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Okay, so I've managed to get a gaming group together. We're planning things through Skype. I rolled abilities for three of the players--none of them are experienced with the game--and the fourth rolled himself. He then claimed to have gotten:
The guy seems okay with it, and I always have players roll their dice on the table during sessions, so it probably won't be a problem in the future. I want to know--was I in the wrong? Did I jump to conclusions? Was there a better way to handle it? Okay, so this is a new game I'm running through Skype. I was doing a solo session for one of the players, who is new to the game. He's playing a Chaotic Good dwarf rogue with mercenary tendencies. He's escorting a merchant through a dangerous forest. On the way there, a zombie attacks him. He manages to best the creature, though he's injured. The merchant gives him a healing potion, being a nice chap, and they move on. When they leave the forest, they see a couple of guards patrolling the town. The dwarf tells them he was attacked by five zombies, and that they should be patrolling the woods to protect travelers. The guards politely inform him that they are not going to do so, because it's dangerous, their job is to protect the town and hardly anybody even travels through the place. The rogue claims there was another traveler behind his group, but they still refuse. The merchant scolds the rogue, and he realizes he was in the wrong. He doesn't apologize, and instead demands extra payment (besides the potion, which wasn't in the agreement). The merchant humors him, and gives him a little bit in addition. So far, I'm finding this all a bit questionable, but justifiable. But now the dwarf enters the tavern. The barkeep is a goblin. The rogue hates goblins, apparently (not really a stretch, but I didn't know it when I designed the place). He acts rude, gets a drink, then sees a dwarf in the corner and moves to sit with him. They talk, and the other dwarf reveals himself to be a magic-user. A necromancer, in fact. The rogue quietly accuses him of attempted murder, and demands a bribe to keep quiet--knowing the path is often harassed by undead. The necromancer refuses, and laughs at the accusation that he created the undead. The rogue draws a crossbow, subtly. The barkeep sees, and orders the rogue to put the weapon away. The necromancer starts to pull something out (a symbol of Wee Jas), and the rogue opens fire. The rogue repeatedly ignores orders to back down. The barkeep and necromancer are both trying to talk (the necromancer is evil, but prefers to avoid causing trouble). The necromancer is explaining that he's a member of an order seeking to stop the undead. The player asks "when can I fire again?" I inform him resignedly that the others are still trying to talk, and that he can move again if he wants. He fires again. I warn him that the barkeep will get an AoO on him, but he shoots anyways. He is knocked unconscious. Later, he wakes up at 1 hp in a room at the inn. The barkeep is there, and the rogue is informed that, since it was all a misunderstanding, the rogue will be given a free pass. I'm trying to preserve the adventure hook I have planned later on. The barkeep explains that the undead are created by an evil crypt, not any necromancer. The rogue tells the barkeep to sleep with one eye open. The rogue is banned from the tavern. I'm starting to regret not just having him arrested--I could've worked in the adventure in as some sort of community service. Maybe I'll set it up somehow. My question: I am planning on changing the dwarf's alignment to Chaotic Neutral. Is that too hasty? He is really not looking good right now--threatening to kill a goblin for keeping the peace, trying to murder someone in cold blood with little evidence for their guilt, trying to send several guards into a dangerous forest basically out of spite. How should I handle this? So I finally found a gaming group. The problem is that only one of the four players has any experience with Pathfinder. The one that does play immediately asked if he could play a drow, which I'll admit made this drow-hater a bit nervous. ^-^ So I'm looking for advice. First, I want to encourage them to have backstories. Using the Fast XP Progression Rate, is a +100 xp bonus for backstory too generous? Second, I'm trying to decide how to handle character creation. I want to allow the four 'Bestial' races (goblin, orc, kobold, hobgoblin), and I want to give the players lots of options class-wise, but I'm worried about intimidating them with too much information. My plan is to ask the newbies what they want to play, and then design the characters for them. But it seems important that they know how many options they have, and they obviously can't ask to be of a particular race unless they know what races exist. I'm thinking just provide a list of core classes, with a very basic bit of info next to each one, and tell them there are several other options if they're interested. Is this all a mistake? Should I just ask them what they want to play, without showing them the classes? Should I avoid bringing monstrous races up entirely? Third, we're probably going to be playing at our local library. Only trouble is, the room we'll likely be playing in isn't very out of the way, and the door has to remain open. I know games can get a bit noisy--any advice? Should I ask if we can game at someone's house? I don't want to guilt folk, or request too much of them. I only know them through a fairly close-knit writing group. Fourth, the sessions I've played in usually take 3-4 hours. Again, I don't want to ask too much of folk. One of them said she plays Warhammer, and there's still the drow player, but that leaves two who might be warded off by long session times. Any advice for running shorter sessions, should it come down to it? Fifth, what sort of adventure should I start with? Simple hack-n-slash? Roleplaying? Sandbox? I'll probably ask them when I start planning things, actually. I have a fair bit of setting planned out, enough to start with, and this game could go a lot of ways. We may not even end up playing Pathfinder! So we'll see. :) Thanks for reading. I'm sure somebody already made this point elsewhere. Probably many times.
