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Grigori

RainyDayNinja's page

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16. RPG Superstar 2013 Marathon Voter, 2014 Dedicated Voter. FullStarFullStar Pathfinder Society GM. 2,940 posts (3,527 including aliases). 1 review. No lists. No wishlists. 10 Pathfinder Society characters. 17 aliases.


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RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Reynard_the_fox wrote:
If you're going half-elf, may I recommend you take Ancestral Arms to grab Sawblade Glaive (aka Ripsaw Glaive) proficiency? The only thing scarier than a monstrous half-elf with 20 foot reach is a monstrous half-elf wielding a chainsaw on a stick with 30 foot reach. (Plus, what amounts to a once per combat Weapon Specialization ain't too shabby.)

That's... interesting. But I'm a bit wary about using a reach weapon, because that introduces a lot more complications in calculating what squares I threaten, and means I have to use armor spikes within 10 feet while enlarged.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Jiggy wrote:
Half-elves make awesome martials. I highly recommend that.

Why do you say that?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

You know, with all the other reach-increasing tricks, I'm thinking Combat Patrol isn't really worth the two-feat investment (maybe at level 10, when it goes up to +10 feet of threatened area). So here's a new version:

Mr. Tickle
Elf Bloodrager (Aberrant)
16/16/13/10/8/12
FCB: +1 hp
Traits: Accelerated Drinker, Warrior of Old
Alt Racial Traits: Fleet-Footed

BR1: Power Attack, Run, fast movement, staggering strike
BR2: uncanny dodge
BR3: Combat Reflexes, blood sanctuary
BR4: +5' reach, +1 Con, Eschew Materials
BR5: Improved Bull Rush, improved uncanny dodge
BR6: Iron Will
BR7: Quick Bull Rush, DR 1/-
BR8: aberrant fortitude, +1 Con
BR9: Raging Vitality, Improved Initiative
BR10: DR 2/-
BR11: Greater Bull Rush, greater rage

With this version, he doesn't use a reach weapon, and instead relies on enlarge person and long arm in the opening round to increase reach to 15 feet (or 20 if raging). Improved Bull Rush lets me knock someone back so they provoke an AoO again for approaching, and Quick Bull Rush lets me do it 1/round as an AoO myself.

Alternatively, since mobility isn't as important, I can switch to a half-elf with stats of 18/15/14/8/8/12, which lets me take the human FCB for extra rage rounds, and the alternate racial trait for +2 to Will saves, along with better starting physical stats, at the cost of some Int. I could do a human for the bonus feat, but I'd like to branch out into a race I haven't played before. Hmm...

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Reynard_the_fox wrote:
RainyDayNinja wrote:

But depending on the GM, I probably can't use the SLWS to pull out a potion, so it's a difference of a move action. But with that Accelerated Drinker trait, I could carry the potion in one hand and weapon in the other, then in the first round drink the potion of enlarge person, SLWS to get my wand, cast long arm, and have both my buffs up and weapon out, ready for AoOs with 20 feet of reach.

Hmm... *evil grin*

See, now you're talking! Grabbing the Aberrant Tumor feat and Improved Familiar can get you a buffing buddy, too, assuming you can have a pseudodragon or imp tumor.

Heh, a few days ago I actually started working on a character similar to this, though without Combat Patrol. He would be catfolk, and his name would be... LONGCAT!

I was going to call him Mr. Tickle, actually.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Reynard_the_fox wrote:
RainyDayNinja wrote:
Tripping would be cool, but I'd be doing it with no feat support, so it may not be that effective. I think a wand of long arm in a spring-loaded wrist sheath is a good idea for a pre-combat buff. But the action economy on enlarge person (cast or potions) isn't great, unless I can get friendly casters to prep it for me.

Well, I would only recommend it against humanoid foes, particularly ones wearing heavy armor - their AC is likely to be higher than their CMD.

Also, I'm pretty sure it never takes more time than a standard action to drink a potion, even if the effects of the spell don't manifest immediately.

But depending on the GM, I probably can't use the SLWS to pull out a potion, so it's a difference of a move action. But with that Accelerated Drinker trait, I could carry the potion in one hand and weapon in the other, then in the first round drink the potion of enlarge person, SLWS to get my wand, cast long arm, and have both my buffs up and weapon out, ready for AoOs with 20 feet of reach.

