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Lens-Keeper Tiluatchek

Zouron's page

Pathfinder Society Member. 321 posts (483 including aliases). No reviews. 1 list. 1 wishlist. 6 aliases.

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Think of toughness as your hit points, you are suppose to have a +10 modifier if you are good it should be +12 and if you are not so good it should be +8 in Pathfinder terms that means a +12 is a d12 barbarian hp, +10 is d10 and +8 is d8... +5 is... two steps down d4 hp


a little low on damage, really low on toughness, your average toughness role is 25, fortitude is also very low, finally will is downright abysmal which will come to haunt you.


Prime 691 wrote:
Straightjacket wrote:

I'm still a bit fuzzy on how some limits should work in M&M 3.

When I grow my strength gets up to 15, is that too high?

I've read the DC Universe book (which uses these rules) and it has a provision where you can have more lifting strength than your damage value would entail. I can't see to find that anywhere in Hero Lab.

You give yourself strength 10, and then a power for Enhanced strength 5 with the Limitation Lifting Only (-1/Rank]. This way you'll lift like a strength 15 character, but only have a +10 damage.

You can play with the numbers if you don't want to do that much damage, but the principle is the same.

That's how it works. In herolab you can use the "power-lifting" power as a shortcut if you don't want the extra click.


portfolio file send.


I will type them up later and send them Xzaral


Breakneck: If it is a linked effect then all effects activates at the same time or none at all.


not sure what the problem is, chi focus as I read it is an set of linked effects (basically a single custom power), so you are just activating one power to get that going, so that is one and there is super speed linked effects making it two, am I missing something?


Alright I will avoid commenting unless specifically asked :p


Prime 691:

Just giving the best advice I can, I know how often I make silliness when I build characters, the system is very flexible and that is kinda the problem.

(automated repair system) Ahh yes if there is a limitation that makes sense then, I just saw the one point cost and the "closeness" to automated so assumed it was an alt.

(stamina) There probably isn't a cost efficient way, but you do lose some of the construct advantages as well. Anyway if you like it like that then go with it.

(forms) There is an alternate method to doing this and that is making each and every form an alternate power of the first form, that way you get all the forms at least cost basically you get a power that contains 63pp (rather than 50) of power with 7 alternate versions of it. That's the upside, the downside is unlike a variable power you need to spend pp to add forms, while variable could be added to or changed at the GM's discretion.


Breakneck:

A few minor details, overall yours is very well made!

Your parry maxes out at +12, this is due to it is traded off with toughness, so you have some wasted points there, so you might as well lower the parry bonus from Chi Focus to 2.

You have spend 90 points in powers but have noted down 93 in the pp total.

Attractive is an advantage not a skill ;)

otherwise all is good, just be aware you will fail your saves fairly often due to being below 10 and it also helps towards degrees failed (each 5 point makes it worse especially damage).


Prime 691:

A few comments.

You need to practice your math on the abilities ;)

You have a lot of skills but none of them really good, trim them down to a few essentials and make the "form" specific skills part of the variable package. (BTW you can have variable at higher than level 10 it just can't have a power in it that gives a bonus that breaks the PL)

The Automatic Repair System is a bit wonky, I can see you are trying to save points by doing immortality as an alternate power. Remember you can only change powers on your turn so you need to activate it before you did to get any benefit!

Consider going with a stamina of - (no value or -5) to give the machine look, this could also give you points to get a few more immunities like life support, currently you can be strangled or starve!

You also need some complications work out the forms etc.


GM Xzaral wrote:


I plan to select characters, not FCFS. I'd rather give people the time to think of what they want to play and fine tune the idea than rush to give a submission they end up not liking.

Being someone with a character already done I must admit I am sitting on needles waiting to hear who gets picked hehe.

Nightstrike:

Your attacks are limited by PL so (To-Hit = Attribute + Skill)

However I looked over your character and a few things I noticed...

Your fortitude, toughness and will are rather low, I might as well make you aware this means you will go down very fast, you are suppose to have all those at 10 or at worst 8.

