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Naazza

Thornborn's page

331 posts. Alias of KRNVR.


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The problem with even that level of description, is that characters change. I don't think I've actually had a toon that developed in obediance to any plan I might have had for them. So describing toons so GMs can jigsaw us together is somewhat unproductive, since toons and plans change. Even parties change, with people dropping and replacements coming on.

If I put myself in the place of the GM, I think I'd be trying to check off, or double- or triple-check off, broad functions, maybe...?

Can Heal, Can Hurt, Can Take It, Can Steal, Can Wheel&Deal?

Father, Fist, Fort, Fingers, Face, ...Fireball?

Whatever we might agree on, somebody will show up who doesn't fit. Call them 'Fancy', maybe. :)

I know my Monk, who in a previous aborted playthrough dipped Magus, doesn't think of himself as a 'Martial', but he's not, at level one, anything like 'Skilled', and even after dipping, isn't the party's 'Arcane'.

The real issue in the list you were making was the thirty-five applicants, with people like my monk and the face-arcane summoner and her scout-ghost eidolon. That's Fancy. :)

Am I a Lion? I don't think of myself as a Lion...


Brawler, the new class, offers no loss of BAB, and a choose-when-you-use-it Combat Feat 4/day. So there's no, "If only he'd taken bla-bla" regrets. And Bodyguard is on the list. Take it with Barroom Brawler feat, and he can be very specifically effective for things he sees coming. In Harm's Way, is what I'm thinking here. As a GM, I'd have to be careful not to crowd the Barb-Ranger.

And smarter people than me will arrive soon, with better advice. :)


It's my experience that the plural for Magus is Duel.


dotting


Without hazarding an opinion (because personally I'd try to balance for the party and setting), let me add a rider question.

Can favoured class bonuses be retrained?


Is that the 'toe pick' movie?

Edit: Google and Youtube confirm it is. Fun movie.


It's not unreasonable to know such precision, but it's unreasonable to see weather as switchon/switchoff rain/norain in the whole county at once.

More like...

"It'll rain before noon, but stop raining before noon. It'll start raining in the south of the county first, and kind of move north, but not get across the county before it stops."

In the same way the seasoned soldier might know "They'll have guard in patrols, probably three patrols...", but not "And the third patrol will be Sgt. Frobs, Spearman Dweem, and Spearman Saperson. Saperson's got a toothache..."

The Sylph cannot light a long blasting wick, knowing that the first raindrop of a gentle rain will land soon and put it out.

Locally, we interpret it as A) Sylph will not be caught offguard by weather. B) Sylph will recognize any magical weather as clashing with her foreknowledge. C) GM does not have to track weather he was not already going to be tracking, just to answer the Sylph.


+1 Emmit

Don't want to be a Heisenberg in a room full or Jokers.


Perhaps you could homebrew a golfbag, where the staffs are referred to by number, and which end you want put into your hand. So you'd call out 'Three Wood', or 'Nine Iron', and draw it easily like from a Handy Haversack.

You have more then 6 magic staves?

#FantasyWorldProblems


stumbled across this, thought it fitting

Westernized GoT Theme on Youtube


Congrats everyone. And if you should see a fat friar- shoot him last, eh?

Jelani, thanks for the opportunity to build this toon. If you hadn't asked for images, I would never have dreamed up such a character.


Would you believe, dinner tonight here was Thanksgiving leftovers, already?

Actually, so was lunch, but paneer and chicken, not turkey and trimmings.

The fridge is full, the freezer is full, and I'm hoping the garage gets colder, soon.


I would just dot, but that's a poor first response to such a great offer.

I like the facial detail in that first pic.

Thank you for sharing your art.


wasn't me this time. :-)


dotting


Heard you speaking of saints. I'll just leave this here.

St. Teresa of the Stones:
Patroness of Inspiration, Prophecy, Perception, Secrets, The Addicted, The Poor, Prostitutes...

Saint Teresa of the Stones was a seeress, in a time and place when and where such was unwelcome, and unhealthy. To fill her eyes and ears against the whispered words and visions of the Gods, Teresa turned to herbs and alchemy, and in the way of such things, found herself less important to herself than her next vial. Trading in flesh for the costs of the powders, tormented by the diminished, but unended otherworldly whispers, Teresa soon ran afoul of local powers. Some whores trade in secrets, some more than in flesh, and suspicion grows when one knows, unbidden, things untold. Surely, it was said, she must trade for those secrets. Surely, she must tell what she knows. Truely (or at least, it is part of her canon...) she never did. She had no need to trade for secrets, the Gods tormented her with them, unasked, unwished-for, unending. But suspicions grew. Everyone has secrets, and many thought her in possession of theirs. And eventually, some were worth killing for.

