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Eh, the California Current is a cold water current--that water comes from Alaska, unlike the Caribbean waters of the Gulf Stream off the east coast. It's why wet suits are a thing for Californian surfers. It's also why rain in California is cold and never warm.
But yeah, the set point of temperature is much higher in general.
Freehold DM wrote:
Yes, this isn't really as much the YA state of affairs as the paranormal romance state. But in either case, there's always been a market for cheesy readers for as long as they have existed.
It's still kind of cool to watch the process.
Thank you! This is brilliant!
I'm curious about how they shopped for a publisher. Was that path documented anywhere?
For a career in graphic design and IT, I'd recommend concentrating your job search in the San Francisco Bay Area, Seattle, and NYC. Austin, Texas is a distant fourth, but with a much lower cost of living than the other three.
San Francisco and New York, however, have the highest cost of living in the nation. Expect to live with roommates in those markets. Seattle is more livable, but with a smaller job market.
I highly recommend looking around for companies and professional blogs that do the sort of work you're looking for, and find out where they live. Focus on your job search there. I assure you that wherever you end up, if it's in/around a city with a good graphic design base, will have a good gamer community.
Where in Australia are you from?
Sorry to hear about that, HeHateMe. In my experience, brutal scorched earth PC parties are the worst in every system. It's usually coupled with extreme paranoia, to the point that they're paralyzed with fear if it becomes clear that people will know who they are, even if it's just for crossing the street.
Sometimes I wonder if it's because of bad experiences with prior GMs, or if it's in their nature.
4d6 ⇒ (2, 1, 3, 2) = 8 Str 7
High score 17, total bonus +3. This is a legal character.
I can definitely make a dwarf caster cleric out of this. Heavy armor all the way, otherwise standing back and casting debuffs on the enemy.
Sometimes, competence is all it takes.
In Shadowrun, one of the PCs who greatly valued his anonymity was captured and processed by a corp mage. He hadn't been found doing anything wrong, so he wasn't killed right then, but to ensure the company's security, the corp mage took a blood sample and sent it off to a repository without making eye contact once, ensuring that he wouldn't be ensorcelled to do something different until the sample was gone and it was too late. The PC hated that guy.
Of course, the corp mage's smug grin and 90s-throwback soul patch greatly assisted in making him annoying.
But... Asmodeus, Calistria and Gorum are all universal deities, known across the entire material plane and outer planes (hell, Asmodeus rules Hell where ALL LE souls go, not just ones from a single continent of a single planet). Deities like the Ascended make sense for no one in Garund to know of.
And yet, none of Asmodeus, Calistria, or Gorum are worshipped widely in Tian Xia. All three are much more widely practiced in Avistan (Sargava and the Shackles don't count, because it's outside the campaign area).
Ross Byers wrote:
But that's less than good for a product line that thrives on pre-published adventures in the form of Adventure Paths. Almost by definition, those adventures need to work with a wide range of parties, and swarms are too likely to simply be difficult out of whack with their CR against too many parties.
Also probably why they're so very popular in PFS. An author going, "I know, SWARM! Heh heh, I rule." At least, that's the way it looks from the outside (My dear apology to the authors among us. I've been a module author. It ain't easy and you are to be commended for your effort. Swarms still look like a bad move.)
At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not need to meet the prerequisites of that feat, except the Elemental Fist feat. Starting at 6th level, a master of many styles can choose to instead gain a wildcard style slot. Whenever he enters one or more styles, he can spend his wildcard style slots to gain feats in those styles' feat paths (such as Earth Child Topple) as long as he meets the prerequisites. Each time the master of many styles changes styles, he can also change these wildcard style slots. This ability replaces a monk's standard bonus feats.
So, what happens is that you can pick up the first Style feat as a bonus feat, but the feats later in the chain have to be qualified for normally.
Also, if no one ever charged a Bracing enemy, then why was it ever a tactic?
Because in real life, bracing can be done between the time a charge starts, and when the charge reaches you, because a charging army in formation (or even in a random group rushing your position) can't just stop midway without getting poked and trampled by his own guys.
But, the round structure prevents that.
They seem pointless to me. You choose them for the bonuses, not because it makes sense for your character's history.
For some reason, Golarion is a world of two kinds of people: people who spent much of their childhood wearing armor, and the people they bullied and made jumpy.
Crafting mundane items.
