Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Staff

OmniChaos's page

Goblin Squad Member. 197 posts (5,711 including aliases). No reviews. No lists. No wishlists. 39 aliases.


RSS

1 to 50 of 197 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Good luck to those that made it. ;-)

Back into the shadows the rest of us go.


Kalbrak Phaetre, Background Continued:

Kalbrak had spent many years away from his people and grown accustomed to peace without realizing it. While he had forgotten his family and the people he left behind they had not forgotten him or his perceived betrayal. Lead by one of the few former lovers he had, a demonic priestess at that, a war party of drow had been tracking Kalbrak all the way to the surface and his tower. Despite the element of surprise and assembled forces the drow did not consider the scope of Kalbrak's defenses. Nearly half their forces were lost simply getting to the tower and once there his Rikran drakes cut into their numbers along with the summoned creatures triggered by the approach of the enemy. None the less the demonic priestess, Krenuit, along with her personal guard made it into the tower to confront it's master. During the ensuing battle only Krenuit and Kalbrak remained, with Kalbrak weakened by the intense battle. Using his last resort he shifted between worlds to his prize and much more powerful then the norm Rikran drake. Triggering the wards and magical energies in his tower he fled on the drake. Leaving behind his first true home to destruction he not only brought but created himself, the tower's magic exploded taking all those with in and near by with it. Krenuit died that day but as he would later learn was transformed by her demonic patron into a more powerful demonic servant.

That day Kalbrak lost much but learned much as well. He could not remove himself from the world, could not remain idle as everything continued to move ever forward. He would seek out ever new things to learn, some to share others to remain secret. He would no longer ignore his people and those like himself that had no taste for demons or their ways.

Deity:

Portfolio:
Magic: Magic is essential to all, more so to Kalbrak who favors it in all forms.
Knowledge: As the cornerstone of understanding and enlightenment it is a valued resource in his eyes.
Discovery: The endless search to uncover that which is hidden or yet unknown.
Secrets: Some things can not be trusted to all or are ready to be known. Until then they will be hidden by wisdom.
Protection: Their will always be things worthy of protection. He favors those who selflessly protect.

Domains:
Rune: As a god of magic, runes being the language and written form of magic clearly it falls under his purview.
Protection: There are things that need protection, this represents his outlook and nature on the subject.
Magic: He was and still is first and foremost a lover of all magic.
Knowledge: His second love and constant pursuit.
Healing: Making use of knowledge and magic to heal or balance out what others have done grants him this. As sometimes protection is not enough too.

Titles:
The All Binder: Known for being capable of binding just about any being has earned him this title.
The Walker Between: A title most often used for his avatar, it's ability to travel anywhere, everywhere, and even nowhere.
Master of Summoning: For his mastery over summoning magic above all others.
Dark Keeper: In this aspect Kalbrak is a keeper of secrets from all, often invoked when something is wished to be hidden or even forgotten completely.
Healer in Shadow: For his habit of anonymous healing, secret healing research, or unexpected cures.

To be continued yet again.


Kalbrak Phaetre, Background:

Kalbrak was born like all drow, below the surface of the world in darkened cities of endless night and flickering faerie fire. A noble of a house of middling power and commonly grand ambition. An exceptional child with the single flaw of being born male, regardless his rise was astounding.

Having shown a great talent in arcane magic he was apprenticed to a school of wizardry that specialized in conjuration magic. For the demon worshiping drow took their power from such beings and naturally sought to control them for it. His advancement was unheard of for someone so young. So the assassination attempts quickly followed the prodigy. Using wit and no small deal of hidden magical expertise, he not only survived but left pointed reminders of the fate both assassin and employer would face for the attempt. After an especially brutal assassin, that turned out to be a demon tainted invisible stalker, failed to kill young Kalbrak a high ranking master of the academy was found dead. His soul unreachable through any magic and his body slashed to ribbons. The academy choose to test Kalbrak for graduation which he passed with ease, leaving the school and petty attempts on his life behind.

