Seltyiel

Misery's page

Organized Play Member. 1,001 posts (1,003 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.



Liberty's Edge

And not to exclude, if you happen to know off hand from a younger family member (niece, nephew, brother, sister, cousin etc etc etc), I had a question to ask.

It has come to my attention that my 11 year old daughter is interested in roleplaying. I've known for some time she's always had the creative streak and enjoyed writing stories and making up adventures to play with the kids at school (magical cats, fairies, girls with special powers, etc etc) but after an incident involving Miiverse I'm starting to think she's also looking for a written creative community.

What we found as other people tried to talk about normal life stuff, she was trying to roleplay these creative, magical scenarios and abilities.

Now to start with she wasn't supposed to be on her DS doing this in the first place but after my wife and I started reading through the posts we discovered a weird problem besides her sneaking behind our backs like a turd; she was being ignored. Her posts were longer, more creative, and incredibly thought out for a kid her age while, as I mentioned about, these others kids were just playing "high school" (nothing inappropriate mind you and like all silly kids, when they actually GET to high school they're going to feel stupid for fantasizing about it.)

Now I've tried to do Gaming sessions before and that can let out some of that creative spark but even I know there IS a joy of actually taking the time to write out and convey what your character is doing through text instead of trying to act it out. The story seems more alive.

... but how the heck is she supposed to do that?

So the question to go with this story is this; does anyone know a kid friendly (if not kid ONLY) website where young children can try and roleplay with one another in a free-form fashion with the website/forum/posts monitored constantly (which I would be doing myself anyway but it's nice to know that a site has a zero tolerance policy.)

If anyone knows, please help a parent out. Thanks.

Liberty's Edge

I've been reading the Iron Druid chronicles and am about done with them with only one book to go. After I finish it off, I had originally intended to go back to the Dresden books and start on those (only read the first book) but I think I need a break from the "reluctant" hero types.

In the words sung by Bonnie Tyler, "I need a hero."

I'm looking for a fantasy book (can be either modern fantasy or traditional fantasy) where the lead character in the book is just the hero type. Someone who wants to actually help others and make the world a better place. I don't want to read another story of someone forced into it or only does it because no one else will.

I also don't want the protagonist to be physically weak like the Frodo type of hero. Someone capable of handling himself. 1st person or 3rd person is fine.

Anyway, if you've got an idea, please let me know.

Liberty's Edge

My wife and I invested in this (Sting of Lolth and Heart of Cormyr)

All in all, pretty fun actually. Just fine with this replacing the old D&D minis to be honest with a lot of the rules more simplified and giving way to more tactics. I like Heart of Cormyr creatures a lot more than the Lolth ones surprisingly. I love elves most but the Heart of Cormyr ones are lacking. Still, they get some power houses (looking at you Purple Dragon Knight).

It feels like the way the drow keeps up at all is with their order cards but sometimes even that can be rough to me. All in all though it's a blast. I'd recommend giving this a look if you aren't one of the ones boycotting WotC.

Liberty's Edge

My wife and I used to play Baldur's Gate: Dark Alliance 1 and 2. We also played both Champions of Norrath.

We miss playing those types of games together. So if anyone knows of games LIKE them on the PS3 or the Wii, please let me know to investigate. Thanks! (it would help if you played it and liked it and had also played the games I mentioned).

Liberty's Edge

Any chance of this happening? I mean Pathfinder has jumped from an rpg into novels and now a future game, but what about the odds of a comic book? Currently it feels like a lot of the comics out now have been done to death and since Paizo is known for creating interesting stories in their Adventure Lines ... I don't know ... it just seemed like a good fit.

Please, give me a reason to buy comics again outside of just the Drizzt ones. Everything has been try and repetitive and a good fantasy comic would be awesome. Iconics or new people, please, take my money.

Liberty's Edge

Is it possible or has it been updated anywhere (as a variant rule in a book) about the Magus or any of it's archtypes revolving around the Sorc style over the Wizard? Using Charisma over Int and using limited spells over a spell book?

(If it hasn't been focused on in a book at any point then I suppose this is more of a conversion question and should be moved, I just don't know is all)

Liberty's Edge

Is there one? If so, anyone care to throw out a name for me? Thanks

Liberty's Edge

A player likes the Kensai (as do I) but he prefers the divine route. So he was asking how hard it would be to adapt it to the Inquisitor.

It seemed pretty easy but I'm trying to pick something to take away. All the normal things would apply; no armor profic, no weapon except the one picked, reduced spell progression, etc.

Canny Defense would apply to his Wisdom over Intelligence, as would all the damage bonuses (wisdom instead of Int).

I've thought about taking away the Bane ability in place of all of this or something else if anyone has any options since the Magus loses the Knowledge Pool if i remeber right.

I also have an issue with the fact that a Kensai for the Inquisitor route could still take an armor feat and be fine since it's divine but I already know that wont be an issue. The character doesn't WANT to wear armor (a theme I share) but I still wouldn't hate putting in a rule to strictly prohibit it.

Anyway, help is appreciated to see if it's even balanced to begin with (AKA he just wants a more melee, unarmored version of the inquisitor).

Liberty's Edge

Rules are pretty simple. Solve the riddle then post your own. If you don't want to post your own or don't have a riddle, just choose to pass and whoever else can post one.

Google eats kittens so don't use it to cheat and look for answers. When the world hangs in the balance and the sphinx is asking you a riddle and you can't access you're google-fu, the world will be mad at you for not sharpening your mind.

(Starting. I'll even Pathfinder it up for the forums)

Three couples reserved rooms at this nice inn at Riddleport which only has three rooms total. The couples are Merisiel and Seltyiel (girl/guy), Valeros and Alahazra (guy/guy), and Seoni and Kyra (girl/girl) (I'm not trying to insinuate anything with the pairings. They could just be rooming up or whatever. Not important). The three pairings leave their luggage downstairs to be carried up to their rooms. However, due to a mix up, none of the pairings received the rooms they had initialy reserved so the list the bellhop has is no longer accurate.

The problem is, the mute bellhop picked the pockets of all the visitors as a true Riddleport citizen would do and doesn't want to risk a face to face meeting in case they might realize somehow that he stole from them (he might have been a thief but he had a horrible poker face). He just wants to leave their bags outside their doors.

