Brass Dragon

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54 posts. Alias of Kobold Cleaver.



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So, I have a problem, and I'm a bit surprised that no one else has posted about it yet. This is a question about everyone's darling, the Leadership feat.

From the PRD:

Quote:

Cohort Level: You can attract a cohort of up to this level. Regardless of your Leadership score, you can only recruit a cohort who is two or more levels lower than yourself. ...

A cohort does not count as a party member when determining the party's XP. Instead, divide the cohort's level by your level. Multiply this result by the total XP awarded to you, then add that number of experience points to the cohort's total.

If a cohort gains enough XP to bring it to a level one lower than your level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed to attain the next level.

...

... Don't consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.

So, what am I supposed to do if I don't use XP at all? I use the milestone level system, as I think, honestly, most Pathfinder players do these days, and it's downright weird that the book doesn't have an explicit clarification for that extremely common playstyle.

The most obvious answers are probably just, "level them up whenever the PC levels up", or "level them up whenever the PC's Leadership score increases".

The latter seems potentially problematic, since Leadership Scores can shift wildly in response to story events and new gear (whoops, I spent a day wearing my Headband of Charisma, time for a level-up for the cohort!). Of course, the PC could just ditch the old cohort and get a new one who's more properly capable, so maybe basing it off the Leadership score is appropriate.

What do you think?


Alternate Title - PF INSTALLMENTS ARE TOO LONG!!!!!

I've always found Dungeon magazine adventures easier to keep up with, even though they're, well, in the wrong edition. Lately, I've started wondering if the length is the issue. Pathfinder installments are a lot longer, and for me, they feel like a lot more to wrap my head around as a GM.

A standard Adventure Path installment in Dungeon magazine would be around half (?) the length, meaning the GM only had to track so much at once. It also feels faster for the players, who get to have the "you beat the chapter!" music play twice as frequently. Personally, it feels better-paced.

What do you think?


So, this is a pretty simple question, in my view. There have been a ton of D&D webcomics over the years, though in my view, the number sort of started to drop around 5-10 years ago. Dork Tower, Order of the Stick, Nodwick, Full Frontal Nerdity, DM of the Rings, YAFG...

My question is this: What do you think are the most important (or best-quality) webcomics about tabletop gaming?

This isn't necessarily about comics that have D&D-esque worlds, mind—it's about webcomics that directly set out to satirize tabletop games or the tabletop gaming hobby. So, Order of the Stick and Goblins count, but Hero Oh Hero doesn't, even if the influence is pretty obvious at times.


Alhaster Map; Zeech's Table

Home under the range
Where the glimmering glowbeetles play
And nowhere is there heard
A discouraging nerd
At least, that is, 'til today...

Hey, y'all, here's the discussion thread. We probably won't have much occasion to use it, since we have a Discord, but for now it makes a handy platform to start out on. Basic rundown on joining up:

1. Make a Paizo account. Name it whatever you like.

2. Under My Account, find the link to creating an alias. Create an alias, and name it after your character.

3. You can edit the alias's profile if you like to have the character info (in fact, I recommend it), but the key thing is to put the following info in the Classes/Levels bar: Race, Class, level, Perception bonus, Initiative, Hit Points, and Armor Class.

It should look something like this:

Goblin cavalier 1 | Perception +2 | Init +4 | HP 10/10 | AC: 17

You can also add in extra stuff on the infobar, like expended resources, touch and flat-footed AC, etc, but those are the core points I need covered for easy access.


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Hi, everyone! As a disclaimer, I'm gathering feedback for what will either be a video essay or a blog post regarding the races of Eberron, so only post here if you're okay being quoted or referenced. I will not mention names unless you specifically state you're okay with your username being used.

How do you run the races of Eberron?

Eberron, Magitek-Roaring 20s-Pulp-Political Commentary mashup that it is, contains four brand-new races of note: The Kalashtar, the Shifter, the Changeling, and the Warforged. I have a few questions regarding their usage.

Note that these questions apply to GMs and their NPCs, not just players and their PCs. Thank you very much!

1. Which of these races are frequently featured when you play Eberron? Which tend to be neglected, and why?

2. Do all of the races feel like they have a place within the setting? Which races feel best-situated, and which races feel the least at-home?

3. Are there any races you don't know what to do with?

4. Do you think all of these races would play just as well outside the setting?

5. Favorite race? Any you've never played that you wish you had?

6. Least favorite race?

7. Do any of these races primarily get used as PCs? Do any of them primarily get used as NPCs?

8. Is there any non-Eberron specific race (halfling, goblin, elf, etc) that you primarily play in Eberron, because you like its Eberron flavor the best?

9. Overall, what is your opinion on Eberron's handling of the playable races?


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I'm really curious about this. Wikipedia just says "2002". I know that Pathfinder's 10th-year anniversary is coming up next March, but when is Paizo's anniversary?


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Of all of Paizo's many strengths and weaknesses, particularly discordant has always been their attempts to master the portrayal of different cultures. It's not easy—Paizo is pretty racially and ethnically homogeneous, and has been for many years. They, like myself, have very understandable blind spots. It's not always easy to catch those before a magazine goes to print!

I've experienced a lot of this firsthand as a player in Serpent's Skull. I think part of it comes from Paizo's general love for racist pulp magazine stories—mind you, they do try to cut that racism out and just leave the "fun stuff", but a lot of those magazine stories were just inherently problematic. Irredeemable, even. You can't tell a story about a bunch of Europeans busting into Africa looking for treasure and not have them be the villains without telling an imperialist narrative, even if they do their best to only kill a few Mwangi abolitionist extremists what the hell Serpent's Skull.

