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Urizen wrote:
DRUNK HULK NOT CRY IN HIS BEER. DRUNK HULK JUST LOVE YOU, MAN Liz Courts:” HULK MAKE PEACE WITH INNER CHILD!!" Liz Courts: "HULK EXPRESS TRUTH CONSTRUCTIVELY." Liz Courts: "HULK ONLY INCREDIBLE AFTER HULK SMASH DESTRUCTIVE PATTERNS!!" Liz Courts: "HULK SMILE!" Cosmo: "HULK MAKE TIME FOR HULK!" Cosmo: HULK CRY IT OUT! CS Erik: HULK DO STRETCHES BEFORE EXERCISE! Robot Chris: HULK DO YOGA EVERYDAY FOR HULK BALANCE Sara Marie: IT NOT FAT IT HULK MUSCLE Cosmo: HULK MAKING HULK BE OK WITH HULK!!!! Robot Chris: HULK WATCH NOTEBOOK, DO NOT JUDGE Blue Chris: HULK LOVE SELF BEFORE LOVING OTHERS Cosmo: HULK WORK THROUGH PUNY BANNER'S ANGER ISSUES!!!! If it were offered in a way that wasn't mandatory, that's fine. I'd just ignore it like other stuff I don't need. Might be a GM time saver too. But if it is mandatory, and the freewheeling spirit of character-building in PF is discarded, then I cannot support the idea. It cuts right to the root of why I play the game. BEGS wrote:
I could challenge his character. :) Instead of getting mad because you can't handle the character why not ask him to tune it down.LazarX wrote: Congratulations on proving something that the bulk of us knew all along.... that any D20 game can be broken if the intent to do so is there. wow... seems overly hostile for no apparent reason. Also, this is a character I intended on making. It started out as making a duelist who was decent and I've slowly been adding stuff to him (such as levels of monk, and fighter archetypes). The only silly thing about it is, that I realized that my AC would eventually compete quite competently with a fighters AC. This was just carrying out the build to it's maximized potential. I'm not sure whats wrong with that. Bomanz wrote:
....brought up stuff that has no relation to this topic. Killing a balor is not the standard. Being a well designed class is. I would also add mage hand as an at-will too for flipping through book pages. Is it some kind of a new trend to have your first post on the forum as a flamebait for a running war where everyone has said everything already and the only thing achieved is that we have a third "Monks suck/No they don't/yes they do/no they don't/your mother wore combat boots/yeah, and my goat says <Insert Paizo Designer Name> is a bad lover" thread? Doctor Carrion wrote: Bards are despised all over the world for the fact that they sing in battle. This is pretty much the lamest thing ever and I think a lot of people will get behind me on that. Bard is a lot of people's favorite class. Just because you have an opinion, doesn't mean it's truth. I love SINGING Bards.
Charlie Bell
(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case, GameMastery Maps Subscriber)
I never played a bard, and I can say: They rock. Despised? Pshaw, we love our Bard and his bardic performance buffs... or debuffs. And what the heck is wrong with singing in battle? It throws off people, buffs your party, and therefore make bad guys sad. Truth be told, I find bards more heroic in battle than fighters. I mean who else has the courage to sing in battle? Not me. Wouldn't laughing in battle be worse? Because if so, the witch is a big offender, and they are fun to play/fun to have too :| Sunscreen?
