I am having trouble with creating my next PFS character. I have a concept, but I am having alot of trouble making him playable. The mechanics just don't work well for the concept, so I am open to modification to the concept, and/or advice on how to make the build work.
Concept:
Appears to be a brash and arrogant entertainer who sometimes travels with a carnaval. Prefers acting, oratory, and knife throwning displays to singing. Loves to tell grand (and obviously false) stories about his own exploits, such as killing giants, taming and riding dragons, and tricking gods.
In reality, he is a ruthless spy (loyalties currently unknown). The brashness and arrogance is an act/cover identity. His profession as a wandering entertainer allows him freedom to travel and access to information from seedy taverns to grand banquet halls.
He prefers to avoid combat, if possible, but is capable of contributing. (Combat style undecided.)
Build:
At first I thought well-rounded Bard, with a combat focus on throwing daggers, but throwning weapons are feat intensive. Mechanically, I am drawn to the utility of a support focus Bard with Flagbearer, Banner of Ancient Kings, Bodyguard, etc, but I feel like I would have to alter my concept for that.
This concept could also be changed to fit a Urban Ranger (entertainer comes just from skills, better combat power), or potentially a rogue.
Any suggestions for concept or build would be appreciated.
I was hoping I could get a critique/some help with this PFS character build. I have not run a PFS game before, but expect to participate in several, and hope to build 4 decent characters that can fill primary roles, depending on the table.
This is my first: A Fighter(Lore Warden) 10/Rogue2 with enough skills to fill in without a skillmonkey, while only sacrificing a very little combat potential:
Race: Human
Age: 32 (No Mechanical Effect in PFS)
Deity: Shelyn
Alignment: Neutral Good
Traits:
Inner Beauty: +4 to Bluff/Craft/Diplomacy/Perform 1/day after roll is made.
Indomitable Faith: +1 to Will Save
Attributes:
STR 14
DEX 21 (16 + 2 Human + 3 Level)
CON 12
INT 14
WIS 10
CHA 8
All Increases into Dex
My primary purchases would be: Gloves of Dueling, +4 Str/Dex Belt, +4 Wis Headband, cloak of resistance +2, Amulet of Natural Armor +2, Ring of protection +2, Circlet of Persuasion, +2 Adaptive Shocking Composite Longbow, with various Bane arrows. I would also get a +X Mithril Breastplate of Comfort, but im unsure if it would work with the Rogue Evasion.
This also gives me 92 skill points, and just about everything you could want as a class skill. I figured I would max Perception, Diplomacy, and after that, i'm not sure.
I could put alternate between 6 knowledge skills or max 3, will still enough skills left over to put into Trained Only abilities or get a good class-skill bump in skills like swim, climb, acrobatics, disable device, etc.
With Cologne and a Circle of Persausion, my Diplomacy would be +19 all the time, with a +4 bonus 1/day, which should be good enough for most tasks, and the +4 bonus should be very useful early in my career, especially since I can use it only if I'm pretty sure it will be the difference between success and failure.
My damage output is fairly reasonable, but my armor, fort and will saves are distressingly low.
BAB (+11) + Dex (+7) + Weapon Training (+2) + Gloves of Dueling (+2) + Weapon Focus (+1)+ Magic Weapon +2 - Rapid Shot (-2) - Deadly Aim (-3)
Thanks to Lore Warden, I should be able to get a +2/+2 against BBEGs with a knowledge check.
Compared to going Lore Warden 12 with Traits to give me Perception and Diplomacy, I
Gain: +3 Trait Bonus to Diplomacy 1/day, +1 Trait to Will save, 8 more skill points, +1d6 sneak attack, multiple class skills, +3 Reflex
Lose: 1 BAB, delay several feats/warrior class skills, +1 Trait to Perception, +2 Fort save
I have a strange character concept in my head. A pike-wielding dwarf obsessed with the sky. I see him being raised above-ground with a bird animal companion (that he wants to train to ride) and feathers braided into his beard.
My first draft of the build for this character was a Cleric of Erastil with the Feather domain, and the Adopted(gnome) trait so I could get the "Animal Friend" gnome race trait.