*Ahem*

Sorry. This isn't about Serpent's Skull. This is about Lizard's Skull lizardfolk. You know, that species that's always sorta existed as this coded "here's the savage spear-chucking tribal cannibals" elephant in the room throughout every edition. Well, Age of Worms has a whole chapter about these guys.

And you kill a s++#ton of them. I do not exaggerate: Encounter at Blackwall Keep has, beyond a doubt, the highest assortment of nonevil casualties in the entire AP—and that's including all the elementals, vermin and constructs! You are encouraged to mow down dozens of True Neutral lizardfolk simply because they've been misled by a pair of colonizing influences—a lizardfolk ex-slave from the Free City and a big old dragon.

It's awkward, obviously. And it gets more awkward when you consider that this is one of the easiest adventures in the entire AP—against a well-optimized party, these dozens of lizardfolk are almost totally helpless. When I said "mowed down", I meant it. You are basically massacring a pretty good portion of a pretty good-sized tribe whose only crime is not really being a fan of entire generations of hatchlings being killed in their eggs.

I'm going to be running this game again sometime soon, and when I do, I don't want to deal with this s&%!. Last time I ran it, my players felt uncomfortable, and so did I—back then, I actually ended up handwaving things so they could establish a truce before the casualties climbed into the forties.

Now, here's the thing.

It's actually a pretty progressive adventure.

The lizardfolk aren't evil. They aren't even exactly "misguided savages". I think Paizo even came close to avoiding the Noble Savage trope in places. These lizardfolk have legitimate grievances, but are misinformed about where the blame lies. There are moderates within the tribe who will work with the PCs to bring down the leader of this attack, and the leader isn't from the tribe—he's essentially an urban agent who's been installed as a puppet leader to guide the tribe towards destruction. It's actually a pretty good effort at making a two-sided conflict for players to wrestle with.

Unfortunately, it's still a D&D adventure, and so the scaly guys still gotta be the fodder. And it arguably actually makes things worse that the lizardfolk are as justified as they are—you end up converting a lot of innocent people into XP.

But I don't use XP. If I want to turn the entire first half of Encounter at Blackwall Keep into an open-ended intrigue, there's nothing stopping me.

So that's what this thread is about: Fixing Encounter at Blackwall Keep to cut back on the genocide. And if not...well, this will be how I learned to stop worrying and love the worms.


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This is a small request for what might be quite a difficult feat: Add a "Submit" button, or the like, to the Bestiary Indices. That way, we can input the checkmarks we want, un-check everything we don't want, and then submit it to get our monster lists.

As-is, every single checkmark takes around 5-15 seconds to register, and it can crash the site if I check too many at once because it has to update automatically for every single new input. I don't want oozes? Wait fifteen seconds. I only want Magical Beasts? Wait fifteen seconds, then fifteen more. It's a huge pain, and it would help massively to remove the auto-response.

Also, there's a really annoying glitch where Fiendish and Celestial animals are included even if you Uncheck literally every other monster. That's more territory for the PRD error reporting thread, I guess.


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This is just a casual little thread I thought would be fun where we just talk about current homebrew and house rule projects of ours. We can exchange thoughts and feedback, but only give someone serious feedback if they say they're looking for it, and try to avoid derailing the thread with anything major.

I'll start: My sister and I are currently working on a homebrew setting inspired by fairy tales and folklore from around the world. The Devil is a major figure, along with thousands of small gods, talking rivers and mountains, and the "spirit hemispheres" (our current working title for the "Seelie/Unseelie Courts", plus a bunch of non-technical-fey magical creatures). Our gnomes used to be doll-like changelings, our elves are humans who tried to live forever, and our hobgoblins are a mobile sort of Spanish Inquisition, complete with snappy red uniforms. We're gonna start posting bits and pieces on Tumblr soon.

I'm also trying to adapt the Abhorsen setting into an RPG based around 5th edition D&D, though that's on hold for now.

Oh, and I'm working on a rogue archetype called "the Matador".


Hey, all. KC here; posting via phone. My roommate has evaporated and he forgot to put my name on the list. As such, I'm kinda stranded. Unless he shows up by 10, I'd REALLY appreciate someone able to open their room 2 me, at least 4 one night. I'm fine reimbursing, and I don't mind the floor as long as its a room.

I'm giving him til 10 to materialize, but then I need to sleep somewhere or the anxiety will do this mobile in! Also this kobold.

Please let me know if you can help. My name, for Reservation purposes, is nikolai geier.


Hey, everyone. My question here is simple.

Is there any way we could easily weave the Verminous Hunter hunter archetype together with the Swarm Monger druid archetype to produce a hunter who can conjure up swarms?


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For this thread, I want all of you to put aside your biases for a moment. Put aside your biases as a player, as a Game Master, as a rules questions subforum arguer. The question here pertains to the rules of a summoned monster's behavior. I am looking forward to a robust and interesting thread here, so if anybody's overly dismissive or aggressive, I'll be very disappointed.

Let's say you're a lantern archon. Or a dretch. Or a flock of fiendish eagles. The specifics don't matter.

What does matter is that the person who summoned you just got possessed by a demon.

There were no standing orders before this happened. You can, to some extent, understand what just happened (enough to know, "I don't have to follow that summoner's orders anymore"). Even if you don't know Magic Jar, you know that your summoner is now being possessed, and that their soul is trapped outside their body. Their allies, alarmed and afraid for their friend, prepare to attack.

