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Lolth

Rogue Eidolon's page

3,463 posts. Alias of Mark Seifter (Designer).


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Nefreet wrote:
Rogue Eidolon wrote:
Nefreet wrote:

In order to avoid table variation, we can only go off of what's listed in the description of the item.

Scrolls are not on that list.

Ah, only what's listed, I see. I don't think that's a universal PFS rule, though, is it? Mike seems in your link to be specifically referring to the summon minor monster spell.

He actually confirmed Carlos' comment earlier in that thread, which stated "in PFS, in order to avoid table variation, we go with what's listed".

And so, since it's an Adventurers Armory item, you said you can't FAQ it, right?

So, in PFS, no scrolls.

Carlos's earlier post in the linked thread actually mentioned there being table variation when you go off of such a list. I think we are in an area of table variation, so for now, while I intend to continue allowing them, I also completely respect Chris standing his ground and not allowing them. I have played at Chris's table before and would happily play at his table again and just not use my scrolls in wrist-sheaths if it's one of my characters who has scrolls instead of wands.


Nefreet wrote:

In order to avoid table variation, we can only go off of what's listed in the description of the item.

Scrolls are not on that list.

Ah, only what's listed, I see. I don't think that's a universal PFS rule, though, is it? Mike seems in your link to be specifically referring to the summon minor monster spell. I can see a lot of danger, with situations like "If the PCs have any visible weapons with them, such as swords, which Enpeesee dislikes the most, Enpeesee refuses to allow them entrance to the museum" allowing PCs with axes to enter the museum because only swords are listed.

In this case, that would mean that a kukri or starknife, for instance, despite basically being the same size and shape as a dagger, wouldn't pass muster.


Nefreet wrote:
It does, in PFS.

Based on the "physical description" section of scrolls, it still seems as ambiguous as ever on whether it would fit. I may be missing something though. At the risk of becoming like a character in a Phoenix Wright game, can you tell me which new phrase in the description generates the contradiction?


Nefreet wrote:
Rogue Eidolon wrote:
Nefreet wrote:
Well, SLWS can't hold scrolls anyways, so that's a moot point.
Interesting. Hadn't seen that one. I'm curious to read it; got a link?
Of course ;-)

Does that definitively block scrolls?


Nefreet wrote:
Well, SLWS can't hold scrolls anyways, so that's a moot point.

Interesting. Hadn't seen that one. I'm curious to read it; got a link?


Nefreet wrote:
Rogue Eidolon wrote:
Nefreet wrote:

So, using yours and James' logic, and the comment you edited into Jason's post, would it be reasonable to rule that SLWS don't provoke?

Because until your comments just now, I figured it all made sense.

I can't see much justification for it in the strict rules, given it says it acts as a normal wrist sheath, but I'm happy to houserule it into home games anyway. It's Adventurer's Armory, so I can't really help you with a FAQ.

Like Chris, I don't do homegames.

I think we're both interested in something we can rule for our PFS games.

While the RAW seems to lean the other way, it isn't 100% spelled out, and no NPC I've seen in PFS ever uses the things, so if you let players avoid provoking, I doubt they will make an issue at the table. Just when you're a player, if you accept the other ruling graciously, things should probably be OK.


Undone wrote:
Mark Seifter wrote:
Nefreet wrote:

Actually, Chris, you might want to change your stance about the SLWS provoking.

Jason Bulmahn mentions HERE that the general rule regarding swift and free actions is that they don't provoke.

As the person who edited that comment into Jason's post, I will say that some swift and free actions provoke (such as reloading a gun).
Out of curiosity could you settle the question of using pummeling bully without the feat associated being a provoking action?

I can't "settle" anything, but it seems to me that given it's a trip attempt that is not using the monster Trip ability, it would normally provoke from your trip target. That said, barring shenanigans (which, of course, are a common way to get style feats, for better or worse), you'll have Improved Trip anyway to take this feat.


Nefreet wrote:

So, using yours and James' logic, and the comment you edited into Jason's post, would it be reasonable to rule that SLWS don't provoke?

