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That's not that bad, really. Compare to human as the gold standard. How are they toxic?
Blizzard did not invent this, plenty of fantasy novels were doing it years in advance.
The original dark elves from Norse mythology were not evil, nor did they live underground and worship a spider queen. All of those tropes were invented by Gary Gygax.
It was the R.A. Salvatore's novels that made them not quite so universally evil in D&D anymore.
As for the Drow Noble, 41 is actually too low a number. If you add up all of their SLAs, you'll find their actual number should be much higher. I no longer allow drow nobles for that reason. Even in a game that starts at higher levels, their SLAs are just too unbalancing. It works much better if characters take regular drow and use the feat chain to slowly gain the drow noble abilities.
The ARG says "Typically, only members of the section's race can take the listed archetype. . . Because adventurers are often societal outliers, sometimes these archetypes feature a theme that is the exception to the norm for racial tendencies."
PCs are not typical, so there is nothing stopping her from taking it except the GM. You can easily say that she learned to be a Treesinger from her elf friend or maybe she was adopted.
In my opinion, racial restrictions are things that belong in the trash bin with 1st and 2nd edition D&D anyway.
So says PFS. Which is not RAW nor official. It's a bunch of house rules decided by committee.
I say as far as this spell goes, you can not vocalize a scream when silenced. It specifically calls out the vocalization of pain, not going through the motions. It might be the sounds or telepathy of agony that counters the effect. It's magic, not physics. I had someone insist that freedom of movement cast on someone swimming causes them falling damage as they fall to the bottom of the river due to the removal of resistance.
You can't hide behind the laws of physics after you have already broken them.
It seems to me the intent of the spell is that you have to be communicating your pain the loudest way possible to avoid the penalties. Most creatures communicate pain by screaming, hence the screaming reference. The reference to telepathy is for those creatures that communicate via telepathy.
So unless the target has telepathic abilities to broadcast his pain, it is prevented from screaming when magically silenced, so therefore the negative effects apply.
No sound or no telepathy = No communication of pain = No screaming
Where do monsters poop? And other questions of realistic dungeon design.
I feel that that having a huge underground complex of living creatures without sanitation facilities, not even latrines, breaks verisimilitude.
When you design a dungeon, do you find yourself wanting to put in cesspools and refuse pits into every area?
What about how they get water or food? Is it important to put in underground rivers for fresh water and mushroom farms to explain what they eat?
Do you feel most players care? Does the layer of attention to detail add anything to a dungeon?
Am I alone in this?
Knowing all the 1st level spells would be helpful, but even Charm Person and Disguise Self would be enough to put herself into positions of power where she could control whole countries and vast fortunes of wealth.
If you want to do it honestly, show some Level 0 spells to Amazing Randi to make the first million dollars. Then tour the talk show circuit charging millions for shows and interviews. You would be a billionaire in a short period of time. From there, just use your fortune to manipulate elections. Done.
I mean I'm surprised by the number of players who seem to want deadpan seriousness and dark gritty horror. Sure, I like LotR and GoT/SoI&F, but does *EVERY* game need to be like that? It seems like everybody wants to go out of their way to make each game "scary," "dark," "gritty," and so on.
I'd like a book that goes the other way--tips for adding more whimsical elements. The "We Be Goblins" and "Harrowing" modules were steps closer to what I would like to see.
I'm sure Horror Adventures will be a good book for those who want even more "horror" but I just find it tiring and old hat now.
Male Halfling Shaman 1
I awoke to the sound of chewing. We were in our tent, my wife and I. Our young son lay sleeping between us on the bed of leaves, grass, and skins. Our small pet compsognathus lay curled up at our feet--sound asleep as the rest of the family. All around was the sound of thousands of tiny mouths masticating crunchy meals. I stood up in a start and looked frantically around. I could see nothing.
Outside the flap of the tent, a shadow moved. I grabbed my staff and charged outside to confront this thing. All was still. The sound of the chewing mouths had quieted. I held my staff high and my feet moved as silent as a cat hunting. My eyes roamed through the the moonlight. I saw the tents of the rest of tribe casting long silhouettes. Water churned around the river’s bank as it bent nearby. Long grasses bowed slowly in the breeze to the east. Dinosaurs were tied up with ropes made of braided hair in the center of the tents. Sometimes, they growled as they breathed in and out. There were no other sounds.