His welcome to the house he had left over eighty years ago was cold. His mother and matron tested his magical abilities against their current house wizard, a nondescript but sagely drow of somewhat impressive power. Yet before Kalbrak he was no match, his spells broken before they could take form and repelled back at him. So was the position awarded to the young mage at the tender age of 113, barely into manhood. So it would remain for many years, he took to his duties only as needed yet never showing genuine interest. He had centuries of life even millenniums yet already he could rise no higher in station regardless of his power. He would be forced to bow his head to the weak and foolish with greater station. Such was not acceptable, his people stunted by the demons they worshiped and false order they placed on themselves. It disgusted him to his core, so he made his decision years after his appointment to house wizard and left his home and people.

He traveled the darklands for many years after his departure. Listening to the whispers in the dark and learning much from the other races below. During this time he stumbled upon a hidden enclave of drider, fearing him as a scout of a war party come to kill them they attacked him. Curious more then threatened or insulted he subdued them, following them back to their small settlement. Upon discovering their simple way of life focused upon survival rather then conquest or advancement of station he decided to stay for a time. Learning he was not interested in killing them they gave the mage a cautious welcome. Studying his magically transformed cousins and their way of life, Kalbrak focused upon the art of fleshwarping. A few years among the drider allowed him to gain their trust and study their condition. One day he proposed to rid the males of their deformed faces as thanks. At first unbelieving that it could be done only a single drider agreed. Yet upon restoration of his face the others soon followed. Using a combination of minor fleshwarping and divine magic he had gained from his solitude in the darklands he left the whole tribe restored. Sharing the secret with a lone male shaman to be passed on to his successor he left the drider. Feeling the need to move on to new places, even a new world perhaps.

Making his way to the surface for the first time, Kalbrak knew only pain at the overwhelming light. Quickly using his magic to recover and adjust, he quickly learned of the sweet night upon the surface. Still bright to his unshielded eyes but tolerable compared to the days. He learned of the vile reputation his people had as well, which he could not defend and would not. Taking to magically disguising his skin to appear pale as his surface kin he explored the new world with all it's wonders and dangers.

After spending the better part of a decade in the world above he choose to make a home for himself. Unlike the lands below one did not need to constantly defend and be wary of enemies swarming your position, at least not in certain areas of the world above. Using equal parts magic and craftsmen he built a simple tower upon purchased land. A home where he could return and study in safety and peace. Never the fool he placed protections upon the tower and very land itself. One breed of guardian was born of his magic, knowledge, and flashwarping expertise which he named Rikran drakes.

To be continued cause I need a break. xP


Here are two rough concepts. Currently leaning towards the second one. ;)

Vorelulharisk:

Wyrm Brine Dragon Cleric 17

Portfolio: The Sea, Dragons, Leadership, Balance, Fish
Domains: Water, Travel, Scalykind, Animal, Weather
Favored Servitors: Neutral Dragons, Aeons, Elementals (water mostly), and Axiomite
Titles: Ruler of the Azure Sea, Guardian of the Azure Sky, The Scale of Fury, Summoner of the Deep
Relic: Markings of the Deep- These strange symbols and markings appear as a series of complex tattoos but rather are carved into Vorelulharisk's thick scales. Born of his many battle scars and growing primal magic they empower everything that he is. While one would think such an effect permanent the Markings of the Deep can be transferred, often only to the most trusted of servents or allies.
Realm: A hidden demiplane of water with many chains of islands, none to large to hold great cities but large enough for a good sized village. In this demiplane deep below the waves lies The Sapphire Palace and Emerald Tower that Vorelulharisk calls home. His many champions and allies welcome, seemingly unaffected by the pressure of the depths or lack of air for those that need it.
Background: Work in Progress >.<
Sefira: Malkuth at first thought, maybe Yesod or Gevuruh otherwise.

Honestly I think it would be an interesting character but it may be too much monster for a humanoid group or mostly one.

Kalbrak Phaetre:

Drow Noble Conjurer 17/Cleric 17

Portfolio: Magic, Knowledge, Healing, Discovery, Secrets, Protection
Domains: Rune, Protection, Magic, Knowledge, Healing
Favored Servitors: Axiomite, Azer, Inevitable, Elysian Titan
Titles: The All Binder, The Walker Between, Master of Summoning, Dark Keeper, Healer in Shadow
Relic: Staff of Forgotten Souls and Whispers- Made up of secrets and those bound by Kalbrak for one reason or another it's powers are ever shifting. Only Kalbrak knows who or what lies with in and it's full abilities.
Realm: Akirin as it is known is not a single place but many that cross over and separate while being with in the same sphere of influence with each other. Connected to countless worlds and planes yet only at the proper moments. It is a cluster of free flowing demiplanes with Filtre the Bright Shadow at it's center. Filtre is a massive tower of black stone with endless silver runes upon it, surrounded by a thriving city that never sleeps in the endless night of the realm. It is with in this tower that Kalbrak resides.
Background: Work in Progess as well.
Sefira: Daat with maybe Gevuruh as runner up.