So...now what?

Summon Monster wrote:
[If you cannot communicate with the summoned monster, it] attacks your opponents to the best of its ability.

Who is my summoner's opponent? Please advise! I am potentially only a bunch of dumb birds, but even if I'm a slightly less dumb archon or dretch, I'm barely even a real entity. This is way beyond my paygrade!

There are three options I can see:

1. Attack my summoner's former allies.
Now, I know, this sounds dumb. I know the demon isn't my summoner! But here's the thing: It's still my summoner's body! If it dies, so does my summoner! Just because these people are killing her "for her own good" doesn't mean I can stand by and let it happen! The "opponents" of my summoner are clearly the people who are about to get her killed!

2. Do nothing.
S#!&, s~&$, s~#*. This is bad. Okay, look, I know I'm supposed to attack my summoner's opponents, but I don't know who those opponents are! The spell compels me to attack the opponents, whether I be archon, demon or elemental (or bunch of dumb birds), but maybe neither group counts as opponents anymore!

3. Attack my possessed summoner.
The true opponent of my summoner is the creature that is stealing her body! I serve the soul, trapped in a stone above her head! Therefore, in order to attack my summoner's opponents...I must kill my summoner!

Right?


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Here's a Twitter thread I found fascinating. Reposted below:

@OneShotRPG wrote:

HOLY COW. On the most recent episode of #thezonecast @travismcelroy used an amazing player technique that I want to discuss.

It is so valuable I believe it is the player's answer to the GM's "What do you do?" I am going to avoid spoilers.

During a mildly cinematic scene he asked his GM for a cool character moment, and followed it with "It's important to me."

It was a simple phrase but it was a really strong signal to his GM.

A lot of the GM advice I give boils down to "listen to your players, and build on what they want." It's simple, but it's hard to follow.

You juggle a lot as GM, and you have to weigh player desire against the reality of your world.

It can be difficult to discern when a player is playing around a challenge, and when they have a real vision for their story.

"It's important to me," communicates exactly what a DM needs to hear.
It's the sort of communication that will sidestep arguments.

Think of how many times you have seen a player argue why their action is "right." Why the rules support them and the DM needs to listen.

If players put themselves in the vulnerable position of communicating "this is important to me," the game will run smoother and be more fun.


The rules are simple: Take the previous poster's moral standard, misinterpret it to some absurd extreme to show how it's "wrong", then leave your own moral standard. For example: "Oh, you think it's wrong to eat babies? What about baby ROVAGUG"

Don't get gross or political!

Moral Standard: It is wrong to kick puppies.


Hey, all! This is a fairly informal Homebrew thread—I'm not looking to design anything publishable, just a set of ideas for how to represent something in a game I'll be running tomorrow.

In the setting I'm running in, kobolds tend to be creepy cultists for dragons both good and evil. I'm introducing a kobold leader with three "boneless monk" attendants, and I'm trying to think of ways to highlight the supposed "bonelessness". Here's what I've got:

- They're monks, of course, giving them a lot of fluidity.

- I'll give them Roll With It as a feat, and maybe a resistance to bludgeoning damage.

- I could obviously give them compression, but that's unlikely to come up unless any of them survive for future encounters.

Any other suggestions?


Specifically, a problem with distinguishing the flavors of various giant species. Hill giants and ogres are easy to conflate, trolls often just come across as really angry ogres without the nailbiting habit...Me, I love me some giants, and it's important to me that each one have a distinct flavor and reason to exist.

How do you like to flavor the following giants?

1. Hill giants. What is their point? Seriously, hill giants. Right now, you're just less interesting ogres. Get it together.

2. Ogres. Do you favor the "evil redneck" characterization?

3. Trolls. Talking owlbears? Dire bugbears? Goat gobblers? This thread is closely connected.

4. Any other giants you really like?


I know, I know, I really shouldn't be making yet another apology/blame thread for this subforum. And I know we already have a lot of political threads. It's just...things have been really rough right now. With Trump being president, and all.

I really need to post more frequently on my PbPs. It's just really stressful, because whenever I start to write, "The cleric gets coup de graced," I remember who's president right now.

I'm sorry I haven't been that funny lately, guys. My sense of humor is just shot with Drumpf as our commander-in-chief.

I really shouldn't be eating berry crisp for breakfast, but damn it, I need comfort food right now. Have you seen our president?

This thread is meant entirely in fun, referencing a joke Lindsay Ellis made on Twitter about how much time she's planning to spend at Disneyland. :P


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Good thing I ctrl-c'd on my edit.

The Democrats are seriously going to have to start talking to their progressive wing soon and admitting that Clinton just wasn't that good a candidate. It wasn't all her fault—sexism, biased media and a long campaign to paint her as unlikable and deceitful did a lot to screw her over—but at the core she was an uncharismatic career politician who campaigned on "America Is Already Great" and was way too moderate on issues progressives cared about.

Trump didn't beat Hillary Clinton. With that wretched turnout, he couldn't beat McGovern*. Secretary Clinton beat herself. She was carried through the primary debates by her party's blatant endorsement and half-won just by virtue of the media narrative saying she would win. People complained that Bernie Sanders was hampering her and weakening her prior to the general, forgetting that the point of a primary is to weed out easily-weakened candidates.

They preached the same premise again and again during the primary, remember. It hinged on two notions:

1. Bernie is too extreme to win. Independents hate extremists. Independents overwhelmingly favored Sanders over Clinton. Contrary to popular mythology, incidentally, Independents did not vote much for Trump in his primaries. That was something Rubio tried to push to convince people he could win Florida.

