I think I'm ultimately going to start off as a weapon/armor crafter. Try to make that my sole focus starting out and seeing how far we can push the crafting system in that regard. After that...maybe a tradesman or something along those lines. My first actual combat character might not be until my third character! Even then, I'll probably end up rolling a Fighter and be a mercenary.
Purplefixer wrote:
Ha! I like this already! Sign me up!
First off, I'd like to apologize. It's been over a year since I last looked on these forums, and I noticed in my email inbox (one I haven't checked in a long time) that I have a bunch of emails informing me about my expired payment method. I had the intention of cancelling my subscription many months ago, but it seems my version of ADD kicked in, causing me to forget. Therefore, I'd like to formally request to have my subscriptions cancelled so you hard-working folks don't have to keep sending me emails and other assorted messages. This cancellation isn't due to any dissatisfaction, however. I am absolutely pleased with all the products Paizo has been producing, but as I'm now a full-time student, I find my own financial resources a bit strained. I'll probably still purchase pdf documents and the occasional book from time to time, but I just don't have the money to go through with my various subscriptions anymore, my apologies. Respectfully, Curon
I'm currently attempting to create a Gold Dragon as a Player Character, and for some reason, I'm finding this more aggrevating than it probably should be. For starters, I can't seem to find any information on a Dragon's racial modifiers to skills and other tidbits of information (like the Level Adjustment for Dragons period). Any help in creating this character would be greatly appreciated.
Urizen wrote:
I also chipped in at the $250 level. I'm also on the Yahoo Group (as far as I know)
As the name on the thread states, this will be an on-going journal for me, concerning the Kingmaker Adventure Path I will be running for a few friends of mine once I get back to the states after Deployment. I like being prepared (though nothing can prepare anyone for this group), and I want to iron out as many details as possible so that I'm ready to tackle this AP to the best of my abilities (and what happens after the AP). As such, the first task I would like to accomplish would be a set of optional NPCs in the event that the party of PCs lack certain roles, abilities, and to add general flavor to the game. This isn't an all-inclusive list right now, and anyone on this board can make suggestions for NPCs. Note, even though I use the 'he' or 'him' descriptor, each of these NPCs could feasibly be either male or female. #1: Guide -- Generally, anyone who is a fairly decent explorer and hunter. Naturally, this would either be a Ranger, Rogue, or Fighter. Essentially, this NPC will be tossed into the campaign should the PCs lack any sort of Survival, Knowledge (Nature), and Knowledge (Geography) skills. Concept: When I think about a guide and hunter, I immediately get an inspiration for an Elven (or Half-Elven) Ranger, stereotypically focusing on the Bow and Rapier. History: Nothing concrete yet, but he's likely one of the unnamed individuals of trappers, hunters, and explorers that occasionally venture into the Greenbelt (at their own risk). Likely driven by wanderlust and general distaste for the city life (he's likely a native to Restov). For right now, he's likely acting as a man-for-hire, but I would like to tie him into the plot a little, having the Swordlords hire him to help the PCs in charting the entirety of the Greenbelt. Boon: When the PCs need someone to roll survival checks, or any other nature-related skill checks, he'll be there to help out, as well as helping gather/hunt food, predict the weather, guide the PCs over terrain, act as a Cartographer, and aid in combat to a limited degree. #2: Ne'er-do-well -- Basically, this individual acts as an information/rumor broker, as well as someone who can acquire hard-to-find items for the PCs, especially items that are less-than-legal. He's meant to be a shadier character that occaisonally helps the PCs when they're stuck. Concept: I'm thinking a Bard or Rogue, someone really good with words and information. Likely Chaotic Neutral. History: Originally, he's acting as a spy for the Stag Lord, mostly out of a sense of self-preservation as well as profit. The scoundrel is very much focused on himself and what he gets out of the deal in the end. Eventually, he'll see that the PCs are capable of taking out the Stag Lord and switches sides, probably revealing information about the Stag Lord's fort and how one might sneak in. Of course, he'll never reveal how he knows or why he's telling the PCs ("What they don't know won't hurt them--or me."). Boon: While he won't venture with the PCs into the wilderness, he can act as an information and rumor mill, as well as someone who can obtain something that PCs normally can't. He's a very good musician and performer, and he likes being the center of attention, as well as wooing young maidens. He's handy with a rapier, and able to defend Oleg's or any other town should the need arise, but he also acts well as a messenger. He can also perform Harrowings for the PCs from time to time, though he'll admit he's not very good at it yet. When the PCs eventually start building up their kingdom, this NPC will likely be very suited to Black Markets or other areas that rely on his sense of economics and his way with words.
The fact that its limited to a different character with a different faction really limits how many times you can replay (only 5 different characters, each from a different faction). The only problem I could see with this: With prior knowledge of the adventure, a player could 'tweak' their character so that he/she had an advantage in the given scenario and make it a cake-walk. I haven't really seen that situation too many times in the games I've been running (they've all been sufficiently diverse and challenging), but that's what I could see. Even if they didn't spoil the plot for other players, they could still use the prior information to their advantage.
Lisa Stevens wrote:
Excellent! I'll definitely be purchasing another print edition of the Rulebook when the third print run becomes available then.
