Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Genie

Xzaral's page

Goblin Squad Member. Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber. Pathfinder Society Member. 947 posts (9,981 including aliases). No reviews. 1 list. 1 wishlist. 4 Pathfinder Society characters. 72 aliases.


RSS

1 to 50 of 947 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber
Aranna wrote:

I will also admit to being intrigued by SAMAS's advertisement of Argevollen. I will also have to try it out.

Jiggy? Why wouldn't you show it to children? One Piece character's have a sort of child like mentality, are drawn in a child like fashion, and seem to be made "cool" in the way a child would make them cool. The violence is pure cartoony and I didn't notice any adult situations, language, or nudity in the various episodes I have seen. Heck I haven't even seen any romance or even teen drama in the show. I would say from what I have seen that this show is solidly marketed to young children.

That isn't to say I haven't been shocked by an adult fan following for other children's shows; MLP I am looking at you.

I could understand a bit of it. Some of the situations can be a little difficult to explain to children.

Varied One Piece spoilers:
Nami's upbringing for example, with Bellemere being killed for protection money. Kuina's death in Roronoa's history. The recently revealed history of Law even feature's images of dead children (something I don't think they've directly pictured before in the series). Admittedly not all of that is as graphic in the anime as in the manga. Not all children sharing the same maturity level some of it could be a little less suitable for some.

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber
Jiggy wrote:
Who else is watching One Piece?

I watch a few episodes every now and then, but mostly I read the manga.

Silver Crusade

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

Let's see what else I've watched.

Idol Master Xenoglossia (probably mangled the title): Not bad. It was entertaining but probably along the lines of a watch it and forget type show. Nothing too memorable.

No game no life: Really enjoyed it and would like to see more of it.

Magic Knight Rayearth: Rewatched it since it was on Hulu (despite also owning the series). A favorite of mine.

Fate Kaleid Liner: Enjoyable.

SAO II: While I didn't enjoy the second half of SAO, I've found SAO II to be pretty darn good despite my initial hesitation. Worth watching.

Blade and Soul: Kinda torn on this one. I liked the animation and the fights but didn't overly care for the characters.

Sailor Moon Crystal: It can't release fast enough.

Silver Crusade

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

I watched Irregular at Magic High School last weekend.

Spoiler:
Watching the series I went from kind of liking the brother to just detesting both siblings. The sister seemed to have little to no character development at all. The brother was kind of neat at first, I liked his roll for the most part during the nine schools competition, but the Yokohama arc was just boring as far as he was concerned.

On the other hand I did enjoy some of the other characters in the show, and felt that made it a bit better overall.

From watching it though, it seemed like the story was supposed to be less focused on the characters rather than the evolution of magic as a tool for the military, growing from a weapon used, evoloving how it was used (addition of flight), discussion ways to provide magic to common foot soldiers with no magical talent whereas it was to be used for energy, then to a weapon of mass destruction. More social commentary rather than character development. This could also reflect the characters. It started off with little violence but a fight breaking out with magic. Then becomes more violent with the terrorists. Then we have the wargames and things become more bloody. Followed up with the Yokohama incident which was pretty much a war. Of course I could just be looking too much into it.

Either way it was enjoyable enough to finish watching it.

Silver Crusade

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

Name: Kasiem
Race: Suli
Class/Level: Spellscarred Oracle 9
Adventure: Mummy's Mask Book 3
Location: Chisisek's Tomb
Catalyst: Jamirah (though the was only the end)

Bad Stuff:

So this was just bad all over. All the care and tactics they were previously displaying tossed right out the window. Didn't help that my druid player couldn't join us due to his internet crapping out.

So PCs enter the valley with the tomb in broad daylight. No scouting, no attempts to hide, no nothing. They fight the giants (I placed two since I have 6 pcs) and cultist. Seps gets lucky and I have him start coming out first turn. Fight goes okay, but they do get messed up enough to have to heal. This is where things go bad.