2. The Bernie-Or-Busters will fall in line. Hillary-Or-Busters did in 2008! Yes, because Hillary was supported by people who'd been lifelong Democrats, not a handful of Independents, young disillusioned Democrats, ex-libertarians starting to reconsider their ideology, and old Greens and socialists looking for a chance at real change.

When you adopt the tone establishment Democrats did last year—"These Bernie supporters will fall in line, they have to, it's the lesser of two evils"—those voters become disenchanted with the process. So sure, you can be pissed at Bernie-Or-Busters. They are kind of childish a@!@$$#s. "Hillary is as bad as Trump"—b#~*~&!!. But blaming the voters has never been a winning strategy. Remember #1? A primary isn't just about picking your favorite candidate, it's about picking a winning candidate. Last year, we didn't.

Democrats are really going to need to redefine their tactics. They need to stop abandoning red and blue states' local elections. They need to stop assuming midterms are a lost cause without even trying. They need to reach back towards economic justice to recover young voters and Rust Belt workers who feel left behind and don't bother voting anymore. And most of all, they need someone who isn't Cory Booker to run in 2020.

Disclaimers:
I voted for Hillary Clinton in the general, and "identity politics" is a s*!*ty buzzword for "civil rights". The "all Bernie supporters are rich white dudebros" narrative Clinton's campaign tried to push was pretty s#&*ty, though.

*Not to say McGovern would have won with the numbers he got, but he likely would have beat Trump in this election.


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Discuss.


The PRD wrote:
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. [sic]

My question is this: Is the inclusion intended to signify that all Enchantment (compulsion) spells are blocked, including Feeblemind? Or was it intended to underline the sort of spells that would be targeted?

The RAW is fairly clear, thanks to a simple comma: The spell blocks all charms and compulsions, such as charm person, command and dominate person. But I do wonder if that was an unintentional narrowing of the definition.


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I'm a millennial, as many have probably guessed from my zany, irony-laden, attention-seeking attitude*, and one of the few "proud millennials" I've ever met. Obviously, the age group only tells you so much about someone, but I've always liked to watch the trends.

Take the millennials' contempt for their own generation—we're a very self-effacing age group, probably because we're so Independent and Self-Centered and we hate being lumped in with groups. We're more connected with the world than ever before, but we've grown up in a world that enthusiastically facilitates echo chambers. We grew up with Gore vs. Bush, and many of us started voting (or not voting) around this most recent election. The overall generation tends to be very hostile towards the idea of "party loyalty", for better or worse, and we're more progressive than ever—unless we're young dudes talking about feminism, in which case we're actually less progressive than the older guys. Go figure.

So, what's your generation? Do you feel any particular identification with it? Feel free to reference general political affiliation, but try to steer clear of stating actual beliefs, since the political moratorium is still active.

*I mean, granted, all of that could indicate GenX, too, but I'm not Disaffected enough. ;P


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So this kobold bard walks into a duergar's office and says, "Have I got the act for you!"

And the duegar summons the guards because the duergar hate all fun things, including theater.

So this kobold walks into a svirfneblin's office and says, "Have I got the act for you!"

The svirfneblin says, "How did you get in here?"

And the kobold says, "So here's how it goes. The act starts with a couple thousand goblins in the Darklands. They're just doing what goblins always do—setting things on fire, torturing whatever they can reach, killing each other. You know how goblins are: all id, right? Sex, murder and rock-and-roll. But then one goblin eats some diseased fungi, and pretty quickly the disease spreads. It's a funny disease: It makes the goblins live a lot longer, but now they breed way slower, which is probably going to be a problem, since it didn't make them much smarter and they still want to kill and screw each other."

And the svirfneblin says, "Yeah, I've seen goblins before. It's no wonder they never survive down here in the Darklands, considering how bad they are at working together. Even the ghouls mostly try to get along with one another, y'know? But seriously, how did y—"

"Even worse," the kobold continues, "now the goblins are becoming more chaotic. Even more focused on id. They're getting really into sadomasochism and murder and it's getting to be a problem. So the leader goblins team up and cast a spell, contacting the Abyss. And they make a deal with the demons, selling all their souls. Now they're in Congress With Demons. But they still hate each other, and they're still self-destructive id-driven a+#+$@!s, and they still breed really, really slowly. Also, everyone in the Darklands hates them, and they brutally oppress the majority of their people."

"Probably still get more s++% done than the Svirfneblin Congress," the svirfneblin says. "But look, I really need to know—"

"So fast-forward a hundred years or so," the kobold says, "and suddenly they're the most powerful species in the Darklands."

There is a long silence.

"That act makes no sense at all," the svirfneblin says carefully. "What do you call it?"

And the kobold bard spreads his arms wide and grins. "The Drow!"


It seems to me that the bonus Invisibility grants to Stealth is incredibly confusing and inconsistent. It just doesn't make sense.

So let's say I'm a rogue, visible, sneaking through fog. I get no automatic bonus to Stealth for the fog, even if nobody has a chance of seeing me.

Let's say I'm a wizard, invisible, sneaking through fog. I get an automatic +20 bonus to Stealth for being invisible—the guards have almost no chance of hearing my footsteps.

Let's say I'm a rogue, visible, sneaking around a blind creature. I get no special bonus for my Stealth check, but they take a -4 penalty on their Perception check.

Let's say I'm a wizard, invisible, sneaking around a blind creature. I get an automatic +20 bonus to Stealth for being invisible, and they get a -4 penalty to hear me.

