Mummy's Mask

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@Epperson: I'll start your audit a little later today but will do my best to clear up some confusion for you. :-)

A practitioner is simply a character that innately gains combat spheres as they level. A Malefactor falls sort of in-between a practitioner and a nonpractitioner - similarly to how a vanilla Alchemist has magic but isn't actually a spellcaster. This is because it isn't a Spheres of Might class.

In case you were curious, the Malefactor was originally created by TPK Games. I liked the flavor and mechanics, but there were some design flaws. The Malefactor I use is something I created by combining aspects of (I think) three separate classes into a cohesive whole. In short, you won't find much of anything about this Malefactor outside of my website. :-)

Back to your questions. A martial tradition is a themed set of combat talents used to determine your starting proficiencies and fighting style. I think a lot of your confusion is due to the design philosophy of the entire Spheres system. In a lot of ways, it's a "build-a-class" system. Honestly, it has a lot of similarities to PF2e. Classes in PF2e gain feats as they level-up based on their class and race. Here, practitioners gain combat talents as they level-up based on their chosen Spheres.

Therefore, a Sphere is a list of options characters can select by spending combat talents. As a Malefactor, you won't have to focus too much on this after you've finished building your character, as you won't gain any more talents unless you choose to spend feats. I'll be happy to help you pick out a tradition (or make a custom one) that minimizes complexity as much as possible. While you can end up with an extremely-complex combat sequence, it's also possible to choose things that are essentially completely passive - which I'm thinking is the way to go for you. :-)

If you'd like, we can keep chatting about this via PM. I think I told you earlier, but I've played a Malefactor through Level 10, so I've got a very good handle on how it actually plays from a mechanical standpoint. :-)


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

Tribm:
YBD wrote:
Backgrounds have been changed since the last campaign. The Name-Dropping ability no longer exists. Instead, you gain "Destined to Succeed." I was confused about your skill rank allocation until I figured out that you put one of the ranks from your class into Deception. Don't forget to indicate that the Fencing sphere gives you a bonus to that skill when you're telling a falsehood or otherwise attempting to deceive someone. :-) I also noticed your "Background" and "Appearance" spoilers are blank, but I assume that's because you're still working on them. :-)

Ok, I'd read "Destined to Succeed" but forgot to change it, for skills I have 10 = 1(8 [class] + 1 [fencing] + 1 [lore]) I changed the fencing skill from influence where I had it before the split :) to Deception. Yeah have the background and description in my head, just been too focused on other stuff to get it typed out. I'll get it done over the weekend while posting slows down.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

I went ahead and dotted and deleted, I'll work on a post and background/appearance in the morning...


Epperson:
I know you're still building your character, but here are a few things I noticed. As you aren't actually a spellcaster, your MSB and MSD should be one point lower (+0 and 11, respectively). They won't increase as you level, and I don't believe any of your abilities depend on them, so you should be able to ignore both of them. :-)

As far as I can tell, you still need to select a Malediction and your First-Level Feat. In case you didn't see them previously, all of the Dwarf-specific Feats are listed on the 'race' page. The only Malefactor-specific Feat that can be selected right now is Extra Malediction, and that's usually a pretty good option if you don't see anything else you want. Of course, all of the 'standard' Feats (Dodge, Toughness, etc) are available as well.

Your ability scores looked slightly off, so I manually generated them. As far as I can tell, you started doing the optional "reduce two scores to boost one" step but didn't finish. Without that step, I'm seeing STR 14 DEX 10 CON 14 INT 10 WIS 14 CHA 16. I might have overlooked something, though, so don't hesitate to correct me. :-)


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

Ok, Tribim's background, personality and appearance is finished. I may tweak it a little bit, add a little more flavor, but it's close enough to post.

TBD is there any specific 'priestesses of Bastet' he should specifically know? Or, any 'thieves guild' members he may have grown up with that should be familiar to him?

Also, I've assumed he can use 'natural attacks' with the fencing sphere and where it say's weapon, it may include a natural attack. If that's not the case, please let me know now :)


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Tribm is the exact opposite of me on the Myers-Briggs scale. ;-) I don't recall there being any named Bastet priestesses in the adventure. As for the 'thieves guild,' you grew up with a half-elf named Black Kiss. She enjoyed catching spiders, scorpions, and other 'creepy-crawlies.'

