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I love the book of nine swords for the ideas it provides. The fact that it was broken in comparison with 3.5 classes was always a big downer. Now in PFRPG it seems a lot better. But I have one major grief with it, that is what the martial adepts do to the monk. They make monks look like complete dilletantes at using Ki. Let's look at it, according to the ToB blade magic is basically Ki manipulation, and what incredible things do these classes get out of that, while a monk gets a few Ki-Points he can spend on a one-round boost to speed AC or attacks. It just doesn't seem to fit. Monks should be the ones who are the masters of Ki. and the fact that the Swordsage gets a similar AC bonus as the monk only together with actual armour seems unfitting. Considering that monks still get extra AC bonuses at higher level I guess its not unbalanced, but it still seems wrong to me. Thanks for that, I was just wondering if it would make sense to have the old barkeep at the market place around the dragon's "palace" (a pompous cave in the center), who is also a high level monk, wear a long goatee. There are hobgoblins in a lot of ruling positions (especially military and city guard). Priests of Venkelvore, Zogmugot, Zarongel and Hadregash as well as the aforementioned supreme leader, a Black dragon keep the goblins at bay, mostly by fear. Kobolds (who assembled around the dragon to worship him) do most of the administrative duties. So despite being mostly composed of goblins the city has a strict hierarchy and organisation. I thought maybe i could put up a dwarf invasion against the goblin city in which the dwarf player could defend an important position (especially to the goblin portion of the population), thus making him a lot more likable and maybe earning him the title Dwarfslayer. I mean if you took the thought "Only a dead dwarf is a good dwarf." further logically, you would come to "The only dwarf even better than a dead dwarf, is a dwarf that kills even more dwarves." Yeah I just wanted to propose my idea for a system to make called shots (or blows, as it's melee only for now) against certain body parts, namely being Head(s), Arms, Legs and other appendages (like tails or wings for example), the idea came to me when i read the Hydra entry in the Bestiary. My idea was instead of a melee attack you make a combat maneuver roll. The attacked enemy however gets armor class bonuses to their CMD (except for the base 10 and dexterity bonus, which are already in CMD).
This way altogether landing a called shot is pretty hard and should not get overused. I already tried this in the last session, just without any AoOs provoked (not even against the head). The group had to fight werewolves and had no silver weapons, so I wanted to give them an alternative chance to cut off their heads, to save their skin, actually out of about 6 attempts at cutting off heads, 2 succeeded with very lucky rolls. I just wanted to share this idea with you, opinions are welcome. Hey there, in the campaign i'm running I deal with goblins a lot. So much in fact that the players are currently being employed by the leader of a goblin city (I know this is unusual, but that's due to the leader being a dragon, the city also contains a lot of members of various other races) and now there are two questions ive been wondering about. The first question is, do goblins and other goblinoids grow hair? (aside from bugbear body hair) And if so to what extend? Can they grow beards and/or mustaches? On their heads or just on the back of their heads (some goblins in the Wayne Reynolds illustrations have braids hanging from the backs of their heads)? The second question is a more complicated problem, how could a dwarf make himself popular or at least not hated in a city inhabited by mostly goblins, especially if said dwarf is a dog owner? I've been thinking for a while now what to offer him to do but I couldnt really think of anything impressive enough to overcome a generations long racial grudge, especially if you are just a level 4 ranger.
Xpltvdeleted wrote:
I acutally don't do railroading, although I sometimes set some tracks i let if flow and let the players decide what they want to do. It's not the lack of interest that keeps them away. It's a mix of simply forgetting there is going to be a game that nicht and having more important appointments.Calandra wrote:
The problem with the troop style is that we end sessions in the middle of a quest more often than not, and its hard to replace characters right there. And makes establishing a plot much harder than it already is with main characters that just dont do exactly what you want them to do. So literally ever since I started GMing the Pathfinder game I'm doing with some friends. It was the first actual Pathfinder game for both them and me. Only three of them (not counting me in) Played DnD 3rd edition before and two never played any PnP RPGs at all before, but that's beside the point. So far we played an astounding six sessions since January, although we were planning on playing on a weekly basis. Two weeks were cancelled because I was out of the country (trhose were the only two sessions missed because of me). Other than that sessions were cancelled because too many players had to bail out for whatever reason, some more understandable than others. And in the six sessions that we actually managed to establish, not a single time had all six players been present. One player is currently on a prolonged therapy and won't be back for another six weeks from now, so I took his character out of the game for the time being. So he doesn't even get counted here anymore, we've been playing two sessions since he went and one we played with three players and the other with four (out of five players left), this and last week the game got cancelled as a whole again because two players forgot we were going to play and made other appointments and the third player (who also had been missing in the last two sessions), i haven't heard a single sign of life from ever since I came back from my two weeks out of country, for next week I already know at least one player is going to miss again and... ARGH! Yeah so there's my problem, I know its normal and has to be coped with, that sometimes players are missing out but I can't seem to get a single session established in which the whole group is actually at the table. So, do any of you know this problem, got any advice or anything? Zeugma wrote:
No offense taken, don't worry. I can actually understand what you mean very well. (if I already posted this sorry, I tried to submit a comment like this but it didn't seem to show up for me, so I'm just posting it again) Zeugma wrote:
No offense taken, don't worry. I can completely understand that. We're going to gather the group again tonight to finally continue playing, and since its April 1st I thought I could pull a little april fools on the players. I remember a few years ago our GM did that to our party when I was a player. He described us in a dungeon room ahead a large, bulky stone statue. While doing so he had the Monster Manual page of the stone golem lying open in front of him (subtly for us to see which page it was).