Somewhat unrelated, but I'm curious how flexible we can be with the map given to us in the Adventure Path. Originally, I was going to make a photocopy of the map, cut the map into individual hexes, and then pass them to the players as they explore the greenbelt, but I'm curious if it would be a lot more fun for the players if they, themselves, got to determine what went where in this region. Thoughts?
Sometimes it's more than that. From a player perspective, yes, you can just make another character exactly like the previous, but what of the predecessor? Adventuring can be quite dangerous, and usually deadly for 75% of those that undertake it. But what if players wish to continue the story of that PC? If its not horribly punishing the players, raise dead should definitely be an option for that dead PC, as being raised from the dead can be a very key thing in his/her backstory and how that person evolves as a person. Sometimes, you want to bring that PC back from oblivion in order to continue the story, is the bottom line, really. Who knows, that same PC might become something greater than anyone could have guessed.
Every single character has a particular 'core' about them--a defining quality or trait that is something they naturally came into, something they trained hard to achieve, or a bit of both. Even for individuals that seem at the 'lower' tier of activities, there are things that that person is good at (or sometimes exceptional at). Going with either stat-based or role-based classes explains this concept in their own ways, but the broader the concepts go, the broader the classes have to be as well. Going with what Stan! has stated, I'm a firm believer of Stat-focused classes because, to me, they fit the bill of being universally adaptable to any scenario. You could say a character is a rogue or a scoundrel--but those are occupations or concepts, not defining qualities. I think the classes need to focus on what the character is good at, not an over-arching name or label at what he's expected to do in a given situation. When you put a label of 'fighter' or 'soldier' onto something, you immediately assume that he's SUPPOSED to be good at fighting. If you put the label of strong hero, you don't immediately get that assumption; The only thing you start off with is, yes, he's strong. How strong? In what area? As what focus? A character might be a strong hero, but he might know nothing about fighting; He might be the kind of person that just drives railroad stakes into the ground all day. He might be someone that doesn't work with power tools at a construction site. These aren't exclusive, but rather, just examples. This leaves the qualities of a character open, without people automatically assuming what they're good at, leaving options and techniques open for creative players and characters. That's why I think we should go with Stat-based classes, anyway. Someone might have a more valid viewpoint on it than I do.
Greetings, Out of modest curiosity and the need to start up some conversation, How many individuals out there in the wide world happen to have 12th-Level Pathfinder Society Characters? My character is almost to level 8, and I daresay he might hit 12th level here pretty soon (by the end of this year, probably). Discuss. Maybe explain a little bit about your characters and how they have developed, maybe some of their more awesome moments?
Tim Statler wrote:
That seems like a reasonable trait to me!
My apologies on the lack of updates. I've still been meaning to get this off the ground, but I haven't had a lot of time to plan things out. Military Deployment being what it is, we may have to postpone this until a later date. Those of you who are still interested, hang on to your characters for a bit until I get things straightened out on my end; Might be a month, might be until the end of the year, I'm not 100% sure yet, but I'm not going to drop this like a hot plate quite yet. I'd like to at least try and get this thing going. Once things are settled on my end, I'll make sure to email you folks.
Sean K Reynolds wrote: Weird, random question: who here would be interested in a ring bearing the Runelords' symbol? Think that would be cool? Fun for cosplay? YES Sean K Reynolds wrote:
YES
Joshua J. Frost wrote:
Due to the nature of my stay here in Europe (as part of a National Guard tour in Kosovo), I won't be able to attend, but if I had the choice to do so, I definitely would show up if I knew you were heading that way.
Maybe mine is more of an isolated case and not really much to worry about, but here it is anyway: The group I'm running for decided they would all go for Taldor for their faction (which also prompted the lot of them chipping in for the purchase of a Taldor Sourcebook). All four of them work together to accomplish the faction mission in each of the scenarios I run for them, which I'm glad to see more teamwork with this particular group (considering the problems they were having awhile ago when we first started). I can understand that the faction missions were designed for one or two PCs per faction to be present at each table; Not all four from a single faction. While a few have been a little challenging, I don't think they were designed with a team of four PCs working together on such missions. Like I said, I might be worrying over something minor and insignificant here, as the idea is teamwork rather than 'free stuff'.
Darius Silverbolt wrote:
I've never run into that problem yet, but you make a good point.
Darius Silverbolt wrote:
Awww. But you're probably right. I'm sure if I do something wrong, the more experienced players will point something out.
Joshua J. Frost wrote: Yeah, you certainly run into a player knowledge vs character knowledge gray area when it comes to your faction, but keeping the faction missions themselves secret seems much easier to me. Sure, sometimes you'll accidentally lose a faction mission because someone else killed your contact, or destroyed your macguffin, or saw you do something no one was supposed to see you do, but keep in mind that the prestige curve does not expect you to get full prestige every time. Being thwarted every now and then is good for roleplay, I think. :-) I may need to rethink my character's physical description and the actual metal miniature I have for him now. Nothing says Andoran like Blue Painted Armor with gold accents and gold eagle embelleshments!
Doug Doug wrote:
Hm, insightful, thanks! I always try to provide refreshments for the groups I run for, maybe that's why certain players keep showing up... Regardless, thanks for the insight, Doug Doug. I'll have to rethink this idea (not the actual event, but the nuances behind it).
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