While I love dwarves and roleplaying them, I know very little about gnomes. I would love some roleplaying advice as to how a dwarf raised by gnomes would act. Thank you.
So I had an idea for a campaign where part of the campaign involves Quantum-Leap-style time travel. Link to the Wikipedia page for those unfamilar with the show. The PCs would occationally (maybe 10% of the time) wake up and find themselves in control of the same 5 NPCs that are legends in the modern day. So the players will roleplay their PCs, who are currently in the bodies of NPCs.
The campaign would revolve around a) trying to figure out why they are time-traveling, b) seeing how stories differ from actual history, and c) seeing how changes in the past affect the modern world.
I wanted to start the PCs around level 2, and legends of the NPCs will be introduced early, but the time-traveling will not begin until level 5+. The NPCs around level 12, and have the PCs level up much faster than the NPCs, so by the end of the campaign, the PCs and NPCs are all about level 16.
I already have ideas as to the character classes the NPCs should be (a Paladin, a Cleric, a Wizard, a Rogue/Sorcerer, and a Warrior). The PCs are playing an Inquisitor, an Oracle, a Summoner, a Rogue, and a Ranger. Unfortunately, the Inquisitor and the Ranger are not strong in understanding the game mechanics, so I am worried that they would feel lost being asked to play any character other than their own, let alone a different character class.
My questions are:
1) Should I adapt my NPCs to mirror my PCs, in either class or role?
2) Should I ask for player input into the NPCs (thus giving away part of the surprise) or should I build the NPCs myself?
3) Should I even attempt this concept with my current group? I'm beginning to think this would work better with a more mechanically strong group?
4) Should I even attempt this as a relativly new GM? This seems like an ambitious concept and I am fairly new to GMing.
5) Any other suggestions to make this idea work?
So, I am about to embark on my fouth GM session ever, and first time I am not running a pre-made adventure (not a knock on pre-mades, I just have a fun idea I want to try out), and I'm slightly intimidated.
I'm not worried about the rules, I know those pretty well, and I am comfortable with Rule 0 if I don't. I'm not worried about my story, I have a rough outline of that in my head, and an open enough sandbox that I don't feel like I have to railroad my players past the group formation phase. I'm not worried about the BBEG fight(s) either. I look forward to designing challenging fights for the party. That's one of the reasons I started GMing.
What I am worried about are the non-BBEG fights. I don't want every fight to feel like an "epic" BBEG combat, because that diminished the impact of the big fights. But I am worried about creating combats that are both challenging enough to keep players focused, and interesting enough to keep players having fun, while balancing the amount of prep-time I put into CR-1, CR+0, and CR+1 encounters.
This is especially worrying at low levels, and because the first half-dozen or so combats the party will encounter will all be against humanoids. I would like some variation so that that it doesn't feel like they are grinding the same group of CR 1/2 human warriors over and over again.
My group and I are about to start a new game in the Eberron setting, but using mostly Pathfinder rules. My GM is planning on using the Spell Point system from Unearthed Arcana. For those unfamiliar with it, the Open Sourced rules are listed here.
I would love to play a Magus in this setting, but I am very concerned with how the spell point system, especially paying 1 extra spell point per damage dice, would interact with the Magus's class abilities.
For example, at level 4, I will have ~10 spellpoints, and a 4d6 Shocking Grasp (level 1 spell) would cost me 4 spell points. A 4d6 Frigid Touch (level 2 spell) would cost 3 spell points, stagger the target, and have no save.
If I used an empowered Shocking Grasp (level 2 w/ metamagic) at level 10, it would cost me 10 spell points, 1 more spell point than a level 5 spell. Magus dont even get access to level 5 spells until level 13.
And how would the spell recall mechanic (spend arcane pool points to recovery spent spells) work with spell points? Could I spend 2 arcane pool point to regain all 10 spellpoints associated with an empowered shocking grasp? Or do I just recover the base cost of a level 2 spell?
Does anyone have any insight as to how to house-rule spell points with the Magus? I plan on suggesting some modifications to my GM, or potentially going with a class other than the Magus. Any custom rules, feats, or ideas are welcome. Thank you.
