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xn0o0cl3's page

Pathfinder Roleplaying Game Subscriber. Pathfinder Society Member. 359 posts. No reviews. 6 lists. 1 wishlist. 2 Pathfinder Society characters.


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Cheliax

Pathfinder Roleplaying Game Subscriber

How is it that these threads manage to be so consistently ridiculous?

Cheliax

1 person marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

Or maybe a Mad Monkeys variant.

Cheliax

Pathfinder Roleplaying Game Subscriber

Just bring in this guy.

Cheliax

1 person marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

If I had to venture a guess, I would say that negative reactions to using toon to refer to characters in Pathfinder (and probably other tabletops) is a symptom of the 3.5-4e edition wars. One of the major complaints that came up again and again was that 4e was felt more akin to a tabletop MMO than a PPRPG. Regardless of whether that complaint was valid or not, it was prevalent, and since toon comes from MMO jargon, I would say that people became more adverse to its being used in PPRPGs.

Personally, I don't care if people I play with use it because I know some of them come from MMO backgrounds, although it does make me automatically expect them to enjoy combat and character builds more than RP. The constant appearance of debates over the Stormwind Fallacy are evidence enough that a lot of people have adverse reactions to players favoring "role-play" over "roll-play," so when someone says toon there's a good chance someone else will have a knee-jerk negative reaction to it.

Cheliax

Pathfinder Roleplaying Game Subscriber

cantwaitcantwaitcantwait

Cheliax

Pathfinder Roleplaying Game Subscriber

That's actually a third tier ability and it never becomes permanent, it just changes from a spell-like ability to a supernatural ability.

Cheliax

Pathfinder Roleplaying Game Subscriber

A warpriest with the community blessing that dual wields a hammer and sickle.

Cheliax

Pathfinder Roleplaying Game Subscriber

I dunno about "sounds legal..." To me this is falling under the magic item creation rules, and it's PRETTY clear that 4500 gp to give your armor permanent flight is wayyy out of line with the prices for existing magic items.

But again, while I'll argue that it's no where close to legal per the existing RAI, if your group's cool with it, do it. I've done it in one of our games, except it was a flying chair. It worked out fine for us.

Cheliax

Pathfinder Roleplaying Game Subscriber

Yea, you really have to take advantage of their illusions and enchantments to make them shine. I've had some crazy ass fights by abusing their SLAs to their fullest extent. The party couldn't see the real arena, the aboleth's minions didn't look like minions cuz they were all veiled, one melee combatant got taken out of the fight due to a well worded suggestion, the sorcerer got dominated and the party had to dominate him themselves to get him back on their side... they didn't know what was real anymore.

And that's without even throwing on class levels! You can make them awesome dude.

Cheliax

Pathfinder Roleplaying Game Subscriber

Winged Boots are cheap as far a flying items go. I dunno how well those fit into your definition of reliable though.

Also, play an aasimar and investing in the feat chain from ARG that gives you wings would cost no gold, but you'd have to spend some feats.

I'm pretty sure the animated armor won't work though. Generally, if you find a work around that's too good to be true, it's broken and you probably shouldn't use it. But, then again, this is mythic, and mythic is all about being OP. See if your GM's cool with it.

What's up with the price restrictions though? You guys are level 10 with five mythic ranks, shouldn't that give you a hefty amount of cash?

Cheliax

Pathfinder Roleplaying Game Subscriber

Paragon Surge

I'm sure you'll see the potential for abuse as soon as you read it, but run a search for it on the forums. There are all sorts of shenanigans you can get yourself into with that spell.

Cheliax

2 people marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

In our Evil Kingmaker game, our grand diplomat has had to shout, on more than one occasion, "WE HAVE MORE TO WORRY ABOUT RIGHT NOW THAN A DEAD PROSTITUTE!"

"Scandal" shows up a lot on our event phases.

Cheliax

1 person marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

Our party is actually playing the evil clockwork empire in our Kingmaker game :p I'd love to see what you came up with for Pitax! We have a few homebrew additions from our own game, namely a Gunworks and a Factory building as well as a revised Hellknight PrC, which I can share if you'd like.

