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Oh, shoot. Even a heavy trebuchet can only get you 4000'. Still, you're a fighter, you can run n' hustle from there.
just going to point out the rules don't allow the use of creatures as ammunition... otherwise i would be using dead cows as my trebuchet ammo.
I would say that dead cows would at least count as plague bundles. (And we launched a character out of a catapult in our Giantslayer game. Amazingly, the character in question survived.)
Cool. So tell me again how your versatile fighter is going to get to the next town over in five minutes? Cause I would love to be let in on that secret.
Cannon travel is always a possibility.
Unless gunpowder hasn't been invented in your campaign setting, in which case catapult travel is always a possibility.
The best part? Because cannon/catapults make an attack roll to launch their payload (you), you can get to town in one standard action!
I think he deleted it around the time Fifth Edition came out. It's replaced with something along the lines of "Deleted, this is just me coming up with stuff on the ride to work anyway, if you're curious go search engine it."
18. Truly excellent bladework! Your dice (and hopefully your opponent's thoracic organs) explode! (Roll your usual critical hit damage, and reroll any damage die that comes up on its maximum result, and add it to the running damage total. If a rerolled die comes up maximum result again, reroll it again! The fun and learning NEVER begins!!)
19. As #18, but throw a d8 into the mix as well!
20. As #19, but pretend your first damage roll was all max results! (Basically, roll your critical hit damage, reroll exploding dice, and when all is said and done, add your usual max critical hit damage to your result.)
Me: I dunno, I just heard Bryan say "I need to buy cosplay, I need to buy bullets."
(last Monday, during a rather abstract game)
Ziggy: You're giving me a shortsword? What the hell am I supposed to do with a shortsword?
(us, getting ready to fight a powerful Winter Court fey in our V20 game)
Mike: An icebox! We can bind the Snow Queen!
(from the same game)
Mike: Does anybody have dots in Academics? Nokturo's from before public-subsidized schooling was invented.
(the same game)
Cory: Well, Tremere himself made it up to Third Generation, but only because he diablerized Saulot. Nobody ever diablerized up to Second Generation.
(discussing possible Thaumaturgy paths in our Vampire game)
Damien: Oh, this path's gonna annoy you so much.
(From an extremely brutal battle in Giantslayer, just for variety)
Ziggy: Natural 20.
(more medical body horror from Giantslayer)
Me: Damien, I don't get it. I just got a hole punched through my shield and my hand, not a drop of blood. You get nicked by a falchion, you're bleeding all over the place and holding your guts in.
(creative interpretation of the paladin code)
Mike: It's not breaking the paladin code if you're too stupid to realize you're breaking it.
(five minutes later)
Mike: It doesn't say anything in the paladin's code about eating intelligent evil creatures!
(discussing weaponry in Vampire)
Damien: ...Do you have any silver bullets for this?
My relationship with Pathfinder, and indeed the d20 System these days, is like a relationship with an old girlfriend.
You're happy to see she's doing well, and you have a lot of good memories, but at the same time, she's become something you fell out of love with, and you also know that there's a reason you two split up.
(For what it's worth, I do prefer D&D Fifth over Pathfinder; that said, I'd love for the group I play with to give Fantasy AGE a try, too!)
Erik the Cleric: For the last time, Kate, yes, destroying the undead is a right and proper thing for Bahamut's Chosen to do, but you can't just keep doing that weird phrenology stuff on every one we destroy.
Katelyn the Kineticist: Well, I can't do it on this skeleton because you busted his skull into dust, but this ghost right here--
Erik: (sigh) She didn't have anything corporeal about her, Kate.
Freddy the Fighter: So, how does it look, Doc?
Legal trouble: The magus is definitely (and the ranger, possibly, depending on just how much the magus runs his mouth in the clink) in trouble, and should both pay a fine and replace Titus's door. If the magus has the campaign trait "Favored Son (Sheriff)" from the Advanced Player's Guide, now would be a REALLY good time to use that "once per play session get out of jail free card."
Plot trouble: If Titus is indeed behind the murders, congrats. Now Titus knows the party's on to him. Does he flee? Does he gun for the PCs? Does he try to pin the murders on them? Does he know a couple buddies in jail who might make the magus "disappear?"
This is... quite a bit late, actually. But still slightly relevant!
Just in case people want to play older/younger humans or numans, do this:
Humans in PSOfinder use the half-elf's aging track (considered an adult at 20, middle aged at 62, old age at 93, venerable at 125, can live for an additional 3d20 years after that) from the Core Rulebook. This is to signify advances in medical care from AW 2284 onward.
Numans in PSOfinder use the human's aging track (considered an adult at 15, middle aged at 35, old at 53, venerable at 70, can live for an additional 2d20 years after that) from the Core Rulebook.