Because until your comments just now, I figured it all made sense.

I can't see much justification for it in the strict rules, given it says it acts as a normal wrist sheath, but I'm happy to houserule it into home games anyway. It's Adventurer's Armory, so I can't really help you with a FAQ.


Nefreet wrote:
Rogue Eidolon wrote:
Nefreet wrote:
Alright, Mark, so do Spring Loaded Wrist Sheaths provoke?
Since it says it otherwise works like a standard wrist sheath, it seems so. Not an official pronouncement or anything though.
What are your thoughts on James' explanation?

They make sense to me from a story perspective, and honestly in home games, I generally rule the same way as James did for the same reason.


Nefreet wrote:
Alright, Mark, so do Spring Loaded Wrist Sheaths provoke?

Since it says it otherwise works like a standard wrist sheath, it seems so. Not an official pronouncement or anything though.


doc the grey wrote:

K, well I can say I think the system is tally intriguing and wasn't too see more. With both books in hand the system seems to be really cool and the examples presented in imperial relationships helps make it a lot easier to start building your own versions of those progressions or insert them into your own campaign for another character.

All that being said I really wish that this book and Ultimate Relationships could have been combined into one book. I feel like the later could have really benefited from having working examples right next to the rules rather than having to buy a whole separate book.

We were this close to that, and it was my initial project idea, but the thing is, the way we did it, people who aren't running a Far Eastern AP are more likely to be able to notice and enjoy the new rule subsystem than if the whole thing was Imperial, and with 4 Far Eastern examples, it couldn't have all been Ultimate Relationships. The only option turned out to be the split.


doc the grey wrote:
Are you guys doing another in this line to discuss some of the other NPCs that appear in the later books in the Jade Regent line?

Actually, I'm working on some of those right now! I'm really excited about the possibilities for using them both in a Far Eastern AP or even in a separate home game. I hope people will like them enough to allow me to continue until you guys have them all!


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You get the 4 key Far Eastern Adventure Path NPCs, with boons, affinity notes, gifts and interactions, and then 10 rank ups each, which allow you to explore the NPC's feelings and backstory and feel like you're really becoming closer to that NPC, not just gaining a bunch of points. They follow the rules for Ultimate Relationships and are thus also a really good example of those rules even if you're not running a Far Eastern Adventure Path and just want to see examples to help you in your own campaign.


doc the grey wrote:

Are milestones meant to be tied to the rank up scenarios presented in Imperial relationships or are they meant to be something more free floating that happens independent of the rank ups?

Are gifts something that can happen separate from milestones or are they meant to only happen in tandem with milestones?

So what happens if a player reaches the camaraderie cap with a character but there are no more milestones planned for that current part of the adventure path, can they still rank up without a milestone or are they supposed to wait until another milestone occurs and try then?

If a player fails his chance to rank up at a milestone and again they are out of milestones does that mean that they have to wait till another one occurs or can they initiate the rank up without being in a milestone?

The guide suggests that there should be about 5 milestones per ap book. Are each of these meant to be tied to individual characters or is the opportunity an open opportunity to advance your plot with any character you can?

What is the average rank progression supposed to be per level or book? I.e. is there supposed an average rank a player is supposed to be at with each character at each level?

