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"Any creature that could be sexually attracted " is probably written that way to exclude creatures like constructs or mindless undead.


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Well, there's this description from the Bestiary:

While some goblins are civilized and have worked hard to be considered upstanding members of humanoid communities, most are impetuous and vicious creatures who delight in wreaking havoc. These goblins think nothing of slaughtering livestock, stealing infants, or burning down a building purely for momentary delight. They revel in playing malicious tricks on taller humanoids, whom they call "longshanks".


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scary harpy wrote:

We have all these evil commoners (of PC races) and dire rats, giant spiders, skeletons, etcetera. We have many enemies for low-level PCs.

Also, nobody believes all dwarf-elf-gnome-halfling-human commoners are evil.

So...why do we need to design a fey that's very pathetic and, of course, very evil...all of them.

Why can't an entire species be psychologically different from humans, especially when they're from a weird, chaotic plane of existence? Personally, I'm not a fan of "everything is basically human, just looks a little different".


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Would have been simpler/easier to understand if the feat had indicated that when you roll a success on a Knowledge check, you get a critical success instead.


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Petty Alchemy wrote:

I'm curious how you guys do the conversion process.

Do you just take two PF Hill Giants and turn them into two 5e Hill Giants and that works?

In Burnt Offerings there's only a handful of encounters that need rebalancing, namely the ones with 4+ goblins at level 1. In 5th-edition, goblins add their Dexterity to their attack and damage, which makes them considerably more potent. So, you gotta keep an eye out for some of that stuff. Page 82 of the DMG includes the XP Thresholds table, which is useful for determining how many creatures a party can typically handle.

When it comes to converting monsters that aren't in the MM, or those with class levels, I don't bother with obsessing over the details and getting everything right; I just try and keep the spirit of the character intact. For example, with Nualia, I gave her spellcasting as a cleric and invented a couple abilities to replicate her domain features, though they very different from the ones she has in PF. One such ability allows her to treat a successful attack as a critical hit (up to 3 times per day), but in doing so she drops her guard and allows her fury to overtake her, granting her opponents advantage on each of their attack rolls against her until the end of her next turn. Further playing with the idea that she's a vengeful character, I gave her a reaction attack so that she can strike back against those that hit her in melee. So, obviously not a straight conversion, but rather a new and refreshing version of the character.


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(Been gone from these boards for a while, but this looked interesting.)

Of course I think I am good, or at least good-intentioned. So, I am probably neutral or good depending on your criteria for "good", at which point we're left to consider what my ethical alignment is.

Let's see...

Lawful Traits:
1. I value order; things must be kept in their proper place, and when they aren't, it annoys me.
2. I'm analytical (and perhaps a bit impersonal).
3. I feel very uncomfortable lying.
4. I follow traffic laws.
5. I most often arrive early to scheduled appointments or events, and hate waiting; when I know I have something to do the next day, for example, I get very impatient and obsessively think about it.

Chaotic Traits:
1. I am distrusting of those in authority.
2. I dislike social hierarchies due to the inherent lack of equality among different ranking members; people should be afforded an equal level of respect regardless of their position in society.
3. I believe humans are meant to live in small groups (proportionate to what we have now) and dislike bureaucracies.

So, what does that make me? If I had to guess, I'd say I'm probably LN (good tendencies), but it's possible that I'm somewhere closer in the middle (N/NG)?

Oh, and just for fun...

Evil Traits:
1. I do not forgive lightly and hold grudges like none other.
2. I believe that a criminal deserves punishment, not reformation (with a sentence proportionate to the crime).
3. I enjoy this scene a little too much.

So maybe I'm more neutral than I like to think? Haha.