Hmm... *evil grin*

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

5 wands of miracle

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Reynard_the_fox wrote:


@OP, though: You should really pick up a reach weapon. Grab some armor spikes or something so that you can make attacks against guys that get in close in a pinch, and you can threaten an absolutely ridiculous range. Get Enlarge Person and perhaps the Long Arms spell and you'll be unapproachable! (and not JUST because your blood is infested with the tainted spirit of the aberrant elder gods)

Remember - you don't provoke if the enemy can't reach you, so feel free to try to trip people with your AoOs, and smack them when they spend a move action to stand up again.

Tripping would be cool, but I'd be doing it with no feat support, so it may not be that effective. I think a wand of long arm in a spring-loaded wrist sheath is a good idea for a pre-combat buff. But the action economy on enlarge person (cast or potions) isn't great, unless I can get friendly casters to prep it for me.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Argus The Slayer wrote:
Kazaan wrote:
Combat Patrol extends your threat range. So, maxed out, you get a total of 20' extended threat range and can move up to your speed to get to the target and take your AoO, off-turn. So it's like getting your full-attack with all attacks at full-BAB if they keep triggering AoOs.

That's exactly my point: you are giving up your attacks for the chance that you MIGHT make some AoOs. I don't see why that is an exciting option, unless your DM is going to spoon feed you a bunch of AoOs.

Combat Patrol sounds cool, but its a trap.

Of course, getting it online 4 levels earlier than Snap Shot is one big draw. Plus, it's more cinematic to be leaping across the battlefield to make my attacks (which also lets me move my patrol area where I want each time I make an attack for better positioning, and drawing out AoOs from the bad guys if I want).

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Fruian Thistlefoot wrote:

Trait fates favored. Boosts sacred tattoo and a jingasa of fortunate soldier.

It also super charges divine favor spell.

A must-have, for those swift action divine favors you get (my Oracle is so jealous...). But if you're already level 3, it looks like you'll have to take the Additional Traits feat. For the other trait, Deft Dodger wouldn't be a bad idea to boost the Reflex saves.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Kazaan wrote:

I presume you're wielding a reach weapon to get out to 15'? Are there reach weapons with 18-20 crit range?

Edit: Ok, I found one weapon with both reach and 18-20 crit; the Fauchard which would take EWP.

I should have been more clear: This is using a regular non-reach weapon, but while raging, the Aberrant bloodline boosts reach by 5 feet. On top of that, Combat Patrol increases the threatened area by 5 feet, but doesn't increase actual reach. I'd have to move to intercept anyone provoking in those last 5 feet, but with 45 feet of movement, I can do that plenty.

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Secane wrote:
Edit: So the Technologist feat is not required for certain skill checks? They just have a bonus to such checks? Or is this in reverse, where those that lack the Technologist feat takes a penalty but can still complete the check?

It sounds like the Technologist feat is required to make the checks, but the scenarios are supposed to be written so those without it can get to the same result through puzzle solving/deduction.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I had an idea for a build that I probably won't get to play, but I thought I'd post it anyway. The idea is to make good use of Combat Patrol, so the focus is on mobility and AoOs.

Elf Bloodrager (Aberrant)/Fighter
16/16/13/10/8/12
FCB: +1' movement

BR1: Power Attack, fast movement
BR2:
BR3: Combat Reflexes
BR4: +5' reach, +1 Con
F5: Mobility, Combat Patrol
BR6:
BR7: Iron Will, ???

So at level 5, while raging and in Combat Patrol, he has 15 feet of reach, 4 AoOs, and 45 feet of movement to maneuver in between attacks. Investing in UMD for a wand of longstrider wouldn't be a bad idea either. His main weapon is something with an 18-20 range to take advantage of the staggering strike ability from the bloodline.

Any thoughts?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

For your next feat, consider Deific Obedience (assuming you worship Irori). It's not a hard obedience to do, and it gives +4 to all Knowledge skills.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Agile Feet is definitely better than Door Sight; I have a cleric in PFS that just got to level 12, and I think Door Sight was truely useful only once or twice that whole time. Also, Exploration trades out Longstrider for Expeditious Retreat, which is quite sad.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Jiggy wrote:
Brf wrote:
That depends on your campaign. If you are not running an Eastern-flavored campaign you would probably want them all considered Exotic.
Right, because sticks and knives get a lot more complicated to use if you live far enough away from the manufacturer.