A poor whore, a single mother, a taster of poisons, rumoured a lesbian, a thief, a blackmailer... One night, a crowd grew, whispers turned to shouts, and stones flew. The pain drove the veil of the drugs off her mind, and her seeress' powers carried every shout, heard every whisper, read in every stone the story of the hand that cast it. And she found she could not hate them, in their fear, their confusion, striking out, making what change they could, using what power they had, in their own hopelessness. She did not cry out to them to stop, but to continue, and as she saw more fragments of the pains around her, as more stones brought her pain, and death, and insight, she had her final Revelation. She finally roared out, to the Gods themselves, "You Court! Up in the Sky! You Court, up in the clouds! Is there something you forgot to tell me?! Tell me! Tell me! TELL ME!!" And a final stone fell. And Teresa died.

The hate of the crowd vanished, replaced with sorrow, and guilt, and regret. One there remembered Teresa had called for stones, and more were brought, and her body covered. Her story, of her forgiveness of her killers, of the kindnesses remembered after her death, of her grace amid her own degradation, spread slowly at first, but caught like fire among famined leaves. When a ruler ordered the stones that had been piled over her, now a huge mound, moved, and her body hidden, no body was found, and her legend grew. Witches, Oracles, and yes, fakirs and charlatans, began to speak of her as a Patroness, and then, as a Power. Is there truth to the rumour that Clerics have found Power in prayer to her, now?

Saint Teresa of the Stones was inspired by Joan Osbourne's song, 'Saint Teresa'

Every stone a story, like a rosary...


The Bag of Trickeds


suggested title for Snake's scene:

"A Bit of Luck"

and Braddon, again bringing a chuckle. :-)


.


I think your burned condition can be interpreted as part of 'warped or otherwise transmuted'. Or not.

If it IS part of, then you could still Mend the ashes into the complete burned object, then Prestidigitate the change of unburning. Or not.

If it is NOT part of, then you're restoring damage d4 at a time, and the energy/physical type of that damage is not important. You could in theory unburn the night's firewood for the next night's fire. Or not.

Seems very cool to me, to have such a power.

And my intelligence types have just now started mixing ashes of burned documents, and then portioning the ashes, and dumping them in separated places.

edit: Maybe you can't unburn your firewood, because some of that object went up in smoke, so you no longer have all of it to Mend? That might also go for paper, except it tends to char, not really combust. I suppose we come to the question of how much of that paper was Plot. :)


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The only people who really care about your backstory are looking for hooks to hang plots on.

Sometimes, you have too much baggage to ride a railroad.


fashion and I thank you


I should have put this in there, but it's kind of separate. Still, this is referenced in Nando's background.

Saint Teresa of the Stones:
Patroness of Inspiration, Prophecy, Perception, Secrets, The Addicted, The Poor, Prostitutes...

Saint Teresa of the Stones was a seeress, in a time and place when and where such was unwelcome, and unhealthy. To fill her eyes and ears against the whispered words and visions of the Gods, Teresa turned to herbs and alchemy, and in the way of such things, found herself less important to herself than her next vial. Trading in flesh for the costs of the powders, tormented by the diminished, but unended otherworldly whispers, Teresa soon ran afoul of local powers. Some whores trade in secrets, some more than in flesh, and suspicion grows when one knows, unbidden, things untold. Surely, it was said, she must trade for those secrets. Surely, she must tell what she knows. Truely (or at least, it is part of her canon...) she never did. She had no need to trade for secrets, the Gods tormented her with them, unasked, unwished-for, unending. But suspicions grew. Everyone has secrets, and many thought her in possession of theirs. And eventually, some were worth killing for.

A poor whore, a single mother, a taster of poisons, rumoured a lesbian, a thief, a blackmailer... One night, a crowd grew, whispers turned to shouts, and stones flew. The pain drove the veil of the drugs off her mind, and her seeress' powers carried every shout, heard every whisper, read in every stone the story of the hand that cast it. And she found she could not hate them, in their fear, their confusion, striking out, making what change they could, using what power they had, in their own hopelessness. She did not cry out to them to stop, but to continue, and as she saw more fragments of the pains around her, as more stones brought her pain, and death, and insight, she had her final Revelation. She finally roared out, to the Gods themselves, "You Court! Up in the Sky! You Court, up in the clouds! Is there something you forgot to tell me?! Tell me! Tell me! TELL ME!!" And a final stone fell. And Teresa died.