Cheliax

Pathfinder Roleplaying Game Subscriber

To repeat what everyone else has said, the Ultimate Campaign revision is SO MUCH BETTER than the rules originally published in Kingmaker.

That being said, if you want your kingdom to flourish, you HAVE to make sure you're pumping out as many build points as possible. As others have said, that is difficult without selling off magic items, but not impossible. Just build scads of whatever gives you cheap economy boosts.

Are you sure you guys are playing the rules right? A stagnant, two year old kingdom with seven hexes seems a bit off, as neither the kingdom building rules nor the Kingmaker AP itself are THAT harsh. A breakdown of your kingdom would be really interesting to see.

edit: You could suggest dividing the economy checks by 3 instead of five. That would help get things kick started. Or ask the GM if he can build an encounter where your party makes a diplomatic mission to Brevoy to ask for more BP.

Cheliax

Pathfinder Roleplaying Game Subscriber

I always took the line about visibility to mean that the solid barrier would likewise not impede a spell's casting unless it obscured visibility, so an invisible barrier wouldn't impede a spell that wasn't actually moving something through the barrier. HOWEVER, you learn something new every day. Now we'll see how our group takes the rules change...

Cheliax

Pathfinder Roleplaying Game Subscriber

Reading wall of force again, it does state explicitly that spells cannot pass through in either direction. However, I'd always taken that to mean any spell that actually requires something to pass through the wall though, like rays and such. If the wall is invisible, why wouldn't say, a pit spell, be able to be conjured on the other side?

Cheliax

Pathfinder Roleplaying Game Subscriber

Summons, pits, mind affects, anything that doesn't require shooting your spell through an object.

And the standard action to dismiss spells is something I don't believe our wizard was aware of (nor was I), so that would knowledge would have gone a long way to balancing the spell.

Cheliax

Pathfinder Roleplaying Game Subscriber

There's plenty of spells that don't need line of effect.

Also, where does it say it takes a standard action to lower the wall? Is that just from the general magic rules in the CRB?

Cheliax

Pathfinder Roleplaying Game Subscriber

Well, the only encounter I've had with it is in a module from level 12-15, so the wizard had plenty to throw around. At that level of play it more or less allowed the wizard to enter melee with impunity.

Cheliax

1 person marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

That spell is awful and I have a vested interest in hearing the conclusions from this thread.

As far as I know, there's no official ruling about how actions that take place at the same time resolve. I let the spell work against attacks, but that just seemed like a common sense adjudication to me. If you can't use it against attacks, why can you use it against a ceiling collapse? Also, even though there's no general rule about getting to interrupt other actions, the general rules also do not restrict when they can be used:

d20pfsrd wrote:
an immediate action can be performed at any time—even if it's not your turn.

Emphasis mine. So there's no limitation on when you can use them in the rules. My guess is that whoever wrote EFS forgot to define the parameters under which it can be used, but we'll never know that unless a dev comes in to clarify. I'm just gonna call the spell OP for now.

Cheliax

Pathfinder Roleplaying Game Subscriber

China Mieville's The Scar is a modern pirate novel and it's a really fun read. His Perdido Street Station is probably my favorite one of his novels, and it would go well with Council of Thieves, at least insofar as it has a very dark, gritty, urban setting with lots of monsters going bump in the night. Some of those monsters have actually inspired some things in the PF bestiaries, I want to say.

Cheliax

Pathfinder Roleplaying Game Subscriber

The first book of the Wheel of Time series is good reading for the beginning of Rise of the Runelords, especially if you want to play up the small town hero trope.

Carrion Crown - HP Lovecraft, et al.

Serpent's Skull - I haven't read any, but I'm 90% sure that William S Burroughs provided a huge amount of inspiration for the AP.

Cheliax

Pathfinder Roleplaying Game Subscriber

I've played two games with co-GMs.

