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Jabborwacky's page

Pathfinder Society Member. 100 posts (104 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 2 aliases.


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Given their promiscuity and long life spans, I'd imagine that they should be far more numerous than they are presented in the setting, easily rivaling the human populace in sheer numbers. Perhaps they suffered from a plague of some kind?


The Elder Scrolls has kajit, and Pathfinder has catfolk. Now all we need is a pathfinder equivalent to skooma and the catfolk can build their own cartel! Only that is a terrible idea because then they will attract the ire of hundreds of adventurers who will ransack their holdings for loot.


sunshadow21 wrote:
I liked the idea of the Spellplague, but in the end, it was implemented so poorly that it came off as being a bit too random and arbitrary in the actual effect it had on the world and the people who lived there. I understand why they didn't deep six places like Waterdeep and other places that they had a lot of background material, but the sheer amount of cherry picking they did when deciding what to keep and what to destroy just ended up not making sense at all. Some areas had entire continents dropped on them while others, including many that logically would have been the most effected by a disruption of magic on this scale, remained virtually untouched. That randomness, coupled with extremely poor explanations of how such a destructive and chaotic force could be so selective, along with basically no real support it for the first few years of 4E was a big reason that 4E failed to gather the level of support that its predecessors had been able to get; having no setting to ground the rules in really did hurt them. Whatever they do with FR, or any other setting, in 5E, I hope they learned from their mistakes from 4E, or it's going to get very, very ugly.

I agree as well, and it isn't just the setting either. For each thing I like about 4th edition, there is something that off-sets my enjoyment, like how every class must have a cheesy one-liner.


The only thing that can fix the Forgotten Realms at this point is to use the Fountain of Youth on the Elminster, have him travel back in time, and stop the Spellplague from ever happening. Oh, and he teams up with Drizzt Do'Urden and Erevis Cale along the way. Spoilers! :)


1 person marked this as a favorite.

The more I read of 5e, the more I'm starting to think that Pathfinder will need to go through an edition change of its own. While Pathfinder does address many of the issues of 3.5, it is a compromise between a new edition and backwards compatibility. As a result, some of the solutions are more stop-gap than ideal. Take 4e skills vs Pathfinder skills. I'm making a guess that the designers probably wanted to do at least as much consolidation as 4e (or some similarly sizable change to skills), but had to settle with less in order to maintain backwards compatibility. If 5e does end the edition wars, my guess is it won't be to Pathfinder's benefit. To be honest though, Pathfinder has a strong narrative, and I want to see it continue to succeed. It's a very strong IP, and could stand on its own even if a new edition of Pathfinder came out. I actually don't use any of my old 3.5 products anymore and only use Pathfinder.


1 person marked this as a favorite.

The lawful deities demand that it be done in a very systematic process. "First the subjects in question must take off their clothes, neatly fold them, and put them into a pile organized by color. Then they must position themselves so that their formation is symmetric, except that some asymmetric positions are perfectly acceptable. Please consult your deity's manual on the subject to know what positions are acceptable and which are a big no-no."


Even without the third party support, there is a lot of interesting stuff for Pathfinder. They have a strong lineup of support products and adventures for Pathfinder lovers. D&D seems a bit overpriced for what we get by comparison. Of course, Pathfinder inherited much of its existing rule set, so they didn't need to take as much time developing the game.


I've liked everything that I've been reading about 5th edition, and the play test looked hopeful.


If possible, I'd like my Adventure Path Subscription Canceled.


Ratpick wrote:
Jabborwacky wrote:
Ratpick wrote:
In general, I just see that 1d4+1 damage once per day isn't anything to write home about, when could just use one of my damage-dealing cantrips or fire a crossbow.
That's what I mean by the progress they made in 4th edition (at least where spellcasting is concerned). WoTC did a good job of handling the damage dealing portion of spells. All they really need to do is extend that to non-combat oriented spells and they could get all the flexible spell selection of the vacian magic system with better balance.

Looking at the spells in the playtest document suggests, at least to me, that they've found the sweet spot. I actually want to pick Charm Person for my Wizard now simply because the spell, while still flexible, now actually has actual codified effects (okay, there's not much of it, but enough to adjudicate the use of the spell) and is no longer reliant on DM fiat.

It's a perfect combination of balance and utility, and while it no longer allows you to directly bypass social encounters, it makes it much easier to talk your way out of them.

