Enora

Artemis_Dreamer's page

Organized Play Member. 62 posts. No reviews. No lists. No wishlists. 7 Organized Play characters. 1 alias.


Dark Archive 1/5

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Redelia wrote:
I know this is rather against the usual mindset of organized play, but why not make most races available with no boon?

Completely agree. If a "cantina" atmosphere is the goal, this seems like the most logical and straightforward way to accomplish it.

Convention boons, while nice, can be inaccessible to those in some countries. And while the player boon is clearly designed to incentivise play, it offers only three options - which, judging by the boon expiry date, will be the only ones available through this method until next June.

Players in Organized Play scenarios are required to bring source rulebooks for every option used by their characters - including race. As such, Society GMs would be able to request to see the material at any time should issues of racial abilities arise.

This suggestion is very much against the usual mindset of organized play - Pathfinder organized play. I see no reason why Starfinder should follow that same restrictive structure.

Dark Archive 1/5

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I sincerely hope that the Lust phantom is not being banned for purely thematic reasons.

It sets a dangerous precedent for eliminating a lot of other creative and flavourful content from Society play (sexual deities, ect.)

If the Lust phantom is too racy for young audiences, then so is Zarta Dranleen. (And I'm not just saying this based on her manerisms. There is a scenario where the players actually stumble upon her sex/play-torture equipment - it is described in scenario flavour text.)

Any reasonable GM will know to tone down or avoid such content, or scenarios involving that content, for younger players. Banning content based on adult themes is detrimental to the considerable adult majority of the Society player base.

Dark Archive

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When it comes to PFS, can I be honest?

I go by guides, and make sure that I have a character that's powerful and sturdy. If that's making a soldier, than so be it. I'd rather have a soldier that lives past third level than a character that dies during scenario #2.

Besides, the personality of the character, and their appearance or quirks, can go far beyond a cookie-cutter build. You don't need to give a character 58 disadvantages just to have a unique character.

Seriously. I have a standard switch-hitting ranger, built straight out of a guide, and I'm not seeing how that's a bad thing. I enjoy playing her.

Competent characters are more fun, IMHO.

Dark Archive 1/5

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You know, it figures.

Three new race options, and they're all ugly as Heck.

I'm sorry, but this is a step backwards in addressing the "Pathfinders are a menagerie of freaks" issue. I'm pretty sure that any civilian in Absalom would call the guards and grab their pitchfork if they saw even one of these races. Now, within the year, there are going to be whole parties of them wandering around.

I'm sorry. I know that removing Aasimar and Teifling from the list of legal-without-boons races was important, and a change that many people wanted. I'm not complaining about that.

My complaint is about what those races were replaced with.

Dark Archive 1/5

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I "want" to be treated as a woman, a gender that is fundamentally different from a man, and if that means that I'm seen as inferior, than that's a side-effect I'm willing to risk.

Too often on the internet, and even IRL, gender equality becomes a bland desire for uniformity.

---

And @nosig, thank you. Sarcastic or not, your comment makes me happy.

Dark Archive 1/5

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... well, reading through these last few posts, I think I know why I'm so comfortable being a girl in PFS.

I'm comfortable because I neither expect nor want equal treatment, not just regarding gender, but also regarding age. I'm younger, I'm female, and so long as no-one actually spits in my face, I'm staying no matter how many people talk over me.

NB that a good solution when people talk over you is to just to raise your voice and repeat yourself. (Though other times, being a doormat can be advantageous.)

This is quickly turning into a feminism thing, and I'm essentially opposed to feminism, so I'm just going to sit the rest of this out.

Dark Archive 1/5

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... and half of the players are using 7th level pregens in a subtier 8-9 adventure.

Dark Archive 1/5

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Hi, just wanted to chime in a girl's two cp.

I don't know what kind of groups that you play in, but really, I've had a pretty optimal experience in the three PFS meeting groups that I attend weekly.

What makes it that way is that they don't treat me differently for being female, but at the same time, they don't try to "empower" me by assuming that I never need help or advice.

Sorry, but I personally don't mind a hand with character creation or just plain combat strategy; I say this having only three months Pathfinder experience, but having played D&D 3.5 since age eleven.