Think of milestones like markers that together delimit a period of time. So let's say Milestone #10 was saving the frog princess and Milestone #11 was allying with the flamingo knights. Then between those two events, each PC can try one gift or activity to gain CP, and if they are ready for rank up, they can attempt that rank up once (if they gain enough CP to rank up due to a gift or activity, they can do both). While 5 milestones per book is a good bare minimum, I tended to have far more milestones in some books, and most books had at least 10. However, you can pace things in a way that works for your campaign. It's up to you how quickly you want relationships to progress. If you progress them in such a way that people are reaching rank 10 before, say, book 5, you'll definitely need to adjust the XP from the provided example, and there's not more to explore with that NPC from then on, but then there's more NPCs, so it's probably OK. Someone like a bard with tons of skills and great performs is probably going to reach a high rank with NPCs who like performances no matter what you do, but ideally there are still relationship links to explore throughout the game, even if they're ones that only start at later sections. The best-case situation is probably for PCs to hit 10 with their prioritized trait-NPC that they've been putting level up CP into in Book 5 and then some more 10s with a moderate group of favored NPCs in Book 6 if they're working on it. If they're the kind of person who has the ability and the desire to play Persona 4 and max out all relationships on the first playthrough, they might get a lot more 10s, but that's cool too. It probably means they're having huge amounts of fun. In my own personal campaign, for which I designed these rules, we are in Part 5, and one character has one Rank 10 with her trait NPC and two 9s (with a love interest and another NPC that she was amazing at coming up with great gifts and interactions), one character has rank 9 with his trait NPC, who he focuses on nearly exclusively, and that's it for 9+. Surprisingly, the character with the highest ranks is the druid, but she's probably diverted skill points to more various different unusual skills than most druids, and it turns out that Celestial Obedience: Arshea is super-good for these when you're using flat Charisma checks for the lower DC.


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TriOmegaZero wrote:
'Your' refers to the character using the feat, not every character using the feat.

Yes, it would seem that you each add your own modifier after sharing the highest d20 roll.


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Mythic Evil Lincoln wrote:
Components: M (A Kitten)

That reminds me of a spell I wrote for BoHR: Reapers, steal life. I told my friend reading it "This is an [evil] spell that's really evil." He said "What, it lets an undead come back to life and then immediately return to undead form when you kill the human form. What's evil about that?" And I asked "Did you read the components carefully?"

Compnents: M (one sentient infant)

*****

Game Master wrote:
Hima Flametinker III wrote:
Would consuming the tears of your enemies be an evil act?

Nope. As long as you're not even thinking about drinking blood, you're fine.

Don't drink blood, though. Wonton slaughter, grave robbing, making pacts with devils for power, and burning people alive are all perfectly acceptable, even healthy, behaviors for a pathfinder.

But GODS FORBID you even think for even a moment that you might consume one drop of blood. Especially if you are a Dhampir. If you do... may the banhammer have mercy on your archetype/feat/race.

PFS has kind of an unhealthy obsession with banning anything that might allow you to get any kind of mechanical benefit for drinking blood.

Nooooo, save the wontons! The wontons are a proud and noble creature that deserve the right to live!!


If you happened to be using this for a Far Eastern Adventure Path, you would most certainly replace the relationship rules with these. Also, in that case, I highly recommend Imperial Relationships, which has four main relationships detailed out.


Harrow Cards. Pick a card for each NPC as a way to keep track of them and add interesting thematic connections. Then pick a card for each PC based on their alignments. Or you can not do that and just ignore that part, whichever works best. For example, the Imperial Relationships examples have cards listed for each NPC, such as The Big Sky for the Destined Empress.


Hark wrote:

The whole system seems to be intimately tied to the concept of the Adventure Path. This makes it not all that useful for people like myself that lay in sand box games. And I can't say that I'm not disappointed as this sounded like a great tool for sandbox games.

There is really a great need to discuss different kinds of relationships in the rules as well. As it stands there is just a 1-10 scale with no actual context as to what that might mean.

I'll keep an eye out for updated/expansions to this rules set in case it develops into something I can use.

Some minor adjustments should make it work perfectly even in a game that doesn't neatly divide into 6 parts (see my most recent post in this thread before this one).


Just pick one that matches your alignment and personality, based on the Harrow meaning of the cards.


Milestones are basically after significant events. You can pace them however you like for your campaign depending on how fast you want relationships to progress. If you aren't running an AP at all and the game is freeform, you can divide the NPCs by plotline (since you said there are 5) instead of part for the freebie camaraderie and then just decide which "part" they are from for the purpose of required camaraderie based on how late they appeared (so, for instance if the party is just meeting them and they're level 15, with the game expected to climax and end at 20, you would use the lowest required camaraderie).

