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Eliandra Giltessan wrote:
I contend that Goblins is best, but Kobolds are a close second. :)
I'm not sure if it is worded wrong, or if it was meant to be so, but Fire Lance has no combat check ability (for your combat check, bury this card for 2d12. You may banish this card for 4d8 instead). So would I default to Melee or just have a straight 4d8?
It's a straight 2d12 or 4d8. I think the idea was that you don't need any skill to use such a weapon.... you point and fire, and it does the rest. :)
Man, you guys are really hyping up our We Be Goblins game! I really hope it doesn't disappoint! (I don't think it will... the scenarios really are very fun! There's even a minor PvP aspect to it because... GOBLINS!)
I figure I'll tease the other characters designed for those games here:
I'm sure you've all been waiting with bated breath to hear how Mogmurch the murderous goblin alchemist will play in these games! He's of course excellent at using alchemical items, able to discard them instead of banishing them. But he can also use his Craft skill for combat checks, and after a feat gets to heal back an Alchemical card when he does so!
There is one more new character available for this game: TUP THE TERRIBLE! He's a Sorcerer/Bard, and so he has an interesting (and eclectic) set of powers. He gets to add an extra d6 to his checks after he casts a Fire spell, and he's really good at defeating barriers, using prestidigitation to disable them from afar (or just blow them up with some fire). Finally, he can gain the Divine skill using a feat, so his versatility knows no bounds!
The final character option for this game is Ekkie, and just to entice someone to use her, we've made her a special Ally... her brother Plarg (or at least, what's left of him...)!
I hope you guys have a TON of fun playing these scenarios at PaizoCon 2016, and if it's popular I'll make ABSOLUTELY sure I can get to PaizoCon 2017 to run them again!
I appreciate you guys thinking of me while you run through the goblins scenarios... I think everyone lucky enough to get into those slots will have a TON of fun with them!
Since I designed the characters for this, I figured I could give you my own preview of a few of their more interesting powers! (Disclaimer: these versions of the characters are of my own design and don't in any way suggest what the official versions from the Goblins Fight! or Goblins Burn! class decks will look like!)
Poog of Zarongel is what I would call the epitome of a goblin cleric... He will heal you, but you have to give him a card to do so!
Reta is a switch-hitter fighter, and would give Valeros a run for his money when it comes to weapon use!
Finally (for now), Chuffy is a finesse rogue who can distract his enemies by bursting a disgusting pustule on his face at them, then run away!
In a few days I'll jump on here and give you a preview of a couple more goblins. :-D
I'm super excited. I love the concept of the school, and it'll fit the Kill La Kill-style ideas that I've had running through my head perfectly.
@GM: Do you have any preference on how the "magical girl" transformations actually happen? Like do you have a visual style we'd like to stick with? Or can it be whatever type of magic fits our character concept?
I am pretty sure the GM was suggesting that Magical Child could become a template for essentially any character, letting you have a "normal" or non-magical personality that can transform into a magical personality. I imagine this being something along these lines:
Magical Child Template
Moderately skilled: A Magical Child gains two fewer skill ranks per level than other characters of her class, to a minimum of 1 skill rank per level.
Dual Identity: A Magical Child has two identities who can have distinct personalities and even alignments. This functions as the Vigilante class feature of the same name, with the following differences.
Animal identity: If a Magical Child has a familiar or animal companion, that creature also has two identities corresponding to the Magical Child's identities. When the Magical Child is in her social identity, the creature appears as a normal animal or vermin of its type (or, if a non-animal/non-vermin companion creature, has a social identity of a normal-looking animal or vermin chosen by the Magical Child). The companion creature cannot use any spells, spell-like abilities, or other magical abilities while in its social identity, at the GM's discretion.
Seamless guise: This ability functions as the Vigilante ability of the same name.
Special: If this template is applied to a Vigilante character, that character gains a bonus feat that she qualifies for at 1st level.
My magical girl is coming along nicely, with her familiar being a "flying lizard" (ramphorynchus) and ideas for her concept and visuals coming together in my head. I hope the GM can drop in and answer my question about the Automatic Bonus Progression and others' questions about the theme of the world sometime today!
Wow, you're really good at this whole math thing. LOL. I would tend to agree that a flat 1d6+1/1d6+1 is sufficient as a base damage, but I would definitely still consider the keen as a feat option on the Nightshard cohort card. :)
You and I should really consider working together on a few characters. I've designed several recently and added them to the custom printing service at drivethrucards.com, and I'd love to have you go over their numerical potentials, as it's something that I'm not as keen on. I prefer to playtest directly to determine things like that, but both of the methods have merit for sure.
My most recent set of cards on drivethrucards.com are versions of the iconic Vigilante. I'll link them here so that you can check them out, though unfortunately you can only read one side of the card in the preview. If you're interested, I'd be happy to share the google document where I created the card text with you.
Get the Ultimate Intrigue PDF. It's honestly really great.
I'm thinking I'm gonna make a straight Magical Girl Vigilante, but her familiar is going to have the Mauler archetype. She and her familiar will both wear a talisman or bracelet with a matching gem on it, and when she gets into dire trouble (or later on command, once she learns how to do it) she and her familiar will both make the change. The talisman will shoot out crazy spiny things that will rip her clothing to pieces and form into armor, and the familiar will get the same treatment, but it'll also grow bigger and get stronger. I might spend a few feats on Evolved Familiar to give it some strange abilities when in its Mauler form.
