, and I would still agree: 1e had the best dungeons, 2e had the best worlds, 3e had the best mechanics. To play "old school," I'd keep the mechanics. I'd use CR and WBL as guidelines, and remind the players that not all encounters are fair or meant to be beaten. I'd restrict the economy to remove full-catalog Magic Mart, and even full-catalog spell availability (remember when you had to find your spells?). They just won't buy the Cube of Force, you'd better use it instead of thinking to convert it into stat boosters and metamagic rods. I would also encourage organic character development. It's okay to have a 20-level progression planned out, but, you know, things happen. Just as your plans to have made your first 10 million dollars by 30 probably need to be shelved, it doesn't mean that you're a failure--but you will be if you insist on schmoozing with Wall Street and not taking care of your kids (which you didn't expect 15 years ago). Make sure that it's perfectly okay not to be completely optimized. A character is like a bonsai, a balance between its desire to grow and develop in a certain way outside your control, and the care and strategy you use to develop what you get.
Do we know what the various languages look like when written out?
I'd imagine some of the basics: Keleshite is like an Arabic script, Vudrani is like Devanagari, Osiriani is in hieroglyphics (although maybe that's Ancient Osiriani and Modern Osiriani is Demotic).
Taldane? I want it Cyrillic. Specifically, like this.
Ulfen? Probably runic. Hallit, Varisian, Shoanti, Polyglot? No clue. Any suggestions for the tongues of other races? (What does Halfling look like?)
Hey, maybe Draconic should be based off Tibetan. Given the role of dragons in Tian Xia, that might not be so bad.
Because the character is an enchanter, he needs the +2 compulsion. Really +2 compulsion and a familiar is not really that big a deal. You guys make it sound like I want +2 to every field, a familiar, and a fighters BaB.
Not really... Here on the boards we try to come up with ways using RAW. If you can work out some house rule between yourself and your GM, great, but that's between the two of you and nothing we say or do can really count. So we stick to RAW.
To get what you're looking for, here are some possibilities:
Crossblooded Fey and Arcane
Fey Sorcerer, with feats SF:Know(Arcana) and Eldritch Heritage (Arcane), although you're still two levels down--and by RAW, no, Magical Knack doesn't help
Arcane Sorcerer, with feats Spell Focus (Enchantment) and Greater Spell Focus (Enchantment)--this is actually better than Fey+Eldritch Heritage because you're using the same number of feats as Fey+Eldritch, and you get a +2 DC to both compulsion and charm spells. But, of course, you can't choose them again.
Fey Sorcerer 1 / Wiz or Witch X.
You could also talk to your DM about finding some way to get the Seducer racial trait.
Total agreement. The big thing about "no magic mart" is that the players cannot assume that any given piece of equipment will be available. This has lots of effects: adventure planning on the player side requires more thought as to what specific activities you undertake, not just firing up your nova. Also, planning your character's progression changes when you can't be sure you'll have any particular piece of equipment when you want it by WBL. You might never see a metamagic rod, for example. Spend the feat if you want the metamagic.
It's bits like this that make play at the table more crucial than designs and builds away from the table. As an added side effect, it lessens the impact of imbalance from, say, poorly rolled stats.
In the end, it's not the sheer mass of power wielded by your PC, it's what you do with it that matters.
A good rule of thumb is to take the target level and square it. That is the total number of adventures necessary from a first level start to be complete with that level.
First level lasts a session. To finish up 5th level and just touch 6th will take about 25 sessions. To finish 10th level and just touch 11th will take 100.
And yes, absolutely, NO MAGIC MART. NONE. If the PCs have too much gold on their hands, make life expensive. Thieves. Taxes. Or... luxuries. It's why building castles and maintaining estates was what a high-level adventurer did back then. A 15th level murderhobo was considered a failure.
Bill Dunn wrote:
I saw the weapon speed factors get use with some regularity. It's the weapon vs. armor type penalties/bonuses that--as far as I saw--were NEVER used.
I quote the words of Gygax himself from the 1e DMG:
DMG pg. 92 wrote:
These god-like characters boast and strut about with retinues of ultra-powerful servants and scores of mighty magic items, artifacts, relics adorning them as if they were Christmas trees decked out with tinsel and ornaments. Not only are such "Monty Haul" games a crashing bore for most participants, they are a headache for the DMs as well, for the rules of the game do not provide anything for such play--no reasonable opponents, no rewards, nothing!
In case you wonder where the terms "Christmas Tree Effect" and "Monty Haul" come from, they are from right there.