The thing is, invisibility is already plenty good. It's still worth a 2nd-level spell slot just for the combat advantage—I can summon all the monsters I want, or avoid getting attacked while I escape, or, if I must, give the spell to the rogue to let her get one or two really solid attacks in. No AoOs. And then we add in the utility of getting Hide In Plain Sight at 3rd level.

So, if we just take away the skill bonus, what happens?


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As fun as Play-By-Posts on Paizo are to play in, sometimes they're even more fun to watch. Some people tell some absolutely wonderful stories on here. Here are a few of my favorites.

Aubrey's Eberron Campaign: This is one of the longest-running games on the forums, if not the longest at this point, predating the new Campaigns format, the [dice][/dice] option, and even Pathfinder itself. And for good reason—it's an awesome player-driven campaign featuring some impressive displays of GM and player creativity. This pulpy intrigue/noir/adventure stars a bunch of classic snarky heroes who get dropped into a tangled knot of factions and start a-snipping. It's a combination of drama and tragedy, comedy, and good old-fashioned cinematic battle, and the player engagement is spectacular.

The Cleansing of Nexorus: A new-ie, but a goodie, this game stars a bunch of monsters enslaved by a human-supremacist nation. The characters are memorable, the prose is compelling, and there's a kobold in it! This game was basically made to appeal to me. As a warning, the game is currently on indefinite hiatus, but it's still a great read, and I hold out hope that it will one day return.

I'll post more when they occur to me. But what are your recommendations?


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I had to put the parenthetical in the title because I really didn't want to get people excited. I do hope there is another Unchained someday, though, and I thought I'd start a list of things I hope to see in it.

  • A compiled fighter fix. I think a lot of good stuff for fighters has come out of late, but it would at the very least be nice to have it all compiled into one source so I could tell my players, "Use the Unchained Fighter."

  • Unchained monk archetypes. To be precise, proper conversions of the monk archetypes many see as a necessity for the class.

  • House rules to reduce the countless different types of buffs and the massive difficulty in tracking them. I would like to see at least one or two optional rulesets to help with this, as it's one of the chief problems of mid-to-high-level play.

  • Rules for monster PCs, for those who want them. And I mean, like, "monster class"-type stuff.

  • Variant rules for maimings and the like, or ways to reduce the frequency of death in your game. This and the last aren't really priorities for me, but they'd be neat.

  • Optional rules that tackle the spells often seen as "gamebreaking". I'm talking create water in deserts, light in games where darkness is an issue, and the higher-level ones. Maybe variant spell lists, even.


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    Now, I can't claim to be an expert on monsters. I only own, like, two Bestiaries. So maybe I've missed some art. But it's not like I don't keep up. And what I've noticed is that whenever a fey, celestial or pretty much any monster is described as being "beautiful" (especially using words like "unearthly"), the art always seems to depict a humanoid of the same standardized body type.

    I think this is interesting. Looking at the first Bestiary, for instance, it's a mass of skinny women (and a few men). That seems unbalanced to me.

    Is there art I'm missing? And if not, speaking critically here, do you guys think this is an errant statement? I think it goes without saying that "beauty" is entirely subjective, and that no one of the three most common body types is superior to the rest. I personally get the sense that a small pool of artists with specialized opinions on what constitutes "attractiveness" have skewed the art in a particular direction.

    So, thoughts? Opinions? Those four angry guys who always show up to these sorts of threads to complain about how politically correct I am?


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    I hate the asymmetry of "Fort/Ref/Will". It should really be "Fort/Refl/Will", or "For/Ref/Wil", but both of those look terrible. There's no good solution. It drives me up a f~&$ing wall.


    I understand
    You've been running from the man...

    I have here a little build I'm working on for a Hell's Rebels game. Meet Len of the Thicket. Her backstory, due for some modification, can be found here, if you want to see the reasons behind some of the design choices. Her subpar Dexterity, for instance, is there for a reason. We are using Background Skills.

    Any ideas for ways to improve this build? In particular, any archetypes or feats that mesh especially well with the Sandman? I'm worried about her ability to use her signature power effectively. It's a fairly tricky power to use effectively to begin with.


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    The question is the title—no more, and no less. I'm not super interested in hearing about other RPG settings (yes, I know about Grimm). I'm just considering some ideas and I'm wondering: Is there a D&D setting, from any publisher, billed as being inspired by fairy tales?


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    1. The PCs encounter a raven trying to rip a shiny bauble from a dead woman's neck. As they arrive, it succeeds, and begins to fly away with its prize. Bonus points if the bauble is a pendant of raven protection +5.

    2. The PCs encounter a group of skeletons nailed to trees. The skeletons are not animate, and have been dead for years. Bonus points if there are as many skeletons as there are PCs, and each PC has a skeleton of the same height and frame.

    3. The PCs travel by a small pond. Numerous coins lie at the bottom. Bonus points if the pond is freezing, muddy, or filled with algae. Brownies if the coins are all copper pieces. [i]Pie if the party can clearly tell they're copper pieces—you know one of them will go for it anyways. Make sure to emphasize how MANY there are.

    4. The party encounters a street urchin trying to defend their bread from a flock of hungry gulls. Bonus points if the urchin tried to rob or scam someone in the party earlier. Brownies if the bread is what they stole.

    5. As it begins to rain heavily, the party encounters someone trying to get out of the rain—someone with undiagnosed pneumonia trying to complete the day's work, for instance, or a feral cat. Bonus points if they're a tinker in a thunderstorm.