IIRC, I read somewhere that particularly powerful vampires had an ability that allowed them to walk in daylight (optional ruling from some 3rd party co I think). They don't want to, they don't like it, but if need be, they can do it. I you are planning an encounter with a vampire boss, you could make up something like that. After all, if it's good enough for Gary Oldman in Dracula, why not for a vampire baddie in PF? I would say my best concept I've had was for a large scale/economic game which I joined late. The other characters were all Lawful Evil, building towns and businesses. I decided to get into the arms manufacturing biz. The character was a warforged wizard, but stayed under illusions to make people think he was human. He was Chaotic Good, and treated all his workers extremely well. He exported high-grade, extremely powerful defensive weapons, and sold them to EVERYONE. This meant the coming war (which the campaign was ramping up to) would be difficult to win by any side as every city would be armed with anti-siege weaponry. Slavery was a major part of the setting (for the evil empires) and my character was secretly working against it. Every night (warforged don't have to sleep) he would drop his illusion, load up on spells, and go destroy slavers, setting free the slaves or hiring them himself. I was describing the character to a friend, and he said "Dude... you're Tony Stark." I hadn't even realised it. But that is how I played it. it was amazing. Even though the DM was incredibly pissed off when I started ripping down her slave economy piece by piece. Presented here for your consideration... Bob. Bob is very much a work in progress, and not every detail from the books was accommodated. Any comments or suggestions are welcome. Bob:
Bob (Minor Artifact)
Aura: Strong necromancy
You see a skull with a dull metal finish, every square inch of which is covered with engraved arcane symbols, and dark-colored faceted crystals set into the eyesockets. When you pick up the skull, the crystals will glow a fiery orange and a deep, gravelly disembodied voice emits from the skull… “Hey, what are YOU looking at?!?” The skull is the home of Bob, a spirit of intellect and a very learned loremaster of the arcane. Bob has been passed from wizard to wizard for centuries, and is a priceless font of magical lore. And you can be sure Bob KNOWS it. He likes nothing better than an opportunity to show off his knowledge (unless it’s “officiating” at some wild brawl or party – see below). Normally Bob is a smart-aleck, very, very stubborn, and has a weakness for the fairer sex. However, his personality can shift over time to reflect his current “owner”. BOB [air spirit of intellect, Chaotic Neutral] - INT 19, WIS 10, CHA 14.
Bob will aid the PC with a skill check on these skills at any time, if the PC makes successful Diplomacy check (see below). Bob can also make one of these skill rolls on behalf of the PC once per week, using the modifiers listed above, if he is given “leave” - 12-36 hours away from the skull and therefore unavailable to the PC (time away subject to negotiation, roleplay and/or Diplomacy check [see below]). There is a 25% chance Bob will do something while “on leave” that will directly impact the PC later on – not out of deliberate malice, just due to unforeseen consequences (“I didn’t do anything a keg of ale wouldn’t have done!”). DIPLOMACY CHECKS W/BOB
OTHER ABILITIES
DESTRUCTION Bob can only be destroyed by burning him on a pyre of spell books with a total worth at least 500,000 GP. How much does art really matter to you Art is seldom a deal-maker or -breaker by itself, but I do judge art quality when evaluating an RPG book. It can influence my opinion at least of how well a book is put together, and whether I will keep an eye out for future products by the same company. Now, if the game itself sucks, not gonna get it no matter how pretty it is, as SlimGauge notes. And if I am already familiar with a system and I like it, I will buy the product absolutely regardless of art quality. BUT if I am looking at a system for the first time and the art is distracting because it's bad or poorly placed, then it may influence my decision to put the book down and not give the system a chance--mostly just because I have trouble reading the system because of the poor design. Furthermore, if a product contains artwork I personally find offensive -- women are only portrayed as sexualized victims and never as heroes (the infamous half-naked ritual sacrifice victim, for example); offensive racial stereotyping, etc. -- then I absolutely will not buy the product because I do not back with money things that encourage values I consider negative and hurtful. If I heard someone on the street call someone a derogatory name and then ask me to buy the wares they were selling, I wouldn't, so I wouldn't do any sort of equivalent. Other considerations for artwork that may influence my purchase/support: - Does it look like a non-artist scribbled a sketch and scanned it in?
I would honestly prefer simple, clean line drawings or even meticulously chosen clip art/stock art/stock photos than badly drawn artwork -- or even no art at all. If you lay out your book well, I may notice there's no artwork, but I will respect it more than if you insert a picture of ridiculously scaled adventurers that look like you paid your 9 year old sister 50 cents to draw it for you. - Does it have anything to do with what's on the page?
- Has it been shoved into the layout willy nilly or does it use the space wisely?
- Are the artistic styles consistent with each other?