Shadowmeld: Sight based concealment cost 2 rank rather than one, so it is actually (2/r - 1 fl) x 2 ranks = 2pp not 1pp

Shadowjump: Note that accurate needs to be bought for each rank not just the first one. so that power cost (2/r + 1 extra - 1 fl) +3 flat = 9pp

Shadowsight: note that Shadowsight cost 2 ranks not one and also you need to specify which sense is your danger sense. You have the normal senses to pick from unless you buy some sort of extra sense to work with.

Tendrils: The multiattack belongs under damage not the extra limbs, but that is a minor issue.
Quickness here the system gets strange but it comes out as (1/r - 1 fl) 1/2 per rank * 2 ranks = 1pp. I think it is like this to prevent cheating by allowing zero costs.

Advantage: You also have the advantage equipment at rank 1, which means you have 4 unspend equipment point as the googles only cost 1.

Skills:
Acrobatic and Stealth break the PL by 2 each.
Your high fighting boost your close combat to 22 which is higher than allowed.
You need to specify which type of attacks close combat boosts, You will probably want both Close Combat (unarmed) and Close Combat (Grab).

obviously all this means you have spent too many pp, honestly consider dropping 2 points of agl and save those four points at the start on getting the numbers ready.

The idea looks great though :)


GM Xzaral wrote:
** spoiler omitted **

Yeah the whole angel thing can make it a bit iffy, depending on what people enjoy, but I enjoy the idea of an angel character and always wanted to make one that worked, personally my favorite touch is the angelic aura... I have this image of the heroes sneaking into an old crypt and then the entire crypt is filled with hideous laughter and cries of pain, so much for trying to sneak.


GM Xzaral wrote:
Zouron wrote:
I'm interested (as one of the people who keeps signing up for MnM games).
Yea, it's the M&M games that keep popping up but never seem to get off the ground why I finally said to heck with it and decided to start my own. Just glad that Green Ronin had an adventure series, gives me a good foundation on what to work with.

uhh I seem to vaguely remember the silver mask, well anyway I hope this one gets off the ground (even if I don't get picked), MnM is such a great system and the adventure seems to be really good (even if all I saw was arky's first scene). I put my trust in you to be the gm that finally manages to break the curse.


I'm interested (as one of the people who keeps signing up for MnM games).

I'd like to submit Nanael the Seraphim or if you don't like the character I can make another but I originally made Nanael for another game here and like then I am still hoping to get to use her in a game.


stat set 1:

STR: 3d6 ⇒ (2, 5, 4) = 11
CON: 3d6 ⇒ (5, 2, 1) = 8
DEX: 3d6 ⇒ (5, 3, 3) = 11
SIZ: 2d6 + 6 ⇒ (6, 2) + 6 = 14
INT: 2d6 + 6 ⇒ (5, 2) + 6 = 13
POW: 3d6 ⇒ (4, 1, 4) = 9
APP: 3d6 ⇒ (6, 3, 1) = 10
EDU: 3d6 ⇒ (2, 1, 6) = 9

stat set 2:

STR: 3d6 ⇒ (3, 6, 3) = 12
CON: 3d6 ⇒ (1, 3, 5) = 9
DEX: 3d6 ⇒ (2, 3, 3) = 8
SIZ: 2d6 + 6 ⇒ (3, 3) + 6 = 12
INT: 2d6 + 6 ⇒ (1, 5) + 6 = 12
POW: 3d6 ⇒ (6, 5, 4) = 15
APP: 3d6 ⇒ (4, 2, 2) = 8
EDU: 3d6 ⇒ (4, 2, 3) = 9


I will see if I can come up with something soonish, always wanted to try my hand on a CoC game :)


nice to see most of the old gang here, wish I had the time to participate :(


LOL that is some serious necromancy though, why not start a new recruit thread instead?


I am sorry to say that it turns out I do not have the time to dedicate myself to this venture, I hope you find someone else though.


Alright I got a few ideas, but I need a wee bit of time to work it out.