That is fantastic to hear. I haven't downloaded the play test yet (scared about getting even more things in my e-mail), but I might just get myself to download it tomorrow.


Ratpick wrote:
In general, I just see that 1d4+1 damage once per day isn't anything to write home about, when could just use one of my damage-dealing cantrips or fire a crossbow.

That's what I mean by the progress they made in 4th edition (at least where spellcasting is concerned). WoTC did a good job of handling the damage dealing portion of spells. All they really need to do is extend that to non-combat oriented spells and they could get all the flexible spell selection of the vacian magic system with better balance and playability.


While I didn't like how the powers system worked for other classes in 4th, I thought that the way it divided the spells of spellcasters into at-will, per encounter, and per day abilities was a very good way of handling things. That way, flavorful spells that do not provide that great of a benefit can be relegated to at-will powers, while those of moderate damaging ability could be per encounter, and finally the most powerful spells in the game can only be used 1/day. If they go all the way back to what is essentially another 3.5 edition, they will be losing out on the several handfuls of good things they invented during 4th edition's short existence.


I'm withdrawing my (currently empty) application. All my time is getting used up on learning mapTools so I can actually GM Jade Regent for a home group.


I have definite interest. I have no idea what I'm playing yet, but I generally tilt toward highly skilled characters with social skills. My guess is I'll be one of the following: bard, rogue, witch, or wizard. As for the witch and wizard, I'd show more favor to utility spells than offensive magic. I'll figure out exactly what kind of character I'll be posting tonight, since I don't have a lot of time to think at the moment.

Edit: Just came to me a second ago. A pyromaniacal goblin alchemist. Not sure about the name yet, but something with "boom" in it. :)


Thanks for the help, Mort!


I have been reworking a tiefling rogue after I didn't make it into the tiefling S&S game.

Character name: Iuni Seastrider
Race: Tiefling (base tiefling with no modifications)
Class: Rogue (default rogue class)
Iuni was an orphan on the streets of Port Peril who was taken in by a local band of thieves calling themselves "The Family" that pays the bills by hijacking ships docked at the port.

I'll be finishing up the character sheet on my profile tomorrow.


I was wondering if anyone who has played the first adventure in the campaign could answer a question of mine. I am in the middle of redesigning my tiefling character into a rogue, and I wanted one of my two traits to grant a bonus on swim checks. My question is, which is better for Skull and Shackles? A +1 damage bonus on daggers (which I will be using a lot of) or a one point reduction on attack penalties underwater?


At the rate I'm coming up with different tengu pirates, I'll probably soon have enough to man an entire ship.

Zeneku Knifefeather - Male Tengu Rogue (Has a tendency to hide small knives in his plumage. They are all sheathed, so there is little risk of getting accidentally cut).
Hakir Foulwind - Male Tengu Oracle of Gozreh (Called Foulwind mainly due to an accident involving a bottle of perfume leaking into his plumage at one point. He's actually quite a nice guy!).
Quok Eye-Plucker - Male Tengu Tatori Monk (This guy is not so nice. Dislikes jokes involving the word "plucky").


Congratulations to all those who got in! May much loot and plunder await thee! Aaaarrrrgh!


There is also a funky looking aquatic div that makes a hydrodaemon look dignified. I think it was called a ghawwas. Does anyone else think the ghawwas' horns look kind of like pickles?


Macharius wrote:
DM - Voice of the Voiceless wrote:
Macharius - it is an even distribution of class, but there is much love for the Demon and Daemon spawn - and none for the Asura / Demodand / Div / Qlippoth-spawns
Speaking purely for myself, the -2 Int that all four of those heritages would've meant taking put them right out... I love me some skill points! That said, if I'd chosen to go with a Barbarian for my class I could definitely see myself going Demodand.

That is exactly the same reason I didn't select them. The adventure seems more demanding on skills due to the need for auxiliary skills to operate the ship. That and I just have a love of skill points!


Lloyd Jackson wrote:
@Jabborwacky VoV said no varient tiefling abilities. I know, that swim speed would be so perfect, especially with Water Lung.

Thanks for heads up. Getting it fixed.