    6. A monkey, raccoon, raven or similar creature tries to steal something small from the party. Bonus points if they do it while the party is asleep, and keep coming back to steal more things until they get caught.

    7. The party sees a flock of chickens traveling by, with no apparent owner. Bonus points if they're completely out of place, like a river, jungle, or crowded city street.

    8. The party is approached by a traveling circus seeking some new clowns. Bonus points if one of the old clowns quits in front of the party, complaining that they "just can't compete". Banana cream pie if the circus was given the recommendation for the party by one of the party's rivals.

    9. The party sees a bald eagle trying to steal a fish from a smaller osprey up above.

    10. The party runs into a group of unarmed goblins rehearsing one of their warchants. Bonus points if the goblins are children learning the "goblin national anthem.

    11. The party finds an old broken-down wagon. With some repair, it could perhaps be made to run again. Bonus points if there's a body, and a clue to what killed it that might aid the party up ahead. Brownies if it's a kid's wagon, and the "body" is a shredded doll. If the wagon is taken with the party, a kid in the next down over will be overjoyed to get their toy back.


    Alhaster Map; Zeech's Table

    .


    I don't know what I did, but it's not good.

    I can't unset it from my campaign. I can't delete it. It's just stuck there. Any posts get instantly eaten up. Heeeelp.


    F Smurfold Twitterer 7

    House rules/setting info document, as it stands.

    A few extra details:

    The first chapter of the journey will take you either through the Writhing Wood or on a boat along the Styx, depending on how your characters prefer to travel. Barlily, it is worth noting, is a human-dominated town. Half-elves aren't uncommon, but pretty much anything else is something of a major departure from the norm.

    We've got two paladins, a leshy warden druid, a ranger, a summoner or bard, a rogue and a monk/arcanist/summoner/kineticist. I chose more for concept and player than party makeup this time around, so this should be interesting.


    Hey, all. I'm starting a PbP elsewhere, and one character came up with the idea of an inquisitor of the Unseelie Court. Now, I find this idea really fascinating, but I'm curious: What do you think the favored weapon of the Unseelie Court would be?


    2 people marked this as a favorite.

    We are small. We are reminded of this daily, by the giants who lumber over the clouds, by the distance that breaks us apart. We are minuscule creatures swarming atop a world far too big for us. But we are not petty. By the gods, the littlest halfling matters just as much as the greatest mountain giant. The path before you is vast, and your footprints are small. They will make a difference nonetheless.

    The world has as many names as it has peoples, and it is a populous one indeed. To you as players, though, it is the Scroll: A massive expanse of land and sea with no end in sight. Hi, I'm Kobold Cleaver. Most of you probably know me as the forums' third most prominent s@%#poster. I'd like to run a Play-By-Post.

    This is not a campaign with a strict narrative. This is a campaign about a journey—a journey through a strange world most PCs won't have seen a hundredth of. A journey over rivers of oil and haunted mesas. A journey through mineshafts built for giants and forests infested with dolls. A journey made with the help of strange friends and in spite of even stranger foes. Each of you has slightly—or vastly—different reasons for making this journey, but you're all heading to the same destination. It may not be Waiting for Godot, but it is a quasi-sandbox game, and a lot of it will just be about exploring a fantastical world as you make your way across its surface.

    System: Pathfinder
    Players Needed: 3-7
    Posting Frequency Expected: One post per day is expected. If you go longer than two days without posting at all, make sure there's a reason. Even just an in-character prompt for other PCs can help keep the PbP going.
    Playstyle: Relaxed, with a heavy mix of roleplay and combat. Expect a rough 50-50 split. I want players who roleplay proactively, who start conversations with one another without always needing a GM's nudge. And I don't run a murderous campaign, but I would rather players worry more about roleplaying their characters than keeping them alive. I'm not out to screw you over, and if a character's death doesn't match the story, there will often be other options for you. Don't be afraid to let bad things happen.

    Character Creation Guidelines:
    Ability Score Generation: My campaign offers three arrays to choose from:
    Standard: 15, 14, 14, 13, 10, 10
    Specialized: 16, 14, 14, 13, 10, 8
    Generalized: 14, 14, 14, 13, 12, 10

    Races: Any! No, really. This is a big, weird world. You can take one from third-party, you can create your own, you can take something from 3.5, or you even can be an aasimar, if you insist. You also get a fair bit of leeway over the flavor of that race. Just approve it with me first. Some races already have some stuff set in stone about them, however—see "Setting Details". Races above 15 RP will need to be re-balanced in some way.

    Classes: Anything from Paizo is fine. Beyond that, I get reluctant, because that can get difficult to manage.

    Hit Point Generation: Max at first, average-rounded-up afterwards. You're all starting at first level.

    Backstories: Everyone starts in the quaint little town of Barlily, a fairly religious fishing community mainly comprised of humans. You aren't necessarily from there, of course, though you can be. Regardless, you'll soon be embarking on a journey. The exact destination will be stated at a later date, but for now, I'd like to see some potential motivations when you delve into backstory. Treasure? Glory? Adventure? Escape? Protecting your loved ones?

    Note: I do ask that you try not to get too "cobbly" with your stats. It can be easy, especially if you're using PFSRD or HeroLab, to accidentally create a super messy character with features from a dozen different books. It becomes incomprehensible. Be mindful of how many sourcebooks you're referencing. Including links in your profile can help with that.

    Also, a lot of non-humanoid races, like the planetouched, don't automatically get darkvision in my game—keep this in mind.

