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Jessica Price wrote:
HEY! You should shame WES, not me! I'm ready to start the Penny Dreadful train back up at ANY MOMENT!!!
If the drow were extinct, then the game would lose one of its most interesting and iconic villains. Therefore, they are not extinct.
If you want an in-game reason... it's because as good as they are at being destructive and dastardly, they're even better at surviving and flourishing in the face of indomitable odds.
James, since the topic of NPC / PC creation has come up, how do you come up with names for your characters? I can conceive of, stat up, and write histories and personalities for a dozen characters in less time than it takes me to find a single name that I actually like for a character; especially if I'm trying to come up with one that's culturally appropriate for the character.
All sorts of ways. Sometimes I use random name generators on the internet. Other times I take a word and spell it backwards and then shuffle a few words around. And other times I just make up the name whole-cloth, based on a lifetime spent reading fantasy books and RPGs. And sometimes, if I need a name that evokes a specific ethnicity, I'll look at real world names and then either use obscure ones or respell them a little different to make them look a little more exotic.
And often what I'll do is not just make up one name, but several dozen and write them all down in my notebook with little boxes to check off once I've used them. That way, when I'm working on an adventure, I don't have to stop when it comes time to name someone and agonize for hours or days. I'll just look through the list and pick the one that sounds good.
All that said, naming NPCs is one of the hardest parts, if not THE hardest part of creating an NPC. At least, for me. You want the name to be perfect, after all, but not one that if someone says it out loud they'll accidentally pronounce it to be something dumb or silly.
Finally, there are entire BOOKS of names out there as well. They're a great resource to have handy.
Matthew Morris wrote:
And especially not in the Vigilante's case, since as far as I know, that illustration's still in progress and does not yet exist. The art we used for the vigilante in the blog post (assuming that's the one you're talking about) is pick up art from somewhere... not sure where. We do have a lot of art.
The whole POINT of Hell's Vengeance is to play evil characters. You COULD play it with neutral, or even good characters, just as I suppose you COULD play Kingmaker with characters who don't want to rule a kingdom, Runelords with agents of Thassilon eager to let Karzoug rule, Skull & Shackles with paladins intent on eradicating piracy, or Iron Gods without using technology... but it's gonna require a LOT of work on the GM's behalf to rebuild and fix.
Archpaladin Zousha wrote:
Why does it feel like anytime I try to make a PC that I like it feels shoehorned when I put it into Golarion?
Perhaps because you're trying to do too much with the PC, or trying too hard to build off of ideas from other sources? It sounds like being in continuity, with WHATEVER setting or inspiration, is pretty important to you, so you might do better at creating Goalrion PCs in starting with Golarion content for inspiration rather than real-world history or other fantasy novels or the like?
Or barring that... come to peace with those feelings of shoehorning?
Concerning the White Witches, Elvanna has ruled for a century and her older sister ruled before her, but she seems to be a more or less normal adult human. She is not listed as a Mythic character, and there seems to be no class abilities witches (unlike alchemists, monks, sorcerers, oracles and wizards) can take to become able not to die from old age. In case the question would come up on how these witches can live so long (and then also who else may also be using similar methods), how would you prefer to answer it?
I'd check out Reign of Winter for the answer. (I didn't develop that AP, but I assume that as part of it, Rob explains how the witches manage to stay alive for that long... Rob is off camping somewhere where it's supposedly 108 degrees today, so I can't just ask him...
...but if it were up to me, I'd explain it via the sun orchid elixir).
Chances are slim. As with the summon monster spells, adding more and more spells to Permanency starts to make that spell too powerful... at least, that's my understanding of why we haven't expanded the list officially yet. I suspect "we forgot about it" is also a reason. Sounds to me like a perfect thing to add to a Player's Companion, although I'm pretty sure none of the ones we've got in the works would make much sense for that kind of content.
But in the end... it very VERY much falls to GMs to expand the list. The fact that some GMs don't isn't as much a fault of the rules as it is of the individual GM, alas... I really REALLY wish the game (meaning 3rd edition on) hadn't undermined GM authority to rule in his/her game as much as it did, but I suppose that's an unavoidable side effect of building a robust rules system that attempts to answer all the questions.
James what is a good, effective, way to populate a setting to make it seem more real?
By not letting "real" get in the way of "fun" for starters.
But otherwise, by not rushing things. Start small and build from there. Begin with a small town and put a lot of work into its inhabitants. It helps if you can draw upon memories of your own time growing up; use your childhood as an inspiration.