We Powergamers are a much maligned group of players. We play a game and want to be the best at it, and yet are called out for ruining the game that we love. We are branded, so to speak, as munchkins, min-maxers, non-roleplayers, rules-lawyers, and other mean labels. All because we love (and are good at) rules synergy and math.
So below, I am listing my top 5 tips for being a powergamer and hiding your evil math-based powers from your group.
1) Create a Backstory and Roleplay: Powergamers frequently get identified by their lack of roleplaying, so fake it. Create a backstory and character based upon your favorite comic book or video game character not named Wolverine or Sephiroth, and just think "What would so-and-so do?" It takes very little time and effort, and you will be able to pretend you are roleplaying like everyone else. Which brings me to number 2.
2) Don't roleplay the antagonist: Keeping in mind that D&D is usually not player vs. player, a quick and easy way to identify powergamers at the table is by comparing characters. If your character has higher damage than the Barbarian, better defense than the Sword+Board Paladin, and is a better Skillmonkey than the Bard, people will notice. So don't give them a reason to compare character sheets. Don't intentionally start inter-party conflict to prove your character can "win" against the non-powergamers. If you do, rocks will fall, and your character will die.
3) Moderate your min/maxing (no extremes): I know this is counter-intuitive, but min/maxing will usually not help you in the game. Sure, it will give you a mechanical advantage, but there is no faster way to single yourself out from your group than extreme min/maxing, which, in turn, could trigger DM retribution. For example, instead of taking 20 Str and dumping Int to 7, take 19 Str and keep Int at 10. Or instead of taking the 9 best feats for your build, take the 8 best feats and 1 OK feat instead.
4) Give credit to the other players: So combat is over and your party just barely survived. And by "just barely survived," I mean that your teammates are near death and out of resources, and you were hardly touched. You should instantly compliment your teammates in or out of character. "Man Cleric, without your Bless and Protection from Evil, I would have been in trouble. Thank you." "Wizard, that Haste saved my life!" "Bard, your singing totally won that fight?" Is it true? Probably not, but by attributing your success to other people, you encourage people to overlook the fact that you are overpowered.
5) Don't show off unless you need to: You are a powergamer. You have a better build that everyone else in your party. You don't need to prove it. In fact, you want to *hide* it. You don't want your DM to know your super-nasty rage-charge-lance-pounce-autocrit-stun combo, because then the bad guys will prepare for it. And in most combat, being superpowered is unnecessary. Your party is more than a match for that CR=APL ogre guard, so why 1 shot it in the first round of combat? That is just showing off how awesome you are. The smarter thing is to *hide* how awesome you are until it matters. Instead of being the jerk who 1 shots an easy enemy and doesn't let anyone else play, be the hero who kills the dragon when all hope seems lost.
Follow these 5 tips, and noone will suspect that you are a powergamer. No gaming group will ostracize you. No DM will design encounters specifically to counter you. Lay low, roleplay, minimize your min/maxing, play nice with the party, and people will cheer you killing the dragon, instead of cheering when the dragon kills you.
1) Is this spell restricted to Dwarves? The source of the rules and the access to dwarven weapons implies that it is, but nothing in the spell description in the SRD states "Dwarves Only."
2) Can this spell create a different weapon per casting? For example, can it produce a longsword 1st cast, greatsword 2nd cast, composite longbow 3rd cast?
3) Can the weapons in this spell have other non-magical properies? For example, can "the weapon of my choice" be a +1 flaming cold iron waraxe or a +1 guided silver greataxe?
4) If I create a weapon that is also armor, do I get the benefit of the armor? For example, a spiked heavy shield is listed as a type of weapon. Can I create a spiked heavy shield as a weapon and get the AC bonuses from it?
5) Can I cast Greater Magic Weapon on this weapon?
6) The spell states that if it leaves my hands, it disappears. Does that mean if I sheath the weapon or sling it across my back for any reason (to show non-hostile intent or to pull out spell components) that it disappears? Or does that just apply if the weapon leaves my body (I get disarmed or try to throw the weapon, etc.)
