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White Wolf's website lists nothing for future releases, and I haven't heard anything elsewhere? Does anyone else know something about this> Page 4 of the recently released Pathfinder Player’s Companion: Blood of Fiends has a sidebar discussing tieflings arising from races other than human. It says “They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic.” From a balance standpoint, this is reasonable. But, with the trait system, I think we can do better then that. So I offer … Tiefling Racial Traits Dwarf-Blood: Dwarf tieflings are virtually unknown and, outside of the Duergar, are usually smothered at birth. Should one survive, the tiefling would be short and heavily built, much like their dwarven parent. Hair (and beard if male) would be of an unnatural color.
Elf-Blood: Despite their strong connection to nature, elves have a strong lecherous streak that can lead them into liaisons that would have been better avoided. Elf blooded tieflings tend to be tall, with the same long ears, almond shaped eyes, and large pupils that elves commonly have.
Gnome-Blood: The chaotic and experimental nature of gnomes leads some to ill-considered matings. Fortunately, while they must endure suspicion, gnomish tieflings are not generally rejected out of hand by their communities. Disturbingly, gnomish tieflings tend to have white hair.
Half-Elf: Use “Elf-Blooded” above. Half-Orc/Orc-Blooded: Vile and destructive creatures, Orc readily offer themselves for dark mating rituals in a mad pursuit personal power. With their magical powers and mental gifts, Orc-Tieflings often find a place of honor in Orc tribes.
Halfling-Blood: Halflings rarely mate with fiends voluntarily, As Halflings are frequently slaves, the sometimes find themselves forced to do so. Hafling Tieflings often find some sympathy, but rarely acceptance from normal haflings.
Human-Blood: Human blooded tieflings really are the default for the race. They should take their traits from other sources. Let me know what you think. :D Ms. Frasier, Since you wrote this adventure (admittedly 2 years ago), I have some questions about using the adventure (and its sequel) outside of the context of the Pathfinder Society Organized Play. Levels would be equivalent to Tier 3-4, with purpose created characters. Any thoughts on what supplies the PCs need to acquire while in Bloodcove (or at least what the combined mass of the supplies is)? Would slowing down awareness gain and allowing the PCs to rent lodgings in the city make the scenario more realistic? Would you even bother with the Factions? Do they add to the adventure?
The Sanguine Pit (pages 17-21): Would it be worth it to rebuild Lura Ichon and Bellu as APG legal? (As I believe that this encounter has provided the most controversy?) Any thoughts on these that you (or other posters) could supply would be most helpful Disclaimer: I am not yet a member of the Pathfinder society Because of this thread, I have become concerned about having a "reasonalble" character for the Pathfinder Society. -------- -------- -------- Idunna Lagmadr
Appearance
Spoiler:
Tall, athletic, and beautiful, Idunna carries her herself with confidence and strength. She keeps her long bright golden blonde hair in two tight braids to keep it out of the way so that she can survey the battle field with her shining blue eyes. (She is 5’11’ tall and weighs 167½lbs.)
When dressed for adventuring, she prefers heavy boots, leather breaches, an undyed linen tunic and a front-laced leather bodice. Over this she wears her ring mail hauberk, girded at the waist with a heavy belt. She completes this with a heavy grey hooded cloak. When relaxing, or in a more social environment, she prefers a long blue dress, with white embroidered trim, worn over a bright white blouse. Of this she will wear a blue bodice embroidered to match the dress. Background
Spoiler:
Idunna was born in the Linnorm Kingdom of Halgrim. Growing up on the island of battlewall, she learned the use of weapons and the womanly arts of cooking and home-making. Still, she realized early that the drudgery of being a wife and mother was not for her.
