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Genie

Xzaral's page

Goblin Squad Member. Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber. Pathfinder Society Member. 903 posts (9,937 including aliases). No reviews. 1 list. 1 wishlist. 4 Pathfinder Society characters. 72 aliases.


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Silver Crusade

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I personally enjoyed kill la kill. Sure their was fan service, but it seemed less about sexualizing the characters and more just showing the sheer absurdity of the series. Definitely not an award winning show, but as a viewer I felt engaged the entire time and wanting to watch it. I'd give a high recommendation to watch it.

I watched the first episode of SAO II. It's a series I'm kind of hesitant about. I thought the first arc was good and liked the story. But the second arc, while it had a few things I liked, it also had a few too many I didn't. The end villain being a tad too creeping me out being one. I'm going to give it a chance though.

Don't suppose anyone knows if Log Horizon is getting another season or not?

Silver Crusade

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So did some more on book two today. Couple close calls. At this point a friend joined bringing my group up to 6. A vanara inquisitor with the black powder inquisition.

Spoilered for spoilers:

We started off going after the crystal dragon. I upped it to a young adult since I have 6 PCs, but kept it's spell resistance off of it. A grease spell and a toppling magic missile turned that from a very possible TPK to a very one-sided fight. A 1 on my reflex save combined with a 20 on the toppling kept the dragon down hard. I was impressed with the tactics on that one. Too bad they all failed to identify it as the c/g creature it was.

Since this was a continuation from last week and they hadn't rested for a bit, and the dragon burned a few resources they decided to camp down below in the sinkhole. This is when I had Velriana strike. This was quite nearly a very very bad thing.

So they have two characters with climb speeds (the vanara inquisitor and the catfolk ninja). So they had them go up and bring the rope down hoping to not alert anyone to the fact the dragon was dead. But Velriana had been tailing them in Revenant form. So she started off by throwing a couple rocks down the hole. After all, no rope up top right now.

The ninja comes up to take a look, sees her and actually manages to hide. Velriana tosses a few more rocks, then gets close to the edge where the ninja tries to pull her down, failing the check. This ends up with the ninja and the inquisitor up top trying to fight Velriana off while a rope is tossed down. The suli fighter and oread druid are on the rope when Velriana ends up cutting it, dropping them back down. Fight some more, ninja goes down. Inquisitor drops another rope and heals the ninja. Once again rope is cut and the fighter and druid drop. The suli oracle and ifrit sorcerer can't do much as Velriana is at least keeping away from the edge of the sinkhole to prevent them attacking her as well. Fight is going very badly for the ninja (down to -11) and inquisitor (at like 6?) when I 'slipped up' and reminded them that the wand of scorching ray was Velriana's bonded item. The sorcerer taunted Velriana close enough to the edge to try making her helpless by confronting her with it, which enabled the oracle to use his force bolt to drop her (she had been at 5 for awhile). I seriously though this was going to lose me two PCs right here.

So they finally finished resting and moved to the next compass with the snakes, finally finding the other end of the tunnel. Not much there, easy kill. Then to the ghoul market. Oh boy.

First off they kill the ghouls. When the last one was nearly dead, I had Worm come out and try helping, attempting to make friendy-friend with them. The PCs were quite suspicious, but NO ONE ROLLED SENSE MOTIVE!! In fact, the only thing anyone did was use the inquisitor's Discern Lies ability, where I nat 20'd the roll on it. They still didn't trust them much, and after some back and forth demanded they find the missing components of the compass. I ended up having worm stay outside while the others went back inside to 'get there gear' (or talk to Bheg). An ambush was setup. I had added two additional rogues, and a pair of ghouls with Bheg so he could maybe get one flank in. They ended up fighting it all at once.

So by the end the Oread druid was at -11, nearly dead. Really bad luck tbh. I paralyzed the ninja and the oracle at times. The inquisitor spent more time dragging people back than fighting (a credit to his usual behavior). In the end, seeing how the fight would've went, I had the rogues try to convince Bheg to stop fighting. It would've been a TPK otherwise likely, and this seemed a logical way to play it out given the circumstances. The best part was having Worm try to backstab Bheg when he was down to 3 hit points (he was at 50 something, then the dice turned in the PCs favor finally).

So now the group's convinced the Fading members to join up with the Silver Chain members they had recruited to form a new gang in the city to sell Pesh. All things considered, not the worst thing that could've happened I suppose.

Be interesting to see how it plays out next week.

Silver Crusade

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captainGreg903

The alias he sent it to hasn't even been used since February of 2012, so kinda curious how he even found it to send it.

