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Jim Groves wrote:
I like having her in there, her story is an interesting addition. Being a lesbian in an existing relationship already subverts the female prize trope. I changed her story slightly to make her more of a secret milanite revolutionary in Cheliax which tied into Solveig and the Heralds spy ring a little more, but the default gives a bunch to work with.
Reign of Winter is a Dark Fairy Tale theme and a pretty princess captured by a dragon in need of rescuing works well for that theme. Nobody is going to look at RoW or the Shackled Hut and come away with an impression that women are portrayed as nothing but damsels in distress. There are a ton of female villains, competent women, and brave female NPCs standing up to evil.
She is a first level bard in a dangerous setting between trolls and a dragon. I expect her to be scared as in a fight everything there is way above her weight class. I too had thought of her potentially inspiring courage in the Logrvich climax despite the text about her being too scared to help in a fight but since my party already had a bard it was not something that played out.
A black (Garundi) pirate captain.
Though I'm still not sure where the asians are in Dragonlance, I vaguely remember some mongol types in the other continent boxed set but nothing in the novels or modules.
And I don't recall any of their gods being portrayed directly as black either, although they had each culture picturing the gods appearing as themselves.
I don't think changing her trope from damsel in distress to unclothed spitfire damsel in distress changes the trope all that much. Still a pretty female character needing to be rescued, only now she's in just titillating underwear instead of fully clothed. That emphasizes her humiliation, vulnerability, and sexuality.
If you want to avert the trope by having her being a profanity spewing powerhouse I'd suggest also have the trolls or Nanny Gran comment on how they'd rather face armed warriors any day than the singer's scalding tongue again.
I believe in Golarion they go with the one step rule for deity alignment, so NG Sarenrae has paladins but N Pharasma does not. While Sarenrae is all about good, her paladins hold themselves to a strict lawful code that is not necessary for other followers of Sarenrae.
Talk to your DM about how he handles LG, the paladin code, and what constitutes an evil act, as those are the big trips for a paladin to fall and over which there can be a lot of disagreement which could lead to resentment.
The 3e books were not released under the OGL. The 3e and 3.5 and d20 modern SRDs containing rules material identical to that in a few non-open WotC books were released under the OGL. So those components of those rules sets were released under the OGL. Compliance with the OGL is fairly easy for 3e based stuff.
4e did not have an SRD released under the OGL. The 4e rules were not released under the OGL. Some companies released OGL stuff for 4e. Early 4e Goodman games modules for example. They had to be careful about terms they used and such to comply with the OGL.
5e does not have an SRD released under the OGL. Anyone releasing 5e stuff under the OGL has to be careful about how they do it to comply with the OGL.
Any cross can work against a vampire. Even some guy holding up two stakes and improvving a cross. A cross is a cross.
I would have them succeed and sneak past. They got through this one no fight, now on to the other encounters while still fresh. You do have more encounters than just the one bypassable one, right?
Having the monkey swarms two or three encounters after the juggernauts so they know that retreating means facing the juggernauts in combat would be kind of fantastic though.
A couple comments after reading the World of Aetaltis section.
Atlan is very similar to Aetaltis and causes a little confusion. Similar for Endroren and Enaros.
Atlans are the humans and non natives which is a neat twist.
No summoning or teleport magic, no druids or monks, no half races, no gnomes. Dwarves have volatile gunpowder, but there are no firearms.
Divine magic comes from the Enaros gods, but we only know one is Aelos who rules the moon, the last stop before the gods' afterlife. We also know Endrorden is the evil overthrown former ruler of the gods.
At first I thought the Drothmal were a human ethnicity, but I think they are a fully different race, not sure how to conceptualize what they look like besides barbarians. Same with the intellectual Newardins. I thought the Cheebats were halflings at first but it looks like they are different.
The follow up history in the village section is useful for a lot of world details.
Oh! I thought Lunge was "end of your next turn." Good to know. Mythic Combat Reflexes (at least how I read it) lets you make one attack per square of movement; Cage Enemy just takes 5' steps off the table.
Mythic combat reflexes does allow extra AoOs on movement provoking ones, but only with a swift action and spending a mythic power use. That will last until the start of your next turn.
Cage requires an immediate action, one mythic power use and lasts until the end of your next turn.
So you could do swift on your turn then immediate right after your turn (taking your swift from your next round) and have both going and cycle through with the power active for half the time.
So it can be done some of the time with a lot of mythic power and action expenditure.
How do you get your four attacks? Lunge only works to extend reach until the end of your turn, not for threatening between turns. Are you reading the Cage AoO for moving out of a threatened square as one on top of the normal AoO from movement from a threatened square? Even if it did, with cage enemy if your cage AoO hits and does damage they end their movement so can't provoke any more cage attacks.
Pathfinder is set up to make it easy to be good. Written adventures are full of opportunities to help others, fight evil, and do good. Characters' jobs are often to do good. Magic mechanically rewards good over evil in many ways, a holy sword is more likely to get its bonus than an unholy sword in most adventures. Good and evil alignments are defined in the game and the good standard is not difficult to attain. Protect innocents, work for good causes, be the hero doing good in adventure stories often designed for heroes to do good.