That does mean the instruction manual is probably in some foreign language.

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

1 person marked this as a favorite.

Dagger Pistol (for gunslingers). Stick it in a spring-loaded wrist sheath for a back-up gun in a pinch!

Potion of Remove Blindness

Oil of Daylight

A 5-in-one set of scrolls of Lesser Restoration

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

If you want to do support, multi-classing with Bard would be pretty good. Crank that Charisma up to boost Grit and damage, have tons of skills, and spells for when your gun misfires.

For a ranged attacker, you'll probably want to be human because you'll be feat-starved.

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

GtOP is the Guide to Organized Play. It's a free download, so you really should get and read it.

The Inner Sea World Guide has the best info about different nations and ethnicities. What kind of real-world culture were you basing your character on?

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

If you want a Profession that will be useful in-game, Sailor is your best bet. Otherwise, just pick something that fits your character's personality.

Where is your character from? Remember that according to the GtOP, humans get a second language based on ethnicity, so it looks like you actually need two more.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

When you get to higher levels, where AC increases cost more and more, you'll be glad you invested in the cheap plusses now. The only reason not to go with full plate is if you have higher Dex and want to benefit from increased mobility (with light armor or mithril medium armor) and/or higher touch AC from getting more Dex bonus.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Mr Veig wrote:

For starters I'd like to apologize seeing as this post won't be related to PFS, even so I hope that you'll be kind enough to aid me. I've come into this thread looking for a bit of advice on how to build my character further. I've recently started playing Pathfinder as such i'm relatively inexperienced, so bare with me.

I'm playing as a Half-orc Empiricist. We're playing with no traits and rolled stats.

I've managed to roll 11/16/17/20(18+2)/14/16

In terms of Racial Bonuses i've gone with Bestial, Burning Assurance, City-Raised and Skilled, having added the +2 bonus from the Ability Score trait to Int.

As for Feats I've decided to go with something that favors my Dex due to my low Str, as such i've decided to start with Weapon finesse and am currently using a Rapier.

My current goal is to add the Agile and Inspired abilities to my weapons, along with getting a pair of Bracers of Armor.

Could anybody be kind enough to give me a few more tips on how to further build my character (Feats, Talents, Items)?

Why Bracers of Armor? You're proficient with light armor, so you could pick up a mithral shirt. It doesn't weigh much, and gives you more a jumpstart on AC.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

The inspired weapon enchantment sounds good for +9 average damage when I use inspiration, but that's only after I take an average of -2 damage on ALL my hits when I go from a d12 to d8 weapon die. Although I haven't played with a reach weapon, so it might be worth trying.

I could probably afford to tone down Con in favor of more Int, especially with false life extracts to keep my health up. And with Int to Perception and Sense Motive, and good Will saves (not to mention Sacred Tattoo), I could probably afford to dump Wis a little bit too.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Some Other Guy wrote:
Quote:
At low levels before I get my headband, I doubt I'll need more than two rounds to put an enemy down. And if I do need more time, I can just spend an inspiration to do it again.

Inspiration is amazing and in low quantities, especially with a low Int. You're going to want it when you fail that will save by 2. You also get more extracts from a higher Int.

Quote:
Actually, I'm thinking now I might skip the mutagen, as part of avoiding the big dumb half-orc stereotype, and focus instead on talents.
This is perfectly reasonable, but you'll have a 14 Int, which is extremely high compared to the average person.

At level 4 when I get studied combat, I'll already have 7 inspiration with Extra Inspiration. And with 14 starting Int, I can keep up with a headband easily enough to always get a bonus extract for all my extract levels.

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

1 person marked this as a favorite.
Finlanderboy wrote:
Don't mess with texas is an anti-litter slogan

Checks Wikipedia...

Mind = blown

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Deadmanwalking wrote:
RainyDayNinja wrote:
Why do you say I need 16 Int for Studied Combat?

Studied Combat only lasts rounds equal to your Int mod. Two rounds isn't enough, many times. Three usually is, and that'll go up as you get a headband of Int.

