Would you guys help me make a powerful elven race with the lore of the Eladrin from the Wizards of the Coast D&D? Also making a kind of high humans (Kardian) and high dwarfs (Durien or Durian, I'm not sure yet).
It is for a campaing about the begging of time on a long forgotten kingdom that dates before the prehistoric Era. A high racial point build is permited, and might be desired. Coment pls!
Tapir folk sounds awesome =D
If you're not convinced bout mole folk I will eventually do them myself. I mean, think about it, improved claw attack, improved burrow, blind fight, and the lore of the people of the underground, eating gargantuan worms and insects as much as cultivating carrots an potatoes with which they make the best cidre of the land bellow. They may also be slow at movement, but not vulnerable to bright sunlight (moles have skin over there tiny eyes, they literally don't need em).
I'm eventually doing that, and bug folk. Four armed fighter? Yes please =D
I like that dromaeon are unwise and rogue like =DI play mostly rogue, so I appreciate it.
I enjoy the armaka cause I was going to make a similar race myself; Topon or Talpidean(mole-folk).
I suggest the following though. Make the mole-folk and make them share the same language of the armaka. Maybe, terran, I dunno. XD
Also, I would love a full info of the races, sounds like fun =D
I think the title is pretty self explicatory, but just to clarify; I mean to do a campaing where the PCs are dragons. From little whyrmlings to great wyrms and maybe beyond. The monster manual presents many statistics that allready help with this motive, but there is a problem. The CR rating between different dragons varies widely (for example, the red dragon is 3 CR above the black dragon). Needless to say, this presents a problem. I've been trying to solve this via hit die fixes and abillity nerfs, but the balnce is so delicate.
I would really love some light on this matter. Thanx on advance =D
Thanks for your views on this =D
This actually sounds interesnting and complex. I see that good characters have usually 2 or 3 layers of deepness. The outside is the mask, like in this case, being ruthless, the other side is the interior, and I'm not sure which one is the third... but it is out there. Would you have any idea what that third layer may be?
Chief Splinterbone maybe? I'm bad at names really. I usually just steal a name from a pre-existing NPC. I don't care if the NPC I got the name "Silvester Hurren" from was an elven sword dueling instructor, I'm going to name my super-butler Silvester Hurren because I think the name fits well.
Haha XD don't worry, that's a pretty good name =)I might use it =D
I like this ideas a lot =)
Would you have a funny interesting name for the leader of a prehistorical tribe of humans?
So I'm making a campaign that is set on the prehistoric time of the magical land of Kanin. In that Era the troglodytes have a widely expanded set of nations that rule over the world and tame dinosaurs and such, while humans and the other races are isolated in caves and remote islands being tribes man and worshiping the elements. The only humans, elfs, dwarfs, neanderthals and hobbits on the main lands are either slaves, "herd animals" to feed ogres, dragons, and other beasts, or small groups of timid races that dwell in there hideouts.
Thing is, I want to make many interesting NPC's that can help the players feel connected and interested in this world. For example, I want to make a tribesman leader that sends the heroes on a journey to the main land, but I want him to be more that a quest giver.
So I open the discussion; what makes for a good NPC and what for a bad one?
I have an idea, something I've done once in a game and it worked PERFECTLY!! Don't kill the party, ARREST THEM! Bring them to lower than 0 non lethal damage and take them to jail, hand cuff them, and have them try to solve things with cunning or diplomacy.
Well the situation was very different, but the players did steal things from a local business and they where arrested for it. The party waited for the guards to leave the prison a little unguarded, then the sorcerer used charm person on the only guard left, the rogue freed himself and the guard was convinced to let them go. Before leaving the rogue flanked the guard with his own short sword (nice having ranks in sleight of hand I guess), and the rest of the party gave him the finishing touch. After that, they escaped out of the prison. It was pretty funny and it taught the players not to mess with authorities.
Robert Cameron wrote:
What a horrible situation, I feel for you!
Chaotic good you say...
A lawful character procedes with the rules of the society or his faith and believes in mind. A chaotic character makes his own rules.
Dudemeister my friend! you are now regarded as a trusted ally =D
Petty Alchemy wrote:
Stealthy infiltration/sabotage is something that's actually easier to run when there's only one person (since there won't be that fighter/cleric/whoever in heavy armor announcing your presence). There are a lot of adventures where heroes fight as a last resort, and have missions to retrieve information/mess up the production of weapons or whatnot.
I'm listening, would you care give me an example?
