(Just a heads up for future posters; the rules are to choose an option, narrate what happens as a result of said option, and then supply new options for the next posters.) B.) After a couple attempts at lighting a flame inside your lantern, you manage to get it working. The cavern ahead of you slightly illuminates from the lantern's soft glow. Readied for whatever dangers away, you wield a shortsword in your other hand. After a couple minutes of slowly skulking down the tunnel, you notice the tunnel bends in two directions. As you get closer, you hear shuffling ahead. Is it friend or foe? Do you:
Even though this was kind of started in another thread, it evolved into something all its own. The rules are simple, pick an Adventure option and narrate what happens! Afterwords, set some options of your own for the next player to choose. Death = Adventure reset, either jumping to another point in the story or making a new one. I don't want this to be Tomb of Horrors/From Software levels of death though, so I'd prefer to keep it to as minimal as possible (unless you REALLY want the character to die.) Lemme start!
As your team arrives, you see a desolate wasteland filled with crumbled ruins and makeshift strongholds of scrap iron and stone. All of you descend further into the abysmal realm, as evil energies become more apparent and overwhelming. You wander ahead to scout for enemies, but not before a cleverly disguised magical trap causes you to fall into the entrance of a dark tunnel. As soon as you reach the floor, the tunnel seals itself up. As your companions begin to dig in effort to aid you, sounds of foul creatures begin to swarm upon and close in on your friends. Sounds of combat rage back and forth for what seems endless. Eventually, the sounds of your allies diminish as the undead horrors disperse. You only hope your allies retreated safely rather than falling to the evil hordes. You are alone in a dark cave and you are sealed from the upper world... for now. Luckily, you remember that you're equipped with a lantern and kit to light it. You also have enough metal-based equipment (sword, shield, armor) to signal for help by making a racket. What do you do now?
I'm really glad this thread carried over to Paizo... Funny how I've never seen it until now. So, just wondering if someone can find some cool pics for two characters I've played recently. The first guy's a N Undead Human Fighter/Cavalier (A mix of Roy Phillips from Fallout 3, Chosen Undead from Dark Souls, and the Stranger from High Plains Drifter) The other is a CN Ratfolk Modern Hero (Engineer)/Alchemist for a modern campaign. He's more or less a crazy rat scientist!
So, let's take two on this... Again, I'm very much an amateur (and not super knowledgeable about the myths) at this, so I've been prone to a lot of error. So, here's what I have here. The giant slaying was in the past, likely at another point in his career. The stats assume that they've been in the table for a while now, hence a mythic tier. This version of Kay does not have a mythic tier. I might add 1 mythic tier later... Plus, Arist 5/Fight 10/Mythic 2 would have actually been CR13... which is still pretty damn high. I trimmed it down to Arist 3/Fight 9 for CR 9. (CR 10 if I added 1 mythic) Sir Kay (revised): Sir Kay CR 9 XP 19,200 LN Medium Humanoid (Human) Aristocrat 5/Fighter 9 Init +4; Senses Normal; Perception +8 ——————————————— DEFENSE ——————————————— AC 21, touch 12, flat-footed 19 (+2 Dex, +6 Armor, +2 Shield, +1 Focus) hp 124 (5d8+9d10+42) Fort +7, Ref +8, Will +7 ——————————————— OFFENSE ——————————————— Speed 20 ft. in armor (30 ft. without) Melee shortsword +17/+12/+7 (1d6+6/19-20,x2); shield +11/+6/+1 (1d6+3, x2) Ranged Longbow +17/+12/+7 (1d8+2, x3) ——————————————— STATISTICS ——————————————— Str 17, Dex 18, Con 17, Int 15, Wis 10, Cha 16 Base Atk +11; CMB +14; CMD 28 Feats - Weapon Focus (sword), Two-Weapon Fighting, Shield Focus, Weapon Focus (shield), Weapon Specialization (sword), Shield Slam, Improved Two-Weapon Fighting, Weapon Focus (Longbow), Point Blank Shot, Endurance Skills: - Appraise +8, Bluff +8, Climb +7, Diplomacy +10, Intimidate +12, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nobility) +13, Linguistics +6, Perception +8, Profession (seneschal) +8, Ride +8, Survival +5, Sense Motive +7 Languages Old English, French, Welsh SQ Humanoid Traits, Bravery +2, Armor Training I/II, Weapon Training I/II Equipment Plate Mail, Heavy Shield, short sword, longbow, arrows (15), parchment paper, writing tools, order of conduct parchment
Alright, thanks for some helpful feedback. I'll fix his character ASAP, though I still want to keep him vaguely epic, even if he amounts to nothing more than a troll in the court. If I can explain part of my warped reasoning, he took down a giant in the classic lore. If I remember, by himself. And there were accounts of him having mystical prowess, even though that was probably BS. Also, Legends & Lore 2E had some influence on the stats, even if some results may vary (They made in a Lv 13 or so fighter, if I remember.) Also, swapping out fighter levels for aristocrat doesn't make him super impressive IMO. I probably botched up CR because NPC classes work different.