At low levels before I get my headband, I doubt I'll need more than two rounds to put an enemy down. And if I do need more time, I can just spend an inspiration to do it again.

Deadmanwalking wrote:
RainyDayNinja wrote:
(And thanks for pointing out the problem with Studied Combat + Mutagen.) Maybe I could trim Con down to 12, and stick with a Con mutagen instead of Str? Or at that point is the mutagen just not worth it?
You can use Str for 3rd, then switch to using Con until you get a Headband of Int. Once you're Int's 18 without Mutagen, you can go back to Str. And yeah, I'd say it's probably worth it.

Actually, I'm thinking now I might skip the mutagen, as part of avoiding the big dumb half-orc stereotype, and focus instead on talents.

Deadmanwalking wrote:
Oh! And I forgot to mention Amazing Inspiration, which is very nice, and you should fit in there somewhere.

Maybe something like this:

Half-Orc Investigator (Empiricist)
Traits: Fate's Favored, Student of Philosophy
Alternate Racial Traits: Skilled, Sacred Tattoo, Shaman's Apprentice
17/14/14/14/12/7
Gear: Greataxe, Elven Chain
1: Extra Inspiration
2:
3: Power Attack, IT: Expanded Inspiration
4: +1 Str
5: EIT: Sapping Offensive, Quick Study
6:
7: Amazing Inspiration, EIT: Sickening Offensive

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

"Their faces were shining like molten steel."

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Why do you say I need 16 Int for Studied Combat? (And thanks for pointing out the problem with Studied Combat + Mutagen.) Maybe I could trim Con down to 12, and stick with a Con mutagen instead of Str? Or at that point is the mutagen just not worth it?

I'm not sold on Medium Armor Proficiency. I was planning on using Elven Chain for armor (why spend a feat on something when I can get the same effect with a little cash?) Plus, the mutagen and extracts like Barkskin and Shield will keep my AC up just fine.

I forgot about Quick Study. I definitely need that in there. And I had planned on using the Empiricist archetype, but forgot to mention it.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'm planning a new PFS character, and I'm intrigued by the new Investigator class. I'd like to try a half-orc for a few reasons: because I still haven't played one in PFS, to take advantage of the racial weapon proficiency, and to subvert the stereotype of the big dumb half-orc fighter. Here's what I have so far:

Half-Orc Investigator
Traits: Fate's Favored, Reactionary(?)
Alternate Racial Traits: Skilled, Sacred Tattoo, Shaman's Apprentice
17/14/14/14/12/7
Gear: Greataxe, Elven Chain
1: Extra Inspiration
2:
3: Power Attack, IT: Mutagen
4: +1 Str
5: ???, Expanded Inspiration

With the favored class bonus, this gives me 10 skills/level, which is nice. But since all of his extracts are essentially buffs, I'm looking for more tricks to have up my sleeve in combat. What should my feats focus on at 5 and past? And what other Investigator Talents would be worthwhile for a Str-based build like this?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Deadly Aim wrote:
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

4 people marked this as a favorite.
Jaçinto wrote:

Ok I have been avoiding Big Eyes Small Mouth like the plague but you are making me want to check it out now and give it a chance.

Also, that is a sucky predicament you are in. Want this guy gone but don't want to hurt the store since it seems to be struggling and he is giving it money. Though if he keeps it up, eventually you may have to inform the police on a sexual harassment charge which would probably stick what with this creep's priors.

I admit I kinda torment people at my table as well but I have rules. First, if I mess with you in any way I am giving you full permission to mess with me. if you can't take it, don't do it. Second, if I ever cross a line just tell me, in any form you are capable of doing, and I will stop immediately.

Aside from that, the best you can do maybe is have the GM make his game as distasteful to his player as possible. I mean, sure he can play but don't expect buffs from anyone and also, hey it looks like the monsters are all targeting him again. Basically try to make it so he wont want to play with your group and just to go to a different table.

Oh another bad background thing is when a player makes an interesting background but then totally dumps anything to do with it when the game starts. Ok, one player plays a merfolk character after his first one died. He put in his story that this was his character's brother and he was seeking revenge for the death of his brother. He finds out a giant moray eel killed him and then the party ate him. He just shrugs to the party with a "Oh ok then, whatever." After they admit they ate his brother's corpse.