If we aren't done yet, can we come up with a different term for it? Like just plain honest "imitating Blizzard"? That's a nice, less extreme way to complain about the issue. It might even be seen as a semi-valid point. But the only way for PFO to be a 'clone' would be for Goblin Works to reverse nearly every decision it's made so far and start from scratch. Who wants to ask Ryan Dancey to do that? I bet he definitely wouldn't mind at all. Hopefully I'm not arguing a point that's already been won, but at least this isn't another thread about realism! ;P So it seems like phase spiders would really benefit from exchanging Skill Focus (Stealth) for Vital Strike--they don't need to sneak very much, they get one attack per round, and they get 2d6 bite damage.
The PCs, If Needed:
So let's say you have a longspear. You brace it against a charge.
The PFSRD wrote: Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature’s Statistics. Say I have a giant frog animal companion. What damage does his swallow whole deal?Or say I'm creating my own monster. How do I work out the damage? What guideline should I use? Say I'm creating a gargantuan monster that has an animal companion counterpart (like the roc), and said monster is able to swallow whole. Do I just have the 7th-druid-level animal companion deal 5d6 damage? This seems a bit vague. Am I missing something? After some 'discussion' (mostly me talking to myself), I decided I wanted to try making a My Little Pony RPG based on Pathfinder. A few versions already exist, but they all seem to be based on Open d6 or Unknown Armies or 4E. This is a work in progress, and needs feedback badly. I'm not anything like an expert at game design, and I have no doubt that changes will need to be made. With that disclaimer made, I'll post some of what I've got. Magic System Explanation:
Basically, I've exchanged the ordinary spell system for a feat system. You can take 'Minor Spell' and learn one 1st-level spell. Earth ponies also get a small selection of 1st-level 'spells', which are subtle and not obviously magic. Pegasi who have taken the Weather Druid prestige class get access to the Storm Spell feats, and bards get 'tricks' (for instance, Detect Scrying, renamed to 'Break Fourth Wall').
