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You torture known bad guy for info to a 'good' end. Then no it's not evil. Torturing after bad guy coughed up info for fun is evil. Torturing anyone that doesn't 'ping' as evil is evil. Torture for the lulz is evil. Repeatedly punching the bad guy that surrendered after he killed your fellow PC, into unconsciousness is not evil. Neutering that bad guy afterwards is...case by case. Really torture is a gray area, though it can be used for good. *See the movie Taken* Torture for torture's sake IS evil *see the Saw series*
Thomas Long 175 wrote:
1. No I don’t have bias against them, I’m saying they are balanced because their ungodly damage and nice saves in rage, (Plus rage has some nice utility features…i.e. Iron culvert in the way preventing escape for the pcs? Rage and rip that thing apart…etc,etc.) are put in check by having to make sure they don’t get into auto die range before the healer can get to them. And even still if a regular PC hits 0 they are uncon, Barbar hits 0 and he is more than likely dead rather then just knocked coo coo. 2. Bandits can run the gambit of the neutrals and chaotics. If the PCs arrive in town and sharrif says there is bandits stealing from the prince and his allies, the PCs assume evil dirty thieves, but run into a Robin Hood (CG) characters instead. Still a dirty thief, but not evil. Same as a slave press ganged into an evil army, the slaves aren’t evil, just desperate. None of this is metagaming, these scenarios come up all the time in fantasy stories. 3. My point is if a 14 year old kid can handle the class anyone can. And in the course of Kingmaker she has had her close calls, even was swallowed whole once and rescued in the nick of time. The major point is that though, summoners have major strengths and weaknesses that balance them. Just like a fighter, cleric, druid, rogue/ninja, etc.etc. Also when a Druid gets knocked unconscious her animal companion is still up and kicking, also a summoner can’t fill every role, they have zero healing abilities, unless you burn 5 evo points to get CMW 3 times a day. And that’s still very suboptimal, even more if you want a few shots of CSW. They can get skilled but that doesn’t mean they can detect or disable magical traps like a rogue. Anyway bottom line, not op, unique balanced class.
Thomas Long 175 wrote:
I'm not talking about a superstition barbarian, or healing him, I'm talking ALL barbarians have a set point major flaw. There is a set point when they still have POSITIVE HPs in a rage, that IF the rage ends, the Barbarian drops below his Con and auto dies and if they get to zero it's sure death, where even the weakest mook, might still survive if he is koed. But it's the price they pay for being able to go toe to toe with the big nasties and rock them. As far as Pallies go it takes a few rounds to buff, AoOPs if they cast in melee. Also many smart 'opponents' can be CN (bandits, snake oil salesmen, etc.), or any other alignment even two LGs can come to blows over something. When I DM animals (especially big ones) are prevalent enough to be serious threats. Paladin vs. a bull mammoth protecting it's herd is going to be interesting. Or in my example, dire tiger ambush right in the face. Now back to summoners, I have DMed Kingmaker and we have a 14 year old girl at our table and her summoner is not only legal, but she has played her character better then the resident 'power gamer/dice fudger' I deal with. And it's her favorite character. Now she is a smart girl (smarter then her college dropout brother really) but if a 14 year old can make this class work well without being broken and have fun with it, maybe you should relook at your bias against the class. Alchemist:
I haven't played one, but I've DMed a campaign with one in it, and been a party with one. They do fill a niche that is fun and unique and can't be duplicated by any other class. You got concepts from steampunkish mad bomber, to jekel/hyde types, to even a true 'doctor' feel that no other healer class has the feel of. Cavalier/Samurai:
Okay so a mount can be a problem because of the size, but so can the druid and ranger's animal companions, if not more so. But a Cavalier is more true 'knight' then a Pally 'holy knight/crusader', they are really a better fit in low fantasy then the pally anyway. But even in high fantasy...the sight of a cavalry charge is beautiful. Samurai is also cool and as I said before in my Golarion they not 'tied at the hip' as Asian. But they too are cool, the stand up and lets rock kind character, and Sword Saint is a fun challenge, hard to make work but oh so dang rewarding. Also there is some archetypes that let Cavaliers dump mounts if they want. Gunslinger:
This is another good class that added a lot to Golarion itself. I've always loved guns in Faerun, and other settings as technological and temperamental wanders. The fact the gun can blow up is a great early balance to the touch AC bonus. And though my preference is shoot one round, reload the next, shoot again, repeat, by the time you get to higher levels they really don't hit any harder then a wizard going Hi Yo Fireball!, Personally the class should stay in the flintlock/wheellock stage as advance firearms is more 'modern' then what I feel Golarion is at but again they fill a niche for the technophile nutter in the swords and magic land. Inquisitor:
Talk about an awesome idea. A cleric that can actually throw down, and not be tied up in red tape. No one has mentioned their Bane and judgement abilities which really add to rp as much as mechanics, plus one of their spells Burning Invective is awesome for game and rp alike as well. They are PERFECT for a nitty gritty, down and dirty campaign. And Inquisitor also has that bit of detective/investigator in it like rogues and bards, but with a divine kick, and made building for Intimidate in mind actually useful Magus:
Short and sweet, another needed class, kinda killed the need for Eldritch Knight in 'some' situations. (Not all as Pally/Sorc/EK is still fun) I like that they fly in the face of the 'squishy' caster, being able to go nose to nose with most things Oracle:
Love this classes flavor, mechanics, it was needed, it's not quite Favored Soul, but kudos for not just straight up ripping off D&D. I love the mystery/curse aspect so much. Summoner:
It's odd that I'm not much keen on conjurer wizards, but like Summoners. They are no where near as op as people make them out to be, they are a true 'pet' class with no more bookkeeping then a ranger or the real bookkeeping nightmare the Druid. They a 6th caster so NOT full caster. And an antimagic spell could really throw a wrench into their plans. Plus like all squishy casters sans synthesist they still don't do well against a sneak attack from something hidden. Witch:
While it kinda stinks a little their familiar is their spellbook, they aren't the heartless wizard sending Fluffy or Mittens out to bad touch the Orc King on the ankle. Again they are something that can't be duplicated by any other arcane caster, they are full of flavor, and have an interesting spell list...i.e. name me a wiz or sorcerer that can heal, not to mention do the hexs. Oh and Ninja is not all together better then rogue, ninja has no trapfinding, and therefore won't know to do the penitent somersault to avoid decapitation by the giant buzzsaws. Or keep the BSF from stepping on the switch that makes spikes come out of the wall and start closing in. Or even save them when the door locks with a magical device.
golem101 wrote:
Maybe DM right but that's boring TBH. My counter is "Why can't there be?" race combos and bonus stacking starts right out of the core. Are you going to say Elves can't be Wizards because they get a bump in INT? More options are always preferred, and every race under 20 RP is pretty well balanced against any other race. Traits are nice little 'bumps' that aren't game breaking and make since for 'tweaking' a character and their history.Elosandi wrote:
Agreed to a point because Inquisitors are fun and varied unlike stuck in the mud clerics, and Magus and Alchemist are fun classes too. But yeah I haven't seen the power creep people yap about. Aravar Eveningfall wrote:
AMEN and EXALTED ON HIGH! DrDeth wrote:
Oracle to me fills the D&D niche left by favored soul, which was my favorite 'base' class from back then. But I really like the curses and how they work, I actually wish they had a feat variant like Eldritch Bloodline so I could get the curses and mysteries on another character. (Blind Sword Saint, YES PLEASE!) Thomas Long 175 wrote:
Again I find them all pretty balanced. Barbarians are auto dead at certain points if the rage is ended to soon, Pallys are great vs. evil, and ho hum against an angry dire tiger to the face. Lazurin Arborlon wrote:
And further more Golarion to me is a world where a Kitsune Samurai can rub shoulders (in fox form) with a Halfling Rogue who is stealing the Half Orc Fighter's money purse while he drinks with the blind Tengu Oracle, while the human paladin is upstairs eating his vitamins, saying his prayers and preparing to look a Vrock in the eye and say "What'cha going do brother when holy power of Sarenrae runs wild on you!" I.E. it's a great and varied place. IT IS NOT Arthurian or European medieval low fantasy. It is not Asian either. It's mixed and intermingled. And further more, if you don't like 'Asian' in your fantasy, don't use scimitars, or dervishes, or falchions, or anything from the Middle East, India, or anything 'African' which means no lions, no tigers, very few bears. (oh...boy....yaaaaawn, cuse let's face it, animal wise outside of wolves the wilds in Europe have NOTHING that dangerous.)
