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GRU wrote:
This is how I (mostly) ran it too. Though the temples often "traded" an equivalent item cost for the item destroyed. This gave the PCs a chance to get that Cure Potion or Reincarnation Scroll (or Restoration Scroll) they needed. For the actual ROTR game, I did do a few side quests (I used Into the Haunted Woods as a pre-game, with a few other side quests to Chopper's Hill at level 2 and a trip to Wolf's Ear between ROTR 1 and 2.) The party has 6 characters, and two are crafters (Wizard and Hedge Witch), so they have some nice potions. And ITHW gives the option for some low level MI as well. It's been a little hard to judge the total party wealth, as we've had 6 character deaths (4 or 5 from player impulsiveness or an ID10T error) and a few of the more creative players CREATED a side quest or two through RP that led to some small $$. After SSM, we now have 6 characters...4 are L6 and 2 are L5. And nobody died fighting Xanesha... As for the OP party $ split. First of all, you ended up with ~5.5K after splitting the party $$ 5 ways. ROTR is designed for 4 players, so the GM should have upped the treasure. (I had to for 6). And it also sounds like your GM isn't doing enough prepwork for your group. A GM should have a list of available common MI...it doesnt take long to do and the new Gamemastery guide makes it even easier.... With a few tweaks Spoiler: I ran this as part of my Absalom campaign for 5 2nd level heroes (gnome Rogue, halfogre Fighter, halfelf sorceress, human Cleric of Shelyn, kobold ranger) and the players had a blast.
(I upped the number of monsters in each encounter and gave the Trog Druid an extra level) It works well with just about any character mix and does well for 2nd or even 3rd level characters if you just add a few extra baddies to the encounters. (We had one room that ended up with an encounter just like the cover of the module...) Evil Lincoln wrote: Here in Rochester NY I wish I had a Varisian winter to look forward to. See ya'll when I dig myself out of the snowbanks in early April. I'll see your Rochester, NY Winter and raise you my Syracuse NY Winter (or even my old Oswego/ Adams Winters... "Oh look, 5 feet of snow. It must be Thursday.") Actually, I was working on an HVAC system one night when there was a 15 mph wind. Looking over at the bank clock in Watertown, we could see that, without wind chill, it was -25 degrees F... And a few years ago, my Watertown rep was there on consecutive days when it was +36 F on the first day and -36 F on the second day...yeah, a 72 degree temperature drop in 24 hours, passing the freezing point...That's how I run my winters in Pathfinder....) 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. meatrace wrote: I think what I'd rather see is an AP that takes you from 15-25 or so. So once you have these awesome characters you're very proud of at 15th level you don't have to just abandon them. A venue to continue adventuring with them published in an AP. Preferably with Epic rules :) This is something I'm not really that interested in, and I doubt it would be financially feasible for Paizo. As they've said, the 17-20 lvl AP mods don't sell as well as the lower level ones. My feelings on this: 1) As a GM (and the one who buys the mods we play) I'm not as fond of running the higher level adventures. By that point, magic makes a lot of the more interesting role playing encounters too "easy" or at least not as interactive. And the monsters are just too much for the most part. 2) If you want to run an adventure at that level, there are lots of options already available in PF. Look at the APs: Movie plot spoiler:
There are plenty of hooks in ROTR for further adventures (the denizens of Leng would make good enemies for a 18-20 adventure). SD has Treerazor (whom my 6th level players in ROTR want to go after when they finish ROTR). LOF has Xotani (who says he has to die at the end...) And so on. And some adventures allow for more side quests as well. For my ROTR campaign, we used Into the Haunted Woods as the first adventure (placing it near Wolf's Ear) with the heroes all coming from Riddlesport and Cairwynvian. Then we did Burnt Offerings, followed by a side quest back to Wolf's Ear [spoiler=Movie plot spoiler] They were already on their way there to follow up on the backstory of one of the NPCs in the party when Classic Monsters Revisited came out, giving me the stat block for one of the villains in town...[spoiler] And then we did Skinsaw Murders. The next adventure will be Armageddon Echo, with Shelelu (who is in both APs...) coming back to recruit the heroes to help against the dangers in Celwynvian. (If you wnat to know the secret of Celwynvian, play that module...).. Then we'll do Hook Mountain... If you want more adventures, look at the APs, there ARE lots of great ideas there for high level stuff. If elf-threatening greater demons, spawn of Rovagug, and lovecraftian horrors don't get your players going, there are also lots of high level adventures sprinkled throughout the supplements as well. The red dragon that tyrranizes Darkmoon Vale comes to mind... Lord Fyre wrote:
I think her AC is 26 WITH all the buffs. Our party had 5 characters level 5 and 6. It took some time and a LOT of healing, but they managed to just take her out. Now, she did roll three crit fumbles and those fumble cards can be ruthless. But I also expected her to kill a lot more of the party than she did. Xanesha IS a great boss villain and she requires some party teamwork to take out. Quandary wrote:
I LOVE the variant fighter from the PFCG...especially the flavor behind it. We have one in one of the games I GM and he gets much more out of the extra skill points and class skills than he would with one more fighter feat...(then again, we have a lot of non-combat encounters) Sara Marie wrote:
OK, I'll keep looking. Thanks winter_soldier wrote:
+1 This is what would scare me the most. Not that he was against Pathfinder. There might be plenty of good, psychological reasons for not wanting you to play a RPG. (Then again, he's only a therapist, not an actual Psychologist, which might be part of the problem.) But to use the reason he did, without actually doing the research. That's just a bad therapist and, frankly, a dangerous one. Who knows what else he'll make snap judgements on. There are plenty of good therapists out there. I'd drop this one quickly and find another who is a bit less likely to let his own personal problems interfere with your mental health. I think this violates one of my own House Rules. Keep the game fun. I don't think that carrying around bags of sacrificial chickens will be fun for the game or the other players. It's a beardy sort of thing and if a player tried to actually do this in a game (instead of just joking about it), I'd explain to him why this was against the spirit of heroic roleplaying. Chewbacca wrote:
I think you did fine with your English. And I think you are correct. Asmodeus is interested in enforcing the law at all costs. Contracts WITHOUT loopholes are the basis for gaining souls. Stole to feed your family? Sorry, you still stole. Welcome to Hell. Lord Pel wrote:
This isn't about whether he's Poloar or Bi-Polar. His therapist told him that Pathfinder "Promoted the works of the Devil". No matter what, that is unprofessional, possibly a violation of his liscence, amd definitely unethical and dangerous. If he'd said soemthing like "You really should avoid games that let you play in an imaginary world because your diorder might not allow you to function properly." That would be acceptable. But to actually LIE and say that PF promotes the work of the devil is wrong. You shold still stay in therapy, but I would find a new therapist. And I'd report this one. Therapists like this are dangerous, because people trust them to know what they are talking about and when they make biased, uninformed, and false statements like this, it can influence or damage the psyche of the patients... You don't have to be a therapist to see that. Matthew Morris wrote:
We've had this come up before. In my last 3.5 game, we had one player with a serious arachniphobia, so we did substitute other monsters for spiders, at least when using counters or figures. (Which led to a funny situation where I'd brought the wrong bag of counters and we ended up with a dreaded Phase-Camel). In the same group, we also had 4 players who had been raped or molested. So, villains who were inclined to that sort of thing were described and glossed over ("the Overlord subjuctated and abused the peasants") and then there was always a chance to kill them permenantly. The villains actions were never descrbed in detail. Also, phrases like "we really raped him" or "those orcs completely molested us" were off limits. (Which are phrases in bad taste anyway.) With 8 players, the game was sometimes just a therapy session with dice rolling and lots of blood. Which is fine. Gaming was sometimes just a way for a bunch of friends to get things off their chest or to just deal with stresses and insults and mean people of the day. After all that, homosexuality in the game is not much of a problem. This is pretty much the overriding objective of the heroes in the second PF campaign I'm running. The heroes left FH with the intent of returning to bump of Kreed as soon as they could. I'd be surprised if Kreed and his boys survive many FH campaigns. I can't imagine most mid-level parties of good-minded players and characters putting up with his antics. (His tendency to rape people gets a lot of my players in a murdering mood as soon as it is mentioned...) I think the consortium would indeed send someone else, but as long as the profits keep rolling in I