Robert Miller 55 wrote:
I don't see any icons on the right side. There are some on the left in mine. I use Adobe Acrobat version 8 if that makes a difference. The problem is when I go through the document line by line in the text (instead of moving the whole page) when I get to the end of the page, on the next page it goes to the end of the page where the personification tag is and flips up and down the page a few times while it goes through other objects (eg. artwork, page number, etc.) before moving to the text on the page. I just thought it would be easier if there was a way to set the document so that the pdf reader scrolls through the document in chronological order (ie. it scrolls through items on the page in the same order they appear on the page.)
I just wonder why the tags are set up the way they are within the document. Specifically, when I read pdfs I like to use the cursor to scroll through the document, but I noticed that with the personalization tag when I get to the bottom of the page it shifts the page up and down as it goes through the various objects. Why is the document not set up so that all these objects are scrolled through in chronological order? Is it a limitation of the pdf creating software you guys use? (This may seem a little nitpicky, but I find using the cursor handier and that way I just have to switch my finger between two keys rather than use the mouse and there is less up and down motion with this way of doing things. This is more of an irritant than a major problem for me, but I just thought there may be some rationale behind it).
From what Ive read in the new FR book, Grand History of the Realms, most of the changes in the setting seem to be streamlining. Take for example the drow gods. Vhaeraun is now dead, along with Kiaransalee(sp) and, umm, the protector/son of the Spider Queen whose name I don't remember. I think that leaves the Spider Queen, Eilistraee, and Ghauanadaur. A supreme evil drow deity, a lesser good drow god, and an alternate evil drow god. It makes things alot simpler and easier to keep track of. It is also simplistic if you look at real history, and therefore a little less interesting IMO. One of the things I like about FR and Greyhawk (as well as real history) is that things aren't so simple.
Roy wrote:
Actually, Talith and Roy decided to try to drag the boar back to town, but after making it maybe 1/2 a mile in about 1/2 an hour over very rocky ground, they then decided that maybe the tusks were enough of a trophy.
Just finished Salvatore's Promise of the Witch-King
Im a DM with experience in published worlds and I want to start a new campaign in my own realm Ive been developing. Im looking for a nice balance between combat and roleplaying, preferably with some emphasis on character development as the game continues from week to week. Currently wednesday nights are the best bet for me, but Im willing to negotiate another time if campaign members prefer it. To those interested, post below or email me at eraist@hotmail.com.
Well, alot has happened since I last had a chance to write anything in here, and not alot of it was good. It is now the 20th day of our group's adventure, but I think I'll go back to the 8th day... I last wrote that we had found a way to make the tube device work and had headed down the tube. Well, when we had all gotten down there we realized that there was a passageway ahead, but it was blocked by a gigantic stone block. Kupo, being the adventuresome soul he was, decided to squeeze between the stone and the doorway and explore ahead. As the rest of us were attempting to dislodge the stone, he was attacked by a hideous flying cave creature that looked something like a bat only larger and more disgusting. It somehow stunned him, but by this point we had knocked over the stone, only to have it fall on my brother Richard. At this point some sort of gas was released and half the party went down, including myself. It actually came down to only my brother Hal and the monster. I shudder to think that this creature might have eaten us all had my brother gone down too. Luckily the gas had only knocked us out, and shortly after most of us were up and able to move again following a few healing spells. However, we decided that it might be best if we were to rest up a bit before moving on. Day 9 After my daily prayer-chant to Procan, I was able to heal the others once more and we decided to explore farther down the tunnel. So we discovered a room with a large column in the middle with three rooms off of it, a fountain of some sort, and some creepy looking fungus. In the room opposite the fungus we found what we thought might have been a magic hat of some sort. So of course instead of waiting for the rogue to look for any traps my silly brother Richard decides to head forward and try to put it on. At that point the hat started trying to eat him, and someone, perhaps Hal, mentioned that it was a monster he had heard about that could disguise itself as items to fool prey. Of course, Asuna the paladin tried to swing his morningstar at the beast but managed to injure the rest of the party more than the creature. (It just shows what happens when you allow rigid-thinking types to impose their rules on life!) Finally, we took down the creature, but not before Asuna had taken down most of the party with it. So we hunkered down and planned to wait a few days before moving on while healing up. Day 10 I healed most of the party but the rogue is still down and several party members are still feeling quite bruised. I healed Kupo well though, and it may have been a mistake to start with him because he is quite antsy to get going. Day 11 Hal and Richard decided to check out the mold across the central room from us, and while fooling around with it, they somehow made it expand to fill more of the room. They said it had something to do with fire, even though it is intensely cold. Richard thought to bring some back with him as we had decided to leave as we were running short on foodstuffs and torches, but it may have been a mistake. The stuff is so cold everyone near him was injured even though we could somehow withstand it. We made him travel behind the rest of the group, but the moss had started to eat through the bag. We all ran ahead before he ran past the fire trap we had set off, and the moss went crazy. It somehow destroyed the trap, but not before the moss filled the entire floor surface of the sarcophagus chamber. Richard was lucky to make it out alive after I went back and dragged him out, and we went to the foreman's shack we found before and spent the night there. Also, Kupo managed to disappear somewhere. Several party members saw him heading off to a room with a toilet near where the moss originally was and he never came back. There were no signs of him in the bathroom and I wonder if maybe he was just getting bored with sitting around. Maybe we will see him again sometime soon. Day 12 We marched back down to the waterside and started a fire to signal the death goddess ship, which took us back to town, and after we all bought supplies, Asuna headed off on some business and the rest of us went to the druid grove outside town to find out more about the moss. We found out that the only way to get rid of this moss was to hit it with lightning, which none of us can currently do, or to put lime, a byproduct of mining, on it. We headed back to town and stayed at the Feral Dog for the night.