This is a long time character concept I have never had the pleasure of pursuing. :)


Haven't read all the post yet so forgive any mistakes. ;-)

I am thinking a brine dragon cleric or oracle off the top of my head with a very interesting legacy. Still brainstorming.


Dotting for interest. Hope I am not to late. Will try to have something up tomorrow. ;)


A few questions for the DM. What's the starting wealth? Can we take a drawback to gain another trait?

In case I failed to mention going archmage. ;)


I was thinking abjurer who worships Irez, school powers are helpful for the party as well as the caster. Extra defense never hurts. Sound good?


Thinking NG wizard that would go into magaambyan arcanist. But having trouble choosing school and god. So many choices, so many paths to walk. xP


GM Tierce when will you get out of my head. I was just thinking of joining this AP. Dotting for interest. xD


Str: 4d6 ⇒ (3, 2, 4, 5) = 14
Dex: 4d6 ⇒ (6, 2, 1, 3) = 12
Con: 4d6 ⇒ (1, 4, 6, 1) = 12
Int: 4d6 ⇒ (6, 5, 6, 5) = 22
Wis: 4d6 ⇒ (4, 1, 4, 5) = 14
Cha: 4d6 ⇒ (3, 3, 4, 6) = 16

Going for spellcaster, please have high spellcasting stat. xZ

Edit-And the rules change right when I post. Here we go again.

4d6 ⇒ (5, 6, 4, 6) = 21
4d6 ⇒ (2, 6, 6, 1) = 15
4d6 ⇒ (6, 6, 6, 3) = 21
4d6 ⇒ (3, 6, 1, 1) = 11
4d6 ⇒ (4, 5, 4, 3) = 16
4d6 ⇒ (3, 4, 5, 4) = 16

So I end up with 17, 14, 18, 10, 13, and 13 to play with statwise. Not bad at all. Will have a character up later today.


Let the anticipation begin. ;)


Aspis but it looks like holomog is winning. xP


For me

1) Qadria
2) Aspis
3) Holomog


Benefactor

Option 8- I would have to vote for The Padishah Empire of Kelesh. I find them more to my liking as well as a lot of character ideas to spring from.


I missed the original thread but this sounds interesting.

Setting
Option 1- I like having a lot of information to draw on, off the bat Nethys church. But depending on things could go with a number of organizations and such. Option 2 sounds good too just would have to bug the DM a lot for nay or yays. xP

Races
Option 5- Just because I like to have options and sometimes to pull off a character concept it is best to have a unique race or anomaly member of a race. Still would only be against option 1, way to cookie cutter for my taste.

Starting Level
Option 2- I have no experience with NPC classes as a PC, so do not really have a solid foundation for it. Anyways it seems like losing levels to me sense they are not really that useful for PC's. Again I do not know much about it so just going with what I do know.

Ability Scores
Option 2- Truth be told this goes against my better judgment. I do not trust the dice at all. Still why not give it a chance, I admit sometimes it is funny seeing how hard the dice gods strike me down. xD

As far as character ideas go. I tend to pick spellcasters, depends on the party make up. Off the top of my head, a goodly wizard of the forest, a witch looking to carve out a place for himself, or a scheming bard trying to acquire everything he thinks he deserves. Plenty of choices and ways to go. ;)

Goblin Squad Member

Pure awesomeness and win. I think I just had a moment that's how great it's looking. xP

I really like the world map view and how terrain may play a part. That's something you never see in games really, forcing enemies to use your death trap bridge as the only land route has a special place in my heart. ^.^

Goblin Squad Member

When I think traps I always think magic, sense in my exp they tend to be the most creative. All I can say is all symbol spells are traps, so at least those will be around if the spells make it in. Also I remember the most well used traps were layered. You trip one and the whole place reacts, short story is summoning traps can really make waves. ;)

I apologize for the bad pun.

