Bernaditi

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Organized Play Member. 31 posts (86 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 16 aliases.


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I'm down for a pregen barb.


Fantastic! Will do.


I'll fill that spot with my neutral gnome fighter! I can flesh it out to a full sheet in the am, if that's okay


Billybrainpan wrote:


I have a question for all the potential players. Would you like to have a good group and an evil group for some PvP action, or one group of all alignment for some fun role playing between alignments fighting on the same side?

I think one party with a variety of alignments has a lot of interesting rp potential. It will take a little more work on the dms part, but less than running two separate games.

Ya know, we run in to people with conflicting "alignments" everyday. If every instance resulted in bloodshed we would have never got beyond the loincloth age.

If I didn't work beside folks that qualified as "evil" according to the rulebook I probably would feel differently, but I think those evil attitudes are pretty common place and exist within every environment. Not everyone is a hero and most don't want to be, given the opportunity.

That's my .02/mini-rant/social commentary.


Well, this has the potential for utterly disastrous consequence, so count me in.

Race 1d7 ⇒ 3
Class1d22 ⇒ 5
Align 1d9 ⇒ 5
Abilities
2d6 + 6 ⇒ (4, 1) + 6 = 11-2
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18+2
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 6) + 6 = 17 +2

Name: Tbd
Race: Gnome
Class: Fighter
Align: True Neutral

Str: 16
Dex: 13
Con: 13
Int: 14
Wis: 18
Ch: 19

Actually, not too bad at all. Will flesh out the background and complete the sheet.


Are male aes sedai , ala asha'man, (cleansed Saidin, of course) a no-no in your game?


Yep. Pack #2


DL'ing the packet now.


I'm totally in!


Just wanted to comment that I find your houserules entirely logical. Some really right choices. Bravo!


It'll be interesting to see how you balance a low/limited magic world with a system based around high fantasy. WoD always had plenty of tricks for concealing magic out in the open, just curious if you plan to implement anything similar, or if it's just the average person on the street has no knowledge of magic.

Will there be any alterations to the magic system? Any bias toward divine or arcane magic?

Anyway, color me interested. Kinda want to find a place to play a paladin. As far as magic goes, I think divine magic would work well in the setting and a paladin's magic is about as indirect as you can get!

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


Baldwin

I love the witch, but I will run with either a cleric or paladin if you prefer.


Looking forward to it!


Ok. Will do!


I'm not aware of a confirmation one way or the other re: the familiar mismatch. The brownie isn't the only pet to suffer from this. In this case, the brownie is substantially lower powered than any of the lvl 7 pets and just about on par with the lvl 5's...less than the elementals though. Elementals don't really work with the concept I have in mind.

Improved familiars don't convey benefits to masters directly as do base familiars. The brownie has a few minor spell like and combat abilities as well as skills, all described in the monster entry you referred to above. It has regular int, and can talk and use tools. Other than that, it behaves just like any other familiar. I can create a detailed profile for the brownie, including behavior/personality and anticipated tactics.

I'll remove one of the traits, just an oversight.


Balthazar's hp

1d6 ⇒ 4
1d6 ⇒ 4
1d6 ⇒ 2
1d6 ⇒ 5
1d6 ⇒ 6

6+21=27 base hp
+6 cn
+6 favored class

grand total
39 hp

Could be a whole lot worse!


Most campaigns recently have simply adopted as standard for determining hp the following-

lvl 1 max,
hd*.5 +1 for each additional level.

Saves time, keeps the random factor out of a point buy character creation and generally leads to a better player experience. Rolling a "2" is hardly heroic :)


Thinking of developing a fighter and/or a witch...a grunt and an officer, perhaps.