Character Edit:

Class and Tiefling Variant:

Race: Default Tiefling
Class: Hedge Witch (variant Witch from Ultimate Magic)
Alignment: Chaotic Neutral

Skills, Traits, and Feats:

Traits: Poverty-Stricken and Touched by the Sea.
Trained Skills: Craft (Alchemy) +8, Heal +7, Knowledge (Arcana) +8, Profession (Cook) +5, Spellcraft +8, Survival +8, Swim +5
Other Skills of Note: Bluff +3, Diplomacy +4 (thrush familiar), Stealth +3

Iuni's mother is currently puppeteering Pische in order to teach her about plants, animals, and nature related topics. Iuni doesn't actually know its her mother and just thinks Pische is an unusually smart familiar.
Feat: Self-Sufficient

Everything else should still be the same, including tiefling origin.


Jabborwacky wrote:

I'm submitting it the right way this time. :)

Character Name: Iuni Seastrider

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

Character Sheet Edit: Iuni's tiefling heritage comes from a mixture of hydrodaemon and evil aquatic fey. Somewhere around where the Eye of Abednego is now, a cult to the mother of monsters had been trying to create new abominations in her honor. Iuni's mother is the great grand child of one of the more human creatures to come out of the cult's experimentation. The formation of the Eye of Abednego completely destroyed the cult and their base. Any creatures that weren't killed by the storm disappeared into the briny depths, never to be seen again. Iuni does feel a strange calling coming from the Eye. However, her mother has repeatedly told her to do what she does - ignore it.


I'm submitting it the right way this time. :)

Character Name: Iuni Seastrider

Stat Breakdown:
Str: 10 Dex: 13 Con: 12 Int: 18 Wis: 12 Cha: 12

Class and Tiefling Variant:

Female Tiefling: Hedge Witch with Healing Patron
Alternate Racial: Swim Speed 30 feet and can hold breath for 3 rounds longer than normal. Replaces 1/day darkness spell-like ability.

Skills, Feats and traits summary:

Traits: Poverty-Stricken and Touched by the Sea.
Trained Skills: Craft (Alchemy) +8, Heal +7, Knowledge (Arcana) +8, Knowledge (Nature) +8, Profession (Cook) +5, Spellcraft +8, Survival +8
Other Skills of Note: Bluff +3, Diplomacy +4 (thrush familiar), Stealth +3
Feat: Self-Sufficient

Basic backstory / personality:

Background: Iuni is the single child of a tiefling witch of Chelaxian descent named Nisha and a Keleshite sailor named Aakif who settled down in the outskirts of Port Peril. Aakif used to work as a sailor on a merchant vessel where he met Nisha as a stow away aboard the same ship. Instead of reporting the stow away to the ship's captain, Aakif took pity on Nisha - an action that cost Aakif his position on the ship. He was dropped unceremoniously at Port Peril along with Nisha, where they have lived ever since. The two came to depend on one another and quickly fell in love, giving birth to Iuni. Aakif took up a job as a dock hand in order to help support the family, but the job paid little, while at the same time Nisha's presence made the townsfolk weary of the couple. Despite these hardships, they managed to scrounge enough to get by. When Iuni came of age, she managed to change her family's fortune by using her healing powers to the townsfolks' benefit. As the townsfolk warmed up to Iuni, they became less weary of her family as well. Aakif was finally promoted to a higher position at the dock (an inspector) and Nisha found the townsfolk eager to buy her potions and medicine.
Aakif taught his daughter about the rules one should follow on a ship, and Iuni was taught witchcraft from her mother, who also helped select a familiar for her daughter. However, Nisha has neglected to tell Iuni one very important detail - that Pische also serves as a device for Nisha to watch over her daughter. While she has no doubt that her daughter can handle herself, it is entirely possible that a particularly ungentlemanly individual might find himself with a sudden case of (nonlethal) bad luck. Slipping on a bar of soap, failing to hold down his grog, or a overly taught rope snapping and whipping him in the rear, for instance. As for the creepy mummified hand that Iuni has stored among her possessions, that is her father's doing. "If ye be in a position where some fella tries to take her stuff, tell 'em it all be cursed by this here hand of an ol' Varisian seer, and that the thief will meet a horrible end at sea if yer stuff not be returned." At least that is what Iuni remembers. Her father is a much better liar than she is, after all. Especially when he's had a bit too much to drink.