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber

Up to this point my group has been enjoying Mummy's Mask so far. Book 1, while it does feel a bit disconnected from book 2 in reading, seems to really setup the group for book 2. It introduces the town and many NPCs that may become at risk in book 2. In fact this is what I worked on adding to it. During book 1 I tried to play up various NPCs. The group established good relationships with the Daughters of the Desert and "Mad Dog" Marrn's group, and earned a bit of enmity with Black Kiss's group. They fought alongside against the Daughters against a couple of Sandlings (the one from the first dungeon escaped and came back with it's mate). One of the random adventuring groups from the back they had a run in with too, and let them go after a failed robbery attempt. I've established an NPC of my own to help connect them to the church of Pharasma and to Ptemenib. And a couple other minor things.

All these connections established in book 1 I've used to help really connect to the problems in book 2. I altered several of the encounters to be more specific to my particular group. The esobok scene I'm replacing the victim with a favored shopkeep the group likes. One of the random encounters (a gearghost) I established as the Daughters of the Desert attempting to save orphans from a burning orphanage after the gearghost trapped it and killed the caretaker. While this is going on I'm going to have one of the two headed snakes come in for a quick snack of the orphans already on the ground, leaving the PCs who arrived next to stop it while the Daugters save the orphans. "Mad Dog" Marrn will be severly wounded and many of his dogs dead from another random encounter and the PCS will have the chance to save him. Old Eye Taker will have finished off Black Kiss's party and ready to killl her next when the PCs come and can attempt to barter for her freedom legal wise, or just re-murder everything.

All these little things helped to really make the first two books seem better connected. But what's really done it is the stoloen headpiece. When my group came upon Ekram, one of them thought his mask was the missing mask, and let's just say stealing loot from my PCs is the last thing someone wants to do. They all speak Ignan and communicate that way, and since the Ekram was acting like he didn't speak it, it was great when one of them mentioned the mask. (up to this point one of the group acted like they owned the brickworks and they were 'negotiating' allowing the silver chains to use it for a cut). That really cinched everything as connected.

so reallly, guess I'm just saying my groups hasn't been disappointed in it thus far. It has the same minor problems all APs (and most pre-written adventures) have, but can't really fault Paizo or the writers for that.

Silver Crusade

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Samsaran
Elf
Suli
Tiefling/aasimar
Elemental races (sylph, ifrit, undine)

Silver Crusade

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What I've been doing is letting the PCs take rubbins and whatnot of the various places and turn these in to the church of pharasma for a line of credit on healing resources (mostly spells, occasionally wands and such). The other option is to take about half value in gold. They go for credit every time. Remove disease/curse, lesser restorations, etc. This helps since it doesn't immediately increase party wealth but helps to mitigate bad rolls. Plus I control how much I award them at completion to keep a rein on it. They're already on a second wand of CLW in book 1. The wand of lesser restoration from the sanctum was awarded by gasps of thank yous from the party as well, lol.

Silver Crusade

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Name: Fitzer
Race: Kitsune
Class/Level: Ninja 3
Adventure: Mummy's Mask Book 1
Location: Sanctum of the Erudite Eye
Catalyst: Wall Scythe Blade Trap

So everything's been pretty difficult thus far, and the group is enjoying it. I did the thieves in the street before they got there and it was a near TPK (too many arrow crits). Still quite fun but delayed exploring the temple by a day.

Next day they get there and explore. Everything's going pretty smooth and awesome, minimal damage all around. They don't manage to find the trap and the kitsune ninja goes first. I use a dice roller on roll 20, so couldnt fudge it. It came up natural 20. Confirmation was 17+20 for 37. Damage was 8d4+24 as it's a x4 trap. Even if I minned it would've dropped him and been near death. As it stood it was 47 points of damage, bringing him from full to dead.

Given the options, he made a new character and I let the others level up to 4 so everyone was doing something. I was going to do it before facing the bottom level anyway.

Silver Crusade

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My S&S Gunslinger from the home game I play in.

Meria Meridoath
Miss fire
CE Goddess of Snipers, War, and Ill-timed Luck,

Domains: Destruction (Torture), Fire (Arson), Luck (Curse), Trickery (Ambush, Deception), War (Tactics)

Favored Weapon: Musket

Holy Symbol: Ship on Fire

Meria Meridoath, or Miss Fire as often called prior to asscension, arose in service to Besmara the Pirate Queen. As a deity, she supports the most terrible sorts of wars on the high seas. She cares little for their reasons, only reveling in the fighting itself. She rewards daredevil antics, clever deceptions, and anything else to accomplish goals.

Silver Crusade

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My group went with The Lamp Rubbers.

Silver Crusade

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Ran my first session yesterday. Oh boy!