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I am fine with less choices, because most of the choices you're given in Pathfinder are pretty much just trap options anyway. Then there's all the "must have" feats. If you're building a character that wields a 2-handed weapon, you're going to take Power Attack and Furious Focus. Every single time. If you're building an archer, there goes most of your feats. These feats aren't really options; they're not diversifying your character; they're mandatory for your build to work. I mean, you could take Alertness or such with your archer, but you're going to want to wait 'till you've gotten all the essential feats. Point-blank Shot, Precise Shot, Rapid Shot, Many Shot, etc. When you look at the shear number of choices, and realize you're only ever going to be availing yourself of 10% of them, the illusion evaporates. I'd rather have less, but more meaningful, options. I'm not saying 5th presents a perfect solution, but I appreciate the attempt at simplifying the game. I'm not really a fan of an ever-growing mass of rules text, in the form of feats; they really slow down gameplay.


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If that's the case, I wonder how it would apply to classes that already have a grit mechanic? Would they benefit from this new "grit" pool or would they get extra points to their previous pools? I mean, would only fighters and the like benefit from it--what about gunslingers and swashbucklers? Seems like they would be considerably weakened if everyone got what is, for all intents and purposes, their main class feature. Maybe the pool will be a replacement for other class features, like an archetype. Who knows?


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I'm really interested in the pool mechanic for martial characters. Is it going to be some sort of "endurance" or "exertion" mechanic that lets them push themselves beyond their normal limits, getting extra attacks and the like, or is it going to be used to perform maneuvers (akin to those presented in the Book of the Nine Swords)?


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Also, created this for the hunter based on the sting ability listed in the World of Warcraft RPG (though I'm not sure it's needed).

Sting (Su):
At 2nd level, a hunter can conjure poisons and apply them to projectiles as he fires or throws them. Once per day, before making an attack roll with a ranged weapon, the hunter can declare that the attack is a sting. If the attack hits and deals damage, the target must save against poison. The DC of this save is equal to 10 + 1/2 the hunter's level + the hunter's Wisdom modifier.

Serpent Sting: The attack deals additional 1d4+1 points of damage each round for a number of rounds equal to the hunter's level if the target fails a Fortitude save; the target receives an additional saving throw each round to prematurely end the sting's effect.

Scorpid Sting: The attack deals 1d6 points of Strength or Dexterity damage if the target fails a Fortitude save (hunter's choice).

Viper Sting: The attack suppresses the target's ability to cast spells for a number of rounds equal to the hunter's level if the target fails a Will save; the target receives an additional saving throw each round to prematurely end the sting's effect.

At 6th level, and every four levels thereafter, the hunter gains an additional daily usage of this ability.

This would replace the ranger's combat style bonus feats.

And finally, I put together the following feats (modeled after the "style" feats for monks).

Aspect Feats:
As a swift action, you can enter the aspect each feat embodies. You can dismiss an aspect at any time as a free action (allowing you to assume another aspect in its place).

Aspect of the Cheetah
The hunter moves much more swiftly while emulating the cheetah.
Prerequisites: Hunter level 3rd.
Benefit: While adopting this aspect, your lands speed increases by +10 feet.

Aspect of the Hawk
The hunter's perception is heightened while emulating the hawk.
Prerequisites: Hunter level 3rd.
Benefit: While adopting this aspect, you double the range increment of any ranged or throwing weapon you wield. This benefit doesn't stack with any other effects that expand the range increment of a weapon (such as the distance weapon property).

Aspect of the Monkey
The hunter becomes more difficult to hit emulating the monkey.
Prerequisites: Hunter level 3rd.
Benefit: While adopting this aspect, you gain a +2 bonus on Acrobatics checks. In addition, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make an Acrobatics check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.


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Here's a ranger revision that I think better emulates Warcraft's "hunter" (pieced together from the slayer playtest and trapper archetype).

Hunter's Mark (Ex):
At 1st level, a hunter can study an opponent he can see as a move action. The hunter then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon and damage rolls against it, and a +1 bonus to the DC of hunter class abilities against opponent. These bonuses remain in effect until either the opponent is dead or the hunter studies a new target.

At 5th, 10th, 15th, and 20th levels, the hunter's bonuses against a studied target increase by +1. In addition, at each such interval, the hunter is able to maintain these bonuses against an additional studied target at the same time. The hunter may lose this connection to a studied target as a free action (allowing him to study another target in its place).

At 7th level, the hunter can study an opponent as a swift action.

This would replace the ranger's favored enemy ability.