Androids in PSOfinder use the elf's aging track, with one minor difference: Androids do not visibly age.
Male Human Smart 2
Okay, uh, LB... how's this for skills?
The Seiryuu System
Kei is lithe, toned, and beautiful, despite the thousand-yard stare that sometimes forms in her eyes. She keeps her hair out to her elbows as a matter of personal preference (she says it reminds her of her mother.) Though she laughs and smiles and socializes with fellow bounty hunters, deep down she has morose feelings.
While on the ship, Kei wears a white tank top, a tanned leather vest, well-worn jeans and chaps, gunslinger's gloves, and knee-high boots. Off the ship, she adds her father's hat and her People's Army of Seiryuu greatcoat; the only remaining decoration being two stripes at each shoulder, indicating her former rank of captain.
4. Your weapon sinks deep into your opponent's flesh. You are both considered to be grappling each other; you control the grapple so long as you are still holding your weapon. A DC 15 Strength check pulls the weapon out of your opponent.
5. (Slashing Weapons) Horizontal slash, neck level. YOU guess the result.
Male Human Smart 2
Martine took the PADD from the ensign, looking down at it. She bit her lip in frustration as she read the manifest. "Thanks, Ensign... Landen to Captain Cahr. There's been a mix-up with Supply. Four crates of dilithium meant for the... Shooting Star found their way aboard. I they've got four of ours."
Male Human Smart 2
WARNING: Stats for uber-continuity nerds. (Like me. XD)
In terms of just when we are, Star Trek: Generations hasn't happened yet- the Enterprise is still a Galaxy class, though I think work on the Sovereign class is nearing completion.
(The Enterprise E was launched in 2372/stardate 49827.5, according to Memory Alpha, was still around as of 2387 in Star Trek '09, and ultimately
The Intrepid class is also Starfleet's fresh and new science vessel hotness, because Voyager's maiden voyage was in 2371/stardate 48315.6. Of course, we all know what happened to that...
Also, the Nova class (the USS Equinox among others) is also a contemporary vessel.
(sighs, should really open up that Star Trek d20-lite game I was working on one day and actually stat out the Sovereign, Intrepid, Defiant, Nova, Akira, Steamrunner, and Saber class... along with the Excelsior and Miranda classes that Starfleet insists on keeping around a century later because
See, I parsed the thread's title wrong. Now I'm disappointed.
Freddy the Fighter: ...You trained the dog.
Yon Classes Of Istoria
Alchemist - Somebody has to be making all those potions, after all!
Arcanist - What can I say, I think this was a great class. Too bad I never play the arcane caster.
Brawler - When you wanna just punch someone in the mouth as hard as you can.
Fighter (with Combat Stamina) - It's as close to MP as you're gonna get for
Inquisitor - The last one of these I played was literally an unkillable juggernaut. Besides, I like the inquisitor's spellcasting and abilities better than the cleric's. (But I'm lazy.)
Kineticist - You too can be a wannabe Super Sayajin or Sailor Guardian or have a STAAAAAAAAAAAAAAAAAAAAAND or ninjutsu that they explain in every detail in every episode of Naruto because the writers think you're stupid.
Magus - This is because it can channel magic through a sword like Final Fantasy V's mystic knight. Mystic knights are awesome. Magi are awesome.
Mesmerist - Good tricks for great friends! XD
Paladin - In a realm where an adventuring party is expected to be champions against evil, you are THE champion against evil.
Sorcerer - So your great-great-great-(.....)-grandmother was promised to a dragon's harem, or something. You get to reap all the benefits!
Unchained Rogue - This rogue's sooooo much better than the actual rogue.
Martial: Brawler, fighter+, rogue+
& Races of Istoria
Humans - .....You know what humans are.
Dwarves - Short, fat, really drunk, have beards woven into intricate braids that (they say) tell their family's history, really good with axes and spears and crossbows. You know these too.
Elves - Taller than humans, really good with bows. Come in three varities, each more or less have the same game stats: Summer elves (ye standard slightly xenophobic high elf), autumn elves (yer less xenophobic actually kinda friendly wood elf), and winter elves (the elves everybody else hates, except in the north pole, these elves actually have the same pale skin tone as the other elves. Otherwise, they're dark elves.) Humans are the spring elves. But neither racial group knows that.
Goblins - Short, stupid, green-skinned, illiterate, can eat anything, are sexually attracted to fire, worship "The Dark One," which is a twelve foot tall man made entirely out of fire, have no words for "victory" or "win" in the Goblin language (the closest they can get is "not-lose.")
Tieflings - Human-sized, horned heads, tolerant of fire, descended from demons. (allegedly.)