Day 8, continued In order to make things easier when we get back, the party decided to burn a little of the webbing blocking the tunnel further down. A bunch of spiders came out, including one rather large one, but luckily the bat creature seems to immune to their bites and he was front and center. After killing the big one, we fled when a couple others threw torches into the webbing and a swarm of the eight-legged creatures came out. Running outside, we realized at this point that it was very dark and storming, and while I didn't mind it so much, I suggested we head back just inside the entrance to the cairn so some of the weaker ones wouldn't catch cold. I examined some of the markings near the entrance at this point and realized that the sounds of moaning appeared to be coming from some small holes in the walls, and they seemed to be man-made. Perhaps they were designed to scare us and those like us away? If anything maybe this increases the likelihood of treasure... From there I decided to pray for some more spells as my selection was largely depleted at this point, and it was lucky too. Though we managed to burn out most of the webbing and get by the spiders with no major catastrophe, when my brother Richard and the imp snuck down the stairs afterwards and began exploring, disaster struck. It seems Richard was enveloped by some hideous cloaklike creature that had hidden in the shadows above and dropped down to engulf him. Since the rest of the party had no idea what had happened but heard screaming, we ran down the stairs and attacked the writhing body-shaped object. Luckily we only knocked my younger brother unconcious killing the monster, and my spells soon got him up and walking again. At this point I realized we were in some vast chamber with an ornately carved sarcophagus in the center with 5 lanterns hung at the end of 7 hallways, with a green one being lit. But with my eyes looking for treasure, it took little prodding for Hal to convince me that prodding off the lid to the sarcophagus might be a good idea. With a crowbar we soon had the lid open, and just then a flash of fie singed us all. Assuming that this was a one-time effect, Hal shone a light into the slightly ajar coffin just as we were hit by another burst of fire. Hal went down and someone in the party pulled him back as the rest of us stepped back just as another burst of flame eminated, narrowly missing us. With the few healing spells I had left I healed Hal just enough to wake him, but at this point now the only spell I have left is one to help with communication, which may be useful later but is of little help now... So with the fire trap going off every 6 seconds or so, we decided to light the lantern above the alcove that the coffin was pointing towards, and a strange tube came out of the floor, with a door that opened. After much cajoling, we convinced Hal to come into the tube despite his fear of small, dark spaces. While waiting for the whole party to come down, we noticed that there were carvings down here similar to those on the sarcophagus above, and a large rock blocking a passageway ahead. Kupo the bat creature has decided to squeeze past and look to see what is there and is bringing his report back just as I am writing this and the rest of the party is coming down the large tube device....