Pathfinder Design Team (official rules response) wrote:

Natural attacks are light weapons (though they are never expressly defined as such in the rules).


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50
Your Benevolent Dictator wrote:

Tribm is the exact opposite of me on the Myers-Briggs scale. ;-) I don't recall there being any named Bastet priestesses in the adventure. As for the 'thieves guild,' you grew up with a half-elf named Black Kiss. She enjoyed catching spiders, scorpions, and other 'creepy-crawlies.'

Pathfinder Design Team (official rules response) wrote:

Natural attacks are light weapons (though they are never expressly defined as such in the rules).

Sweet! I will make a note on 'Black Kiss' may work her into the back story from when he was young.

As for The Myers-Briggs, Once I stopped answering questions based on how I wanted people to perceive me and answered how I really acted I graded out as a Debator Suprise, suprise...

Edit: And then there were three....


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6
Your Benevolent Dictator wrote:
** spoiler omitted **

Dwarf racial adjustments: S 10 D 10 Con 12 I 10 W 12 Cha 8

Extra adjustment: S 10 D 10 Con 12 I 10 W 12 Cha 10

Background adjustments: S 10 D 10 Con 14 I 10 W 12 Cha 12

Class adjustment: S 10 D 10 Con 14 I 10 W 12 Cha 14

+4 adjustments: S 12 D 10 Con 14 I 12 W 14 Cha 16

Drawbacks adjustments: S 14 D 8 Con 14 I 10 W 14 Cha 16

Did I mess something up?

Also - where does it say I get feats? Where are the feats? Has it really been this long since I’ve manually made a 1e character that I’ve forgotten how you get feats? There are racial feats, as in 2e? Help. Selecting Steel Soul as my feat.

I took Apt Curse as my malediction. It’s under my Special Abilities.


Male Weremonkey Rogue/Ranger/Trickster

Posting this under my default, as I might be changing names, so rather not risk hitting the 10 post limit.

Trying to decide on my tradition. Atm, it's a toss up between Charlatanism, Herbology, and Umbral. Would love some input/advice as the tradition benefit of Charlatanism confuses me a bit.

Basic Info:
Initiative+3, Senses Perception+2

Defense:
AC , Touch , Flat-Footed

HP 7

Fort+1, Ref+3, Will+3

Offense:
Speed 30t

Melee +0

Ranged +3

Special Attacks:

Statistics:
Base Attack, CMB, CMD

Feats Believer’s Boon(Background),

Traits:

Alternate Racial Traits:

Skills

Background Skills:

Class Features:

Gear:


Epperson:
Ah, that explains how you did your stats. I generated them slightly differently, hence the different result. Everything else looks good; I'll check the raven once you're done building it. :-)

@Monkeygod: I see your confusion regarding the Charlatanism tradition. I updated the Bard class a while back and forgot to change the tradition to match. Gain a free rank in a Perform skill each level and use its bonus instead the bonus for one of the following skills: Acrobatics, Athletics, Deception, Escape Artist, Fly, Handle Animal, Influence, Sense Motive, or Use Magic Device. Essentially, it's similar to Versatile Performance. Of the three traditions you listed, I like Herbology the best, but I'm fond of Alchemists, so that's just my bias. ;-)

@Imaginary Crayons: Just checking in to see how character creation's going. Do you have any questions?


Questions? Yep, a few. But nothing I haven't been able to worth through.
Apologies for a lack of speed. My 20-some son brought his girlfriend to meet us this weekend, and that's been (pleasantly) time consuming.

Working on the CS now, hopefully done by tomorrow.


No problem! I hope it's been an enjoyable weekend.


Epperson:
Due to the "Elephant in the Room" ruleset, Weapon Finesse is something everyone gets by default. Your raven's attack bonus with natural weapons should be +2 higher. The other thing it's missing, as mentioned in my PM, is a [form] or [type] talent. As that's a Spheres thing, I'll make a few thematic suggestions. :-)

- Aberrant Companion (become an aberration; bonus to saves vs divination and compulsion effects)
- Explosive Companion (explode on death to deal elemental damage)
- Extreme Situations (endure elements + acclimated to living at high altitudes)
- Shadow Creature (deal/receive half damage from corporeal creatures but damage incorporeal creatures normally)
- There are also six separate stat-boosting talents that are good choices if nothing else looks good.


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6
Your Benevolent Dictator wrote:
** spoiler omitted **

I like the Shadow Creature feat. It would seem to fit with our group theme.