can't see them caring too much. (I may have mentioned this elsewhere...this is a long thread). In my present PF campaign, I have one player who is bisexual. When he opened up and let us know this, I told him that it was up to him to play his character how he wished. And none of the other players cared either...in effect, he came out to the group in real life through Pathfinder. (And at the risk of feeling superior, I was proud of the players by not making a big deal either way about it.) In the past, with other groups, I've had some bisexual players, and one lesbian player. While it sometimes came up in the game as far as who they were attracted to, it never really became much of a playing issue. (Actually, me and my hetero friends were probably more obnoxious about our "romantic details" in a few of the games.) As far as I'm concerned, as a GM, let the players play who they want. If a hetero player wants to play bi or gay, as long as they don't make it offensive, I say go for it. And the reverse can be true too. And, of course, some players don't play romance and sex at all. One of my long-running players confounded one of my early 3.5 games when I had an entire romantic subplot set up and he pretty much ignored the whole thing. Left me with a major NPC (damsel in distress) with no one willing to help her for a while... As for actual sexual detail in the game, most of the time I leave that level to the players (though in a game with players under 17, we keep the stories at Fade To Black/ FTB). This next comment wil be VERY sexist, but at least with the groups I have GM'd, the female players tended to be a lot more explicit than the males. Though they might have just been more confident than the males. Now, for my present game, there has been a question about sex and clerics/ paladins. We have a cleric a of Sarenrae and a Paladin of Sarenrae. They want to know just what IS permitted in their faith. I don't see anything in Sarenrae's writeup that implies that she would be offended by friendly, loving erotic encounters. So, I let it slide (though the screams of "SARENRAE!!!" in the night got to be a bit funny... I've read these but have only GM'd ROTR so far. But, just from reading them: ROTR: GREAT Adventure. Lots of room for Roleplaying (it took my party almost 3 months playing once a week to finish the first Book alone...). Fun monsters, interesting locales, and a plot that keeps the heroes as heroes (until #5). A great intro to the world of Golarion. COCT: Korvosa is a great city and this looks like a terriffic urban adventure. I admit that Skarwall looks like a long, boring Dungeon Crawl, so I'll probably edit it. But the rest of the scenarios look great. SD: I like the first 3 adventures (I'm running Armageddon Echo as a side quest in my ROTR campaign. Shelelu will bring the heroes in...and one of the characters has the Celwynvian Trait already.) But the last 3 books look long and fairly frustrating. Though all of my players want to take a run at Treerazer... LOF: Great setting and background. Like others, I'm not sure how my players would deal with the "escape from another plane" scenario 2 books ina row. But the end boss (and the boss that comes after him if the players aren;t careful) are great! COT: I liked the sixfold trial. But the rest of the scenario never really grabbed me as a GM. Not enough Cheliaxian stuff and too much Westcrown adventureing. Wstcrown just isn't interesting enough to support 6 books. KM: Love every part of this. If I wasn't running ROTR, I'd be doing this one. Great new rules, Sandboxing done right, and a chance to ally with Kobolds! QOShea wrote:
Any of the other traits can be used by your GM if they fit his world. I'm running ROTR right now, but we ahve a character with a Second Darkness Trait and one with a Legacy of Fire Trait because the Trait fit the backstory that they had. While traits are, of course, very game-mechanicky, they also help provide a background. As a GM, I think its great to reward players who have a good backround hook that isn;t just a game mechanic. If it fits, and they have a good story, then I let them use it. Now, when the Halfling Ranger from Riddleport wanted to take Keleshite Princess, I said no.... Part of what I included and eluded to is that Thassalonian culture used magic that was different than what is used today. It was at the same time more primal and more refined than what is used today. And it was influenced by the foriegn powers of Leng and other places. Just about everything in a Runelords enclave radiates magic. So, it's actually tougher and more time consuming to find real magic items. And it can be confusing as well. Dispel Magic will work as written on simple cast spells and items, but things like the magically consturcted walls and buildings have multiple magical effects on them, that each must be removed separately. And so