One of the sleeping dinosaurs turned over and went back to sleep. The shadow on the other side of it turned too--but then turned once more. I chased it. Chewing could be heard again, but it was softer and quieter this time. I could not place where the sound came from. Everywhere I turned, it sounded the same. I saw the shadow behind my neighbor’s tent, and then it darted out again on the far side of the tent next to it. I chased now on my toes, no longer being stealthy but quick. Again, I saw the shadow and again I chased. I could not tell what shape it was. It was only a glimpse of a thing and never still long enough to have a form. It passed by the rack of drying skins, and then passed the remains of the bonfire on the edge of the camp.
Should I call out? I wondered for naught but the butterfly's wing beat, for every time I was about to call or thought I had lost the umbral visitor, it appeared and I was off again, chasing after it.
I ran into the long grasses now, breathing like a dinosaur on a hunt. Grasses waved more heavily as the breeze from the south quickened. Where had it gone? Had I only imagined it from the beginning? My skin tingled as the wind grew cold. Wait. . . was that the shadow again? I chased it far into grasses taller than myself. All around me, small lights bubbled up from the grasses and swirled around. Still the shadow moved and still I followed.
It was when I had lost sight of it that I paused to admire the beauty of the fireflies swirling around me. I forgot my quarry in the wondrous sight. I held out my hand to catch one. Then I saw to my surprise, not a firefly but a tiny glowing girl with wings. They were fairies--spirits of the wild. All of them. All around me. I suddenly could see them for what they really were.
She spoke, but her words came to me as rustling grass and crickets. She repeated her strange message again and again but I could not understand. Then, I looked behind her and saw the shadow pour itself like water into the shape of an owl.
“What are you?” I asked.
“Who,” it replied.
“Are we friends?” I continued. I felt that it should understand me and I should understand it.
“Who,” the owl said unfurling its wings.
“Are we enemies?” I said with my staff raised in a menacing way.
“Who,” it said again as it folded its wing back calmly in place.
“Why were you in our camp?” I asked.
“Who are you?” The fairy in front of the shadow asked.
“I am he that watches the shadow behind you,” I replied. Of course! I could understand if only I take the time to listen.
“Who,” said the shadow that is an owl.
“Why did you lead me here?” I asked angrily of the shadow.
I lowered my staff. “Is it because there is something I need to see?”
“Something I need to do?” I said, feeling foolish that I could not understand.
“I must do what I can to help.”
“I need to guide my tribe.”
“I need to be wise.”
“I need to protect my family.”
My eyes hurt like I was staring into the dawning sun. As I shut them, I could hear the chewing again and . . .
“I need to listen,” I said.
“Who.” The owl said and bobbed its head.
Filling the space all around me was the awful chewing sound, but now I could hear the screams. Voices of the Earth, the trees, the tent, and the animals of the fields all shouted at me. Now I understood. I opened my eyes and the owl was right before me.
“Go! Watches-Shadow-Behind-You, for there is little time and you must be wise,” it said.
I was back on the bed of grass and leaves with my wife and son. Darkness had not yet completely pulled its veil over the land.
“Leave! We must leave?” I shouted.
“What is it, husband?” My wife said.
“Wake every one! We must all go!” I insisted. It took some convincing but my conviction was such that I convinced the entire tribe to break camp and move far east into the tall grasses. It was late that night when we saw the hungry beasts.
Legions upon legions of army ants scurried through the spot by the river we had been just hours before, eating everything in their path. If we had been there, we would have been eaten alive. There was a great feast in my honor.
From then on, I was shaman and I listened.
This drifted off topic, we can continue this on another thread.
I don't agree with that. If it was like real-world science, then everybody would be able to cast spells. It would be as simple as pouring vinegar on baking soda to make a model volcano. Every farmer would be casting spells to help himself out in his work. Spell-driven technology would be cheap and ubiquitous. Everybody would have crystal ball TV sets, Bard-in-box radios, genie-powered automobiles, and so on. It very clearly is not that way, as only certain special people; wizards, sorcerers, etc., are able to do magic.