Trap (Ex):
At 5th level, a hunter learns how to create a snare trap and one other hunter trap of his choice.

At 7th level and every two levels thereafter, he learns another trap. The hunter can use these traps a total number of times per day equal to 1/2 his hunter level + his Wisdom modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The hunter cannot select an individual trap more than once.

This would replace the ranger's spells and would work exactly as listed in the trapper archetype.

Launch Trap (Ex):
At 10th level, a hunter can affix a magical hunter trap to an arrow, crossbow bolt, or thrown weapon, allowing him to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the full-round action of creating a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the hunter had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used.

Quarry (Ex):
At 14th level, a hunter can as a standard action denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a hunter can take 10 on his Survival skill checks while moving at his normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A slayer can have no more than one quarry at a time and the creature must be marked by the hunter. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the hunter sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.

This would replace the ranger's ability of the same name.

Improved Quarry (Ex):
At 19th level, the hunter's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.

This would replace the ranger's ability of the same name.

Master Hunter (Ex):
A hunter of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a marked target at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the hunter's level + the hunter's Wisdom modifier. A hunter can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. Whether the target succeeds, it cannot be targeted by this ability (by any hunter) for 24 hours.

This would replace the ranger's ability of the same name.


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I've always thought the magus was a good chassis for the shaman class, what with enchanting one's weapon with flaming, frost, etc. Spellstrike also seems to fit well, though as divine spellcasters they'd probably have an entirely different spell list (more akin to the druid spell list, though with more elemental-damage spells). Also, as divine spellcasters, they'd likely get medium armor proficiency proficiency from 1st-level onward (instead of waiting 'till 7th-level). Maybe replace that ability, along with heavy armor at 13th-level, with some sort of elemental binding ability (similar to the wizard's true name discovery or the sacred servant paladin's "call celestial ally" ability).


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I have to agree with the consequentialists. An action (cannibalism) isn't wrong unless it causes harm to someone else. So, murdering someone to eat their corpse is evil, but eating the corpse after the person has already died is not.


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Himura Kenshin (Battousai the Manslayer) would be fun.


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Ostog's really cool. Unlocking the "Unslain" title like that? What a beast. I hear there's only like one or two of those per server.


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Although not particularly useful for a PC, I like the idea of granting kobolds the "Swarming" trait (usually a ratfolk racial).


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Jesus is OP; Mohammad isn't even a spellcaster.


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That's what metamagic is for (Silent Spell).


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How many of these threads are there going to be? Feels like we've had this discussion on the boards dozens of times now.


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That changeling story is perfect! Here's a player who liked the idea of her character, but had no idea how to actually play it! It's funny, too, because one of my very first characters (back in 3.5) was similar: a ninja that preferred direct confrontation to espionage (in the style of a fighter or barbarian). It was only after witnessing a friend play a ninja did I consider skills like Bluff or Disguise to be worth my while (posing as a feeble old man carrying a cane, which is actually a sword cane, for instance--now that's a ninja!).


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The lion blades are every bit as cool as the aspis consortium, though! It's too bad the class was so poorly written. Maybe we can hope for a revised version some day, like how the hellknight was re-visited?


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James Jacobs wrote:
Lamontius wrote:

is she standing on Merisiel's throat in the full artwork or does that come later

No. Why would you even think that? You MONSTER!!!

I imagine what Lamontius meant to imply is that the swashbuckler is a better rogue than the rogue?


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I always thought your avatar was an angel, but the "wing" bits turned out to be a cloak.


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(Looking through my Inner Sea World Guide, it appears your avatar is actually a lion blade, Tacticslion. Was that intentional? And then there's your screen name... haha.)


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Hell, even the mage of the veil has a leg up on the poor lion blade. While he's trying to blend in, the mage actually is.


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Well, it's a pretty big price they pay in terms of opportunity cost. The master spy just seems better at most everything, save moving through crowds (and that's a 1st level ability for the lion blade; her capstone ability is clearly inferior, and well, that's frustrating).