While four party members are down on the ground healing, the two with climb speeds (catfolk ninja and vanara inquisitor) had already climbed way up and were exploring Jamirah's camp. I had her exploring the tomb since I didn't want to risk TPKing the party right away during the previous battle and did not expect this turn of events.

So Jamirah makes her perception roll and hears the two. At this point I have her jump them. And things just go to heck and back. Ninja almost dies (single digits). Inquisitor bull rushed off the cliff to a 160' drop to teens HP.

The other four, thinking to take cover from Jamirah, rushed into the temple they haven't explore yet. The one with the two lamias and the cultist. Plus the 6 in the hole above who also make a perception check to hear the fighting below.

They engage the lamias, I manage to use Deep Slumber on the Suli Fighter and had the other lamia coup de grace her. She almost failed that, it was real close.

At this point five of my six are in the temple and they are just having a hell of a time with everything in there while Jamirah, under vanish and haste, comes up behind. Ifrit Sorcerer gets snuck attcked by her and drops. She should've died but I forgot about her bleeding attack, which is good because it probably would've been a TPK otherwise.

Next Jarmiah manages to get up to the Oracle, who uses Invisibility Purge finally. But Jamirah gets a full attack anyway and hits all four, 1 a crit. Dead Oracle.

So fight continues, only the Oread druid isn't in single digits. They finally managed to get through all three casting's of Jamirah's mirror images, drop the lamias and all but one cultist. They tried to phantasmal killer her but she made the fort save. Finally a Glitterdust blinded her and the Suli Fighter charged and took her down.

A lot of other stuff happened (it ended up being a very long and tense fight). But those are some highlights. The Oread Druid who couldn't make it is already calling for a reset since he wasn't there. Sometimes I love this game!

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber
Grey Lensman wrote:
I always have to keep in mind that the title of the anime is not always any help when trying to determine what kind of show you are about to watch. My wife and I tuned into Bodacious Space Pirates thinking we were going to see a fanservicey train-wreck and instead got a really good show.

I watched that one as well. The way the whole piracy thing worked was a little absurd to me at first, but I kicked that thought out of my head and really enjoyed it as well. Awesome show!!

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber
Freehold DM wrote:
As I am old school Megumi Hayashibara is a goddess. Listen to almost every Slayers opening ever, along with the music to most 90s harem action anime such as Sorcerer Hunters and Saber Marionette J.

You are my current favorite person on this forum.

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber
Interjection Games wrote:
Ooh, this looks similar to the early tinker design. Very excited about how this gets built! Would you be open to doing some design work for me if this project flags you as compatible with the insanity of the Interjection Games brand?

I appreciate the kind words!

As far as design work, I must be honest. While I don't mind working on something like this every now and then, I mostly do it as a way to relax. If I were to start being paid for it I'd look at it differently and I'm not sure I'd still get the same kind of enjoyment out of it. Sorry!

On the other hand I did just look at the tinker and I'm going to download that now and take a look at it.

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber
Amanuensis wrote:

The revised spell list looks good. I like that you added some electricity-based evocation spells but held back on more powerful spells like fireball.

Adding some weaknesses with 'worn down' and offering the possibility to remove these weaknesses later on via evolutions is a smart solution.

I am not entirely convinced of the teamwork bonus feats, but I guess it works. Unfortunately, I have no proposal what a good alternative mechanic for flux might be (which I quite liked as a concept, despite my criticism).

The spell list I also like better now. I think it could still do with some work of course, but I doubt I'll ever be 100% happy with it. Trying to find the right thematic fit is difficult. I might still tweak it a bit if I do a v1.2.

Using modifications to make it more construct like just seemed to hit me as I started removing immunities and actually helped me figure out which ones to get rid of. I still think there's plenty of room for more modifications but I wanted to get a base list going first.