I need some ideas on what to do today. I hope I can get some ideas before the game starts in approximately 6 hours.
EDIT: Ah sorry, I think this should go to the Gamer Life subforum. If a mod would be so kind to move it, I would be most grateful. I guess mine would be a Gestalt Hollyphant Cleric with fighter levels after fulfilling his Race ECL in a 3.5 pbp. SmiloDan wrote:
I see, well in the SRD it says 10 HD magical beasts are already CR 13. I dont have the Bestiary at hand right now, I left it at our playing location because i still had enough material prepared for the next sessions so i thought i wouldn't need it. I just noticed that i miscalculated Hitpoints average, well I'll fix that with the next wave of changes SmiloDan, your entry would be more help to me if you gave me some reasons behind your changes. But some that I can see make sense I will add. Here are some thoughts of my own: I think the whiffling really discribes the jabberwocky flying through the woods. And as it flies through the thick woods i guess it should be rather nimble at that, so perfect maneuverability does make sense. Then it would also make sense to have higher dexterity too. I think the eyes of flame are more symbolic than anything else, but I wanted to have them in there anyway so I made them a fear effect. Also I liked the burble ability, so I added that and the improved charisma. The more spread skills have also been added. But I'm not sure I should make it 20 hit dice with only a CR of 14. It already has a lot of abilities, so 14 seems terribly underrated. -------------------------------------------
XP 25,600 N huge magical beast Init: +0, Senses: Low-light vision, darkvision 60 ft., perception +10 -------------------------------------------
AC 28, touch 11, flat-footed 25 (+3 dexterity, +17 natural, -2 size) hp 10d10+90 (145) Fort +15, Ref +7, Will +7 Defensive Abilities DR 10/Slashing -------------------------------------------
Speed 40 ft., fly 80 ft. (perfect) Melee Bite +19 (3d6+11), 2 claws +17 (2d6+5, +grab), tail slap +17 (2d6+5) Space 15 ft.; Reach 15 ft. Burble (Su) Creatures within 120 feet who hear the Jabberwocky's burbling jabbering must make a DC 24 Will Save or become confused for 2d6 rounds; once a creature successfully saves against this effect, it is immune to it for 24 hours. The Save DC is Charisma based. This is a sonic, mind-affecting effect. Eyes of Flame (Su) Gaze, range 30 feet. If the target sees the Jabberwocky it must make a Will save (DC 24) or become panicked for a number of rounds equal to 1d6 plus the Jabberwocky's Charisma modifier. The Save DC is Charisma based. This is a fear, mind-affecting effect. -------------------------------------------
STR 33, DEX 17, CON 26, INT 1, WIS 14, CHA 19 BAB +10; CMB +23; CMD 33 Feats: Toughness, Multiattack, Improved natural attack (bite), Improved natural attack (claw), Iron Will Skills: Acrobatics +10, Fly +7, Perception +10 -------------------------------------------
Environment: Temperate forests. Organization: Solitary or pair. Treasure: Standard. Thanks for that, Velcro. I've been statting out something. I still kind of miss something unique about it though. Some kind of special ability or quality. MAybe something involving the lines: "The Jabberwock, with eyes of flame,
Here is my first draft anyway: -------------------------------------------
XP 25,600 N huge magical beast Init: +0, Senses: Low-light vision, darkvision 60 ft., perception +15 -------------------------------------------
AC 25, touch 8, flat-footed 25 (+17 natural, -2 size) hp 10d10+70 (180) Fort +13, Ref +7, Will +7 Defensive Abilities DR 10/Slashing -------------------------------------------
Speed 40 ft., fly 80 ft. (clumsy) Melee Bite +19 (3d6+11), 2 claws +17 (2d6+5, +grab), tail slap +17 (2d6+5) Space 15 ft.; Reach 15 ft. -------------------------------------------
STR 33, DEX 11, CON 22, INT 1, WIS 14, CHA 11 BAB +10; CMB +23; CMD 33 Feats: Toughness, Multiattack, Improved natural attack (bite), Improved natural attack (claw), Iron Will Skills: Perception +15 -------------------------------------------
Environment: Temperate forests. Organization: Solitary or pair. Treasure: Standard. Hey everyone,
So I've been meaning to come up with some Pathfinder rules for a Jabberwocky monster. And while I'm at it, why not stat out the other four creatures mentioned: Toves, Raths, Borogoves and Bandersnatches But let's start with the Jabberwocky. This is where I need some help already, because I don't know wether to make it a magical beast, aberration or a dragon. Things I already know it should have:
I think it should be somewhere between CR 8 and 12, that just feels right to me. So I'm open to suggestions. And hope I get a lot of ideas. Raven34 wrote:
I'm cool with that, what is it you would like to change to character creation? Hey everyone, I've been meaning to expand my repertoire of monsters a bit by the 3.5 books I still have laying around (namely Monster Manual III and Draconomicon) but before I throw old monsters at the players I wanted to make sure they don't have a too easy time dispatching them. Since both classes and player races have been improved in terms of power level (except for those classes maybe, that already had all the power you ever need) I wanted to know wether it would be advisable to adjust the challenge rating of the 3.5 Monsters to make sure that Challenge and reward fit or if the Bestiary Monsters are no stronger than 3.5 monsters. Any advice? Sometimes I'm happy that none of my players has actively read the core rulebook entirely, and none of them indulge in any kind of tabletop game too much. It automatically keeps their builds away from munchkinry or powergaming.
I know its hard not to go into optimizing your build too much, when you know how to make it more powerful. Which is why i think of a specific character theme before i build the character, some sort of unusual fighting style that will take a build that eventually can't be too powerful. That way I come up with extremely stylish characters that are not overpowered. So yeah it's a matter of players. Wether they know how to minmax or not. Try to encourage them to keep away from maxed out builds. After all it gets boring quickly if your party just grinds through everything like paper.
Klaus van der Kroft wrote:
Im glad you had karma come back to punch him in the face. CourtFool wrote:
Maybe he was hoping for the second bauble to change his sex again, so he would go from female back to male. I've never been deliberately cruel to my players but I already killed one of them off twice by accidents. Both times the same player was playing a monk, both times said monks got propelled from positive hit points right to complete death by critical hits. I do plan to deal out some cursed items later through our current campaign ^^ You're the GM! If they find a loophole, just tell them they can't exploit it whatever way they are planning on doing. Also drop a tarrasque on every player who comes up with some sort of loopholing, or glitching for every three times he does.
I once wrote up an elf monk/swashbuckler/fighter/champion of corellon with an elven courtblade (which was pretty similar to the elven curveblade in the PF CRB), the character was somewhere around level 10 and the entire premise was to make a character who fights with a big sword and doesn't wear any physical armour at all but still gets a decent AC. I just had several pictures of characters in my head that would wield a large sword but armour just didnt fit my visual concept. Never played that character though. Then there was Cor'Ien, the build was rather simple, little more than your average Greatsword wielding fighter, the cool thing about him was the backstory and the resulting plot hooks. He was an Earth Genasi who was born into a small, extremely prejudiced and conservative village, his father, who brought the elemental blood into his family (a family with a great warrior tradition and an invaluable magical greatsword in their legacy) left right after impregnating his mother, who hid him away from the villagers for his own safety. When the villagers got on to them and found Cor'Ien, his mother brought him out of the village and left him near a dwarven town in the mountains around. The boy grew up with the dwarves who trained him to fight. When he was grown up he returned home to find out his mother was beaten to death by the villagers after she brought him to the dwarves. As a result Cor'Ien went on a rampage with his family's sword, slaughtering more than half of the villagers, the rest barely able to escape. After his rampage cooled down, the still rage-blinded genasi took the town register to track down the names of the villagers and find every one of the remaining villagers and their family and bring them to justice (or more precisely his own warped concept of justice). He scratches out the names of every villager he killed from the book, and writes down the names of every one (not only the villagers) he killed on his cloak. I also don't see why your group has a problem with a male player playing a female character. In my group it's absolutely normal that players play characters of the opposite genders. I've been playing about as many female as male characters, on our last DnD3e group a girl was playing a male gnome, i (male) played 2 females and one male character on that group (I gave up some characters after a while because i constantly had new ideas for different characters and didnt feel like my last one anymore), on another game, with the same people, but the mentioned gnome players was the GM, I and another guy played females, and another girl was playing a male character.