Catfolk - More common in the western nations of Seigyoku and Xianghua, they're agile, really good with combat claws, and resemble your typical anime catboy/girl. (And not the one from the Advanced Race Guide. Good grief.)
Sylphs - Tall, thin, willowy, they might be a little more attuned to psychic energies than other races on Istoria. (They have pointy ears like elves, except elf ears stick out to the side like anime elf ears. Sylph ears go up a bit like
Since I've got this open, I might as well add...
Palmans follow the same rules as human characters do in the Pathfinder Roleplaying Game Core Rulebook.
(no flavor text for androids, but they have the same stats as they do in the Inner Sea Bestiary.)
You know, I tried working on a Phantasy Star roleplaying game based on Saga Edition a couple years ago. That might be up your alley, actually. (It was based on the Classic Series instead of the Online Series, but the same stuff shows up in both series; besides, I'm of the opinion that PSOnline takes place 800 years after PSIV anyway.)
Anyway, this is what I (and a couple other people on the Phantasy Star Cave message board, and the Fringes of Algo message board) came up with for numans:
Numans have the following species traits:
43. Really Tiny Hut: Creates a 20" sphere, but otherwise functions as Tiny Hut.
44. Spell "Turning:" For the duration of this spell's effect, whenever someone casts a spell on you, you hear "Turning. T-U-R-N-I-N-G. Turning."+
45. Cloud, Kill: Summons Cloud Strife to kill everything within 30' of you. (This, obviously, includes you!!)
46. Cloud Kill: Kills Cloud Strife, and makes Tifa and Aeris very sad. You jerk.
47. Shout, Shout: Let it all out. These are the things I could do without. C'mon, I'm talking to you.
None, actually. I've been trying to catch up on Golgo 13, and I gave up 11 episodes into Sailor Moon Crystal. I should go back into my Hulu account and go check out what I've been missing.
...When I'm not working on Open Skies.
...Or figuring out how to make Cress Albane's sword techs into PRPG fighter abilities.
...Actually, are you even able to cast a spell with a verbal component in an airless box?
EDIT: Actually, scratch that. Air Bubble's somatic and material/divine focus, so no need to try and choke out "Sebrus cass, sebrus bass, Air Bubble come save my ass" in a total vacuum. ^_^x
THIS IS TOTALLY A LEGITIMATE VERBAL COMPONENT ALL RIGHT
The Disclaimer: My favorite classes are, in order, fighter, cleric, magus, and alchemist, so my opinion might be a bit all over the place here.
Snorb's Perceived Experience: Like I said, my favorite class is the plain old honest-to-Bahamut fighter. What can a fighter do? The fighter can beat the skeleton out of some poor guy's skin with a greatclub. He can effortlessly cleave the head off a blue dragon with a kukri. He can take a bow and fire it through an orc's eye, sinking that arrow all the way up to the fletching. He can wear armor that weighs more than your average halfling, strap a shield about the size of my bedroom door onto his left forearm, and wade into battle.
He can not fire beams of energy from his sword that ride the ground like a bulette. He cannot stare down a dragon without flinching, unlike the paladin or his halfling friend. He cannot touch the injured and soothe their wounds. He does not have an animal who accompanies him on his adventures and travels. He cannot throw unerring missiles of pure force that bypass illusory effects. He cannot craft magical items to increase his or his companions' abilities. He cannot fly. He cannot bypass the effects of armor and shields as the wizard can.
What the fighter does get, however, are some very good things (plus Combat Expertise.) He gets Power Attack, yes. He can get Jabbing Style or Pummeling Style. He can specialize in specific weapons. The problem here, however, is this: Most of the nice things a fighter can get don't dovetail with each other. He cannot use Pummeling Style and Jabbing Style at the same time, as Battletoads-esque as that would be. Even if he got all the "add this effect to a critical hit" feats, our fighter can only apply one critical feat to his critical hit, and even then a critical hit isn't as reliable as the fighter would like it.
What Viewers Like You Could Do to Help: Make the fighter great! Create ways to make the fighter less magically-dependent! Make a fighter who can hurl a greatsword fifty feet and nail a stone giant through his helmet's eye slot! Make a fighter who can turn into a blood-soaked tornado of painful red death like some kind of gore-soaked Taz in plate mail!
"Effortlessly" meaning "with at least a +1 on that thing."
Fighters really do need something like the 5e self-heal, or the 4e marking, or combat abilities that let them fight like the main character from every Tales of game.
......I don't actually believe the last one; I'm just responding so something other than that thrice-damned Korean online casino BS shows up when I hop here from the SRD.
111: A massive poster detailing the complete anatomy of a great wyrm red dragon.