In one we had a GM who liked encounter design, building enemies, and drawing combat maps, but who didn't fancy himself a great RP-er or world builder. The second GM took care of the whole setting and most of the plot. First GM ran encounters, while second GM would introduce the weekly scenario, clarify setting lore, and run most of the more RP intensive encounters. Our opinion, as players, was that they were both pretty much good at all aspects of the game, but the dual GM system floated their boats so it worked really well for everyone.

In the second game, we started playing RotRL but knew that the GM would be leaving for basic training and then AIT, so he wasn't going to around for big chunks of the game. He and I decided to co-GM, so we both made a character together and he ran the first book. Book one ended just before he had to leave, so I picked up for books 2 and 3 and DMPC'd our character. While he was in town he picked up the character while I kept GMing, and once he's back for good he'll either finish off the last three books or we'll trade off from book to book. We still collaborate while he's out of town too. It's been a good system to avoid having to put the game on hiatus for six months while the GM's gone.

Cheliax

2 people marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

This is the thread where dead horses are beaten.

Cheliax

Pathfinder Roleplaying Game Subscriber

Dhampir sounds good for that. I think there's an alt racial trait in the ARG that lets you swap the light blindness for something else.

Cheliax

Pathfinder Roleplaying Game Subscriber
BigNorseWolf wrote:
xn0o0cl3 wrote:
Part of the absurdity of this science vs philosophy debate is that they're both such incredibly broad categories that you can't make a value judgement of either of them. How are we defining philosophy in this thread? How are we defining science? Can any definition we come up with cover every aspect of both categories well?

Science: Finding out how the universe works by starting with knowns, using that information to come up with possible interpretations of what you know, and then doing an experiment to see if you're right.

Philosophy: Science without the experiment.

A definition which is Grounded and True and Applicable in All Possible Situations, I'm sure.

Cheliax

Pathfinder Roleplaying Game Subscriber
meatrace wrote:
Nicos wrote:
If philosophy is just thinking about things let just call it "thinking about things".
Science is just testing things.

Exactly. They're both such ridiculously huge words that I don't see any meaningful argument coming out of a claim that says one is better than the other.

Cheliax

Pathfinder Roleplaying Game Subscriber

Part of the absurdity of this science vs philosophy debate is that they're both such incredibly broad categories that you can't make a value judgement of either of them. How are we defining philosophy in this thread? How are we defining science? Can any definition we come up with cover every aspect of both categories well?

Cheliax

Pathfinder Roleplaying Game Subscriber

So we should stop thinking about ideas? Dunno about you guys, but that seems like a bad move to me.

Cheliax

Pathfinder Roleplaying Game Subscriber
Count Coltello wrote:

My char is a bard homebrew race with 4 arms (voxay) back story

Zattle home of the Voxay
Lost in the ages.
King sends his son away to make sure he lived son grows up (me) with nothing but the stories from his mentor

Mentor is other player a illusion necro trickster I am a bardic their i'm thinking based of story telling? Makes sense based off listening to mentors storys but why steal need concept for char why would he resort to char want some fluff

What is the fluffiest char you had

I suspect a non-English speaker?

If that's the case, I can sympathize. You gotta get someone to help you with your translation though. This isn't really legible.

Cheliax

Pathfinder Roleplaying Game Subscriber
Threeshades wrote:

Hey everyone, I am currently working on a setting where firearms will be rather advanced and pervasive as a result.

Now I know there are many complaints with firearms in pathfinder. But I don't think i have ever heard any specific arguments, either it was "Gunslingers are overpowered" or something about guns being poorly implemented, without any explanation how so.

So I wanted to ask what exactly makes guns so poorly implemented? What are the exact reasons people don't ike them the way they work in Pathfinder.

And this is purely mechanically speaking, I understand and don't care why you might not want them for flavbor reasons.

A lot of the arguments I've read on the forums focus on the stupid amounts of damage that gunslingers can do. I've never seen this as a problem though, as bow fighters in our games fill exactly the same role. They both just sit back and kill enemies in a round, maybe two. For our games, I just treat the gunslinger & the bow fighter as essentially the same thing.