Personality: Iuni tends to be very positive and likeable, for a tiefling. She cares about friends and family, and will go to lengths to protect the bonds that she forms with others. She has a disdain for authority built into her blood and supported by her experiences at Port Peril. Iuni has a habit of humming and mock dancing when she thinks no one is watching (and she'd be quite embarrassed if someone found out about her habit). Iuni dislikes violence and prefers unconventional solutions to problems. Her dislike of violence primarily springs from a sense of self preservation rather than any moral compunctions against it - Iuni is well aware of the fact she is far less physically capable than many opponents she might face. As a result, she will only engage in combat if pressed into doing so and will look for ways to outwit her opponents rather than engaging them directly. At the same time, her squeamishness against injury makes her easy to intimidate into submission with threats of physical violence. It should be noted that Iuni dislikes being bullied in such a way and any kind of respect she may show to her tormentor disappears if the opportunity to rid herself of the problem becomes available. Given her background she likes being treated on the basis of her character rather than her appearance. Iuni is nothing but determined to befriend those who treat her with even a modicum of respect, even if she risks being boorish at times. She makes a special exception for other tieflings when it comes to her bullying rule, as she has a personal understanding of why so many tieflings act the way they do.

Details on why your character would take to a life as a buccaneer:

Throughout her childhood, her father entertained her with stories of his travels across the ocean, which have made her eager to travel on a ship at some point. The ocean is also far less frightening to her due to the very nature of the blood flowing through her veins. While she would rather bargain with others than steal from them, she doesn't have any issue with relieving the wealthy of their excess.

Details on outsider heritage that tainted you as a tiefling and the way it manifests physically.:

Appearance: Iuni is 5'5" with the frame and delicate features of a half-elf. Her unnaturally smooth and hairless skin has the light pigment of her mother's Chelaxian heritage. In addition to its appearance, her skin feels more like that of a dolphin's than a human's. Her wide eyes, which have the slit appearance of a reptile's, share the same golden hue as her father's. Iuni keeps her dark hair short and slicked back to prevent it from getting in her eyes. Two vestigial horns grow from her forehead, and her ears are pointed. Iuni also has webbed toes and a fiendish tail. Her hands have some vestigial webbing to them, but not enough to impair manual dexterity. Iuni weighs 139 pounds.

Favorite Pirate / Privateer / Naval Character from real life or fiction:

Jack Sparrow.


Update to Iuni's character Sheet:

Personality:

Spoiler:
Iuni tends to be very positive and likeable, for a tiefling. She cares about friends and family, and will go to lengths to protect the bonds that she forms with others. She has a disdain for authority built into her blood and supported by her experiences at Port Peril. Iuni has a habit of humming and mock dancing when she thinks no one is watching (and she'd be quite embarrassed if someone found out about her habit). Iuni dislikes violence and prefers unconventional solutions to problems. Her dislike of violence primarily springs from a sense of self preservation rather than any moral compunctions against it - Iuni is well aware of the fact she is far less physically capable than many opponents she might face. As a result, she will only engage in combat if pressed into doing so and will look for ways to outwit her opponents rather than engaging them directly. At the same time, her squeamishness against injury makes her easy to intimidate into submission with threats of physical violence. It should be noted that Iuni dislikes being bullied in such a way and any kind of respect she may show to her tormentor disappears if the opportunity to rid herself of the problem becomes available. Given her background she likes being treated on the basis of her character rather than her appearance. Iuni is nothing but determined to befriend those who treat her with even a modicum of respect, even if she risks being boorish at times. She makes a special exception for other tieflings when it comes to her bullying rule, as she has a personal understanding of why so many tieflings act the way they do.

Also, Iuni's mother, Nisha, is the very definition of a tiefling tiger mom. Her choice to use Pische as a scrying device to watch her daughter is mainly for her entertainment and less out of concern for Iuni. She doesn't interfere in combat or most activities, even if they would result in Iuni's death. In game terms, she is more an excuse for the rare odd ball occurrence happening to individuals who act like uncivilized brutes around her daughter. For instance, a character making lewd comments about Iuni's undergarments might find that sometime later his belt might come undone while working, causing himself to get exposed (while a bunch of people are looking). If you don't want that in your game, no sweat. I'll just remove that part about Nisha from Iuni's character background.


Woops, the hold breath thing on my tiefling, Iuni's, racials should read "can hold breath 3 rounds longer than normal" not "3x constitution score."
And for clarification, Pische is the name of her thrush familiar. I sort of ripped the paragraphs right out of the character sheet I was building, so that slipped through.


Jabborwacky wrote:

Stat breakdown ** spoiler omitted **

Class and Tiefling Variant – ** spoiler omitted **
Skills, Feats and traits summary ** spoiler omitted **
Basic backstory / personality ** spoiler omitted **...

