Something I think would be interesting is if there were groups of sky pirates who, instead of using airships, rode trained skywhales and skysharks to do all of their raiding. I also think that dragons would be rather interesting villains. Especially Blue Dragons, I think; their lightning breath would be a powerful weapon in the open sky, with no way to take cover from it.
Thing is, you aren't directly interacting with Orson Scott Card or the people at Bethesda.
But could a phylactery be considered to be a phylactery if it's not a magic soul repository? After the Barbarian's supernaturally-powered greatsword hit that magic soul-storing box, it became just a box. For a few moments of course, but in those moments, when the Lich needed that box to have his soul in it the most, it didn't.
Also, the Lich in this situation suffers from excessive hubris, of course. That or the party managed to track the phylactery down using magic, guile, and good old detective work, and this is the Lich's attempt to get those do-gooders away from his magic box.
I was looking at the Barbarian's Sunder Enchantment Rage Power, when an odd thought struck me.
Suppose a Barbarian is in combat with a Lich, and hits its Phylactery with a Sunder check high enough to suppress all the phylactery's magic properties for a few rounds, as per his awesome Sunder Enchantment rage power. The very next turn, the Barbarian's Sorcerer ally hits the Lich with a disintegrate spell and ashes it.
What happens to the Lich? Since the phylactery wasn't a magical soul storage area because of the Barbarian's sunder attack, is it gone for good? Or does the temporary nature of Sunder Enchantment mean that ol' boneypants is going to come back unless the phylactery is, say, thrown into a volcano?
Problem is, there really aren't any arcane matters beyond spells and magic items. I guess there are Magical Beasts, but you might as well rename the skill to Knowledge (Magical Beasts) in that case.
It makes more sense for me for arcane spells to be ID'd with Know (Arcana), Clerical Spells with Know (Religion), and Druidic Spells with Know (Nature).
Having a big skill for knowing about all spells makes about as much sense as a big skill for knowing about all science.
So, one of the big changes Pathfinder made to the 3.x system was skill consolidation. Hide & Move Silently became Stealth, Look, Listen, and Spot became Perception, and so on. And on a whole, I think those were good changes. Which is why I can't, for the life of me, think why Spellcraft wasn't folded into Knowledge (Arcana). I mean, the two skills are basically knowledge about magic. They both occupy the same thematic space. So why are they both still individual skills?
I think you just won roleplaying. Good job!
Cloth of Doves
So, I've seen a few threads pop up about players wanting to use exotic races in games, and whether they should or should not. One of the reasons I've seen that argues against a party consisting of, say, an ifrit sorcerer, a catfolk rogue, a vanara cleric, and a human barbarian, is that "It's unrealistic and they'd be run out of town immediately," or something to that effect.
My question is, why is xenophobic villagers the norm in campaign settings? Why are cosmopolitan and/or ethnically diverse nations such a taboo thing for fantasy worlds to have? I mean, maybe racial prejudice occurs in more backwater parts of the campaign world, but the arguments seem to imply that ifrits and catfolk and vanara would be run out of every town, everywhere. Maybe even the human too, if he were Shoanti or Kellid.
It seems kind of sad to me, to be honest. I mean, I guess there could be a plotline where the ignorant villagers learn that the man with his head on fire is an all right dude. But just because a player thinks that the ifrit race looks cool, or that they make pretty neat sorcerers and he's always wanted to try a sorcerer, he has to accept that the entire world now hates him? It seems pretty harsh.
I dunno, maybe I'm wrong and there are people who run campaigns that have more progressive nations in them. That might be nice to hear about. But, to bring this post around to its title, why is prejudice the norm in (most) campaign settings?
I'd say that halfling martial characters who've specifically trained to use those weapons can do so effectively.
They're already taking a strength penalty and a weapon damage penalty. No need to kick halfling fighters when they're down.
Jack Rift wrote:
Actually, I believe that Alondite is the personal weapon of the Black Knight. Marth's sword is Falchion (that's the sword's name).
No additions from me, but a lot of the stuff here is awesome! I like how a lot of it is slips of the tongue that end up being thrown in anyway. Just goes to show that improv is the most important DM skill of all.