As to whether Imperial is worth it as an example, well, examples are so important that I was pretty close to having them released together, but in the end, we realized they made sense to be separate. Normally I wouldn't suggest getting a $5 pdf over a gaming computer, but since you are literally tingling with anticipation of the potential (that's awesome, btw, and makes me feel really happy as a designer!), you may well consider getting the worked out examples at your fingertips and scavenging them for inspiration for your own relationships!


Evil Midnight Lurker wrote:

buys, reads

...waaaait a minute. Scripted events at relationship advancement points, fortune-telling card themes...

Okay, who's been playing Persona? :D

Anyway, well done and I'm hoping for more. You mention "the Lonely Lyrakien" and "the Cassisian Detective" -- will they be part of a future supplement? My gnome in our abortive JR game had his heart set on Spivey.

And what are your priorities for future Relationship plug-ins? Any plans for Kingmaker? ...any possibility of working with other third-party publishers? Because "Zeitgeist Relationships" could be nifty.

If this sells well enough to warrant the costs (mostly the art I guess), I have stuff for pretty much every notable character (54+ relationship links), including the one you seek (she is The Joke).


The black raven's got it down cold. I would recommend buying Imperial Relationships because the examples are really useful in bringing the system to life and cribbing from how I did it for your own relationships. But if you're not running a Far Eastern adventure path, the only one you absolutely need to get started is this one!


Alright guys. It's a year later, but it took the publisher a while to get them published after I turned them over October 2013. The relationship rules are finally live here. I'll also PM people who favorited that one post, as promised.


For those of you watching here for the relationship rules, they are live here


LMPjr007 wrote:
I just picked up both Ultimate Relationships and Imperial Relationships. I really have not gotten into Imperial Relationships, BUT I really like the ideas I see in Ultimate Relationships and have thought a few hacks that would be cool add-ons. So far I am interested and Ultimate Relationships is only $1.99 so I felt is was money well spent.

Yeah, it's fairly simple and super easy to customize to fit the theme of an individual campaign. I could definitely imagine extra stuff you might insert to add flavor to, in your case, say, a NeoExodus or Obsidian Apocalypse campaign. Imperial might work best for you as an example if you aren't running a far eastern adventure path.


137ben wrote:

I'll definitely be getting Ultimate Relationships.

I'm unlikely to get Imperial Relationships since I don't have the far east adventure path (or any of the other adventure paths).

It's possible that you may want to grab the original Imperial Relationships simply to use as an example of how they flesh out. I say this as an avid consumer of RPG products and not as the author (in fact, other than for the fact that they needed to be in two different lines, the examples were, I felt, so helpful, the two products came within inches of being one product). It's one thing to have a robust system to create compelling relationship progressions with tips on how to do it, but examples that a skilled GM can pick apart and use as templates can also be worth their weight in gold, even if you don't use the examples themselves in your game. Ultimately, I'm still happy that they are separate just because that puts the power in your hands to decide whether that's worth it for you!


I suppose if we had a compilation with all the characters from an AP (presuming success warrants), it will make a mammoth volume that could easily be long enough. But that is a maybe for the future!


These are about forming personal connections with NPCs and making the roleplaying between PC and NPC rich and rewarding, rather than about the long-term effects of political alliances via marriage. That said, talking about relationships vis-a-vis kingdoms or relationships vis-a-vis infamy might be good inclusions for relationship plug-ins focused on kingdom-building or piracy.

*****

Also Seltyiel. The CRB and UC pregens have been out for a while, ACG pregens are a new thing, and the others will come.

Designer

prototype00 wrote:

Are there 10 Five Storms high muckety mucks to kill in the AP? I think it was brought up before that there aren't enough Onis to provide for Suishen's full power-up.

prototype00

I don't tie them to killing Five Storms muckity mucks but instead to a relationship with Suishen (which is enhanced by killing 5SMM)


Carter Lockhart wrote:
I can't help but think either Suishen was reworked before final printing, or authors beyond book 2 were not given the stats for what the sword would be capable of....we need to come up with a version of Suishen that is still awesome but also not a challenge/adventure ruiner. And maybe. Figure out a better progression order than the vague slaying of servants of the Five Storms.