Here's some ideas for revisions:

Prerequisites: Drop Skill Focus (Perform); reduce the sneak attack required from +2d6 to +1d6; and add the "face in the crowd" rogue talent. Thus, the minimum level for entry becomes 5th (bard 3/rogue 2); fits the template that most prestige classes use.

Unexpected Suggestion (Su):
At 3rd level, once per day a lion blade can use suggestion on a target she catches flat-footed (CL = the lion blade's class level). If the target fails to save against this ability, it is also affected by memory lapse; it continues to act on the suggestion, only subconsciously, believing the idea to be genuinely his own. This is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.

Glean Information (Ex and Su):
At 5th level, a lion blade’s study of body language gives her an advantage when observing or manipulating others. She gains a +2 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks.

In addition, once per day per two class levels, a lion blade can deceive another creature into answering a single question of her choice. The target must answer truthfully to the best of its ability (Will negates); the lion blade always knows whether or not this ability has succeeded. The DC of this save is equal to 10 + 1/2 the lion blade's level + the lion blade's Cha modifier). This is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.

Cloud the Mind (Ex and Su):
At 7th level, a lion blade becomes incredibly difficult to find. Whenever she is using Stealth, observers suffer a –5 penalty on their Perception checks; this penalty also applies to Survival checks made to track the lion blade.

In addition, the lion blade gains the constant effect of a nondetection spell with a caster level equal to her character level. She can suppress or resume this protection as a standard action. If dispelled, the lion blade cannot resume the nondetection for 1d4 rounds.

Silent Soul (Ex and Su):
At 10th level, a lion blade has mastered the ability to still her thoughts, her movement, and her sounds to such a point that she becomes harder to dominate, harder to see, and harder to hear. She gains a +10 bonus on Stealth checks (this is in addition to the –5 penalty imposed by cloud the mind) and the constant effect of a mindblank spell with a caster level equal to her character level. The lion blade can suppress or resume this protection as a standard action. If dispelled, she cannot resume the mindblank for 1d4 rounds.


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Hadn't thought of the Spirit Totem as representing the ghost of the deceased brother. That's a nice touch. In keeping with that theme, the rage powers I suggested (Fearless Rage and Internal Fortitude) could represent the paladin's ghost imbuing his brother with some of the abilities he possessed in life (auras and mercies). The Guarded Life and Greater Guarded Life rage powers might also be thematic for the character, in keeping with the concept that his brother is still looking out for him from beyond the Veil.


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JuanAdriel wrote:
whith permision of M. Night Shyamalan, you can make a nice plot from the idea behind "the happening", where the dragons flee from unexplained strain of "rampaging/berseking" dragons that fight their kind to death (or other beings with the potential of killing them) instead of just harming themselves like in the movie(that I find dull...). Thats the reason they flee, because not only the invisible and unpredictable strain is harmful, but it makes them harm its own family or friends.

It could be transmitted via bite, as a virus--the dragon equivalent of "28 Days Later". Awesome idea!


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Adaptive Combatant (Ex):
Each day, by spending 1 hour in practice, a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. He may use this ability to change a number of feat slots each day equal to his Intelligence modifier (minimum 0). These changes persists for 24 hours, after which time the fighter's feats return to normal, unless the fighter is merely selecting a new weapon for which to apply the effects of certain feats (Weapon Focus, Weapon Specialization, etc.); with these feats, the changes persist until a different weapon is selected.

Design Notes:

  • Fighters should be more flexible! Being locked into one fighting style is kind of disappointing for a class that's touted as weapon masters. In my opinion, a fighter should be able to pick up a new weapon or combat style with ease. Thus, I'm going for something akin to a wizard's spell preparation.

  • I've always liked the Manual of War, but they're too expensive for low-level characters to make use of; decided to use it as a starting point.

  • By making the ability Intelligence-based, I've added an incentive for fighters not to dump the stat; they still can, but there's an opportunity cost. If all you're interested in is dealing lots of damage with a two-hander, for example, you're not missing out on much, but if you'd rather be a master of many styles, then you'd definitely benefit from a high Int score.