Just to clarify, this was my first time using spoiler tags, which is why the formatting is off. I also ended up putting down the wrong information at first, but I was able to put the correct information in the right places before the forum locked me out of editing the post. I apologize for the lack of spacing between paragraphs, since I got locked out before I could edit it any further. Iuni's tiefling heritage is a mix of something demonic with evil aquatic fey.


Stat breakdown

Spoiler:
Str: 10 Dex: 13 Con: 12 Int: 18 Wis: 12 Cha: 12

Class and Tiefling Variant –
Spoiler:
A (regular) tiefling hedge witch. Replaced the darkness spell-like ability for 30 foot swim speed and improved ability to hold breath under water.

Skills, Feats and traits summary
Spoiler:
Traits: Poverty-Stricken and Touched by the Sea.
Trained Skills: Craft (Alchemy) +8, Heal +7, Knowledge (Arcana) +8, Knowledge (Nature) +8, Profession (Cook) +5, Spellcraft +8, Survival +8
Other Skills of Note: Bluff +3, Diplomacy +4 (thrush familiar), Sense Motive +1, Spot +1, Stealth +3, Swim +1 (but a natural swimmer).
Feat: Self-Sufficient

Basic backstory / personality
Spoiler:
Iuni is the single child of a tiefling witch of Chelaxian descent named Nisha and a Keleshite sailor named Aakif who settled down in the outskirts of Port Peril. Aakif used to work as a sailor on a merchant vessel where he met Nisha as a stow away aboard the same ship. Instead of reporting the stow away to the ship's captain, Aakif took pity on Nisha - an action that cost Aakif his position on the ship. He was dropped unceremoniously at Port Peril along with Nisha, where they have lived ever since. The two came to depend on one another and quickly fell in love, giving birth to Iuni. Aakif took up a job as a dock hand in order to help support the family, but the job paid little, while at the same time Nisha's presence made the townsfolk weary of the couple. Despite these hardships, they managed to scrounge enough to get by. When Iuni came of age, she managed to change her family's fortune by using her healing powers to the townsfolks' benefit. As the townsfolk warmed up to Iuni, they became less weary of her family as well. Aakif was finally promoted to a higher position at the dock (an inspector) and Nisha found the townsfolk eager to buy her potions and medicine.
Aakif taught his daughter about the rules one should follow on a ship, and Iuni was taught witchcraft from her mother, who also helped select a familiar for her daughter. However, Nisha has neglected to tell Iuni one very important detail - that Pische also serves as a device for Nisha to watch over her daughter. While she has no doubt that her daughter can handle herself, it is entirely possible that a particularly ungentlemanly individual might find himself with a sudden case of (nonlethal) bad luck. Slipping on a bar of soap, failing to hold down his grog, or a overly taught rope snapping and whipping him in the rear, for instance. As for the creepy mummified hand that Iuni has stored among her possessions, that is her father's doing. "If ye be in a position where some fella tries to take her stuff, tell 'em it all be cursed by this here hand of an ol' Varisian seer, and that the thief will meet a horrible end at sea if yer stuff not be returned." At least that is what Iuni remembers. Her father is a much better liar than she is, after all. Especially when he's had a bit too much to drink.
Personality: Iuni tends to be very positive and likeable, for a tiefling. She cares about friends and family, and will go to lengths to protect the bonds that she forms with others. She has a disdain for authority built into her blood and supported by her experiences as port. Iuni has a habit of humming and mock dancing when she thinks no one is watching (and she'd be quite embarrassed if someone found out about her habit).

Details on why your character would take to a life as a buccaneer
Spoiler:
Throughout her childhood, her father entertained her with stories of his travels across the ocean, which have made her eager to travel on a ship at some point. The ocean is also far less frightening to her due to the very nature of the blood flowing through her veins. While she would rather bargain with others than steal from them, she doesn't have any issue with relieving the wealthy of their excess.

Details on outsider heritage that tainted you as a tiefling and the way it manifests physically.
Spoiler:
Appearance: Iuni is 5'5" with the frame and delicate features of a half-elf. Her unnaturally smooth and hairless skin has the light pigment of her mother's Chelaxian heritage. Her wide eyes, which have the slit appearance of a reptile's, share the same golden hue as her father's. Iuni keeps her dark hair short and slicked back to prevent it from getting in her eyes. Two vestigial horns grow from her forehead, and her ears are pointed. Iuni also has webbed toes (but not fingers) and a fiendish tail. Iuni weighs 139 pounds.