So the bellhop gets an idea of using the magical phone systems they have to call the rooms to find out which couple is in which room now. Since he can't talk, he has to listen to the voice to try and figure out which couple is in which room by hearing the voice of whoever answers the phone. The bellhop hasn't heard them speak before so matching a male or female voice to a specific person is off the table. All he can tell is whether the person who answers is male or female.

The riddle is how many times did the bellhop have to call the rooms before he can figure out which couple is in which room so he can leave their bags outside their door.

Give both the answer and WHY it's the answer. Just guessing random numbers won't cut it.

Liberty's Edge

Anyone still playing this? Used to when I was younger, stopped, got back into it, stopped, and now back into it again.

Helps to have a lifelong gaming buddy in my wife.

Loving the Planeswalker idea.

Liberty's Edge

Title says it all.

Deslin on Shadefallen here. Elf Guardian.

The game's been a lot of fun to explore and is visually quite pretty. The PVP has been great as has the questing and dungeons thus far.

Liberty's Edge

Got a chance to play this game over the week during the BETA. I hate to get behind a new mmo, especially a NEW new one (as in just releasing) due to all the bugs usually associated with such things but I think I'm going to have to put myself out there and get this one.

Lots and lots of fun.

Liberty's Edge

Wondering if there is an equivalent class that functions like the Alchemist does for Pathfinder? Making exploding potions and the like.

Liberty's Edge

Ok so before I put down 4th edition all I used were the pregen monsters, creatures, and npcs. Now that I'm using it again I'm trying to figure out this creating your own monster/npc thing.

In general the idea seems pretty laid out and easy with just some confusing aspects to be had I was hoping I could get help with.

For example, I'm looking to create a shadow fey of sorts. A one of a kind creature/guy who taps into powers of the shadow (will likely be easier when Shadowfell comes out with more ideas). I thought about making him an NPC at first but I didn't find any of those base lines fitting, I guess. I'm looking for something between the Nightwalker in the first MM as well as the Shade template in Forgotten Realms campaign setting.

Anyway, my real question lies when building about adding class features to said creature. One example being that for this character I wanted to add the Swordmage Warding class feature that when he has just one weapon in his hand, his AC goes up by 3 (calling it Shadowblade Warding instead but the premise is the same). Can I do that with it being a "creature" build? Could I do it if I switched him to an NPC instead?

Also, can I give either a creature or an NPC a magical weapon/armor so long as it wasn't above their character level? (This would be a higher level solo encounter if anyone's curious). If I gave them such things, does the weapon/armor increase their attack/ac as it would a normal character?

Also do their stats affect their AC or to hit at all or is it stuck at the base given when you prebuild it?

Liberty's Edge

Wondering if 4th edition has a vampiric weapon similar to the one it had in 3.5 editions Magic Item Compendium. Either in the core books or a 3rd part source is fine by me.

The same question goes for if there are elven thinblades anymore or something similar. I like the concept of the Swordmage but don't care for using a typical heavy weaponed long sword. However the rapier is just a wasted feat on the same weapon in a way ... so was just curious if there was anything like the thinblade around or another thin, light weapon that is descent for a swordmage to use.

Liberty's Edge

Might be joining a 4th edition game as well as Forgotten Realms but to be honest I haven't kept up on anything that happened after the implosion. So I have some questions just because I got curious.

(Before continuing I should add these are questions I'm looking to have answered. For those that are angry at whatever changes/occurance happened, this isn't the thread to vent that frustration. This is all about the info :D )

Ok so the two right out the gate, what's up with the Shade now and Shadow magic in general? Do they both still exist? Just one? Neither? If they still exist, how big of a role do they play in the world as it stands now?

How many years after the magical implosion (I don't even remember what its called anymore) does the current 4th edition stuff take place?

Which major gods are left and are there any minors left or did they get wiped out? Anything really change with the current living gods/goddesses?

And finally do Neverwinter and Baldur's Gate still exist and if so are they generally the same as back in the day?

That will do for now and thanks.

(though as an aside and off topic, is there any regeneration in 4th edition?)

Liberty's Edge

I could use some help from people who have played SAGA edition of Star Wars. I recently got a bunch of the books given to me and now I want to run a campaign. However, despite watching the films and playing the KOTOR games, I still feel a little overwhelmed running a campaign from it.

So does anyone know any good places to go and learn more about running a game or even an adventure path that exists?

Also, any advice as to what i should expect? Like certain classes/skills/talents/ whatever I should watch out for?

Liberty's Edge

I have the idea of playing a character who uses a Jian stylized weapon. However I'm at a crossroads as how to do this. I thought about just using the same stats as a current weapon but I don't know which one. Its used for both slash and piercing so I think the rapier's out. I thought about longsword but I see the jian capable of being finessed.

Maybe the dueling sword from armory book? I also thought about making its own stats of an exotic weapon, 1d6, weapon finesse, slashing and piercing but I don't know.

Anyone seen one statted up elsewhere before? Any help would be great.

Liberty's Edge

With the guns available in Pathfinder, does anyone see an issue with letting the arcane archer take weapon focus in a firearm instead of a bow for the class and using the gun in it's place?

There is the issue with someone dual wielding pistols or revolvers but given the fact at higher levels they can only go 2-3 rounds before having to sit out a round or more to reload.

(Wife likes the idea of a gunslinger character enchanting her guns/bullets as the arcane archer but she wants to use gun. Just need to know how balanced this might be or what issues I can expect/should consider)

Liberty's Edge

Got some advice other places and here is a revision. Basically a mesh of monk/rogue/ and shadowdancer. Heavy reliance of shadows/ not being in sunlight.

Let me know how balanced it is.