But it does bug me if a publisher has hired obviously several different artists who have very different, conflicting styles of artwork. If on the first page I see a gorgeous painted piece of pseudo-realistic fantasy artwork, and on the next page I see a cel-painted-style piece of Japanese-comic-style art, and then on the next page after that I see your 9 year old sister's disproportionate adventuring party in pencil sketch, then no. I'm okay with differing styles--every artist does things a little differently--as long as they are still complimentary. Think about how a museum curator might arrange paintings on a wall. He may put Matisse and another expressionist together, even though Matisse's picture has stronger colors and the other expressionist has sharper, darker, cleaner lines, but they still compliment each other in some way. But a curator will probably not put an Andy Warhol next to Da Vinci (unless they're specifically trying to make a point) -- both good artists, but their artwork will probably distract from each other and make each piece harder to appreciate. The Mad Badger wrote: Awesome what else is on that list I wonder? Any number of things I could use to stab, cut, dismember the multitude of douchebags in this world that I truly do believe do not deserve to breath the air of all the other good hard working folks who just really want to get through their days and live a quiet happy life. I agree with Varnhold. Look at the army costs and it becomes clear that they couldn't build up further. And to make matters worse, farms were so exposed that Centaurs and other critters made all attempts at farming suicidal. Drelev is even easier. Unrest. The Unrest is so high that not only do they fail almost all checks, but they've lost most hexes they had claimed and local critters have destroyed what farms there were. And like Varnhold, they needed more military power from the start to deal with local dangers - barbarians, bogards, etc. Unrealistic? No! Do not forget that there have been dozens if not hundreds of attempts to settle for Stolen Lands. All failed. The players are the first group that beat the odds and manage to create something that might last. The kingdom building rules may make success too easy on the players, but that's necessary to allow casual gamers to succeed. Likewise the players are always confronted with only one or two situations at a time. That's the key here - the rules as presented are a simplification stacked in the players favor to allow casual gamers to enjoy kingdom building and succeed without any optimization and little planing; everyone else operated by the harsher rules. If you have a group that is willing to go beyond the basics, the rules need to be toughened up; toughened to the degree that success becomes a real struggle and repeated heroics are necessary just to starve of failure. That would be a far better representation of the Stolen Lands... but also too harsh for most players to enjoy; campaigns would fail not because of TPK or loss of interest, but because kingdoms failed. Would that be fun?
Hello folks. I hope that the trials and tribulations that life tosses your way are getting the ass whuppin' they so dearly deserve by your hands. And speaking of ass whuppins, do you guys remember the story I told y'all about the one guys porn stash I found whilst his lovely fiance watched me during the termite inspection? Well I spoke to her today... they did NOT get married that Sunday. Nope, when confronted he blew up at her for throwing away his stuff, and their argument escalated to him punching her in the head and calling her everything except sweetheart. Unfortunate for him, since she not only busted his nose but had him arrested for assault. Damn, better she learn now than after they got married.... but I'd still like to lay an ass whuppin of my own on him. Detect Magic wrote:
Reading though it, this is exactly what I've been looking for. Thanks! Remco Sommeling wrote:
I already got you covered!:
Evolver BAB: +¾
Class Skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform (acting), Profession, Ride, Sense Motive, Sleight of Hand, Stealth, Survival, Swim. Skill Ranks per Level: 6 + Intelligence modifier. Evolvers are proficient in all Simple and Martial Weapons. Evolvers are also proficient in any natural weapons they gain by assuming other forms. Evolvers are not proficient with any armor or shields. LEVEL ABILITY
Evolution Pool (Su). You have a pool of evolution points equal to ½ your class level + your Constitution modifier. You use these points to power your shape changing abilities. Evolutions (Su). Whenever you change your form using your Evolve Form ability, you can spend extra points from your Evolution Pool to add one or more Evolutions your new form. Use your evolver level as your summoner level for the purposes of determining which Evolutions you can use. Evolve Form (Su). You can change your shape as a full round action by spending 1 point from your Evolution Pool.