Seeing as the system is classless, I would want their to be a number of skills related to traps and not just one or two that are catch all's. Magical traps and non magical traps should not be treated the same as they are not for example.

This keeps both the creators and their victims on their toes. Sense with all things that require a skill level, your opponent will have to deal with it. If you spread your time and skill over poisons, traps, magical traps, and locks. Then you have flexibility in your creations but a low level in said skills. While someone who focuses solely on locks for example may only be a one trick pony but his mastery is to the point where it takes someone specialized in lockpicking to have any real chance of getting pass their work.

This would mean that if someone wanted to protect something badly enough they would need to hire someone who specializes in each skill they need to make it truly deadly. Rather then relying on one person they would need multiple people, which keeps things balanced. I think so anyways. x3

Goblin Squad Member

Ah I guess my temple to Nethys will not have a giant statue with eye beams, just a plain old statue. Well as long as I can still have my golems guarding the place. Wait what I cant have that ether, now your just being mean. ;)

Really I would hope that their is an option to design as we progress. At the start a settlement is going to be a village. Villages are about function so they should look the same. But by the time a settlement becomes a true city it should at that point gain the ability to create things in a artistic way if they so choose. As a metropolis or massive city it should even have the ability to support a wide verity of artistic styles. So while we may not be Absalom we could have at least a handful of styles from Cheliax to Ustalva with in the same settlement. Just a thought.


Oh come on you like throwing surprises at us all the time. Feel the tension for once Tierce. ;)

But really I don't like showing things half done. I like to have a certain amount ready. Just a peeve of mine. x3

Edit-Resending the PM.


@JonGarrett
Unless I missed it, did you approve or disapprove of his special hat?

Edit- I ask cause it effects backstory. Kinda a turning point thing. ;)


@JonGarrett
Did you reply to my PM? If so I failed to get it.


@JonGarrett

Sent you a PM. ;)


@JonGarrett

You have a PM. Enjoy, hopefully my sorcerer will be coming here soon. ;)


Dotting

I have a concept I will have to run by you in a bit. Need the build rules before I can make a sheet for you, depends on your approval or denial of my concept as well. Shooting you a PM later. ;)

Goblin Squad Member

Just popping in to let everyone know I am still around and watching. Been silent in PFO section and TSV site, but still very active. ;)

Glad to welcome new members as always as well.


I am going to have to bow out. I wish everyone the best of luck and great fun. Enjoy. ;)


Just keep the good news coming. ;)


Old Smoky Bill:

This is the drake I built as Rego's. He was trained as a mount and for battle so his feats and skills reflect that. Besides that everything else is pretty normal for his drake kind. Which I am making a small entry below about. ;P

P.S. This is him gearless, he will need at least a saddle and ideally some barding.

Bilis the Foreboding CR 7
N Large dragon
Init +2; Senses darkvision 60 ft., low-light vision, blindsight 100 ft.; Perception +13
Defense
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, -1 size)
hp 84 (8d12+32); fast healing 2
Fort +10, Ref +8, Will +8
Immune magic paralysis and sleep, dragon traits, enchantment, poison, disease,
Offense
Speed 40 ft., fly 150 ft. (average)
Melee 2 claws +13 (1d8+5), bite +13 (1d10+5), 2 wings +11 (1d6+2), tail
slap +11 (1d8+2)
Space 10 ft.; Reach 10 ft.
Special Attacks Arcane breath (80 ft. line, 4d4 untyped, Ref DC 18 half, usable every 1d4)
Spell-Like Abilities (CL 8th)
1/day- Magic Missile
Statistics
Str 20, Dex 14, Con 18, Int 13, Wis 14, Cha 11
Base Atk +8; CMB +14; CMD 27 (31 vs. trip)
Feats Wingover, Flyby Attack, MultiAttack, Improved Natural Attack (claws)
Skills Climb +16, Fly +11, Knowledge (Arcana) +12, Perception +13, Sense Motive +13, Spellcraft +12, Swim +16,
Languages Common, Draconic

Laten Drakes more commonly known as mage drakes did not appear until the madman Rego Cantio built his city of magic. Some say they come from the realm of Nethys himself while others speak of horrible experiments thought of by Rego to create suitable mounts for his armies. Regardless of the truth, which none in the know comment on. The mage drakes are without doubt blessed with arcane power and more intelligence then seen in any other of their kind. The fact that none appear outside of Rego's lands, without a member of their forces upon its back that is, only proves that they have a direct connection to them.