As I quoted from the definitions before "A creature's general moral and personal attitudes are represented by its alignment". If your general moral attitude is good, you are good alignment in pathfinder. It is not a hard struggle to roleplay a good character in a Pathfinder game.
This is in keeping with the heroic fantasy genre. In the Lord of the Rings for the heroes, the fellowship of the ring, it was easy for them to be good. They volunteered to try to save the world from evil. Only the corrupting ring made it significantly difficult and this only really caused moral problems for Boromir when he tries to take it and for Frodo at the end (and the minor power temptation scenes for Gandalf and Galadriel). Aragorn, no problems. Gimli, no problem. Legolas, no problem. Sam, Merry, Pippin, good throughout. Gandalf is good.
You want a game where it is tough to be good check out Vampire. While pathfinder could be played as a Game of Thrones style game with lots of brutality, corruption and incentives for moral compromises, the default of Pathfinder makes it easy to be a good hero.
Where do you get that it is supposed to be tougher to live up to the standards of good than evil or neutrality?
The definitions of alignments in the pathfinder core RPG do not say it is tougher to be good, it just says they are different.
"Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life"
"A creature's general moral and personal attitudes are represented by its alignment"
Doing some evil but on the whole having the balance come out to good and having a good alignment seems completely supported by the concepts of alignment in pathfinder.
You do not have an alignment so you cannot be forced to take matching alignment domains for your two domains.
Greg A. Vaughan wrote:
Completely unreltated then, how about theatre productions in Shades of Yellow? I do so like cultural events in my RPGs for the PCs to participate in.
Odin could legitimately be chaotic (trickster), lawful (Allfather, war leader, shaper of the world), or neutral (elements of both). There are lots of contradictory ways to portray gods. So don't worry about getting them to match the real way norse gods were, focus on how you want them in your game.
There will be stories that contradict any portrayal you put down as the source myths are multiple and contradictory, so don't sweat that issue. You want evil Loki? Go for it. You want helpful trickster blood-brother to Odin and travel companion to Thor ally Loki? Go for it.
Modules would say in the beginning how many players and what level ranges but they were all over the place on how many players. 4-6 seemed normal. D&D itself just assumed however many were around of whatever level and you would go with mixed level and xp parties and varying party sizes. Party mix was assumed to be a factor in how you chose to approach things in the sandbox.
While some say that clerics get their power from gods they actually get it from tapping into divine power directly through specific magical traditions. All clerics are godless whether they know it or not, they are simply magic users that tap into a different type of power than arcane casters.
Gods worshipped by clerics may be actual gods, misunderstood gods, outsiders powered by divine power, powerful outsiders, powerful beings like dragons or giants or aberrations, or even complete myths. If they master their magical tradition they get their power. There are also organizations not devoted to god worship that practice divine magical traditions.
My campaign setting is a mash up of a bunch I really like including Ptolus, Golarion, and Freeport.
Iobaria as seen in Reign of Winter still has them in plenty as the dominant race, but they are Amerindian Apache and Comanche based and not steppes/Mongol/eastern european flavored.
Main continent has greek ones, both the Chiron inspired goodish ones and the warcraft traditional greek bloodthirsty barbarian based ones.
Nyambe/Garund has zebrataurs and the rhino-big blocky guy ones from one of the creature collections. Wemics too.
Luna eladrin wrote:
Since one of my players has a PC with profession (cooking), I have ruled that everything has to be boiled in a huge cauldron. So probably they will have to cook chicken soup.
"Fine centaurs of Vunirin! We are going to make a wonderful soup for the whole encampment today! Made with a magical recipe that only calls for one ingredient. Stone soup for all of Vunirin, come and see!"
"Our magical stone soup is wonderful, universally praised in Irrisen, Ustalav and Mendev, but if only we had a little bit of salt. Stone soup with salt is truly superb . . ."
I forget exactly, it was very high but we had to buy our race as well.
I had str 14, dex 12, con 12, int 14 (bumped to 16 with human) and 7 wis and 7 cha. with a background of having been captured and tortured by demons (explaining the 7 wis and cha). It is a homebrewed monk class of the DM's so wisdom is not central to the class.
I took lorewarden as my fighter archetype and at midlevels I'm having a good time tripping and disarming lots of people despite the constant combat expertise penalties.
The paladin bard wanted a high charisma and high dex for his magical archer concept and the sorcerer wanted a straightforward focused character with high stats.
from the PRD:
The alignments listed for each monster in this book represent the norm for those monsters—they can vary as you require them to in order to serve the needs of your campaign. Only in the case of relatively unintelligent monsters (creatures with an Intelligence of 2 or lower are almost never anything other than neutral) and planar monsters (outsiders with alignments other than those listed are unusual and typically outcasts from their kind) is the listed alignment relatively unchangeable.
Humanoids from evil races are not themselves invariably evil, its just the norm for them. So their offspring raised in non-evil environments with non-evil cultures are definitely not invariably evil.