Let's say a character has the Robe of Runes and Spell Focus, and Greater Spell Focus (evocation) With the feats it's a +2 DC on the saves, but Robe of Runes reads like this. For 1 round after recalling a spell, the wearer's spell save DCs and attack rolls made with spells gain a +2 enhancement bonus. So a recalled evoc spell's DC would go up by +4, or no?
I'm DMing Rise of the Runelords and we just finished Fortress of the Stone Giants, but I have a PC that wants to rework their character because of the story events. He is a Dwarf (Sin Magic: wrath) Wizard 9/Ranger 4 (Hippogriff rider archetype). His animal companion, the barbarian, and the druid's animal companion all bit it near the end, and he no longer wants to get another Hippogriff, as to him it's like getting a puppy after the beloved family dog has died, he feels it would be wrong to just wait 24 hours and have a 'new' friend. Saying that also he'd probably just lock himself in his room at the Rusty Dragon for awhile to mourn and pour over Mokmurian's spellbooks. All he wants is to drop Ranger and all it's benefits and go straight Wiz 13 (same school). Should I allow this since his original concept was 'wizard dive bomber' and built the character to reflect that? Or should I say no to it, and let him get another bird horse when he is ready. I think though he didn't mention it, the fact Snips died so easily and even with Boon Companion wasn't very good got to him.
Name of PCs: Imaharu
Name of PCs: Snips
Name of PCs: Star Cutter
Just a random thought, but yeah monkey's and any animal with opposable thumbs could wield 'human' weapons but then I got to thinking about a certain fire tailed lion from a certain rpg that used a bladed headdress for a weapon....and then there is an anime I know I saw where a cat wielded a sword in it's teeth. And certainly I'm sure a crazy enough gnome could rig a repeater crossbow to a dog. Silly as hell yes, but nothing is impossible if you can make craft checks and give a good enough explanation.
Hooray plot spoiler:
Cause it matters as after the raid on Sandpoint, the stone giants only had a minor success and that was flattening the manors and 'rich' neighborhood of Sandpoint, so I decided to have these two fellas be prisoners with the dwarves at Jorgenfist. In my campaign nobody has really 'crossed' with these two, though they know the heroes the heroes don't really know them. (In fact the PCs think Xanesha and Ironbriar where the sole perpetrators of the mill fires) Anyway this is a chance I figured to introduce them to the PCs. Arrogant, Embarrassed, Cocky Bad Guys forced to work with the pcs for their only chance at escape. Jubrayal Vhiski
DEFENSE
OFFENSE
STATISTICS
Talents:
Special
Skills: Acrobatics +9, Appraise +3, Bluff +14, Climb +5, Craft(Alchemy) +4, Diplomacy +6, Disable Device +12, Disguise +8, Escape Artist +9, Intimidate +6, Knowledge (Local) +7, Linguistics +3, Perception +9, Sense Motive +9, Sleight of Hand +12, Stealth +14, Survival +3, Use Magic Device +6 Languages: Common, Varisian
Titus Scarnetti
DEFENSE
OFFENSE
+1 Attack & +2 Damage vs. Large or Larger creatures STATISTICS
Skills: Appraise +3, Bluff +15, Diplomacy +7, Handle Animal +5, Intimidate +6, Knowledge (Local) +4, Knowledge (Nobility) +3, Ride +5, Sense Motive +6, Survival +5 Languages: Common, Varisian, Shoanti
Just something I was musing over, but say you have a character that can't roll a fort save to save thier soul. They have been poisoned by a strength poison that clicks off 1d4 str for 6 rounds, and they fail BADLY all 6 rounds, and as the DM I wipe thier strength out to let's say -8. Or heck even -14 which is equal to thier normal strength of 14. And yet they are JUST unconsious? I mean the way I read it, the ONLY lethal poison is con damage, but I've always seen Str and Dex poisons as neurotoxins, which IRL can kill. If the person is so weak they couldn't even breath, they could theorectially die from suffocation right? But RAW and taken to the extreme they could go -50 Str and still be alive.