Male Weremonkey Rogue/Ranger/Trickster

YBD, when would you like us to finish up our characters by?


Epperson:
I thought the same thing. :-)

Shadow Creature wrote:
Your companion is a being made of shadow. It gains darkvision 60ft, low-light vision, and a +8 racial bonus to Stealth checks made in dim light or darkness. Your companion takes half damage from attacks and magic originating from corporeal creatures and only deals half damage to corporeal creatures with its own attacks and magic. However, your companion deals full damage to incorporeal creatures and suffers full damage from incorporeal creatures.

@Monkeygod: All of my preparations have been completed, so we can start as soon as you and Imaginary Crayons are ready. The intro bit is just RP, so if you've settled on a character name, you can make a Gameplay post before you're finished your build.


Male Weremonkey Rogue/Ranger/Trickster

Why are there cameras? Did I miss something?


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6

Feel free to replace the word “camera” with “point of view”.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50
Monkeygod wrote:
Why are there cameras? Did I miss something?

LOL, I thought he was just trying to give it a 'cinematic point of view'


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Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6
Tribim wrote:
Monkeygod wrote:
Why are there cameras? Did I miss something?
LOL, I thought he was just trying to give it a 'cinematic point of view'

Indeed I was, and now I’m all-the-more-eagerly awaiting Monkeygod’s opening post.

*sips tea*

*cheeky wink*


3 people marked this as a favorite.
Male Weremonkey Rogue/Ranger/Trickster
Epperson, son of Epper wrote:
Tribim wrote:
Monkeygod wrote:
Why are there cameras? Did I miss something?
LOL, I thought he was just trying to give it a 'cinematic point of view'

Indeed I was, and now I’m all-the-more-eagerly awaiting Monkeygod’s opening post.

*sips tea*

*cheeky wink*

Oh yeah??

Well, now I'm not gonna make an opening post! So there! :p

Wait...


M N human cleric 5//fighter 5 | HP 54/54 | AC23* T22 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+8** (+4 fear) | CMD23 MSD 14 PSD15* (+4 demoralize) | init+9* (+2 ruins) | Per+15 SM+8 | BB 4/4 F 8/8 Fr 5/5 HD 3/5 MF 1/1 RS 1/1 SL 2/2 SP 10/13 Stm 8/8 SW 4/5 | conditions: none | effects: darkvision 3h, Entwining Prance, momentum 11/11, sacred weapon +1

Are we close to being able to start? Maybe those of us with characters can forge ahead and everyone else can catch up? I worry we're going to stall out if we don't keep the game moving.


Male Weremonkey Rogue/Ranger/Trickster

Sorry for the delay in getting a reply up. My poor doggo has had a really awful case of diarrhea the last couple of days, and most of my attention and focus has been on her.

I'll work on finishing my character up in the next day or so.


I'm of the same mind and will update Gameplay after work.


I will really have my character completed by tomorrow. I am profusely sorry that I'm holding things up. Due to some machine issues at work we've been on an extremely unusual level of overtime this week that shouldn't go past the weekend.

This situation is honestly not indicative of my usual playstyle or level of commitment. I fully understand if you'd rather I step aside and let someone else take my spot, though I hope that's not the case.

Sincere apologies.

~ IC

Grand Lodge

Don't pigeon-hole me. No thanks. I'm not too fast. I once got to level 3-6 in Super Mario Brothers!

Hey, IC - real life happens! I think we all figured there were some raging fires that you needed to tend to prior to this game. Thanks for the updates.

To be fair, I was making Epperson show up tardy "in game", so thanks for stealing my thunder.

I can't speak for everyone, but I'm going to hold *serious grudges for ruining my roleplaying.

-Dink

*absolutely nothing serious at all


It's all good. I'd seen that you hadn't posted anywhere since Sunday, so I'd figured something had come up. Real life always comes before gaming, so as long as you keep us in the loop, it's all good. :-)


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6

I realised that I hadn't ask how you wanted us to do Knowledge or Lore checks, GM. If they're secret and you're rolling for us, please ignore my roll. If they need to be spoiler tagged in the future, then I can do that as well.


Male Weremonkey Rogue/Ranger/Trickster

This might be a dumb question, but are we allowed to take feats from sources outside of your homebrew lists? Or are we limited to those on your site? Or did you include all the basic feats from the various Paizo rulebooks?