on. One of our players (Diviner Mage) took Thassalonian as a language a tthe start and he's been slowly teaching it to the rest of the party. Instead of derailing the adventure, it is giving me a chance to add clues, plot, and red herrings to the adventure while also continuing the mystery of Thassalonian culture. "Wait, giant tower? Is that a tower that is just really big, a tower built for use by giants, or a tower made of giants?" heh heh heh.... While I have allowed potions to be "applied" without the need to drink them (like potions of healng), there is always a difficulty involved. For injecting a potion, because it is injected, not imbibed (and there is a big difference between what goes on in your stomach and intestine and what goes on in your skin and muscle) I would give a -5 penalty to the save DC. Yes, you can inject a potion of blindness, but it would be easier to resist. Otherwise, this becomes very dangerously close to a kind of gaming that makes negative references to people of small stature... Callous Jack wrote:
I know there was some slowdown with Paizocon coming... But hopefully, thats past now. GeraintElberion wrote:
Depends on how you print them. They easily can be either letter or executive, which will give you two different sizes. Or just scale up the minis in your print options. (I often make one or two sheets lightly larger or smaller to get a better variety). These seem to be 25-35 mm depending on your print options, and they should end up about the same size as D&D minis goblins. Games Workshop Minis are almost always larger because they are going for wargaming style, which tends to have larger, and often exaggerated features (but still can look good). If you look at the above links, you can see how I put a number of these together at different sizes. And you can see how big they ae by looking at the 1" squares in the game. BPorter wrote:
1) It was (mostly) intesnded as a joke. 2) When I see kids horribly torment one another (or at least one) at ages 4,5,6 and so on, that's past the age of "i didnt know any better". But, it was intended as a joke. Recieved my packages for order 1444320. It was in 3 separate containers. The greyhawk poster by itself shoed up (yay)
The package with everything else was missing a lot. (Invoice said in this package...) What arrived:
Whats Missing:
That's a lot. What do I do? We started BO back in September of 09. We took three weeks off for assorted non-game things, three weeks as a pre-game (Into The Haunted Woods...which I placed just south of Wolf's Ear), Two weeks to palytest the APG characters, and three weeks for a side quest between BO and SSM. With all of that, BO took us about 20 weeks and we are now 6 weeks into SSM and Spoiler:
the party is in their second week of Foxglove Manor, though they entered through the well and are working their way bottom to top.. They should be done with this part of SSM next week and the Magnimar adventures I expect to take them 3 more. Mind you, this party does a lot of delving and side trekking of their own accord, including fighting the SPD, fighting giant crabs, exploring crashed ships, and exploring romantic involvements. Fraust wrote:
There are encounters in some of the PF APs that state that the party needs to be careful and pick off the targets one or two encounters at a time. Movie plot spoiler:
Things like Thistletop can get nasty if the party just charges in and tries to kill all the goblins at once (or arrives during the "mass" in the temple.). There comes a time when party stupidity or worse, impulsiveness, can result in the characters getting in WAYYYY over thier head. As long as you give SOME clue that the encounter is too much for them (and that many opponents should have been a dead givaway) then I see no problem with it. AS long as the GM wasn't planning on bringing these guys all together regardless of how the party attacked, then its OK. As for distractions, I don't allow the internet at my table. And all texting MUST be turned off. (You text at my game once, and you don't come back. Obviously, there are exceptions for family calls and so on.) Players should be there to play and interact with their friends. If someone calls or texts a player, the FIRST response should be "Hi, I'm gaming so I can't talk." Then if it's important, of course they should take it. (I played in a game where the GM confiscated a player's phone and locked it out in the car until after the game because the player kept "Tweeting" or whatever they call it.) Now, if they want to work on other game stuff (writing a journal, painting minis, converting characters) that's fine. Especially if we're in a situation where part of the party is doing something that will take some time while someone else is just "waiting". That sort of stuff allows you to work and pay attention at the same time. But it seems that if you put a computer in front of someone and suddenly their attention is divided. 