I used a 10 step progression order with better-defined progress. It's toned down at the beginning but mostly stronger at the end (he becomes a +10 equivalent weapon, but the limitation I put right away that his spells only work on the one who carries him and end if you drop him or hand him over remain). They seemed to make him much more usable and less disruptive.


I made Suishen's protection from cold a flat pool of protection that automatically protects the wielder (and remembers how much had been spent if the wielder switches). You couldn't choose not to use it, so it was often an advantage to save it for a big fight with cold monsters, since it would spend itself on environmental cold otherwise.


The black raven wrote:
Rogue Eidolon wrote:
The black raven wrote:
Rogue Eidolon wrote:
The interest in this thread has brought a further update. It's missing basically one art piece, so black raven, perfect timing. It could come out at any time, really, once that last piece is in. Anyone's guess is as good as mine. Pretty cool, huh?

Awesome !!!

How will we know that the stars are right ?

I heard all the art is in and that it's in layout. How cool is that?
ME WANT !!!

Could be any day now. In fact, although I can't find it, someone just posted that they saw the names announced on the Legendary Games site.


Ultimate and Imperial Relationships. Oh, did my new books get scooped on the LG site?

:excellent:


3 people marked this as a favorite.

Pretty sure an unarmed strike is not considered a "primary natural weapon" for that purpose.


The black raven wrote:
Rogue Eidolon wrote:
The interest in this thread has brought a further update. It's missing basically one art piece, so black raven, perfect timing. It could come out at any time, really, once that last piece is in. Anyone's guess is as good as mine. Pretty cool, huh?

Awesome !!!

How will we know that the stars are right ?

I heard all the art is in and that it's in layout. How cool is that?


The interest in this thread has brought a further update. It's missing basically one art piece, so black raven, perfect timing. It could come out at any time, really, once that last piece is in. Anyone's guess is as good as mine. Pretty cool, huh?


TOZ wrote:
Rogue Eidolon wrote:
The black raven wrote:
Mark Seifter wrote:
SMT:Persona games have interesting character depth and inspired the modded relationship system I use in my Jade Regent game
BTW, Mark, I am about to begin JR with my players and I am greatly interested in knowing whether you plan on making this system (or some evolution of it) available. The bits of info on it that you threw around were excellently tantalizing, to say the least ;-)
This is a thing that is happening soon(?). It will exist. At this point, I have even seen the art. I can't for sure exactly when, but I do know that support for additional characters (beyond the core four) will surely depend on the success of the original product.
Just let me know when to tell you to shut up and take my money.

I will keep you in the loop. I hope enough people give me money that the whole set of NPCs become a thing. That would be an ambitious project, as the core 4 are less than 10% of the full potential content, as I've modded it to include all the major NPCs from every volume of the AP, plus a few more I made up (Huldra masquerade reveler anyone?). When you see the length of detail for each NPC, you'll see why those other NPCs have to come later. The durned thing would be longer than all of Ultimate Campaign otherwise!


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The black raven wrote:
Mark Seifter wrote:
SMT:Persona games have interesting character depth and inspired the modded relationship system I use in my Jade Regent game
BTW, Mark, I am about to begin JR with my players and I am greatly interested in knowing whether you plan on making this system (or some evolution of it) available. The bits of info on it that you threw around were excellently tantalizing, to say the least ;-)

This is a thing that is happening soon(?). It will exist. At this point, I have even seen the art. I can't for sure exactly when, but I do know that support for additional characters (beyond the core four) will surely depend on the success of the original product.


I'm pretty sure that's not how martial versatility works.


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Kudaku wrote:
Devilkiller wrote:
I don't know if anybody beyond the dev team thinks that applying the AC bonus retroactively would be too good. I suspect a lot of people think it still wouldn't be good enough. Perhaps it would be a step in the right direction. People probably want a leap rather than a step, but at this point it is likely a dead issue anyhow.