1) The Dunwich Horror is probably the most accessible entry point.2) At the Mountains of Madness
3) The bulk of what we've done with Kadath and Leng and its denizens was created by us, but inspired not only by Lovecraft, but by Chaosium's Call of Cthulhu RPG, which has done an INCREDIBLE amount of work further expanding on the topic... as have countless other writers over the past 100 years.
4) ALL OF THEM! WHY CHOOSE?
5) Zura's name was inspired by the word "Xura," but beyond that there's not much more linkage.
Gars DarkLover wrote:
It does. Assumign the question is:
"Do some oracle curses deprive monsters of their abilities?"
The answer is yes. You can build unusual monsters in this way that help to soften thier strengths; that's the reason why I gave the harpy in that adventure that new curse—to make her less dangerous to a lower level party while simultaneously giving her some more interesting and unique flavor than just a harpy. In this case, giving a harpy any class levels makes her too tough for the adventure, but the fact that her oracle class actually removes her most powerful harpy ability makes it a bit more doable, and allowed me to have a unique harpy in the adventure without setting up a TPK situation.
Thanks for the heads up. I bought the Pip Boy edition more or less the day it was announced though, so I was part of the reason why it sold out.
I quite like collector edition stuff, actually, for 2 reasons.
1) I enjoy collecting things that are neat.
2) I enjoy giving more money than normal to companies who deserve it. In a way, I like to think of buying a collector's edition of a game as leaving a tip to the creators, I guess... even though I'm pretty sure that there's not a big profit margin on collector editions.
I suspect so, in the same way paladins would likely view a worshiper of Calistria as a likely enemy. The dynamics of a PC group would be one place where such an unusual mix of characters could be found working together, but overall, I suspect there's not a lot of spiritualists working with Pharasmins out there.
I've not actually read the rules for a spiritualist, and the book will be out soon enough so I hope it does cover what happens if a phantom gets resurrected.
The devil advances in sudden jumps, gaining its additional HD in one lump sum when it's transformed. A devil that advances via HD or class levels is more or less "locking itself in" to that particular role; it's gaining power not by being "promoted" to more powerful devil ranks, but taking matters into its own hands and gaining power for itself.
Gars DarkLover wrote:
Neither. That's a Bulmahn weapon.
1) Pit Fiends are one way. Also, you can skip ranks depending on the power of your law and evil. And of course there ARE some who just go one devil at a time. It's not the same way as D&D handled it though. By design, since we don't make D&D products anymore.
2) Nothing to do with that, really. More to do with it being a sort of metaphor for how dinosaurs once ruled but their time passed and now mammals (aka Humans) rule.
3) That's still secret. But it won't be forever.
xavier c wrote:
Unrevealed... but I find it very unlikely. Wes and I might need to have a discussion or a fight or something before that gets sorted out, I suppose.
Silent Saturn wrote:
4. Weapons no longer have critical multipliers, they now have critical damage dice. A rapier, for example, might be "18-20/+2d4" while a wakizashi is "18-20/+1d8" and a scythe is "20/+2d12". This would allow different weapons to have more visibly different stats and thus make more room for new weapons to be released in previous books. It would also mean your Strength bonus et al. aren't multiplied on a crit anymore, which would make crits much less of a novablast and make the crit range of a weapon less important than it currently is.
I really really really am intrigued by and like this idea.
Gars DarkLover wrote:
Both are inferior to real-live-cat.
Gars DarkLover wrote:
Again... please keep posts here to questions for me in order to keep the clutter down.
Tom S 820 wrote:
That's a raw, pure rules question, and as such it needs to be asked on the thread for the product in which it appeared, so that the rules team can and will notice and folks can tag it with an FAQ.
Lou Diamond wrote:
Remember, this is a thread to ask questions. Please ask questions here, and that doesn't mean post a wall of text and append a question at the very end! Thanks.
The 4th installment of Iron Gods is perhaps the MOST we've done with the Dominion of the Black, but we also did a little with Doom Comes to Dustpawn. There are Dark Tapestry/Dominion elements spread throughout the AP, though.
Feast of Ravenmoor is a little low level, but it does feature some Dark Tapestry-esque elements.
And the 5th part of Shattered Star has a fair amount of Lovecraft in it.
1) The line varies, depending on the skill of the creator, but once you stop honoring and stop improving the original, then you're increasingly doing your own thing and you shouldn't stand on the previous thing to bolster your increasingly non-associated product.
2) I'd replicate it via templates that spread via a disease like vector, so that when it gets you, you retain your abilities but gain lots of new monster stuff and no longer have your personality.
3) As an adventure location. There's some neat advice for some of the things in there in the upcoming Occult Adventures too.