The idea you've got for the game is going to be really fun though! I've run a similar game, and while it didn't get but a few sessions in before we had to drop it, it's really interesting to see the changes in character generation and battle grid tactics once guns become prevalent.

Cheliax

Pathfinder Roleplaying Game Subscriber

I'm a language student, so this is also right up my alley! I'll be keeping an eye on it but I don't know how much I'll be contributing. This is awesome!

Cheliax

Pathfinder Roleplaying Game Subscriber

I dunno, is the Commoner Railgun still a thing?

How about blowing all your starting money on chickens? Do you know how many chickens a level 10 character can buy according to the WBL chart?

Cheliax

Pathfinder Roleplaying Game Subscriber
Jaelithe wrote:
137ben wrote:
Jaelithe wrote:
Anzyr wrote:
Actually there are rules for this, so it's not really up to the GM what abilities a Simulacrum has anymore then whether or not you can do anything else.

[Arches a brow.].

Yes, it really is "up to the GM."

Ultimately, everything is up to the GM, despite many contemporary players' attempt to emasculate the role.

I bolded the relevant part of the quote that you apparently missed. Yes, Anzyr said that everything is ultimately up to the GM. He also said that the effects of simulacron aren't any more 'up to the GM' than virtually everything else in the game.

That's not how I read that. From what I can discern, he's strongly implying, if not quite directly stating, that the RAW takes priority over the GM. I think that's precisely what "it's not really up to the GM" means.

Perhaps I'm misreading it, but I don't think so.

That seems to be precisely what he is arguing, and that makes it our solemn duty as Sane People and Good Forumgoers to stop feeding the troll and get this thread away from an ethical argument about the difference between "can" and "should" and back to finding ways to break the hell out of our favorite system.

Cheliax

2 people marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

"I found this gun. It's the manufacturer's fault that I killed someone with it!"

Cheliax

1 person marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

We are currently running an Evil Kingmaker. Since we are all in school, GM included, it's been largely run as-is. As other posters have noted, this hasn't been a huge problem since most enemies in KM will come after you regardless of your party's alignment. I think the biggest problem we've had was that the antipaladin has barely used his smite, but your regular paladin will encounter the same problem in an AP filled with neutral monsters.

The party consists of a human antipaladin who is essentially a walking, flesh bound force of violence that we just point at any problem that we need to be murdered. He is the warden. The king is a 3pp clockwork oracle who builds clockworks and machines ("miracles"), and runs the kingdom just like Machiavelli would have. The kobold synthesist summoner turns himself into a black dragon and wades into melee. The antipaladin usually rides him, and he serves as the general. We also have a Tyrion Lannister-esque rogue/sorceror who has his diplomacy and bluff skills jacked so high he can talk us out of virtually anything, and a tiefling gunslinger who runs a brothel and acts as our spymaster. She occasionally hints at eating patrons.

Here are some of the ways that the AP's most significant plot points were resolved with an evil party as well as the more interesting changes that have come about as a result of the evil party (warning, spoilers ahead!):

- Book 1 was almost completely normal. Our treatment of the bandits was just exceptionally brutal at times and the antipaladin seduced Svetlana into cheating on Oleg at one point.

- Book 2 got more interesting. Our ruling council is quite a bit more aggressive than a normal party might be, so we broke out the mass combat rules early, raising a militia in order to deal with the troll horde in the south. We still dealt with Gregori through diplomacy in front of our people, but he was mysteriously "disappeared" that night. We decided that Melianse was a threat to the kingdom's industry and killed her. Unfortunately (and hilariously) the antipaladin had decided to see what living as a werewolf for a while would like, and he turned in front of the lumberjacks after we saved them, meaning we had to kill them too so word about the lycanthrope on the council wouldn't get out. We plotted a conspiracy against Jhod, the priest of Erastil, in which we blamed him and Erastil for all the trouble that nature had been giving us. The king instated a new state religion by simultaneously unveiling our nation's first clockwork miracle, a large construct designed to defend the capital from future owlbear attacks, and convincing the public that Jhod, his religion, and nature were to blame for all the nation's recent troubles. The state religion, which worships machines, innovation, and industry, is mostly used as tool for maintaining state control by inspiring nationalism.