I was working on the Flux mechanics and seemed to keep hitting the same walls. Some of my ideas I had came up with included an ability to let spells originate from the automaton instead of the mechromancer, an ability to let a mechromancer use his ranks with the automaton (kind of like guiding it), and the brawler ability for feats only as long as the mechromancer concentrated. In the end I kept seeming to hit a dead end on designing things 'new' and ended up doing the teamwork feat as kind of a copout. I still like the idea of Flux but would need to spend a great deal of time working out more flux abilities and seeing how to do them. It's another idea to think on for a v1.2.

The thing on a lot of the flux ideas is that it seemed I was removing the action economy from the mechromancer/automaton match up and using the mechromancer to make the automaton better somehow. For example the spell ability would be the mechromancer spending a point of flux to 'guide' the automaton to casting the spell instead, using both of their actions. It almost seemed like I was trying internally to balance this aspect of the summoner base. Food for thought I suppose.

Thanks for taking another look!

Silver Crusade

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

In my home group we give all characters 2 additional skill points every level. We've found it really helps to flesh out characters. There are a couple options where it seems like people have an abundance, but the benefit seems to outweigh it.

So imo a feat granting additional skill points would make sense, but not as much as just increasing the amount of skills characters have.

Silver Crusade

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

So I've made some modifications from the original. I've updated the spreadsheet in the original post to be the v1.1 of the Mechromancer, and will post a link to v1.0 and v1.1 here.

Updated version (currently v1.1 but will be updated if I make another round of revisions)
Mechromancer v1.0

Some highlights

  • I renamed robot to automaton. Since 'robot' actually is a game term I wanted to separate it.
  • Removed flux mechanics. While I liked the idea behind flux, I began to feel it was just adding on more needlessly. I ended up replacing it with bonus teamwork feats.
  • Revised the spell list. The spell list has been heavily edited. I think I cut more than I added, so that's a concern. I also feel like there should be a first level repair spell, might add that at some point.
  • Numerous changes to the automaton. I added the ability worn down to make the automaton vulnerable to numerous conditions constructs are normally immmune to. I also modified link so that under various conditions the mechromancer is unable to act, the automaton is also affected. It still has quite a few immunities, but I believe the harder to heal aspect should counter this.
  • Added modifications. I actually added a modification tab, including making up a few and cutting a few that didn't feel thematic.
  • Removed the mechromancer's bonus feats. Since I added the teamwork feats, felt it should be fine.

Please let me know what you think!

Silver Crusade

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

The sorcerer will actually start his spellcasting at 800' (Call Lightning Storm, a bloodline spell) and I plan to keep him at this distance as he peppers them with it. Very little the party has is likely to hit him at that distance, and it's just outside the party sorcerer's fireball range (720' for eighth level).

Knowing the group's tactics I expect the druid to change into a huge flying creature (probably a Quetzalcoatlus), everyone to mount him, party sorc cast haste and then they charge the flying Sorc. Party speed will be 120' while my sorc will be 60'. This is when the archer comes into play. Overall it should be a pretty difficult and daring encounter. The archer's average damage is about 70 if all four of his attacks hit with deadly aim and the druid only has 77 hit points, so this is kind of a concern. But the druid's AC in this form should be 28 at that point so I'll need a 13 to hit before distance is added in on his good attacks. Of course the possibility of good rolls on my part could go poorly, so I'm hoping they stay over the river (this is how I plan to bring my sorc in) and will be generous on damage rolls if they hit the water since I don't believe falling into water is accounted anywhere.

The party's sorc has a lot of good mid-range spells, but his only long range are acid arrow and fireball, and he's notorious for missing attack rolls. So while he'll only need a 6 (maybe lower) to hit the archer with acid arrow I'm sure he'll miss.

I'm curious to see how the group does do it in the end in this fight. It's actually possible they'll run, one outcome I'd enjoy even if it does happen.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber

Might be a tad more specific than what you're looking for, but archtypes that take advantage of the Samsaran reincarnation would be interesting. Like maybe bladebound magus (or the arcanist version) where the blade shared a former incarnation. Possibly something similar with the Samsaran and the summoner and it's eidolon. The hunter/druid/ranger where the pet is reincarnated with the Samsaran. Those kind of themtatic things which can already be done in flavor, but possibly a mechanical bonus to it.