The hate of the crowd vanished, replaced with sorrow, and guilt, and regret. One there remembered Teresa had called for stones, and more were brought, and her body covered. Her story, of her forgiveness of her killers, of the kindnesses remembered after her death, of her grace amid her own degradation, spread slowly at first, but caught like fire among famined leaves. When a ruler ordered the stones that had been piled over her, now a huge mound, moved, and her body hidden, no body was found, and her legend grew. Witches, Oracles, and yes, fakirs and charlatans, began to speak of her as a Patroness, and then, as a Power. Is there truth to the rumour that Clerics have found Power in prayer to her, now?

Saint Teresa of the Stones was inspired by Joan Osbourne's song, 'Saint Teresa'

Every stone a story, like a rosary...


Is this A suitable picture?

I think he's an Oracle (Warsighted/Psychic Seer), Lame, perhaps Clouded Vision. But I'm not anxious to interrupt his conversation with that other fellow, to ask him.

Or This lady, who I believe is a Witch...

The intent with either is healing.


Let's see what the dice say...

dice spam:

4d6 ⇒ (6, 6, 6, 2) = 20=18 4d6 ⇒ (6, 1, 2, 3) = 12=11 4d6 ⇒ (1, 4, 5, 5) = 15=14 4d6 ⇒ (4, 2, 6, 3) = 15=13 4d6 ⇒ (2, 2, 2, 6) = 12=10 4d6 ⇒ (1, 5, 1, 5) = 12=11

4d6 ⇒ (1, 2, 4, 2) = 9=8 4d6 ⇒ (1, 6, 6, 1) = 14=13 4d6 ⇒ (1, 4, 1, 4) = 10=9 4d6 ⇒ (4, 1, 4, 3) = 12=11 4d6 ⇒ (6, 6, 6, 2) = 20=18 4d6 ⇒ (1, 3, 5, 3) = 12=11

4d6 ⇒ (3, 2, 4, 2) = 11=9 4d6 ⇒ (2, 2, 6, 2) = 12=10 4d6 ⇒ (3, 2, 6, 5) = 16=14 4d6 ⇒ (6, 4, 5, 4) = 19=15 4d6 ⇒ (6, 2, 2, 4) = 14=12 4d6 ⇒ (4, 5, 1, 4) = 14=13

4d6 ⇒ (5, 3, 2, 2) = 12=10 4d6 ⇒ (4, 3, 2, 6) = 15=13 4d6 ⇒ (1, 1, 6, 6) = 14=13 4d6 ⇒ (2, 5, 6, 4) = 17=15 4d6 ⇒ (3, 1, 2, 6) = 12=11 4d6 ⇒ (1, 6, 3, 6) = 16=15

4d6 ⇒ (6, 4, 3, 4) = 17=14 4d6 ⇒ (2, 1, 6, 4) = 13=12 4d6 ⇒ (6, 5, 1, 4) = 16=15 4d6 ⇒ (6, 5, 6, 6) = 23=18 4d6 ⇒ (5, 3, 2, 2) = 12=10 4d6 ⇒ (2, 3, 6, 5) = 16=14

4d6 ⇒ (4, 3, 4, 2) = 13=11 4d6 ⇒ (2, 6, 4, 3) = 15=13 4d6 ⇒ (3, 2, 2, 2) = 9=7 4d6 ⇒ (5, 6, 2, 3) = 16=14 4d6 ⇒ (2, 6, 5, 5) = 18=16 4d6 ⇒ (4, 1, 2, 3) = 10=9

Rows
18 11 14 13 10 11
8 13 9 11 18 11
9 10 14 15 12 13
10 13 13 15 11 15
14 12 15 18 10 14
11 13 7 14 16 9

Columns
18 8 9 10 14 11
11 13 10 14 12 13
14 9 14 13 15 7
13 11 15 15 18 14
10 18 12 11 10 16
11 11 13 15 14 9

\
18 13 14 15 10 9

/
11 18 15 13 12 11

4th column (13 11 15 15 18 14) is a winner, now let's see if I can build a concept that's a winner.


Gambler, starting with the stats...

4d6 ⇒ (3, 4, 3, 3) = 13 11
4d6 ⇒ (3, 5, 1, 3) = 12 11
4d6 ⇒ (1, 2, 6, 6) = 15 14
4d6 ⇒ (4, 5, 1, 4) = 14 13
4d6 ⇒ (2, 6, 3, 3) = 14 12
4d6 ⇒ (1, 5, 2, 4) = 12 11

You gotta know when to fold 'em. :)


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Tonight is game night.