Not only does it involve dividing by 7, but it also means a Cauldron witch at first level with a +15 Craft(Alchemy) can knock out a cure potion in two hours but a vial of acid in two days, on average.
Two-Gun Sam wrote:
I was thinking a single level of Witch and take the Prehensile Beard hex.
I played 2E tons without a magic mart ever. It's even more doable in that system.
The trick is, if the GM throws werewolves at you, the GM needs to know what the outcome is. If the GM says, "You don't have silver/magic, but here are some werewolves," then that GM better know that either the PCs have some way of dealing with it, or that they've got some way to avoid/evade the encounter, otherwise they die.
No encounter just magically appears (even if it's summoned, even in old-school "wandering monster" tables). Every one is staged by the GM, and whether there's magic mart or not, the GM needs to know what the PCs are capable of handling. That, in the end, is what matters, not whether magic mart exists or not.
Except... you just said...
It just promotes frustration when half the party wants the same item and there is only one to be had. It isn't any fun and does nothing for the game besides promote crafting feats on the casters, which then removes choices for doing "other things" which is bad as well.
But when item availability has a chance associated with it, you do run into the situation, by RAW, that the item isn't available for everyone.
So, it sounds like you are complaining that the rules mean that a crap roll of the dice will mean you can't buy the thing you need. That's cool, that's what this thread is for.
Yeah, it's going to happen on occasion. And, as I said,
The point being, a good GM needs to know what the PCs can handle, given that the roll of the dice may or may not limit their equipment, and adjust accordingly.
Honestly, I think we're pretty close in our positions.
Let's say you reached a town, tried to buy your magic item, and that 1 chance in 4 comes up, and it's not available.
Do you accept it and move on, or do you go from town to town, refusing to adventure until you find that item?
And what if the GM throws an encounter at you before you find the item anyway?
It gives crappy GMs justification for ignoring rules that are part of the basic assumptions that the game is written and balanced on, then forcing it down other people's throats in guise of a more "enjoyable" game or some such.
You're absolutely right.
Forcing rules down people's throats is a terrible thing.
Or, you know, impugning the character of people who do things differently, especially when it's not your table.
See, that's only true if a very specific subset of items must be generally available in order to meet the challenges the party will face.
A good GM makes sure that doesn't happen. Admittedly, the game for itself would recommend challenges assuming the party owns specific gear. But this isn't a video game. It's managed by someone who has to see and know and understand the party's capabilities at all times. The GM can adjust the challenges to fit the party.
If there's one prestige class I consider worthwhile in the game, it's Horizon Walker. The Terrain Dominances allow for choosing very powerful and useful class abilities that would otherwise not be available.
A Barb 8/Lame Oracle 1 gets immunity to fatigue, but loses some speed and +1 BAB. A Barb 6/HW 3 keeps the speed, is fatigue immune, and gains exhaustion immunity and fire resistance 10, but forces a delay on DR 1 and a rage power. But there are other possibilities for the Horizon Walker: DR 1/Adamantine, more fire or cold resistance, unslowed medium encumbrance, Dimension Door, Ethereal Jaunt, Tremorsense, Darkvision...
You can still make a brawler that isn't Catfolk. You can see all the different characters possible in the Additional Resources and the Guide to PFS. It's HUGE. There are tons of ideas. I'm sorry you can't play a catfolk, but there are many, many other things you can choose.
Believe me, there's no need to go boon hunting when you're starting out. See what you can do with what's available. Something's bound to speak with you.
If you choose to be dead-set on creating the Catfolk brawler and nothing else, nada... that's your own fault.
Which is why, when I DM, I make sure that maximizing caster levels doesn't result in more power than the PC who chooses not to maximize caster levels.
Yes, it takes fudging, like making sure those higher-level spells don't become the answer to all problems in the specific encounters the PCs face.
Caster levels are only dominant if the campaign allows them to be dominant. (It's just that they'll be dominant if you don't pay attention to things for everyone else).
(Also, considering I just came off a campaign that lasted for 5 years and took the PCs from 2nd level to 8th, don't give me that "What about that 5+ level spell?" They don't exist.)
I'm developing my campaign to be based out of Katapesh, with most of the action in Garund, with occasional jaunts to Qadira and Jalmeray.
