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James Blair wrote:
With the new Pathfinder skill rules, i'd actually be in favor of the +2/+2 skills being changed to make 1 or 2 skills into class skills instead. Or perhaps that could simply be a different feat. Kaisoku wrote:
****** I believe squirril was meaning that in additon to spells, that spell-like and supernatural abilities would also simply use the 'character level' = 'caster level' mechanic, not for save DC's to be replaced by character level instead of spell level.so a cleric/paladin's smite evil would use his total character level a fighter/mage would use his total character level when casting a fireball. a (oh blah, cant think of a good spell-like for the life of me atm) would use its character level instead of its lower level. 10 hd monster with th level casting would prolly be a 10th level caster level in this example also. ****** now, i am not sure about this idea above.
****** i do think that having DC scale up for spells of all levels to be based on the highest spell level you have to be a worthy consideration. a 1st level wizard casts charm person and its 10+int bonus+1(spell level) an 18th level wizard casts charm person and its 10+int bonus+ 9(highest spell level known) to me, it feels like an archmage should have just more oomph to even his basic spells then an apprentice wizard. in effect it would make the metamagic feat heighten spell obsolete as a side effect, but that wouldn't really make me lose any sleep. Saurstalk wrote: To be more specific, I'm looking for the white-haired rogue elf from Dungeon. I recall reading somewhere that it was property of WotC, not Paizo, but I'm not sure. So, I thought it wouldn't hurt to ask. i do believe there are a few of him on the site actually, i had one of him for myself not too long ago. well, hmm. If you are playing the SCAP, don't read this!
If i was DM'ing that, i would probably have Dhorlot do just that. Moving into the kopru ruins and starting work on a new clutch of offspring-spawn would be right in line with his Modus Operandi. It would also put him by the town for some extra intrigue/drama in the city itself, he'd most likely get himself a lackey or two that could pass in town as his first priority, no way he'd put himself on the players sufference. I can see him being a bit of a tragic badguy tho, since in my mind, i see him showing up over the town during the eruption since the ruins would face near destruction, only to have his rear kicked by hookface. (have the players see how casually hookface does it too, aerial dragon one-sided dogfight in the skies above a burning town while players race to save people is a good backdrop flavor.) You could have Dhorlat flee if you wanted to keep using him for PC interaction as the bloodline "doner" parent, or have his lifeless body come crashing down and destroy a building right next to the PC's. The latter could even be how hookface notices them originally instead of "i fly low hoping for detect magic sonar pings." Maybe he'd even sense the PC with the heritage feats, and react to him like a territory invader as well, leading to instant conflict. *EDIT hmm, one of these days i'll figure out how to do spoiler tags. TheTwitch King wrote: Where can I find out more about minotaurs in Golarion? They are one of my favorite races and I don't think I'm seen them done right and any game setting. Will they be large size or medium? I say do both. You can do two minotaurs, you can even do three or more. Ox head, goat head, bison... each with it's own society, in their own part of the world. A good alignment one would be great for players. You could have it as all males of the race naturaly don't get along, giving plenty of reason for the smaller and younger minotaurs to wonder the land until they feel they are big or smart enough to go home and face the bull leader. Like a lions pride maybe. classic monsters revised/revisited: has a chapter on the minotaurs.Anubis_The_Eternal wrote: Is this book a RPG Campaign setting, a module or both. I'm interested in purchasing it. I believe it is both, based on the open ended quest path layout they are talking about. I believe it details the coast region and a variety of threats to it, which your players can address in any order you or they wish. It will also have a players guide i believe, so it strikes me as an adventure path in that respect. *edit : regarding the campaign setting aspect, Logue states that it is compatible with many systems, so it is most likely designed to be easily dropped into any campaign world, instead of using FR, Greyhawk, or Golarion references. I just looked this over on the Paizo Blog, and while skimming the entry the one thing that jumped out at me the most was...Trapfinding. Not against it, since rangers are basically a wilderness skill monkey, but i also wonder if its in part to make groups with a non rogue viable regarding traps and if so perhaps the bard will also end up with it? Just curious, thoughts everyone? Erik Mona wrote: I'm not sure I understand the question. I think the OP is trying to get a rough idea about how much of what has been seen in alpha2 is going to be accepted as 'a definite change' and no longer 'ideas to try out' perhaps? Or something similar in intent. I'm sure a lot of folks are wondering though the final decisions are still a long time away, so i'm not sure how accurate it could be. Cato Novus wrote:
There are also many examples where the rules are 'bent' to cater to flavor a feel the GM is wishing to create. ex: in Eyes of the Lich Queen we have a half-dragon mummy. They even have a small paragraph saying they knew it was an invalid combo, but rolled with it anyways as it helped stay with the atmosphere they were wishing to convey. Basically, i am saying if you want to use them, do it. There are ample existing examples of similar. Jonathan_Shade wrote:
In my opinion, i could see allowing it in a campaign, but i personally wouldn't allow a player to have it, unless it was played/viewed as an unwanted affliction and was actively being worked towards being remedied. I also would make it a distinct difference from a normal lycanthrope in appearance. Libris Mortis already added in a shapeshifting template for undead (swarmshifter) and vampires have been able to assume animal forms since conception. For the case of nonintelligent undead, like zombie, i would apply the template to whichever form the Lycan was in when he was deceased and not have the ability to shapechange. It would function very much like a normal 'monster zombie' type. For intelligent undead, i would allow the ability for switching forms, but there would be fairly obvious distinctions, they'd eb hard to mistake for a 'normal' animal. Ghoulish Lycan : An emanciated animal, missing patches of fur. Its eyes are glazed over, but it seems to stare directly at you. its jaws are filled with teeth that seem to big for its muzzle, and a tongue lolls out the side, seeming disturbingly longer then naturally possible. It moves closer, a hunter stalking its prey and you hear the click of long dirty nails, almost like a cat's claws from its paws as it moves over the stone floor. Lycan Mummy : Possibly mistaken for an interred anubis, this wolf-headed mummy's eyes glow a malevolent red, and tufts of fur have burst from between the tight wrappings that cover it from ankle to wrist. Its hands and feet are oversized and clawed, the wrappings around them having been shredded long ago. Its very appearance has your insides knot in an unnatural fear as you realise it's both aware of you, and moving closer. thats two examples of monsters that would be entertainingf or me, the GM to throw at my party, and i don't see why i shouldn't indulge. **edited for typically glaring spelling errors! ECunningham wrote:
I just have to say, EC being here is wonderful news to me, even moreso then the Monte Cook news. I am a big fan of this author's works. Thank you for many enjoyable hours of reading and campaign inspirations! Lets see, soem of the ones that i have a soft spot for have been mentioned already. I'd also throw my hat in with : Powers and Perils : by Avalon Hill. Had all of three supplements, but the original creator still publishes stuff for it on his own website to this day. Tales from the Floating Vagabond : When i am in the mood for puns, slapstick, and cliche abused humor. Earthdawn : awesome game and conceptual setting. REALLY sorry to see that one get discontinued, the suppliments actually got better with every one released. Dragonquest : actually released by TSR and had a compatible DnD module release. My other favorites are more recognised and mainstream : Champions, Shadowrun, etc. In hindsight, i think that my 'favorite' games hinge in a large part on how enjoyable the first couple sessions were when i actually sat down to play (or GM) it. Claudio Pozas wrote:
Very nice picture, sir. As one with no drawing talent, i love seeing the gifts of others in practice.I too am looking forward to the colored final! Detail comment: I like the way you worked in the wind to help emphasise they are outside on a hilltop. Between the cloaks and the hair there's nice consistancy ;) /salute If you and your group would enjoy a dark, lurking horror type AP, age of worms: its got a lot of the classical feel in that regard. Savage Tide gives you a heavy dose of 'swash and buckle', ship travel/exploration, and jungle/wilderness. Personally, i think ST was better then AoW, but that's only a matter of degrees as there is stuff in both that i thought was awesome. Kayos. wrote:
My group played through that trilogy when it came out. It was a Lot of fun. we still have references to things from that. Like our DM tried to go out of his way to make the girl with the sword not evil (i think CN?) but wanted her to make more powerful undead. This led to 'oops' moments like... "the zombie-like creature's eyes blaze with malevolent fury as it rushes to attack, and tries to trip you" "I smite evil" DM: no effect, mindless undead are Neutral" Players: how the F*** do mindless undead trip? what about its malevolent intelligence? it's taken 120 damage, thats not a normal zombie! To this day, anytime we run into something that is blatantly evil, we get a chorus of interrupts as we all go "neutral right?"