My GM is about to start a Pathfinder campaign set is Forgotten Realms. I want to revive an unfinished cleric that I have from 3.5 into this game, but I'm having difficulty figuring out how to build a strong support cleric that stays true to my original concept. The GM is allowing feats taken in 3.5 to translate over, but im uncertain if he will allow new feats to be taken from 3.5 material.
Also note: House rule, with a spellcraft check of 20 + 2xlevel of the spell, you can recast a spell from an expended spell slot.
Character Concept: Nathan Ford from Leverage. My character blames himself, a rich merchant family, and Cyric (God of Lies and Murder) for the death of wife and child. After being unjustly exiled from his home city, he encountered a priest of Hoar (Minor God of Karma/Vengeance), and dedicated himself to bringing "justice" to people who the law cannot touch. For his own part in his families deaths, he has developed a drinking problem and a near-death wish, believe he deserves to die for his mistakes.
He primarily focus on tactical planning and support for his teammates, ensuring success by enhancing each party member's strengths. His prefered weapon is a warhammer (his gavel).
Explainations of 3.5 Classes/Feats not in Pathfinder:
Inscribe Rune is a crafting feat allows the storing of Divine spells in written or metal runes that cast automatically when touched on the person that touched them. Think brew potion, but for divine only, no spell level limit, and you can set traps if people touch it accidentally. My GM has ruled that touching a rune to activiate it is a move action. The Runecaster prestige class is basicly a Cleric (3/4 BAB, full divine casting, same saves) that gives up Turn Undead (Channel Energy in PF) for nice bonuses to the Craft Rune ability, including eventually having the ability to have runes cast x/day or permenant. These are both from the 3.5 Player's Guide to Faerun.
Divine Metamagic is a feat from Complete Divine that allows you to use (level adjustment of metamagic + 1) turn undead attempts to cast metamagic without a level adjustment. My GM is allowing this to work with Channel Energy charges in Pathfinder.
Easy Metamagic is a feat from Dragon Mag. #301(I think?), that reduces the level adjustment of a certain type of metamagic by one.
Human Paragon is a class that is 2/3 caster progression, 3/4 BAB, gives 6 + int skill points per lvl, and makes 1 skill a class skill (I'm planning on Perception), 1 bonus feat, and +2 to one stat. I needed Human Paragon to get +2 to Int to qualify for Inscribe Rune feat, and the extra skill points to qualify for Runecaster.
His in-game end-goal is killing Cyric, or dying in the attempt. To accomplish that goal, he knows he needs to put together a team and a skill-set capable of killing a major god.
My DM might allow rebuilds/retraining of feats.
Any build advice is welcome. I am particularly concerned with feat selection, and which spells I can inscribe into runes to really help my party shine.
I'm helping a friend create a BBEG(s) for his campaign, and one of my ideas was to create a Ranger with an "animal companion" that is really a Synthesist Summoner. By RAW, is it possible for an Eidolon to look like, say, a very large aligator?
Per the Pathfinder SRD, "The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned."
When I first read this, I thought that this refered to the Eidolon not being able to take the form of a specific individual, i.e. the Eidolon can look human-ish, but can't immitate the town mayor. Upon, re-reading it, it seems to indicate that the Eidolon cannot look like a speficic species, like an aligator. I also am confused, since the Eidolon Models section in Ultimate Magic indicates that and Eidolon can look like ordinary animals, like sharks and vermin.
My plan was to give the PCs Knowledge(Nature), Knowledge(Arcane), and Knowledge(the Planes) checks to be able to recognize that although it looks like an abnormally large aligator, it is actually something else.
DC10 Nature would indicate its not really an animal. DC 15 Nature, Arcane, and the Planes would indicate that its not from the material plane. DC 20 the Planes would indicate its an Eidolon.
So a friend of mine is fairly new to GMing (this is his 3rd campaign) and appears to have gotten over his head. He started an evil campaign with a group of mutual friends, and has allowed a crazy amount of power creep into the game.
The current setup is:
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- All Pathfinder and 3.5 books are legal, rules conflicts default to Pathfinder rules.