Silver Crusade

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

Two of them

1) Eberron game. I'm playing a halfling sorcerer. We come across some kind of giant warforged machine. I go first in initiative and move in front of the party to cast lightning bolt at it! I had meant to cast two (action points) but forgot. The warforged titan goes next, has a higher speed than I thought, and crits me. Not just dead, but dead dead.

2) Playing some kind of sci-fi RPG where ships create singularities for propulsion. I'm playing a scientist type and manage to convince the GM that I can create black hole missiles out of the singularity drives since they can be used in 1 man spacecraft. Regretted by the end because even though we won, I was kind of brought up on war crimes with my new weapon.

Silver Crusade

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

I like the idea of saying the sun provides concealment and making it a stealth roll. Seems the fairest method to deal with.

Most of the rest of the encounter is already set. A few weak fellows with heavy crossbows and flaming bolts on shore (it's a river barge encounter) targeting the ship and crew, and a fighter (archer specialized) to throw into the mix (feats specializing on far shot/improved far shot).

Silver Crusade

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

I was mostly wanting to use the sun to hide rather than combat bonuses (simply because I know odds are they'll be forgotten). I was thinking maybe letting it be enough to make a stealth roll, but then distance would make it hardly an issue unless I upped the -1/10' to something a bit farther out.

Silver Crusade

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

Trying to keep things generic to avoid spoilers.

So this Sunday my PCs are going to be traveling by boat. They will be getting ambushed. Ambushers will include a sorcerer mounted on flying creature. I plan to have wizard and mount fly in using the sun to help hide their approach, but I'm having trouble deciding the DC on the perception rolls to spot him. It will be daytime. Not sure if levels matter but the PCs are 8th, the sorcerer is 10th. Any advice on how you would do it? The wizard will probably begin his own assault at about 800'ish feet (long range for him to begin softening them up before he approaches closer).

Silver Crusade

1 person marked this as a favorite.
Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber

I'm not sure htis quallifies so much as a bad backstory as just a disconnect between two people.

A friend was trying to model his character off some movie where he was a member of this order of killers with two friends (also members), one of whom was a girl he was in love with. His love was considered a weakness and he either had to kill the woman or his other friend would kill him. So he killed her, but then left the order out of guilt and trying to escape this order of killers who are now after him.

So enter my other friend who listened to this, and realizing the character was a monk who only fought unarmed, pointed out that to kill her he would have had to beat her to death with his fists. And he was kind of appalled by this. He tries to point it out to him, and there's just this disconnect. Not on that it's horrible, they both seemed to understand that. Just not quite meeting on whether this would be a good character to play in the group or not. On one side it was 'guy who beat woman he loved to death I don't want evil pcs in this game' versus 'guy who did horrible thing wracked with guilt and seeking redemption'.

Eventually they came to some kind of terms with it, but sadly the game ended before it could really be explored.

Silver Crusade

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

Been watching SAO II. I enjoyed SAO while in the original game, but didn't really enjoy Alfheim as much. I went in thinking I wouldn't enjoy SAO II and have been pleasantly surprised by it. I would recommend it.

Silver Crusade

6 people marked this as a favorite.
Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber
Taliesin Hoyle wrote:

"My character is a beautiful blonde with big t@*$.

.
.
.She's a lesbian."

This reminds me of a friends character. A halfling monk named Titika (or something like that). Guess which part of her body she used for unarmed strikes.

Silver Crusade

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

Let's see.....

One Piece

Nami's boobs (and boobs in the series in general). She starts off very reasonable. But as the series continues they just keep growing.

High School of the Dead

Excessive Fan Service that I thought ruined the mood of the series overall.