When her brother, Thorgrim, was making ready to leave for the distant lands of Taldor, she joined him. Her head filled with visions of service in Emperor’s Ulfen Guard (not to mention the armload of gold she would bring back). During the long voyage, Idunna was exposed to the many cities, lands, and customs of the many peoples of Avistan and northern Garund. Finally reaching her destination, she and her brother headed straight for Oppara to seek entry into the Emperor’s Guard. As fate would have it though, Idunna’s obvious beauty and intelligence caught the notice of Princess Eutropia. Knowing well, her father’s debauched tastes, she summoned Idunna and suggested a different way of serving Taldor to the warrior woman. Idunna was instead sent to Absolom to join the Pathfinder Society. Once her membership application was accepted, she then took the letter of introduction given to her by the princess to Lady Gloriana Morilla. Attributes (20 point build)
Feats
Traits
Skills (4 + Int + Race)
Languagues: Common, Giant, & Skald * - drops to +1 with Armor and Shield Gear
Note
On a different Note: "Is it easier for the other player's at your PFSOP table if your character is the same gender that you are? When game mastering, one is supposed to try to involve all five senses to help create verisimilitude. So when describing Golarion, how do you address these questions:
Why yes, I have been influenced by the Fashions of Golarion thread? This is the encourage the Geniuses of SGG to write a couple more of their wonderful One Night Stands series! One idea, pioneered by Legendary Games would be to write them with possible tie-ins (at least so they could be easily plugged into) existing Paizo Adventure Paths. :) One of the most successful innovations of the Pathfinder Adventure Paths is the "Campaign Trait." But most Campaign Traits are built around the first adventure (and often the first encounter of the first adventure). This can create an unfortunate dilemma. If the campaign needs to either add a new player after starting or replace a killed hero, this means that the existing campaign traits don’t work so well. So how have GMs been handling this problem? Numerian Machine-Man
Deep within the Bowels of Silver Mount, a chamber was unlocked that possessed the ability to merge the strengths of a Gearsman with a human being. To test the process, they Technic League kidnapped some of the local population (including some of their own apprentices). The wizards then brainwashed these victims to be staunchly loyal to the Technic League and then forced these people to undergo the process. The resulting creature is both half-human and half-machine, which the League members have dubbed “Machine-Men”
Machine-Man Racial Traits
Spoiler:
Numerian Machine-Man Type Humanoid (Half-Contruct, Human) – 7RP Size Medium – 0RP Movement Normal – 0RP Ability Score Modifiers Greater Paragon (+4 Strength, -2 Dexterity, -2 Charisma) – -1RP Languages Linguistic Array – 2RP Racial Abilities Darkvision 60ft – 2RP Natural Armor - 2RP Improved Natural Armor (+2) – 2RP Natural Attack (Slam) – 1RP Total RPs: 15pts Notes:
This young woman has a slender frame and a beautiful face, yet there’s something vaguely unnerving about her appearance. Her skin is unnaturally pale, her hair is dark, and each of her eyes is a different color. This is a stab at rewriting the Changeling Race from pages 84-85 of Pathfinder #43: The Haunting of the Harrowstone. In the interest of Brevity, I am not going to repeat the entire description of the race provided there. Changeling Characters
Spoiler:
Changeling (PathfinderRPG) Type Monstrous Humanoid (2 RP) Size Medium (0 RP) Base Speed Normal (0 RP) Ability Score Modifiers Standard (+2 Con, +2 Int, –2 Wis) (0 RP) Languages Linguist (2 RP) Racial Abilities Darkvision 60 ft. (from Monstrous Humanoid) (– RP) Frenzy (2 RP) Skill bonus (Bluff) (2 RP) Skill bonus (Diplomacy) (2 RP) Total RP: 10 Comments
Where do “Forlorn” elves come from? I mean beyond the obvious. The idea, as defined in in Merisiel’s background, leads to several problems that I am have real difficulties comprehending. First has to do with Elves themselves:
… and … So, why would not every elven baby be seen as precious? How would enough elves be allowed to grow up outside of the elven community to form a separate category? One would think that even most elven “orphans” would be found and brought back “home” among their own people. The other problem that I run into with the “Forlorn” has to do with the physicality of growing up without parents. Again from Merisiel’s background “Most Forlorn aren't as fortunate—they live on the streets as almost eternal urchins, watching alone as their companions age and move on to greater things.”