- Stats are 7x4d6, reroll 1s, drop lowest dice, drop lowest score. The results of the rolls are an average stats that would require a 50 point-buy.
- All LA <= 2 races allowed with LA bought-off before the campaign.
- 6 lvl 6 PCs: a Orc Barbarian, Drow Ranger, Half-Elf Wizard, Human Fighter, Human Rogue(5)/Cleric(1), and a Nymph (8HD creature, no LA buyoff, treated as a lvl 8 druid for spells)
- He is generious with magic items, so the party's average wealth is now ~20k per PC... at level 6.
- Oh, and they freed a NPC Gestalt Sorc (10)/Monk (10) Half-dragon gnome from his prison, and this NPC has agreed to help them (played by the GM).
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He cannot challenge them (shocking!), and has asked me to help.
To me, one of the primary problems based on what he has discribed was that they are so strong, they brute-force most problems. While they do RP, they don't have to because nothing is a challenge for them.
I started to build a group of 6 lvl 8 "Hero" NPCs to start hunting them, designed for combat and capture (Two specialize in non-lethal damage to imprison evil, not kill it). I have talked to the GM about maybe having a prison-break scenero if some are captured.
My goal was to create a group that could TPK (TPC? Total Party Capture?)them in head-on combat, but with each NPC having an RP weakness that the PCs can exploit. Using 1 or 2 of these weaknesses should allow the PCs to win. Using more could get them bonuses or just be fun overkill.
My questions are:
1) Is lvl 8 (with level 8 wealth) strong enough to challenge this group and their NPC helper?
2) Should I try to challenge, or should I try to TPK/TPC? The GM likes the idea of the prison break, but...
3) The GM I am helping said he wants a "50/50 chance" of victory for the PCs, with "the Sorc(10)/Monk(10) determining victory, defeat, or a draw." This raised red flags for me. In my mind, NPCs should never determine victory or defeat. This turns your players into spectators. What should I do?
Though while you're looking at vehicles, you could just buy an Airship for only 50,000. Only carries 30 tons, so you still need to be economical about your statues. But makes for a great image right out of Gunparade March.
I love the idea of pulling resources as a team of mech pilots. Or a team supporting one giant mech. It could be filled with win in PFS.
More like its painfully reinforced how often the game system is broken. It would require a list of houserules to fix things.
Here are some quick ones Ive thought of. Some are very powerful, some are fair.
#1 one feat per level for every character
#2 One increase to a stat of your choice every 2 levels
#3 The new minimum of skill points a class starts out with is 4.
#4 Weapon and Armor proficiencies become 2 new categories of skills
#5 characters with access to either the arcane and/or divine spell lists are not restricted by class unique lists
#6 spell durations and effects are calculated by character level, not caster level.
One of the things to keep in mind, this a group story telling game. There is nothing wrong with wanting to have a well built character. However, it is essentially a team game, not an MMO or Skyrim. Your build should not be cover all bases. You don't have all th actions in a combat, nor the solutions to every puzzle. If you have all the answers and can meet any challenge, then there is no point to having a team or playing the game. Write some fantasy mary sue fiction and have a good time.
Though, if you want to play with the team. In football terms the Inquisitor is like a tight end. You have options for defense, offense, and support. You fight better than full casters, you cast better than bloodragers, rangers, and paladins. You can recover or outlast against just about anything.
If you're worried about spotlight moments then play the game. Your fellow players will remember you're actions most when you help them. Protect the wizard from the BBEG's mook, get the healer back on his feat, flank and destroy with the rogue, go back to back with the tank and hold the line, remind the paladin that Justice isn't always nice, track and scout with the ranger, and when you see that monster all you need to say is,"die monster, you don't belong in this world".
I personally use them as a tool as a GM. Mostly to give newbies a starting ground on their chosen class, or to help the "role" players with their character progression planning.
I'm tempted to take my own stabs at a few guides/builds.
As Player I look at it as you have three responsibilities.