Final Fantasy XIV

Design of the primals the Summoner calls.

World of Warcraft

Thrall.
The talents (at least last time I played).

Civilization

One......more......turn......

Silver Crusade

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

I'm going to work on some changes based on feedback and will post the new version when completed. Don't want to edit the google doc in the Original Post until done changing.

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber
Ciaran Barnes wrote:

I don't have a lot to say on this. It looks like you have a lot to fill in still. Will there be more flux abilities? One specific comment I have concerns line #63. Becoming destroyed at a negative number of hit points equal to 10 + Int mod seems like an unnecessary complication. I would either use the convention method of a negative number equal to the robot's constitution score, or the mechromancer's intelligence score.

Also, if this is based on the MM's ability score, and that score takes damage or drain, what happens to the robots destroyed number? It doesn't make logical sense to be easier to destroy if the the MM gets feeblminded. This is why basing off of one of the robots ability scores is easier.

The only thing I didn't have were the modifications (evolutions) and that was part me not thinking about adding them and me being too lazy too (which I'm working on rectifying). Except for the changes I'm thinking of doing now to it!

I do see the issues with basing the stat off the mechromancer's Int. It was a thought to make it have a bit bigger buffer before being destroyed, making it on par with a PC (though honestly a bit more since the Mechromancer would probably have a high Int). I'm thinking of just making it 10, since they don't have constitution scores anyway.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber

Samsaran, Suli and android for my votes.

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber
Cheapy wrote:
Is the pet able to stay up all night? The summoner had the conscious clause so they would have a weakness. Namely, no eidolon while they were asleep.

I did put in a requirement for the robot to 'power down' for 8 hours to allow it's low-yield generator to charge itself each day.

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber
Drejk wrote:
Mech-romancer? Well, to each one his or her own fetish... ;)

Hey, what people do behind closed doors and all.....

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber
Amanuensis wrote:

Cool! A few observations:

Quote:
This robot has formed a link with the mechromancer as it's creation requires the mechromancer to infuse a bit of his soul into his creation.

This description fits a golem better than a robot. I would leave it out if I aimed for the robot-feeling.

Maybe name the robot pet an automaton?

Many of the conjuration spells on your list don't fit the theme for this class; transmutation and evocation are probably a better match. I would go through the spell lists asking myself each time if I could imagine a technological device replicating the spell effect. If yes, than it should belong on your spell list.

Most of the eidolon evolutions should fit the robot as well, though you might want to reflavor some of them.

I am not sure the bonus feats are really necessary. Also, the flux-mechanics are somewhat boring - most effects can be replicated by spells. Repairing the robot probably shouldn't be that easy, considering the inability to heal damage is typically a construct weakness.

The description was actually part of answering "So why wouldn't the mechromancer build an army of these?". I can see where you're coming from on it though.

I definitely like the name automaton better. Well, I do like robot but as it has actual game meaning was wanting to try to shy away from it. Might change that on a later rewrite.

Going through the spell list is a must. I like the idea of going through transmutation and evocation for it. Admittedly I was kind of lazy about it and just copied the Summoner list, removing the overtly poor matched spells. I am a little leery of adding too many blaster type spells to it as the damage I would hope to come from the robot itself.

When I first started I intended for this to be a Summoner/Gunslinger hybrid and Flux was what I was doing for Grit instead. Then I increased the pool size when I made it the main source of healing for the robot. But honestly looking at some of the spells available, I don't think it will be that great an issue at lower levels (maybe make a first level repair spell for the robot). As far as making the mechanics of it less boring, hmmm. I'll ponder that.

Thanks for the advice!

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber
Da'ath wrote:

The massive number of blanket immunities it starts with would be sufficient for me to request a rewrite if one of my players submitted this to me, and I'm a fairly lenient GM, overall. The summoner is widely considered extremely overpowered. This version of the eidolon ramps it up. For example, vulnerability to electricity is meaningless if you give them some way to bypass it and in no way compensates for all the immunities it gets.