No need to be so snide... Now, taking your comment from before as criticism, I don't want to really have any CR20 characters, except for Merlin. MAYBE Lancelot. It might be stretching it for Arthur, Morgan, and the like. That said, I want to keep the epic heroes (keyword 'epic') are relatively higher up. The round table, I imagine as Lv. 12 - 17 warriors. Lancelot is an exception.
Without further ado, here's my latest post. "The loud and boisterous Sir Kay is Arthur’s foster brother. While under the order of the round table, he serves as the king’s seneschal. However, he has been known to cause trouble by reporting and even bullying knight and civilian alike. He is more pleased with upholding order rather than chivalry." Sir Kay Stats: Sir Kay CR 16/MR2 XP 51200 LN Medium Humanoid (Human) Human Aristocrat 5/Fighter 10/Marshal 2 Init +4; Senses Perception 0 ——————————————— DEFENSE ——————————————— AC 25, touch 13, flat-footed 22 (+2 Dex, +8 Armor, +3 Shield, +1 Dodge, +1 Focus) hp 132 (5d8+10d10+45) Fort +8, Ref +8, Will +7 ——————————————— OFFENSE ——————————————— Speed 20 ft. in armor (30 ft. without) Melee shortsword +18/+13/+8 (1d6+7/19-20,x2); shield +12/+7/+2 (1d6+4, x2) Ranged Longbow +16/+11/+6 (1d8, x3) ——————————————— STATISTICS ——————————————— Str 17, Dex 18, Con 17, Int 15, Wis 10, Cha 16 Base Atk +12; CMB +15; CMD 29 Feats - Weapon Focus (sword), Two-Weapon Fighting, Double Slice, Shield Focus, Missile Shield, Weapon Focus (shield), Weapon Specialization (sword), Shield Slam, Disruptive, Improved Two-Weapon Fighting, Spellbreaker Mythic Feats - Mythic Spellbreaker Skills: - Appraise +8, Bluff +8, Climb +7, Diplomacy +10, Intimidate +12, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nobility) +13, Linguistics +6, Perception +8, Profession (seneschal) +8, Ride +8, Survival +5, Sense Motive +7 Languages Old English, French, Welsh SQ Humanoid Traits, Bravery +3, Armor Training I/II, Weapon Training I/II MYTHIC SQ Hard to Kill, Mythic Power, Surge 1d6, Decisive Strike, Directed Assault, Assured Skill, Amazing Initiative Equipment Plate Mail, +1 Heavy Shield, short sword, longbow, arrows (15), parchment paper, writing tools, order of conduct parchment
DM Locke wrote:
Mine's a mash up of 1e - 3e (with some of the almost passable ideas from 4e used in different ways), but the OGB Set is truly a thing of beauty. Here's to hoping 5e's Realms can attempt to replicate its splendor.
Since the Warforged are in the DMG, I have a hunch that Nentir Vale races like the Asmodean-style Tiefling and Dragonborn will appear there too... Granted, this is a guess. But, I guess we'll find out in a month or two. That said, even though I hate 'em both like there's no tomorrow, I want them somewhere in the game; so folks who liked them can be happy. But, woe to the fool who brings one to my table, for they will likely not last the night! ;)
I'm not not to use the Ancient technology route, even if I enjoy the idea. I want living, breathing tech that's an active part of the world. But, I do love me some Sword & Sorcery tropes, as well as Barrier Peaks! Perhaps the closest I'd go is an "alien magic" To me, the Modrons from Planescape embody that. They're magical, technological, and certainly alien (in many more ways than one.) But hey, the same could be said about the whole setting. Its technomagic predates Eberron (and China Mieville!)