Favorite Pirate / Privateer / Naval Character from real life or fiction
Spoiler:
Jack Sparrow.


If I were to choose what the next preview would be, I'd probably say catfolk. I'd vote changeling, but the adventure path for Carrion Crown already details them reasonably well. Catfolk do not get nearly as much detail, being a Bestiary 3 race.


On second thought, marking for interest. Character probably won't be up tonight.


I've been working on a tiefling hedge witch with a bloodline involving a mix of demons, evil aquatic fey, and night hags. I'll have most of the character's information up by tonight.


Trinite wrote:
Oh, yes. I am going to buy this product.

Same here! Pawns are the perfect compromise between paper minis and miniatures. They're more affordable than plastic miniatures and they have greater staying power than paper minis! I'm still not sure how they'll manage gargantuan or colossal pawns, though, but they might eventually have a box for those as well (probably won't need more than one of each gargantuan or huge creature anyway, given how rare they are to encounter).


I don't really see the nation mentioned as atheistic. Call the entities that grant special powers to their worshipers what they will, ultimately they know that these powerful magical beings exist. Instead, they are anti-theistic, in that they actively oppose said magical entities.

As for Dawkins, I've actually read "The God Delusion" and have to say that he has very good points to share. The issue with discussing atheism, agnosticism, or non-religious views in general is that while many people would be happy to discuss differences in beliefs and the reasons for them, there is a cultural trend to shut down the discussion before it begins. Especially in the United States. While attending college back in the fall, I was briefly part of the atheist and agnostic freethinkers group there, and every time they did a group activity to increase awareness of secular worldviews (and in a non-offensive way, I might add) every church group in the area would show up around campus to proselytize at the exact same time. They would place themselves strategically as to block off people from reaching the stand and use up the time of passers by so that they wouldn't have any time to talk to us. There would be a hundred and one different religious fliers taking up every possible space on every wall they could, as if to completely block the atheists and agnostics from putting anything up. The activity was most certainly deliberate - when we weren't trying to raise awareness, their ads would disappear without a trace, replaced by the usual club activities, scholarships, and other information one would expect on a college campus.

So while I agree that the title of his book is offensive, I kind of have to say there is a very good reason for why he chose that title over something else. If it had been nice, it probably wouldn't have been able to push through the silent offensive of theists that wanted to keep people from being aware of his book.


This is making me want to play in a S&S game. If only I could find one.


The problem isn't that they fail to make sci-fi flicks. It's that the sci-fi flicks fail to be intellectually stimulating. The best sci-fi films/series looked to current discoveries in science at the time and asked "what if?" The current stuff has been so dumbed down that almost everyone can find at least one glaring plot hole in the premise of the film/series. Not to mention the acting. Good god, the acting.


Is it possible to use the bluff skill to disguise spellcasting as something else entirely, like a rhyme (for vocal components) or playing with a cat's cradle (for somatic component)? If it is possible, would there be any penalties or bonuses associated with the check?


Tyrantherus wrote:
A plane has "Timeless with respect to magic", I cast Time Stop. What exactly has happened? o_O;

You've made thousands of proteans very happy and also very confused. They're happy because they are confused and also confused because they are happy. Congratulations! :D


sozin wrote:

It is possible. Here's the short, short story:

1) Export the images from the pdf using your image export tool of choice (many ways to do this; see this to get started
2) Go onto maptools, add the folder where you extracted the images in step 1 above as a library resource
3) create a map
4) ...
5) profit!

Thank you very much. I was thinking of doing an online game and MapTool came up quite frequently. I'll check out the link for the image editor.


Is there anyone out there that is using MapTool to play S&S with an online group? How easy is it to transfer to PDF maps into MapTool, or is that not possible?


Abraham spalding wrote:
Ashiel wrote:
Cannibis is not addicting.
I know plenty of past addicts that disagree with you. That's the problem with anecdotal evidence -- it's anecdotal. If you were to say for some people cannibis isn't addictive then you would be right, but as an universal statement about the qualities of cannibis you are not.

I think what he meant to say is that it is not as addictive as alcohol, and especially not as addictive as tobacco. At least that is what I recall from looking at studies of it a few years back.


Nakteo wrote:
Should I do anything with the number of NPC's on the Wormwood or Man's Promise (pre- and post-capture) since it seems that they might just flat outnumber the enemy pirates in the final encounter and have a severe edge in numbers alone in the taking of the Man's Promise.