1) Responsibility to the Group. Pretty much this sums up to "don't be a dick", as stated by W.W. Your party is your team and the guys/gals you have fun with. You're there to help them have fun. If you can't be a member of a team, then you should rethink what you want out of gamming...or write fiction. At the same time, try to communicate and resolve issues in a calm and thought out manner.
2) Responsibility to the GM/Game. You need to treat the GM with all respect due. Like it or not, that person is putting effort out to make sure that the group has a good time. Show up on time, don't be a bad guest, and be appreciative of their work. Make sure you understand what the DM plans on doing and if the game style is something you're ok with.
3) Responsibility to yourself. You're there to have a good time and play. However just because you are giving to others, doesn't mean you should not have soemthing for yourself. Find soemthing fun that works with the others, but won't bore you to play. Finally if the game/Gm/ or other players aren't meshing with you, talk to them about it. You deserve to have a good time. Not everyone has the same comfort levels or expectations. If there isn't a compromise, it's ok to leave the group.
654: It is odd to have inside jokes with your familiar.
655: Familiars cannot be insured.
656: The Ghost sounds must be kept PG13
657: Mage Hand and Unseen Servant are to only be used for questing purposes.
658: Don't feed the owlbears.
659: Don't Tempt the succubi.
670: Don't Animate beds
671: Do not legendlore cheap inns
585: A vengeful druid may not summon "Redneck Trees"
586: Just because the party beat a devil at it's own game does not mean the party gets away clean.
587: The party may not recreate "the devil went down to georgia"
588: A Party may not be comprised of an Enchanter named Venkman, a Diviner named Stantz, a Generalist Name Spengler and a Ranger named Zeddemore in Carrion Crown.
589: Jade Regent may not be renamed Cowboy, Ninja, Viking, and Wizard vs The World
590: Siege Equipment/ Eidolins may not combine to form Voltron: Defender of the Universe.
568: Combination is is not a Wizard specialization
569: Even if it's legit, you can not cast three spells in a round.
570: Don't get mad at the party who told you not to attack the unarmed man.
571: A limb is no longer considered an item you may cast invisibility on.
572: Monks can nolonger be the subject of your Explosive Runes.
573: You will adventure with your clothes on
574: Disguise self is no subsitute for the above.
575: If you build a castle/stronghold/fortress...expect to protect it.
576: Dwarven Transmuters are not allowed in an all wizard party
577: Whoever is crazy enough to run an all wizard game, deserves what they get.
546: Any of the spells in the Create Demiplane series cease to exist when I begin playing.
547: It is Sphere Walker of Desna, not Speared Walker of Desna
548: Ranger's may not not have favored enemy "wenches"
549: Barbarians can
550: Immune to Disease as a class feature does not count as contraception
551: Immune t poisin may not be used as an excuse to cover the body in poisin and then start putting ranks into "profession harlot/giggilo"
552: No that is not a variant on assassin.
553: Shadow Dancers do not have the "flashdancer" archetype.
504: "Weapon Focus: Bodypart" is not an acceptable use of the feat.
505: Throw anything does not equal "Lethal Cream Pies"
506: I may not describe a dirty trick in detail excessing 5 words.
507: These words must be PG rated.
508: Scalping is and other such trophies are frowned upon.
509: Even if that is tame compared to orges.
510: Just because Paizo pays homage, doesn't mean the players have to take it to the next level.
511: There are no "Tactic-Cool" Feats
512: There is no language "pantamime"
513: Schitzophrenia may not be used to play more than one sterotype.
514: The Master chymst may not be a pc and the BBEG...ever again.
515: Any class feature or ability with the name "tentacle" must be used responsibly.
516: Charging admission is not "Responsibly"
517: Even if the profits are going to an orphanage.
518: Just because Cayden Cailean approves, doesn't mean even else does.
519: A political statement is not a valid arguement, excuse, or reason.
520: The military has a chain of command, The gamemaster has rocks that fall and everybody dies.
418: There is no ethnic contex for spells. Only race, and by race we mean elf, human, dwarf ect.
419: There is no spell "Identify NPC"
420: Golarion does not have trade embargo's set against Ebberon.
421: A cowboy, ninja, and wizard can all walk into a bar.