I'd probably give him a more elemental spell list, and use multi-class to keep from accessing the extremely ridiculous spells (going by the suggestion from before.) But yeah, no major summonings or time stops. I'm pulling from a bunch of adaptations (even going as far as Disney! But, from the beginning I wanted to make this project a mix of the classics and pop culture), but I don't think I'll include Balrogs or Chronomancy. Anyway, as I promised...
Revised Sir Percival: Sir Percival CR 17/MR 4 XP 51200 LG Medium Humanoid (Human) Human Fighter 10/ Paladin 5/ MYTHIC 4 Init +5; Senses Perception +2 Auras Courage, Good; Immune Fear, Disease ------------------------------ DEFENSE ------------------------------ AC 22, touch 15, flat-footed 17 (+1 feat, +8 armor, +3 shield) hp 156 (15d10+56) Fort +13, Ref +9, Will +9 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee longsword +18/+13/+8 (1d8+5/19-20,x2), (OFFHAND ATTACK)(offhand) +16/+11 (1d6+2), shield +16 (1d6+7/19-20,x2) Ranged enchanted javelins (3) +22/+17/+12 (1d6+3/19-20,x2, 30ft range) Paladin Spells (CL 2)
I can say for a fact, I always appreciate everyone's help. I wish I wasn't so busy all the time, so I could dedicate more to this project, but that's life. Anyway, I can happily revise Sir Percival. As for why I made them such high level? I guess I figure them as the essential mythic hero at their prime. At the time, high level + mythic seemed like a good idea. I was taking a few hints from some D&D and related books for prime inspiration. I guess my version is an adaptation of sorts. Plus, at high levels, characters can mimic the incredible feats of the heroes themselves.
What Wizards has been leaking feels like an E3 release to me, but I'm excited for DDN! I'll stay with PF, but who says you can't enjoy both! Plus, my old group's getting back together and they're all interested in next... So, looks like I'm playing! And on the subject of Vecna, I played in a PF game where we traveled space and time... only to KILL Vecna for good before he ascended to godhood... We were also being manipulated by a daemon the whole time as well, but oh well.
I have a Pathfinder gaming blog on tumblr (Daemons & Deathrays), if that's what you mean. Once I have some free time, I'd be more than happy to contribute somehow. Also, I noticed a slight typo... I meant to say almost 7 years of fanon lore. Everything late '07 and beyond was ignored by the lot of my group and beyond. Also, we slightly made the setting drift a little towards Eberron (in terms of cultural shaking events, impact of near-global warfare, and early industrialized magic/technology becoming more prominent)
Glad to see this here too! I first saw this little project on Candlekeep and got excited ever since. I ran an alt-Realms a ways back (and might do a follow up campaign.) In short, most of the 3e canon still happened, the PC Games are canon, anything late 3.5 and over didn't happen, and we have around 40 years of fanon lore. If I dig up some notes, I'll see what I can craft with it.
Here we go, stats for Percival! Sir Percival: Sir Percival CR 17/MR 4
XP 51200 LG Medium Humanoid (Human) Human Fighter 10/ Paladin 5/ MYTHIC 4 Init +5; Senses Perception +2 Auras Courage, Good; Immune Fear, Disease ------------------------------ DEFENSE ------------------------------ AC 22, touch 15, flat-footed 17 (+1 feat, +8 armor, +3 shield) hp 156 (15d10+56) Fort +13, Ref +9, Will +9 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee longsword +19/+14/+9 (1d8+7/19-20,x2), (OFFHAND ATTACK)(offhand) +16/+11 (1d5+2), shield +16 (1d6+7/19-20,x2) Paladin Spells (CL 2)
I had a pseudo-bonfire thing going myself. Merging your dead soul with bonfire. For some reason, dead souls seem to linger in certain areas (respawn point) I might try to figure implementing hallows myself... I might try time-sensitive, but certain objectives that are failed would be revisited later... and much harder. For example, a creature smashes a bridge. Coming back to cross that same bridge would be quite the challenge. Again, it was a side campaign/one shot, so no harm in (constant) death.
I did a Dark Souls/Demon's Souls-esque mini-campaign inspired by a past thread with a similar idea. Also, I looted some brutal house rules from around the web! The idea was closer to Ran by Akira Kurosawa, except if there was also a Dark Souls-like curse in play! I managed to have a (rather appropriate) party wipe when they got to a Barracks of one of the factions... only to face "Prison Warden Fugue and Demon Slayer Arkenstone!" (Ha!)