In similar threads involving 6 people, I think they said it would be a good idea to add more underlings per encounter (one more for each PC or something like that).


Ashiel wrote:
Personally, I think the game is less complete without such materials. We got horrible poisons and diseases and such, but not so much as a hallucinogenic plant in sight; which is odd given the shamans and stuff that you seem to bump into during games. Where's the picking the rare jungle leaves, boiling them, drinking the tea, and then going into a coma slash spirit journey? :P

That's exactly why I was asking. I wanted to make an alchemist for the Skull and Shackles adventure that was a mix between the normal alchemist and a medicine man. I figured that if the character felt that the crew had "pent up aggression" he'd try to help them deal with their inner turmoil by baking some peyote into the next meal plan. Of course that might just result in the captain believing the ship is being attacked by a kraken with the head of his mother complaining about why he didn't inherit the family business, but it might help!


I once played a monk that took down an ankheg single-handedly at level 4. The process took a tree, lots of sling bullets, and a flying kick to what I presume is the ankheg's face. I then proceeded to drag its corpse into town and sell it for money. I was a very poor monk at the time and I figured ankheg chitin was worth something.


The NPC wrote:
Barong wrote:
Deadmanwalking wrote:

Torag is the god of smithing, metal, siegecraft, defensive strategy in warfare, and all things Dwarven. He cares about family and honor, but unlike Erastil, doesn't have either chauvinism or a hypocrisy thing going on (he actually has a whole family/pantheon of his own). His worshippers are very industrious (among other things), and he is LG.

There are also the Empyreal Lords, but basically all we know about them is their Alignments, names, domains, and weapons.

But don't the dwarven gods only accept dwarf worshippers, like the elven gods?

I wish we knew more about the Empyreal Lords.

Torag and Calistria are the exceptions.

I've always been curious as to how the elven pantheon would deal with a person who was permanently transformed from another race into an elf as to whether or not they would accept him/her as a worshiper.


blahpers wrote:

Just use the in-game drugs. There are reasonable analogues.

Flayleaf is a good stand-in for a pseudocannabis, though the effects aren't identical. There's at least one module where people eat it as salad or burn it as incense for its soporific effect. (That's vague enough to avoid a spoiler tag, right?)

demiurge wrote:
It's been made fairly explicit that flayleaf is the Golarion-specific stand-in for cannabis.

Thanks for pointing out flayleaf. While the substance is definitely not cannabis, the search did turn up a page on the pathfinder wiki going over recreational drugs in Golarion. Unfortunately, it mostly talks about the kind of drugs that my character would avoid, and none of them are equivalent to either of the above. So home-brewed hallucinogenic jungle fruit, it is.


I've been trying to find game stats for cannabis and peyote, but I have been unable to find anything. I looked in the drugs section of Book of Vile Darkness, but cannabis and peyote aren't represented by the substances in the book (they just aren't those types of drugs). Anyone know of a d20 resource that has stats for cannabis and/or peyote?

On a side note, what should a bong cost?


I'm getting that one the second it comes out. Catfolk stand out as the race I'm most interested in learning more about, though.


Jabborwacky wrote:
Tierce, I'm cocking my eyebrow at the screen when I read that the rogue tried to pull on the captain's beard. Is this a younger player? I have to ask what motivated the rogue to do that. What does his swashbuckler have to gain from pulling on the captain's beard? Sounds like some metagame funny business is going on there. I probably wouldn't let that player get off the hook, since it sounds like he is testing the limits of the environment his character is in. He might just keep subconsciously or consciously doing that until his character is dead.

About my previous comment: If your group is having fun, that is what counts.


Tierce, I'm cocking my eyebrow at the screen when I read that the rogue tried to pull on the captain's beard. Is this a younger player? I have to ask what motivated the rogue to do that. What does his swashbuckler have to gain from pulling on the captain's beard? Sounds like some metagame funny business is going on there. I probably wouldn't let that player get off the hook, since it sounds like he is testing the limits of the environment his character is in. He might just keep subconsciously or consciously doing that until his character is dead.


The answer is simple: If they choose a bloodline that is related to their heritage, they get the bonus. If not, they do not get the bonus. I'd also be happy to let a beastbrood tiefling use a slightly modified serpentine bloodline (familiar would be a cat instead of a snake, for instance) or devil bloodline as long as all references to serpents or devils are replaced with rakshasa equivalent language.

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