Class - Shadow Fury (Based around the base monk class, just twisted for shadow abilities instead)
Alignment - Neutral Good/Neutral/Neutral Evil
Hit Die - d8
Saves = Same as monk
Class Skills - Same as Monk's save Knowledge Religion is changed with Knowledge Planes As well, Knowledge History is replaced with Gather Information.
4 + Int Modifier in Skills

Shadow Fury by Level:
Level 1 - Weapon Finesse, Flurry of Steel, Unarmed Strike
Level 2 - Evasion, Darkvision 60 ft
Level 3 - Fast Movement, Manuever Training, Still Mind
Level 4 - Shadow Pool, Shadow Step 20 ft 1/day , Shadow Stealth +2
Level 5 - Purity of Body, Cold Resistance 5
Level 6 - Stunning Shadow Blade
Level 7 - Fast Healing 1, Bonus Feat (Combat)
Level 8 - Shadow Step - 40 ft 2/day, Greater Finesse
Level 9 - Improved Evasion, Darkvision 120 ft
Level 10 - Cold Resistance 10, Sneak Attack +1d6
Level 11 - Shadow Mind (Immune to all mind effecting spells and effects), Shadow Stealth + 4,
Level 12 - Shadow Step 80 ft 3/day, Hide in Plain Sight
Level 13 - Shadow Soul (Functions not in daylight or daylight spell only)
Level 14 - Bonus Feat (Combat), Uncanny Dodge
Level 15 - Death Blade (As Quivering Palm. Shadows wrap around your blade instead)
Level 16 - Shadow Step 160 feet 4/day, Regeneration 1 (replaces fast healing), Cold Resistance 15
Level 17 - Shadow Stealth + 8
Level 18 - Shadow Body
Level 19 - Shadow Jump 1/day, Sneak Attack +2d6
Level 20 - Shadow Step - 320 ft 5/day, Shadow Master (As per the end ability for Shadow Dancer)

CLASS FEATURES:
Weapon and Armor Proficiency: Shadow Furies are proficient with all simple weapons, plus the rapier and shortsword. They are not proficient in any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a shadow fury loses his AC bonus, as well as his fast movement and flurry of steel abilities.

AC Bonus (Ex) - When unarmored and unencumbered, the shadow fury adds his Charisma bonus (if any) to his AC and CMD. In addition, a shadow fury gains a +1 bonus to his AC and CMD at 4th level. This bonus increases by 1 for every four monk levels after that. Max +5 at 20.
Weapon Finesse - At level 1, a Shadow Fury gains Weapon Finesse as a Bonus Feat.

Flurry of Steel (Ex) - At level 1, a Shadowy Fury gains access to Flurry of Steel. Functions as the Monk's Flurry of Blows (Monk) save it must be used while wielding a light or one handed finessable weapon in one hand and nothing in the offhand.

Unarmed Strike - At level 1, a Shadow Fury gains unarmed strike as a bonus feat. However, unlike the monk, a Shadow Fury's unarmed strike damage does not increase over time. Unarmed Strike may be used with the Flurry of Steel ability. This may be used with fists, elbows, knees, and feet.

Evasion (Ex)- Starting at level 2, a shadow fury gains access to the Evasion ability.

Darkvision (Ex) - At 2nd level, a Shadow Fury Gains Darkvision out to a range of 60 feet. This does not stack with any previous Darkvision. This ability increases to 120ft at level 9.

Fast Movement (Ex) - At level 3, a Shadow Fury gains the Fast Movement of a Monk at the same level.

Manuever Training (Ex) - At level 3, a Shadow Fury uses his shadow fury level in place of his BAB when determining his CMB.

Still Mind (Ex) - At level 3, a shadow fury gains a +2 on saving throws against enchantment spells and effects.

Shadow Pool (Su) - At level 4, a magical tattoo appears upon the Shadow Fury (black, silver, or purple in color. Tribal and runic like design. Size and appearance on the skin is up to the player or DM). They are granted access to the Shadow Pool and gain Shadow Points, supernatural energy, that they may use to accomplish new feats but only when not in direct sunlight or in the presence of spell that simulates sunlight (such as a daylight spell). You must have at least 1 shadow point in your pool to use the Shadow Step ability as well as the Shadow Jump ability later on.
Actions that can be taken match that of the monk's save that the dodge bonus granted to AC for 1 round is instead a + 4 shield bonus. This shield bonus is made up of shadow and force and works against incorporeal touch attacks as well. (Functions like the Shield spell, only does not protect against magic missiles). This is due to you commanding the shadows around you to take solid form and aid in your protection.

Shadow Step (Su) - Starting at level 4, you can use the shadow step ability once per day up to the maximum range allowed for your level. You need not travel the maximum distance but once used, that use is used up for the day no matter what (ex. a level 12 Shadow Fury who uses Shadow Step may travel up to 80 feet. If he chooses to only travel 20, that still counts for one of his uses that day). The number of times this ability can be used as well as the distance increases every four levels after level 4. (8,12,16,20). As well, you may spend 1 Shadow Point to gain an additional use. This is a move equivalent action.

Shadow Stealth (Su) - Beginning at level at level 4, you can will the shadows around you to swirl about your form. This bonus grants you +2 stealth bonus. This ability only functions when not exposed to sunlight or any spell or effect that mimics it (such as the daylight spell) and you must be within 10 feet of a shadow that is not your own. This bonus increases +4 at level 11 and +8 at level 17. These manipulated shadows aid in keeping you hidden as well as silenting your steps. This is a free action to turn on or off.

Purity of Body (Ex) - At level 5 you gain purity of body which functions as the monk ability of the same name.

Cold Resistance (Ex) - At level 5 you gain cold resistance. Your time with the shadows has hardened your body against the cold. This ability starts as cold resistance of 5 and increases at level 10 and level 16 (lvl 10 = Cold Res. 10, and 16 = res. 15).

Stunning Shadow Blade (Su) - At level 6 you gain access to the Stunning Shadow Blade ability. This functions like the monk's stunning fist attack and can be used the same number of times per day. The difference is all light, one handed weapons capable of being finessed are automatically treated as being capable of delivering this attack (much like the ki focus weapon ability). As well, the DC is charisma based instead of wisdom based. This ability must be used within 10 feet of a shadow that is not your own. (Shadows wrap around your blade to add this effect)

Fast Healing (Su) - At level 7 you gain fast healing 1. At level 16 this ability upgrades to regeneration 1 instead. Must be within 10 feet of a shadow that is not your own and not be exposed to natural sunlight (or a daylight spell).

Bonus Feat - At level 7 and level 14, you gain a Bonus Feat (Combat).
Greater Finesse (Ex) - At level 8, you may add your Dexterity to damage dealt instead of your strength with any light or one handed finessable weapon.