I'm interested, do you just want a character or a full background with npc stats etc?


shoot me one as well, however I would suggest for your own and your players sake you sit down and consider how you can make the game run smoothly, one thing that you can't post in the weekend, but that is saturday and sunday not thursday to sunday. If you are having that much else going on in your life, consider taking care of that first or make a game where the posting rate is really slow, like once a week.

Overall I liked this game and I would love to take part in the next.


Seems interesting will try it out at some point.


if you are skipping forward, please have my char loot them for some clothes :P


I would like to continue, while my character is far from the one I like the best of the ones I made, I really really enjoy the interplay between the characters so far and would love to see it develop. Maybe we can in the near future get a new fifth player?


yes we have a lot of players back, that's just awesome sauce :) Trup better start getting ready ;)


Welome back and yeah I am totally into keeping this one open or starting a new one, maybe this time you should give us your email so we can get in contact though :p


DeathQuaker wrote:

I don't see how it's any of your business, spugly, seeing as you've left.

It's an insane time of year for everyone. I'm willing to give Trup the benefit of the doubt.

You said it much more nicely then I could have, thank you DeathQuaker.


Sounds good to me :)


Basically any character that has to appear real has to have reasons and we as the reader must have some sense of these reasons to empathize/relate with the character otherwise the character will quite easily appear flat and unreal.

Next I see you are using the term heroine (or hero doesn't matter really) and strong, however being a hero and being strong are two vastly different things a heroine is defined as:

Merriam-Webster wrote:

Definition of HEROINE

1
a : a mythological or legendary woman having the qualities of a hero
b : a woman admired and emulated for her achievements and qualities
2
a : the principal female character in a literary or dramatic work
b : the central female figure in an event or period

I am assuming and Rynjin as well that by hero you mean the first set of definitions not the second ones.

Alright with this is mind we have someone who your reader is admiring for her achievements and qualities. The achievements is what happens during the story while her qualities she can already have before the story starts or gain them throughout the story. So what happens int he story that makes the achievements admirable? Well basically admirable is about the outside view of the character (by the reader basically) and the achievement must be of a kind that makes it seem something special and not just a everyday act. If the heroine happens to be immortal, doesn't truly give a rats behind about everyone else and already has everything she needs to create a new world full of life, it is neither truly an achievement or admirable, it simply shows she is powerful.

Anyway I recommend "The Hero with a Thousand Faces" by Joseph Campbell if you want to know more about the whole hero thing.

Okay back to strong, to be strong the character must be able to overcome what others cannot, be the mover and shaker, the one that stands up to the impossible odds and overcome them. A strong character is proactive, she is character that do things and she isn't just overwhelmed and swept under the carpet, instead she gets back up again and again and if she is defeated it is rarely meaningless (unless her strength is well established already in the mind of the reader and the fall is needed to emphasize a greater threat a hero needs to overcome).

The character you describe walking away from the falling humanity alone, being immortal and can simply recreate a new race of intelligent life without anyone else, sounds slightly... psychotic. It is because of her lack of elements we can emphasize with and our inability to understand her motivation. So far she reminds me a bit about "Deathwalker" from "Babylon 5", though she frankly was easier to emphasize with as she used a known archtype (mad doctor Mengele), had a "real" motivation (revenge) and a need for validation (she tries to see the traits she admires in others).

You intent doesn't seem to be to create a crazed villain type character, but that is how she seems so far, regardless of gender.


Generally a strong character doesn't need to be bailed out by other characters, but rather is the one that do the rescue. Think of what strong male characters interact with other characters, female strong characters have the same general interaction, they just happen to be female.

yellowdingo wrote:

I wouldn't have gone with any from that list. Even Laura Roslin from BSG needs emotional validation that she is right from Starbuck, from Adama, and always to prove she isn't a ruthless cruel Tyrant. Even Xena is seeking validation in the eyes of others.

Apparently 'Strength' is the lack of need to validate ones existence or actions in the approval of others.

No that isn't strength in a character, strength is more being the one people rely on to get them out of a sticky situation, one able to survive and even strive in adversity without needing to be "rescued". However every character needs some traits or other that makes them human.