4d6 ⇒ (1, 4, 4, 1) = 10
4d6 ⇒ (1, 4, 4, 4) = 13
4d6 ⇒ (1, 1, 6, 5) = 13
4d6 ⇒ (4, 1, 6, 3) = 14
4d6 ⇒ (3, 1, 6, 1) = 11
4d6 ⇒ (4, 2, 3, 3) = 12
4d6 ⇒ (6, 1, 2, 4) = 13
4d6 ⇒ (5, 4, 2, 3) = 14
4d6 ⇒ (6, 6, 4, 1) = 17
4d6 ⇒ (3, 3, 6, 4) = 16
4d6 ⇒ (2, 1, 2, 1) = 6
4d6 ⇒ (6, 5, 2, 5) = 18

4d6 ⇒ (1, 5, 3, 2) = 11
4d6 ⇒ (6, 1, 4, 3) = 14
4d6 ⇒ (1, 1, 5, 5) = 12
4d6 ⇒ (6, 6, 5, 5) = 22
4d6 ⇒ (2, 5, 2, 5) = 14
4d6 ⇒ (3, 4, 5, 1) = 13
4d6 ⇒ (6, 5, 6, 3) = 20
4d6 ⇒ (3, 3, 1, 1) = 8
4d6 ⇒ (4, 6, 2, 5) = 17
4d6 ⇒ (4, 4, 4, 1) = 13
4d6 ⇒ (2, 4, 6, 5) = 17
4d6 ⇒ (1, 3, 4, 6) = 14


I think the "unit" is a great idea to gain quick and easy party cohesion, and an eberon-esque setting is a good place for a campaign like this.

Character gen rules seem to have the character set to super-hero status. I think the gear restrictions for first level runs counter to what Nightflier is trying to achieve, and also doesn't really reflect what an established, professional merc team would have access to.

If the gm scaled things up to, say 3 level, players might more accurately reflect what you might expect to see in a team such as this, you also would't need to add bonus feats or double hp at first level. Just a thought :)


Ugh, the ruleset looks a little complicated. Bowing out but good luck with the campaign.


I used to play this with a tabletop group back in the day. It's nice to see it's still around. I always thought the palladium system got in the way and made too many choices for you. Kinda funny that I loved to play robotech and tmnt. But hey, I had a real love-on for big robots!

I'll check out the rules, but and definitely interested.


Forgot to add it's equally important at times to keep certain details from players that might otherwise ruin an encounter. Doing so is a whole lot trickier and can get you accused of a bunch of nasty things. How you accomplish this is equally tricky.

My take is that every monster can be unique. 99% of all werewolves can be identical to what you find in the rulebook, but this one is different enough to pose a challenge. After all, if this was just a run o the mill werewolf wouldn't local hunters already have killed it?

The key is to remember the gm is always on the players side. You want to make every session memorable and fun for everyone, including you. Blowing past an army of kobolds and taking zero hp damage is rarely memorable, but barely squeeking out of a combat with gosh knows what with single digit hps is.

Of course, this was one session in 2nd edition when my totally rule bendinding cavalier killed the god primus in a single turn that I never forgot! That was mostly because the gm nearly broke doen in tears, lol.


Right, so the question above, with which I totally agree is, what can an average adventurer reasonably expect to know? Let's face it, there isn't a way to really determine this using the ruleset.

In an earlier post, someone mentioned a dc 6 check to determine what you are looking at is a spider (not picking on that poster, it's a good example). Let's suppose the creature is about to nibble the party wizard (can't take 10) and said wizard rolls a 2 on his knowledge check. Is it reasonable to believe our elf wizrd, raised in the forest, and an experienced adventurer wouldn't know he was looking at a spider? Of course not!

It is reasonable that in the heat of the moment, he might miss a subtle detail that might help him to identify what sort of poison the spider has just injected into his blood stream.

Similarly, many melee types are dumb. They dump unnecessary mental stats, yet they survive, sometimes in to advanced levels. The mechanics don't really account for learned intellectual experience. Is it reasonable to assume a 10 level fighter that has spent his entire career in a desert campaign wouldn't be able to identify a camel spider, even though he doesn't have either nature or local knowledge skill? Again, of course not.