Improved Evasion (Ex) - At level 9 you gain access to Improved Evasion
Sneak Attack (Ex) - At level 10 you gain access to the sneak attack ability which functions as a rogue's. This is 1d6 at level 10 and increases to 2d6 at level 19.

Shadow Mind (Ex) - At level 11 Shadow Fury becomes immune to all mind affecting spells and effects.

Hide in Plain Sight (Su) - At level 12, a Shadow Fury gains Hide in Plain Sight like the Assassin's ability of the same name.

Shadow Soul (Su) - At level 13, when not in natural sunlight (or a daylight spell), and also within 10 feet of a shadow that is not yours, you manipulate the shadows to act as a magical barrier around you, granting you Spell Resistance of 10 + your Shadow Fury level.

Uncanny Dodge (Ex) - At level 14 you gain Uncanny Dodge as the Rogue ability. If you already have uncanny dodge from a previous ability, this does not stack.

Death Blade (Su) - At level 15 you gain access to Death Blade which functions as the Monk's Quivering Palm. The different is Death Blade is Charisma based and must be used within 10 feet of a shadow that is not your own.

Shadow Body (Ex) - At level 18, you become part of the timeless shadows you control. You cease to age and no longer suffer the effects of aging. You also gain immunity to all poisons.

Shadow Jump (Su) - At level 19 you gain access to Shadow Jump. Functions like Greater Teleport save you must both start and end in a shadow. Usable 1/day.

Shadow Master (Su) - At 20th level you become a Shadow Master. Functions like the Shadow Dancer ability of the same name.

Liberty's Edge

I have been toying with an option in my homebrew campaign. To avoid a bunch of lengthy blah blah that isn't really needed for the core question I have, I'll simply get straight to it.

Would it be balanced, power wise, to allow someone to trade the ability to have Regeneration 1 which increases by 1 at level 5 and every 5 levels there after (Regenerate 1 at lvl 1, 2 at level 5, 3 at level 10, and so on) IF their character was completely unable to be healed by any other source (all cure spells, heal spells, potions, or magic of any kind outside of temporary hitpoint gain).

That's the question.

Liberty's Edge

I guess I need a little help. I've heard vaguely about this system and honestly I've been fighting the urge too long to try it out (well this system and the oWoD).

In any case I want to cave and try it out but here's my problem; I'm a thousand different flavors of lost. What books do I need? What books cover what?

I've never played any tabletop RPG outside of D&D/Pathfinder so if that helps explain why this is such murky water then great. What dice do I need to get also?

Any help or point in the right direction would be amazing.

Liberty's Edge

What would be the penalty for dual wielding say two revolvers? Would it be -2? -4? None?

Doesn't state them as a light or any size category in the Campaign Setting book but common sense tells me light. Is this states somewhere else?

And for that matter what about two hand crossbows? Sure you need both hands to reload but what about the actual FIRING of them?

Liberty's Edge

Ok trying this again with the feedback from before and some more fine tuning. Also ended up changing the name as I kept finding saying "shay, a fey" to be a bit too rhymy >_>

Thanks to all who gave me the feedback from before and sorry I never got around to commenting back. I hadn't realized people had so ... my bad T_T

Anyway, more feedback from this second tier rework would be great.

Kentra, The Forgotten

The scarcely known fey known as the Kentra hail from the deepest forests and tend to live in small clans to help futher avoid detection. Their society prides itself in their secrecey as well as the gathering of secrets and ancient lore. Kentra rarely reveal themselves to outsiders by all accounts though more may have discovered their people then has been recorded as rumors abound that many clans consider any outsiders knowing of their locations or even existance as a high crime punishable by death. This is usually dealt with as many clans have trained rogues and assassins who specialize in silencing offenders. However, this death sentence is usually spared when concerning other fey as the Kentra consider all fey to be of their people and feel connected to them despite their desire for isolation.

The Kentra have spent their exceedingly long lifespans collecting lore and secrets, usually sharing such acquired things with other clans via magical contact but rarely ever in person as each clan does their best to keep their locations secret even from other Kentra. Through powerful magics that the Elders hold, any community in threat of becoming publicly exposed is usually found to suddenly disappear, the Elders taking a whole town to a different location previously scouted in case of just such a situation. It is said that each clan keeps at least a dozen sites prepared for just such occasions.

Physical Description:
Kentra stand around six feet in height with females roughly the same but generally happen to be a few inches shorter than the males. Their skin tones range in shades of gray, anywhere from dark tones closer to black or even paler shades which allow some to pass as half elves given their ears are about the same length being a bit longer than a human's and pointed, but not as long as a traditional elf. Their frames are usually slender and tend to be not quite as durable as a human's.

Hair colors are either white or black, with streaks of more vibrant colors coming out in many; blue, red, gold, green, purple, and so on. Its is uncommon for a Kentra to have more than one color to their streaks though it has been known to happen.

Their eye colors are usually metallic in color with golds, coppers, brass, and silver. As well, their pupils can seem to shine like the metals themselves.

Kentra grow no body hair like that of an elf.

Society:
The Kentra live in deep forests and are similar to nomads as they are capable of moving their clan and community at a moment's notice. They prefer to keep to themselves though have been known to speak with other fey on rare occasions. Few Kentra ever leave their clans save for a few positions such as the assassins who are sent out to end the life of those who threaten their community or secrets and the Gatherers. The Gatherers are those who most closely resemble elves or half elves and can pass as such. These are trained in the ins and outs of the outside world in order to blend in and then are sent about the world, seeking out secrets, forgotten lore, and ancient relics that their clans can claim as their own.

The Kentra believe that knowledge is the ultimate goal in life and judge their own by how much they can obtain.

Relations:

Most Kentra distust those not of their own people and some don't even trust Kentra from other clans. They have still been known to help other fey in need should a dire need arise though generally they avoid all outsiders. As such, they are not very personable and tend to come off as rather short and hostile to all non-fey. However, those who would suffer the ire or wrath of the Kentra have found their lives spared or even found a strange understanding with the Kentra if they happen to peddle in useful secrets and lore. After all, there is always more to learn ...

The exception to this outlook lies in the Gatherers. They tend to be far more open to the outside world the more they travel and become exposed to it. These Kentra tend to befriend outsiders though such a friendship is not given lightly. Once earned though, the Kentra happen to be fiercely loyal and will defend their companions. However even these Kentra happen to take a small bit of enjoyment out of the fact those they come across likely think them something or someone other than they actually are.