I also introduced MSP: Magic Stamina Points: A pony's Magic Stamina is equal to her favored mental ability modifier (chosen by the pony at first level) combined with her Constitution modifier combined with double her level. A pony's Magic Stamina determines how many spells she may cast per day. Spells use varying amounts of MSP, but all MSP are recharged the next day. If the MSP are ever exhausted, the pony is Fatigued for one round. A pony cannot know more spells than she has MSP. This was nearly Magic Stamina Point Array, but the acronym was more trouble than it was worth. Races:
Unicorn Racial Traits +2 Intelligence, +2 Wisdom, -2 Strength Fast Speed: Unicorns have a 40 ft. base land speed. Unicorn Magic: Unicorns are able to take Arcane Spell Feats. In addition, unicorns get four bonus Cantrips and one bonus Minor spell at first level. Natural Attacks: Unicorns possess a natural gore attack that inflicts 1d3 points of nonlethal damage on a hit. This is a secondary attack. As ponies, unicorns also possess a natural slam attack that inflicts 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the unicorn wields a weapon. Non-Dextrous: Unicorns can only grasp (mouth) one item at a time. They can use one-handed and light weapons, but suffer a -2 penalty while doing so. Unicorns also suffer a -10 penalty to all checks needing fingers due to the low dexterity of their hooves. Cutie Mark: Like all ponies, unicorns can gain cutie marks. Languages: Unicorns begin play speaking Equestrian. Unicorns with high Intelligence scores can choose any language as a bonus language (except secret languages, like Druidic). Pegasus Racial Traits
Earth Pony Racial Traits
Classes:
Bard *Forgot to write flavor text for bards* Ahem. Spell Druid
Affinity Druid
Cutie Marks:
Everypony has a special talent to make use of. Upon discovery, it appears on the pony's flank as a 'cutie mark'. Although the GM and players should feel encouraged to invent their own talents, the in-game effect should never go far from the equivalent of four feats. The effects should not be game-breaking, but should show the character to be among the best at their talent. A single d20-based bonus should never go above +12. Several sample special talents can be found below. Magic: +2 bonus on Spellcraft and on Knowledge (arcana), three bonus spells from the 1st-level Arcane List Medicine: +12 bonus on Heal checks Speed: +15 speed and a x5 run Socialite: +6 Diplomacy and Bluff Dodging: +4 Dodge bonus to AC Jousting: +4 bonus to attacks and damage with piercing weapons when charging (including ordinary charge bonus) Digging: 10-foot Burrow speed with shovel Animal Care: +4 bonus to Animal Empathy, +3 bonus to Handle Animal and Heal Things Not Yet Done:
I need to write up the Wizard and Weather Druid prestige classes (or decide not to), work out some monsters (cockatrices, griffons, manticores, etc), probably take a look at magic items and weapons, fix up the spells and find the Spell-less Ranger from KQ #11. And probably some other stuff. :P Things Not Yet Posted:
I'm afraid to post the spell lists and feats because there's a sh*tload of the former and the latter is kind of ugly. So, this may become a very 'IBTL' sort of thread. This is not meant to be a discussion over 5e. It's inspired by 5e, and will probably involve 5e, but this is a talk about all editions.
Say somebody puts out a new edition to Monopoly. 'Plantations' are added, along with the ability to earn 'resources' based off land. Taxes are introduced, as is the option to bribe government officials to decrease taxes. Dollars are replaced with points, and the names of half of the properties are changed.
Then there's Pathfinder, Second Edition. Pathfinder removes the Bard and the Ranger (to be reintroduced in a later supplement), replaces Spells Per Day with Spell Points, gets rid of the '20th Level Power' and introduces second-level Save Or Die spells. Hit points are increased, as is the level advancement speed. Feats are abolished. Goblins are made a core race, and halflings are removed. Kobolds, orcs and hobgoblins are made to be Neutral races. Bugbears are made Chaotic Good pranksters.
Nobody pretends that, say, 3.0 and 2.0 are really the same game. Not to my knowledge.
Really, it hasn't been true D&D for over thirty years. We've been playing a different game nearly every edition. And edition changes are becoming more frequent. It's been five years since 4.0, and they're planning 5.0. Thoughts? Looking for a game in the general area of Corvallis. I am 16 years and pretty experienced with Pathfinder. I'm relatively capable of running a game, should it be necessary, but it'd really be preferable to join one--my GMing skills are at best mediocre.
If I'm creating a monster that can possess other monsters and grant some nice bonuses but that is much more frail in a proper fight, how should I handle the CR?
A little while ago, I made a thread complaining about 'pretty planetouched'. This thread was horribly researched, and I'd prefer to forget it was ever posted.
In fact, my actual reason for disliking them is a bit abnormal for me. I normally go on about how awesome monstrous races are. But over time, I've gotten used to Pathfinder focusing on humans. In fact, I've grown fond of a human-focus, and use it in most of my own creative projects.
Anyway, there're my two cents. Thoughts? Think about it.
Before I start explaining, I should pause to state that if your name is Gark The Goblin, you should stop reading now, because this is about the game you're playing in.
My idea is for the PCs to become the Dark Powers, and create the setting of Ravenloft to contain a rising evil.