Party consists of:
Male Suli Spellscarred Oracle
Female Suli Fighter (sword and board)
Male Oread Druid
Female Ifrit Sorcerer
Male Kitsune Ninja

Spoilered for Length:
Started off with the lottery. I made a small role-play encounter early on where I introduced an NPC named Mutaba, a human oracle who failed the tests to enter the Pharasmin clergy and since gained oracular powers while still following the faith. This brought them back to the Tooth and Hookah where they met Mutaba's group and some of the others. Overall it was nearly two hours of just RP in a bar, so I thought fruitful. They aren't too suspicious of the Scorched Hand yet. One thing I did was have one of Mutaba's companions become infatuated with the ifrit sorceress character to the point of asking to draw a sketch of her (this comes into play later and in book 2).

So then off to the dungeon. Not much issues getting in and the ghost scorpion easily dealt with (buncha min-maxin' cheaters I tell ya!). Going off an earlier idea up thread, I put my own version of a haunt in. Basically a DC 11 will save or fall prone and be confused for 3 rounds as though you are experiencing the memories of the fallen adventure (babbling incoherently was suffering alone in the darkness, attacking yourself was feeling the despair to end your own life, and attacking someone else was seeing the face of the one who cut the rope). A standard action to shake someone out of it would give them another save at +2. This did not go well. At the end of the first round the Oread nearly killed himself, and the suli fighter attacked the suli oracle and crit. The ifrit babbled a round while the kitsune tried to shake the suli fighter out of it (he was the only one who made it). So I decided to make it one round (shh, don't tell them!) and they buried the body and headed back to town to rest to come back tomorrow. Fortunately I had Mutaba's group find them as they traveled and helped to heal the oracle back to full (yay for NPCs!)

Day 2 was fairly uneventful. They finished off most of the temple. They didn't trigger the trapped sarcophagus, and didn't find the real one. Also they didn't encounter the dolls yet. But nearly everything else they found. The solifugid's were a pretty fun encounter, my rolls amazing while the player's not so much. Many Alien face hugger references were made. The Sandling managed to escape, so that might pop back up at some point if I feel a bit mean.

Returning back to the Tooth and Hookah from day 2, I started off Mad Dog showing off his sword to everyone. After that they found Mutaba crying and drunk at the bar. I was using his group as a way to signify some of the dangers by having his group wiped out and only he survived it. Also I plan to use them during book 2 (I'm evil like that!). While some of the group consoled him I attempted to have Black Kiss draw off the Oracle to join their group (going with the whole wanting a cleric thing), which oddly almost succeeded. The PCs had to justify him staying with them. A bit of fun RP there.

Day 3 they returned to the temple, and I had rolled a random encounter of one of the groups (Chandren's Champions I think?). My plan was to have them follow the group back to the tomb and pull up the rope, only to force them to turn over some of their valuables as payment to lower the rope, and escape while they climbed. Instead the PCs saw them, and the rogue flanked around from behind while the PCs waited around a corner for them. In the end they were intimidated into stripping naked and leaving with only a bedroll between the three of them. I'm thinking of using them in book 2 possibly, positive points by talking them into helping or negative points if they don't.

Back at the temple they finished it off. I did the fale sarcophagus trap a little wonky (I misread it), but it turned out fun. One thing I had done is turned Akhentepi's armor into a suit of scarabs, counting it as a breastplate the druid could wear. He was happy with that. Also his shield I turned heavy instead of light for the fighter. So between both of them they left pretty happy.

All in all the first dungeon was a pretty good success.

Coming up next session I have a few ideas. I plan to have Black Kiss attempt to recruit Mutaba next, only to end up with him leaving drunk to enter the tomb to 'rescue' his friends. She'll end up following him (not quite sure why at the moment), only to be jumped by thieves (specifically I'm thinking that group from Book 2). The plan is for the PCs to return to the Tooth and Hookah, find out Mutaba had left to 'find his friends' and the map to his site to explore he left behind, and go attempt to rescue him. In the end I'm not quite sure how it'll play out, but hey that's the fun of setting these things up!

I'm also planning another combat involving probably Sigrun's group (the Suli fighter warmed up to them quickly) and the PCs end up entering the necropolis around the same time in a similar direction and have to fight off a mutual threat. I might use Velriana's group instead, but trying to avoid drawing too much attention to them.

Sorry if it got kinda long. Just a bit excited is all!!

Silver Crusade

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Played in a Shadowrun game where we effectively declared war on the US Military after they tried to nuke us. We ended up quitting shortly thereafter so not sure how it would've played out. I should mention though that we were the villains in that game. I believe our building count at that point was approaching 20.