Don't feed the troll. That user has a history of inventing over-the-top horror stories that don't add up.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'd probably let the grappler make a grapple check versus the DC of the channel to hold on.

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

What do Ancestral Ally and Family Tradition do?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Why so much Wisdom? You shouldn't be relying much on save DCs, so you could probably tone it down to 16 or 14 even, and have more points left for Strength, Dex, or Int. Maybe move the racial bonus to Strength too.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Revolving Door Alternate wrote:
RainyDayNinja wrote:

If he doesn't like the Fighter because he wants out-of-combat options, maybe he just needs some Int to get more skill points. I've got an archer with the Lore Warden archetype and 16 Int; with his FCB going to skills, that's 8/level. Good Knowledges for identifying monsters, plus Linguistics, and Spellcraft for identifying spells makes him quite useful before he even picks up his bow.

Well, I don't think a medium intelligence will be enough on its own. But I didn't think of lore warden. Isn't that mostly for combat maneuver builds?

I'll have to go re-read. I haven't looked at that one in a while.

It does boost CMB, but I don't take advantage of it (but the bonus to CMD never hurts). The issue is that he only gets light armor, so you'd want good Dex. Or you could save up for Elven Chain or a mithral breastplate + Armor Expert trait to get the protection of medium armor. Or take a 1 level dip into Barbarian or Ranger to pick up medium armor.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

If he doesn't like the Fighter because he wants out-of-combat options, maybe he just needs some Int to get more skill points. I've got an archer with the Lore Warden archetype and 16 Int; with his FCB going to skills, that's 8/level. Good Knowledges for identifying monsters, plus Linguistics, and Spellcraft for identifying spells makes him quite useful before he even picks up his bow.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Depending on how the cleric/inquisitor is built, it looks like you'll already have two or three melee PCs and no ranged damage, so you might focus on ranged attacking and skills.

Alternatively, you could pick up the Effortless Aid talent and the Adopted trait to get the Helpful trait, for +4 Aid Another as a move action to assist your heavy hitters.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

CRB, Magic chapter wrote:

If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage taken + the level of the spell you're casting.

If the spell interferes with you or distracts you in some other way, the DC is the spell's saving throw DC + the level of the spell you're casting. For a spell with no saving throw, it's the DC that the spell's saving throw would have if a save were allowed (10 + spell level + caster's ability score).

If you're facing a spellcaster, you could try a readied flare/acid splash/ray of frost/message/create water to force a concentration check when they try to cast. Message should work best (although you could make a case that it would only distract from spells with Verbal components), because it's not stopped by a save or SR, and it has medium range.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Negative Zer0 wrote:
Whats the issue with bane and natural weapons?

It's not natural weapons that's the problem. It's that you only get the bonus on one weapon. There's a feat that lets you apply it to two weapons, but it uses up your rounds twice as fast.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Negative Zer0 wrote:
@ Imbi how dose that hold up long term (pfs so through 12) since you cant enchant your claws?

You can, with an amulet of mighty fists. If you want to dump Strength, you can get it enchanted with the agile property and get it around level 4 if you make it a priority. It won't have a +1 enchantment to get through DR, but there's a judgment to make up for that. It's still terrible damage for the first few levels though.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Yeah, you're taking a big hit on damage with only 8 Str, and you can't get an agile weapon for Dex to damage until at least late level 5. And Imbicatus is right about Piranha Strike.

I actually have a Tengu inquisitor with ECB that just got to level 3 in PFS. I built him like this:

14/17/12/12/16/7
Traits: Fate's Favored (a must), Reactionary
1: Weapon Finesse
3: Power Attack, Precise Strike

With 14 Strength, you get +3 to damage because you're using it two-handed, and you qualify for Power Attack to boost it more. Fate's Favored is a no-brainer trait for anyone casting Divine Favor.

I also took the Infiltrator archetype and Heresy inquisition, so he can still be a good face with dumped Charisma. I'll probably take Toughness at level 5 because he's light on the HP, but the Healing judgment goes a long way to make up for that.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Ultimate Campaign allows for retraining class features. Ki powers are class features. So yes.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Have you considered Wayang? They're legal now, and are the only small race without a STR penalty. They have +2 DEX/INT and -2 WIS, plus darkvision and a couple of good 1/day powers.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

No. Hardness is subtracted from energy damage as well. Plus, energy damage is halved against objects (although there's some debate regarding whether that's before or after applying hardness).