To that end, the basic changes are:
1. Common is Osiriani, not Taldane. Kelish and Vudrani matter more than Taldane.
37. Dungeon Nomic: The dungeon space itself is a single room. However, the room transforms into new spaces with treasures, monsters, deathtraps, etc. depending on the actions taken and statements made by the PCs. They have to figure out how the rules of the transformations work to find the room that leads to the exit.
I came up with a whole campaign world based on the Indian Ocean trade routes, with the different people coming from the different corners of the land, with the centerpiece the Ruby Kingdom, a central country on an island in the middle of the ocean--essentially Sri Lanka. The number four featured heavily for various reasons.
First from the northwest were the People of Air, the kobolds, lizardmen, troglodytes, led by the dragons. They had a strong Greco-Roman feel.
Their empires decayed to be replaced by the People of Earth, from the northeast. Gnomes, dwarves, and elves, led by giants, came to the Ruby Kingdom to lead, with a strong East Asian flair.
Their influence waned, to be replaced from the southeast by the People of Water: halflings, orcs, and humans, led by celestials, with a South Asian style. The campaign opens with humans dominating the Ruby Kingdom, the People of Earth found often, and the People of Air in hidden corners.
And then, from the southwest, come the People of Fire. Fiend-led bugbears, hobgoblin, and goblin conquistadors.
Irori had no paladins, until the Champion of Irori prestige class came about.
...I suppose paladins of Erecura are possible. That's sort of a back-door devil-paladin.
Well how can I remain relevant because I'm pretty settled on fighter, I was looking forward to wearing full plate
Well my current stat spread is 18,12,14,10,14,13 we are using automatic bonus progression and I'm making his mental bonus cha so he'll have 16 cha with a trait to get diplomacy my character is the face of the party, so with the backstory I'm having he's got nobility in his blood I'm building a character who is not dumb (that stereotypical barbarian) who is brave and heroic, honestly if I didn't have this character in mind id be playing a barbarian hands down no questions asked.
Okay, so we know the following:
He's human. Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 13. He's using a bastard sword he gets proficiency in for free. He's picking up a Diplomacy trait, and his Charisma will be increasing (What's automatic bonus progression? I haven't heard of that.) He wants to wear full plate.
He's thinking of an unbreakable fighter. We've got a bunch of other ideas floating around.
All right, ladies and gentlemen, let's see your builds. You can't change race or ability scores. You have to use a bastard sword. You have to wear full plate. But the class remains open.
All that stuff I said before about no rage and no spells? Gone. But spending the first few rounds buffing will be a strike against your build.
Show us all how your build idea rocks.
gustavo iglesias wrote:
Well, we already know his stat array. He's got a 13 Charisma, and he can pick up Diplomacy as a class skill with a trait. So no matter what his class is, that's how that score will go. I don't think any of the martial classes give a bonus for Diplomacy, so it's not a class issue. (other than potentially saving a trait)
Chess Pwn wrote:
Level 7 is WAY too late. So many campaigns end before that ever happens. But the whole "activate on sneak attack" takes away some of that problem, though, and is available from level 1.
I like this.
So, let's compare an Unbreakable Fighter level-by-level with a Slayer. How are they similar? How are they different? In both cases, they get EWP: BS for free.
OP, do you have any extra guidelines as to how your campaign's like? What levels are we focusing on? What do you find to be your greatest challenges/difficulties? What are the wealth levels like?
Chess Pwn wrote:
Barbarian/Bloodrager who never rages? I don't want to manage rage. Nope, that fails.
Slayer still works. It's an action, though. Can't I just go straight to the fighting?
So we end up with a fast fighter with a couple more hit points and worse armor, or a fighter who trades his feats for sneak attack. Doesn't sound like a winning combo to me.
What's your recommendations for a martial combatant who can:Get that damage bonus as early as level 1;
Never has to buff himself (he's already buffed);
Get tougher and tougher by level WITHOUT relying on anything magical to get it;
Can survive the situation no matter whether he saves or not;
and do big damage to the enemy while not worrying about out-of-combat usefulness (which can be mostly managed by statless roleplay anyway)?
So few people are actually answering the question, "How can I do the best with what I want to do?"
(I know all the arguments for using other classes, and I'm cool with using them, but sometimes, they really aren't appropriate for the play goals of the player. I'm just trying to help keep the conversation steered for the OP's question. And we still don't know whether we can trust WBL in the OP's campaign. That's between him and his GM.)