Alignment and Religion:

Kentra tend to favor a sense of neutrality to the world and believe whatever happens will happen and there is nothing to be done about it. As for a deity, few Kentra ever bother choosing a patron as they believe the gods have little interest in their people, the Forgotten. Still, those who do practice tend to venerate Nethys, Irori, and Desna due to her ties with the fey. Others still have whispers words to Norgorber, the god of secrets whom such fey believe to be the creater of their people though this is merely speculation.

SPECIAL: (Flavor section to help out)

The Exiled:

"Take this job and ---" Kentra imposing self exile.

Both the Assassin and the Gatherer run the risk of becoming over exposed to the outside world given their time away from their clan and their people. Some find the world beyond their small clans to be their real life and find the weight of all the secrets and lifestyle of the Kentra to be tiresome. Some such Kentra choose to abandon their clan and impose themselves into a self exile. Still others eventually are either found out for what they truly are or get tired of living a lie and stop pretending (this usually happening with the Kentra Gatherers who have made friendships with outsiders and travel with them). In this case, these Kentra are forced into Exile by the Elders.

In both situations, the clan where the exiled hail from will usually send other assassins out to try and end their lives to keep from revealing too much either about their clan, their people, or even the secrets they've gathered over the ages.

The Forgotten:

"... I have seen the future ... and you are no part of it." Varisian Diviner

The Kentra have become so adapt at keeping hidden from the world that it is said even the fates themselves have lost track of the elusive people. In many cases, Kentra who try to have their distant futures read find that it is unable to be done. This is not to say that they are not apart of the future but that their futures or even possible futures have never been mapped out by the divine forces. Because of this, those who encounter and travel with a Kentra can find their futures unpredictable given the introduction of an unmapped soul now in their lives. These are known both as The Forgotten as well as the Fateless.

Kentra Racial Traits:

+2 Dexterity. +2 Wisdom, -2 Constitution: Kentra are graceful and strong of will in keeping their secrets hidden and safe but their bodies are usually more frail than a human's.

Medium: Kentra are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Kentra have a base speed of 30 feet.

Elvensight: Kentra see like elves, with 30 feet darkvision as well as low light vision.

Mental Warden: Kentra keep their minds under lock and key and are far more difficult to break in this fashion. All Kentra gain a +4 to all mind effecting spells and effects.

Fey Blood: Kentra count as fey for any effect related to race.

Lore Keeper: Kentra received a +2 racial bonus to any two knowledge skills of their choice.

Languages: Kentra begin play speaking Common and Sylvan. Those with high Intelligence scores can choose from the following: Aquan, Auran, Elven, Gnome, Ignan, and Terran.

Liberty's Edge

I need help from outside sources about how balanced this ability would be either on a weapon/race/item/etc.

Benefit:
Person becomes immune to level drain, ability drain, and ability damage.

Negative:
All healing spells are only half as effective, rounded down, to a minimum of 1.

Let me know. Benefit too strong? Negative too weak? Flipside?

Liberty's Edge

Just curious if there's anyone else out there that's going to miss Conan O'Brien. He was the only late night show guy I ever liked and was psyched for him when he got the Tonight Show. Now he just got screwed.

I hope someone picks him up.

Liberty's Edge

If a character has a revolver and is flanking with a fighter, and the guy with the revolver has the Gunslinger feat, does it still count as flanking? Like does the guy with the revolver get the bonus to attack and sneak attack damage if he has it?

Thanks ^_^

Liberty's Edge

I'm looking into finding a real Gunslinger type prestige class but would anyone see a gamebreaking issue with allowed an arcane archer to use a firearm instead?

Liberty's Edge

Is there a third party anything out there that has a Gunslinger type of prestige class? With Pathfinder allowing firearms (though not to a large degree I know) my wife actually had a concept in mind but there really doesn't seem to be a good way to make using a gun as a primary means of damaging viable. Thought about converting arcane archer to allow firearms as well but I wanted to see if there was one around.

Liberty's Edge

I posted this as a suggestion to a player concerned about summoners who take up a lot of actions rolling their creatures attacks and such and taking up a huge chunk of combat.

Besides the usual "Separate d20 for each attack" thing, something I started to do in high level 3.5 edition was using the average damage over the rolled damage.

Basically, for exmaple, a fighter does 2d6 (greatsword) + 1d6 (electrical) + 14 (enhancement, str, and weapon spec) in damage so instead of rolling those 3d6 it was simply 21 damage for the attack (7 weapon average and 14 normal) plus average +4 electrical damage (average is 3.5 i know but for opting to do this I went ahead and pushed it over). I keep elemental stuff separate in case of resistances.

Anyway, with 1 attack per round, it's hardly a bit deal to roll but after say 4 or 5 attacks (haste or speed weapon) instead of rolling, it was easy to just add it up quick.

3 attacks hit? 63 normal, 12 electrical.

This started to really show increase in speed for the TWF rogue who kept backstabbing (i'm not going to do an example here but I'm sure you get the idea) or any fireball flinging person out there.

Now granted on spells and sneak attacks depending on how it was I would sometimes favor 2 points or so higher than average (10d6 fireball average is 30 so I'd usually let it be like 34 if they opted this way. DM discretion of course) as a reward for helping to speed up combat by doing so.

I guess I'm curious if anyone's ever done anything similar and how it went for them. I've never really had a problem yet. Most things with high dr they run into their average usually hits over it anyway and no one in my group ever complains.

Anyway, let me know.

EDIT: I also forgot to mention I always kept things separate that might matter, not just elemental but sneak attack as well. I said I wouldn't do this BUT ... for example.

a rogue attacks 4 times with sneak attack while flanking and dual wielding short swords of frost.

his sneak attack damage is 5d6

so it would normally look like 1d6 (weapon) + 1d6 (frost property) +5d6 + 4 (mainhand with a 14 str and a +2 weapon)

then the same thing but +3 with offhand

So mainhand average would look like +8 normal, +4 frost, and + 18 sneak attack with the offhand being the same thing but a +7 normal.

So two main hand attacks hit and one offhand.

quick math shows 23 normal, 12 frost, and 54 sneak attack.