I'm playing in a Wrath of the Righteous game where we had the option to drop our point by 5 points to gestalt and an extra 5 points to double gestalt. I went wizard/monk/fighter. Basically I use wizard as a self buff and play the party tank. Not the strongest combo, or use of the wizard stuff, but it is a lot of fun to punch demons in the face.
In the group we also have a gestalt ranger/fighter, a paladin, a nongestalt paladin/bard, and a blaster style sorcerer.
Close, 69 uses three, four and two of the same type at various points, so nine of one type with 1d4 bleed showing up in the module, and they can potentially summon more. That plus the unused bestiary one.
I usually run off of modules so they are a significant but not omnipresent monster type. I had two dragons in my last half AP campaign that they fought directly, one tatzylwyrm and one true dragon plus lots of plot hooks on dragon history with PCs and NPCs including a barbarian/dragon blooded sorcerer PC.
There is moral evil and there is supernatural force [evil]. All undead creation spells tap into supernatural [evil] and animate dead bodies with [evil] power. Animate object can work on dead bodies without using supernatural [evil] and make shambling servitors that are not evil aligned. I see skeletons and zombies as evil because I view them as wandering around and attacking living creatures as a default if not under command. If they were neutral like in 3.0 or AD&D they would just stand there if uncommanded.
I am very in line with the PFS ruling, the spells are [evil] but the morality of using it depends on the circumstances. Similar to using an unholy sword.
I'll check the three I have access to right now.
AP 67 Snows of Summer page 28 has one with 1d4 bleed.
Mythic can give it as the first mythic power.
Allluria Publishing has some fantastic ones. Beasts of the Boundless Blue for aquatic monsters, Fey Folio Clans of the Fey for fey, and Creepy Creatures Bestiary of the Bizaare for a variety of monsters. Also their Remarkable Races provides a neat variety of nonhumans.
Fat Goblin Games has Forgotten Foes, a Pathfinderization of a bunch of 3e OGL monsters, the smaller Fat Goblin Travel Guide To Horrible Horrors & Macabre Monsters and Horrors of the North.
Bestiary of Loerem from Timeout Diversions is the new pathfinderized Sovereign stone bestiary. I had the 3.0 version and it was filled with lots of beasts with few magical powers.
Creatures of Barsaive is the pathfinderized Earthdawn bestiary.
Malevolent and Benign is a pathfinderized version of a selection of 120 monsters from XRP's 3.5 Monster Geographica series.
Mosnters of Sin Collection is seven themed sets of monsters from Kobold Press. I keep being tempted to pick this up.
The Black Bestiary Skortched Urf Studios' Hentai themed bestiary. Don't own it, can't comment on its contents or quality. Their shorter space and nemesis bestiaries are decent enough though.
The Great City Urban Creatures and Lairs by 0one Games. A city themed bestiary I again keep being tempted to pick up.
Mor Alden Creature Compendium from Headless Hydra Games is only 35 pages but I like it.
and Tome of Monsters originally by 4 Winds Games who got bought out by Pruple Duck Games has a lot of neat monsters from real folklore and myths.
I tend to play tough guys who will have a shot at surviving dangerous situations. I generally focus a little more on defense than on offense and it is rare for me to play a glass cannon (though I have). Even my wizards are often multiclassed fighters or rangers. This includes a bodyguard archetype in Shadowrun, a major robot suit in Heroes unlimited, a protagonist/judicial champion dwarf in Warhammer, even my Malkavian vampire non offense character had great obfuscate that often kept him safe in combat.
I tend to come up with a lot of crusaders against evil as character motivation, even in things like Vampire the Masquerade.
There is a little theme of insanity among some of my more major characters.
Online I like to talk and notice lots of details and figure out plots.
In person I like to talk but also punch things in the face in as straightforward a mechanical manner as I can. In person I miss things at the moment like last week when I cast improved invisibility despite the DM having said the worm dragon appeared blind, and since it is a dragon I am background aware they generally have blindsense/acute dragon senses.
I prefer mechanically simple, but I only do moderately well to poorly in resisting complex character options.
I don't think that is a fair comparison.
The giant template increases the CR by +1 to 12. To advance a Hezrou to a comparable CR 12 by adding racial HD you would only add one HD, which would be significantly less impressive than the extra reach and +8 str bonus, +3 natural armor that the giant template gives the now huge hezrou. The giant template seems a bigger power up than the racial HD here.
Increasing the HD by taking the CR 11 from 145 hp to 262 hp increases the CR to 17. Alterantively to advancing the racial HD you could go with giant template and then add on five CR of levels, for class abilities, NPC stat boosts, and NPC gear. That can be adding on more than the 5 racial HD.
So for increasing a monster's power it seems that using the template and other methods to hit the target CR than using racial HD advancement leads to a stronger encounter.
I don't know if this applies universally, but for your example CR 11 Hezrou that's how it looks to me.
Partly its because the CR increase from HD is based solely on hp increased, high con monsters get fewer HD per CR increase but most everything else flows from the HD (BAB, saves, DCs).
Uphill only, obviously. First off we never expected to make it back down the mountain. Then suprise eagles.
Kids these days, no sense of history or the classics.