@GM Tuxedo: On the armor idea, I was wondering if you'd consider using the Automatic Bonus Progression rules in this campaign? This way we can have the leeway to do things like have our armor and weapon be created from the same item (in my case, her armor and weapon will both coalesce from her talisman or bracelet) without having to pay to enchant them separately. This'll also give us the chance to play around with the weirder weapon and armor enhancements... for example, given the idea that my armor will be made of "crazy spiny things" I might want to put the Grinding enhancement on it.
While no weapons in S&S might have had the Veteran trait, there are several in Wrath of the Righteous that do, which is to say every single one of them that add the adventure deck number to the check. And really, the Wand of Flame absolutely SHOULD have the Veteran trait if it does that.
As to your questions: I think an Elven Scimitar or Elven Curve Blade are perfectly fine options for the base weapon. I do think the potency needs to be increased to keep it viable. And think about this... when you add to your check with the weapon, it's not necessarily JUST representing the damage dealt. It's also representing the higher attack roll from the weapon being enchanted or enhanced in different ways. For example, if Nightshard starts as a MW elven scimitar, there would be no problem with giving a roll of Melee + 1d6+1, to represent the +1 to attack rolls that MW gives a weapon. Subsequently, if it increases to a +4 weapon, then having it do Melee + 1d6 +4 plus the adventure deck number could represent the increased damage from the enhancement bonus AS WELL AS Seltyiel's ability to enhance it with specific abilities, such as bane, cruel, keen, furious, etc. These make the weapon more powerful through increasing its effectiveness not just with flat damage, but with other abilities that help you defeat an enemy.
That actually gives me an idea: keen is something that every magus will start enhancing his weapon with as soon as 5th level rolls around... so why don't you give Nightshard a feat that gives him a bonus if you roll max? It could be just like other abilities of high-crit-range weapons in the PACG: "When you use Nightshard on a combat check, treat any 6 rolled on a d6 as if it were a 7." or you could make it a bit more unique by giving it exploding dice: "When you use Nightshard on a combat check, for each 6 rolled on a d6, you may roll an additional d6 and add it to the check." That second option would represent the bonus damage that a Magus gets to add from a crit with Spellstrike more accurately than the first option does.
If I run, I know for sure that "Magical Child" will become a template for vigilante characters instead of an archetype - that way the other archetypes would be available as normal and characters could have a little more variety.
VERY AWESOME. This also opens up the option to use some of the other archetypes' specialized Vigilante talents, such as the warlock ones. I'd be happy to help you build the template to make it compatible with as many of the archetypes as possible. I've got a lot of experience designing Pathfinder classes and archetypes. :)
Sure, but with a d8+2 from the start, you're looking at recharging (ALMOST) any blessing just under 50% of the time on average, and you can eventually have d8+5, meaning you'd only fail to recharge a B blessing on a 1. Pretty huge. If you combine it with a reveal-to-boost-Knowledge boon (I know there's at least one book in Wrath of the Righteous that does this, right?) then you're gonna recharge blessings ALL the time.
Brother Tyler wrote:
It may not seem neessary, but the convention in the PACG is that any card that adds the adventure deck number to any check or difficulty gets the Veteran trait, so I would highly recommend that you do so. It should also absolutely have the Magic trait so that Seltyiel will be able to defeat things like Ghosts with it.
Regarding the spell with a higher deck number than the current scenario, that is actually possible through replaying, so I would leave the option of "higher than" in there, personally.
Eliandra Giltessan wrote:
Wow. That's a huge deal. I think we're gonna see a LOT of Mother Myrtles out there in the wild once this deck comes out.
Synth summoner. AKA beat her by taking off her cloths.
Synthesist summoner totally fits the concept, but is horribly broken so I'd personally rather not see one of them in the game unless the GM works with the player to tone down its craziness (being able to dump all your physical stats is just too good). Totally up to the GM, though.
As long as you fluff it so that you have a ridiculously long and convoluted magically-infused transformation, I can get fully behind this. Lol
With the release of Ultimate Intrigue and the creation of the Magical Child archetype, I was wondering if anyone has (as of yet) done a recruitment for a Magical Girl themed game? We're talking full-on Sailor Moon/TONS of other anime.
I don't have time to GM such a game, but would LOVE to play in one. Any takers??
@Wand of Treasure Finding: I would read it as you examine until you find a weapon, item or armor, pull that card out, then you get to look at an extra one, then shuffle the deck and put the pulled out card on top.
@Blessing of Nethys: You'd definitely get to apply the whole power to the top 3 cards instead of the normal 2, so you can put all three in any order, then explore.
@Detect Magic: I would say you get to look at the top two, and if the top one has the Magic trait, you can encounter it. If the second one does, it gets left there anyway, per the answer given for Eye of Serenity and Seelah.
@Cyclops Oracle, you'd definitely get to examine 4, then do those actions with 1 each, and the last one would probably have to be shuffled in (though that's not explicit).
That one has my vote too. Incredibly provocative writing. I can picture that version of Lini with a scarred, mean-spirited Droogami cowering next to her and fighting enemies to keep from being beaten. Wowza.
James McKendrew wrote:
Yeah since the Messenger Bag is on there, I figured it's possible at least. And it would give me one more reason to splurge on one of them.
Vic Wertz wrote:
What about the PACG carrying case from UltraPro? I feel like that would be a good addition. :)
Clarified by Keith several posts above. You DO get to start with her cohort, but not with her weapon/item/etc Owner cards.