I used to be in a group who would have looked at me weird for playing a female character, but even though they don't seem to see why anyone would do such a thing as playing an opposite gender character, they otherwise wouldn't have minded either. Hey everyone, while i've been working out a Dragon NPC for my campaign with my local players I came up with the idea to make a campaign with the premise of all players being dragons.
So to get this running, each player should be playing a different kind of dragon. Either all Metallic (Dragon Rescue Team) or all Chromatic (Dragon Terror Squad) dragons. The campaign would then be about a Mixed up flock of dragons summoned to either Save or Conquer/Destroy the world (or at least some of it).
Now the dragon advancement sometimes skips a few CR levels, so if a dragon reaches the XP threshold for a level, he would skip in the Age category table, the dragon will instead just aquire the hit dice for the next Age category (with all bonuses that come with hit dice, such as feats, skill points and Breath weapons save DCs), but none of the other abilities and bonuses the age category gives. For example a Black dragon (base CR 3) who currently is at CR 8 (Juvenile) reaches 75,000 XP, which would bring it to CR level 9, but the next age category (Young Adult) starts at CR 10, instead of advancing to Young adult the Black Dragon now gains only the extra hit dice gained by the Young adult age category. That means 3 extra hit dice, the appropriate number of skill points and base attack and save bonus increments and new feats as well as all other bonuses based purely on number of hit dice. All other features (extra, natural armour, damage dive, size, breath weapon ranges caster levels etc.) will not be gained until the black dragon reaches 105,000 XP (and thus enough XP for CR level 10).
The game should end at the lowest possible maximum CR, which is I believe 18 for chromatic dragons (White) and 19 for Metallic dragons (Brass) For ability scores I thought we could use either just the ability scores noted as base ability scores the way they are, or we take the base ability scores and see them as modifiers put on scores of 10 and 11, just like with monstrous race creation. So for example a blue dragon has +2 STR, +4 DEX, +2 CON and +0 INT, WIS, CHA, plus Whatever the current age category changes to them and apply them to a set of rolled stats or point-buy stats (at the GMs choice) for extra epicness. So is anyone interested in playing/GMing this? I’m open for either a chromatic or a metallic team I don’t mind, but I call dibs on Bronze/Black dragon. :D DM Wellard wrote:
Jaffar is a sorcerer as far as I know. He doesn't use books and he refers to himself and is referred to as sorcerer as far as I remember. Aladdin is definately a rogue though. Hummmm... Rafiki is a monk. Mulan is a fighter Hey, are there any news for the PbP game we were planning earlier. If we're still going to do it, I'd probably use this: http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/communityContent/houseRules/cataphraArmadilloGirdledLizardfolk Instead of the shrewbles. (unfortunately nobody cared to comment on the balancedness of the race yet, so feel free to do so) If anyone should be a druid, then it's pocahontas. Meeko being her animal companion. And the bird and the dog just charmed/animal-friendshipped animals. On the other hand making Snow White a bard because she sings a lot would just mean that all the princesses are bards. I mean they all sing a lot. Sure not all of them to the effect of fascinating creatures around them, but they all sing.
Hey everyone, it's once again wacky-animal-race-time. Todays subject is the armadillo girdled lizard (Cordylus Cataphractus)
I immediately fell in love with those cuties and besides trying to find out how to get some as pets i also thought i should come up with some rules for a small lizard-folk race for PFRPG for them, so here goes: Cataphra racial traits
All comments and criticism are welcome. :) (Offtopic: By the way a message to Eyolf, Molly Dingle and possibly Dragonborn 3, I'm finally back and we can get the wacky animal races PbP campaign running, though instead of the shrewbles i might instead use this) LazarX wrote:
I think I'll use the german mistranslation as a houserule. Our sorcerer might be very disappointed if he had to find out, his claws are limited to 6 or 7 rounds a day (I'm not sure right now what his CHA score is) Alex Sinclair wrote:
The trick is that you can't get tripped yourself when using such a weapon for a trip attempt and failing the attempt, instead you can just drop the weapon to avoid being tripped. LazarX wrote:
Huh, you're right. I should have looked at the english book, the german translation falsely states it as times per day, not rounds per day.
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