Hygiene might be some issue for some groups, and I'll admit that we've had a few whiffy players, but to me it's not a be all and end all; suffering from a bit of anxiety myself, I understand that some people just don't know how to prepare for social situations when they usually aren't in them.

Anyway, I think that girls are more likely to be interested in playing if they have a gaming background or a love of fantasy in general; some girls just can't be recruited, because they don't have the set of interests to enjoy the game.

---

PS on the flirting issue; I don't have any firsthand with it, and am not sure how prevalent it really is. After all, I'm a lot younger than the guys in my local groups, as well as being kinda hideous.

Dark Archive

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^ Thank you for your honesty! Yes, they are pretty skewed towards an aquatic campaign setting, but that seemed to be what my friend was after, so I went with it. They're fragile, yes, but I'd like to think that if played right, they can shine.

I thought I'd also post my flavor text for this class, perhaps give it some context so that the ability array sort of makes sense.

Vodni Flavor Text -

Physical Description –
Vodni are humanoid in shape, with gangly limbs, and jutting spinal protrusions. They range in color from pale green through turquoise to pale blue through deep navy – males tend towards darker shades. There are oval markings scattered in patterns on their slick-skinned bodies; these markings are either gold or silver depending on the individual. Hairless, their heads are dominated by sweeping tentacles of flesh that form from the sides of the skull before looping low over the shoulders and merging up into the back of the head. Most notably, their hands and feet are actually composed of groupings of boneless tentacles, between which are stretches of webbed flesh. They also have broad, stubby tail flaps. Their faces are dominated by huge eyes, and they have unusual mouth structures reminiscent of that of a catfish.

Adaptations –
There are traits of a Vodni’s appearance that aid it in dwelling in a watery environment. For example, the colors of their bodies grant a measure of concealment. Their elaborate head structures hold a structure of gills and sensory organs, including incredibly acute ears. Their enlarged eyes are also essential to their perception of their underwater habitats. Webbing between their fingers and toes aids their swimming - the mobile rudders that are their tails grant precision to their waterborne movements.

Society –
Vodni are a unique race, capable of producing Vodni offspring, and rarely interbreed with humans. They live in groups known as “schools”, which are led by the eldest mated pair – Vodni mate for life. These groups are peaceful, and are limited in size by what their home river or lake can accommodate without damaging the native ecosystem. A group that has become too large will usually split, with the elders and younger members remaining in the original location, while the middle-aged Vodni seek a new freshwater home. The hardy Vodni can live in most any climate, being found in frigid mountain streams, hot springs, and temperate lakes alike (though they are never found in salt water). They craft pondweed nests on the riverbeds for shelter and sleep. They are skilled in basket weaving, and trade primarily in goods rather than currency.

Relations –
The Vodni are widely regarded as strange but harmless creatures. Though humans see the Vodni as merely another humanoid race, they in turn are regarded as potential threats – it is largely human activity that has been known to destroy their homes and displace their people. Half-Elves are regarded similarly to humans. Gnomes, Halflings and fey beings often share the respect for nature that the Vodni value so highly, and as such they hold one-another in good regard. Dwarves are rarely encountered by these aquatic beings, and are see the Vodni as being overly flighty – they in turn are seen as being rather too set in their ways.
Elves see themselves as being superior creatures to the Vodni, but can identify with their desire for a peaceful lifestyle. As such, their relations are largely neutral. Half-Orcs (and Orcs in general) hold no quarrel with the Vodni, but have a tendency to intimidate these peaceful creatures. The only race with which they are truly at odds is the Undines, and as such they invariably attempt to avoid them.

Alignment and Religion –
Vodni are kind by nature, and therefore largely of the good alignment. Some individuals may tend towards neutrality, but evil individuals are quite literally unheard of. As makes sense for creatures of their short lifespans, they are free-spirited and openly affectionate; they are shy around others more often than not. Those who know of the deities of other religions usually worship those of nature and protection – their own deity, Yadviga, is the most commonly worshiped among the Vodni. (The domains of their goddess are nature, water, and protection, and she is lawful good).