Okay let's see if I can simplify it then. lvl 5 INT 18 = X points & 5 nonstacking ranks in the linked skill
lvl 7 INT 18 = X points again You don't lost that extra point at 6th lvl. You only lose the boosted skill linked with the item and the +2 INT If you wore the item from lvl 5 to lvl 10 you would have 5 extra skill ranks to use as you see fit, AND 10 non stacking ranks in the linked skill.
Chemlak wrote: The extra HD skill ranks are the skill ranks ranks from boosted Intelligence. The Headband predetermines what skills gain those ranks (1 skill per +2 Int bonus). The character doesn't get to double-dip skill ranks with the item. 1 skill per +2 bonus yes, but that is not how I read it. For example a wizard with an 18 INT has 6 skill points He puts on the headband and lets say the skill linked to it is K:geography and the wizard is level 5. The wizard gets 5 non stacking ranks in geography, and a new INT of 20. He goes to level 6 and gets 7 skill points since his INT is 20 now, and his K: geography goes to a non stacking 6 ranks. So if he sells the headband at level 7, he loses the non stacking ranks in geography and being INT 18 again only gets 6 skill points again.
The way I see it, you sell the headband, you lose the INT bonus & the HD skill ranks that's it. The extra skill point(s) from a boosted INT score IS NOT LOST. It doesn't make any sense otherwise, you don't forget the experience you had and remembrance of what you put into learning. HOWEVER, as a DM I would never allow skill rank bonus from the headband to count for any prestige class in the first place as they don't stack with the ranks the player already has naturally gained.
Okay my party made it past the stairs, and just finished with the fight against Giants and Dire Bear hunting party at night mind you. A single giant played dead and got away while the party camped and the Dwarven Wizard/Ranger tracked the giant to Jorgenfist, where he got first glimpse of the fortress just as dawn broke. So first off Jorgenfist will know the PCs are coming. The PCs have two ways of flying the Druid can wildshape and has a Roc, the Wiz/Ranger has a hippogrif. That leaves the heavy armor half orc fighter, and the barbarian terrestial, along with the Bard, but she has Dimension Door. Now the question. Geographically speaking and looking at a map of Varisia, they should of approached just due south and that would put them on the otherside of the river canyon. (Looking at map on pg 200 of the anniversay edition) The map shows the Storval Plateau they came up on as to the west though. (Instead of book directions they went to Magnimar, booked a charter on the Yondabakari River, killed a bunch of bunyips on the way and then visited flooded Turtleback Ferry with it's new shore front property, before heading north.) So...where the heck are they actually at? Cause the way I see it, they are looking at a canyon, two caves, and massive fortress. The other way is past the watchtower, and really thier only point of ingress that they'd see is maybe the front door. They haven't interogated a giant yet, cause they keep killing them outright, and so thier knowledge is what they see. And my other question is what hints if any should I drop about Longtooth's cave, the Wyvern's cave, and the spider tunnel that leads in? I thought about maybe changing Conna in someway to make her able to 'reach out' to the party to inform them, but I feel that is leashing them too much.
Why is everyone downing Carrion Crown it's perfect PG-13 monster movie fun. And besides 8-11 year olds probably have seen worse then vampires, ghosts, werewolves, frankenstein, etc. They can handle that fine. Plus the villians are 'mostly' villians with some nice twists. Play that AP up like a Golden Age classic horror movie, and your golden. (then again I only own Carrion Crown, Kingmaker, and RotRLs so...) As far as Rise goes though...hell I saw Deliverance when I was 13, I lived...okay, okay it's not kid approperiate just saying your not going to break thier minds with it. It's the parents that will kill you. So yeah Carrion Crown defiently run it.
In my game the PCs split and took a group of Sandpoint guards with them each, it was fun cause lots of guards died, it gave the PCs a chance to 'command' people (all but one failing badly at it.) In the end it was funny cause Terak got killed by the town guards after the Bard got a 'Hold Monster' to stick. (He had been whittled down by the Barbarian but he would of iced him and next turn the Bard, him and Longtooth can be vicious if played right)
I'm finding that running RoTRL is pretty much this: Start an AP book, and it's a few easy fights working up to a powerful 'mid-boss' and then a wicked powerful end boss. In that regard:
Xanesha for example is 'to start battle, pick one PC's character, if you hit kill that PC' If you can't detect her and party falls for the illusion her, her Impaler of Thorns, sneak attack...plus her spells...ouch. (Not to mention I critted and confirmed on the PC when DMing) Of course they knew a crit was coming I was rolling 1's and 2's for Scarecrow, and couldn't hit the broadside of barn door from the inside with the stalkers.
