Albatoonoe wrote:
When I read wrestler I instantly thought of Guacamele haha.
moon glum wrote: Once there are the theoretical underpinnings for converting mechanical work to electricity, there are a huge number of ways to generate electricity with magic-- golems, unseens servants, skeletons, magical heat generating steam, etc.. But then people will research spells that just strait up generate electricity, and all the clever golem gizmos, and create water/heat metal contraptions will seem superfluous. Well I guess the real question is what is cheaper building and maintaining a generator or getting wizard to cast a spell that will continuously generate electricity? This could be fun. Adding the cost of the materials to build the generator (though I feel we should leave out constructing the infrastructure to use said generator for a later time.) With just some cursory looks we will prolly need around an 12th level caster. Then you would need to a mass anywhere from 7,500-20,000 gold and that is at cost. If this is the first time it has been brought up to the caster and no one has a spell that could do that you'd have to pay him to research said spell as well, not the mention the need for multiple castings for later energy needs as said town expands. So here is the challenge. we'll take the average number of 13,750 and have that as our cost. Anyone up for that challenge? Build a Galorian generator for less then 13,750 gold. This including labor and material cost.
Dasrak wrote: Talley Haha I was in the middle of doing this thank you! Ascalaphus wrote: Maybe a good solution would be to instead make some bard archetypes available that get rid of spell casting. I'v been waiting for this archetype though I am not sure what to replace it with, preformances maybe? I am not sure, but in the end I feel like it is just saying "Hey now I really am the new rogue," if one does pop up.
I get around the is simple saying play the character how you think they would act. They can tell me what there alignment is at the beginning but I tell them I will judge that and keep track of it. If there is an issue of disruption I tend to squash that quickly with a talk with the affected parties. Push comes to shove I quick the person out of the game. I also have everyone get together and talk about what and how they want to play before the game starts and just flush everything out.
Well if people want to bring up specific instances of is written instead of more of a moral discussion and even the possibility that most of what the world the player is active in could potentially be smear by surface dwellers as someone took some artistic liberty with in the monster orphanage thread. We must first look at what defines "good" in Pathfinder. In the Core Rulebook under Alignment, under Good Vs Evil page 166 it says "Good implies altruism, respect for life, and a concern
Given this definition it does not call out potentially evil sentient beings as being exempt from being respected has living beings. In fact it sounds like the description of evil to me stated in the next paragraph. "Evil implies hurting, oppressing, and killing others.
"Huh, hurting, oppressing, and killing others really is all happening with declaring an entire species kill on sight. It even calls out killing as a part of duty. I mean people in history have more enough done the same thing, but since this is a fantasy world and real world morality doesn't have any relation to fiction that is off limits. Now it is stated by the op that drow are "monstrous humanoids" and thus morality does not affect alignment if killed. This is False in two ways; one respect for life does not differentiate between "monstrous humanoids and "normal humanoids", two According to the Advance Race Guide page 103 drow are humanoids with the elf subtype. Therefor killing a drow would be mechanical killing an elf. Furthermore no where does it state that drow are evil in the ARG in fact it explicitly states "...they are not born evil..."(pg. 102). Now this is used to qualify that though they are not evil, there society is. But people can attempt to flee corrupt societies or even given the opportunity to be raised away from said society could be different. (There are people who try to escape s~+&ty societies but hey we can't equate real life to a fantasy world.) Also if you look at it purely from a political stand point this is a declaration of war. If I was a kingdom I would not want to go to war with a foe who's settlements I don't even know the location of nor is my army equipped to go to war with. But that really doesn't have anything to do with bieng good so I digress. tldr; Killing an unarmed drow on sight is no different from killing a human on sight, thus it is an evil act, even in the name of someone else.
Matt Thomason wrote:
Or a dervish dancer build could work as well.
Hmm, the way that it is written in nature bond is "...granting the druid one of the following cleric domains..."pg 50 of nature bond. Then Ultimate Magic state "Inquisitions are intended for inquisitors, not for other classes that give access to domains. While a cleric or
Guardianlord wrote:
Flowertouch ghosts?
I read this thread and I gave it some thought as I went to work and it, for some reason made me think of Samurai Jack. There was an episode where he had to fight a shadow form of himself. Jack's anger fueled the apparition, and it was only after her realized he was losing himself to a vengeful rage that he calmed himself and defeated the foe. So why not have a shadow party spawn, spewing insults and such that the character the emulated would say. They would get stronger as they fought and would only be defeated when they realized working with each other is the only way to beat them. Get all friendship is magic on em.
Well think what would you do as a PC in a strange new place that you didn't understand the language? If I needed to be there I would go to ground, find someone to be a translator and disguise the skill monkey while he learns linguistics to learn the language, make him act as a mute beggar and learn about the streets. Have the corruption be apparent at that level, let the PCs see that crime is rampant around the city and show them that there is actually a buisness opportunity here. Play the soft power game and consolidate power while under the blessing of the big bad. Then they can turn around when they are this symbol of popularity boom viva la revolution!
Another good option could be to go Ranger with Archery Specialty, taking Quick Draw, Dervish Dance, Weapon Finesse,Deadly Aim and Improved Critical Strike. Then with the Archery specialty take Rapid Shot, Many Shot, Precise Shot (your to hit will probably be really high so you could switch this out with another feat.)
RedDogMT wrote: With 120,000 GP you could buy a nice estate, retire, and live the good life! :) I'd buy what you absolutely need to and invest it in estate for your faith and start a place of worship. Also you can use it as a sanctuary and maybe even attract lower level character npcs to write scrolls or brew potions while you are gone and maybe by farm land. Then again it really depends on who you worship.
To take care of high fantasy settings just make it so that these high level adventurers get turned to intelligent undead that can control lower level undead around them, then give the disease a bonus to resist positive energy. Then you have these undead clerics and paladins rolling around casting Or just make it so the people aren't dead, just mind controlled, similar to Last of Us or the plant thing in Mass Effect. |