- Book 3 continues to become more insidious, as there are many more opportunities for evil solutions to the problems your PCs face. When we discovered the souls of the citizens of Varnhold, we sold them of course, summoning a contract devil and selling the souls to the forces of Hell. We populated Varnhold with our own citizens, and forced the centaurs off of their land with an army.

Our GM tells us that Book 4 will be significantly altered to include some good enemies. He has also included some encounters that indicate that Erastil is pretty upset with us for trampling over nature with industry and banishing his faith in the region. I'm also currently writing a sequel campaign which takes place 150-200 years in the future where the PCs will lead a revolution to overthrow the evil empire that we create in Kingmaker.

Cheliax

1 person marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

Our group is currently playing Kingmaker with an evil party (Tyrantmaker!)

We are aggressively expansionist, so we sold the souls of the citizens of Varnhold and moved our own people in. This made the process of expanding into Varnhold take about two months.

Our GM statted up the centaurs as an army. We'd had reports that small bands of centaur had begun patrolling Varnhold and the rest of the western Nomen Heights, and when our first group of settlers arrived the centaur army quickly descended on the village. Luckily, our alchemist and our antipaladin, who is one of our primary martial characters, had decided to provide escort. While the army approached we quickly barricaded our citizens in the fort and the antipaladin met the centaur leader, who basically gave us a "leave and never settle these lands, we've already had enough conflict with the other humans who lived here" ultimatum. We naturally refused, so the alchemist did a plague-bomb run while the antipaladin managed to slaughter their leader, the second in command, the third in command, and about 30 centaurs in what was definitely one of the most impressive combats we've had in our six years of gaming.

After that we raised our own army and marched them east to drive the centaur out. Our scouts discovered that the centaur were in such poor shape after two weeks of being ravaged by leprosy from the alchemist's plague bombs that they were packing up and getting ready to abandon their territory. Their army was still active, however, and we discovered that they had allied themselves with a bunch of fey and several sympathetic azatas that Erastil had sent to aid them (we've been really brutal to anything nature too; we've built a pretty strong anti-nature discourse and our citizens hate Erastil). The azatas met us in a small copse of trees and gave us yet another "leave or die" ultimatum, which we refused yet again. They attacked, but as we fought we found out they were just trying to buy time - a small army of treants was hidden in the trees and began bombarding our army. We rolled well though and managed to fight them off. The centaur army arrived shortly after we finished off the treants, and we summarily decimated them, thus securing the eastern portion of the Nomen Heights.

That's our story about the Centaur Wars!

Cheliax

3 people marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

Guys we just had a 100% successful thread with a problem presented and then solved, don't try and bait a religious (or whatever) argument, DON'T SCREW THIS UP BRO

Cheliax

1 person marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

It´s a Christmas miracle!

Cheliax

Pathfinder Roleplaying Game Subscriber

Nah, it's not even for combat.

Spoiler:
The PCs investigate an ancient dam, which is a relic from Thassilon. They discover that the pressure release machinery is powered by a trapped pit fiend. When they encounter it it's so badly drained of its life force that the writers don't even stat it up. It's just there to provide the PCs with the moral quandary of deciding whether they should take mercy on it and free it or let it die in a pretty terrible way in order to fuel the machines again and save a lot of lives from the dam bursting. You could just put a balor there instead, or whatever the CR 19 daemon is, or any other of the bazillion high CR evil outsiders there are.

I just control+f'd my way through the AP searching for "devil." I only got the devil I just mentioned and the one in the final chapter, so it looks like RotRL is pretty devil free :] Should be fine to run for you guys, which is good because it's basically the best AP for first timers.