I put a jar of Ragu and the dregs of another into the crock pot, set to high.

I fried two pounds of frozen sausages until they could be separated from each other, let them keep browning while I took them out of the skillet one at a time to cut into smaller chunks, tossing the chunks back in the skillet. When all the sausage was cut up and brown, it went into the sauce in the crock.

I poured almost all the sausage fat off, then diced an onion up and caramelized it in the same pan. That went in the sauce. Sitr sitr sitr. (Heh. Sitr must be the Nordic minor god of kitchen chores, in this case, stirring.)

I got a pan of water boiling, and surveyed the arriving players, how many for pasta, sausage, and sauce? Ziti is smarter than spaghetti, no whipping strands to add bloodstains on your character sheet.

Leftovers not a problem, when they occur.


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Mourn the lost mage, Rtilliu
(Hurloff his first name)

Who wanted to be half-ogre
(Just 'big' was not the same)

The GM said, "Your eyes don't glow"
"Your teeth are normal, too"

But Hurloff had his self-image
'The demon-mage Rtilliu'

I recount so you'll be assured
None of these weighed a wit

And all was fair and above board
When Hurloff, while stirge-bit

Did cast his lonely magic spell
And Mage Armor did form

Around Hurloff, and the stirge too!
(Which kept both snuggly warm)

Mourn the lost mage, Rtilliu
(Hurloff his first name)

Who wanted to be half-ogre
(just 'big' was not the same)


I'm sure we'll miss your connections.

I did enjoy your 'civilian' vibe.


"You can break in? I have no doubt. I can, you should have no doubt, break you. Let's drink, to our mutual restraint and maturity."


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City of Heroes had redcaps as fey grunts. They were at war with reindeer-folk, which were basically the werewolf mob with an antlered skin.

Fey might have an army of ants morphed into ant-folk, with spears and daggers broken off a morphed thorn-hedge.

Packs of wolves?


3d12 in order for DJ

1d12 ⇒ 2
1d12 ⇒ 2
1d12 ⇒ 7

"reroll one of them"

1d12 ⇒ 4

1d4 ⇒ 1
1d4 ⇒ 2
1d4 ⇒ 3


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It may not say it gives a bonus to disguise, but if the assassins (or the palace guards, if you're the assassin) are looking for gender XX, and you're now an XY?

"Stop that woman! She looks like this wanted poster, if you shave off the beard and pluck the brows a bit..."


While I wouldn't want to add such to my 'treasure table', in the local tabletop game where a half-ogre entered chained to a wall as arena-fodder, part of my scene setting was a certain unsympathetic NPC saying, "Me? I'm just waiting for you to get killed. Already sold your stones to a witch!"


might a demi-ent also request a copy?


https://www.youtube.com/watch?v=mhdWXLUsz9Y

At 50 seconds.

That's the bluff check.

But with PotP, he's actually speaking those languages, and saying what he's trying to say?

He can dance around with mice, and 'Make a pretty dress for Cinderelly'?

He can cutscene and flashcrowd with a dozen mini-lab-coated elven techs, and at the end, have produced the KN:Engineering solution to the missing maguffin?

Cool.

Wait, all day, forever?

Um...


Ravingdork wrote:
Thornborn wrote:
If a good fight lasts five rounds, and your damage doubles, the opposition suddenly 'will have been' breeding doubly-tough monsters, which you'll meet very soon... I acknowledge this is not the case in PFS.
Assuming you are doing it because of a new combination the player came up with rather than typical level/CR advancement, I've always viewed this as rather bad GMing. If you are having a problem with a player character's new toy or trick, you should talk to the player and resolve the root of the problem, not compound it by killing everyone else with strong monsters.

If I let a trick in, my players know I will still challenge them. My players rely upon me to present challenges. So while I will celebrate WITH them, their latest gizmonic, possibly joke about it smelling of cheese, they know the presence of the new method is not going to _only_ let them kill 2.4 more city guards a round. The new cannon is going to also blow open the door of the Iron House, and let out the legion of lightning golems.

Because it was always about fighting cooler stuff with cooler stuff, not about pasting mooks more efficiently.

And I think it's rather good GMing.

I find both "No, you can't have it, not even going to talk about it" and "OK, you win, they're all dead, now go home", as bad GMing.