Silver Crusade

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6) Trapeze in a big tent. Just a couple undead (I'd say unique skeletons) that swing back and forth. Have a bunch of throwing knives sunk on either end of the Trapeze they grab and throw at the party while swinging back and forth.

EDITED to add numbering

Silver Crusade

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Ashiel wrote:
Xzaral wrote:
Ashiel wrote:

Summon Eidolon, 2nd Level

Summoner wrote:
Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score.
Summon Eidolon wrote:
If you cast this spell while your eidolon is already on your plane, this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage.
Thank you. When I skimmed the spell, I was looking for death and missed that last part.
You're welcome. Thanks for being cool about it. For the record I don't hate summoners. I just want to trim their spell list and re-arrange their chassis. I wouldn't mind them so much if they were a 2nd rate specialist caster who got a sweet minion, extra summoning power, and had good buffing potential. However, I find most of their early-access very irritating and in the hands of a competent player you could take the whole eidolon away and they would still be able to wreck stuff like it was their job (especially from level 5+).

NP! I just couldn't figure out how to summon an eidolon after killing it. And best way to find out is ask!

I personally don't mind the spell list too much. Sure a couple times they get early access, but not too bad. And it's still a lower level and thus lower DC. It's how it impacts item crafting that annoys me, and I already had installed a house rule for my home group on that due to the Paladin.

Silver Crusade

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Ashiel wrote:

Summon Eidolon, 2nd Level

Summoner wrote:
Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score.
Summon Eidolon wrote:
If you cast this spell while your eidolon is already on your plane, this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage.

Thank you. When I skimmed the spell, I was looking for death and missed that last part.

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber
Ashiel wrote:
Since I'm 14th level, I cannot die of HP damage until my Eidolon dies too and I can resummon him as a swift action with my lesser metamagic rod of quicken that I crafted with my 9th level feat, and when he comes back he has extra Strength and HP, which any round on my turn I can give myself a massive HP buffer that also slaughters mooks for me while I'm fighting with the dragon.

I don't believe you can summon him if he dies again, even with the spell, until the following day. I could be wrong though, and if you can counter this please do. I'm interested.

Pathfinder PRD wrote:
If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day.

Silver Crusade

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This is actually the reason I personally dislike small characters in game. My tabletop group uses a rule where when the party loots a magic item, we can choose to change the size of the item once upon acquiring to fit a PC. Otherwise it's the size it is.

When placing small sized items, it's like the DM is saying "This item is for this person" or if it's not small sized "This isn't for you". And while yes the DM does decide quite a bit on loot as in what does the party get, it seems like it's taking away even more by taking our choice on who gets what. The Resize gives us back that option.

Plus as a DM having to take into account party size is already one concern and expected of them. But now having to take into account different sizes is just an extra hassle. Having the items resize makes it so we don't have to worry so much about that.

Silver Crusade

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Touche. I was going off memory and thought Dancing Lights mostly inferior. Though the lights from dancing lights does need to stay within 10' of each other. Also Light isn't dismissable. Didn't realize that before. And Dancing Light is only 1 minute, not 1 per level, another thing I need to remember.

So I may have to say Dancing Lights may be a bit superior.

Thanks Neo2151!

Silver Crusade

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Neo2151 wrote:

Dancing Lights?

;)

Oh don't get me wrong, dancing lights is obscene too. But it's only 1 minute per level. So that's like 1/10th the power of Light. And it's light area isn't as bright making it even weaker. Nope, Light is far superior.

Silver Crusade

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I'd counter that Light is a far more powerful spell for it's investment. It's spammable at will, lasts 10 minutes a level and negates 50% miss chance for all party members that don't have darkvision. So about half of everyone's attacks end up being made thanks to Light. And miss chance negates sneak attack, so all that sneak attack damage they manage to deal can be attributed to Light as well. Find me another 0th level spell capable of that.

Silver Crusade

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Tangent101 wrote:

Here's something else to consider: There are traps, undead, and various monsters infesting this necropolis. How many adventuring parties... never return? How many are just killed off because they triggered a still-functioning death trap, or managed to find one of those nastier undead, or just were unlucky at the wrong moment?

You could even include that - create a side adventure where the priests of Pharasma send you into another tomb because the adventurers who went there never returned. Or worse... that SEVERAL groups in that area have not returned (in which case you might want to wait 'til the group is finished with this book and put 4th level PCs against whatever is wiping out adventuring groups)?

I'm actually planning on running with that. Knowing my friends I'll be running it for, I plan to introduce one group of adventurer's to them early on, probably during the lottery for a small RP encounter. Then after that first night have one survivor at the Tooth and Hookah, wiped out by swarms and maybe haunts. Mainly to drive the point of swarms=bad, and possibly to foreshadow the possibility of haunts. Two things they need to prepare for and not certain they will.

