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Modoru Redgrave

Marius Castille's page

386 posts. No reviews. No lists. No wishlists.


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Of course, the PC could be altruistic but act like a psychopath or sociopath. Kinda like how Batman appears to criminals.

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In my mind, "lawful good sociopath" made me think of Ozymandias from the Watchmen series. He works for the greater good but in the end has no real attachments to his teammates.

Raisse wrote:

Magus really isn't as complicated as people frequently claim. You should be able to prepare a character sheet with each of his attack options already calculated in.

That way, when he attacks he can simply go to the correct line:

Arcane Pool OFF! (Crit on 18-20)
Attack: +10 hit, 1d6+4 slashing
FullAttack: +10 hit, 1d6+4 slashing
+5 hit, 1d6+4 slashing
ShGrasp(concentrate +10): +10 hit, 1d6+4 slashing +8d6 electricity
SpCmbt (concentrate +12): +8 hit, 1d6+4 slashing + 8d6 electricity
+8 hit, 1d6+4 slashing
+3 hit, 1d6+4 slashing

Arcane Pool ON! (Crit on 15-20)
Attack: +11 hit, 1d6+5 slashing
FullAttack: +11 hit, 1d6+5 slashing
+6 hit, 1d6+5 slashing
ShGrasp(concentrate +10): +11 hit, 1d6+5 slashing +8d6 electricity
SpCmbt (concentrate +12): +9 hit, 1d6+5 slashing + 8d6 electricity
+9 hit, 1d6+5 slashing
+4 hit, 1d6+5 slashing

I've also seen people do well with tokens to represent their prepared spells. Things like coins that have the spell description written on the top of the coin or poker chip, that you can flip over when you cast the spell (and turn back over with Spell Recall).

Another thing that might help keep all the detailed stuff for a magus for a kid would be to have a dice pool set up. For example, have a little box or cup that when he casts Shocking Grasp he puts Xd6 and his weapon dice (of a different color) into the cup. Then he rolls his attack rolls in order (say.... +9/+9/+4), when he hits he rolls his dice pool, then removes the Shocking Grasp dice, and only puts the weapon dice back in.

This is good advice for any player. Know your numbers folks! ; )

kikidmonkey wrote:
blackbloodtroll wrote:

I know you are asking for advice, but you may be able to help me out.

I have a hard time fully understanding those uncomfortable with players playing PCs of a different gender, than their own.

I want to be able to make a better gaming experience for all those I play with, so I want to have some insight.

What, specifically, makes this so uncomfortable?

They think that men and women must inherently act differently as characters.

This. Your PC's class is far more relevant than their gender. If you looked at your characters' exploits, I bet you could swap their genders and very little would be different.

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Lincoln Hills wrote:
Belazoar wrote:
Got that Meow Mix song stuck in my head now.
Homer: I know you can read my thoughts, boy: Meow meow meow meow / Meow meow meow meow / Meow meow meow meow-meow meow meow meow meow...

That's a good verbal component for Tongues. For Create Food and Water, I'd go with "YOU can haz cheeseburger and YOU can haz cheeseburger. . !"

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Random thoughts:

I'm loving the potential NPC interactions. Pleeease tell me your character is the party face. ; )

Wait, the cat's a cleric?! Which deity? The (presumably) first cat cleric of ______. That's got to be worth some kind of boon.

We should probably compile a list of pros and cons to help our cat make his way in the world.

Pro: Bartender will never ask him to pay a tab.
Con: Bartender may choose not to serve him because he looks underage.

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Wands will be tricky. On the upside---cat.

CG Human Cleric (no archetype) 10 of Cayden Cailean
LG Human Wizard (Universalist) 5/ Fighter (no archetype) 3/ Eldritch Knight 2
CG Peithean (homebrew humanoid) Bard 13 (3.5 campaign)

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The Monster Summoning I spell (2nd Ed) included this gem: "In rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip."

When I want to play a character called Indiana Gnome. *casts Prestidigitation, theme music plays*

Gnome ranger. I like building off their racial traits.

Craft (bows) might be appropriate for those odd occasions when you need to make your own bow and arrows. Also, a maxed-out Perception (though I guess most PCs do this anyway.

Glitterdust affects a 10 ft radius and imposes a -40 Stealth penalty. Faerie Fire affects a 5 ft radius and imposes a -20 penalty. GD also bypasses SR.

If the goal is to reveal an invisible foe (and you don't have See Invisibility), I think Glitterdust is the better choice.

If the goal is to negate miss chance from blur, darkness, displacement, or invisibility, I'd choose Faerie Fire.

He probably wasn't drunk during the entire Test---just the beginning. The whole thing took three days.

Tomi Petric wrote:
martials are from venus, casters are from mars.

I think you got that backwards--martials are from mars; it's even in the name! ; )

And then there are the GMs who don't think rogues should be able to evade fireballs and dragon's breath because those are magical effects (and evasion is an extraordinary ability).