Dragons run the gamut from sadistic bullies to aloof hermits. I ignore the alignment entries and make all dragons unique.
Younger dragons tend to want to interact with other races more, some by genuinely helping, some by being sadistic, and some by manipulating humanoids like pieces in a chess game to suit their own amusement or ideology.
The older they get, the more withdrawn they become and more likely they are to just be left alone.
Of course, there are exceptions.
Myth Lord wrote:
Yes, even the Romans used lead pipes to carry water. The term plumber comes from the latin word for lead: plumbum
Interestingly, even in Roman times, lead was known as a poison that caused madness and death but it still continued to be widely used.
There are many different kinds of oil, including ones from modern plants and animals. Petroleum, extracted from fossil sources, has been used since ancient times in various forms. Primarily it was used a building material but it was also burned as a source of heat. The early internal combustion engines chose oil-derivatives as a fuel source because at the time it was cheap and plentiful.
"Demons run when a good man goes to war." -- Doctor Who
This gives an idea on how it is done with photoshop.
Here is a way to do it using the free Inkscape software instead of Adobe Illustrator.
While not as pretty, I've made fairly good maps using Dungeonographer.
Another free software, GIMP, can be used instead of Adobe Photoshop to make classic blue and white D&D module maps.
You can even do it with Excel.
Nox Aeterna wrote:
GMs who forbid summoners are bad GMs. Yep, I said it. Disagree if you want, but I'm firmly convinced I'm right.
Unchained Summoners are required in PFS because they're more balanced. Finally a summoner sitting down to a PFS table doesn't give the GM an impending sense that this session is just going to suck.
Bah! It's a bunch of FUD.
Summoners are not unbalanced. People imagine all kinds of specialized scenarios and picture a summoner or "druidzilla" or RAGEPOUNCE barbarian or whatever class winning more often than not. In actual play, it never works out. There's just too many variables you don't take into account. No class can go through an adventure path without the rest of the party.
What is you server address?
Knights of the Old Republic 1 and 2 (not the MMORPG) used a "reversed engineered" version of WOTC first d20 Star Wars rules. Legally speaking, they took the 3.0 open game license and made their own version for their Star Wars licensed material but it is obvious they were taking notes from the WOTC Star Wars rulesbooks. The first one was awesome, the second was good. They both put the Old Republic MMORPG (which invented its own non-d20 ruleset) to shame.
Neverwinter Nights 1 was one of the top 10 best video games of all time but used 3.0 rules. Theoretically, you could build your own module and script in 3.5/Pathfinder rules. Some of the community made modules were just brilliant.
Neverwinter Nights 2 used mostly 3.5 (with some modified rules) but was not made by Bioware so was not as good as the predecessor. Getting the complete version with all expansions, bug fixes, and community made content still make it a pretty good and entertaining game that's worth getting from the GOG.com website. Like the 1st one, some of the community-made modules were great.
IceBlink is a RPG engine with which some people have made 3.5-ish adventures. Quality is highly variable.
Dungeons & Dragons Online uses a highly modified version of 3.5 for their MMORPG. It was OK but I got tired of the constant pressure to make "micro payments" to keep playing.
Neverwinter Online is another MMORPG but the rules are more a 3.5/4th ed fusion with some custom changes. It is somewhat fun but still not as good Neverwinter Nights.
The Temple of Elemental Evil was 3.5 but it was riddled with bugs when it came out and got bad reviews. I've heard it is decent once the patch is installed.
Dragonshard only nominally was 3.5 as you very rarely saw much of the rules at all. I've heard it is worth $5 if you find it on sale.
Unfortunately, Pathfinder Online chose not to even use the Pathfinder rules and has been a solid disappointment. Not even worth your time.
Cecil Wormsborough St John "Nobby" Nobbs
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Fast Fingers (Ex) 2/day, a rogue with this talent can roll two dice while making a Sleight of Hand check and take the better result. She must choose to use this talent before making the Sleight of Hand check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.
Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.