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Greedy. Cutthroat. Aristocratic. Elitist. Self-Centered and/or Nepotistic. Haughty. Condescending (especially towards those in poverty; essentially, blaming the underprivileged for the misfortune of their birth and/or the impurity of their bloodline). Entitled. Legalistic (with a tendency to exploit the law through loop-holes and other unfair business practices).


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Yes, I suppose it is.

You said that by level 3 you have gotten little use out of using a reach weapon; I was pointing out how odd that is. If you're not getting lots of attacks of opportunity, something's wrong.


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You (the GM) didn't read enough of the AP and/or have forgotten significant portions thereof.


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General is a rank. I don't think they'd have a separate Profession for (general), (lieutenant), (captain), etc. It's all covered by (soldier).


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Profession (soldier) represents less your ability to kill on the battlefield, as it does your ability to plan war-time strategy and logistics. Knowing how to set up a defensible camp and ensure safe transport of food, water, and other necessary goods between your camp and suppliers, for example, might be governed by the skill. Not everyone knows how to do these things, after all.


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-2 Int? These people built an incredibly advanced civilization. As in—pew pew laser beams advanced (also, spaceships).


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See, I think there's probably a biological component, as well as a cultural component, keeping in mind that we're not talking about race, but rather species. With as much racism as we've had (have) in our world, I can understand people being wary of depicting (or condoning) it in a fantasy setting, but remember: an orc is not a human.

Race =/= Species.


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Physiology and chemistry of the brain.

If the regions of the brain associated with empathy, compassion, etc. are underdeveloped or entirely lacking in the creature's brain, whilst those regions associated with hostility are overactive or enlarged--what do you think's going to happen?

From studying the brains of psychopaths we know that there are some physiological differences between "normal" brains and those of, say, serial killers. Not always, mind you--sometimes it's mostly environment--but even then, environment can shape the brain, as experiences (especially in infancy) seem to "switch" certain genes on/off.

So, imagine an entire race (or species, really, insofar as we're discussing fantasy races) that has evolved a particular set of genes which produces a particular kind of brain: the brain of a psychopath.

This is my natural explanation for the predisposition towards evil which is so prevalent among goblins, orcs, etc.

Now, for them, an abnormal brain would be one that's less orcish or goblinoid in nature, and more human-like (regions associated with empathy are more dominant, as opposed to aggression); a sort of reverse-psychopath. So, you could have a good-aligned member of these species, but they'd be incredibly rare. Most would likely end up dead, as they wouldn't mesh well with the cultures of their birth, however.


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Highest I can come up with is an orc alchemist/barbarian.

18 base
+4 race (orc)
+4 morale (rage)
+10 alchemic (grand mutagen; rage mutagen)
+10 size (augmented mythic beast shape IV extract)
+6 enhancement (belt of giant strength)
+5 leveling (4th, 8th, 12th, 16th, and 20th)
+10 mythic tiers (2nd, 4th, 6th, 8th, and 10th)
+2 untyped (enhanced ability; universal mythic)
+5 inherent (wish or manual)

= 74 (78 if using the Tarnhelm [artifact] to assume the form of a gargantuan dragon; this replaces the size bonus listed above).

If using templates, you could get another +6 from becoming a vampire, taking the total to 80 (84)... still short of 100, though.


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On the nature of Kyslite.


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I'm torn. I half believe gods shouldn't be statted out, but damn would I like to play/DM a game which culminates in a battle with Asmodeus. Maybe a weakened Asmodeus would do, so his stats would reflect that (with a series of quests to undermine him beforehand in which his power is stripped away, bit by bit). Ah, would that be cool...


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So many options... failing Fortitude check vs. paralysis.

Consensus looks pretty good. I've already spoken on the subject of guilds; suffice to say, I like the idea that guilds are the real power in the setting (governments cave under their weight and influence).


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Lemmy wrote:
YOU'RE BOTH JEALOUS BECAUSE I BEAT GHOULS N' GHOSTS!

Lies! That game is impossible.


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@ sgriobhadair - What if the mist you've mentioned could be used as a fuel source for engines? Very steampunk.