I can't see any of the modifications for some reason. My phone may be the issue, however. I'll look more later when I'm feeling better.

My opinion, mind you.

The modifications aren't listed at present as I've basically just used the Eidolon list at the moment, reflavoring as needed. There's a few I'd like to include but would rather get a working base and add on additional ideas later.

The blanket immunities were one issue I saw early on. An initial draft I had thought of early on was to have any time the Mechromancer impaired it would also impair the robot. My initial draft seemed very clunky though and I ended up dropping it. Too many variables and what was deemed 'impaired'. For example daze is daze, and dazing the mechromancer makes the robot dazed. But hold person? Blindness/deafness? And how would freedom of movement impact it? Just too many variables that I kept adding to.

I could attempt to get rid of some of the base immunities, though might take a bit on how/why. The immunity to fatigue/exhaustion I suppose could be representative of it not being the most mechanically stable creation. I'll take some time to look at those.

Thank you for the advice!

Silver Crusade

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

Mechromancer Google Doc

Some Background Information

So after we finish up our Mummy's Mask game we were thinking of playing Iron Gods. A friend of mine running it, some of us were discussing character ideas and I liked the idea of running an engineer type character with a robot pet similar to Gaige from Borderlands 2. So working on this idea I originally thought just to take a summoner and change the eidolon to a construct, but after working with my friend I kind of came up with this revised class.

Some notes about it

I originally started with the summoner as a base idea and went from there. A few big changes.

  • The eidolon I changed from outsider to construct (robot) (welcome any different ideas on the name for the pet)
  • I swapped for the Magus's spells per day and made Intelligence the casting stat
  • I removed the summon monster ability and added a pool ability
  • Modified the eidolon affecting abilities
  • Modified the spell list
  • Gave bonus feats to help ensure abilities at every level

Why I'm posting it

Basically looking for any ideas or insights on it, any exploits/loopholes that exist on it, and just balance concerns. At this point four people have looked at it, and we're not sure we've covered everything.

The big things I'm looking at right now are a capstone for the class, any changes to the spell list, the bonus feat list, and thematically appropriate modifications (what I renamed evolutions to). Enjoy!

Silver Crusade

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

Continuity of gameplay out of those two. Though ultimately I'm trying to get to part 2 of book 3. The players haven't enjoyed the research rules and the only reason I haven't scrapped the system is that they've devoted resources to it and that would actually make them a bit angrier at this point.

Honestly, I didn't consider a successor to Deka. That could indeed give me some ideas on how to proceed and the dice know they would love an opportunity to rig an election (which I'm sure they would if they got away with assassination). Thank you for that idea if nothing else to work with!

Silver Crusade

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

I'll just give my worst backstory (at least the worst imo).

First a little backstory into the situation. We were playing Rifts for the first time, and I wasn't really wanting to give it a try. We were entering apoint where my group was tryinig new games, and I just wanted to get back to D&D. I ifigured Rifts would last a session so I tried to make a purposefully disruptive character (I wouldn't admit it then, but I do now).

So reading enough of the book to learn what to do (and our insane ability score generation method) I ended up making a Burster. My backstory consisted of "I'm a female d-bee from an anime based world and I like pink. I wear pink camfloauge and have a pink laser pistol with pink hair.". The guy running it was into anime enough that he was fine with it.

Oddly that ended up being one of my favorite campaigns and favorite characters. But I've talked about that elsewhere.

Silver Crusade

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

As a reminder from the title there will be spoilers for Book 3 of Mummy's Mask so please stop reading if you don't want them.

Also if you're my player's and have discovered this thread, get out! This is to make things more fun, your impending demise is scheduled for later.