4) Wes... although I'm the one who introduced him to Prince of Darkness, so it's partially my fault. ;-)
xavier c wrote:
Ask your GM. I'm not here to give consent for every monster in the book.
Demiurge 1138 wrote:
I'm not saying I didn't say that... but monstrous humanoid is one of the less populated categories of monster. Probably less populated than fey these days, but that wasn't always the case.
But in the end... it's largely the call of either the monster's designer, or the call of the developer of the book. In this case, the book's developer. When we build a Bestiary, we try to make sure there's a good spread of creature types and CRs, and that those CRs try not to duplicate existing CRs for existing monsters. That is, as often as not, what has us lean in one direction or another for a creature like a puckwudgie that could be fey, monstrous humanoid, or with the right treatment an outsider or undead or aberration.
As it appears, in this case, we needed a CR 7 monstrous humanoid.
In any event, while it may seem random from that side... creature type assignments are assuredly NOT random.
xavier c wrote:
1) Not quite "changed my mind" as much as "thought about it from a different angle. There has to be a REASON summoning a demon is chaotic and evil (because the rules say it is), and the best, most flavorful reason I can think of is that the demon acts chaotic and evil and spreads chaos and evil in working for ANYONE, regardless of alignment. Even if you keep a tight reign on it... some chaos and evil will get out...
2) It would probably laugh at the summoner and mock him/her for not knowing how to use magic, then go chop wood and turn the whole thing into a sexual innuendo. Hopefully in a way that has the summoners neighbors sticking heads out windows to find out what's going on and perhaps be scandalized by what they see.
3) It would complan, but then shrug and chop wood and sing some cool song as she worked, knowing that the spell would end eventually.
4) It would respond with fear or sadness or excitement or curiosity or anger or resignation or all the other possible choices a creature whose personality isn't yet revealed could react. If you were the GM in this case, that's a GREAT chance for you to get in some improvised roleplay.
The timeworn mechanic should function perfectly well for magic items, since tech items were constructed as if they were magic items. The rules should port over without any issues whatsoever. I think that applying it to magic is an interesting idea... but for the flavor of Golarion I would not; there's a LOT of ancient magic out there and if you apply it to one thing you should apply it to all things. The fact that magic doesn't become timeworn is, to me, an interesting and flavorful way in which magic and technology are different, and is an interesting way that magic retains an advantage over technology (which itself has its own advantages over magic).
Whether or not in your game summon spells create "copies" of idealized creatures, duplicates of creatures from other planes, or actually summon those creatures, they all still behave the same way they would, and therefore a good creature that's summoned will try to do good, and an evil creature that's summoned will try to do evil. That's the ONLY reason why these spells would take on the alignments like they do, in my opinion.
Summoned creatures are not robots that exist only do what you want. If you want that, cast animate object. A summoned creature is under your control, but if it's intelligent and has an alignment it'll have a personality and it's own agenda.
Order an evil creature to kill a kitten and it'll probably cackle as it goes, and will likely try to draw out the dog's death or make sure it happens in a way that antagonizies or distresses the dog's owner.
Order a good creature to kill a kitten and it'll do so humanely and quickly and hopefully painlessly, probably while crying or calling you a monster.
James do you have any tips on how to make a game setting's culture seem unique and interesting?
Having just come off of doing a lot of writing and development for Inner Sea Races, my suggestion would be to take what has come before and keep half of it and change half of it. That way, when you have your elves worked out, your players will know basically what to expect but the parts that'll be different will be interesting and unique.
Dragon Age, for example. They kept elves as having ties to nature, having magical traditions, and having pointed ears and being pretty. But they also then went and made them second-class citizens who dwell in human aleniages. And with their dwarves, they tossed out the whole "all dwarves are men" element and gave dwarven women a strong presence and role.
Keep some familiar, change the rest.
And when you're basing a culture on a real world culture that you don't belong to, make sure to do so with respect and educate yourself as to what is and isn't a harmful stereotype. Speaking to people of the culture you're including is a great step there.
Lou Diamond wrote:
First, "The Kintargo Contract" is the fifth adventure, not the fourth.
And the nature of the loopholes are not "errors" in the contract. They're something else. I'm not gonna go into the details here cause it's actually pretty complicated and it's a pretty big plot spoiler.
And while the church of Asmodeus plays a huge role in "Hell's Rebels," he himself does not at all.
Turns out, even trained editors make mistakes now and then. Try to remember that you're NOT seeing the hundreds of corrections they DID catch.
In any event... Page 40 should read: if the PCs attempt to speak to the demoniacs in anything other than Abyssal while disguised as Kestoglyr, the demoniacs get suspicious.