In other words, it would take almost seven years for an Elf to be able to walk or talk, let alone survive on its own. So where “do” the Forlorn actually come from? When Daidian Ruel founded the Hellknights in 4576, he chose the Legions of Hell as the prefect model of order and discipline.
The question is why? Are the slavish devils inherently more "lawful" then the robotic axiomites or the dutiful archons? If this is true, why is it so? If it is not true, why would have Daidian Ruel believed it to be so? Why do the Hellknights continue to believe it to be so? (This is for a Serpent's Skull character ... but I am not allowed by my GM to go read that board.) We know that Saul Vancaskerkin had two sons: Orik and Verik. Did he father any other children (sons or daughters) that would have his last name? What Ethnicity was Vancaskerkin? He only lists Common as his language. Does that make him Chelaxian, Taldan, or is he something else? No battle plan survives contact with the enemy. -- Colin Powell (himself paraphasing Carl von Clausewitz) When the heroes go to the Brinestump Marsh in The Brinewall Legacy, they may have a reaction that seems unanticipated by the adventure.
or or even, What if the player heroes try to bargan with the Goblins rather then fight them? The player characters in my current campaign are about to enter an ancient ruin (The Runeforge) and by the flavor there should be quite a bit of lost magic treasures and lore ... While the adventure does what supply some, what I am looking for are some additional spells and magic items to flesh them out. Can people recommend a few (PathfinderRPG Compatable) 3rd Party Products that would help with this theme of "Forgotton Magics from a Lost Civilization"? Dear Paizo, My order (#1750757) was supposed to have
But, instead of
I would really like the Map Pack I ordered (through my subscription), but I would like to know how you want me to return the Pathfinder Tales book. :) Thank You Carl Flaherty Also: strangely, the package did not contain a shipping manifest. I don't consider myself a "feminist" but I still find the implications of this scientific article disturbing: Sexy Action Heroines Push Dangerous 'Superwoman Ideal' The jist of the scientific article is that "... the number one predictor of 'is she a good role model?' is "is she pretty?'" The reason that this bothers me is that I like Fanservice as much (if not more) then the next guy. So, I admit that I am part of the problem. :( Because of some GMing mistakes on my part, my RotRL campaign has kind of gone on a "Permanent" Hiatus right at the ending of the Skinsaw Murders. But, there appears to be some interest in finishing the story. The question is "How?" Which would be better:
So the question then is, should I have them start at 7th or start at 1st? In either case, if I do have them start with new heroes, do I just ignore the previous history? And, if I do have them restart, any thoughts on adventures to get them back to 7th level (that will lead back to the Hook Mountain Massacre)? "A MAN WITH A CONVICTION is a hard man to change. Tell him you disagree and he turns away. Show him facts or figures and he questions your sources. Appeal to logic and he fails to see your point." So wrote the celebrated Stanford University psychologist Leon Festinger, in a passage that might have been referring to climate change denial—the persistent rejection, on the part of so many Americans today, of what we know about global warming and its human causes. But it was too early for that—this was the 1950s—and Festinger was actually describing a famous case study in psychology. Check it out in:
And our plants are protecting us .... It has been a while since this was posted, so I brought it back! Check it out on the Rite Publishing website! But, there does not appear to be a target release date. Hopefully, Mr. Boomer has some time to clarify. I haven't seen this anywhere, so please point me at where to go if this has been dealt with already. Stone Giant Barl Breakbones is a Lvl 7 Necromancer (HMM p. 52). This is a problem because an important element of Mokmurian's background is that Wizards among the stone giants are virtually unknown. (In fairness, this information was unavailable to Mr. Logue.) Should this discrepancy be fixed? I feel that it should. If so, what would be the best way to do so. ... or ... Any thoughts? This morning, on their facebook site, the Amarillo Design Bereau posted: Guys, quick question. Do you think there is a market for a Pathfinder version of Prime Directive? More importantly, would you buy it? Thanks for your help on this. -- Jean
As I posted in my reply to them, this fails to make an important observation. What makes the PathfinderRPG great is not that it is a great rules system (which it is), but the almost unprecidented level of support that Paizo has given it. Consider, whould there still be so much interrest in Pathfinder if Paizo was not also putting out such amazing Adventures (including the APs)? I have asked this before but never got a good answer. So, I am trying again. Were the APs designed for a point build higher then the "Standard" 15 point build? Rise of the Runelords, for example, is pretty brutal.