So here's the situation. I've done a remarkable job of having Deka An-Keret foil their attempts at getting access to the point the player's have jokingly talked about removing her. My player's are heading to the Dark Depository (third library). They were trying to find it, and ended up asking the curators when I mentioned it as a possibility (also to my surprise). They were going to ignore access, but when asked why they would even needed it I mentioned things like the Ceustodaemon just to inspire some paranoia. So they ended up trying to talk to Deka again, who of course declined and resulted in them asking Muminofrah. One dire crocodile hunt (and murder attempt by the Cult) and they're in.

Now here's where things get tricky. I had Deka readily provide access to the PCs this time at Muminofrah's order as a sign of how well they've done with Muminofrah, hinting that she had a talk with Deka. They had some really good rolls and have gone out of their way to support her. I was trying to reward good roleplaying. This fell out because, not putting 2 and 2 together myself, I had the assassins strike that night as they were leaving the library. DOH!!

Simply put they surmised that Deka hired the assassins before they even started questioning the one they took alive. Also they are seeking revenge a little more zealously than I thought. They interrogated the assassin and I winged it, they found out who the intermediary that hired him was and through some more rolls managed to have the ninja disguise himself as the assassin and collect the payment for their own kill (hey, I was in a panic here!). They are now watching the seedy tavern he used as a base and I had Deka's aide be the one who arranged the assassination and meet with the intermediary for completion of the task. The PCs themselves are currently hiding out in town.

The PCs plans are being discussed, but mostly seems either to blackmail Deka, spy on Deka using the Aide, or simply kill her and hope they can get away with it. I believe they are leaning on the converting the aide to their side right now. I'm looking for ideas on how to proceed. My current thought was to make the aid a high level bard/rogue type with bluff and try to bluff their bluff (too many bluffs there), though I've kind of established her as a cleric already at this point. Any other ideas on how to work this one out?

Silver Crusade

1 person marked this as a favorite.
Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber

What about an Arcadian AP that doesn't involve the Inner Sea at all?

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber
Dustin Ashe wrote:
Gorbacz wrote:

Quoting the article:

"ICv2 has released the results of a study on the size of the hobby game market, including the finding that that the market in the U.S. and Canada totaled around $700 million at retail in 2013, as reported in the recently released Internal Correspondence #85. ICv2 also broke down the market by category, and found that the collectible games category was by far the largest, at $450 million; miniatures were second, at $125 million; board games were third at $75 million; card and dice games fourth at $35 million; and RPGs last at $15 million."

What are some examples of collectible games?

Here's the top 10 for collectible games.

From the site wrote:

Top 10 Hobby Channel Collectible Games – Spring 2014

Title
Publisher
1
Magic: The Gathering
Wizards of the Coast
2
Yu-Gi-Oh! TCG
Konami Digital Entertainment
3
Pokemon TCG
Pokemon USA
4
Marvel and DC HeroClix
WizKids/NECA
5
My Little Pony
Enterplay
6
Marvel Dice Masters
WizKids
7
Cardfight!! Vanguard
Bushiroad
8
Kaijudo
Wizards of the Coast
9
Legend of the Five Rings
Alderac Entertainment Group
10
Yu-Gi-Oh! HeroClix
WizKids

Silver Crusade

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

Kingmaker campaign in tian Xia culminating in a Kaiju attack on said kingdom.

Silver Crusade

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

Samsaran

Silver Crusade

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

Trapfinding

Silver Crusade

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

I got one too from him

Silver Crusade

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

I thought something in the OGl prevents using the d20 ruleset in a video game. I'm really in no way an expert on this, but just what I thought I remember reading.

Of course that doesn't mean we can't have a game set on Golarion.

Silver Crusade

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

Ah wasn't very clear. I find when the GM is limiting (not necessarily just core only) they usually have a vision of how things turn out and are, and are less open to player's interpretation of things outside a set norm. Not always the case of course, but in my experience they tend to run together. Experiences do vary of course.

