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Dustin Ashe wrote:
And that's the problem, really. Your exact reason for liking level 1 is my exact reason for disliking it.
I would definitely not be opposed to not starting at 1, but I do that anyway. I haven't started a campaign at lower than 2nd in years, and that's never changing regardless of whether the APs come designed for that or not. At the moment I just make them still set at 0 starting XP and just have to wait until they would normally hit 3rd to level them up, but starting next campaign I'm ditching XP anyway so it'll just be "start at 2nd and you'll hit 3rd when the book says you're supposed to be 3rd".
Aniuś the Talewise wrote:
Yeah most of the people I know wouldn't even think of that.
Turin the Mad wrote:
Then the "pry it off my body" become more literal?
EDIT: Dang, forum's full of ninjas.
Turin the Mad wrote:
You have your reasons for enlisting, but be aware that certain requirements simply exist regardless of your opinions of them. If you can't accept those as part of enlistment and what you seek to get from doing so, you need to examine alternatives.
His country has mandatory military service. He's not doing this by choice.
Late to the party but HECK YES.
Freehold DM wrote:
I was going to make a snarky comment about them leaving with each other but figured it might be in poor taste.
But yeah seriously, don't take FH's advice, it will not end well.
Freehold DM wrote:
Freehold DM wrote:
Yeah that's not happening, if only for the simple fact that I can see it for half the price here.
Rereading my massive post above, I figure some explaining on the Songspawn might be in order.
The Dark Song is Lawful Evil in alignment and has one singular goal - to complete its ultimate, final song. To do this, it incorporates any living creatures it can into its hivemind, corrupting them and transforming them into new Songspawn. Tainted creatures retain their original shape and nature for a time, gaining the Dissonant creature template (Ignore the CN or CE requirement in there, this has since been revised - LN or LE now) instead, but Dissonants that remain so without being killed or cured for long enough will eventually become true Songspawn and join the choir in full.
There's a bit more detail to this process, as well as the overall goal of the Song as a whole, but it's rather irrelevant at the moment. Suffice to say for now, the Dark Song are kind of like The Blob meets The Borg, with some Cthulhu stirred in.
The least Songspawn are Oozes and either black or transparent with a silvery sheen, and basically look like floating/flying oozy tadpoles with wavy tails and no eyes/mouth/etc, just balls of viscous semi-solid fluid. The fewer tails and the lighter their hue, the stronger they are. Basically, they're living musical notes. All black with steadily-decreasing tendril-tails until the half-note, when they become transparent, then the whole-note loses the tail. Those are your basic infiltrators, and yeah they ooze in from the lines and seep into places.
Note-type (Ooze) Songspawn can combine with each other to become stronger versions of themselves - as notes can be tied together to make longer notes - and can also bond with one another, melding together into solid Aberrations with various shapes, designs, powers, and talents. Combine enough to get the stronger variants - starting around CR 8-10 - and they start gaining sapience, innate psionics, and other advanced talents. These Dark Song are named and designed after musical terms; for example an Allegro Songspawn is fast and agile, a Largo Songspawn is slow and pondering, a Piano Songspawn is quiet and subtle, a Forte Songspawn is brash, loud, and powerful, and so forth.
All Songspawn share a pan-universal hivemind - "The Melody and the Harmony" - and are controlled by powerful Song nexuses called Maestros.
So yeah, it's perfectly possible for an infiltrating group of note-type Ooze Songspawn to seep into an area, combine into solid Aberration form, and wreak some havoc.
Songspawn are basically living sound - in liquid form as Oozes, then solidified as Aberrations. They're highly vulnerable to Silence spells and similar effects (barring some exceptions) and use a lot of Sonic effects.
Freehold DM wrote:
I can definitely see that, since the Song tend to avoid highly-populated areas and emerge mostly in wilderness regions or otherwise less densely inhabited territories with strong ley presence and/or powerful native or wild magic. Heavily urbanized areas have ley lines that are better "tended" by frequent use and less likely to have Song popping out of them as a result, while "wild" lines and nexuses are more likely to attract them.