History –
Vodni believe their ancestors to have been created by the goddess Yadviga and her consort Kashimiersh, to serve as the guardians of the world’s freshwater. They feel that they are the descendants of these original sixteen guardians. In reality, they are the result of an unstable attempt by a particularly insane ancient magus at creating an army of human-kraken hybrids. It should be known that there are three words that terrify all Vodni, regardless of age: “The Great Cull”. It is wise not to mention this chapter of their history lest one provoke uncontrollable sobbing – the longstanding enmity between the Undines and the Vodni is the lasting legacy of this brutal slaughter.

Adventurers –
It is uncommon for a Vodni to strike out on an adventuring path with no prompting, though some young males may do so as a rebellious act to show that they have reached maturity. More often, a Vodni displaced from her home, by pollution, the activities of humans, or general incompatibility with her peers, is a Vodni who will choose a life of adventure. Loathing brute force, they often adopt the path of the druid, though they also make excellent rangers. Some may even discover a knack for spontaneous arcane magic (as a sorcerer).

Favored Classes –
Druid: Add +1/4 to the druid’s wild empathy bonus
Ranger: Gain a +1/2 bonus on damage dealt to outsiders with the native subtype, but only if fighting this creature type on or in water.
Sorcerer: Select one bloodline feat at 1st level that is normally usable a number of times equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

/nonsense

So, that text wall was all about the Vodni.

Love to hear your thoughts,
Dreamer

Dark Archive

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Um, hi.

At the request of my friend, who's working on a custom Pathfinder campaign setting, I came up with a custom race. It's an aquatic race, which I know is somewhat overdone, but she insisted that none of the pre-existing aquatic races fit her campaign world.

I tried to put a unique spin on this race, but I'm not sure if it's particularily balanced.

Any and all advice and constructive criticism is most welcome.

Thanks in advance!

Vodni - Aquatic Humanoid

Vodni are first and foremost creatures of the water, living much of their short lives beneath the surface. Living in freshwater, they keep largely to themselves, though they are frequently seen by those who depend on their watery homes – some are mistaken for nymphs or water spirits. They occasionally venture onto dry land, and when they do, it is usually to a fairly neutral reception. Vodni are caring, and as such have a friendly attitude towards other races, save for those groups who have been forced from their homes by other races seeking to exploit their lakes or rivers. They are sometimes seen as river guardians due to their staunch dedication to preserving their home waters. The kiss of a Vodni is thought to bring luck in fishing (though not many pursue this).

Vodni Racial Traits –

+2 Constitution, +2 Charisma, -2 Dexterity: hale and hearty despite their slight frames, they have gentle natures that are quite endearing; however, they are somewhat clumsy due to their awkward appearances.
Aquatic: Vodni are humanoids with the aquatic subtype.
Medium: Vodni are Medium creatures, and have no bonuses or penalties due to their size.
Slow Speed: Vodni have a base land speed of 20 ft. This is because they are largely unfamiliar with the land, and move awkwardly when removed from the water.
Water-Born: Vodni have a Swim speed of 30 ft. and can move in water without making Swim checks. They also gain the +8 racial bonus on all Swim checks that having a Swim speed normally grants. They gain a +2 Dodge Bonus to AC when fighting in water, and a +4 to stealth checks in watery terrain.
Amphibious: Vodni can breathe both air and water.
Spell-Like Ability: A Vodni can use either “lullabye” or “obscuring mist” once per day as a spell-like ability – which ability the Vodni has is decided at character creation, and cannot be changed. The caster level for this ability is equal to the Vodni’s character level.
Sound Sensitivity: Due to their pronounced sensory organs, Vodni gain the deafened condition when in areas of loud noise, and for 1d4 rounds (or additional rounds, as appropriate) after a sonic attack. Any attack which has the potential to deafen always deafens a Vodni (no save).
Skill Training: Swim and Knowledge (nature) are always class skills for a Vodni.
Weapon Familiarity: All Vodni are proficient with tridents and shortbows.
Languages: Vodni begin play speaking only Aquan. Vodni with high intelligence scores can choose from the following: Common, Draconic, Aboleth, and Alko. It is assumed that 50% of Vodni who are not able to speak fluent Common know at least enough of the language to greet, trade with, and thank others.

Please note, this is my first-ever attempt at creating a class.

So, what do y'all think?

Thanks in advance,
Dreamer