422: They may also walk into a tavern.
423: Golorian does not have a "4th wall"
424: You may not attempt to sunder it.
425: Casting gate to access content from other IP's also has an out of game cost.
426: You may not scry on the "Iconics"
427: Play nice with factions...no matter how small.
428: The same goes for alchemists.
429: Do not hum any pokemon themesongs around summoners.
430: Do not make Disney references to a druid.
431: Do not tip the bard.
432: Under no circumstance should you tug on the Lord of Iron's cape.
433: Halfing parties should not be refered to as "boy bands"
434: Monty Python references need to be more obscure than the "quest for the Holy Grail"
435: Cliches in general are loooked down upon....after all we can only have some many orphaned swordsmen.
401: Golarion does not have an Achievement system
402: Your exp is your gammerscore
403: If you break the game...fix it.
404: Rule not found
405: Just because a halfling and gnome SWAT team can exist mechanically...doesn't mean they should.
406: Control weather my not be used for ecoterrorism.
407: You may not use Phantasmal Killer for actual TERRORism.
408: TERRORism is not a good pun.
409: Making bad puns costs you 5 exp.
410: Souls may not be used as currency.
411: ...even if the rules and setting openly state it.
412: Maybe high level clown souls are ok.
413: You may not use profession mime, robot impersonator, or model while in full adventuring gear.
414: Prestidigitation is banned from any meal setting.
415: Necromancers are nolonger allowed to babysit.
336: Do not immitate monkies when utilizing "throw anything"
337: I shall not refer to Weapon Focus: Unarmed Strike as "Improved pimp slap"
338: I shall not refer Smiting as the "D#%&slap of God"
339: "because I'm a F&$@ing Dwarf" is not an acceptable reason
340: Nor is it an answer
341: Nor is it an occupation
342: or Religion
343: This is not a Halo reference
344: Nuetral Good is not reasonably justification to be mean to evil characters.
345: I am not allowed to have the following professions; Lawyer, wine-taster, or Bordello Inspector.
346: When playing an inquisitor....I cannot select; pompus nobles, common thieves, or clowns as targets of the Bane Weapon Ability.
347: It is unlawful as a monk to trip, grapple, and pin a wizard then to use Caught off gaurd on the wizards familiar whilest saying "quit hitting yourself"
348: The star knife is not the cross from castlevania.
349: You can't be a the "good lich"
350: I cannot have an animated stuffed tiger.
351: the wrench knife is not a gnomish weapon
352: a gnomish pyromancer specializing in transmutation and unarmed combat may not be named mario.
353: I may not describe in any detail every, a transformation sequence for my synthesyst summoner.
354: Stop playing "fanfare" after a combat ends
Nah...Pathfinder needs a nice beat 'em up like shadow over Mystaria. Capcom has produced several D&D titles...pathfidner's art should be right up their alley. At least that ow the director of marketing sees it.
This is an amazing thread! I love hearing cool anecdotes from other players about their truly memorable experiences. This one actually made me laugh:
beholderbob wrote:
Perhaps not the nicest thing...
I was in a 2nd edition game with a rogue/wizard and another player had found a gemstone he thought might be magic. He asked me to examine it. I did - it held three wishes. Heh. I examined it a bit more. "Hmm, this is a tough one. I sure wish I was smarter. Lets see. No, that won't work. I wish I was a more powerful wizard. If I were, I'm sure I'd figure this out in no time." I had him by me a drink, finished it, then returned to examining his gem. "My friend, this gem has a failing enchantment on it, it was being enchanted, but the process was never completed, it would have been added to a pommel of a sword to make it a frost brand. I wish my sword was a frostbrand. Oh well, here's your gem. Sorry it doesn't do anything."
Awesome!
Usually when I play a caster take on the profession scribe and/or if allowed lawyer.
In the campaign we were in. Through use of clever planning, a flying goblin and a spider climb; our party captured a Djinn. The GM had aparently been looking forward to use wishes to mess with our characters.
Then djinn made no effort to show that it had no intention of cooperating with our characters. So the party, sans myself huddle up to discuss how to use the wishes to further our goals. The GM figures that my character is ready to wish. He has the djinni aproach my character.