Evolver’s Defense (Ex). The evolver adds his Wisdom bonus to his AC when he is not wearing any armor or carrying a medium or heavy load. This bonus applies to his touch AC, and he does not lose this bonus to his AC when he is flatfooted or otherwise denied his Dexterity bonus to AC. He does lose it if he is immobilized or helpless. At level 4, and every 4 levels thereafter, this bonus to his AC increases by +1. Evolver’s Trick (Su). At 1st level, 4th level, and every 4 levels thereafter, the evolver chooses one of the following abilities. Ability Damage/Drain Resistance. When you use Evolve Form, you can spend an additional point from your Evolution Pool and gain the ability to reduce the amount of ability damage, ability drain, and ability penalties you sustain by an amount equal to the number of Evolver’s Tricks that you have. Chameleon. You gain a bonus equal to your class level on Disguise and Stealth skill checks. Damage Reduction. When you use Evolve Form, you can spend an additional point from your Evolution Pool to grant yourself DR 1/silver for every Evolver’s Trick you know (including this one). At 20th level, when you use this ability you gain DR 10/silver instead. Early Form. When you choose this Evolver’s Trick, you add an Evolve Form type of level equal to 1 higher than you currently can use to your list of known Evolved Forms. For example, at 1st level, you could add alter self, barkskin, or tree shape to your list of known Evolved Forms. Fast Healing. When you use Evolve Form, you can spend an additional point from your Evolution Pool to grant yourself Fast Healing 1 if your hit point total is less than ½ your normal maximum. Fortification. When you are using Evolve Form, you can spend an additional point from your Evolution Pool to gain the benefits of Light Fortification. At level 8, you gain the ability to spend 2 additional points from your Evolution Pool to gain the benefits of Medium Fortification. At level 16, you gain the ability to spend 3 additional points from your Evolution Pool to gain the benefits of Heavy Fortification. Hand Tool. By spending 1 point from your Evolution Pool, you can turn one or both of your hands into a tool. If you spend an additional point from your Evolution Pool, this is considered a masterwork tool. Hand Weapon. By spending 1 point from your Evolution Pool, you can turn one or both of your hands into a light or one-handed Simple weapon. By spending 2 points from your Evolution Pool, you can turn one or both of your hands into a light or one-handed Martial weapon. Kangaroo Pouch. You can grow a pouch with an extradimensional capacity on your body. You can store up to 10 pounds per level in the pouch. You can remove or place an item in the pouch as a free action; this essentially lets you use Quick Draw for any weapons that are stored in your pouch. Living Weapon. By spending 1 point from your Evolution Pool, you can transform your hands into claws that do damage equal to the unarmed strike of a monk of your level. Magic Fang. When you use Evolve Form, you can spend an additional point from your Evolution Pool to gain the benefits of magic fang to one of your natural attacks. You can spend 2 additional points from your Evolution Pool to gain the benefits of greater magic fang instead. You can spend 1 additional point from your Evolution Pool to gain the benefits of align fang. Quick Change. You decrease the amount of time it takes to use Evolve Form by one step, from a full round action to a standard action at 1st level, from a standard action to a move action at 6th level, from a move action to a swift action at 12th level, and from a swift action to a free action at 18th level. Quick Curing. You can spend one point from your Evolution Pool as an immediate action and heal yourself 1d8 hit points for every Evolver’s Trick that you have. Quick Foot. When you are using Evolve Form, you can spend an additional point from your Evolution Pool to give yourself a +10 foot enhancement bonus to your speed for every Evolver’s Trick you know (including this one). Evolving Enhancement (Ex). Whenever you use your Evolve Form ability, you gain one of the following enhancements: +2 to Strength, +2 to Dexterity, +2 to Constitution, or +2 to your natural armor. At 7th level, you choose two of the above enhancements, and one of them provides a +4 bonus. At 13th level, you choose three of the above enhancements, and one of them provides a +6 bonus and one provides a +4 bonus. At 19th level, you gain a +8, +6, +4, and +2 bonus, distributed amongst all four enhancements. Evolving Trait (Ex). At 2nd level, you gain an evolving trait. You gain an additional evolving trait at levels 6, 10, 14, and 18. An evolving trait is an ability you can change each day; once it is selected it lasts for 24 hours or until you spend a point from your Evolution Pool to change it. At 2nd level, you can use your evolving trait to gain a number of skill ranks equal to your level. At 6th level, you may select any feat you qualify for as a bonus feat. At 10th level, you can select any extraordinary class ability from any other class, this ability must be available at the other class’s level equal to half your class level. If the ability has any prerequisites, you must meet those requirements. At 14th level, you can select any supernatural class ability from any other class; this ability must be available to the other class at a level equal to half of your class level. At 18th level, you can select any spell-like ability class feature from any other class; this ability must be available to the other class at a level equal to half of your class level. Rapid Change (Su). At 6th level, you can use Evolve Form as a standard action. At 12th level, you can use Evolve Form as a move action. At 18th level, you can use Evolve Form as a swift action. Fluid Form (Su). You can use Evolve Form at will without spending any points from your Evolution Pool. You may still spend points from your Evolution points to enhance your form or activate any of your other class abilities, as normal.