Cheliax

Pathfinder Roleplaying Game Subscriber

(There's a devil in book 3 too, but again, you can just swap it out for any other evil outsider of equal CR)

Cheliax

Pathfinder Roleplaying Game Subscriber

I just scanned the Spires of Xin Xalast... I only saw the one devil in the whole thing. If that's the case you could swap it out for just about anything else of equal CR. It didn't look like you'd be messing up the plot much; it plays a pretty simple role in the adventure.

Did I miss other devils in there?

Cheliax

Pathfinder Roleplaying Game Subscriber

Hell, you could probably just swap them out for demons. We haven't gotten to the last part of RotRL yet so I can't comment fully on the role of devils in the last book, but aside from the chaos/law difference demons and devils aren't much different. Mechanically they are very similar and they occupy the same niche in the game, so I'd have to imagine swapping one for the other would require pretty minimal effort.

Cheliax

1 person marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

Kingmaker is awesome, although I dunno how the kingdom ruling subsystems would fly with a new group. It's a great campaign though, so you could just run it with the "kingdom in the background" option.

Skull & Shackles is all right. Our group never really got into it. I dunno if new players would be able to handle the moral ambiguity in that game. It usually takes some finesse to play non-good characters, especially when you're doing piratey stuff.

Jade Regent is supposed to be a great one, Paizo put a ton of work into it.

You'll have a hard time finding any AP that doesn't have demons or devils in it though. You may want to consider just swapping them for something else when they appear in the AP, cuz they're in just about all of them to some degree or another. I think Kingmaker has the fewest - there's just a couple daemons scattered around.

Cheliax

Pathfinder Roleplaying Game Subscriber

I... would love a copy of Champions of Purity.

I will leave the other items up for grabs.

This is a really awesome act of Nerd-Christmas giving, Mikaze! Merry Christmas to you too :3

Cheliax

Pathfinder Roleplaying Game Subscriber

I'd just tell them that that method is way overpowered and switch to an alternative. You could offer them 20 point buy or look over the other rolling options in the first chapter of the Core Rulebook.

Here's a handy point buy calculator

Cheliax

5 people marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

Well the rolling method you used is going to generate much higher than average ability scores to begin with.

I'd recommend just switching to point buy though. Our group got to a point that our rolled ability scores were getting crazy and we made the switch. We've all been much, much happier with point buy.

Cheliax

Pathfinder Roleplaying Game Subscriber

I am so super excited for this it'sreallynotevenfunny

Cheliax

Pathfinder Roleplaying Game Subscriber

We are rocking:

Ice Jackson: Paladin [Divine Hunter], Champion
Alexander Dawn: Paladin, Guardian/Marshal
Sin: Monk/Paladin/Champion of the Enlightened, Champion
Isaac: Paladin/Duelist, Champion
Zikon: Inquisitor of Abadar, Hierophant/Trickster

Smite smite errywhere

Cheliax

Pathfinder Roleplaying Game Subscriber
BigNorseWolf wrote:
xn0o0cl3 wrote:
Isn't the fact that "guy stuff = awesome stuff" and "girl stuff = too boring for Hollywood" indicative of a gender bias problem in our culture though? I mean, doesn't that seem messed up to you too?

Nope. I don't expect the sexes to be the same, and I don't expect them to like the same things. A girl at a giant robot movie? Nothing unusal. A 90% female audience at a giant robot movie? Kind of odd.

And that is an accurate reading of American Hollywood culture. I would make the same assessment, with the exception that I find something really weird there. What makes a 90% female audience at a giant robot movie odd? There's no biological fact preventing that from happening. Nothing in human biology makes males like giant robots more than women do, nor is there anything in our biology that makes us associate awesome stuff like giant robots with one gender over another. The weird thing here is that we base those assumptions off of cultural fictions, not any sort of scientific fact. The thing that weirds me out about dichotomies like "awesome hollywood stuff = guy stuff and girl stuff = boring emotional stuff" is that there's no factual basis, we just assume these things because of a bunch of stories and assumptions that have been propagated through Western culture for thousands of years of history. Gender dichotomies are just fictions. Really huge fictions all based on... nothing real.

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