    Most of the setting has not yet been fleshed out, but here is most of what has—primarily centered around Barlily, the town the campaign will start out in. House rules are also presented in this doc, containing some important information about skills and classes to keep in mind.

    Recruitment will be open for two weeks, and will close around December 3rd. After that, I'll make my selections. There may be a "bonus slot" for short-term play, but we'll see if there's much interest first.

    I would like to see by December 3rd:
    Character build concepts (class/race/specialties).
    Some bare-bones backstories and/or personalities and/or character goals.


    First question: Haladir, what would you say if I told you that for the LOW, LOW PRICE of fifteen Paizobucks, I could delete this thread within the next hour? Act now while supplies last!


    Okay, so the Deck of Many Things is basically the worst right now. It's gamebreaking at best and gamebreaking at worst. It's rolling a die to see if the campaign ends. It's a cursed item you can't "accidentally" sell to an unknowing merchant as a useful magic item. It's the in-game equivalent of, "His door is locked, he threw away his phone, and his car is gone. Maybe Matt doesn't wanna GM anymore?"

    I have never used the Deck of Many Things, and currently, I don't plan to. But I feel like it can be fixed, or at least tinkered with to be more interesting.

    So this, here and now, is the DOMT Rescue Project. Our goal: To modify the existing card effects to make as many of them as possible encourage shifts in storytelling and gameplay rather than boring one-note nerfs, deaths and godmodes.

    Not all the cards will be fixable, I'm sure. But let's get started and see what can't be done.

    Card #1: Balance
    Tarot deck: XI. Justice
    Playing cards: Two of spades
    Current effect: The character must change to a radically different alignment. If the character fails to act according to the new alignment, she gains a negative level.

    What do you guys think? Is this a fun element of the deck, or does it screw up too much of the roleplay? What are some alternatives?

    What bugs me is that you have to "act according to the new alignment". How does that manifest if you become Lawful Evil? Do you have to start tying ladies to railroad tracks? It seems like a relic of more old-fashioned alignment interpretations.


    The snowy wind needles your backsides as you open the door to the Never Even, a curious tavern roped between two great pines on the edge of a slippery slope. Because of this unfortunate placement, you see as you head inside that the whole establishment is rather lopsided.

    You journeyed here to meet an agent who promised to show you the way to an ancient treasure. Unfortunately, they gave very little indication of what they look like, and you're reluctant to risk alerting others to your quest. You look over the bustling common room, then consider the frustratingly vague descriptors you received.

    Taller than the innkeep,
    Shorter than the squire
    You might think I'm a dragon
    Because I'll be breathing fire.

    In the tavern is:

    The 3'3'' halfling innkeeper managing the bar. He is ladling out strange silvery gin from a halfling-sized bathtub into a 5'1'' red-haired dwarf woman's tankard. The dwarf drinks heavily, almost choking on the clearly high-proof alcohol.

    A 4'10'' human woman bearing the armor and sword of a paladin of Sarenrae. She sits alongside a 7'6'' bearded half-orc, who, despite his size, looks rather young. He is listening in rapt attention to everything she says.

    A 5'4'' barmaid crouched by the fireplace, stoking it with a set of bellows.

    A 3'4'' goblin in a trench coat in the corner, smoking an old pipe.

    A trio of kobolds, each 3' exactly, playing some sort of three-kobold backgammon. One of them is eating a large plate full of bright red fish.

    An 11'10'' ogre in the middle of the room, eating a pile of what appear to be ants.

    Who do you approach?


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    Very sad. Very bad. And I'm bigly un-glad. I can't believe this country elected that orange human over me. RIGGED! MY VOTERS = SO MAD!

    And with that, Kobold Krump began to stomp on the ground. He stomped and he stamped, pound, pound, POUND, POUND!

    And he stomped, and he stomped, and he stamped, and he stamped. And his frenzy of stomping continued to ramp—

    'til a crack in the earth opened, and his foot was caught.

    He wouldn't stop stomping 'til what he wanted he got.

    He kept stomping and sinking until all that was seen

    was the orange fungus he combed, cut, groomed and preened.

    Then he stomped one more time, and he smashed through the ground!

    And that was the last anyone in the town

    ever saw of that strange little kobold who'd been yapping around.

    Exit, stage far-right.


    3 people marked this as a favorite.

    We all like to talk about the different ways we play. Actually, that's one of the few recurring arguments on these forums I don't totally hate! Yet. The trouble is, we like those conversations so much, we tend to sidetrek other threads with them.

    This thread is intended as a general "forum" for talking about playstyle. That primarily includes, but is not limited to:

    • Roleplaying-to-combat ratios
    • Rules vs. flavor
    • Powerful and flavorful builds
    • Evil parties vs. noble parties vs. slightly sketchy parties
    • "Sandbox" (open route, open destination) vs. "railroad" (set route, set destination) vs. "freeway" (open route, set destination)
    • Silly vs. serious
    • Genre choices

    Currently, there's a discussion about dungeon delving that started here:

    kyrt-ryder wrote:

    Can some of you old timers explain the appeal to dungeon delving?

    I know personally speaking I infinitely prefer an open world motif.


    5 people marked this as a favorite.

    Coming Next October: Paizonian Race Production Month!

    PaRaProMo 2016 ended in a narrow success, and now it's time to start preparing for 2017!

    The guidelines here are simple, especially if you're already familiar with NaNoWriMo. For the majority of the year, we're gonna do what Paizo does best: Make lists of things that probably shouldn't exist. To be precise, we're going to compile a list of short race ideas. You can include basic descriptions of ideas, but avoid specifying anything too firm or rules-y. Just list ideas for PC races to play.