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. This issue actually became a plot point in a side trek for ROTR. The characters went to a town where the Church of Erastil had been overrun by servants of Lamashtu who were slowly converting (or consuming) the townspeople. The party cleric and paladin both realised that there was something not right about a temple to Erastil being run by two female clerics... Well, after several player adds and drops and some character deaths, the party, now about to enter Foxglove Manor, is the following: Verios: Elf Diviner 5 (pretty much the anchor for the party) Danforth: Human Ranger 4 (his player was playing a halfelf rogue3/ranger1, but that character died) Sometimes team leader Makai: Dwarf Cleric of Sarenrae 4 : Team healer and uber-channeler. (Clerics are NASTY in this adventure and CLerics of the Sun especially so) Yabaday: Halforc Monk 4 (Used to be a bugbear, then got reincarnated. Before that, the player had a halfelf Rogue 1/Spellblade 3 who died and came back as a goblin Rogue 1/ Spellblade 3) He's the party"rogue" now. Still recovering from the negative level damage from being reincarnated. Estle: Human (Hagspawn) Hedgewitch 5 Party backup healer and token cheesecake Goryl: Halforc Barbarian 5 the self-described meatshield. (61 HP at level 5!) They are working together much better. For the longest time, the Hedgewitch was the party healer. Now that there is a cleric as well (and Estle has a wand of wonder) they have more combat flexibility. This has been a brutal campaign, and everybody is loving it. A lot of the adventures end with the party at single digit HP by the end of the fights...close calls, but they survive (most of them). Not surprisingly, most of the deaths have been from player..."impulsiveness" as opposed to bad dice rolls... Just started SSM and we've had a few deaths. Because of the disparity between character levels (several players missed several adventures) we had a small side trek to Wolf's Ear. Movie plot spoiler:
(Where they encountered a certain NPC from a certain NPC guide and then discovered that the party Witch was the daughter of a Hag...) Death #1
Death #2
Name of PC: Yabaday (Jakk's Player)
For the Wolf's Ear adventure, I modified the old Against the Cult of the Reptile God adventure. It has a nicely fleshed out town and a good, paranoid feel, with half of the town knowing about a secret the other half does not...perfect for Wolf's Ear.
Death #4
FYI-If you can get your hands on Against the Cult of the Reptile God, it would make a good generic town adventure... Eyolf The Wild Commoner wrote:
It's pretty much one of the core things that make Necrons Necrons...though originally, you had to be in a certain range of other, standing Necrons (2" or 6" I forget which) for that to be in effect. I tried the Feather Fall thing in my Eberron Campaign. The villain (a halfling minion of Droaam) tried to jump off one of the Sharn Towers and cast Feather Fall from a token. The party Warforged just jumped after him...counting on his momentum to crash into the little bugger. One collision followed by the party Feather Fall spell AND a creative use of Shadow Bridge and Web, and the halfling didn't escape so well... Ambrus wrote:
Actually, there is a lot of dark humor in this AP, and a lot of room for some happiness too. It depends on the party. However, there are some VERY grim scenarios... But then again, we have singing goblins and happy-fun ogres. I'm sure they would love to play Mig-A-Mug-Tug with your fey... I have always allowed spellbooks to be used as scrolls. This give a bit more flexibility ot sorcerors to have that one-use spell. And it makes enemy spellbooks more useful, because if you already know a spell in the book, but don;t want to memorise it, you can carry the extra spellbook and use the one there... LMPjr007 wrote:
Well, then, thank the gods for that. If we get this in the old format, it would instantly become a 5 star value again. Thanks. (But in the meantime, how do you see the prenet version being used? As it stands, it looks like I would have a bunch of 8 1/3 x 11 pages with one spell each...) I haven't gone back to look at the other card sets, but I hope this isn't the new format. (And if so, I'm glad I got mine before the switch). Am I missing something with this set? Your older spell cards were nice because there were 6 spells per page on a very art-lite/ printer frendly format. The wizard set I just downloaded is art heavy (detailed border on EVERY card) and it will just consume nk cartridges...and now you get one spell per page... WHY???? How is this any better than having the PFRPG book? If I am missing something and this is usable like the other sets (6 per page) PLEASE expalin to me what I'm missing. Otherwise, in my opinion, this was a big letdown...