Could easily combine setting #9 with setting #8 and create all manner of steam-driven "magitech".


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Indagare wrote:
Detect Magic wrote:
If done right, 10 would be my vote. I've always loved fey, and would love to see a setting in which they play a more vital (sinister) role. Political intrigue is just a bonus.
I think if it wins, we could make sure it works right. The fey would definitely be around, and the politics could even extend into fey kingdoms, which could make things very interesting.

I suppose the problem with "fey" is that everyone's got their own interpretation of what they're supposed to be. Personally, I prefer them to be weird and alien, like they were represented in Changeling: the Lost. They're not necessarily evil, just unable to empathize with mortals--indeed, they have difficulty understanding the finality of death and in some cases become morbidly fascinated with it. In any case, I think of fey as child-like (selfish, unable to admit their own failings, etc.). Their main motivation is their lust for life--more than anything else, they pursue new, ever fleeting desires. The worst, most horrible thing, in their opinion, is boredom. Hence, they're always chasing new experiences. The "Eldest" fey, then, might be really, really jaded--having seen and done most everything. Thus, their fascinations might run, well, quite dark, macabre even.

This might explain why gnomes are described as obsessive--it would be a trait they inherited from their fey ancestors. Similarly, the bleaching would make all the more sense, given the above.


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Why do so many players insist on rolling a Profession (lawyer) check to interpret the CRB?

The rules aren't always 100% clear or even consistent; just go with what makes sense

; _ ;


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This thread got me thinking about the Sword Saint archetype and how I'd go about "fixing" it (I'm starting to hate that term, as it happens, but alas, for lack of a better word--that's exactly what it needs--some "fixing").

Here's my attempt (no offense, LoneKnave--not trying to hijack your thread or anything; just figured you'd be interested).


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Don't exclude anyone; let everyone have a chance to shine, otherwise your players will start to tune out and lose interest. To this end, ask lots of questions. If someone seems spacey, get them involved. "What does your character think about that plan, [name]?"

Don't allow the game to get bogged down with rules disputes; if someone wants to dispute a ruling you've made, give 'em a couple minutes to present their case, but don't let it distract from the game. Make a judgment call and move on; discuss the details after the session (but before the next).

Don't consult the Core Rulebook every time you're unsure about the rules; as above, make a judgment call and move on. If anything's going to kill the session, it'll be the 15 minutes you spend flipping through the CRB; just make a note and look it up later.

Don't become too attached to your NPCs; they might end up dead, or worse yet, ignored. Your players aren't going to remember the NPCs' names half of the time, so don't take it personally.


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blahpers wrote:

Why not dump Charisma? Because if you can't convince others to do what you want, then you're going to have a hard time of things. You'll have a hard time gathering information, making friends, and convincing people to confide in you. You'll find it difficult to lie convincingly. You telegraph your attacks, making feinting all but impossible. Covert operations become more difficult without magic items, items that cost money you could have spent on other things. Even animals won't take you seriously. These things can have a larger impact on a party's effectiveness than immediately apparent, and that impact can sometimes be difficult or impossible to correct later.

Sure, you can just have the party face deal with those things. That's fine. We don't expect the fighter to be good at spells, so if you want a single "Charisma specialist", that's a decent tactic.

Charisma plays as important a role as the GM allows it to. GMs are encouraged to create novel uses for skills by the CRB. So do so! There's no reason not to extend this to straight-up Charisma checks as well, if the situation warrants.

Clever Wordplay, Student of Philosophy, and Bruising Intellect--they don't completely obsolete the need for Charisma, but they come pretty close (at least for non-bards, sorcerers, or the like).


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I believe paladins receive their power independent of the god they worship (if any). Or at least, that's how I've always played them; paladins, in effect, circumnavigate the need for a deity, receiving their powers directly from the supernatural force of good (kind of like a jedi, now that I think of it, haha).

In any case, your paladin can revere Cayden and any number of additional gods, looking to each as an inspiration (in one way or another). Cayden is chaotic, so that's a bit of a problem, but if you focus on his "good" aspects, then there should be no disconnect.


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The Replacements - Androgynous