Here is what I got on Rego's city so far.

Zhakin:

Zhakin is a city of magic. In fact those without magic are warned away, for those that do not listen only slavery and experimentation await. Only those with magic are welcomed or tolerated, from child to begger everyone in Zhakin knows at least a single spell. Those without any magic are seen as lesser creatures little different then the beast served up for supper. Those without magic have no rights in Zhakin and even children who are born with in her lands have an age limit to show some form of magic or be exiled on pain of death. All forms of advancement and status are based purely on magic ability except for a few choice areas of the hierarchy, as Nethys prizes knowledge as well and not foolishness.

As a result of their system, Zhakin is home to a number of diverse beings. All with magical abilities both natural or obtained.


Old Smoky Bill:

When you say scrolls do you mean magic item scrolls or scrolls with spells written in them. Cause their is a big cost gap between the two.

Going with the magic item scroll cost I squeezed 3-3rd lvl and 2-2nd lvl spells out of it to add to my spellbook. Only 5 spells added, seems a little lean.


Yes I believe it is.


Old Smoky Bill:

Pureblood Azlanti is on page 12 of Inner Sea World Guide.

Roughriders can basically ride anything, as they gain more power they can change to stronger mounts without hassle unlike other classes. That's one of its main points. Like I said I want Rego to ride a drake and I have Book of Drakes but I wanted to run it by you first.


@Tiny Coffee Golem
If I may offer a little tid bit, I made a rather nasty diabolist priest for a homebrew game. One of his fav items was a necklace of hellfireballs. Think about it. xP


Still shakey on race choice and no items but here is what I got so far. ;)

P.S.

Old Smoky Bill:

Any rules for the mount like CR, feats, skills, items, etc?

Also how does the spellbook work for wizards, I know they start and gain spells but normally to have a good one you need to buy a number of spells. Does that count against the money we get and if so which one?

Lastly if you posted I must have missed it but how is hp handled? I maxed 1st level then used the half +1 rule for the rest. Correct me if wrong.

Rego Cantio:

Rego Cantio
Male Elf Roughrider Fighter/Void Wizard 8
NE Medium Humanoid (elf)
Init +5; Senses Low-light vision; Perception +3
--------------------------------------------------------------------------- -----------------------------------------------------
AC 15, touch 15, flat-footed 10
(+5 Dex)
hp 52 (8 HD)
Immune sleep
Fort +8, Ref +9, Will +9 (+2 vs enchantments)
--------------------------------------------------------------------------- -----------------------------------------------------
Speed 30 ft.
Melee: +8/+3
Ranged: +8/+3
Atk Options: combat expertise, vital strike
Spell-Like Abilities:
7/day- Reveal Weakness (-4)
8/rounds- Aura of Prescience
SR -
--------------------------------------------------------------------------- ------------------------------------------------------
Abilities: Str 9, Dex 20, Con 10, Int 20, Wis 12, Cha 12
Base Atk +8; CMB +7; CMD 22
Feats: Scribe Scroll, Combat Expertise (-2/+2), Mounted Combat, Weapon Finesse, Two Weapon Fighting, Double Slice, Ride-by Attack, Arcane Armor Training, Combat Casting, Fast Study, Improved Two Weapon Fighting, Vital Strike, Uncanny Concentration, Arcane Armor Mastery
Traits:
Skills:
Fly +16
Knowledge (Arcana) +16
Knowledge (Dungeoneering) +16
Knowledge (Local) +16
Knowledge (Nature) +16
Knowledge (Planes) +16
Knowledge (Religion) +16
Linguistics +16
Ride +16
Spellcraft +16 (+2 vs magic items)
Languages Common, Elven, Draconic, Celestial, Sylven, Orc, Undercommon, Aklo, Abyssal, Infernal, Aquan, Auran, Ignan, Terran
SQ: Arcane Focus, Arcane Bond, Cantrips, Void Awareness (+3 vs spells), Steadfast Mount (+2), Armored Charger, Mounted Mettle (+1), Leap from the Saddle,
Combat Gear: -
Possessions: Combat gear plus -