From what I can recall, Rogue Eidolon (despite being one of the proponents that old Crane Wing was broken) also argued that the feat was over-nerfed when the errata came out.

While the current ACG errata/FAQ queue doesn't exactly make me optimistic for another revision on Crane Wing, it's not impossible that the feat gets revisited somewhere down the line.

I am over 95% sure that I was the first person to propose making it retroactive, but I don't want to search through and read that thread because it makes me sad. We use the retroactive version in our home games, and in general use cases it is nearly statistically identical while avoiding the abuse cases (when the crane user is fighting around her own paygrade, we have rarely had a round where there was an attack that hit the crane user and no attack that hit by 4 or less), so it seems like it would be a positive outcome (everyone should playtest it though, like me, and see what you think! Who knows, maybe more people will come around to it, especially since it speeds up gameplay immensely).

*****

Hmm wrote:

All the ACG options you've mentioned sound interesting. I think that you're right that he could have a blast as a warpriest. And hey... I've never played any of those classes either. It could be fun to try them out.

I'm loving these suggestions.

Hmm

Yeah, Oloch is an interesting character from a RP perspective too. There's several different ways his story might be progressing. Plus he totes that greatsword with great might!

***** Designer

Hmm wrote:

Actually, he's pretty experienced with D&D 3.5. It would be his first Pathfinder experience. He's played clerics, fighters, druids and wizards. He's GM'ed too. He just has had no time for a regular gaming group now at all, so we suggested PFS to him. He's only ever played with people he knew really well, so we're going with him for this game as a buffer.

It might be fun to do some of the ACG options. Any recommendations?

I keep hearing the name Harsk spoken with awe and loathing. What did he do, use the scroll master's underwear for the flagbearer feat or something? And what's the deal with Lirianne?

Hmm

If he likes clerics, fighters, druids, and wizards and wants to play ACG, Oloch the iconic warpriest may be a strong level 1 option, or Kess the Brawler, Zadim the Slayer, Enora the Arcanist, etc.

*****

If part of the exercise is to get the new player excited, you could also have them try out the new Advanced Class Guide pregens that just came out. New things tend to seem shinier, plus they each have newbie-friendly descriptions of their spells and activated items.


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Larkos wrote:
Kelsey Arwen MacAilbert wrote:
Splode wrote:
This one guy I GMed for refused to give his character a backstory. His justification was "He has amnesia!".

I once wrote up a character who had no backstory. She had amnesia because she had so much exposure to the Fey that she became too mutable to have a concrete identity. She even has a Barbarian archetype that gave her the ability to gain different abilities by switching faces. Whenever somebody asks her about her past, she just makes something up on the spot, and seems to honestly believe it, despite telling a different story each time. Nobody understands her motives or ways of thinking, least of all her. Her whims and instincts, which she obeys unquestioningly, fall into Chaotic Good territory, so she isn't overly destructive and isn't known to attack people without reason, but she is odd in the low-Charisma sense. I have never written any information about what her backstory actually was before becoming feytouched, because the lack of any sort of explanation of who she is or where she comes from works for the character concept. When the fey are involved, things just are. You can't explain it, and there isn't any logic to it.

See? No-backstory amnesiac characters can be done in a flavorful manner.

I disagree. Your story and the character that Splode mentioned are very different. Just because a character is an amnesiac doesn't mean the player is.

You had a concrete reason for the amnesia that lead to future stories.

"I have amnesia" and nothing else is not backstory in the same way a title alone isn't a story.

Were I GM I'd demand to know what the character did before the amnesia (it's okay if it was peaceful farmhand), how the character got amnesia, what the character is doing to get his memories back, and an idea on how he can subject to my approval. You have to think about your characters a little bit.