Nostalgia aside, the group felt that the overall plot and themes were really nicely done. 4-stars ;) Zurai wrote:
If that was the reason for doing it, why not simply remove the cost for the wizards? I mean, the fact that the clerics can class feature into a Wizard spell and do it for free (better then a wizard ever could, even) to me...just...reeks. If it was important enough to be done so it was possible without a cost, why not just change the dang spell in the first place. Without going completely off the deep end, as i have no idea what general concept you have in mind, how about : ... Sorcerer: many examples of ways to make have a Draconic feel, especially with draconic bloodlines. Favored Soul: swap celestial focus, for a Draconic fluff overlay. flight/wings, energy resistances, ditch weapon focus for a claw or bite, etc. Dragon Shaman: fits right off the bat. be a kobold? *duck* Use the Dragonblooded or Half-Dragon Template? play a Dragonblooded Barbarian, pick up Sorcerer1, and go Dragon Disciple?
I'll throw out more stuff after i see your feedback and reactions. Sir Hexen Ineptus wrote:
Races of the Dragon and Dragon Magic have a large number of options for different character classes, not just sorcerers. Feats, Substitutions, and even a LA progression. I'd say check them out if you haven't already. As an another idea... it would not be impossible to have Gamemastery modules set into the region that a given Pathfinder path is set in, and simply ballpark them at a level less then the starting recommended for the later issues of the path. They don't have to be linked in plot directly, but would be useful as a way to help bridge the levels entering into the next issues. (course that kinda falls apart when you have players motivated along the primary story arc that is an adventure path) We have to save the king! (random example) ooo, a haunted house! so not perfect idea-wise, but not a bad thing to consider. i think a fair number of gm/players would find that appealing. Lilith wrote:
Paksenarrion Dorthansdotter from the Deed of Paksenarrion by Elizabeth Moon. (trilogy : sheepfarmer's daughter, divided allegience, oath of gold) I consider it THE most well done paladin story i have ever read in my life, and a must read for anyone who likes playing them or is considering it. If you haven't read it, i'll just say that every friend i have suggested it to has never regretted the read and speaks of it in high regard after. others...i like Diskworld's characters a lot, Terry Pratchet is gifted ;) i liked a lot of the Conan stories. I have to say Perrin was my favorite Wheel of Time character. I liked Tomas from the Riftwar, and i can't remember the main character in a Wizard of Earthsea. Also Simon Snowlocke from Memory, Sorrow, and Thorn HAS anyone else on this board read the Deed? I confess i am very curious to what others have thought of it if so. Sebastian wrote:
really hard? not really in my opinion. as i said, its all about preparation. i use a combat sheet when i i run anything, and its got spaces for every baddie or npc on it. it really takes no time at all to subract 6 from 50 and jot down 44 as a scribble i do while relaying the events that occur. just a little multitasking and you wouldn't even realise it by looking. if you end up with numbers scribbled all over scrap paper and lose track of which is whos, yeah, i can see it being very slow. the main book has photocopyable sheets and stuff to help with keeping things organised if anyone needed help.i mean, an average agent can be summed up combat wise in 1 line and just glance at the real sheet if something unexpected comes up. 2nd edition viper agent, ocv/dcv:7/5 ecv:3 pd:12/5 ed:12/5 dex:15 spd:3 rec:6 stn:25 8d6eb coordinate 12-. also as far as drains and such go, if you have a power with modifiers, when you built him you know that 8 points gives you 1 damage class. (i'll say 1d6 equivalent for this) and that means you lose 1d6 off your attack for every 8 points you get drained. same woudl happen for a guy who bought a power straight off without any extras for 5 points for 1d6, he'd lose that 1d6 after 5 points of drain. Sebastian wrote:
Each power has its endurance cost listed on the line after the power itself, organization simplifies everything with Hero System. If you have a pool of 50 Endurance, and your Energy Blast takes 6 every time you fire, you just update it like a player would his HP in D&D. Stun and Body are the two flavors of hit points i think you mean, but Body is rarely done in a superheroic game. If you want to see players scramble, tell them their hero just took 3 of their 10 body from something a villain did to them. Stun is what is more often used. Getting knocked out, getting back up, that's more of superhero thing. I may be one of the rare players who enjoyed Dark Sun as a setting, but i ran a long campaign with it , my players got used as pawns by someone who was trying to recreate the steps used to becoem a sorcerer king. Anyways, one of my party was a Half Giant Gladiator, dual wielding 2 handed swords. back in 2nd edition, this basically was a melee guy you couldn't ignore. He however, in the first adventure ran afoul of his 1st psionic-telepath...what proceeded was contact...then a failed save for domination, and the command to 'kill his friends' which made a 1 sided battle almost a TPK. Second adventure, basically the same thing. from the DM perspective, when you have a mind controlling critter, its a no brainer to try to grab the walking mountain of muscle. the player grew to dread the word "contact" and the unavoidable results to follow-him attacking the party. In their 3rd adventure, this played out again, but when the monster in question managed to get Contact, and he failed his save vs domination, i started to tell him " OK Blazen (half giants name), the Belgoi (a psionic humanoid, preys on travellers in the very common desert wastelands of the setting) stares at you and you hear words in your mind..." at which point the player cut me off and threw up his hands, acting in character the whole time, and mumbled "i know, i know, kill my friends" before picking a random close PC and whalloping upon them. his timing was priceless. for Blazen, he spoke like lenny from 'of mice and men' if that helps with the verble tone Cast of Characters.(Part one) **Name: Donnerval
**Playstyle:A firm advocate of the Retribution aspect of his diety, he was a Smiter in attitude, and a heavy arnmor and shield tank. One of the most durable of the party, he ended up right on the front lines, swinging away. His career path would take him down the walk of Warpriest later on. **Notes: At start, he'd just returned to town from a 3 year pilgramage to a larger temple (sea trip to greyhawk) and been annointed as a full fledged clericwhile there.. he had arrived back in cauldron that evening, and was making his way through the dark streets towards the temple, where he would be staying. *************************************************************************** **Name: Hawk
**Playstyle: Light armor with a fairly heavy melee and ranged punch. Bastard sword and short, longbow. 2nd most armed player in the group once you added in his mace for skeletons etc, and a half dozen daggers. came across as the 'grizzled vet' in initial play. Career would have him multiclassing Fighter and Ranger levels as he leveled up. **Notes: he was a Geoff refugee from when that land was overrun by giants during the Wars. (can you guess his 1st favored enemy?) One of only a handful of survivors from his village there(none of which were family), he drifted to Cauldron looking for some distant relatives. He later learned that those relatives he was looking for had passed away during the Filth Fever outbreak years ago. Animal Companion? you guessed it, a Hawk. (used creatively in a variety of out of combat roles) *************************************************************************** **Name: Galvin
**Playstyle: Started with two-bladed sword prof, Improved Unarmed Strike, and light armor. Embraced an "anything goes' mentality, changing weapons and armor and even fighting styles and tactics based on whatever items the party managed to find. quiver of ehlonna turned him into a walking arsenal with the high strength to back up whatever was not able to be stored in the quiver. Has been seen with a heavy flail, silver longsword, javelins, a long and a short bow, daggers, and is currently the wielder of Alakast. Career wouold see his stay as a straight fighter so far, focusing on versatility feats like Trip, Disarm, Sunder, Two weapon use(improved at this point even), Etc **Notes: Caravan guard was how he arrived in town, he was the only character without any 'real' ties to the region at start. but hey, when your character has perfectly justifiable reasons to hang out in taverns and drink a lot, you have an easy way to be added into things...like being thrown out drunk onto the street just as a few other passerby are moving along the same street. *************************************************************************** * **Name: Danifae