Look at Ripley, she she is the surviver (yes I know she dies in alien 3, but she choose to do this, she isn't killed), whom several times takes command and bails people out, go off on her own and face down uverwhelming odds and survive.
Xena might look for approval fromothers for her actions, but she certainly don't need to be rescued in any sense of the word, she enters take control and stand victorious by the end, if we removed Gabriel and other characters whom she value the opinion of, she would be a ruthlessless coldhearted killer, they are her humanity.


I asm just waiting patiently, I guess partly because I want to see the guard I hit go splat :)

Trup I am sure will get back to us soon but finals are very important so best of luck to you Trup!


Neato, thanks for keeping us updated :)


yeah the post was great :) I liked it too it also moved things forward a lot :)


I been fairly fine with the length of combat, it hasn't exactly been terrible or anything, something is happenign and that is for me a good thing :)


I must admit that I find it really amusing that the cat is being really nasty and they are all going "don't touch that cute little kitten", and yeah staggered can be kindda limiting.


have a fun weekend :)


alright I am wrong and you guys are right, what I was thinking when I saw it was the guy is a minion most likely, and I just critically hit him so I think there is a chance he wasn't standing anymore.


Maulium wrote:


Thanks for your views on this =D

This actually sounds interesnting and complex. I see that good characters have usually 2 or 3 layers of deepness. The outside is the mask, like in this case, being ruthless, the other side is the interior, and I'm not sure which one is the third... but it is out there. Would you have any idea what that third layer may be?

I see it like this, the first layer is what the world sees, the second is what the person's own belief and the third layer is what the character actually does. What one does is not strictly based in reason but more based on what has always been done and what feels good to the person, you might have a stone cold killer who actually is physical revolted by guns and therefore always uses a knife, or maybe Chief Splinterbone uses a club always since he used a blade to cut down his friend/crush, it is not strictly conscious choice, but it effects the person's behaviour anyway, it's the whole ID, ego superego deal using basic psychological terms.


To me what makes an NPC interesting and engaging is as Riuken said, to make them real people, that means they have real objectives, likes and dislikes. They have their own view of the world that is fully as valid as the one the PC has and generally they are flawed in some way, everyone is.
I generally find it the easiest to figure out how they must see the world based on previous experience and the expectation people around them have to them, perhaps a quirk and an opinion about what they think about how they are viewed.

Chief Splinterbone for example sounds like someone who is ruthless, so maybe his tribe expects him to act like that because that is the way chief's acts, its the lesson he grew up with and perhaps the last innocent got beaten out of him when he had to fight and kill a really good friend or a warrior girl from the tribe he had a crush on, making him even more ruthless then usual. The spliterbone name might be one given to him because he seem to revel in the sound of bone snapping, but in reality they are his own way of hurting himself for his deeds in the past, but he tries to hide it behind an emotionless mask.

Anyway that is how I would attack the idea of making interesting NPCs.


yeah I suppose, I just never been a huge fan of committing to an action that might be ineffective when the time come for me to act.


Marcus all these people still have to go before you :p

Cohort 1
Cohort 5
Cohort 2
Vamp
Leader
Cohort 6
Cohort 3


not at all, the more that is automated the better :)


I would also suggest that all the villains goes at the same time, unless one of them has a really different initiative modifier... just to speed things up, just my opinion :)


I don't mind


I didn't realize! damn (well he was rather touchy)


and he rolls a....
evil double initiative roll: 1d20 + 1 ⇒ (8) + 1 = 9

there done ! :p

I just realized it been 2 weeks since we last heard from star light... I wonder if he is having the same problem as vampy did?


glad to have you back :) now let's kill erm defeat some guards.


robertness wrote:

Yeah, but you could try something like searching for clues or sneaking around to an advantageous position for when we leave talking mode.

Ohh yeah because Siegebreaker is really a very thoughtful character that likes to investigate stuff rather than say hit and run ;)

Anyway thanks for the suggestions I really couldn't think of anything for her today... if it keeps up I might steal those ideas if Trup doesn't mind.

Vamp glad to have you back :)

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