Militia Veteran (any town or village) (Survival) Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills - Profession (Soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Rogue Crawl (Ex) While prone, you can move at half speed. This movement provokes attacks of opportunity as normal. You cannot take a 5-foot steps while crawling.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 3d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Talented (Perform (Dance)) You are a virtuoso musician, actor, or storyteller. You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.
Trapfinding (Ex) You add +3 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Trap Sense (Ex) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
And you just blew my mind. Not knowing about that board posting, I have been giving all monk characters that feat for the past six years!!!
Reading through the history of posts, it looks like they flipflopped themselves on this issue several times. In my opinion, they did an extremely poor job "patching" in that line. Monk unarmed strikes have always been special which is why they do more damage and nobody else's does. If the intention was to prevent monks from taking that feat, it should have said "including monk's unarmed strikes." It does seem that was their intention. I maintain a literal reading, not knowing the history behind it, can reasonably lead to the opposite conclusion.
I think they are wrong myself. Bloodragers, barbarians, witches, and synthesist summoners can all get natural attacks in various ways and still take that feat. It's only fair to allow monks to take it too.
I remember for a while that they were not allowing monks to make flurry of blows attacks with the same weapon. Then they flipflopped on that too. So there is hope this will be reversed again.
I'm going to continue with what I believe is a literal reading and keep giving it monks (and brawlers). I know for a fact it hurts nothing.
I use this trick with most of my casters. Yes, I'm 65 and level 1. I just haven't applied myself until now.
New witch hex:
Through careful study of people, the witch has learned how to determine and manipulate motivations without magic. She adds Bluff, Diplomacy, and Sense Motive to her witch class skills. The witch may also substitute her Intelligence modifier for her Charisma or Wisdom modifier on Bluff, Diplomacy, Intimidate, and Sense Motive.
Mike J wrote:
Yep. I had a player try to pull that on me too. He justified it by saying that Goliath was a real human and was 10 feet tall.
I've also seen a height arms race of sorts where all the players try to be the tallest character in the group just to have the bragging rights as such.
I think the RAW is vague on this and it is up to GM call.
I have even played with some DM/GMs that assign you a height/weight/age based on your stats and what looks "right" to them.
Other DM/GMs insist on making people roll for everything.
Based on the fact that the iconics have a wide variety of starting heights/weights/ages, I would say that the RAI was for players to choose those details. The wizard and spiritualist iconics, for example, start much older at level 1 that what random chance could generate. The occultist looks like he enjoys hearty dinners.
Because I view PCs as the anomalies of their world's population, I would personally rule your Aasimar height/weight as entirely reasonable.
But no 7 foot tall halflings. We have to have limits somewhere.
New exotic material:
HP/inch 10; Hardness 5; Cost To determine the price of a dwarf bread item, use the original weight but add 20 gp per pound to the price of a masterwork version of that item.
Dwarf bread is known for its excellence. Excellence in making hard weapons that is. Ingredients in dwarf bread often include gravel, used cat litter, and, as many people encountering it are shocked to discover, flour. Making it includes repeated cycles of dunking it in water, letting it dry, sitting on it, and scowling at it every day of the construction. Those carrying dwarf bread and no other food items get a +2 competence bonus on Survival checks to find food as it motivates you to find anything else to eat. Unlike more common types of bread, dwarf bread is both waterproof and always free of pests. Items made from dwarf bread weigh only 1/4th the weight of its normal equivalent. Slashing and piercing weapons cannot be made from dwarf bread. Creating a dwarf bread item uses the Profession (Baker) skill as if it was a Craft skill.
Knowledge (Local) is definitely kind of a weird skill. I think that the Lore skill does a better job of representing what a character would know about a place like his or her hometown. As a DM I'd probably even allow somebody to identify creatures common in that town and know some basic stuff about them. Obviously that would require some judgement calls, but I think that's how Lore goes.
I think it's just a simple misnomer. Maybe it should have been knowledge (urban) or knowledge (civilization).
For those that don't know, Discworld is a brilliant series of fantasy novels by the late great Terry Pratchett. If you like your fantasy more like The Pricess Bride, these are the books for you. I suggest finding them at the library or Amazon.
I am trying to do versions of Discworld characters and concepts with as few house rules as possible.