Another I'm concerned of is in book 2 the summary introduces Ptemenib, which looks like plays a role in book 5. Also knowing how my PCs act towards NPCs, particularly ones who show up during undead attacks, I hope to introduce early one. I should have book 2 before I actually start though, so hopefully will have a better idea of how to do that by then.

Silver Crusade

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Mechalibur wrote:
So, just how many adventuring groups signed up for the lottery. It seems like there wouldn't be that many, since they're able to assign 3 locations to each group.

I was curious on this one myself, and from the player's guide it says this:

Mummy's Mask Player's Guide wrote:


The competition in Wati is fierce, and dozens of other adventuring groups have made their journeys to the Half-Dead city to try their luck and skill in the necropolis, as have scores of merchants and others looking to capitalize on the influx of people.

So there could be quite a few other groups, easily able to add one in and just say they didn't recall them from the lottery.

Silver Crusade

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Umbral Reaver wrote:

Kill La Kill is finished.

:O

What an incomprehensibly awesome ride that was!

I'll agree to that!

Silver Crusade

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I've still got it pretty sure myself. I'd have to dig to find it though at this point. Loved playing that game!

Silver Crusade

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This thread needs more "In Soviet Alaska..." jokes.

Silver Crusade

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So after a bit of weirdness (not all on my own part), my tiefling musketer master in my home Skull and Shackles game has acquired a monkey cohort, awakened, that I will be statting out as a Spellslinger. I have some ideas on how to build it, but I'm slightly concerned on survivability right now and would appreciate any advice.

Role wise, I plan for the monkey to help fill the arcane caster spot in the group but in a utility role. While yes Wizard alone would probably cover it better, the spellslinger aspect is for flavor (I'll add that below in a spoiler).

The moneky will get the following stat adjustments, and will be using 15 point buy: -8 Str, +4 Dex, -2 Con, +0 Int, +2 Wis, -2 Cha.

Approximate level will be 7-9th to start.

It will only begin with the base spells known, I'll have to add the rest. Also it's starting gun for spellslinger. No other gear (I'll have to purchase or find anything I want to give it).

Schools: I know I want to keep Transmutation. Evocation is kind of a given for this, I believe. Probably Conjuration and Necromancy as my last two, leaving Divination, Enchantment, Illusion and Abjuration as opposed schools. I'll probably free up one of them at level 9 with Opposition Research.

Feats: The only one I know for sure is Toughness for the hit points.

So any advice?

Why a monkey (S&S Spoilers):

So why a monkey? Well, my tiefling has been played out as being somewhat jealous of other character's companions for awhile now. I became jealous of someone's parrot and tried to take that as a pet. I've acquired a sahuagin egg and locathah egg, which I'm in the process of hatching. I tried calling dibs on a manticore to train as a mount, but it died hitting our deck when I brought it out of the air (resulting in it becoming an undead minion of our cleric of hanspur). I tried claiming one of the cleric's undead minions, but that didn't work of course. All in all, it's kind of a joke.

The one pet I have acquired is Fipps, one of the people that attacks you early. He managed to survive, and him and my character have some bad blood (after he caught me robbing the quartermaster and managed to convince enough people it was him to get him beaten for it, which was in retaliation for him trying to kill us). So when we mutinied, I wouldn't let him join us. Instead we've kept him locked in the bilge manacled, with handwaved 'bad things' being done to him by my character.

Fast forward to the island you get for the party with the pirate council. We were clearing it when we encounter some crazy wizard with a monkey familiar. The wizard was subdued fairly quickly, and brought onboard our ship. But I managed to wrestle the moneky before he escaped. So since then my character's gotten it into her head to make this monkey her friend.

Speaking with the DM, the monkey is already a little unstable from being the crazy wizard's familiar. Also it has a little talent for magic for the same reason. So I'm paying to have it Awakened (and getting points with the Master of Gales in the process, long story there). It's going to get tutored in magic, and with it's former life the DM says it'll go quickly. Plus I'm training it to use a gun.

There's quite a bit more to the story, but this is the basic idea of things.

Silver Crusade

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Kobold Cleaver wrote:
Xzaral wrote:
Fabricate: Summons Oompa Loompas to do the fabricating.
This seems more powerful. Those Oompa Loompas all have the power to burst into song at will!

Hey, I know at least two people who are freaked out by Oompa Loompas! So for some, that is indeed a nerf. They'll gain the panicked condition every time they cast it, and then lose the spell!