-- Characters: A gnoll cleric, a human barbarian (my GMPC, and the gnoll's bodyguard), a kobold druid and a tiefling sorceress. The game started with the characters entering a forest in Golarion and getting trapped inside an undead-happy mansion. Eventually, with the help of a sort of-friendly ice devil, they killed the owner and 'boss monster' with a lucky critical. After they escaped, they gave the devil a book--the boss monster's phylactery. That was their deal. With the book, unknown to the PCs, the devil has been busy. Sevetis killed his master, Beelzebub, and took control. He is now a duke of hell. Well, the PCs got out of the forest, but in doing so unleashed a greater threat: a garden at the center of the forest was destroyed by some NPCs, to keep a mostly unrelated horde of demons from taking control of it. Whether or not destroying the garden was a good idea not even the gods know. But the destruction is causing all manner of mischief. The forest was actually divided into what amounts to several coterminous demiplanes. The cluster was used as a plug. With the garden destroyed, the plug is broken, and the forest vanishes into void. Corruption is now seeping into the world through the rift. Unless it can be stopped (or stoppered, aheh) Golarion will likely become something similar to the Abyss. And that brings us to my plan. 1. The PCs return home, and are contacted in their dreams by their deities/guardian spirits--Gozreh for the druid, Gorum for the barbarian and gnoll, and the tiefling's aberrant ancestor. They basically explain what I just explained. They each have different solutions. The ancestor wants to destroy the Abyss--being rather curious as to what would result, and hoping that it would diminish the threat--Gorum wants to raise an army to protect the world, and Gozreh wants to create Ravenloft. Except he can't say so, because none of the other deities like her idea at all and won't let him suggest it. To be fair, she is only suggesting it because he wants the corruption out of 'her' world ASAP. But since he's being kept quiet, she just gives the kobold a few riddles and leaves. 2. Stuff happens. This is what I need help on. They're tenth level right now. I'm thinking they need to contact a bunch of philosophers throughout the planes, need to fight the rise of evil (Golarion is essentially one big Sunnydale right now--a lot of fiends and undead are on the move) and will eventually reach level twenty. Perhaps beyond. I think they'll each be led to seek out what their guides have suggested during this time. The gnoll will seek to unite her faith to beat back either an invading force of demons or another army driven to war, the kobold will pursue the wisdom of Gozreh and the tiefling will look into killing/binding some demon princes. Or the like--still not sure whether the 'Abyss destruction' is the best way to go for the player. If it is, it may involve the duke of hell from before. 3. The PCs enter their final mission, having worked out that the secret to Golarion's salvation is in the activation of a strange siphoning artifact. They run into a lot of fiends and the like. I think their devilish friend may intervene directly against them, but I'm not sure. He might see more benefit in Golarion remaining as-is. 4. The PCs reach the artifact and discover its nature: it will create Ravenloft, which will drain the rift's evil out of Golarion. But it will also take those who activate it, forcing them to partially merge with the demiplane. They will be trapped there, unseen forces who pull strings and populate the world with the corrupt, as well as the virtuous to fight the corrupt and the innocent to motivate the virtuous. They would be the Dark Powers. And they have to decide what to do now. *Pause* Okay, I'd like critique, ideas and a glass of water. Thanks for reading all that. This is currently our group's only serious game--one is on hiatus, one is a very relaxed sandbox campaign and one is following six goblins with Commoner Flaws. So I'm eager for an interesting ending. :) Okay, time for an accurate representation of the kobold race.
TEN RP SPENT My sock puppet is Erik Mona. You may funnel all your Erik Mona Day pizzas to me from now on. If this thread doesn't seem like a very interesting game, I'm really tired right now. So I might be hallucinating the whole thing, which means you won't have wasted time reading an uninteresting game thread, so yay. Come on. [New feat/spell/class feature] is RIDICULOUS. I can easily [questionable possibility] with this.