Tin Foil Yamakah wrote:
Definitely some plot threads there, yeah. =)
What if in the early period of development people started using teleportation effects in industrial numbers, only to discover that the more bulk/worth is transferred the greater the chance of attracting attention of things from beyond the material plane... Like, gremlin-like creatures attracted to wealth teleported and locust-like extraplanar beings that feed on various materials attracted to bulk teleportation of said materials. Their early appearance was restricted to nibbling on the cargo itself, but as the transfers continued in great numbers, the creatures started to hitch rides and enter the material plane and spread, like invasive species of vermin did in our reality. Which forced the government to step in and restrict teleportation. And to try to undermine economy of competing government by setting a large number of unregistered one-way teleports to attract the teleport-vermin to their infrastructure.
I do have the Dark Song, one part music of the outer realities and one part Lovecraftian nightmare, which have been well established in our setting as existing between realities and congregating around ley nexuses to feed on their power. It'd make sense that they'd be drawn to larger or more potent passers-by on such travels and follow them through the lines - using the soul of the living humanoid/whatever as a beacon to navigate by rather than being swept up by the ley line current and pulled wherever it goes. I could definitely see them being a danger to a teleportation network, especially if it's built up using the ley web.
The biggest reason to have ships sailing around the world is to move cargo. So if you restrict the size or weight of the stuff you can move through teleportation, like the 50lb limit on greater teleport in 3.5 then the most efficient way to move goods will still be boats.
VERY good point, I'd forgotten about the weight limits. So teleport circles will have to be primarily for individual travel with a single carry-on and/or small cargo like a suitcase, and anything larger is going to require ship travel, or train if by land.
There are a couple of countries that are theocracies or near-so that I might steal that for, but it's not as applicable for for all regions of our setting (being pretty much designed with D&D/PF in mind and thus most areas of the world being less restrictive with magic in the hands of PCs, etc.). Will have a look when I get home =)
Maybe something along the lines of ley lines being like a giant spider's web. Safe to travel as long as you don't make the lines vibrate too much, because you don't want to get the spider's attention.
Except instead of a spider it's a world-killing god-whale or something.
This would mean the portal networks would need to be fairly heavily policed and managed, which could lead to large delays - everything would need to be scheduled, organized, and arranged neatly. Not unlike flight plans and plane schedules in the real world. Whereas sailing might be more convenient for the sake of "find a ship going where you're going and cram yourself onto it".
Good ones =)
Most shipping, sailing, and other ocean travel is done by Dwarves in my setting, who are merchants and pirates rather than miners and smiths (that niche is held by Kobolds instead). They live and die on the seas and are probably highly opposed to supporting said portal networks as they're in direct competition. There's likely a lot of Dwarven propaganda about how magical transportation of people and goods can have its own bad side effects just like sea travel can be disrupted by monster attacks and weather, pointing out issues like magical warps, wild magic, planar disruptions, ley line interactions, and so forth, and the potential side effects of such.
Scenic route is definitely a plus, and likely one of the big selling points for the Dwarves. A lot of more exotic locales like islands, etc. probably actually resist getting these portals installed because of Dwarven pushing for people to not have the scenery and the experience ruined by just skipping straight from Point A to Point B and missing all the things in between.
And yeah, shifty quiet stuff is definitely on the agenda. Dwarven piracy is never going away, it's just updating to match the times as necessary; there are certainly no fewer ships seeking to sail the black flag and/or participate in less-than-legal transactions. Which in countries where Dwarves already have a bad reputation due to their connections with piracy (even for the Dwarves who are legitimate businessfolk) will only accelerate their poor reception, as anyone who avoids the portals regularly might start to be treated with suspicion.
This is good stuff =) More responses and suggestions welcome!
Metal Sonic wrote:
Not in my games, I shifted spont casters to progress at the same rate as prepared a long, long time ago.
Not necessarily opposed to E12 over E11 really, just tend to forget that not everyone has made that little change.
captain yesterday wrote:
Working on your thing Orthos, gots to do dishes, with those it's either think of something else or die just a little bit inside:-D
Dishes are one of the things I'm thankful for Wireless Headsets about. Now I can get my kitchen clean while still listening to music and/or talking to Scint on Skype.