But-but-but then my God Wizard won't be a God Wizard! You're ruining everything forever!
I think one of the problems here is that in Pathfinder, Magic and Supernatural have become synonyms.
If you want to play a Supernatural Fighter, you have to do it with spells. There's no real option in the game for a character who can perform supernatural fighting abilities like shockwaves and cutting fireballs in half because they practiced their butts off every day to learn those moves. The closest I can think of is a Barbarian with certain Rage Powers, and even they don't have everything I'd necessarily want for that kind of character (along with being saddled with typical Barbarian RP baggage that I might not want).
Yes, some fighter options should be entirely mundane for those who want fighters that way. But Supernatural Fighters aren't badwrongfun.
Justin Rocket wrote:
That racial archetype where they add crazy inventions to their guns.
I dunno, I could see the Expert class representing some Aristocrats.
Mostly the kind with every social skill and knowledge skill they need to politically maneuver their way around noble courts, where stabbing people in broad daylight is generally frowned upon (aka, a martial weapon proficiency would make no sense).
I think borrowing a few concepts from Dark Sun might not be a bad idea. Maybe not major concepts like defiling, but ideas like spellcasters being viewed with suspicion (they were the ones who crafted the superweapon that destroyed the world in the first place). Maybe draconic sorcerers are especially shunned, considering that they have draconic "taint" in their blood. Limited resources and powerful dictators ruling small city-states of survivors also sound like some things that would be in such a campaign.
Whenever the Bard speaks the Wizard's name, he should had some kind of grandiose, flowery title. For example, "[Wizard], master of 1000 evocations, all of them deadly!" Or maybe "[Wizard], he who finds the laws of nature are mere suggestions."
This actually could work with the Sorcerer too. "[Sorcerer], he of the baddest breath."
I could see an obsession with detail as part of the character concept.
Maybe as part of the dead sister idea thrown around, said sister's illusions weren't perfect, causing a orc to see through them and cut her down.
132.) The Eidolon is a faithful servant, who has served many masters before the summoner. Unfortunately, all of the Eidolon's previous masters ended up killed in some way by the Eidolon, either through bad luck or their own hubris. Or maybe the Eidolon's cursed. Who can say?
133.) To make the pact with an Eidolon, the summoner had to sacrifice their ability to feel an emotion, like joy or anger. The Eidolon feels nothing but that emotion now.
As a fan if both 4E and PF (crazy, huh?), I can say that having a PoL setting in Pathfinder, or indeed any RPG, isn't difficult. The PoL setting isn't so much a specific set of continents and cities as it is a setting tone; the tone being "the world sucks, civilization is on the verge of disappearing, what are you gonna do about it?"
That said, World axis cosmology isn't too difficult to replicate. The astral plane is the astral sea, which contains a bunch of demiplanes like Celestia and Hell. All the elemental planes are sort of blended into the Elemental Chaos, which also contains the Abyss (in the World Axis, the Abyss is a part of the elemental planes that got warped by a shard of pure evil). In the middle of these two planes is the Material World, and it's two reflections, the Feywild (the first world), and the Shadowfell (the Plane of Shadow). Figuring out where creatures come from shouldn't be too difficult.
I personally like the World Axis over the Great Wheel, but then again, I've never really had much contact with Planescape stuff either.
Fabius Maximus wrote:
Of course, if a Fighter wanted to be any good at rituals, he would actually have to learn skills like Arcana and Religion, since many rituals required that you know those skills. So no, a Fighter just couldn't be as good at rituals as a Wizard was without investing in those skills (and, incidentally, the Wizard had easier access to those skills than the Fighter did).
Anyway, Vancian is... okay? Maybe? I dunno, I personally think that if it's going to be a thing, that either all characters in a party should run off of it, or none of them should. Daily powers will always be stronger than At-Will powers. That's really all there is to it.
How much free will do you have if some random guy convinces you that your brother's going to cause the apocalypse unless you stab him right now?
Honestly, I do think that most enchantment spells should have an evil descriptor, because taking away someone's ability to make choices is one of the most evil things you can do.
Durngrun Stonebreaker wrote:
How is it changing your game?