Wizard Spells (CL 8th, +20 to concentration, +10 to overcome SR):
4th- wandering star motes, dimension door, black tentacles, stoneskin
3rd- twilight knife, ice spears, fireball, lightning bolt, invisibility sphere
2nd- invisibility, fog cloud, mirror image (x2), web
1st- true strike (x2), magic missile (x2), burning hands, obscuring mist (x2)
0 (at will)- guidance, detect magic, spark, jolt, message
5/7/5/5/4/0/0/0/0/0; Opposition School (Earth)


Old Smoky Bill:

I take it dispite what you said True Azlanti is out racewise as well as the race builder from ARG. If that is the case I am having a bit of a blank problem when it comes to race. Elf, Sylph, and Tiefling are the only one with decent scores for my build but not sure how any would fit story wise.

So wanted to know if race effects anything or at least your opinion of those races. Sense it is a homebrew world so I kinda don't know the rules. Thanks for any response in advance. ;)


GM Tierce:

I don't suppose I could change my guy's race to true azlanti, that would add a +2 to all ability scores. Otherwise its the same, I will assume no. xP

Let me know if you need anything more on my part or want to know more. I have plans for Zoruk, grand ones indeed should he stumble into this adventure. ;)


Tierce take a good look at zoruk, he has plenty of story before and after. ;-)


Well tattooed mystic and tattooed sorcerer have redundent abilities plus its not full spellcasting which hurts a sorcerer pretty bad. Zoruk is better suited and already set up for the AP.


@Old Smokey Bill
He is going be in a word, nutty. Kinda wild but not completely random, he is not chaotic. Sometimes he will act normal while other times he will act like a moody kid. But always aware of his surroundings and such.

Also any race rules or anything from ARG?


@Old Smokey Bill
Did you miss my last post?


Dotting for interest.

Rough Concept:

I am thinking a NE Roughrider Fighter/Void Wizard class wise. Race wise I am hazy. As to his mount I was considering a drake (Book of Drakes), cause dragons are too much even for him. ;)

Rego Cantio was once a simple sage and bookworm. A frontier mage as they were known, the only trouble he ever faced was of a monstrous nature. Which to his credit he played a part in solving along with the townsfolk. Yet fate granted him a blessing and curse, for like all fools he was brought low by the love of a woman of no small beauty. It was not long after their meeting that the two were wed, blessed by Nethys, for she was a mage as well. A single year was all that was granted for it was found out that his beloved was a witch. He cared not at all as he knew their was nothing inherently unholy or foul of such people. The locals were not so understanding and their peace quickly came to an end, as in mere weeks turned the friendly village into a spiteful den of hate. So it was that their home was burned around them as they slept. Both managed to escape into the hands of the waiting mob. Who in turn burned Rego's wife and hanged him. But fate or Nethys as Rego believes graced him with just enough life and power to save himself. But he had lost more then his love, his mind was warped by more then anger and sadness. After laying his wife to rest he left the village. A few years passed in the sleepy village, until a hooded man arrived in the towns center. He placed a totem of some sort and vanished in the blink of an eye. No matter what the locals tried the totem would remain uneffected by anything. A day later the village was in utter ruin, only the totem remained untouched among the bones and blasted buildings. For those versed in Draconic it read "Work of Lord Rego the Dark and his Riders, For Business cast a Message spell, for Vengence cast a Flare spell, Have a Nice Day". Rego had spent his time gaining personal power, knowledge, exotic creatures, and building a following thru mercenary work. As a result he was well known among those with the gold to pay for his services and the underworld, his reputation as unstable and dangerous not far behind. Still the mad mage rider tends to complete his jobs without killing his employers, so long as they keep in mind that he can.

Kinda going for the mad mage vibe but not over the top like a loon, more of a quiet and odd madness at times with the triditional randomness thrown in. Like a functioning lunatic. Well let me know what you think and any suggestions are more then welcome.


Best wishes from me. Hope you get better and things work out.

Had a family member get nuked for cancer among other things and they made it. It was a long hard process but well worth the result.

Goblin Squad Member

That brings to mind an alchy stone, bonus gold income for the settlement. Until it shatters after a set amount of time. Just a thought.