**Playstyle. Draconic Heritage Feat build(Red Dragon) from Dragon Magic/Races of the Dragon. Started with the spell to breath weapon (2d6 per spell level) feat. (who needs burning hands, 30' cones are dangerous!) Career build involved almost exclusive picking of more heritage feats, and going into Dragonheart Mage prestigue class. also tried to pick draconic spells instead of the more commonly used ones for a more distinct and unique playstyle. **Notes: a beautiful redhead with an explosive temper? yeah, that about sums it up. characetr tries to roleplay more draconic tendencies as they get mroe heritage feats and powerful, effectively keeping in check the CE alignment tendencies as well as the 'hoarding' mentality. Came to cauldron while trying to track down answers about her heritage. will be interesting when hookface finally shows up. *************************************************************************** * I spent some time reading these boards at work last night, and well, I guess i am inspired to add my own 2 coppers worth of personal story experience to the forum. I've been running my group through the Shackled City Adventure Path, and they are having a great time with it. While my group is about just over halfway done, i figured to recount their exploits and what i can recall of the events that brought them to where they are now, and then continue once i get to "present day". I'll start with some Campaign summaries or house rules and other such, plus a cast of characters and then move on from there into the story itself. Lets see, where to begin exactly... I liked the backgrounds provided at the back or the book, and worked with each player to help tailor a background that fit well with the setting itself. For this campaign, I used a "higher powered" point buy, putting everyone on equal footing, but making the players a bit tougher as I intended to throw everything I had at them including the kitchen sink. I've recently enjoyed a great deal of the Eberron flavor, and the pulpy feel of things, and i like the thought of the players standing a cut above and being "heroes" like in the stories. (i believe it was 40 or something very close to it.) I stuck to core books and the spell compendium for initial spells, but reserved splatbooks and other products as my own options to add spells/scriolls etc in as needed/desired by myself. I chose to include the 'Retraining' option from the UA, it fit my players style very nicely. (Some concepts sound better then they play, and this helps tweak that without the 'I want a character rewrite' conversations) My last stipulation was that i wished all concepts to be, or lean towards, good alignments. There is enough bad stuff happening in this setting to keep anyone busy, and i was wishing to avoid any of the copout 'I kill my companion because I want his stuff, i'm evil' garbage among other thing things. (as a side note, I ran an all evil drow game that was wickedly fun, so i'm not as narrow minded as people may think.) I enjoy a good mix of drama and action in my games, and i like things to 'make sense' when they happen. Greyhawk was the setting i chose, as my group has a few long long playing members who remember some things from 1st edition even, but nobody who was a setting 'encyclopedia' aside from myself. (wooo, go me!) Next up, my players' Cast of Characters. hanDofthEwrAiTH wrote: Dragonwrought can be a problem, however it is also very limiting to his character. Make sure that he understands that he must now serve Bahamut a Lawful Good Deity, and if I remember right that his alignment must also be Lawful Good. Furthermore, it requires a ritual that I think costs like 1500 gold pieces, this would make it off limits for first level characters I think, but I'm not sure I'm remembering all of this correctly. Basically, its an expensive way to turn a character into a paladin. Furthermore, if it is true that he must become lawful good, then it makes it impossible to play a bard. You should definitely read up on this because it is incredibly restrictive. On top of this, he's going to lose a bunch of his abilities from the Kobold race through the ritual, which I think may include his dark vision and skill bonuses, again not sure (rare poster but longtime player/lurker) I believe you are confusing the Dragonwrought feat from Races of the Dragon: which ties a kobold more directly to his dragonblood heritage, with the Dragonborn race: which requires a ritual, GP costs, and allegiance to Bahumet.
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