Courtney!
(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Tales Subscriber)
Name: Arturo Logan
The dice were HOT for me that night! The soul eater scored two crits on Arturo, and two on Saachi, all of which were max or near-max damage, and was dealing high amounts of Wisdom damage each time. Tev was standing protectively over Arturo (although he snatched a wand of CLW out of the hand of Rebekah, Kalen's bard cohort, just in case), but when Arturo heard Saachi crying out in pain, he told Tev, "Do it," and seconds later, the sorcerer's lifeless body tumbled through the wall of fire. The soul eater hissed, and flew away into the night to confront the one who summoned it. Kalen, mutagen-buffed and feral, was livid that they hadn't tried harder to kill the creature, and Saachi was inconsolable, sobbing and slapping away Rebekah when she tried to comfort her, and fighting Tev as he dragged her away from the wall of fire. She finally pulled herself together after they got the scroll of Raise Dead from the Varnhold church into her hands. After a very tense minute in which everyone held their breaths, Arturo, blood-stained and scorched, came gasping back to life. They both just sat there for a while, crying and holding each other tight. Rebekah started crying just from watching their reunion. Kalen set about reconfiguring his infusions to restore their lost sanity, albeit in a quiet fury, and Tev put away Varn's sword, which he had used to kill Arturo, with all the haste he could muster. Previously he had looked forward to wielding it until it could be returned to Varn, but the player declared, "Tev wants the Sword of Friend-Slaying out of his sight!" Kalen was like, ":snarl: :throws infusions at Saachi and Arturo's feet: Here. Drink these. Or don't." Out of character, we all agreed the scene was awesome, and are impressed with Arturo's bravery, but in-character...there are a lot of feelings. ^_^;; Kalen has long harbored bitter feelings of jealousy and distrust towards Arturo, but he's appalled by how unhesitatingly Tev leaped to kill the man, rather than considering another option, and is angry at Arturo for not considering how his actions might make everyone feel. Tev, known for zealously upholding the law and considering the smallest slight to be "treason," feels like he himself committed treason...but at the request of the Grand Diplomat..so maybe the Grand Diplomat committed treason...? But he already died for it... Saachi, meanwhile, feels like she is unfit to rule, because she AND Arturo almost died with no hope of return, and all she could think about was that she wanted to save her boyfriend. And Arturo, famously outspoken against Erastil and basically all organized religion, offered, "I'm not the most pious person out here, but you give me a choice between eternity and nothing? I know which one I'm gonna choose." LazarX wrote: The thing is taking 20 on a perception check generally means I roll on the wandering monster table. Since I can't do the latter in PFS play, I don't allow the former at PFS tables. I'm not sure what wandering monster tables have to do with anything, but as for PFS, it's like this: The Core rules explicitly allow T20 for searching for traps. Therefore, a PFS GM is required to allow it according to those rules. To do otherwise is to go against both the letter and spirit of PFS, as well as against the oft-repeated requests of the campaign coordinator. However, T20 on Perception does take a couple of minutes in-game. If the situation would have consequences for spending that time, then of course you would apply those consequences (is that what you were getting at with the wandering monster thing?). You may not disallow T20 on searching, but you may (and should) apply any applicable consequences of doing so. Shuriken Nekogami wrote:
Then there's no need to still wear the collar with the leash, right? I understand what you're attempting. But let's be honest; you're simply using omission. While you don't mention an actual age, the fact that you mention that she carries a doll subtly implies she's young. Or if she's not, she's clinging to a youth mentality by having that doll in her possession as her 'comfort blanket' or a memento. Challenge yourself with a character concept that also doesn't include a master/slave relationship and an Asian female. Emperor7 wrote:
Easy. You reminisce about what Motown was ... and what Motown is turning out to become and you can't save it despite picking up the broken pieces you can.
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