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Kassmak

gigglestick's page

Goblin Squad Member. Pathfinder Adventure Path, Card Game, Maps, Roleplaying Game, Tales Subscriber. 1,312 posts. 37 reviews. No lists. 1 wishlist.



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248 Doesn't count.

Hells, I would rather skip a family vacation than miss a day at work. Or the dentist. Or proctologost. (At least the embarassment and uncomfortable situations are over quick with Dr. Coldfinger.)


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Backed!

Looking forward to the book!


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You just killed the BBEG! What are you gonna do now?

Well...what is the Golarion equivalent of Disneyworld?


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Liz has always been excellent at helping people here.

(She's answered a bunch of my questions...)

+1 for Liz!


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Rolfcopter wrote:
Am I the only one not excited? I can't justify buying this because if I need 6 kobalds for combat (kingmaker) I'd have to buy 6 boxes... This is stupid.

Have you tried the Pathfinder Paper Minis Kingmaker sets?


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walter mcwilliams wrote:

+1

I think this would be a great project to persue in Wayfinder.

That's a great idea, actually...as much as I'd love to see this as an official Paizo Product, if it's not going to be as profitable, doing a series of Wayfinder Articles would be a terrifffic second choice


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Velcro Zipper wrote:

A friend and I were discussing minis the other day and agreed having a set of miniatures or even just a paper mini insert included with Pathfinder Adventure Paths or Modules would be a boffo idea; especially for any new or unique creatures or NPCs featured in the product.

They already have that with the Pathfinder Paper Minis line...all of ROTR, most of Kingmaker, and a good start at SS and LOF...


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I would imagine that it would have to be the same languages the wizard spoke. That makes sense, as the ranks are acquired from the wizard.

I would assume that a Pseudodragon, like other dragons, could speak.


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In the game I'm running, the heroes kept the artifacts. (As they were tricked into getting them in the first place, they didn't feel obligated to give them up.)

Actually, as Cachee gave them the Vial of Pure Water in trade, it belongs to them. And the fact that the heroes were the ones to give the druid his final rest made them feel like they'd earned them.

And the Sheriff was not too keen on taking on the party once they returned with the artifacts in tow. Though they did let the sage examine them for a few days.

With 6 initial characters, I made Brightflame into part of the Panapoly as well, along with the melee weapon the final opponent uses.

I made them leveling artifacts, with minor abilities that gradually increased once the heroes possessing them acquired enough magical karma (leveled up). They increase at every 4 levels (4,8,12,16).

Initially: (Level 1)

Brightflame: +1 Dagger. Grants DR: Fire 5

Vial of Pure Water: Once per day, user can fill it with ANY liquid. It will turn the liquid to Pure Water (great way to get rid of Unholy Water and Poisons)

Spirit Staff of Narwen: +1 Staff. +2 Damage vs Undead. Non-coporeal Undead are treated as if they were coporeal.

Wand of Earth's Ire: Burning Hands at wielder's level (up to 5d4). 50 Charges. May be recharged as a staff.

Breastplate of Sacred Fire: +1 Breastplate with Continual Flame (can be tunred off). Reduces Armor Check Penalty by -1 and increases MAx DEX by +1.

Codex of the Firmament: Holds 6 levels of Divine Spells (like a Scroll). Initially came with 3 spells (1 lvl 1, 1 lvl 2 and 1 level 3). Once the spells are cast, the caster can "refill" the empty spell levels by Using Scribe Scroll to store the spell. This uses up the caster's spell slot for the day, but costs no GP.

Staff Spear of the Protector: +1 Staff. User can change it at will to a +1 Spear.

At level 4,

Brightflame gained +1d4 fire damage,

The Vial can be used 1/ day to store a level 1 potion (Caster makes a spelcraft vs 15, though this does not use up the spell slot)

The Breastplate gained an additional +1 to all of the modifiers

Etc.


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Kolokotroni wrote:
I think there is room for ACTUAL chaotic neutral character, but I agree that often its picked because its the 'no-strings' alignment. In my opinion you can have interesting characters who are not good or evil, but have a dislike for authority or tradition. I have played characters that would not have made sense in other alignments.

+1

Your first sentence puts it all on the table.

There is nothing inherhently wrong with CN characters, if played correctly. Its just that most gamers I've met who play CN do so to get the "no strings attached" benefits.


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Dorgar wrote:

I reworked the feats in the players guide to balance with the traits. I also added a few traits to represent pc's from Sandpoint.The Extra, Local, and Teller of Tales are all originals :). Let me know what ya think.

Big Game Hunter: You are an experienced hunter of the large creatures that stalk the Varisian wilds. Benefit: You gain a +1 to attack rolls and a +1 bonus on weapon damage against Large or bigger Beasts and Animals.

City Born: You grew up in Magnimar, Korvosa, or Riddleport, one of the Varisia city-states. You are educated and well informed on the news and needs of your home and hold tight to the knowledge that your city-state is unquestionably greater than the others.
Benefit: Magnimar gain +1 to diplomacy and it is always a class skill for you.
Korvosa gain +1 to intimidate and it is always a class skill for you.
Riddleport gain +1 to bluff and it is always a class skill for you.

Country Born: You come from a rural area of Varisia it could be you are from the Hinterlands, or you may be from one of a number of small communities sprinkled across Varisia. The hard work needed to live a rustic life has given you a strong will to perceiver.
Benefit: gain a +1 bonus on all wills saves.

Extra: You have often gotten bit parts in Cyrdak’s various productions.
Benefit: You gain +1 to perform (Sing) and (Oratory) one of these is always a class skill for you.

Local: You were born and raised right here in Sandpoint as a result you have excellent insight into the community.
Benefit: You gain a +1 to diplomacy and +1 to sense motive when dealing with Sandpoint and Hinterland folk. One of these is always a class skill for you.

Lone Wolf: Although you may have grown up in a city. You have lived a long and lonely and were forced to fend for yourself.
Benefit: Your vigorous health grants you a +1 fort bonus.

Teller of Tales: You spend much of your time spinning yarns at the Hagfish. You can tell doozies with the best of um.
Benefit: You gain a +1 to bluff and it is always a class...

I like them all, though Big Game Hunter seems to have lost some of the Heroic feel of Hunter of Legends. We have 2 different characters (in 2 different campaigns) that are Hunters of Legends and they go after every Big creature in the area. (It has also led me to naming every local monster. The giant Crab in the bay is Clakerclaws. The Owlbear that haunts the forest trail is Scarbite. Vig the Underdoom is the Ankheg that has been stealing sheep, etc.)

But the rest are good. (I have been having difficulties with the older Varisian Tattoo. I like your version better.)


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