Kobold Cleaver wrote:
Xzaral wrote:
Rule Zero: Officially removed from all rulebooks.
GMs are OP?

Hey, GMs are more powerful than Gods in their games! So yea, they could use a little humility too. NERFBAT!

Silver Crusade

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These look like fun!

Samurai: Must draw blood if they unsheathe their katana.

Ninja: If ever seen, must kill themselves in dishonor.

Fighters: Hitting it too violent. Lose all weapon proficiencies, gain proficiency in slap. Does no damage.

Magic Missile: Now requires an attack roll, doesn't target touch AC. Also now bludgeoning damage instead of force.

Power Attack: Must now make a fort save when used to avoid pulling a muscle.

Fabricate: Summons Oompa Loompas to do the fabricating.

Fireball: Requires an attack roll.

Rule Zero: Officially removed from all rulebooks.

Silver Crusade

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Right now I'm playing a CE Tiefling gunslinger. I've never backstabbed the party, stolen from them, or been a major disruption to everyone's fun. Do I play in alignment? Yes, and everyone at my table agrees. I do torture captured NPCs. I've dealt deathblows to downed NPCs as a warning to others. In one case a guy who attacked us at first level has been chained up and I've driven him insane over the course of several months (big in party joke there). I forced a wizad we encountered to release his familiar and took it as a pet. I get a lot of good laughs at some of my antics by the other PCs and the GM, and we have a good time of it.

The difference is I communicate with them and know what lines not to cross. We had to give a PC over as a prisoner once. I volunteered because a) OOC because that way I would be kept in check and b) IC by being turned over I would be closer to the killing when/if the PCs decided to kill everyone.

Someone can justify being a jerk by alignment, and can also justify being a team player in the same way. And alignment isn't the only thing. I've seen people be jerks and blame "it's what my character would do" or "I'm just RPing" as well. If your detracting from other's fun, don't do it.

Silver Crusade

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Quite a few dogs. I'm terrible with breeds, so FYI.

Princess growing up. She was a german shepherd. Died from too much chocolate, which as one of the guilty offenders made me sad as a child. Definitely one of my favorite animals, and snooty for a dog, I swear!

Daisy was next. I can't recall what breed she was, but a beautiful dog. Sadly she was hit by a car.

We had another dog after also named princess. Some kind of hairy breed thing with short legs. I was not a fan of her. We only had her for a few months, never quite fit in with the household. We had gotten her from some family friends who ended up taking her back. There was a story involved but for the life of me, I can't remember it right this moment.

Our next dog was named dusty. Golden retriever. That dog was just plain awesome, but way too rambunctious. Loved playing with her, protective of kids but too rough. My youngest sibling was born around that time and Dusty just turned out to be too much to handle. A family friend with a farm took her, died a few years back.

Currently back home we have two dogs. Princess (I know, I don't name 'em) and Pepper. A funny pair. Pepper is black lab and something else mixed, Princess is Shepherd and something else mixed. Quite the opposites. Princess is get up and go type while Pepper just likes to lay around.

Silver Crusade

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I have long held a fascination with wondering how humanity would die off. My assumption is that we wipe ourselves out in war using some kind of country destroying weapon. The final human to die will be the one on the international space station who finally plunges himself out of an airlock rather than suffocate slowly on board.

I suppose if the sun went out I'd then wonder if he would sooner now, since (I believe?) the space station runs on solar power. Or would it have enough energy to last while humanity died out on Earth.

Silver Crusade

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I have to agree with Geraint on this. Doing this back in 2nd edition I saw some very nasty arguments pop up over Intelligence and Charisma. Hurt feelings killed that game very quickly, and I still see some of those disagreements over 15 years later.

Pathfinder of course has ability score buy with points, or the array. If I were to try that again, I would definitely use that and have the players build them as best able within those limits.

One funny side to it though, one of my friends after that game started keeping A LOT of odds and ends in the trunk of his car, just in case we ever did a game like that again. This included bolt cutters, a sledgehammer, a sword (a crappy fake sword, but a sword), a battery pack, etc.

Silver Crusade

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I'm playing a musket master in S&S with my home group and ran into a similar problem. While it's great to get some nice damage rolls (and the crits!), I did find it start to get boring after awhile. So I did a few things to help liven it up for me.

I started carrying/crafting alchemical items. I had a great moment where I didn't have my gun (underwater) and used bottled lightning on a few foes. And anti-toxin is your friend against poisons. Smokesticks are nice when getting flanked by rogues.

Pick up some potions. Always useful and gives other options.