"You look like you have the mind to speak for these simpletons, will you wish for them?" to be fair, my character was indeed smarter and much cleaner than the rest of the party. Considering the party consisted of a Paladin, Ranger, Scout, and my Cleric.
"Yes but first I need to draft something", this stopped the party chatter, and the DM.
"Draft?"
"Yes, I need to know the DC of writing my wishes in a the form of a contract that will be most beneficial to my companions."
Stumbling at my idea. The GM retorted.
"You don't have the knowledge have the the culture and laws of the Djinn"
Being smug and slightly expecting such a developement. "For my first wish Djinn I want you to summon me an up to date manifesto of all the legal code from your noble family. Then I caste Comprehend Langauges", so my character studies Genie legal code for a week, while the other players wait. They were more veteran than I, and wanted to see what I had come up with. The GM suprised, relents and figures DCs would be based on the Djinn's wisdom check. Poor guy rolled a total 14. My profession check came out at a total 32.
My second wish was for him to through the contract wishin for a ring of three wishes and when released from my service an unlimited vowe of nonreprisal.
The third wish was for him to stay on our plane for one month as my party's guest. Which gave the Ranger and the Scout time to plan his second capture.
Because of that, my GM has a house rule of no profession lawers, notoraries, or clerics of the knowledge domain.
A party I was running in a thieves guild vs assasin guild plot, had the most distinct Gnome Bard I've ever played with. The other members of the party included a pyromaniac evocation specialist elf, and a rogue/fighter who was a member of the thieves guild. The elf and the theif were both pretty much nuetral unless the elf could burn something, or the thief could make a profit with acceptable risk. The Bard was very much a "heroine".
The plot that the pcs were involved in delt with the Assasins Guild attempting the absorb the Thieves Guild. Due Bard's Idealism, the party was attempting to infiltrate the assassins guild and try to get a list of operative or valuable plans to the thieves guild.
Needless to say, they get caught. How? The Bard carries herself like a paladin in shiny armor and weapons, the literaly rolled will saves to against his pyromania, and the rogue was caught in the middle. The party was very much about character concepts, and used the mechanics geared toward making themselves more interesting, not optimal.
Enter the holding cell. The rogue figures that after the party is interrogated, they are going to be killed, unless they have something useful to offer the other guild. The Bard...really hates the idea of any sort of imprisonment or slavery uses message to tell the rogue she has a plan. She uses disguise self to look as much like a battered human child as possible. She has a plan to distract the gaurd long enough that they'll distracted long enough for the rogue to make a move.
As GM I had planned that the Assassins guild was going to offer the group to work as double agents.
The Bard asks to make a perception check and a sense motive. The first to see if the man comming in was the one who captured the party, and the second was to look cage how compassionate he looked at her. He wasn't the guy, and he looked sympathetic to her child disguise.
When he unlocked her cell door, she has her character cover and make a bluff check. Her check being...
"Are you going to beat me like he did?"
I dropped my pencil and jaw and break game for a moment. I ask her "Why would you do that?". Obviously I'm in awe...or at least quite dumbstruck. She rationalized to me not even skipping a beat.
"assassins are usually evil, at least good people think killing for money is evil. Guys who beat children are more evil. If this guy turns on the gaurd, then he's redeemable and I don't have to kill him. If he doesn't then I'm sure he's flatfooted to the child about to choke him to death with the garrote improvised from the manacles she's wearing."
I stare at her in disbelief as does the player of the elf. The rogue is grinning like a madman. Then she finishes.
"Besides it's not like he's innocent".
The gaurd ended up being killed by the new guy. The rogue killed the new guy, and after they recovered their weapons and gear, proceeded to burn this assassins guild hide out to the ground.
I'm not sure if her rationalization counts as metagamming, but I've played several games with this group and to this day it I still feel stunned by that move. It is still one of the best examples of how much I enjoy playing with people who really get into character. Outside of Game the player doesn't act like her character at all, but in game she really carries a game through her reactions and rationals when in her "personas". I miss that group.