I've gone through everything on AoN and eliminated anything I considered either useless (Monkey Lunge), redundant (Prone Shooter), or so specific that nobody would ever select it. Of course, it's all based on my opinion, so if you're wanting a feat that isn't on the site, let me know. I'm pretty flexible overall.


M N human cleric 5//fighter 5 | HP 54/54 | AC23* T22 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+8** (+4 fear) | CMD23 MSD 14 PSD15* (+4 demoralize) | init+9* (+2 ruins) | Per+15 SM+8 | BB 4/4 F 8/8 Fr 5/5 HD 3/5 MF 1/1 RS 1/1 SL 2/2 SP 10/13 Stm 8/8 SW 4/5 | conditions: none | effects: darkvision 3h, Entwining Prance, momentum 11/11, sacred weapon +1

Do we have all the equipment we might need for tomorrow's expedition? It looks like Epperson has a hammer and pitons, Tribim has thieves' tools, more pitons, and a grappling hook, and Mahmoud has a crowbar. Any other typical dungeoneering equipment we're lacking? We have lots of rope. A ten-foot pole, maybe?


There's now an editable map in the campaign header.

As implied in the description, the sand will need to be cleared away from the doors before they can be opened.


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6

Light sources for those without darkvision?

Climbing kit?

Portable ram? (Emphasis on breaking and entering)


M N human cleric 5//fighter 5 | HP 54/54 | AC23* T22 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+8** (+4 fear) | CMD23 MSD 14 PSD15* (+4 demoralize) | init+9* (+2 ruins) | Per+15 SM+8 | BB 4/4 F 8/8 Fr 5/5 HD 3/5 MF 1/1 RS 1/1 SL 2/2 SP 10/13 Stm 8/8 SW 4/5 | conditions: none | effects: darkvision 3h, Entwining Prance, momentum 11/11, sacred weapon +1

A shovel! We should definitely have a shovel. :P

Tribim seems to have an ioun torch, and both Epperson and Mahmoud have torches. A climber's kit is 80 gp-- do we have that kind of money leftover? :) I'd normally agree with you on the ram, Epperson, but it sounds like the doors open outward. Of course we wouldn't know that the night before... ;)


Male Weremonkey Rogue/Ranger/Trickster

Need some clarification: Is the Animals' patron hex Primal Fury not intended to be used on the Witch's familiar? It becomes a magical beast, and Primal Fury seems like it can only affect normal animals.


That's a good catch. I'll add a line to the ability clarifying that it can be used on the familiar.


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Hit Dice 1/1 | Force Magic Points 7/7 | HP 10 /10 | AC 13 (17) T 10 FF 13 | F +1 R +3 W +3 (immune magic sleep, +2 vs enchant) | CMD 13 MSD 11 PSD 10 | Init +3 | Perc +4

So...delays happened. Mistakes were made. But character-ing happened.
In short, I'm here. :D No foreseeable OT in the future that should get in the way. (crossing fingers)

Hopefully that's a good thing. Character sheet is in his profile. I await character review, and let me know how you want me to enter the scene, YBD.


Xynlthras:
Your AC and CMD should be +1 higher since you have DEX 16. As your Background grants Lore (archaeology), you'll get a free rank in it each level, so you have one more skill rank to assign. :-) Make sure to specify which Craft skill you're putting ranks in. Everything else looks fine. Make sure to put your stats (HP, Perception, Initiative, etc) in your profile header.

I think it would be appropriate for Xynlthras to arrive fashionably late. It'll take around one hour to clear all of the sand away from the doors, so ideally show up early enough to help. ;-)


Male Weremonkey Rogue/Ranger/Trickster

Hey guys, sadly my Grammy passed away tonight. I will try to keep posting as able, but if I don't for awhile, you know why.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

Sorry for your loss, Monkeygod, take all the time you need.


I'm sorry for your loss. Take as much time as you need; we'll be here.


Hit Dice 1/1 | Force Magic Points 7/7 | HP 10 /10 | AC 13 (17) T 10 FF 13 | F +1 R +3 W +3 (immune magic sleep, +2 vs enchant) | CMD 13 MSD 11 PSD 10 | Init +3 | Perc +4

Ah no. That's a shame. Sorry to hear that, Monkey.


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6

I’m so sorry, Monkeygod. I wish some peace for you. Thanks for letting us know. I’ll take it easy on Unatti.