Look at dipping. I took gunslinger up to 6, then started on Inquisitor. I've been having a blast with the extra options it provides. Yes, some of those are spells, but just an addition to my bag of tricks. Plus considering the touch attack thing, it's not like the reduced BAB hurts that much. Took the War (Tactics) domain to help the bard go quicker, which gets me Inspire Courage faster. And just hit level 3 inquisitor, so I'll start to benefit from my teamwork feat.

Find the fun magic items. I have a hat that turns into a boat. It's currently my favorite magic item. Thus far I've used it as an impromptu wall during a bar fight (hey, I had some jerk shooting at ME!), rode it while jumping ship (summoned as I leapt over the railing), and as a boat even several times.

Skills. In my group, I'm currently the best at Perception, best at Profession (Sailor), best at Stealth, second best at Sense Motive. I have decent intimidate and bluff. I have some knowledge skills. Craft (alchemy). And a few points in Sleight of Hand. (we do use a rule where classes get 2 additional skill points a level). So I find what I can do with those. It does suck for the group when you get possessed and an ability to turn invisible freely every round, as a character with the best Stealth score in the group. Also with the +20 from invisibility, it made my stealth modifier higher than everyone elses combined perception modifier. So that was fun!

Just a few of the things I did.

Silver Crusade

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Greylurker wrote:
Luffy's Haki look I originally thought was like turning himself into Vulcanized rubber. Something harder and more solid. But that seems to be the look for Haki armament in general.

I'd heard that description elsewhere, and while it was nice to justify it, from what Haki is supposed to be still wasn't a fan of it. If it was simply a method he developed because of his body, I wouldn't mind so much. And then yea, they used it elsewhere and took even that idea away.

I suppose it's also an annoyance since when it was used earlier in the series it didn't have the same effect (like when Rayleigh was training Luffy).

Silver Crusade

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I know there's an episode where characters from Dragonball Z, Toriko and One Piece are going at each other to claim a prize of meat. I saw it on Youtube at one point. If I can find it when I get home this evening, I'll try to link it. Can't remember what it was called though.

And Whitebeard truly is an awesome character. Slightly spoilerlish.

Spoiler:
Normally I'd complain when most of the main cast are gone for so long as they were from Impel Down to Marineford. But both arcs were just great! Mr. 2 Bon Clay in Impel Down and his final scene is definitely one of my favorite scenes in the series, followed by Whitebeard when he goes up against Akainu. And of course Whitebeard's death.

As far as the looks, I agree with you on Franky. I think his went a tad overboard. I'm curious about Zoro's wounded eye, and if there's any significance to it or not. One thing I don't like, and not sure why it bothers me, is the animation for when Luffy uses Haki.

Silver Crusade

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Conman the Bardbarian wrote:
Xzaral wrote:
Heathansson wrote:

Which one does not belong?

SCISSORS PIN KNIFE AXE

** spoiler omitted **

That's one, and how I figured it out.

I think people on this forum may have an unfair advantage on that one.

** spoiler omitted **

Wouldn't knife and scissors be piercing or slashing?

My line of thinking was going towards everyday usage and not as a weapon. Scissors, for example, generally aren't designed to poke things with. At least in my experience with them. Emergency weapon? Heck yea it'd be piercing.

Knife I suppose would be stabbing at times on standard usage. I was just thinking of cutting food stuffs.

So how about the Pin is piercing only?

Silver Crusade

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House Rule: You.Will.Have.Fun. NO MATTER WHAT!

But more serious, thinking off the top of my head the only houserule I can think of used in my homegroup is 2 extra skill points each level.

Silver Crusade

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Heathansson wrote:

Which one does not belong?

SCISSORS PIN KNIFE AXE

** spoiler omitted **

That's one, and how I figured it out.

I think people on this forum may have an unfair advantage on that one.

Spoiler:

I know when I saw it first thing my mind went to was slashing vs. piercing.

Silver Crusade

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Also 10 out of 10. But considering the time for one of the tests was 60 questions in 40 minutes, I might not have done as well in the timed environment. I think I spent over two minutes solving the GRIN,IRON,RING,LINGO one.

Silver Crusade

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...the paladin and necromancer are friendly to each other, the rogue and monk are topping the DPR, the summoner is well prepared with summon monster stats printed out and organized, and the GM is bright eyed and ready to run the adventure! With a group that good, who's left to screw it up for everyone? (haven't had it happen yet, but I swear it feels like it at times)

Silver Crusade

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The way fantasy races are built in Pathfinder irk me, particularly humans. Once you start adding ability modifiers in, it begins to put certain races into certain classes and pigeonhole them to those types of characters. I'd much rather see races with no stat modifiers and instead just nifty abilities to differentiate them.