I think they ditched Edition numbers because... I dunno, I heard from a PR that they thought it would cut down on alienation or something. As for the art, I'm glad we're getting more practical armor and clothing for female characters. I was never a fan of having 'chainmail bikini girl' drawn for anything outside of fan service... But, that's a debate for another day. Plus, I'd be glad to see a core book without qausi-Liefeldian anatomy (4E PHB II Barbarian, I'm looking at you!) But, since these are just covers, I will reserve final judgement. And I dunno if I see gritty too much, maybe a pulpy action feel to it (as an evolution of all of the previous styles, in a way)
Digging the art direction on the new books, Starter set is no exception. I'm not really liking the formatting for some reason, it looks like a power point presentation... From what I've gathered, this is a bare-bones approach to a rule set similar to the Playtest/Interim Module rules? I might get this or wait till November and grab the three core books... Time will tell.
I'm tempted to rebuild some of my old characters from the Fallout games in PF for this AP! I'm thinking my deluded-justice frontier dude (who ended up working for the NCR to banish Caesar) from New Vegas. I'd see him as a mix between Ranger and Gunslinger mechanically and thematically, more LN than LG.
Might I recommend the Planejammer campaign on Obsidian Portal? They've done a lot of Jammer conversions, as well as other things too.
Well, it looks like I didn't change Tristram's companion back to dog... How embarrassing. No matter, I finally made stats for Sir Gawain. I'm more than willing to modify as needed.
Sir Gawain: Sir Gawain CR 19/MR3
XP 204,800 LG Medium Humanoid (Human) Human Paladin (Holy Tactician) 4/ Cavalier (Order of the Scales)/ Marshal 3 Init +5; Senses Perception +4 Aura Good, Battlefield Presence ——————————————— DEFENSE ——————————————— AC 23, touch 13, flat-footed 22 (+1 Dex, +2 dodge, +1 feat, +7 armor, +2 shield) hp 168 (19d10+52) Fort +15, Ref +9, Will +15 ——————————————— OFFENSE ——————————————— Speed 30 ft. Melee longsword +19/+14/+9 (1d8+3/17-20,x2) Cleric spells prepared: (CL 4, Concentration +4) Lv 1 - Knight’s Calling, Honeyed Tongue Special Attacks Lay on hands (3d6) 7/Day ——————————————— STATISTICS ——————————————— Str 16, Dex 13, Con 14, Int 14, Wis 14, Cha 18 Base Atk +15; CMB +18; CMD 29 Feats Alertness, Critical Focus, Critical Mastery, Improved Critical (longsword), Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Power Attack, Shield Focus, Weapon Focus (longsword), Coordinated Defense, Coordinated Maneuvers, Precise Strike, Back to Back, Step Up, Following Step, Pesuasive Skills: Climb +10, Diplomacy +24, Handle Animal +10, Heal +12, Intimidate +14, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +12, Knowledge (religion) +10, Linguistics +10, Perception +17, Profession +10, Ride +12, Sense Motive +12, Spellcraft +8, Swim +10 Languages Old English, Welsh SQ Humanoid Traits, Swift Reactions, Detect Evil, Lay On Hands, Divine Grace, Channel Positive Energy, Weal’s Champion, Challenge +4 (5/Day), Mobile Wall, Tactician/Greater, Banner/Greater, Cavalier’s Charge/Mighty, Demanding Challenge, Seek Retribution Mythic Feats - Mythic Step Up, Mythic Persuasive Mythic Abilities Decisive Strike, Lend Power, Heroic Block, Caster’s Friend, Mythic Power, Surge, Amazing Initiative, Recuperation, Hard to Kill ——————————————— SPECIAL ABILITIES ——————————————— Gurdle of Life Protection (Su) Once per week, when Sir Gawain experiences an attack or spell that would kill him, the Gurdle allows him to drop to 1 HP instead. Mighty Gauntlets (Su) Upon the time of day reaching non, Sir Gawain is granted a +4 bonus to strength rolls (including melee attack and damage) for 4 hours. Special Equipment: Gurdle of Protection, Mighty Gauntlets Class and Mythic specifics on d20PFSRD
Gatt wrote:
I want to see a brief return to the "killer module". All of the APs have had their level of difficulty, but something that harkens back to the insane modules of yesteryear like Tomb of Horrors, Labyrinth of Madness, and the more recent Necropolis (by the Egg of Coot himself!) But, not every gamer likes Dark Souls/Demon's Souls mode... and for good reasons. This type of thing might be better suited for the experimental AP choice, perhaps? Also, I would buy that T-Shirt in a snap!