Liberty's Edge

This is a new race I've had in the works for awhile now and would just like some feedback on from the community. Let me know what you think. Please forgive sentence/spelling mistakes as this is a rough draft.

Shay

The shay, as they are most commonly known, are a reclusive type of fey who spend most of their time deep within dark forests under the veil of night. The shay pride themselves in their secrecy and sightings have been few and usually mistaken as they rarely reveal themselves to the outside world and even then only usually to other fey. Their communities are tight knit albeit small in thanks to the fact that shay are quite infertile and a female is lucky to conceive even one child in their lifetime.

The lunalai (the name they call themselves which roughly translates into "Moon's Secret") have spent countless centuries unlocking the mysteries of the world and accumulating its secrets that this knowledge combined with their fey bloodline passes through the generations now in the form of a mental lock on a fey's mind. Due to this, it is said that the safest place to keep a secret is inside the thoughts of a shay. Despite their love of secrets and distrust to outsiders, shay are a naturally curious race and often times take great risks in order to further their knowledge.

Physical Description:
One of the reasons so few shay have actually been seen is because of their close resemblance to surface elves and half-elves. Standing at around six feet or more with the females only a few inches shorter. Their skin tone, however is generally where the difference can be told albeit sometimes subtly with the shay holding onto shades of gray. The exact tone varies for each shay depending on how much sun they actually take in. Those who remain nocturnal solely tend to have darker gray skin while those who venture into the sunlight frequently have a much lighter shade to them. Because of this, the few shay who live among the outside world usually pass as elves or half-elves with their ears being pointed and long (though not as long as a full blooded elf). A shay's eyes also differ from how much light they take in. Most shay have dark black eyes but those who expose themselves to light find theirs take on the paler shades of blue, purple, green, and even silver.

A shay's hair is perhaps the most vibrant about their people. Though their initial colors are either black or white, most shay usually have streaks blue, purple, green, gold, or various shades there-of in their hair. Most usually only have one color in their hair though a few have been known to have multiple colored streaks as well which the shay take as a sign of good fortune.

Society:
The shay live in small tight knit groups (or 'clans' as some shay refer to themselves) that live in the deepest, darkest parts of the forest and cloak their homes in magic and wards to keep out unwanted adventurers or invaders. Many of these villages are settled between two planes to aid them in remaining unfound. Many shay believe it's their duty to keep their own existance as one of their prized secrets not to be revealed to any outsider, though there are a few clans that believe finding ties with other fey in the material world is a worthy pursuit, though this is usually for the purpose to increase their knowledge.

Still, there are the very few rare clans that believe contact with outsiders is not only an option but a necessity. These shay believe that in order to truly uncover the secrets of the world and life, you have to live as much of it as possible. Most shay adventurers that do exist in the world come from such groups that encourage their people to go out into the world should the curiosity arise and learn all that they can. The elders of these clans simply ask that the shay that do partake in such life journies find their way back to the clan once every several years to report all they have learned and share whatever stories they have to tell (though they are not allowed to bring others to their settlement).

On the rare occasion that a shay community should be discovered, the shay quickly evacuate through magical portals setup through the town that function only for the shay. Due to a high population of the shay having magical talents, raising a new settlement to start over in doesn't take much work and the cycle continues a new.

Relations:

Most shay distrust all non-shay. The shay that are willing to look past their own kind tend to usually only trust those with sylvan blood or those tied closely with nature such as elves, gnomes, and druids. Despite their own distrust for all others, their otherworldly beauty and aura tend to make other races warm up quickly to them.

One of the few things that the shay seem to truly despise are the undead. The shay believe that you are given one life to live and learn from and that undead creatures are disgusting parasites that cling to a life that is no longer theirs to hold onto.

Alignment and Religion:

Despite their ability to keep secrets and the fact that the word of a Shay is a sacred thing, these fey tend to do as they please with little regard for anything outside their community. As such, the shay tend to be more neutral over good or evil as well as over chaotic or lawful, though they tend more towards chaos then law should the situation arose to choose. Most shay respect the goddess Pharasma and Calistria as well as the god Nethys for their dominion over knowledge and often worship whichever closes shares their vision on life. Some have been known to worship Irori despite his hold over law as well as the darker side of knowledge in Norgorber, the god of secrets (it is even rumorered that the dark god of murder and secrets himself created the shay race though finding any truth behind this seems all but impossible. After all, if it were true, only the god himself would know and wouldn't be quick to give up such a secret).

Lastly, the few shay who decide to venture into the world to learn through living often worship Desna and look to her to guide their steps.

Shay Racial Traits

+2 Dexterity, +2 Charisma, -2 Constitution: Shay are graceful and beautiful people who have an aura about them that makes them pleasing to others though their bodies are usually more frail than that of a human.

Medium: Shay are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Shay have a base speed of 30 feet.

Darkvision: Shay can see in the dark up to 60 feet.

Mental Lock: Shay are immune to all mind-affecting spells and effect; both beneficial as well as harmful. However, if a shay ever reveals a secret he swore never to reveal this ability is surpressed for 1 week. (Thinking about extending this to a month.

Fey Blood: Shay count as fey for any effect related to race.

Keen Senses: Shay receive a +2 racial bonus on Diplomacy skill checks. A shay's natural aura tend to make others like them more and also makes it easier for a shay to uncover secrets (Gathering Information).

Languages: Shay begin play speaking Common and Sylvan. Shay with high Intelligence scores can choose from the following: Aquan, Auran, Elven, Gnome, Ignan, and Terran.

Liberty's Edge

I had brought this up back in the age of Beta but with that having come and gone and never really receiving an answer, I'm curious if there is now one out there yet.

At what rate do elves age? When they are 20 do they look 20? Or do they look 5 or 10? Also if it's the former, can elves be of a younger age then the book states when they start adventuring? Like say a 40 year old?

What's Pathfinder's take on this as I have seen it different ways it different campaign settings.

Liberty's Edge

Misery wrote:

OK only posting what would have changed so as not to get in trouble for posting the whole PRC.