Spoiler:
There. Got that out of my system. Now, let's have a nice debate between Michael Moore and Rupert Murdoch so I can get my mind off this nonsense. >_> First, I'm able to type this because there's not much else to do. It looks like Pickup Games are in some weird new format which doesn't place them in a single room. Pretty sure it did last year. As such, I have nowhere to wait for a game--one could start anywhere. Or something. As I said, it's weird, and I don't get it. Second, there are no longer any nice schedules. Last year there were, and they were very helpful. I hear that the Gamers movies are playing, but I have no idea where. These two changes have proven a real inconvenience. Not a great start to this year's Con. :/ Here's the place for people to grumble about how they didn't get into the right events. The other thread is more for people who got none (or near so)and I felt like a whiner posting there. So here it is. I only got two low-priority events. CURSE YOU, PAIZO! Actually, I'm fairly happy with what I got. They weren't high up, but they look like cool games. Just want that to be clear in case my future GMs are reading this. MAY YOU ROT IN HELL! YOU AND YOUR RIGGED LOTTERY! I have seen a lot of bickering over an issue which seems quite simple to me: Planned Parenthood. For a while, I just assumed you guys were idiots. I now see there's more to it than that. I think you should try looking at this the Kobold Way: In the kobold tribes, our greatest advantage is NUMBERS! Abortion prevents us from using this advantage, so it's a bad idea. Babies who are too weak or sick to fight should not be subject to abortions before they're even born! This is WRONG. Instead, you must put the babies to work in the mines. It usually works better if you give them a week to learn how to hold a pickaxe (and to crawl), but it's not crucial. If the babies can't even dig, they are STILL able to serve a purpose, so don't abort them just yet! We can use them to test trap sensitivity--the smaller the creature, the better. Normally we use baby weasels, but the different body structure makes this less efficient. Babies also make good food for said weasels, come to think of it! "What if the parents can't support the baby", you ask! Well, that's simple: They don't need to! They can ship the baby straight to the mines! See above for details. Of course, there is a small upkeep cost. Grubs and water ain't free, you know. What does this look like, Soviet Russia? Luckily, the cost is as small as possible--as are the meals! The last issue: "What if the babies die from such conditions as those mentioned above?"
I hope this unique perspective has helped you look at Planned Parenthood in a new light. Remember: Abortion is WRONG. It wastes perfectly good food, good weapons, and good labor! We must support the tribe, and not put our selfish goals ahead of the collective. Kurtlemak curse your human offspring (no offense),
On April 10th, I went to a Game Con. I played in a LARP there (my first one)and it was awesome. I gave them my email, 'cause they said they were trying to start a regular thing. Almost a month later, I've gotten no email. At first, I thought I'd been snubbed. But I called up another guy who went, and he's gotten no email either. So now I'm worrying the LARP's been canceled. I'm wondering how hard it is to start a LARP--could it take this long, or should I give up hope? Title (cont.): ...that 4E was created to distract Marvel from its plot to make its new superhero, Captain Jesus, have an Abortion, and agree to all throw their Political support behind Donald Trump's Hair in the next election, on the condition that Donald Trump's Hair supports DC and allows voters to Insert Random Topics into its debates.
Aberzombie wrote:
So, I messed up a game recently. I killed a character who shouldn't have died. Long Story:
Let me elaborate. The party consisted of two PCs (a rogue with Improved Weapon Finesse and a paladin with an elasmosaurus mount)and a DMPC (a young adult white dragon, who'd been converted from evil a couple adventures ago).
In the group, there were two key PCs missing: A very minmaxed cleric (venerable, with a 24 Wisdom)and a fighter with 120 HP. The former's player was missing, and the latter got eaten by zombies. The three present characters all had 9 hit dice. I proceeded to stick them with 12 CR 3 fungal crawlers--double the standard EPL for four of them. This wasn't completely nuts. The breath weapon had previously wiped out a good few CR 2 zombies, and the party had an easy route of escape. Things started well enough. The white dragon wounded about six of them with his breath weapon, but rolled poorly for damage. The Leap ability was causing a lot of trouble. The paladin, normally possessing 83 HP, was soon down to about 40. Meanwhile, the rogue was getting criticals every other turn, completely uninjured. Around the end of combat, the paladin was down to 16 HP, the dragon down to about 30 (out of 50 or 60, I think)and nobody else had gotten the slightest scratch. I had yet to poison anybody, since the rogue was uninjured and the paladin was a dwarf. There were six crawlers left. The elasmosaurus was doing quite alright, and the enemy had moved into the cavern. The mount followed, and got swarmed. It was still doing alright, and it pulled back. Now, here's a tactical error. The paladin sent the white dragon to go to the back for a second cone of ice. It burrowed, and delivered its attack. It rolled badly for damage again.