Shape? Maybe. Really heavily on and are very grateful when someone opts to play one? Pretty much.

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92. Well, looks like I'm going to have to go on a killing spree.

Obscuring Mist is a useful for drawing ranged attackers to you. Hide in the cloud until they get closer or go away.

As the first "specialty priest" described in D&D, their weapon selection, armor restriction, spell list and granted powers set them apart from the default cleric (bludgeoning weapons only, metal armor, strong curing/restorative magic, turn undead). The scimitar was a good edged weapon that seemed to fit the theme (curved like a claw or crescent moon) that was being created.

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Mark Hoover wrote:

Suggest this to your party:

Step 1: Knock your character unconscious
Step 2: Heal your character
Step 3: Lie to your character

Otherwise by about 5th or 6th level you'll be dead since your Troll Styptic can't keep up with the demand.

Otherwise known as The B.A. Baracus method. . . ; )

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Heal skill. Treat deadly wounds 1/day. Need someone else to do it for you.

Monk's wholeness of body class skill . . .which is only kind of magical . . .

Ring of regeneration. . . Is it just spells, or items in general that your PC dislikes?

Profession (oldest). At least, that's how I boil all of this down. ; )

I think it bugged the heck out of one of my GMs when my bard ended up being the party's primary healer. Our cleric was an in-your-face melee type. UMD is nice. His only problem was scrolls. I think by the time campaign ended, he had a 50/50 chance of getting a scroll of resurrection to work.

There's a lot of stuff out there. However, for home games at least, it's pretty easy for a GM to say: players can use only Core and APG (or whatever he or she prefers). Of course, it doesn't stop the GM from pulling from additional sources. . .

If one of my arcane types stumbles across a staff, it's a nice boon. I've never had a character actively look for one. If I ever play a high level wizard, I might have her craft a custom one---but she'd have to be pretty high level.

I actually stumbled into chaotic neutral the first time I played it. I hadn't really picked an alignment and focused more on his personality. After a while, I looked back on his decisions and attitudes and realized "Holy Crap! He's chaotic neutral!"

I've since discovered that if I play a lawful good paladin that I will invariably slip into chaotic neutral. It's some weird reaction to the alignment plus the code of conduct. I can play LG knights and monks without problems.

I typically play humans because it's easiest for me to slip into the mindset and how they might interact with the world (can't see in the dark, no SLAs, etc). I also enjoy playing off the non-human characters. Also, no one really bats an eye at whatever class combo a human has. When a non-human character plays against type (elf monk, dwarf bard, etc), I've occasionally gotten push back from GMs (homebrew mostly---anything goes in Golarion).

Having a couple of hero points in your back pocket can help. This may seem a bit cheesy but it can save the helpful GM from having to employ a deus ex machina.

Whatever the build, they will need a badass longcoat.

I've always liked these images of Balder and Forseti from Deities & Demigods. Traditional but nonetheless masculine and attractive.

Pegasus. Can't beat the mobility. Also, if you really wanted the mount to have a gore attack, you could have a horned headpiece built into the pegasus' barding.

Be as thou wast wont to be,
See as thou wast wont to see. . .

- when dispelling a charm or compulsion
- True Seeing

If AC scaled hand in hand with BAB, fights involving attack rolls would take a lot longer to resolve at higher levels. As others have noted, a layered defense is often beneficial (DR, resistance), particularly anything that adds a flat % (concealment, fortification). Generally, I try to get an AC high enough to withstand a monster's iterative attacks so that my character (or someone else's) can deal wih the threat.

Just up the road is a thread asking why wizards don't get healing spells. Coincidence? Yeah, probably. ; )

I wouldn't mind if the arcane and divine lists were unified into one list. Depending on how it was implemented, you could get something very cool. Full casters would almost become like channelers from The Wheel of Time. Half casters like rangers and paladins would get a few neat tricks. Not sure how summoners, bards, and magi would be affected (aside from getting more options).

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1. Ancient divine pact between the gods.
2. Vast worldwide conspiracy (wizards do reproduce clerical healing but are quietly assassinated by different divine orders).
3. Rabbits.

ASF can be a bit odd. For example, a wizard needs only one free hand for somatic components. Yet, as soon as he straps a buckler to an arm (presumably his other, non-spellcasting arm), he has to deal with a 5% ASF. Based on that, the extra arms probably won't negate the failure chance.

There's also Project Image. Much higher level but it's the classic wizard decoy.

When I played my EK, I took my first level as wizard and (for background reasons) chose Martial Weapon Proficiency (longsword) as one of my first level feats. The GM was kind enough to let me swap that feat for Weapon Focus when I took my first fighter level.

It would've been a tougher sell had I suddenly decided to play an EK after 5 levels of wizard (instead of planning it from character creation). I do understand the temptation though. Ultimate Magic came out after we'd been playing for a bit and the Magus looked really shiny . . .