DERVISH CONVERSION

(This only covers what changes compared to it's 3.5 counterpart. Anything not listed would stay the same)

Requirements:
Skills: Perform Dance 5 ranks, Acrobatics 5 ranks

Skill List: Acrobatics, Craft, Escape Artist, Perception, Perform, Profession, Swim

Special Abilities:

Dervish Dance: At level 1 this ability can be used a number of rounds per day equal to half your number of perform (dance) ranks, rounded down. The number of rounds per day you can use dervish dance increases by +2 every other level past 1st. (3rd,5th,7th,9th)

Movement Mastery: You may take 10 on Acrobatics and Perform(dance) skills even if stressed.

Dance of Death: At level 4, a dervish gains the benefit of Cleaving Strike while using it's dervish dance. (Functions like old 3.5 Feat of Cleave)

A Thousand Cuts:

Changes - Greater Cleaving Strike (functions like the old Great Cleave Feat)

EDIT:

Change the added +2 rounds per day to be every level, not every other. This matches the way the Barbarian Rage works.

Liberty's Edge

I am hoping this is some kind of sick offensive joke.

My favorite prestige class has always been the Duelist prestige class. Even in 3rd when everyone said it was too weak or something, I still loved it.

In the Beta I was excited about the Duelist changes but come the final product they took it's GREATEST ability and beat the hell out of it!! Elaborate Defense now states it only gives a dodge bonus to ac when fighting defensively for 1 point every 3!! duelist levels.

Seriously, flat out ... I am beyond disappointed in this. I would have rather Paizo just leave this PRC alone then do this. That's like a 7 AC point nerf which is huge ... what the hell guys ... seriously.

Liberty's Edge

I scanned over this twice but didn't see any mention of Everquest 2.

... so I guess I have to ask if anyone plays? My wife and I are on Antonia Bayle now. We've tried a couple MMOs (WoW, D&D Online, and Warhammer) but none of them had the feel and fun that we felt EQ2 had. Granted we only first TRIED it ... hmmm ... like a year ago or something? Then we put it down after a few months to test other waters. We went back to it though recently as it's just more fun.

What's NOT fun is having to raid to get anywhere at the end game ... but that seems true for all MMOs now which is sad (minus Warhammer since you could do 6-man dungeons for great gear) but oh well. I guess what people say is true though, if you don't raid, you don't need raid gear heh.

Anyway, we decided to start our characters over and curious if any others are out there that still play (or starting to play) this gem.

Liberty's Edge

One of my favorite races with a level adjustment comes from Fiend Folio, the Feytouched. Basically the offspring of a half-fey and another base creature.

What I'm curious of, however, is there anything at all saying only humans can be feytouched? My charcter for example has a drow mother and a half elf/ half fey father (pixie). If they have a child, the child would be feytouched, no?

Also, feytouched is an actual race if I recall so that means the offspring would ONLY get the powers of the feytouched, aka meaning the fey blood was stronger then the other blood in his veins. Would this mean they would have to sleep a normal 8 hours worth? And would they have the same age as an elf since that's his parents race (or at least half on his father side).

Liberty's Edge

This is just to gather interest in a game I've been wanting to run for awhile now. It would be a city adventure and all interested members would have to come up with a reason to be a part of a powerful Sellsword Guild known as Quin'drel that operates with it's base of interest in the Coin District.

Missions will be assigned and the characters will have to complete them. Most times it will be as a group but other times it could be seperated into smaller teams or single mans (though no one would be left out of something to do during these times).

I'd prefer if people were able to post once every 2 days to keep things moving. Also those interested in heavy rp is a plus as most of my pbp campaigns tend to go as such (first one on here though).

Despite the "Get a mission - do a mission" style of gameplay there will be an overreaching plot though it will do it's best to remain linear to let the players guide things how they will with what they find.

All base classes and races from Pathfinder would be welcome. It would start out beta if I have enough interest and move into Core in August with the official release.

Preferred good or neutral characters but open to the possibilities of evil given good excuse and keeping with the ability to work with a team.

Teamwork is essential, even if you don't like the character you're forced to work with (kind of like how it works in life sometimes heh).

The guild is fairly well known and respected and generally seems to stay within the boundaries of the law and hope(though other truths will come to surface for some).

Anyway, I'll get in interest check for now of races and classes. Balanced parties aren't a necessity as your assignments may vary upon group make up (there are a lot).

If a large number becomes interested then I'll have to have people do character concept write ups and I'll choose five to make up the group (will be 6 total but the 6th spot has already been reserved).

If for some reason you want to know stat make up before it starts (if it influences what you choose to be) then your stats are as follow: 18, 16, 14, 12, 10, 10. Higher then usual, I know, but it's what I like ^_^

Liberty's Edge

Ok I had a much longer thread but it kicked me and then ate it so this might be more hurried.

Anyway my players and I (especially my wife and me) have a special list of characters we really enjoy playing. In a way, they are OUR iconics. Our campaign of choice used to be Forgotten Realms. Well we all hated the changes that happened/was happening and also hated new content pushed out for the realms (which we also heard would be limited) which was mostly things we couldn't use.

Then we found Pathfinder and Golarion. Boy meets girl. Boy falls in love with girl. Etc etc.

Anyway we found ourselves with four options. Start brand new characters there? Nah, we all loved our iconics way too much. They are very much a part of us. Simply port them over magically like through a gate or something in order to avoid the Spellplague and they just happen to come to Golarion? Nah, we wanted our iconics to truly be Golarions. Port them over and change what backhistory we needed to in order to fit in the world? We thought about that but there would be a lot of changes and continuity was harder.

So we decided to do a reboot of our characters and start their lives and careers over from scratch in Golarion. Sure some things are similar story wise but mostly it's very different, very fun, and very fresh. It's just been a heck of a lot of fun.

However my characters ALSO weren't too complex to transfer. I had two moon elfs, a drow, a tiefling, and an ashen skinned feytouched (elven mom, shadow tainted half fey elf father).

Everyone BUT the feytouched transfer easily enough and hasn't been an issue. With the feytouched I haven't decided to just keep calling it a feytouched or, since Golarion can't ever convert it (not that it needs any converting but it's not open source) just call it by something else and keep the stats/write up? I'll probably do the latter since I never really liked the name "feytouched" anyway. Always just called him a fey but now will likely call him a shay (shadow touched fey. No special bonuses for the whole shadow part, I just like the flavor and the gray skin :P )

SO, that brings me to my question to the community; anyone else in the same situation or close? Those who have a lot invested into their OC's but want them in Golarion from a different world?

