Xeen wrote:
Yes, you are right - of course it means the same "strategic advantage of numbers". Xeen wrote:
True - but it would be fun for the smaller guild to try and keep there settlement. Now my guild (or another smaller guild) will not even have the chance find out. Xeen wrote:
I agree, like I said the Devil you know and all that...
How can we negotiate peace? The simple solution is that Golgotha withdraw from Pax until after the land rush and then re-join them. Wait that will only leave us right where we are now. Oh well, the devil you know is better then the devil you don't and all that...... Here are the facts as I see them, and I might be biased because I am part of a smaller guild whose spot in the land rush might be taken by Golgotha. Golgotha will be in the land rush regardless of all the bickering and name calling on everyone's side. 1) Pax and Golgotha joined forced for a strategic advantage of numbers. They looked at all the advantages and made the choice to join forces. 2) Now that they are one guild they do not like the fact that one of the disadvantages "should be" they start off with one settlement. 3)GW is not going to enforce this issue because both Pax and Gogotha are strong supporters of PFO before they became one unit and after they became one unit. 4) The CEO of GW has already said that they will not get in the middle of this issue. 5) Pax has already said they will have 2 settlements and I do not think anything will change their mind on this. 6) Will other large guild start to do the same? Probably. 7) Can we stop this from happening? Nope. Did I miss anything? Why are we all still kicking this dead horse? Pax wins - Smaller guilds lose, survival of the fittest and all... PFO is going to be awesome regardless of Pax getting an unfair advantage.
Fnipernackle wrote:
I love this line "Followers of Gorum view vorpal greatswords as holy relics, and often seek to recover those in the possession of heretics.[4]" I see a plot point coming in my home game. :) Be careful what you wish for, it just might come true.
Several gun ports open up as they are half way across the room if they move again a large bang sound happens and all the guns shoot out confetti and a flag with the word "BOOM" written on them. If you want a bit of danger add the real trap, which are small vipers that are let out on the bottom of the walls (perception DC 30 or 35 to see them) the wall and floor are painted the same color as the vipers making them real hard to detect.
Xallin wrote: No the dead guy was a member of an assassins guild that hunts drow. He was killed in the underdark, and the guild is none the wiser at this point. That sounds like a very nice plot point for the DM. If they keep the loot maybe the Assassins guild will come looking for a specific item they gave him. :)
Dwarf Cleric of Gorum: Cleric specializing in the glory of battle
I played this Build once and it was a blast. When I healed any of my party members I would smear the blood from a defeated foe onto the forehead of the party member and say "Gorum blesses you for your courage in battle, be healed".
Pluvia33, The Vivisectionist (Alchemist)is a good alternative. I did not see that archetype. I hate to multiclass away from the rogue just to get what I want, but it looks like my best option to get the ability and still kind of keep the rogue skills going. Thanks for the suggestion. If anyone else has a suggestion please keep them coming.
I want to give my Rogue the poison use ability but I do not want to loose my Trapfinding ability like the poisoner archetype does. I can not go Assassin due to the alignment restriction of PFS characters not being evil (or am I wrong on that one)? I could take two levels of Alchemist, but I am not sure I like that ideal. I don't see any feats that give this ability and I was surprised that poison use is not a rogue talent. Any suggestions would be welcome.
Reecy, Bam!! here is a Taldor Traits Expert Duelist: In your youth, you spent countless
I see what your doing now. and RAW looks like it would work. You would have the light sensitivity but you would have that with the orc bloodline anyway. I am not sure I would allow you to take Acute Darkvision and Skilled alternate racial traits. If you take skilled you have no Darkvision to take Acute Darkvision. I can see getting darkvision back with the Orc bloodline but not with the Acute Darkvision trait. I think of it like this, as zero level half orc you would be skilled and Acute darkvision would not be available then at 1st level you would get the darkvision back due to the sorcerer level. Does my logic make any sense?
Shadow, So in this case how would it all work together, In bright light the character can Stealth, attack, 5 foot steep and stealth again? What needed rolls would I need and at what penalties (if any)? In dim light the character can Stealth, attack, 5 foot steep and stealth again? What needed rolls would I need and at what penalties (if any)? In darkness the character can Stealth, attack, 5 foot steep and stealth again? What needed rolls would I need and at what penalties (if any)?
Someoneknocking wrote:
I guess you could argue that if the Cleric had enough hit points to take the negative channel then moving that exclusion to a party member that was already hurt is a benefit of the feat. That being said I think the feat is intended to be additional targets as you can always exclude yourself. So with a CHA of thirteen the cleric should be able to exclude himself and one other target.
Well done Third Mind. I would like to add: She began winning at the stadium battles, but she did not kill as it was not necessary and she was good of heart. Not everyone was pleased with Lulu's battle skill. She earned the wrath of of a Half Orc Merchant who not only lost his fortune betting on his son's sucess in the ring, but took it personally when Lulu made the Merchant son (O'lrig) submit in the ring. O'lrig was so humiliated that he vowed never to compete again. Just a thought for the bad guy....
Landon Winkler wrote:
That is the most sensible reply I have read on the forms to date. in my opinion over Optimization leads to one trick ponies and causes the party to be over powerful in one way or another (usually combat). For me its all about party balance so that everyone has an equally good time.
I too am happy with Pathfinder. I try to keep my home games to just the core rules. I Prefer the simplicity of the core races/classes and rely on roll-playing to make a unique characters. I also don't like to play characters past level 11. Very few DM's can master a good campaign past level 11 (IMHO anyway).
I know pacing is a big key in keeping the story moving along and in keeping the players from being bored, but don't be afraid to slow the players down so that you be more descriptive of the scene (or in some cases figuring out where that door is going to lead them). I would also recommend running a pre-built scenarios/modules to get your feet wet. Good luck!!!! |
