Wizard

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Goblin Squad Member. Organized Play Member. 185 posts. No reviews. 1 list. 1 wishlist. 1 Organized Play character.



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Dentist = Cleric/Alchemist (?)


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I haven't had a chance to take an in depth look at the new classes, so I'm not going to comment yet on what I think of them until I have a better idea. For now, I just want the PAIZO staff to know that I like the idea of these hybrid classes, but I am very concerned that most players won't want to play core classes anymore. I understand that players will, and should, desire to play these classes because of the flavor of them, but their should also be an equally strong pull to be a core class. If these new classes make the core classes seem bland or, even worse, seem useless, then I will be very dissapointed.

I guess what I'm trying to say is, if I frequently hear players saying "Why would you want to be [core class] when you can be a [hybrid class]? They get nearly all the benefits of [core class] without hardly any drawbacks, but they also get most of the cool stuff from [core class] too. It's way smarter to be the [hybrid]," then I'm not okay with what Paizo is trying to do.

If instead I hear "Well...the [hybrid class] is kinda cool because you get some of the benefits from [core class] while also getting some of the abilities of [core class], but you also sacrifice being able to do A, B, and C effectively. It's really a toss up to me. Do you want to be bad-@ss awesome on occasion like the core classes, or just be really good a bit more often?" then I will support this whole heartedly.


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216. The Dragon's Orb, and the Dragon's Orb Z

This dual volume fiction book, coming in at a total of 428 pages (108 for the first, 320 for the second) focuses on the adventures of a monk named Goku. In the first volume it details his youth and his rise in strength and power as he trains to become the greatest fighter in the land. Critics of the first novel have stated that although the combats depicted are interesting, the actual story within the book could be compressed to a measly 10 pages. Interestingly, this book is completely devoid of weapons, as the characters are convinced that using weapons, other than the magical stick the main character uses, is considered cheating. Also, the book seems to suggest that a monk need only say the phrase "Ka-me-ha-me-ha" to use his ki.

The second book focuses on Goku in his adult life, and to a lesser extent, his son Gohan, as they both continue their quest to become stronger. Critics of this book have said that chapters are so repetitive, that the various villains could be swapped between the various chapters and the story would remain largely unchanged.

Woven throughout the story is the sub-plot that a legendary green dragon will cast the spell "wish" to anyone who collects his 7 golden orbs. The 9th level spell is often used to cast the 7th level spell "Resurrection" on characters that usually have no relevance to the actual story.

217. Dancing with the Stars

This book details various dancing styles that involve two dancers. The dances depicted, without exception, involve a human expert dancer dancing with another human expert who, with rare exception, has no skill at dancing whatsoever. The book has equal value as both a tutorial on dancing in pairs, and also as a comedy, because of how bad the partners are, and how bad and pointless the judging is. The book includes a special guest author at the end of the book named Niley Sirus about a new dance style that was invented just prior to publication called "Twerking."

The book can be used to give a temporary +1 bonus to Perform: Dance, if it involves dancing in pairs. The chapter on "Twerking" will give the reader a -1 bonus instead to any and all Perform skills used that day, but your perform skill also gains this text: "You may use your perform skill to attempt to distract any target. To affect the target, the target must be able to see the performer and must make a will save (DC 5 + Perform: Dance) save or gain the Nauseated condition for 1d4+1 rounds. This ability is ineffective on creatures with an intelligence of 3 or less."


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Maybe I GM a different way then most people do, but about the only questions about play style that I ask my players is what kind of game are they interested in playing? Do they want a dungeon crawl? Do they want a heavy role play game? Somewhere in the middle (which is the usual response)? Do they want a more seriously themed game with political and moral dilemmas periodically, or maybe a more ridiculous/humerous game with an emphasis on the silly? Do they want to play a game that is hard (your character has a legitmiate chance of dying every night), or more easy (you'd have to do something outlandishly stupid for me to kill your character)? Once I got those questions down how they choose to play doesn't bother me so long as it's legal and they don't piss off my other players, ie PVP.


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"I'd like you to meet my little friend..."


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"So I saw this movie Alien, and it gave me a great idea about what to do with that huge hunk of bacon you just ate..."


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Firefly.

"How does your brain even comprehend human speech? I'm just so curious!" - Wash

"Doesn't the bible say something against killing people?" "It does. It is however, a little more murky on the subject of kneecaps." -Mal and Book

"Besides, I could kill you with my brain." - River


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I played 3.5 in high school, but never had the opportunity or desire to GM. Then when I went to college, my role playing days stopped utterly. Then when I went to dental school, a buddy of mine who had only played 3.5 briefly, asked that we start a group, I was all for it. Next thing I know, I have 4 guys wanting to play, with only my friend having any experience at all.

So logically, since I had the "most" experience, I became GM.

Being a GM has been definitely a different experience, but far more rewarding I think. I enjoy thinking about Pathfinder and the world I have created. I enjoy learning new things on these forums, making corrections to my campaign, and just tinkering in general. When the guys come over, I inevitably find myself befuddled at least once a session as one of them does something that I did NOT anticipate or asking about a rule that suddenly could take on new meaning in a given situation. But that's part of the game. My group knows that I'm new to the world of GMing, and we have a great time.

If I had a suggestion to make, I would say that it is easier to "improv" if you have spent more time focusing on the world/environment/people of the game, and less on the story itself. Yes, a story is necessary. But if your characters decide to do something you didn't foresee (which always seems to happen to me), the implications/consequences of that choice are much easier to improv if you've laid down a solid environment to work in, be it a city, a castle, a dessert, or whatever.

Goblin Squad Member

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1. Watery Grave
2. Clockwork Crux
3. Final Exam