~An excerpt from the Journal of Devin Swift~ Day 1 of my return home. It's amazing how the storms of life lead one along paths they never expect to follow. Such is what has happened to me. I left home, thinking I would never be back, and boom, here I am, once again in dreary little Diamond Lake. I thought that as a sailor, life would take me great distances away... but Procan apparently had other ideas. I've been praying alot lately, and I believe Procan wants be to preach to those in town. The only problem is, I need to make a living somehow to support that.... Day 4 of my return I've met many I know since I last wrote in here, including the wretched creature who once called himself my older brother. To think that he had the nerve to drop the Swift family name for that of some shining Cuthbertian hero. What, are we not good enough for him?!? Well, I say good riddance. If he would forsake us, I say we should foresake him. Besides, the only good thing any Cuthbertian ever did was get himself killed so's the rest of us don't have to listen to him prattling on about laws and such... That said, Ive met some of the more useful members of the family too. I stopped in at the old farm where my younger brother Jack was working hard (as usual) repairing the barn, and who should show up 15 minutes later but Richard. It's funny though, he seems a little more standoffish than before and there is something about his appearance... eh, maybe I am just imagining things. But he mentioned that Hal and May, tow of my other siblings, are also in town and they have a potential job. This could fund me for months if it works out... Day 6 So after talking with May, Hal, Richard and a couple of their friends, (including a weird little bat creature with a nasty looking barb on his tail called Kupo) we have decided to head across the lake to the Whispering Cairn, where rumors say there may be treasure to be found. Like as not we find nothing, but such is the will of the Storm Lord. The Mighty One may be capricious, but I pray for his allowance... We ended up crossing the lake on the boat of some cult who embrace death... they tried to convert the small bat creature, but I did my best to convince him that death is something that may happen, but the Storm Lord teaches us to embrace the storm of life, not the blackness of death. Then he went fishing, and by Procan's grace wasn't pulled overboard by a giant pike. I should also mention there were some snooty Greyhawk adventurers aboard who seemed to think they know everything about where the real treasures lie. When they went off in the opposite direction when we were ashore I could barely contain my laughter at their idiocy. Everyone knows the cairns they went to were cleaned out long ago. Day 6, after lunch We stopped at an old overseer's shack on the way to the cairn and laid claim to the property rights. After setting out again, some lizardmen tried to ambush us, and the lone survivor tried to claim we had snuck up on them and they were only defending themselves. Likely story! After sending the paladin, who is as snooty as they come, off on a little jaunt, we dealt with the remaining survivor and headed off for the Cairn. After a search, we found the Cairn and I must say that the sounds coming from it still raise the hairs on the back of my neck. After some exploration (where we found some interesting markings on the wall, an old sleeping bag, and a strange device)several in the group moved deeper in because it seemed likely the sounds were just the wind. I advanced forward to this rocky area that looked interesting, and tumbling out of an opening several growling and nashing balls of fur leaped forward and attacked me. I went down within seconds. I found out when I regained conciousness several hours later that they were wolves, and the party was lucky to survive the attack. I found out that we have moved into their lair and are staying here while the wounded members of the party are tended to. Day 8 We are finally healed enough to move on...
Mainly posting here in the hopes that some resolution will be mentioned in this thread if/when resolution occurs, since otherwise it will prey on my mind. My opinion on the topic has already been mentioned by others at this stage. I hope some manner of acceptable resolution occurs and I can only offer sympathy/empathy to those involved.
Quintain wrote:
You're right I do hate that, whichever side of the GM screen I'm sitting on. I'd much rather hand wave a fair sounding compromise into existence and get back into the flow of a combat than tell a player the cool thing he wants to try wouldn't work "by raw" or pause the combat to spend ages consulting a book for grammar minutia, for example. I also much rather being allowed to for example swap out a certain sorcerer bloodline spell for a different one that more fits with the character concept I'm trying to create (and isn't pure shite). To each their own though, I'm not saying one way is objectively better than another. Maneuvermoose wrote: I like being able to bump very old threads whose topics are just as relevant today as they were when the thread was created. I honestly had to go back to the first post and check that that wasn't a snarky comment aimed in my direction haha! I'm sorry for doubting you, and I also like being able to bump old relevant threads.
Cole Deschain wrote: while someone else runs us through some L5R. You have no idea how jealous I am right now. As for what I enjoy about GMing, it depends on my mood. Sometimes I love setting up or planning out a mechanically intricate combat encounter. I love getting to try out character concepts, I always have too many to ever get to play them as a player. Other times I just don't have the energy for that, and in those instances I love when winging something pays off, like when you decide at the last second to add a character quirk to an otherwise unremarkable npc that really makes the players remember the character for months later, or when you start tangling yourself up with story threads and feeling trapped by your own spur of the moment answers and then you see that one piece of info that ties everything together and makes it all make sense. I love the post-game discussions, and hearing what parts really grabbed the players' imaginations or they found really tense. I love seeing what solutions my players come up with and how they role play their characters, and thinking out what the logical ramifications of their actions might be.
Atarlost wrote:
I just... disagree with everything you just said. Everything. That's quite rare for me.
The "boring cleric/boring wizard" mentioned by... someone... (I've just read through the entire thread at once so everyone is blending together) is kind of how I feel about all prepared casters in fairness.