It's incumbent upon the gm to fill in where the rules and dice leave a gap. This is a hallmark of a good gm in my book!


Remove the horses from combat once the riders are dismounted, perhaps?


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My .02, always give the players enough for everyone to have fun. In this case, you're going to have to work a little harder to ensure the game doesn't end in frustration since these are new players.

You can always make a knowledge roll for them at any point, even before play begins. In other words, the roll doesn't always have to be "right here, right now" and "all or nothing". You can choose how to filter the information they need, and when to pass it along.

Don't let the dice decide for you. If they need to know that monster x can only be killed by item y, find an interesting way to let them know. Perhaps they overhear a local legend that spills the beans, or they find a silver weapon still sheathed on a decayed corpse that clearly was intent, as they are, on hunting the beast.

When the party does get information, it's always best to try to pass it along in a way that is in character. A character doesn't know when a monster is at 50% hp, but he certainly knows when it is mortally wounded!

When in doubt, pick the whichever direction leads to having the best time even if it means looking past the rulebook!

hellacious huni wrote:

I ask because I am DMing for a group of people that have never played Pathfinder or D&D so don't know simple things like how Silver weapons are needed for Were-stuff and Cold Iron for demons.

It's possible that a CR 3 might become a little too tough for them if I don't reveal some Damage Resistance.


blackbloodtroll wrote:

I took the Two World Magic trait to get the Penumbra cantrip, which will deal with any light sensitivity issues.

Also, there is one Duergar god, Droskar, but I am a worshiper of Irori.

Oh, and is there anything I can do to stop the powergamer/min-maxer comments?
I am still unsure what they accomplish.

Penumbra is a wizard/sorc cantrip and has a 10 minute duration. I didn't know inquisitors could cast those.

Reaping all the benefits and none of the consequence of an imbalanced character design is what min maxing is all about. The comments will probably continue until your character no longer relies on possible exploits.

Anyway, if your gm is cool with all this than it's not an issue. If you are the gm, you can run your campaign however you like.


Very interested in this campaign. I'm headed to an all day event presently. I'll put together a fully fleshed submital as soon as I can.

I'm working on an escaped slave built as either a cleric or oracle. I think witch doctor is the closest parallel, but I'm looking to avoid that cliche.


Since charisma in pathfinder is tied up with attractiveness and personal charm among other things, it's all too easy to make the jump that a low charisma score equates to ugliness, etc. This is not the case.

Charisma is the ability to influence your environment and the people that exist within it. Beautiful and ugly, charming and revolting all have a strong potential to influence. Wether the influence is positive or negative is irrelevant.

A low charisma character is probably best represented as a being totally forgettable; a face in the crowd. Someone that lacks the ability to create either a positive or negative impression in ones mind. That's what low charisma is all about.

Pathfinder has taken this one step further by establishing a link between charisma and "life-force" which they seem to define as one's self determination to exist. Sorry, willpower was taken :). The implication is that a 3 charisma character has a very weak willingness to keep living. Strong opinions, strong emotions, desire, ambition and even a meaningful reason to live would be totally absent from such a character aside from eating and fornicating. So I guess that's something.

A 3 charisma character has 1 point more charisma than most critters. That means you have 50% more capacity to influence a person in conversation than does a mouse. Since mice can't talk, that a pretty rough place for an inquisitor unless you're trying to convert a cat.

The last problem is that before your character was able to substitute wisdom for charisma he had to get the job! A person without strong convictions, no ambition and lacking the ability to care might have a real hard time getting to the interview, let alone presenting enough personality to even be considered a candidate.

If your gm is cool with this than you're golden!


Nightlfier...two conjurers =good or no good? Happy to work on something else, but looking to keep my time til submittal minimal. Thanks!


Oh, it's all good! It's a fun class and a great addition to every group :)


Argh. I am currently working on an elven conjurer. RL got in the way of my submital. I don't suppose it would be of much benefit to have two?

Nightflier, your opinion on this?

I'll start working on an alternate class but will keep the same concept.