That pretty much sums it up for me. I really liked the idea of new classes, always making up my own etc. Kits seemed so underwhelming, and gave so very little mechanical advantage. Sometimes the fluff outworded the mechanic.... The thief Bandit kit - - the 1e Bandit NPC class was a favourite from Best of Dragon - - the 2e Bandit thief kit goes on and on and on about skills, weapons proficiencies and non-weapon proficiences, and the hidrance for being known as a bandit etc, and finally a piddly +1 to..... surprise enemies in a wilderness setting?!?!?! OMG! Let me be one immediately.....!!! :p
Actually, that was part of the problem of the Complete Book series--different authors had wholly different ideas as to how things were supposed to go. I actually liked the Complete Thief's Handbook. It focused on a bunch of the nitty gritty of being a thief of different kinds, the kits were RP-heavy, mechanics-light, and easy to implement without worrying about imbalancing, and there was the whole chapter dedicated to thieves' guilds, how to build them, how to use them. I really enjoyed it.
Also, it was written by John Nephew.
The Complete Book of Elves, on the other hand, was a single huge block of cheese. RP fluff that explains that the elves are just plain better in every way, given them extra powers for no reason (reverie, manifestation), and then give them a bunch of kits that are... just plain better in every way. Basically, you're an elf or you're nothing, with this book in hand.
I don't think it's easier to be a GM today. Honestly, I knew how to wing it well, think through natural reactions, and create a story with only a bare-bones plot. Give me a basic map and I was good to go.
Now, with all the plotting out of encounters, balancing, treasure, accounting not only for myriad character powers, but stuff like the Magic Mart, it's much more difficult.
The eagle has one Hit Die. The size of the die doesn't matter; it's tied to the eagle's creature type. The attack gets a Cha bonus--in this case, it's zero, because the eagle's Charisma is too low for a bonus. The damage gets +HD bonus, so it's +1. The fiendish eagle gets +0 attack and +1 damage when smiting good.
1. Intelligence becomes 6.
2. Familiar has 1 skill rank. But the familiar can use all of your skill ranks, and that's more important.
3. This is the thing I hate the most about the monster stat block. It does a poor job of showing how numbers are derived (HeroLab is even worse). Foxes get their racial bonuses of +4 Acrobatics when jumping and +4 Survival when tracking by scent. Their +8 Perception is because they have the Scent ability, the +2 Acrobatics is their Dex bonus, and the +10 Stealth is +2 Dex, +8 size. They are not a bunch of bonuses to add on top of their bonuses. If your witch has a rank in Stealth, say, then your fox would have a total Stealth bonus of +11 (1 rank, +2 Dex, +8 size). Your fox's Fly skill is +3 (1 rank, +2 Dex) or more depending on ranks.
5. See #3.
6. You memorize 3 cantrips a day, and you can cast them as much as you like that day. You also memorize 3 first level spells a day: two that can be any you can choose (your one spell and your bonus spell), and one that must be a domain spell. You can cast each of these spells once that day.
7. What is the 1d4 in reference to?
8. You can have as many craft and profession skill slots as you spend skill points in.
I once crossed blue dragons with giant wasps. Bluebottle, stinging, electrified desert wasps.
One big thing to remember is that a half-dragon doesn't necessarily have to look all draconic. Perhaps a halfling rogue who keeps a low profile and his wings tucked under his cloak, just to shoot lightning as a surprise.
As for designing bad guys to be good at escaping, it's not that hard. Be in control of the terrain you meet them on (i.e., be outside a lot, and fly around), and make liberal use of the withdraw action.
A gnoll-dragon ranger would have a lot of staying power. A high-stealth bugbear-dragon would be terrifying.
There was also Greyhawk before the Forgotten Realms, with the Baklunish, Suel, Oeridians, Flannae, and Olman. I used a photo of a Papuan for my Flan wizard.
So my character so far looks like this...
Camel with an Accidental Encounter, grew up in the wild.
So it's a zoo (or perhaps circus?) animal who went through some horrible accident and escaped to survive on his own...
+2 melee attacks, +10% S.D.C.
3d6 ⇒ (3, 1, 3) = 7 = $700 worth of scavenged equipment.
What, Ameiko is Asian? But she's got red hair and blue eyes and all. Wait, her name is all Japanese-like, so I must be mistaken. Right, so her hair is actually black and she wears kimonos everywhere...
Because the OP must be right and Asian-types don't look like white people.
Let's go through this...
Education: 1d100 ⇒ 7
I don't have the table, what's this?
Let's do TMNT (but I love After the Bomb, too! I grew up in the San Joaquin Valley, and that's where the base campaign world for Road Hogs took place!
Here's a TMNT base roll set:
I.Q. 3d6 ⇒ (4, 6, 3) = 13
Animal Type: 1d100 ⇒ 88 Zoo
Animal: 1d100 ⇒ 94 Camel! I guess my name is Joe.
Cause of Mutation: 1d100 ⇒ 16 Accidental Encounter...
...and that's all I got for now. But hey, fun to go through!