I like the suggested ideas for making the choice of deity more relevant and the trimming the current spell list combined with expanding the domain granted spell lists, losing the domain slot restriction, and picking one domain choice to cast spontaneously instead of it automatically being cure/inflict (but it could still be cure/inflict with the right domains/portfolio). Also really interested in that idea of spells getting minor bonuses if they're added more than once. I agree with the person who said d6 hit points isn't particularly appealing for a class that generally can't afford to hang back as much as the wizard can (unless you make all life-saving clutch situation spells ranged, which...), it can be reflected by a poorer con score if you really want the squishiness, since realistically a d6 hp is -1 hp/lvl compared to d8, and should also be combined with a poor fort save for true wizard-squish. =P I'm now really interested in expanding domain spell lists and fiddling with deity portfolios... damn there goes my afternoon...
Set wrote:
Now this I love. Makes the environment feel alive. When running a horror-esque session I think the most important part is to be descriptive. Don't say "you encounter a troll", say "as your eyes adjust to the light you notice that the pile of soiled discarded rags on the opposite side of the room is moving. It rises up and resolves itself into the form of a hulking monstrous entity, it's eyes gleam a wicked red under the mass of knotted hair and as it raises an elongated clawed arm to strike at you a waft of foul smelling air assaults your senses". Just never name the things they encounter, and if they succeed at knowledge checks to learn more about them phrase it in such a way that you give them the necessary info without giving them the thing's name eg "you've heard tale of such creatures before, the lore seemed to indicate that the thing shied away from sources of open flame" The less game terms you can use the better. With that in mind, some things I've enjoyed using in horror themed games include:
My players were great for theorising to each other during the session, which meant that I was in a great position to play against their fears and expectations, either challenging or corroborating their past assumptions. Don't be scared to abandon what you've already laid out in favour of the story they're making up themselves as they go along, use their imaginations against them, work on your poker face and never explain the origins of anything that you don't need to. Hope it goes well =D
I tend to use poisons more than what I now assume to be the average amount (after reading some of these comments) when I GM games because I find it a good way to vary encounters, and having more than one death counter in effect is nice and memorable. It just makes it more interesting for us. So if you were playing in my game, Poison Resistance would probably be of more value than SADdening your character's ability scores. In comparison, I dislike effects that are all-or-nothing "now you don't get to take part in this encounter", like some will save effects are. So in my game you wouldn't tend to have as much "encounter ending" will saves, but they do still tend to come up for the more interesting effects. So basically, which archetype is more effective depends on the kind of game you're in, but that kind of thinking shouldn't really dictate which option you choose. Go for whichever feels right for your character concept.
You know, the more I think about it the more I think if it was me building it I'd go with a Divine / Primal Companion Hunter, and just with or without the pet as Onyxlion was saying. Trickery (deception) Domain gets you disguise self, mirror image, nondetection. It's domain powers kick ass for similarly tricksy shenanigans with an easyflank teleport and Veil. The wild empathy/animal charming powers/hide from animals to bypass guard dogs and similar, things like negate aroma to avoid being followed or protective spirit to get out of danger or maneuver around the battlefield, tracking class feature combined with bloodhound to find your mark, spells like jump and spider climb for getting in places you shouldn't, blend and chameleon stride in place of invisibility, spells that can cause poison and ability damage, as well as summoning distracting rains of frogs or monkey swarms. All potentially backed up with the versatility or damage that evolutions can bring.
If your DM really doesn't want to deal with summons, then respect his wishes and don't use summons. They can really slow down the game, especially if it's your first time playing a caster. You've probably seen all this already but just in case. Some of my favourite spells are Spiritual Weapon/Ally, since they give you at least something to do on each of your turns, and Ally counts as a flanking buddy for your melee friends/rogues. You can even flavour them as binding a soul temporarily into service or something, if that fits the character. A guy in a thread I saw a little while ago mentioned combining those spells with the Toppling Spell metamagic, which I can't believe I never thought of and now really want to try for myself. Stacking flanking and prone bonuses for an ally would be quite nice. Doesn't work if your GM insists that it has to be wisdom that's used rather than your casting stat though. (Guy in the thread also mentioned that Blade Barrier at level 12+ would benefit from Toppling too, which is even more amazing!) Silence can be situationally really nice to have, maybe cast on something like an archer friend's arrow just before he shoots at a caster enemy to avoid the save being an issue? Much love for Bestow Curse, it's just so good. I'd go for it over blindness/deafness. Maybe ask to swap it out if you're not happy? Though admittedly range might be an issue, but you're a life oracle! You can come back from anything. Or use a Reach rod if you have the gold for it. Multitarget options are always good, so a Bouncing rod for your Hold Person or whatever as mentioned above is nice. I might have missed it, but what's the 5th level spell you chose? I have a soft spot for Boneshatter, it always does at least something and is just visually really evil/fun. Greater Command/Forbid is also a nice option for groups. ("Just walk through that blade barrier again for me, there's a good puppet")
LoreKeeper wrote:
You know, the more I think about it since reading it in the monk vs. fighter thread, the more I've started really wanting a monk/cavalier hybrid. Monk Orders could be a really neat way to choose between focusing your character on the more martial or magical aspects of the trope.