I dunno. A shy player who wanted amnesia as his background for one campaign led to one of the most daring twists in my last 3.5 campaign before we switched to Pathfinder. He said "I'm Adam, a paladin of the god of knowledge, and I have amnesia. The first thing I remembered was being at the temple of the god of knowledge with my sword, so I trained to be a paladin." I said, "Alright, in that case I'll figure out why you had amnesia and tie it into the story" and he said "Great!" The party was on the trail of a villainess named Lilith who had caused a Red Tide and killed a lot of people in the starting city, draining energy for a massive psionic ritual. They managed to trace her down to an enormous red crystal pillar in the middle of the sea pulsing with stolen soul energy, and they realized she was summoning Dagon. The party fought her, and she kept using selective attacks to exclude the paladin, making pleas to him like "Why are you fighting me? Let's kill the rest of your team and do the ritual and summon Dagon together." and the players laughed. The shy paladin player said "Wow, she was supposed to be a master manipulator who duped all the sahuagin, but she's terrible at convincing people. No way a paladin would listen to that!" At the end of the fight, everyone except the paladin was KOed (an NPC cleric they brought with them had also died), and the paladin stabbed her through the heart with his special sword he started with (it was also the only weapon in the party that was piercing Lilith's DR 10/good and evil). Since Lilith herself was half demon and half celestial, she was the final sacrifice needed for the ritual to finish, because...the paladin was an epic-level seer cerebromancer (evil due to a twisted intent for good that involved destroying the world and making a new one that was less screwed up) who gave himself amnesia as part of his plan that required a paladin to kill Lilith (who didn't know this particular detail) at just the right spot while the ritual was at the right point. The paladin persona spawned by the amnesia managed to pull off a hail-mary opposed Cha check as he was slipping away forever, and so I told the player he could ask to manifest one calirsentience power of 1st to 9th level, and I would tell him if it was one the other Adam knew. He asked to manifest reality revision to move the unconscious PCs and their boat out of there before Dagon arrived, while shunting his consciousness into their NPC friend who had sold his soul to save the dead NPC cleric, leaving the body alive but mindless and soulless. I knew that was slightly more than a transport travelers, but it was too awesome, so I allowed it.

Well, it was a big risk, since that player was so quiet that it was hard to gauge him usually, so I had no idea what he would think. His response: "That was the best thing ever! I'm going to multiclass into psychic warrior to show Adam's psionic roots."


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Kelsey Arwen MacAilbert wrote:
Splode wrote:
This one guy I GMed for refused to give his character a backstory. His justification was "He has amnesia!".

I once wrote up a character who had no backstory. She had amnesia because she had so much exposure to the Fey that she became too mutable to have a concrete identity. She even has a Barbarian archetype that gave her the ability to gain different abilities by switching faces. Whenever somebody asks her about her past, she just makes something up on the spot, and seems to honestly believe it, despite telling a different story each time. Nobody understands her motives or ways of thinking, least of all her. Her whims and instincts, which she obeys unquestioningly, fall into Chaotic Good territory, so she isn't overly destructive and isn't known to attack people without reason, but she is odd in the low-Charisma sense. I have never written any information about what her backstory actually was before becoming feytouched, because the lack of any sort of explanation of who she is or where she comes from works for the character concept. When the fey are involved, things just are. You can't explain it, and there isn't any logic to it.

See? No-backstory amnesiac characters can be done in a flavorful manner.

Sounds like someone's been wearing the Mask of Lost Identity!


thegreenteagamer wrote:
I want to play him as a Pathfinder character. Don't know how I can, though. The Dragon Magazine versions from back in the day are woefully underpowered compared to any PF characters, and most GMs I know won't accept the Bestiary Savage Species conversion on the boards.

Rite Publishing has In the Company of Dragons, which is an entire product designed around having PC dragons. That might be a good place to check it out

*****

Kadasbrass Loreweaver wrote:
Lamontius wrote:

translation:

OP wants to play an Orc Shaman
full-blooded Orcs are not PFS-legal
can you make orcs legal now that shaman is a class?

translation of incoming answer: no

There could very well be an Orc Shaman out there. This is at least one orc character in PFS now... Somewhere out there...

Given how much money that one went for, it's almost certainly a Scarred Witch Doctor unless its a good-aligned orc character won by Mikaze.

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