[Expeditious Retreat Press] Fire and Brimstone: A Comprehensive Guide to Lava, Magma, and Superheated Rock (OGL) PDF
Twin Agate Dragons wrote:
Actually, there is an entire sidebar devoted to creatures that are immune to the effects of lava. So, it DOES deal with creatures who would be native to lava. And the same sidebar deals with characters who would be immune to the effects of lava. I don't see the problem here and I look forward to more products like this. Are wrote:
You ought to show your local game store some love and post the website/ email/phoe/address on the forums so that people who don't have ROTR 1 can get one AND give your FLGS some $$. (And tell your FLGS that you are doing it, they might be REALLY appreciative.) And yes, I already have a copy for myself. Gambit wrote:
Personally, after reading some of his novels and how he handled FR, I'd cancel my PF Fiction/ Novels subscriptions on the months his books were on the roster. Not something I'd spend my $$ on without getting a REALLY good look at them first. The Realms (and his handling of it) is part of what drove me away from D&D for a long time. (I HATE Elmister and how he was written/ involved in the setting...so that may be part of it, so take that as part of my bias) sir_shajir wrote: As in raised his voice and told me that I shouldn't compare my 3/4 bab melee character vs the ranged full bab character when I started to compare the two. It's a good thing I'm moving out of here in july as he just officially embarrassed me infront my freinds in my own house. After the other players leave I'm going to give him a piece of my mind. I'm going out to the movies now instead of playing dnd. Well, as a GM who has had to add a few house rules and some "common sense" rule interpretation, I can understand that sometimes you have to change things in a game. But you need to do that after discussing this with ALL the players so that they all have some input. I am the GM, and it is, sort of, my game (but not really) but the other players have a stake in it as well. We have a rules lawyer in our group, but he keeps it in check and he is geat when I need to know the rule on something or if I make a mistake (easy to do when you go from 3.5 to PF). He'll say "no, _________ is supposed to work like ________" and have the page ready. If its an honest mistake, we go oops and move on. We did the 4d6 drop lowest system and are using the Max HP at L 1 & 2 and 75% after that ruling, so the characters have a few extra HP and have a VASTLY different skew of stats. ( And after a player death we now have a Bugbear Monk...but it works). All of this takes some change and adaptaion to the CR system and how combat is played. Sometimes there are REALLY tough fights. Soemtimes, soething I think is a challenge ends up being a cakewalk do to bad die rolls and good player tactics. Either way, GMs have to adapt and sometimes have to ask players to change the rules with them. But your GM sounds like a total @$$#ole. Sometimes I have to raise my voice to tell someone to stop being disruptive or to let another player speak. But your guy is just a jerk. You're lucky to get out when you can. Kodachi Nekogami wrote:
Still +1 LA. I'd say drop the move to 30' (That extra 10' is a huge advantage in some combats and chases and undercuts the abilities of some classes. If you want a "fast" Neko, take a monk or barbarian - both of which fit with the Anime feel.) Drop the Darkvision to Low-light Vision/ nightvision (I forget what its called now). Nerf the +1 Skill Point....that's always been a Human-Only kind of thing. Even half races don't get it. Drop one of the skills they get +2 with. I'd suggest Escape Artist. (If for no other reason than there is an Anime (probably Hentai) tradtion of cat girls (and lets face it, thats what these are) being tied up. For better or for worse.) But its a good concept, just too Overpowered for a character race.
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