As far as your example, I'd counter with a more thorough question of what elements you're wanting to include in your game versus why the player wants to play the kitsune gunslinger. If you want a pretty straight forward take on the Arthurian legend and all the players are in agreement, then yes this isn't the best fit of course. But what is it he wants? Does he want to play the kitsune because of racial traits? If so, couldn't you just reskin him as a human and take away the fox form. Is it because he wants to be a fox person? Perhaps your arthurian story could involve more racial diversity and still keep the story intact. The same for gunslinger. Does he just want to use guns? Admittedly I would personallly feel a gunslinger to be a far greater immersion breaker than a kitsune in that situation, but could this be accounted for? I believe guns first started appearing around the 1100-1200s (someone feel free to correct) and I can't recall when the Arthurian Legends were said to take place, but it's not the most farfetched concept. Perhaps even the kitsune could represent the first cutlure to build guns and has come to pledge loyaltiy to King Arthur.

Now if all the other players also felt like it was too immersion breaking then sure it's a good reason to deny it. Or maybe they're fine with the charcter and just don't like the arthurian court idea. Just some more ramblings.

Silver Crusade

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

A while back I played a core only game. One of the other players played a dwarven rogue in it. Pretty funny character. He didn't like the idea of getting dirty and was too prim and proper for 'dwarven work'. He had grew up reading human stories of nobility and attempted to emulate them. Eventually he was kicked out of his clan for not contributing. He then shaved his beard and set out for the surface. It quickly became obvious the GM didn't like the character. The dwarf's build was some kind of str and cha build that was going to focus on feinting and brass knuckle fighting if I recall right.

The first (and only) session ended when the dwarf was attempting to hit on the elven woman giving us the quest. He had been attempting to seduce women from the get-go and being snubbed (despite some good rolls). For this he nat 20'd and had a pretty good diplomacy. The GM had the elf state something like she wouldn't lower herself to fraternize with a dirty dwarf.

So this is where things started to breakdown as the dwarf player started arguing with the GM. It ended with the GM (and I'm paraphrasing) that that's not how dwarves act, they would never shave their beards, they hate elves, and he was simply trying to sabotage his game and wasn't taking anythihng seriously. No reason was really given for any of it. I can't say the player was specifically trying to antagonize the GM, but I doubt it. In any event he never said anything about the character before the game began.

I bring this up as an example of why I tend to get wary of limiting games like the one described. Pathfinder is a team game and the GM and Players should work together. All options aren't necessarily a good or bad thing, and the same for no options. The GM needs to have his view of the campaign world but it's not just his when the player's come in. If the player wants to try a unique race, isn't it better if the GM talks with the Player and finds out why? If it's mechanics, maybe reskin it as something else or offer up a different option. If it's flavor, maybe there's something else that works. Or maybe they exist as a small tribe somewhere that wouldn't impact the majority of the game but give some explanation. But if the GM has pre-conceived notions of how a player should act because of their race, even a core only race, that can cause issues as well.

Meh, I think I'm starting towards rant direction now and might be slightly off topic but here's my thoughts at least.

Silver Crusade

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

Humans (only cause people would complain if not included), Samsaran (I like the flavor too much), Catfolk, oread, ifrit, undine, sylph.

More simply I'd want to remove the small sized races since mechanically they always seem to over complicate games I'm in. Also dwarves because I have very few good memories of dwarf pcs and a significant number of bad dwarf of memories.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber

Arcanist, witch, bard, magus, summoner, sorcerer, wizard, battlerager. Arcane spell casters only please :)

Silver Crusade

1 person marked this as a favorite.
Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber

Dwarves, the dirty hairy drunkards! Oh wait, what class to remove. Well they already removed that a few editions ago from them!

I'd agree with gunslingers. Before playing one I didn't have any real issues with them. But playing one through skull and shackles I feel they are more than a bit overpowered at times. And I wasn't playing as effective as I could. So I'd agree with removing them.

Silver Crusade

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

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

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

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

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

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

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

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

Silver Crusade

2 people marked this as a favorite.
Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber

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.

1 to 50 of 947 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.