Banecrow wrote:
At first level and really most early levels you aren't facing humans in chainmail. In addition, in terms of survivablity, low dex = low reflex saves, low ac, and low flat footed saves. Typically this means your facing kobolds, goblins, traps, and the occassional big mean but common orc. Out of all of these the hardest to hit is the kobold, the other two are going to get hit on +10 up for the orc, and +13 for the gobbo. The other thing to consider is 6,6, and 5
The other key issue is range, at early levels your range with splash and ray are going to mean the target is too close to you to begin with. (Again unless you have your buddy/meat shield). The crossbow has a wonderful 120 foot reach, meaning rarely are you going to be outranged. As far as Con goes, if someone like an orc is near you with a falchion or battleaxe, 3 hps ain't saving you. AC 11 is sure death. AC 13-14 is a bit better chance the axe doesn't make contact with your neck.
Alright if I got dropped in Golarion and could choose what to be: LN Catfolk Sanctified Rogue 3/ Magus 4 (I'm a furry, I'm a cat, there is no other race I'd rather be. I'm also religious, and love books, and like being sneaking, and I'm decent with weapons.) Str: 16
(I'm smart, but boy do I stick my foot in my mouth...alot.) Race Traits:
Traits:
BAB: +4 Fort: +5 Ref: +4 Will: +5 Class Abilities:
Feats:
Weapons:
Armor:
Magic Items:
Gear:
Spellbook:
2nd lvl spells: Invisibilty, Fire Breath
Name of PC: Darius/Human
Party stepped in to fight Barl and the Stone Giant guard, the party handled the guard early but Barl's fireball, and touch spells had left the party pretty dinged up, even more so, since they got dinged up badly against Lamatar earlier. So when the guard dropped, the barbarian charged accross to meet Barl at his throne, and the two traded blows, and the barbarian got his lights knocked out. Dying but with no one else in melee at that moment, the Inquisitor rushed into Barl's range and willingly took the AoOp to cast Cure Moderate Wounds...and Barl critted the attack, and smashed the Inquisitor into pulp. The rest of the party consisting of a Wiz/Ranger, Fighter, and Bard chipped Barl down to the point of surrender, and they still killed him in revenge.
I played Assassin's Creed and feel Ezio is neutral evil, he kills people for money, paid for by the Medici, kills for revenge, could argueably kill innocents (Hey those guards are just doing thier job and shoving them off a multistory building ain't nice, especially when they beg not to be. Shove civilians into water who...apparently can't swim. Steal from civilians. Kill runners just doing thier job, kill thieves. Amourous when it comes to women...I mean he has a code of honor but really he ain't a 'good' guy.
kmal2t wrote:
James Jacobs wrote:
So does that mean we can use Flayleaf to make really high quality rope and other products besides smoking?
As DM in Pathfinder and him as a PC I know he loves to stretch rules, and has to be 'watched' on occassion when he rolls dice, but now we are playing Skull and Shackles and we are both PCs but he keeps bragging to the DM how he is going into the Shadow dancer prestige class, and is going to get repeating crossbows and do a ton of damage, criting. He is right now a lvl 5 character I think 3/2 Ranger/Rouge. I might have that backwards though. He also claims he can get a crit of 10-12 by having a keen katana and improved crit, but I'm pretty sure they don't stack. He builds all his characters in Hero Labs, so I don't know wheter or not it's him seriously bsing, something in Hero Labs missleading him or what. I still build my characters with books, pen and pencil...so...I'm more then a little biased against computer programs in the first place, but his bragging and 'tendencies' are getting on my nerves.
Clouds Without Water wrote:
Yeah I thought creating an 'atmosphere' would help rather then hurt. And yes those and other horror movies were what inspired my idea. The spooky carriage in the fog, figures in the mist, etc. I didn't think people would think they were low rider rims or something.
GM_Solspiral wrote:
Thank you for the review and yeah I struggled for a good name.
Alright here is my item for review: Wheel Caps of the Geist March
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