So, I'm making a campaing for my girlfriend who has agreed to game with me. She really likes high fantasy, and the world of the magic and fairies, unicorns, potions, nymphs, gnomes, glyphs, and so on. Still, a story to be compelling must have a conflict and a hero. But what will this hero defend if not a beautiful world.
I want to create a world where the pixie faires are born from flowers and halflings tap their feet to bardic music along with forest nymphs that dance to the tone. I know my girlfriend doesn't enjoy bloodshed, but she herself enjoys being the hero (she herself has wrote a fantasy story, where the main characters fend of evil gnomes and kill their leader.)
Might sound cheese to most of you, but still I need your help.
Help me create the story of this world and the "why" it needs defending.
I'll much appreciate it =D
If I may... I study comunications on a foreign country, so context tells me my definition of heroism and yours may differ.
I'm pretty sure if you have two sons law enforcement our views of heroism are drasticly different. So I would appreciate if you elaborate.
I found your ideas creative but somehow distant for the general conception of the pathfinder lore. Everyone is free to use whatever they feel comfortable with on its campaing or gameplay, but may I argue that Hobgoblins and Bugbears are very different from goblins?
I mean, hobgoblins have entire cities and form empires. They have laws and codes of behavior, while those chaotic goblins enjoy hurting for fun and think that writing is the crime of stealing words.
Also, bug bears are cruel... just plain cruel. They are sneaky furry masses of muscle that will kill you the most painful way they can imagine. They seem pretty incompatible to me.
If I may, I will reply to this answer with a HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAAH!!!! ah... good times =')
Guess they can try to climb out of the avernus now =) or try to overcome the Demon Lords unnarmed XD wonder how that would end ^^
The Dread Pirate Hurley wrote:
Maybe the war chief feels that the old shaman's lust is getting in the way of his connection with the spirits. After all, no true shaman would ever suggest that the tribe openly welcome diluting the strong blood. Clearly, he must be put to death so that a new shaman, true to the spirits and the old ways, can take over. And maybe the PCs escape during the combat, or join it and kill them all. Or form an alliance with the orcs. I'm just spitballing based on what you've already thought of, feel free to ignore it.
And thats the type of Initiative I love from this community =D
Your opinions on what could I do to challenge PC's without killing them? Or at least entertaining them? (I'm fairly new to this GMing thing, I only GMed twice)
I HAVE A BETTER QUESTION NOW!
What can I do to the PC's to keep them excited and challenged besides killing them?
I know I'm answering my own question here, but:
>The orc tribe overcomes the adventures, but the Shaman leader inclines to not killing them. "We might get a great fee if we sell them as slaves! Keep the women though, it might be time we breed half-orcs to this tribe." Says the Shaman with a lust about he's black oil eyes. Chained and blinded the party is guided up hill to a where about unknown.<
What do you guys think?
I'm not looking for a quota of how many PC's I should be killing, I just thought the title was funny! =D To be honest, I find your reaction very true and very funny. I'm a player myself, and I wouldn't enjoy ruining other players fun. But I might have a little evil Muahaha hidden there somewhere.
The story is simple. WE NEED TO CHANGE OUR GM! He is too fond of the rules, and too cruel. I just wanted to know if all players and GM's feel like me. Since my group is pretty hardcore on challenges, and some of them would dive head first into a gelatinous cube, I just wanted to know and compare the average expectancy of death in an adventure both on PC's and GM's.
If anything, I like to have fun, and I like people around me to have fun too =D. The thing is, I just convinced my girlfriend to play pathfinder with my group, or any group for that matter, for the first time, with the sole condition that I GM. So, I have to respond to both my group and my special someone.
P.S.: I still feel I can do mischief without killing characters >=D
The GM should never be actively killing the PCs. The world is a dangerous place for adventurers and they can often get into trouble which can sometimes lead to the PCs' deaths. The GM's goal should never be killing the PCs. If it happens it happens. If there is a goal for X number of PC deaths though, I would question the GM.
Very helpful, thanx =)
When they have it coming due to their own actions, and when the luck of the dice dictates.
I've been on a game where the challenge rating was just to high and the GM started killing PC's left and right. The problem was that the strategy we choose wasn't the strategy the GM wanted us to choose, so he blamed us for choosing a bad strategy.
Really don't think we deserved it that time. From then on we played defensively with that GM, which was kinda lame cause the whole "role playing" aspect went to a sencond state.
So, could you be more specific on what you mean when you seay the PC's have it coming?