Goblin Squad Member

This was brought up a bit in Crafting starting around page 2.

Goblin Squad Member

If I remember right PF has a few spells that let a person teleport back to a safe area as an act of will. Hopefully they have that in PFO and it will be one of the things I aim for. Hard to loot me when I disappear before you can kill me. ;)

Really unless they do away with a number of spells and magical items, only the unprepared or low level will be an easy mark. Those PVPers and bandits will have to spend a good deal of time and effort into building their characters to truely be successful at killing people. Even then they will only get what you are willing to lose sense its non threaded gear. So really I am not going to hold it against a PC that can one shot me or finds a way to overcome my defenses. Mostly because it shows they put thought and work into their PC, just as much as me and my group. Travel in groups, pack light, and thread what you cant be without.

Goblin Squad Member

Skeletons having an effect on the soul is not really debatable. It says it in their discreption when you look them up. Mindless undead like skeletons are powered by magic. Raise dead does not work because it needs the dead body as a component, which as undead is flooded with negitive energy and magic of its own, this is the reason why death effects stop it from working as well.

Assuming your system is in place. Using your reasoning then I just have to be N, then everytime I make use of evil spells I make use of good spells to the same degree. I do not detect as evil, I can still animate dead. Unless I feel the need to pick evil or good, a personal preference, nothing prevents me from using the undead and remaining non evil. That is a flawed system to say the least and if spells effect alignment then spellcasters will be able to shift with ease considering how many spells they will burn thru as they grow in power, more so in a game that takes a great deal of time. Giving them a fast and easy method to bypass alignment restrictions compared to other classes. That more then anything is why I am against such a system.

This is also assuming PFO will make use of the same system as PF. Which they stated they just may not, that is the reason for crowdforging in the first place. To help them see what will not work in a MMO.

Goblin Squad Member

Maybe it just me, granted I may get taken out for this, but if your a spy in PFO then the "real" you does not exist in that universe. If the "real" you is a spy outside PFO, then your not playing a game now are you. x3

Goblin Squad Member

I dont see how having an opposing view is trolling. I am sorry you feel that way. It has only ever been a discussion to me.

Ghost can be any alignment, so much for all undead being evil. Mindless undead are a result of negitive energy which animates them thru magic. No soul binding involved, so dont know where that came from. As for the whole demon summoning example, if they have the ability to summon said demons and such. They have the same ability to summon angels, did they get turned down?

There is gray in pathfinder, it has been the bread and butter of many a AP. Good and evil cities are minorities in PF for a reason, which is the very thing PFO is trying to bring into the MMO stage. Choices and unique paths based on the actions of the players.

I would much rather try to find a system that works for people who want to play "white" or non evil necromancers. I dont want to see necromancer clone abilities in order to still be considered non evil but play the way you want. Already been done and was disappointing, at least to me.

After all necromancy is a spell school that is accessed by all spellcasters regardless of alignement, its not a class in itself nor is it limited as such.

Goblin Squad Member

Aeonphlux wrote:
I think we have the right of it, that the deities be represented by GM's. Sorry GM's part of your job description is now deity portfolio "x" :) and instead of the favor going to a single player, it should go to a settlement or hex that embodies that deity. So if a settlement or hex has a temple to that deity (which i think should be a requirement), then that settlement can be provided with a unique set of events or quests or w/e to garner favor with said deity. As for the boon of the deity, the whole hex would gain a bonus or the settlement that reflected the deity's portfolio. This type of aspect would set one neutral settlement from the next neutral settlement, as they could venerate different deities. And those who have no interest in it, could either not construct the temple or could choose not to perform the events.

I dont like the idea of a whole hex having to worship one god or pick one over the other. I mean what if the kingdom or guild I am in does not worship my god, do I leave or just convert to their worship in order to get the boon. It seems to divide players more then anything. A system where the player gets what they work for seems better to me.

Not to mention this will trigger crusades and holy wars. As well as hurt anyone who worships an evil god sense its a huge flag over their hex pretty much saying I am evil.

Then their are cities that will be made up of a bunch of religions. Do they have to compete for control or be forced to never have a boon because they choose to favor no god over the others.

1 to 50 of 197 << first < prev | 1 | 2 | 3 | 4 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.