This may seem at least legal, even if it's rather harsh. But the trouble is, I messed up. Claws deal 1d4+2, not 1d6+2. Most of the time I got this right. But on the four-to-eight hits that round, I did not. Had I been more attentive, Snowfall would still be alive. Last time this happened, it was a psionic lich. I misread some rules, and dealt about 20d6 damage to a 7th-level party. Everybody was either in negatives or dead. Incidentally, the gnome-hooked hammer-wielding barbarian had been pushed forward in time. A round later, he reappeared, charged the lich, and got a critical with the hammer side. Magic bludgeoning damage, with a critical, against a guy with 30 HP who mostly relied on his DR? Great fun.
So, how do I fix this? Retconning would be awkward, and I'm working hard to break the habit of fudging fatal rolls. If I say "actually, he ain't dead" the players will think I've had a relapse. Do I just let it slide? Do I explain my error? The old dwarf dogcatcher stands before you, his expression grim. In the little miner's town of Dust, he's the closest thing they have to a sheriff. He's known as “Grandpa Erled', a nickname he despises but can do nothing about.
You're in the office of the dogcatcher. What you're doing there is up to you. The gist of it is, obviously, that you're being offered a job. Welcome to the Discussion thread for the Open PbP. We are still and will always be open to new players. Rules reminder: +2 per multiplier to crits, 3rd level, anything goes, no kings of Andoran. The campaign will focus on kobolds and drow. And mostly kobolds. Plus dwarves and other guys. And other things. And stuff.
CHARACTERS AS OF YET:
Looks balanced to me!
The fact is, a crossbow should have a stronger blow than any longbow. Crossbow strings can be drawn back farther, as they have a mechanical mechanism. So here's my idea to bring some realism: EXOTIC WEAPON
Alternatively, it would fire at normal AC, but add +3 to damage for every -1 to attacks with Deadly Aim (as opposes to +2). I have yet to work out the price and weight. I also have very little skill in weapon designing.
Obviously, I need feedback from people with more knowledge--factual and rulewise. I'm fully aware there are probably some problems with this design. I have a thing about bad charismas. It's not so much a dump stat as a preference towards unfriendly or unpleasant characters. So I'm making a dwarf fighter DMPC. The other character is a changeling witch, and the adventure I'm working on involves a lot of nasty enemies. A pair of level 3s facing a rock troll, for instance. I generally believe that DMPCs should be seen and not heard, so when I rolled a 5, I quickly put it in Charisma. Now, with a 3, are there any ideas how to play him? I'm thinking he'll hardly ever speak, but that seems minor for such an abysmal social repertoire. I've gotten a little bored with the PbPs of late. They all stress these crazy ideas like 'balanced characters', and 'party cooperation', and 'plot'. My idea is to make a Play-by-Post with no fixed player limit. Any characters who are 3rd level go, no matter how you make them. Shaman's Handbook? Orc fighter with 5 Charisma and 22 Strength? Whisper gnome rogue with Skill Focus (stealth)? Gunslinger, ninja, magus or samurai? As long as it's 3.5 or Pathfinder, it's all good. And level 3. Try and make it level 3. If there's a paladin in the party, and you want to make an antipaladin, g'wan ahead. If one guy has a 5-page backstory and you want to make a single-sentence, poorly edited Dritz clone (who's that guy again? The reformed mite with the twin falchions, right?), sure. I'm not quite sure how this will work out, if anybody would be interested or if I am remotely capable of handling it. But I'm going to try. All interested, pitch your characters. I reserve the right to deny anybody who tries to make their character the king of Andoran, whose character seriously breaks the 4th wall or anybody who actually breaks core rules. Oh, and no dhampirs. Just on principle.* The current campaign synopsis I have in mind: GM: zzzzzzzz... *That's a joke. Laugh. In a response to this thread, where I complain about the attractiveness of planetouched and the existence of dhampirs, I thought I'd enlighten the subforum with a few of my other complaints. 1. The lich. In NOWHERE IN THE DESCRIPTION does it mention the lich being skeletal! And yet. Not only does the picture show a skeleton, but it has DR 15/Bludgeoning! WTH, Paizo?! 