Time for me to pick your brains, people.
My next campaign will be set in my setting's later years, nearing the latter portion of the Age of Steam but not yet quite reaching the Age of Technology. Magitek experimentation is on the rise but not yet perfected. Rudimentary modern technology - think 1800s/early 1900s era - is in use. Magic (arcane, divine, psionic, and many others) is commonplace in most areas.
What I need is various commonplace ways these sorts of things will be implemented, and why certain things would still be in use when other things could exist in their place that don't in real life. For example off the top of my head, why would anyone risk their lives on cross-seas voyages by ship when the friendly governments of two territories could just build permanent linked teleport gates and charge people reasonable prices to use them? Obviously sailing would still be required to go to areas that don't have such gates, lesser populated or less-civilized areas of the world, but for going from major population center to major population center, why go the long way? Things like that.
For a more pop-culture-relevant explanation: the technology and culture is about the same era and style as Avatar: Legend of Korra, and I want to implement magic's omnipresence in the same way bending was implemented into day-to-day life in the show. Firebenders using lightning-bending to power generators, earthbenders doing construction, that sort of thing.
Yes I plan on digging into D20 Modern for some things, but that doesn't cover the level of high magic-tech-daily life I'm looking to integrate here.
Justifying some of these things will also give me a good opportunity to work in some late-timeline worldbuilding and prepare my setting for the campaign to come next year. Let me have your best/worst, folks - I know FAWTL's got some impressive minds to it. =)
Tips on helping it go viral when I have a small friends list and a whopping four twitter followers.
Appeal to people's romantic senses. Explain some of what you want to do - maybe not every little thing, but some of the things you'd like to have in store for your significant other.
Don't have much advice for the rest, unfortunately. Good luck.
Karui Kage wrote:
Has there ever been anything that said their actual class was all wizard? I know that, thematically, they were all implied to be experts in their school, but I didn't see any reason not to take some liberties with that. :)
James Jacobs has said so repeatedly, yes. In 3.5 Karzoug had a prestige class or two, but in PF they're all straight-classed wizards.
But yeah as I said, if you're up for bending or breaking the canon, or don't play in Golarion, absolutely no reason to not retool them to something you consider more appropriate. Speaking completely personally I just think Sorcerer a better fit for her and Sorshen, for example.
I ran ST once before, and used the written prompt but required more explanation of exactly what the characters had done to get Lavinia's attention; in some cases this opened up resources, plot hooks, or backstory for me to work with later on in the campaign. Some of my players came up with pretty interesting things to use as their hiring hook. (Sadly two died during TINO and most of the rest quit the party as a result, and I ended up with a completely different party without most of the backstory hooks....)
I'll be starting ST up again (the first game died just after the Battle of Farshore due to OOC issues) sometime likely this coming spring, and probably using the same method.
Karui Kage wrote:
Personally, I went with Alaznist being a Magus. She ends up not getting the higher level spells, but there were just too many stories about her and the whole Wrath-"group" being some kind of rune or magic knight to pass up on a Magus runelord.
Canonically all the Runelords are specialist Wizards, so folks wanting to stick true to that are going to generally build them that way. Me personally I made her a straight-up blaster Sorcerer, with some abilities to shift around her elemental affiliations and bypass resistances and immunities, but my Runelords are a lot more varied as a whole (Krune is a Theurge, Sorshen is also a Sorcerer, Xanderghul is an Eldritch Knight, etc.), but my games are also not set in Golarion so I play pretty fast and loose with the historical canon.
While DOTA is not on console, one of its competitors - Smite - is on Xbone, and might be en route to PS4 in the near-ish future.
Evil Finnish Chaos Beast wrote:
I KNOW I've linked the journals I've posted there before... which I should probably get around to updating one of these days.
Seconded. Pretty much exactly the reason Ireshkigal in my setting is a Lawful Neutral warden-type who operates the cycle of souls, rather than a minor demon lord associated with sphinxes... which really comes from nowhere as there's nowhere in the original Babylonian mythos that seems to point her toward sphinxes or sphinx-like creatures.