Adamantine Dragon wrote:
It's imaginative if they've never seen it before, whether or not it's been done before has nothing much to do with it.
Bill Kirsch wrote: 48. Enjoying a massage from an attractive underling. It's good to be the king. Misread that as enjoying a massacre from an attractive underling. Apologies if these were said already, memory failing.100. At a royal gala, having a grand old time. Shows how well connected he is, and how difficult it'll be to deal with him in a non-destructive good-aligned way. 101. Tending his garden. (in either pretty or deathtrap varieties) 102. Dungeon delving with his own adventuring party.
Vamptastic wrote:
Oh I completely forgot I had a fairly fun semi-lethal dwarven battle-judge of a flowing monk npc who wielded a two-handed hammer. One of the npcs I'd really enjoy bringing into a new campaign as a player.
Kolokotroni wrote: Personally I like making jack of all trades characters. I usually get pretty bored with highly specialized characters. Sometimes I think that some people who only make highly specialized characters also get pretty bored with them, and that's why they insist on playing everyone else's characters too instead of just their own.
Huh, I never read it that way before. I wouldn't really consider it an overpowered interpretation, but I don't believe it was intended to be able to be consistently used that way. Though since LoH uses are generally a nice safety net it'd be kind of cool that your charge damage increases when you're that bit more vulnerable. @Drakkiel: provided you got the devil to agree to perform the task in exchange for "all that remains of your soul" then you'd have no problem! All you need to do is find a staggeringly dumb devil.
Trainwreck wrote:
I really like the idea of rarer components yielding better results. It kind of ties into how we play polymorph spells, in that you can change into a specific individual by using a part of that specific individual as the spell component. My magus has a roll of leather with meticulously labelled vials of blood, hair, and nails he's collected over the course of the adventure for use with alter self (and curses, but that's a different story). It gives more fun options for espionage and creating a bit of chaos but also limits the spell's effectiveness since you need to harvest scales from a merfolk to be able to turn into a merfolk etc.
Oohh this is excellent news! I will always love the words of power system, though admittedly I houserule some of the things away, like that annoying spell duration bit. I'm very curious to see what fixes you implement and your word suggestions, and definitely looking forward to expansions to the system.
I had a sacred servant paladin of Shelyn with unsanctioned knowledge who'd always try to use her charms to end encounters before they devolved into fighting. She was a kitsune, in the most anime-girl style possible. Another one of my characters was a water bender, Undine quinngong monk with the Marid Style feats and hydraulic push/torrent. Was the fastest tea-maker in all the land. I homebrewed up a tengu death dealer type who could shapechange into a swarm of ravens by slightly altering the Spherewalker prestige class (basically swapping the domains for death, darkness, trickery etc and calling the swarm of butterflies a swarm of ravens). He was fun since we were testing out the mythic rules, so he required no food or drink except for the eyeballs plucked from his victim's skulls, of which he needed at least one per day. I also created a pirate golemancer who specialised in creating singing cloth golems to help him sail the seven seas, but the gm didn't like my Tim Curry impression, and didn't want me always trying to go to Zanzibar to meet the Zanzibarbarians.
I have a huge amount of love for wordcasting, and words of power really lend themselves beautifully to spontaneous casters. As soon as I get a game for him I have a kitsune sorcerer wordcaster concept all ready to go. Taking some illusion, charm and weather based spells, as well as making sure that I have one damaging spell of each spell level in an element other than electricity, and going with the.... djinni? bloodline to freely swap to lightning whenever I care to I feel that I can have huge versatility in how to deal with any given scenario. Also, in terms of character playing, I much prefer knowing a few spell descriptions really well, adapting my chosen skill set to different scenarios and coming up with off-the-wall solutions on the fly than saying I'll be back in a minute, I think I have a spell for that somewhere... *looks up rulebook to check* |