Ravingdork wrote:
Also, I find it best to just leave it be if it doesn't appear to be diminishing the fun of anyone else. I've found that oftentimes, the apparent problem lies with the GM alone. (Even so, a GM should strive to have fun too.) Whenever one of my players comes up with a powerful character, concept, combo, or whatever, I revel in their joy and keep the story moving forward as already prescribed by my notes or the module in question. The only time I step in is when it is causing problems for others (such as stealing away too much of the limelight or whatnot).

I agree with all of the above, with the caveat that if a new toy breaks something, I'm supposed to have something else ready to serve.

To keep this remotely on topic, I think the feat is pure flavor for low-levels, where my games start, and I expect of myself that I would adapt as PCs leveled up.


Reporting from the low end of the spectrum, 2 ranks gives a 50% success on 1st-level spells and a tiny chance on 2nd-level spells. 3 ranks gives a 70% chance on 1st-level spells and a 40% chance on 2nd-level spells.

Assuming perfect solving of the 'use these dice to make a number' puzzle.

I don't see this as a problem with the character/player/npc/setting_element I'm already allowing to do other miraculous things. I like that my narrative can now model such things.

Game balance is always an illusion. If a good fight lasts five rounds, and your damage doubles, the opposition suddenly 'will have been' breeding doubly-tough monsters, which you'll meet very soon... I acknowledge this is not the case in PFS.

This feat with Still and Silent could let your sorc cast while bound and gagged.


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Very nice art. I can see the motion.


It seems fair to ask him to charge the mouth, both for the legality and the evocative licking of wounds to heal them.

I suppose I might accept a headbutt, from a cat, as a way to deliver a heal.


Rather than look back with regrets, just inform the players "We've got to check our maths better in the future". We is an important word there.

Then I would suggests the ghosts of HiroshXXXXXXPitax begin to percolate, and that dire warning from Commune come, "Let not the ghosts wake the Sleeper"...

That Kaiju thing is very cool, but so is the ghost thing.

And you could have some NPC point out to the Oracle, the Kaiju is apparently immortal. :)


I don't think you can get a piece of a Solar from which to grow a Simulacrum, in the first place. I think they're like elementals, like all the plane-stuff-made direct servants of the planes.


Frostbite? Chill Touch?

If you're letting yourself 'skin' the effects, they might work.


using a flask of acid as an 'alchemical power component lets the acid splash do damage over TWO rounds...


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Opinion: Against synergy here, owing to the specifically stated 'one attack roll'. But I wouldn't mind if my GM ruled otherwise. And with a barb that wasn't otherwise coated in cheese, I might allow it.

"They're really more actual guidelines"


A garden, still beautiful though seeming untended, in that the plants just seem to have not needed tending. This is the home of a nymph, wintering/summering/(whatever season it is, she always spends that season here, out of affection for one of the long-dead elves, to remember her lost friend). Whatever undeads lurk, they will not enter or pursue into the garden.

Perhaps the caryatids ward the garden from the undead, and from casual vandals? (Don't cut the roses!) Similar caryatids might mark the tomb of the nymph's friend, where a passage might be found to some other point of interest? Of course, the caryatids might bar passage. (Better bring a rose!)

On the coffin of the friend, is a rose, either still perfect and white, or long withered and black. GM decides. The nymph, when told of it (and she will ask), weeps, either joyfully or with a broken heart. If the latter, perhaps ordering her garden and caryatids to attack! (How old-school are you? LOL)


Bear in mind the glassworks might be happy to help with some of the more specialized equipments.


I last used an illusion (silent image) to drape a shop's windows while we searched it, so our lanterns would not be seen by neighbors or watchmen.

The line from Keep Calm and Carrion, "Illusions that entertain your GM" is perhaps the BEST way of warning you to work on Illusions with your GM. And if your GM is the sort that has more fun when you're having less, reconsider using illusions. Find one of the bulletproof guides to some Flavor of the Month, instead.


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"Carnivorous Apes jump from the trees! Roll initiative!"

"Um, what trees? We're in a desert...?"

"You didn't see the trees? Then you're surprised!"


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No argument that the cantrip should not be able to trump the higher-level-spell-granted scent power available from beast shape?

[/sarcasm]

It would remove the blood and grime and weapon holes if you'd been struck. It would remove any bonus to track by scent that the blood might have given, any bonus to identify you by sight that the blood might have caused.

It would not cause you to stop smelling like the 'guy who had been there', nor stop looking like the 'guy who had been there', but it would in each sense keep you from smelling/looking 'bloody'.

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