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hey Xynlthras, not dissing the way you posted 'catfolk' just trying to follow guidelines I've read somewhere. I'll use Italics for inner thoughts and then speak in the language in bold, the list for languages I use was made up by a fellow gamer.

Languages by Euan:

I also encourage the use of the [ spoiler ] tag, along with Google Translate (link) to reflect foreign languages. To that end, I suggest the following list for fantasy to real world languages:

Abyssal = Gujarati
Aklo = Bengali
Aquan = Amharic
Auran = Sinhala
Azlanti = Latin
Catfolk = Assamese
Celestial = Armenian
Draconic = Chinese
Drow = Tamil
Dwarven = Russian
Elven = Finnish
Gecko = Korean
Giant = Icelandic
Gnome = Yoruba
Goblin = Hmong
Halfling = Dutch
Hallit = Mongolian
Infernal = Tajik
Kelish = Persian
Necril = malayalam
Orc = Klingon
Osiriani = Arabic
Polyglot = Swahili
Shoanti = Maori
Skald = Danish
Terran = Welsh
Thassilonian = Greek
Tien = Japanese
Undercommon = Khmer
Vaati = Vietnamese
Varisian = Romanian
Vudrani = Hindi


Hit Dice 1/1 | Force Magic Points 7/7 | HP 10 /10 | AC 13 (17) T 10 FF 13 | F +1 R +3 W +3 (immune magic sleep, +2 vs enchant) | CMD 13 MSD 11 PSD 10 | Init +3 | Perc +4

Gotcha. No offense taken. Thanks!


Female
Vitals:
HP 12/12 | AC 15 T 13 FF 12 | F +1 R +3 W +3 | CMD 13 MSD PSD | Init +3 | Perc +2
Witch

YBD,
Is the above list by Robert something you approve of us using? I'll know a few languages, so would be good to know if I should also use his suggestions.

Also, should the Herbology tradition grant Distill Compound instead of Brew Potion as a bonus feat?

*Edit*: Your background only grants you a free rank in lore, not any other skills it grants, right?


The Herbology tradition was written before the Spheres Item Creation feats were created, so it probably should grant Distill Compound instead. :-)

Your background grants free ranks in Lore but not the other skill. If the other skill isn't already a class skill, it becomes one.

Your other question is a linguistic one. Yay! That's one of my special interests. :-) The above list is okay to use - as is any other that you might prefer. I, myself, don't use a language list for my posts and will only rarely write out an untranslated utterance. Languages don't really have a perfect one-to-one English translation (especially when using other real-world languages), so I prefer to just describe what the language looks/sounds like. This especially applies to fantasy languages. Much like English has over a dozen words for "grassy area," I'd expect Dwarven to have a ton of untranslatable words to differentiate the numerous types of grudge. ;-) Speaking Aquan without having your mouth submerged in water would probably sound slightly "wrong." The Protean language doesn't even have a written form. That sort of thing. :-) Anyway, as I said, even though I won't be using a Google Translate list, feel free to do so if it helps your immersion. The one thing I'll ask is to differentiate the Osiriani and Ancient Osiriani languages. Mechanically, there's a difference, which is why Mahmoud couldn't read the hieroglyphs but Xynlthras could.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50
Your Benevolent Dictator wrote:
Your other question is a linguistic one. Yay! That's one of my special interests. :-)

Show off :)

I wasn't meaning to imply anyone had to follow the list, I was just trying to explain why I didn't respond in like kind.

Having said that, we should totally come up with a hand-sign battle language like the Far Dareis Mai use in 'Wheel of Time'


As a sign language interpreter, it's literally part of my job. ;-)

If I remember correctly, all of the Golarion human languages canonically have a signed equivalent. Each can be learned with one point in Linguistics. :-)


M N human cleric 5//fighter 5 | HP 54/54 | AC23* T22 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+8** (+4 fear) | CMD23 MSD 14 PSD15* (+4 demoralize) | init+9* (+2 ruins) | Per+15 SM+8 | BB 4/4 F 8/8 Fr 5/5 HD 3/5 MF 1/1 RS 1/1 SL 2/2 SP 10/13 Stm 8/8 SW 4/5 | conditions: none | effects: darkvision 3h, Entwining Prance, momentum 11/11, sacred weapon +1

Just curious, does that mean the tongues spell lets you understand all forms of sign language? ;)

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