2. The dragon. SINCE WHEN are they reptilian? If they're going to have scales in the picture, why don't they have natural armor?! Clearly, Paizo's just hopping on the scaly dragon trend. If they're gonna do that, they may as well do it properly. And add annoying half-elves named Eragon. And if they aren't willing to go all the way, just keep to classical mythology! 3. Iron golems. WHY ON EARTH do the creation components involve iron? Where does it say they have iron in them? FAIL! 4. The rogue class. The description keeps referring to 'sneak attacking'. WHERE IS THIS ON THE TABLE? I can't see it! Thank you for reading. I expect to see quality, Paizo! If you can't keep track of things, I may as well switch to 4E! When I saw the dhampir in the Bestiary 2, I groaned out loud. Why would we have creatures descended from vampires, and not from wights or ghouls? It struck me as Paizo's attempt at riding the fad. Actually, all those Planetouched-style races bugged me. Dhampirs, undines...they're all described as highly attractive. I get the fanservice angle, but it's reminding me too much of Twilight, or Peter Jackson elves. Now, we've got eight races who are generally average in appearance, and eight who are generally good-looking (counting half-orcs as the former and half-elves as the latter). So what kind of standards are we going by when over half the player races on Golarion are defined in large part by their beauty? I've wanted to make a fighter whose fighting style hinges around improvised weapons for a while. However, there are only three feats for such a style. Almost every other style has a lot of support--finesse, crossbows, and I think even monk weapons. It seems odd to exclude this one. Why make three feats and then stop? I think an improvised weapon master would be fun. It's not like I want to be able to optimize it, but most of the common fighter feats are useless for the style, making a high-level improviser near unfeasible. Are there any third party sources that could help me out? I have a player in my game who can't stop picking on the rules. When I write an encounter, I try to make it as simple as possible. When he writes an encounter, he tries to stick to the rules, or he changes the encounter, or he writes out special rules. In his campaign, he insists on rolling stabilization for every single monster we knock unconscious. In one game, we were actually backtracking to coup de grace the goblin dogs so we could speed things up. When we raided the goblin fort....things got worse. In his game, this is bad enough. But in my games, he'll question my rules, and look up every little condition. I have to say, "I don't care, this is how we're playing" to get him to stop, and he often checks it anyways. The thing is, he doesn't just rules-lawyer to help the party. In fact, he often lawyers against the party, saying you technically apply energy resistance to every attack in scorching ray, not the total. The rules are getting really constricting, and I'm wondering if anybody has any advice on how to deal with this player (or if I'm doing something wrong). Sorry if this is in the wrong subforum. Linky.
Chitterwood. That place which, a few weeks ago, you would never have given a second thought. Now, though, as the dark forest looms over you, it may be where you meet your end. Armen Jessup:
Perhaps Sansifret Burl left a bit out when he told you of your mission. Namely, the fact that there's something off about Chitterwood. Untold items of power? You haven't found them yet.
You're not a mage for nothing, of course. You know what's going on. Illusion spells have been cast over the whole forest, along with a few reality-distortion effects. They're keeping you in, and keeping you confused. Though you never seem to run out of water (a convenient spring or stream is located whenever you start to run low), you'll soon be running low on food. You haven't seen a single animal since you entered, and none of the plants are edible. The tree branches blot out the sky, making your only source of light the hundreds of glowing mushrooms. You worry that the great Armen Jessup's death may come sooner than expected. Especially since wolf howls, not fear, keep you awake. And they're getting closer. You wander through the forest now, though you don't really expect to find anything useful. Seeing a clearing up ahead that is particularly thick with the mushrooms, you start to squeeze through the trees, planning to make camp. Then you realise that there is somebody else there. A moody looking dwarf, who is unrolling his bedroll when he spots you. Genisen Larkova:
In retrospect, it was silly to take the tengu at his word.
