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Michael Gear wrote:
Thanks for the Education Michael. I wasn't aware of the Ferguson musket. Though, if the setting musket is a Ferguson, it should probably have better damage. I'm just not sure that the setting has the sort of technical and scientific infrastructure required to produce Enfields. You don't get to Enfield from crossbow without huge cultural and technological advances. Sure you could say it is fantasy/magic...but that is sort of a cop-out. CJ Lord Gadigan wrote:
So...the reload rates featured are more than a bit absurd. Historically, a muzzleloading flintlock musket could maybe be fired once every twenty seconds. This was in the hands of elite troops who had years of training and experience. Traditionally, muskets were not fired at a specific target rather than at a mass of troops/formation. Rifled muskets were vastly more accurate -- but suffered in the reload time. Percussion cap replacement is also terribly time-consuming. Speedloading a cap'n-ball revolver usually consisted of replacing the entire cylinder at one go with a pre-loaded one. My suggestions would be a four-round reload rate for muzzleloading flintlock muskets. That is four full-round actions. Replacing a cap'n-ball revolver cylinder should be a full-round action. Reloading a cylinder requires around 10 minutes of activity. Should these be incorporated into the PFRPG rules -- these are my suggestions. Damage dice are largely arbitrary in 3e+. I don't have a strong opinion on this. But damage dealt should be commensurate with the time it takes to reload. CJ Owen Anderson wrote:
I think this is a capital idea. I too would be willing to run once I have played. CJ Kayn wrote:
I totally agree with Kayn's point of view. I think half-orcs should be handled in much the same way half-elves are. Give them a +2 to any one stat, darkvision, affinity for orc-ish weapons, and call it good. CJ Phasics wrote:
This sounds a lot like a PDF called Buy The Numbers...it takes apart all the SRD classes and gives some guidelines for recombining them based on "point buys". CJ Just to let folks know, it sounds like there is a push to have some Pathfinder Society scenarios run at Oroboros Games in Bellevue (WA). I don't know of the details yet, but the owner, Steve, seems pretty motivated to have this happen. I have encouraged him to post the details here and on the PaizoCon Meetup Group. Cheers, CJ Zoomackulas Eichendar wrote:
If you are registered on the Mob Site, make sure you are Logged In. In the left-hand navigation panel, click Sign Up. Next to the module you want to judge/play click the Sign Up button. (Not sure if this next step always appears, click Add Me.) You should then be in the Player Signup screen. In the center of the page there is a box for I'd like to judge this slot!!!. Click that box and then click Sign Up. That should sign you up as the GM for the slot and module in question. Let me know if this doesn't work. CJ evilvolus wrote: It allowed me to register an account using my PFS# in place of an RPGA#. So, we should be okay on that front. Are RPGA numbers significantly longer, so we don't run the risk of somebody's PFS# conflicting with another registered member's RPGA#? RPGA Numbers are six digits or more. If you are able to register, you should now be able to sign-up for a slot/module by clicking Sign Up and then selecting the modules you want to play. Once you are signed-up for a module/slot you can also check the I want to GM this box if you want to GM it. Let me know if folks run into problems. CJ evilvolus wrote: Count me in for some September 13th action. I'll have my character all set up by this weekend. Now I just gotta figure out how this Seattle Mob Muster site works. :) I have to agree with you there -- the Mob Muster Site is not exactly easy to use. The main problem is that it uses an RPGA number as the unique identifier (it is really just a database front end) for the player. I think we can spoof it by having folks use their Pathfinder Society number -- though if there is a digit count requirement this may not work. Can someone attempt this and see if it works -- if not let me know and I can get folks some RPGA numbers (I have some at home). Zoomackulas Eichendar, thanks for volunteering to GM this. It would be most excellent if we could get more volunteer GM's. kessukoofah, abandon your east coast ways -- move to Seattle. We will game with you here, honest. CJ Looks like I found the right forum for this. I haven't yet picked up the Campaign Guide (it is on the list for next month). But from what I have heard, the description of the muzzle-loading flintlock gives it a one-round reload rate? And the reload rate for a percussion cap firearm is a "move action". Can someone please verify this? Thanks. I want to have the facts straight before I set up the hue and cry! CJ Dragnmoon wrote:
Are you serious? One round to load a flintlock? No offense, but who is smoking what? And loading a percussion cap as a move action? The best most experienced (highest level) musketeers in the 18th Century could maybe get off a shot every 20 seconds (IIR). We are talking one round to load, tamp/ram, and prime. One round. Six seconds. Each of these actions should probably take 1-round plus. Now I understand that this is probably NOT the forum for this. But that seems inherently silly. CJ I need something urban or at least very proximal to Sandpoint to occupy the party while Hemlock is in Magnimar and they are "holding down the fort". I was thinking of the following: 1. PCs need to break up a bar fight
Does anyone have any ideas that they think would work supremely well in this situation? Thanks in advance. CJ Shadowborn wrote:
Wouldn't it make sense to use something quasi-Arabic for a Knight Order of Sarenrae -- I think the religion is mostly centered in Qadira. At least that is what I got from the Gazetteer, the Campaign Guide might have better info. CJ SowelBlack wrote:
I thought I recognized Fox-Davies. According to the copy on my shelf, the artist is Graham Johnston, Herald to the Lyon Court. I know next to nothing about copyright law, but just an FYI, Fox-Davies (A Complete Guide to Heraldry), was last published at least as recently as 1978. So while the version you scanned might have been very old...it has seen recent publication. And Fox-Davies is THE authority on Old English Heraldry -- so it isn't like it is an obscure, moldy old book. You might want to get permission from the publisher (Gramercy Books, New York - Avenel) if you intend to commercialize your application. CJ SowelBlack wrote:
What was the title of the book? You should probably still give credit to the original author and artists. CJ Quandary wrote: Well... Like someone pointed out, the EBERRON setting featured Orcs/ Half-Orcs as the CORE Druidic race. And if one of the Half-Orcs' favored classes is Druid, I think it's safe to say that some sort of Orc/Druid connection will be developed in Golarion. I'd expect different sorts of Druidic sects to be more common among the Orcs, probably pretty different than the standard D&D Druid. I think developing variant Druid sects would be great (Evil ones would be perfect for the White Witch land in Golarion), something I liked in Eberron. WIS would be the primary stat for any sort of Shaman/ Tribal Cleric in any case. Eberron is just the latest campaign to evolve and the stated intent of Eberron was to break a lot of the old standards and memes. I can't think of any other campaign that posits orcs as druids (friends of nature). So far Pathfinder has done a pretty good job of keeping a firewall between Golarion and the Pathfinder RPG. What I like about PFRPG is that it is NOT campaign specific. Quandary wrote: I can understand why the association of Orcs and "wise" doesn't go down well, but look at the main Wisdom based skills: Survival, Perception, Sense Motive... (As well as will-power saves) All skills a wilderness-based, tribal society would be assumed to be adept at. Tribes are definetely based on small-scale politics, so maintaining your status in the tribe and being aware of the subtle shifts in alliances would be a part of tribal life. And the for the Urban/Human-raised Half-Orcs, Streetsmarts sound pretty appropriate to me. I will begrudgingly admit that if we HAVE to give half-orcs a boost to a mental stat, wisdom makes the most sense. I just think giving half-orcs any mental boost is absurd. Quandary wrote: Like was pointed out vis a vis Beholders, CHA isn't really mean't correlate 1:1 with 'attractiveness'. It's the main stat for Sorcerors, after all, and now several bloodlines (Aberrant, Undead, ?) progressively develop hideous disfigurations as they advance in level (most likely improving their CHA along the way). Charisma most clearly correlates with "personal presence" or "dominance", beautiful or ugly - And though many complain about it, it's the ability that the Intimidate skill is based off of - A good skill if you're part of a particularly brutal/agressive tribal society, like Orcs. Thankfully no one is proposing half-orcs get a boost to CHA -- yet! I'm just not sure why Dwarves have less personal presence than half-orcs! When half-orcs came out in 1e they had pretty severe mental stat penalties and limits. This seems like a very extreme departure from those early days and the original flavor (for better or worse). CJ Karui Kage wrote: I am a fan of the Wisdom bonus. Orcs can be very shamanistic, and it makes sense for me to have some sense of that in the Half-Orc. I also like that this makes them more perceptive, able to read people a bit better, while still maintaining the low 'book smart' score. What? When did orcs become shamanistic? In the old days (1e) orcs might be tribal shamans or witch-doctors. But I wouldn't really call them shamanistic. Sure the +2 WIS and no penalty to CHA makes them bang-up druids. But traditionally orcs have never "been at home in the wilds" nor "friends to the wild things and plants". If look back to the source material for orcs (LotR) then orcs were foes of the forest and represented destructive industrialism and desire to subjugate nature. I'm not sure that by extraction half-orcs are friends to nature. CJ Roman wrote:
I have to agree with Roman. Half-orcs don't feel particularly wise. In fact they are usually portrayed as more foolishly brave than cunning. I'm not even sure that a -2 INT is appropriate. Half-orcs have always been the bastions of low charisma. I know that there is a desire for balance. But are half-orcs actually MORE charismatic than dwarves? This seems more like ability bonuses and penalties were drawn out of a hat than any attempt to keep with the traditional role and character of non-human races. If there is a concern about balance consider the following:
This seems more in keeping with the traditional role of half-orcs. In keeping with this, the second favored class for half-orc should be shifted to rogue rather than druid (a role half-orcs have NEVER filled in any other setting or version of the rules). CJ I was rather disappointed to notice that dwarves are now relegated to the "service industry" as professionals rather than craftsmen. I think that this is a vast departure from the traditional role of dwarves and I'm not sure that giving dwarves a racial bonus to craft (even if it is only Craft/Stone)) is overpowering. Through the ages and in much traditional mythology dwarves are craftsmen who work with their hands producing fine items. Even the description on Page 8 states: "Dwarves have a love for earth and stone, making them fine stonemasons and expert miners." Is there some thought that stonemasons aren't craftsmen? Please restore the racial craft/stone and craft/metal to dwarves. Thanks. CJ I tend to differentiate between Profession (more service oriented trades) and Craft (a skill that can be used to create a masterwork item). If anyone cares here is the list of Professions I allowed in one of my more pseudo-medieval campaigns: Apothecary
In the spirit of completion, here are the crafts I allowed in the same campaign: Armourer
CJ CourtFool wrote:
We are talking high-tech here. Would it be reasonable for the armored column to be cloaked or in stealth-mode while operating on their own side of the border. That might make waltzing the entire force in to the theater at hyper-bliztkreig speed. You could also make them LEO-drop-tanks (that would be freakin' scary). You launch them off into low orbit, sling-shot them around the globe and have them drop from 10,000 feet! "Do you hear something?" The fifth columnists could also be feeding mis- or dis- information to the target country (I don't recall the name at this point). The mass of tanks and supplemental equipment might just look like a storm front. Or maybe the target country has bid out their early warning system to the lowest bidder -- or someone subsequently "bought" by the Good Duke. This isn't unreasonable if they are already farming out their defense. CJ composer82 wrote:
Welcome Composer82. I'm also out in Duvall. We should do beers at the Twin Dragons some time. You should also check out the PaizoCon II Meet-Up Group, the Seattle Mob Gaming Group (meets monthly in Redmond), and the Seattle Gamers Assembly -- a really active Yahoo Group that meets somewhere on the other side of the water every week. I'd invite you to my weekly game in Bellevue -- but we are sort of over capacity as is (I will let you know if anyone drops). CJ CourtFool wrote: Those are great ideas. However, I am going for a full-on invasion feel. So I need a command group in orbit and probably, at least, and entire army on the ground. Understood. For something like this though it is difficult not to telegraph your moves -- unless you have some serious high-speed armor. I would think you lose some of your "surprise we are being invaded" feel if folks have had time to already panic. Though you are talking about ultra-modern armor hear, so maybe that isn't such an issue. Still with that comes modern warning systems. Even with the build of tensions (the invadees have had time to hire their rent-an-army)...folks on the border are going to be freaked. I may not understand the situation fully though. CJ CourtFool wrote:
So does the Duke just need to sneak the forward observers and command unit into place...or does he need to push the entire column into Efate? Sneaking forward observers into place is significantly easier:
For the command unit you might try disguising it as a film crew -- lots of vans with odd equipment, etc. "Yes ma'am we're here to do a documentary on Efate's failed democracy." Just some ideas. CJ Well...this is heresy...but I like it the way it is in Alpha 3. Spellcraft is all about making magic work. It seems reasonable to have "casting under duress" part of this skill. Knowledge Arcana is how magic works -- more book skill than practical application. I know that this is an unpopular stance -- but it is what I believe. As a GM I would alter PrC's that have a Concentration requirement to something like a minimum WILL save. CJ fray wrote:
Yeah, I needed to upgrade to FF3, then upgrade Personas. It seems to work now and looks quite spiffy. CJ Who stands in opposition to the armored column? Getting caught between the armored column and the drop marines with their orbital platforms could prove exciting. Maybe the tanks are in retreat as well in the face of the OGRE and GEV's. Maybe the party has to race to get to the last bridge over the Grand Canyon of Mars (or wherever). The bridge is mined and held by the opposition and they have to figure out how to cross before the tanks blow it, or the opposition blows, or whatever. The party ends up fleeing with the most inept refugees known to man. Civilians who are quite likely to end up messy smears gumming up the tank treads without assistance. CJ Jonathan_Shade wrote:
I am running XP. But it looks like there might be a difference between installing basic Personas on FF and Custom Personas. I haven't been able to find the download for Custom Personas. Of course I could be totally wrong. CJ Ouch it looks like the much anticipated butt-kick commenced. Wow. I am really impressed with the ability of this party to "pull it out" at the end. Further it would appear that some of the party's tactical sense has been restored (at least they haven't split up the party again). Keep up the good work we are all pulling for you! I have really enjoyed the Chronicle of this adventure and look forward to reading more. CJ Jonathan_Shade wrote:
I have a cute little fox head -- but clicking on him doesn't prompt a Preferences tab. My choices are:
CJ pres man wrote:
Exactly. At a minimum this is what I am looking for. I want a little love for the one-handed fighter. I'm not really looking for anything more than a couple feats that increase the Shield AC bonus and perhaps reduces the Armor Penalty. More is better though. CJ You can also evoke some other interesting sensations with your descriptions. #1 In port. As you clamber on deck, a wave of stagnant heat slams into you. Your chest clutches as you fight to breathe the air that has been baking over the harbor since day break. The oily reek of dead fish, decaying sewage, and a large bloated bunyip corpse burns in the back of your throat. The deck pitches beneath you on the wake of an outbound Chelish cog and you regret that the Varisian cook spiced last nights’ meal. Above wheel countless gulls and cormorants against a sky bleached of all color by the relentless sun. #2 In the mine. A hundred thousand pounds of basalt and granite looms above you pressing down on your shoulders and your spine instinctively curls in upon itself. The smoky pitch of your torch stings your eyes and its flickering light offers scant hope against the near perfect blackness before you. Centuries of water seeping through the cracks in the mountain rock have coated the walls with sparkling patches of crystalline needles, rusty blotches of lichen, and globules of glistening ebon mold. I find that it is the little things that make the most impact. #3 In the forest. Ravens fill the branches of the lightning blasted oak. Their eyes track your progress. They make no sound. CJ pres man wrote:
The problem is that I'm posting this to the wrong thread. I am totally thread jacking here to support my own agenda -- which is give us more defensive Sword & Board options. That is the problem. CJ pres man wrote: If the point is to get AC and not attack, then why even worry about the shield bashing aspect? You should be using your shield to protect yourself not attack other people in that case. Yes. The "point" of a shield is not to attack. Shields don't have points -- unless you are using those funky Drow shields or the shields with spikes or the African shields with horns... ...so SOME shields do have points. Many shields do not have points. If you were to chose to carry a weapon in your off hand in many instances you could do better than a shield. Using a shield as a weapon is an option. Using a shield as a means of not getting hit should also be an option. Thus far, this has been a neglected option. CJ
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