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

@lucky7: I read the first few John Carter books, and they were good, but I doubt I'll go back.

@Limeylongears: I looked up the first Jandar book, but it seems more old-school than what I'm looking for. I tried one of Iain Banks' Culture novels, but the whole society seemed... cold and lifeless. Which of Ken MacLeod's books in particular do you recommend?

@Aaron Bitman: I've actually read most of those you mentioned in middle school or high school (except for The Andromeda Strain, and I didn't get far into Dune before giving up).

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Uncle Taco wrote:
RainyDayNinja wrote:
So I feel like I've been reading almost exclusively fantasy lately. Does anyone have any recommendations for good hard science fiction (preferably recent)?
Neptune's Brood by Charles Stross. Its a late-era Heinleinian space opera.

I already tried it when it came up for Hugo voting, and it just didn't click for me.

For reference, the only science fiction on my bookshelf is The Hitchhiker's Guide, some of the Sector General series, A Canticle for Leibowitz, and The Bladerunner (not related to the movie).

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

So I feel like I've been reading almost exclusively fantasy lately. Does anyone have any recommendations for good hard science fiction (preferably recent)?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

RainyDayNinja wrote:


1)
1: "You, sir, remind me of someone I met during the extraordinary case of the Manchurian mambo."
2: *****, can I have a word? [pulls him aside] "I believe you mean the Manchurian mamba."
1: "Mambo, mamba. What's the difference?"
2: "Oh, very little, other than one is a deadly poisonous snake, and the other is a rather festive Caribbean dance."
1: [beat, then turns back] "It was a night like any other, when I heard a knock on my door. I opened it, and there were these Manchurians, doing a rather festive Caribbean dance."
...
"I'm going to give you some bullets; try not to shoot yourself. At least, not until I give the signal."
...
1: "Oh, he was very religious. Always quoting from the Psalms."
2: "Ah yes, the Psalms. One of my favorite books! The, uh, Bible, isn't it?"

2)
"I can curse if I want to! Damn, damn, hell, damn, tee-tee, poo-poo!"
...
"'I ride alone?' Rex, you're the most un-alone man I've ever met!"
...
"I'll have a glass of warm milk."
[bartender glares]
"Give me a sarsaparilla."
[bartenter glares]
"Look, is this one of those really tough bars?"
[bartender nods]
"Give me a tall glass of warm gin with a human hair in it."

3)
"I hate her crooked teeth. I hate her 1960s haircut. I hate her knobby knees. I hate that cockroach-shaped splotch on her neck. I hate the way she smacks her lips before she talks and I hate the way she sounds when she laughs... I HATE THIS SONG!"

I'll bump these some fresh quotes from these three movies, in case anyone new is looking:

1)
S: "I believe your father was abducted."
L: "Abducted? By whom?"
S: "Abductors!"

2)
1: "You missed? How could you miss?"
2: "We've never fired these guns before, he's at least fifty yards away, there's a definite cross-wind, and we've got the sun in our eyes!"
1: "...Just shoot, OK?"

3)
V: "...lately, your work performance seems to be... a little bit off."
T: "I'm not following."
V: "Okay, here's something that you wrote last week: 'Roses are red, violets are blue, f*** you whore.'"

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Andreas Forster wrote:
Swiftbrook wrote:
I also think that any class or archetype that starts out illiterate should be required to take at least one skill rank in linguistics at first level to be literate for the Pathfinder Society.
I actually find the idea of mission reports "written" in a series of pictures funny. The Decemvirate send their agents out to "read" a lot of cave paintings, so why shouldn't they do some interpretation work themselves :P

My brother did that in The Confirmation, but he was a half-orc bomber alchemist, so his pictures were mainly of explosions, and not terribly illuminating.

** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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I think LazarX has the right idea. A True Primitive can't read or write, but might still be quite gregarious and well-socialized. The Feral Child seems like it's just asking for disruptive role-play ("I sniff the diplomat's butt because I was raised by wolves! I take a dump in the potted plant because that's how bears do it in the forest! Aren't I hilarious, guys?")

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Any thoughts?

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