The cloaked bird-man had promised you fame, power, and a lot of money. All you had to do was go to Chitterwood, he said, and map out the place for him. There were treasures to be had, and you were just the one to have them. Either he was the best liar in the world, or you were too eager to believe him. Lesson learned: Never trust a tengu. Now, you are completely lost. A few spells have determined that powerful illusion and conjuration spells are battering you around, keeping you from even finding north and south half the time. Trees block any sort of light, leaving you with nothing but the glowing fungi to guide you. And you are really running low on food. The good news is, you've found a companion. A fellow Chelaxian, the half-orc calls himself Karg Runethrane. He worships Asmodeous, not Abadar, but at this point it doesn't really matter. You hear wolf howls every 'night' (though day and night are hard to tell apart sometimes), and they're getting closer. You'll need a protector—or a distraction—when the time comes. Now, you and he approach a small clearing. You pause, though, when you realise that you aren't alone: There is a dwarf sitting in the clearing, beginning to roll out a bedroll. Karg Runethrane:
You're starting to wonder whether the church ever accepted you after all.
That's because ever since they sent you to Chitterwood, things haven't felt right. They told you that artefacts of Asmodeous rested at the centre, and you were the only one who was available to make the journey. In the forest, though, you can barely tell up from down. Illusion spells confuse you at every turn, keeping you from leaving. The only source of light are the glowing mushrooms, since the trees are so thick they block out the sky. Simple know direction spells go haywire. And you hear wolf howls frequently, always coming closer. At least you have an ally. A fellow Chelaxian, Mr. Larkova is a servant of Abadar. You could care less, though. He is a powerful cleric, and you may yet need his help if you are to make it out of the forest alive. Now, you and he approach a small clearing. You pause, though, when you realise that you aren't alone: There is a dwarf sitting in the clearing, beginning to roll out a bedroll. Kuruk Swiftblade:
That tengu will pay. If you survive this, that is.
The bird-man approached you one night in a busy tavern, promising you great wealth if you would just do him the slightest favor: Go to Chitterwood and map out the place for him. Of course, being a servant of Gorum, you normally wouldn't accept such a pathetic task. But the tengu told you that wealth was not all he could provide: He would give you the power to finally cast down the wicked chieftain who banished you from your tribe. You didn't know how he knew about the chieftain, but you couldn't refuse. But now that you're in Chitterwood, you sometimes wish you had. The parchment and pen are missing, you can barely tell up from down, and illusions are messing with your head at every turn. The forest is so thick, it'd be pitch black if not for the glowing mushrooms. You're running low on food, too. You welcome the approaching wolf howls. If you beat them, you will have food to last many more days. If not...then at least you will have died a warrior's death, instead of a coward's one, starving quietly. Now, you approach a small clearing. You pause, though, when you realise that you aren't alone: There is a dwarf sitting in the clearing, beginning to roll out a bedroll. And not far off from you, a half-orc and a human approach the same clearing. Nalor Slatesoul:
If you ever make it out of this forest, you will strangle that tengu.
He promised you such wealth for such a simple task. Make a map of Chitterwood. In return, you would get 1,000 platinum coins. Platinum, such a rare metal nowadays. When offered that kind of money, you don't ask questions. But now that you're in Chitterwood, you wish you did. The parchment and pen are missing, you can barely tell up from down, and magic is messing with your head at every turn. The forest is so thick, it'd be pitch black if not for the glowing mushrooms. You're running low on food, too. You almost welcome the approaching wolf howls. Perhaps you'll get enough food to last for weeks. Or...perhaps you'll at least get the chance to die honourably Not yet, though. For now, you make camp in a small clearing. Rolling out your bedroll, you hear a twig snap. Looking up, you see a slightly foppish man in purple robes freeze as he approaches. A calico cat stands at his side. Everybody, the clearing is about 30 by 20 feet. There is a small pond in it, 10 by 10 feet. DISCLAIMER: The only reason I'd even consider selling the latest print copy of Wayfinder is that we got two copies. It was an awesome issue, but I don't really need more than one. So, creators, please do not take offence.
Alright, here's the discussion thread for the Forest of Chitterwood game.
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