112: An abstract clockwork device depicting the worlds in the solar system: Surl, The Heat-Scarred; Miria, the Wind Dancer; Istoria and her twin moons, Tana and Sheeda; Saber, the Blood Brother; Siegmund, the Emperor (a gas giant); Sieglinde, the Empress (also a gas giant); and a gray planet only known as "the Stillborn."
113: A poster of a black-haired succubus. She is wearing nothing but blood red lipstick, mithril heels, and a +6 tiara of alluring charisma. Written on the corner of the poster is a declaration of love and devotion in Abyssal, next to a perfect lipstick imprint.
114. A hand-written chart of the letters (or most common phonemes) in Common, Elven, Dwarven, Goblin (with the note "best guess"), Draconic, and several other languages.
115. A mortar and pestle; next to that, a small brazier with a good supply of charcoal, all set on the wizard's workbench.
116. Carefully-sealed jars of colored powders, ranging the gamut from mandrake root essence to saffron to ground toadstool.
117. Shelves lined with bottles filled with various fluids: Mint oil, virgin's blood, holy water, thrice-boiled licorice root, &c.
118. In the corner, set in the floor, a nine foot pentagram made from cast silver. It is engraved with various arcane runes.
119. Various base materials for creating staffs: a six-foot tall piece of rose quartz (for Staffs of Healing), a perfectly cylindrical granite shaft (for Staffs of Earth and Mud), and so on.
120: A small metal box with a glass pane clearly marked "In Case of Emergency, Break Glass." Inside the box is a Scroll of Greater Teleport.
121: A corn-husk broom that, when talked to, can only say, "Swish-swish, swish-swish aree! A magical spell to help you see! Nuttob B, tceles! Swish-swish-aroo!" (Or "Flipper over, flip flip! Elcric d'na, trats!" depending on who you ask.)
I was going to say, Where No Man Has Gone Before is a very rules-lite d20 version of Star Trek (and certainly much better than Decipher's Star Trek game) and you can drop the silly bits from that if you want to use a system and rules!
Anyway, I'll get a picture of my character when I get home from errands/Giantslayer later today! ^_^ (does not have to pay for the First Contact uniform in STO, but does prefer Starfleet Sierra-3... =p)
Grey Lensman: There's a five-level playtest for the mystic on the Wizards website (in the Unearthed Arcana section.) ...Why is it the first new class in an edition is usually the psionic stuff? =p
MPL: The fighter is most definitely not useless, as my fifth-level "can attack twice in a round, or four times in a round once per encounter" wood elf archer fighter can attest to. =p
Erik the Cleric: So... About this vigilante schtick of yours. What's your alignment?
Sir Reginald von Milquetoaste, He of the Battle-Yellowed Pantaloons: Lawful Good, why?
Freddy the Fighter: What about your vigilante identity?
Sir Reginald: RONALLLLLLLLLLLLLLLLLLLLLD JUSTICE's alignment is Chaotic Neutral! Why do you ask?
Rita the Rogue: Yeah, um... Lawful Good people don't do the stuff Ronald Justice does.
Freddy: You crucified a dog, man.
Erik: You made a guy cut off his own leg and then you beat him to death with it.
Rita: You stole all the gold from the bad guys and spent it at the whorehouse.
Amy the Alchemist: You blew up the entire Underdark.
Freddy: You sold the bad guys' families into slavery.
Rita: You chained an antipaladin up in a galleon's cargo hold, armor and all, capsized it, then sank it in the middle of the Northern Ocean.
Sir Reginald: No, that was RONALLLLLLLLLLLLD JUSTICE who did all that, not poor mere meek Sir Reginald von Milquetoast...
Rita: ....You know we know Ronald Justice is just you with a Red Mage hat and a Blue Mage domino mask and cape, right?
Petty Alchemy wrote:
You could have waited for me to edit in the Improved/Greater Second Wind feats! =p
In fairness, Saga Edition's second wind is "Okay, half your health. Heal it back up." and Fifth's is "1d10 + your fighter level, heal that up." I'm not good at game balance... ;_;
The answer to the first question would be "Because that's how Fifth Edition did it, and Snorb really likes Fifth Edition." =p
Okay, here we go. Here's my proposed solution to this whole affair, because I also liked Saga Edition and think unlimited fast healing X would be a bit too much.
Second Wind: As a standard action, you can roll a die equal to your class's Hit Die and add your Constitution modifier. You immediately recover that many hit points. (If you are a multiclass character, use the larger Hit Die. For example, a fighter/rogue would roll a d10, while an alchemist/wizard would roll a d8.) You can do this once per day.
Extra Second Wind
Shrug It Off
Improved Second Wind
Greater Second Wind