Combine that with 20 years of gaming and the baggage that comes with the core races I personally enjoy something new. If it's still only 7 races but not the same 7 races that would make things interesting at the least imo. And of course working with the GM.

And as far as the ASoIaF discussion, absolutely hate it. The series seems to rely too much on shock value, putting it imo as the Jerry Springer of fantasy novels. Of course just my thoughts on it.

Silver Crusade

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Rynjin wrote:

Well, to be fair, MOST of these scales are useless. "Power Level" very quickly became meaningless in DBZ too.

I suppose we could attempt to reverse engineer a useful scale from the Bounties, since they're supposed to be a rough measure of how tough a crew member is...though even that's not perfect since Marines obviously don't have them, the Warlord's Bounties were frozen, stuff like Chopper's tiny bounty, etc.

As far as bounties as a measure of power, not so sure that's accurate. If I recall that's discussed at some point while discussing the 11 supernovas that Kidd's bounty may be higher than Luffy's but that was in part that he was more willing to harm civilians. Of course that could be misremembering or just a translation error or something.

Silver Crusade

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Here's a link

The problem is this link at the end of the page

So I believe the Revised ACG Playtest is the official PFS document for now until the book comes out. I looked and couldn't find anything to change that opinion.

EDIT: Actually, just found out that it's in the Additional Resources. So yes, I don't need the Int!

Silver Crusade

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Hints! Interesting, very interesting. Maybe I'll run an adventure this PBP gameday now....

I'll look over the options. It's a hard decision. The trip idea would be pretty good, but I like the idea of an Intimidate build. I suppose I need to figure out who the character is a bit and go from there then.

Silver Crusade

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I think I must misunderstand how Belier's Bite works, though it honestly felt a little strong to me. The way I understood, it inflicts 1d4 damage when you hit, then deals 1d4 bleed damage each round until healed. It sounds as though this is incorrect, and is only 1d4 damage at the start of the opponents round until healed after looking at some information on it. I can see now how it wouldn't be as good as some others.

I like the tripping idea, and with those feats it looks highly effective. I'm going to look at this one a bit more in depth.

Silver Crusade

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Obviously we deport to the moon. It's the only reasonable solution.

Silver Crusade

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I'm not well versed in the combat maneuver feats, so I'll go through those. I was mostly going combat expertise for the options it seems to open up, but now I'll take another look.

I just looked at cornugon smash. I like it but won't have the intimidate until lvl 6. But I do like it!

Was thinking on taking a trait for will saves anyway. That's definitely a weak spot right now.

Silver Crusade

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So I'm trying to build a Brawler for PFS, and I've come to the realization I have no idea what I'm doing.

I've been doing the research, and this is what I'm seeing right now. Note I'll be applying two GM Chronicles to is, so it will have 2XP, if that helps any.

Race: Human (I did consider Angelkin Aasimar).

Str 14+2
Dex 14
Con 14
Int 14
Wis 10
Cha 10

Featwise would be Belier's Bite and Combat Expertise. I figure by taking Combat Expertise early it would open up a bunch of the Combat Maneuver feats when using my Brawler ability. And Belier's bite just seemed too good to pass up.

My plan for advancement is to go for Tiger Style, so I'll be maxing Intimidate.

One thing I'm worried about is not being effective without Power Attack, plus my strength is only a 16 to start. I think Belier's Bite will help to make up for that, but still a concern.

I plan for the following
lvl 2 - WF Unarmed
lvl 3 - Tiger Style
lvl 5 - WS Unarmed

From here not sure yet. Also considered Boar's style, but wasn't sure how good that would be either.

So really looking for any suggestions on how to go from here.

Silver Crusade

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jemstone wrote:
Xzaral wrote:

I remember seeing Robot Carnival at some point (Sci-Fi channel maybe?). I personally wasn't a fan of it myself, but the Presence short has been the one exception.

You mean you didn't even like "A Tale Of Two Robots: Chapter Three"?

How could you not enjoy such a superbly tremendous piece of marvelous technological engineering?! TRULY! The power of his electrically charged automaton was a sight to behold!

He even gave three seconds to pray to whatever heathen gods they held dear!

;)

I'm recalling it mostly from my opinion at the time. Honestly I don't remember any of the shorts besides Presence, though watching that clip does make me want to re-watch it now. Perhaps I'll have to see about watching it again and possibly revise my opinion on it.

Silver Crusade

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I remember seeing Robot Carnival at some point (Sci-Fi channel maybe?). I personally wasn't a fan of it myself, but the Presence short has been the one exception.

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber

I'd be interested in playing. I'd like to make a Brawler for it, and I believe I have two GM Chronicles to add to it, if that's acceptable.

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