How are you doing it? Any crossover issues you're running into?

Liberty's Edge

Just curious to try and get into a starting or currently running PbP game using the Pathfinder Beta rules (and I imagine core when it goes live in august).

I've always loved to roleplay and sometimes it's easier to accomplish this on a PbP then it is over tabletop since you can often get more across.

And if there are TWO spots ever open, my wife would join as well.

Anyway, just throwing that out there. Got to play to win (or in this case, post to play)

Liberty's Edge

... me thinks I should move >_<

Liberty's Edge

I posted this way back in beta under the races category but with it being shut down, I'm still curious if something set in stone has been decided about elven age in pathfinder.

Of course what I mean is how do they age? Does it work like 3rd edition elves where it's stated they age at about the same rate as humans until they hit about age 18-20? Or is it different?

Our game has always been littered with younger elves in the age range 90 something all the way down to earlier 20's. This was possible before, but what about now?

So any new news on this?

Liberty's Edge

Reading through the book Gods and Magic I came across conflicting statements in the book and I'm looking to find which one wins out as truth.

In the book it states Iomedae has absolutely NO dealings with any ill sort, especially demons/devils which also includes Asmodeus (sp?)

However under the Asmodeus section, it states he's acts as an advisor to her.

... kind of a big difference between never dealing with them and also taking their advice. Anyone?

Liberty's Edge

I was just wondering if for the final release Pathfinder could actually include CLOTH as armor capable of being enchanted, or at least put a rule some where that it could be. As it stands now as an example, a wizard has to wear bracers to get an ac bonus or buy robes that do so. Also they have to buy/find/make robes that have other bonuses on them though they don't really get the same options as someone wearing armor.

Why is it you can have a +1 Ghostouch Chainshirt but you can't have +1 Ghosttouch Shirt (chains sold seperately).

I know some people might say "Well you can, just house rule it," but I don't see an issue if instead of robes, if the wizard/sorcerer/monk/whatever else wants to be able to have enchanted options like those wearing armor. They wear armor for the heavier AC after all and I can't see why a wizard can enchant a slender piece of leather armor and not some cloth pants and shirt to the same effect.

Thoughts? Am I missing something?

Liberty's Edge

I know Paizo published the article awhile back in Dragon magazine about one of my favorite demons, Malcanthet (there is likely NO way this can be viewed as legitimate interest and not some "OMG SO HAWT! SHE IS L33T!" is there?).

Anyway, curious if Malcanthet hangs around in Golarion or not. I know Calistria fills some of the roles but I like how Malcanthet works the evil line through less combative means. Anyone know or is there anyword from the Designers which abyssal demon lords are active in Golarion.

Liberty's Edge

There is a feat from mongoose publishings quint fighter that allows works so that instead of taking a -4 to fighting defensively, you get a -2 instead.

I don't, but does anyone see this as a broken or too powerful feat. Just getting input from the community.

Also, any chance Pathfinder might consider adopting something similar as a feat?

Liberty's Edge

Ok I got a little confused when reading over the Beta book for Pathfinder RPG over elves.

As usual, the elves have uber long life spans. However, they are not saying that you cannot make an elf below the starting age for that class.

... someone want to tell me why not? Even though they don't reach "adulthood" in the community until after their first century, elves still mature as a human does. They just stop aging when they get in their early twenties.

So WHY again can't elves be a lower age? All my elves have pretty much never hit their first century when starting play, nor most in our party who plays an elf. I guess we figured "How would it take you 100 years to get to level 1?"

I know most of the time, in campaigns, age doesn't really come into play much. Its what makes the humans low life span not such a big deal. Still, when the rules actually say you CAN'T ... that sounds a little silly to me.

Could this either be fixed in the final version or a good explanation as to why?

Liberty's Edge

Writer: (looking around and trying to hide from the possible hate and flames for just posting the word) ... is it safe?

Elf: ... no >_>

Writer: I just want to try and make a suggestion though?

Elf: ... no >_>

Writer: ... please?

Elf: ... >_> ... no.

Writer: T___T *sniffling*

Elf: Tch. If you're going to friggen cry just spit it out. No wonder your wife lives in regret

Writer: HURRAY!!! ... hey ... huh?

Elf: ... >_>

Writer: Anyway, I just wanted to throw out a suggestion for the drow that I started mentioning in a different thread and decided I wanted a general feedback for the new system.

Elf: (playing Soul Calibur 4) ... yea ... we're listening ... (plugs in head phones)

Writer: SUPER!! Well anyway, I know a lot of people hate or love drow. I get that. But I also know a lot of people aren't a big fan of level adjustments just to play the character they want. Well we have a few drow lovers in our gaming group ...

Elf: You mean YOU, and you're just trying to NOT have a line of people waiting to kick your face in?

Writer: ... could be >_> ... though I wouldn't be the only one. Plus I'm the DM. I don't get to have FUN. HAHAHAH!! Such a silly notion of making a character I want ... *dies a little inside*

Elf: Just shut up and move on.

Writer: Ok, well at least as far as the drow go, I hate to admit this but I looked over the 4th edition version of them and thought there were some things that could be worked with. Basically here's my run down.

Drow: +2 Dex, +2 Cha, - 2 Con
Favored Class: Rogue and Wizard(Male)/Cleric (Female)
Darkvision 120 feet (might be an issue still since its double a dwarves)

Spell Like Abilities: I've been thinking over this one. I know all the core races got a nice boost in all around stuff so we might be able to keep dancing lights, faerie fire, and darkness. OR, maybe they have to choose between the three? If THATS the case maybe include levitation as a possible choice, iono.

Spell Resistance: Get rid of it. I mean maybe if you WANT to play a level adjustment drow you can play the old school, but a lot of us just want to play it for playing it, not for some uber bonuses. Maybe to supplement give them a +1 to all saving throws against spells and spell like abilities?

Skills: Open to suggestions. Maybe something to do with Stealth for sure but whatever else for bonuses, iono.

Weapons: Similar to elves I imagine.

Elf: ... so thats it?

Writer: I think so.

Elf: ... they're going to destroy you.

Writer: ... I know T___T


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