Curse of the Crimson Throne is the same way. With Second Darkness Paizo seems to be dialing down the lethality a notch, but there are still plenty of TPK situations. So, what "point base" was intended to be used for the Adventure Paths?
This is actually a branching off from the [Super Genius Games] Help Plan 2011 for SGG! - specifically if was spawned by some comments made by poster Dark_Mistress. :) What this is is an adaption of the Tempress Class from the Mongoose's Conan RPG. What I did is took the style of the class and rebuilt for Pathfinder as a Bard Archetype, using the general format being used for the RPG Superstar. Let me know how well I did. :) Note that this could never be officially published because of flagrant plagiarism throughout the text. --- --- ---
Bardic Performance (Ex) This ability is unchanged, except to note that temptresses favor Performance (Dance) above all other types for using this ability. The rare tempter however, prefers Perform (Oratory), as both poetry and storytelling, for the same purpose. Comeliness (Ex): A temptress is gifted with an exceptionally well-formed face and body. She also takes pride in her appearance and is naturally well groomed, and often provocatively dressed. A temptress adds a +2 circumstance bonus to all Charisma based checks where her appearance might play a part. At 10th level, her beauty becomes legendary, increasing to a +4 circumstance bonus. And at 20th level, she is graceful in her age and more attractive then ever, she increases her circumstance bonus again to a +6. This ability replaces Bardic Knowledge. Seductive Art (Ex): Starting at 2nd level, a temptress has gained an instinctive understanding of sexuality as it pertains to social situations. She adds half her level (minimum +1) as a competence bonus on Bluff, Diplomacy, Intimidate, Perform (any), and Sense Motive checks. This ability replaces Versatile Performance. Outrageous Flattery (Ex): By the time she reaches 5th level, the temptress has fact sincerity countless times. When she says that a person has a lovely physique or an impressive stance, her statements sound completely plausible. She may take 10 on any Bluff or Diplomacy check, regardless of circumstances. She may of course, choose instead to roll normally. Once per day may take 20 on a Bluff or Diplomacy check as a standard action. She may do this one additional time per day for every six levels she possesses beyond 5th, to a maximum of three times per day at 17th level. This ability replaces Lore Master. Savoir-Faíre (Ex): A temptress has a certain flair, dashing style, élan, or bravura that marks her as someone special. Everything she does is performed with a certain style. whether it be entering a room and turning heads, carving her initials into a tapestry with her rapier, or even savoring a meal to impress her host. She can intentionally attempt to impress others with her style in any task. The temptress makes any required checks normally, but if the result is five or more higher then the required DC to succeed, she has performed the deed with stunning flair. This automatically shifts the attitude of any NPCs witnessing the dead one step in her favor. This ability replaces Jack-of-All-Trades. Has anyone actually played ether the Star Trek d20 or Star Trek d20 Modern games from Amarillo Design Bureau? Are they any good? Now that I have my Pathfinder Bestiary 2 in hand, I have a question about the "near" PC level races that are presented, Specifically:
Are these creatures suitable for Player Character use?
On a related note, should races like:
also use the CoT rules? One thing I am looking at with the Council of Thieves is how difficult the Adventure Path would be to run in any setting except Golarion (or any genre except Fantasy.) Cheliax has elements of:
This is a very peculiar mix. And, transplanting the AP to any other setting/genre loses the awesomeness of the Six Fold Trial.
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