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Question: Lin-Sha or Links-ia?
Also: While, like all Hellknights, she seems to be Lawful first, the difference between neutral and evil is largely about how you pursue your principles and what means you find appropriate. She seems entirely willing to accept cruelty and enforcement by any means necessary regardless of degree of infraction, which definitely suggests evil to me, even if it is secondary to the lawfulness.
I like the Astomoi in this book, but I feel like it differs too much from the hairy humanoids that still have eyes and noses... I may use it as a mutated/enlightened version of the original race, which would still have mouthless but lack most of psychic senses probably... Was there any particular inspiration on making them so spiritual and voidy?
Thurston Hillman wrote:
There aren't good counterparts for bunches of evil outsider groups though; there's just evil counterparts for every good one except Angels (or Agathions, depending on how you count them; Didn't some angels use to be LG? Agathions are all NG but I thought Angel Alignment varied, though I can't find any now). The counterpart of the Oni (kami) aren't all good, though they're all non-evil, and Kytons, Demodands, Divs, Asuras, and Rakshasas don't have good counterparts at all that I know of.
ErisAcolyte-Chaos jester wrote:
Some gods have more preferred forms while others, like besmara, cayden, and idomedae, have still got mortal bodies they can sort of return with(though some are a bit glowier than others).
One of these things is not like the others; Besmara is actually a primeval water/storm spirit who is just dressing like a pirate currently, last time I checked.
Ah, I was just looking at the ISWG map, and since the only place with the name Ravounel was the forest, I was concerned that it was just the small area around the forest, with Kintargo as its northeasternmost point. If it includes down to the mountains and Pezzack and whatever Terapasillion turns out to be, that's a much more solid foundation for a potential independent region.
Just a question that came to my mind from reading the campaign summary. The question is two parts: Is the original Archduchy of Ravounel indeed just the small area northeast of the Yolubilis with the forest and plains up to Kintargo, and an island or two? Does it continue along that strip of coast up towards Nisroch, or down toward Pezzack? Or does it go inland and include some of the north plains or the mountain ranges? And secondly, how big of an actual area is that? It seems small compared to the region, but I believe Cheliax is fairly large. What sizes of settlements are dotting that plain and forest without getting noted on the map?
The claws are just from being a changeling, hag-daughters have sharp fingernails. Prehensile Hair might be nice to pick up eventually, though I only get so many hexes and I have a few I already want to take (some of the card ones, flight).
I prefer not to dip, though I suppose I could. There aren't that many traits that make sense to get diplomacy or perception (The campaign is starting in the Lands of the Linnorm Kings, though it's going somewhere uncharted by level 3 or so, so a lot of regional traits make little sense).
I don't plan on using the claws all the time, just that, having them, I don't really plan on investing much in other weapons in the near future.
The party is looking like a Fighter, a Rogue or Slayer, a Flame Shaman, and my witch (plus probably some guest characters). Me and the Shaman are probably going to be splitting healing duty, and as a witch doing buffs and debuffs to make the fighter and rogue work better will probably be part of my role, don't know if I will also need to do any support blasting or what.
I might take Extremely Fashionable for either Diplomacy or Bluff for faceness... Is that a good trait or would something else be better? And what would a good second one be?
I was debating Shadow, Trickery, Deception, Storm, or Healing patrons, but Time or Elements MIGHT work (not sure how redundant Elements would be with a flame shaman though).
Extra hex might be good as a feat, is Misfortune worth it without Cackle though? I probably will want Point Blank and Precise shot eventually if not immediately, though.
I actually have tried giving bloodline spells two levels earlier for sorcerers, since they're supposed to be part of the sorcerer's innate nature. So they get their bloodline spells, once a day, at the level where wizards get spells of that level, and then gain another spell of that level and spell slots increase to the normal chart entry the level after that (First level bloodline spell is just an extra spell known at first level, with the normal number of slots). It just seems really weird that a sorcerer whose very body is imbued with elemental fire learns scorching ray at level 5, while a fey sorcerer can learn it at level 4, but has to wait until 5 to learn Hideous Laughter.
I haven't decided whether to give them something else at level 19 to replace the bloodline spell at that level (since they already have it), but I don't know if they NEED something besides the bloodline feat at that level, either.
(Would 1st level bloodline ability at will if normally 3+CHA/day be too much, or too little?)
For an upcoming campaign, I'm building a Cartomancer Witch. Pertinent Details:
Chaotic Good, worshipping Desna or Black Butterfly; Changeling (Witchborn) (+Int +Cha -Con instead of +Wis +Chan -Con); Hag trait: Into the Wind (Storm Hag) (+1 damage on ranged attacks)
The DM has ruled that I do not need quick draw to draw cards for Deadly Dealer, and I can enhance the Spell Deck as a weapon without needing feats as it's similar to a Wizard's Bonded Item.
Also, because our characters for this game are the children of characters from a previous game, we're starting with 1000 gp, but can't spend that on magic items (except maybe potions). The campaign will have some kingdom-building and exploration-of-new-territory traits.
I plan to mostly go with claws and cards for weapons, and Evil Eye for my level 1 hex, but that and the use of the point buy are somewhat changeable. The charisma is highish both for character reasons and because I don't know if we'll have a reliable face in the party, and for UMD probably.
I am trying to decide specifically about Patron, Traits, and First-Level feat. I've also never played a prepared caster before (though I've played spontaneous casters), so I would appreciate any advice on spells to have in my deck, and to prepare, or better yet to know how to decide what to prepare from day to day. The party has no dedicated healer, but has a Shaman who can do some healing in addition to some healing spells being on the witch list.
Sorry for that being kind of a mouthful, but do any caster veterans have any advice? I can't guarantee I'll take all the advice as is, since there are some character ideas I already have, but from looking at guides, I'm having a hard time narrowing choices down.
Could be a good idea. I don't think they would need grit as long as they could use arcana pool to emulate some of the important grit functions (such as unjamming guns or preventing them from jamming, possibly lightning reload, targeting, and/or deadeye)
would possibly need a slight spell list tweak to be more ranged-inclined?
Both of the official methods above are optimized for people who are already mounted (the feat requires it, the weapon is a lance, which is a weapon that is really only meant for mounted use). What is wanted I think is a way for someone on foot with a hook or halberd or something to be able to unseat mounted opponents to level the playing field?
Edit: I think a Trip Combat Maneuver against the rider is a good way to handle it.
I suspect the simple weapon proficiency from the shapechanger subtype applies to the Kitsune and Skinwalker exactly as much as the martial weapon proficiency from the outsider type applies to Aasimar, Tieflings, Fetchlings, and Genieborn (i.e. not). They should still be proficient with their natural weapons I think, pretty much everything is proficient with all the natural weapons they have...
Ghorans still have a limited lifetime I think, after which they die and their seeds are refertilized and grow into new ghorans. Kind of like how androids work, only plants? Like their normal ghorus seed reincarnation lets them retain memories mostly, but after a hundred years/few hundred years that wears out and they have to start fresh?
Either that or they just start losing most of their memories beyond a certain amount of years ago.
How can I convince a skeptical GM that the Magical Knack trait can be selected by a Rogue who plans to take the Minor Magic and Major Magic talents in the future?
Man, I wish I could make this happen now...
ErisAcolyte-Chaos jester wrote:
People did notice this, it's why the final version has more limitations on its movement than the playtest version.
VM mercenario wrote:
Sciakinetic/Sciakinesis looks and sounds fine to me...