I'd wager that spontaneous multiclassing is less of an issue for groups running adventure paths than groups playing heavily modded APs or homebrew settings.

Some phrases sound better than others. ; )

For example, I'd probably just use "Silve Sah Tfel!" for a teleport spell. Words like that start with B or P sound weaker (to my ear, at least) when reversed. Words that end with a vowel such as "missile" and "excavate" sound particularly good.

Just thought of another CN character: Harley Quinn (at least when she's not around The Joker).

You could also borrow Zatanna's schtick and recite the name of the spell or effect backwards:

Cigam Elissim! Magic Missile

Etativel! Levitate

Lepsid Cigam! Dispel Magic

Etavacxe eht skcor! Excavate the rocks! (Dig, Passwall)

Knis Otni Eht Dnuorg! Sink into the ground (Transmute Rock to Mud, Imprisonment)

Tel Yadot Eb A Wons Yad! Let today be a snow day! (Control Weather)

Sivle Sah Tfel Eht Gnidliub! Elvis Has Left The Building (Dimension Door, Teleport)

Arachnofiend wrote:
Marius Castille wrote:
In the past, I think part of the problem was that some GMs felt that CN characters had zero attention span or were in some way psychologically unstable. The way I played my CN rogue was that he was willing to deal with everyone (LG, LE, N, etc) as long as he got paid. He adventured with his LG monk buddy because the rogue was somewhat smitten with him and was fascinated by his outlook on life.

Amusingly, this is fairly similar to a character of mine; she's an assassin who will do anything and deal with anyone if the price is right. I had her pegged as Lawful Evil.

Strange how the alignment system puts such similar characters on near opposite sides of the spectrum. It's almost as if our individual interpretations of their actions influenced our perception of what they do more than an objective morality that can be put on a chart...

Too funny. For his part, the rogue would deal with anyone but he might not necessarily keep his word. He once promised the same item to different people (which led to an interesting bidding war when they both came to collect it) and he absolutely rebelled against anyone who tried to manipulate him. Needless to say, he burned a lot of bridges. ; )

In the past, I think part of the problem was that some GMs felt that CN characters had zero attention span or were in some way psychologically unstable. The way I played my CN rogue was that he was willing to deal with everyone (LG, LE, N, etc) as long as he got paid. He adventured with his LG monk buddy because the rogue was somewhat smitten with him and was fascinated by his outlook on life.

Second Darkness, Book 3. Two deaths so far. One led to a new character; the other we got back with a Raise Dead scroll. If we count deaths averted by Hero Points and Breath of Life, then the number jumps to seven.

For our group, death is still a pretty big concern even though we now have more tools to mitigate it. Three of the four PCs are original party members, and we're all very attached to our characters (currently 10th level). While we have access to Raise Dead, circumstances don't always make that a viable option (like when you have to conceal your clerical powers in the Darklands. . . .

Edit: added second paragraph.

Ascalaphus wrote:

Isn't Alluring meant to be for dwarves? So you'd need Adopted first to get access to dwarven racial traits.

Not a big problem, just due diligence.

Hey, you can build Wulfgar with this!

Depends on the GM, the group, whether or not it slows combat significantly and how many times my character has cast the spell in front of the group. Lately, I've been a fan of reciting short phrases backwards (a la Zatanna) and describing a general effect.

"Ho ythgim nedyac, tnarg em ruoy rewop!" followed by "a golden aura flashes around the priest, swelling the muscles in his arms and legs". (Divine Favor)

My advice is to be descriptive as long as people are enjoying it. If you cast the same spell repeatedly, just give the name and save the description for new spells you unleash.

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You could have your shopkeeper describe +1 weapons as "mage-wrought steel." A +2 weapon could be "Valerian steel---you can see by the way light plays along the blade---only noticeable to someone skilled in spellcraft. A +1 frost sword might be described as "mage-wrought steel but look, the metal is marked by a bleak rune. Feel how cold the blade is." +3 could be "elysian steel---its metal is bane to fae, demons (cold iron-equivalent), devils, and werefolk; and so forth.

GMs who expect some type of rationale for multi-classing may wish to let their players know ahead of time. Players should also consider that GMs may have more reasons than just enforcing their vision/and or stifling their creative impulses.

For example, I played in a homebrew game with an old school GM. I knew early on that my character was going for eldritch knight. The GM originally hadn't incorporated EKs into his campaign so he made a paladin-like order that my character could join (my PC was lawful good and I had described his bonded weapon as once belonging to his grandmother, a famed eldritch knight). The other PCs were asked to speak on my PC's behalf and I got to roleplay through a solemn, sacred induction ceremony when I took my first EK level. It was one of the highlights of the game for me and a milestone in my PC's career.

Communication from both sides of the table is key. GMs might get an element they can use to enrich their world in an unexpected way. Players may get the chance for a cool experience that really makes them part of campaign lore.

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