Whoa, you got me all wrong. I'm saying I want options available in the game itself (and certainly on the player side of things.) Sometimes I'm not a fan and I might not allow them in some personal games. It's like if I didn't like sci-fi and wanted to skip out on Iron Gods. I would be happy that fans of Numeria got an AP, but I wouldn't play it. (Which of course is just an analogy, as I love Numeria.) But, I want those options in the books for the people that like dragon-esque characters and want to play as them. Or if I'm not DMing, I'll suck it up and deal with a player who wants to play as a dragon-ish character. When it comes to more player content, as the old phrase goes, variety is the spice of life. (Now, if that variety is balanced with other things and has great fluff to boot, awesome!) I didn't say anything about GM only options, just how I wasn't a fan of how Wizards tackled 'dragonborn' and figure that if something like that was covered by Paizo, it might be handled a bit better. Also, Blood of Dragons would indeed to be a splatbook.
I've been in the "No Dragon like characters" camp for a while. One could blame my transition from D&D 3rd edition to 4th... and the reaction was mostly to the so-called 'dragonborn' being put front and centre... still splatbook material if you ask me. That said, I'm cool with whatever weirdness being part of Golarion as long as everyone and their neighbor need not be one. That seems to be more Eberron's schtick (and I LOOOOVE Eberron), if anything. And another thing, the way dragonborn looked caused a reaction akin to me encountering the Uncanny Valley. I'm confident that if Paizo does half-dragons that I there won't be squick. So, will I use them? Nope! I might even prevent them as PC options at my games. But, I still want them available as content. Inclusivity, not exclusivity, I say!
You can play with words a bit, since "Rasputin" is supposedly just a surname and pejorative nickname meaning "debauched one". So Gregori Rasputin would more or less mean "Gregory the pervert", so say some sources. So, if this actually is the case, you could just call him "Debauched One" instead, or some sort of vague term like "The Queen's Seer/Mystic", playing into his mythology a bit more.
I'm more than happy with the option to go a stealth route, and boy do I love stealth games! That said, the gameplay doesn't look super impressive from all the gameplay videos I've seen so far. As for the Dishonored parallel? Well, both have rebellion against a New World Order, the stealth element, and a fantastic setting (alt-history Nazi occupied world counts, I'd think) But hey, if a formula works, why toss it out? As for the alternate reality Beatles, Beach Boys, and etc, now that's some chilling world building I like, adds to the atmosphere! I'm not sure if that's actually Stan Lee, but he looks UNCANNY! As for time travel, I doubt it. It's just a timeline where Deathshead's insane super-science lead to the nazis winning WWII and inventing even better technology in the process (I mean, the trailers and gameplay had Spess Mehreens!) It's been a while since I've picked up a game, but Blazko stopped Deathshead in every other timeline. Constants and Variables, I suppose.
After our hero, BJ Blazkowics fails during an alternate WWII, the Axis claims victory thanks to the powers of Deathshead and his SUPER-SCIENCE! Fast forward to an alternate 1960s and the sounds of Revolution begin to play! Sadly, they're not written by the Beatles, since we have "Die Käfer" instead. From what I've seen, it looks like MachineGames and Bethesda have tossed out a lot of the ultra-serious route for Fallout-style humor and glorious stupidity! Personally, I can't wait to use whacky atomic-sci-fi gadgets to tear off nazi grunts' faces off while German rockabilly blasts in the background! Plus, I'm a sucker for retrofuturism and dark settings. Now, if you're wondering about the title, the trailers will kind of explain... except, not really. Long story short, some dude who looks like Stan Lee makes a cameo (looking as old as he does now), nazi robots are apparently nuclear powered, and the Deathshead new world order took over the world of rock music! (Noooo!) Personally, I'm not expecting a great game, but at least a fun game with tons of bizarro antics and Axis mad science driven horror is good by me. And of course, there's another matter... Beta release of the next DooM game (which I hadn't heard about till W:TNO was teased.) Also, New Order themed TF2 items, if you're into that... (And yes, I do collect hats) So, anyone looking forward to this weirdness?
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