    Then, in the month of October, it gets interesting—because we'll be combining our efforts to shove thirty-one of these races against the membranes of reality until it gives way and they are statted up for all to see. We'll be using Paizo's Race Builder where possible. There's no strict PB limit, but try to keep things below 20 points if possible. Sometimes it won't be.

    Some people like to roll randomly to choose their race prompts, which is why these are numbered. Others prefer to choose. Some like to give full race summaries, while others prefer to just give the racial traits. Either is fine. All that matters is that we combine our totals to reach the magic number: Thirty-one. Also, some people like to get comedic with their suggestions. That's okay, but don't go too overboard. It makes it a lot harder to adapt, say, a sweater worn by a cat into a race. We can do it, but it's a lot harder.

    Anyways, spoilered below are all the race ideas from last year. Just to kick us off.

    I apologize in advance for any prompts given by Garbage-Tier Waifu.

    Spoiler:
    Races not made by me are linked back to their origin.

    1. Duck people
    2. Liverwort people
    3. Silverfish people
    4. Angry birdz people
    5. Donald Trump as a person
    6. Carnivorous plant people
    7. Lionfish people
    8. Sea anemone people
    9. People with skin made of tarmac
    10. American possum people
    11. Needlefish people
    12. Barnacle people whose mouths hold massive fronds for filter feeding
    13. Hydra people, but not fantasy hydras, real hydras ("a minute freshwater coelenterate with a stalklike tubular body and a ring of tentacles around the mouth.")
    they dont s#+% they just periodically vomit
    14. horsetail people, or people who make a living farming horsetails and maybe eat them, who extrude silicon through their pores

    15. Lilliputians
    16. Robots, but like Wheatley from Portal 2.
    17. Radioactive goblins that can turn people into Goblinmen by biting them.
    18. People who use anenomes symbiotically, like pompom crabs.
    19. People who live in hamster balls, but not hamster people.
    20. Bat people
    21. Like the Dvati, but for Pathfinder.
    22. A literal hive of very smart ants. Or termites/naked mole rats/bees/wasps/hornets.
    23. Adventurers
    24. Martin Shkreli, but as a person.
    25. Turrets, but like the turrets from Portal.
    26. Gnome like beings that can turn into tea kettles
    27. Goblin/Gnome hybrids.
    28. Highly sexualized slime people, but and they all look like Slimer from Ghostbusters.
    29. Lost Sock People
    30. Catfolk but is actually a cat put in a sweater and carried around by a witch.
    31. Broccoli People
    32. The Last of the Summer Wine.
    33. The Onion Tony Abbot bite into on national television, but with a knife.
    34. Smeagol but with a heart.
    35. The man whose heart Smeagol stole, and he wants it back.
    36. Jort Bulkhard, whose name periodically changes every time he is mentioned
    37. Brickfolk.
    38. A reverse goblin.
    39. Sneeple.
    40. Reptoids but their disguise is just really terrible latex masks and carry a sign that says 'Build The Wall, Ignore the Stars and Sky, Defund NASA'
    41. John Darksoul, the protagonist
    42. The female character that was clearly written by a man and has 7 brothers.
    43. A water fountain on a trolley hooked up to a tap. Removing the hose from the tap is instant death.
    45. Life in Death
    46. The smoke from the vaping that spells the words 'Ugh' and 'Kek'.
    47. A banker.
    48. The mold in a gamerbro's armpit given sentience and has a knife.

    49. A race with a lifespan so short it actually comes up during the campaign. Potentially with some sort of reincarnation ability?
    50. A race with a sonic attack.
    51. Crystal people.
    52. A race that can turn into sand to fit into small spaces.
    53. A race so pampered by their god that the main racial abilities are based around that god pulling strings and doing them favors.
    54. A race that spends the majority of its time climbing vertical surfaces.
    55. A one-legged race, like the dufflepuds/monopods from Narnia.
    56. A kenku analog. Yes, we have tengu, but aside from being corvid people, tengu are entirely distinct from kenku as a race. I miss those sneaky, cursed, voice-mimicking a~#@%~$s.
    57. Lesser spotted purple banana goblin.
    58. Faceless people who talk through vibrations in their feet.
    59. Outsiders but are actually a group of people displaced in time and split throughout mutliple timelines. Sometimes they are identical to the original. Sometimes they have taken a dramatic change in personality, appearance or behaviour. Any given individual could have multiple selves running around in the same timeline. The death of one has no impact on the death of the others.
    60. Tiny blobs of slimes with minute black specs for eyes, and small pseudopods for hands and arms. They are 2 feet tall and eat grass and fallen tree branches for nourishment. They do not sleep, drink water and breath in oxygen through their mass.
    61. Existential dread given physicality.
    62. Garbage people.
    63. Garbage people with an anime body pillow over them.
    64. Former President Richard Nixon, but with a mustache.
    65. Deep Sea Merfolk.
    66. Sheepfolk. They are the best at hugs.
    67. Cactus People.
    68. The Id of another player character given manifestation as a raven.

    69. A "race" of children (think: Peter Pan and Neverland).
    70. A "race" of clones - all physically identical to the original, and all with similar - but not identical - personalities, shaped by their own experiences. For example, if the original was Lawful Neutral, a Chaotic Good member must have experienced extraordinary things to be changed so profoundly. (Yes, this is basically The Council of Ricks, from Rick and Morty.)
    71. A playable, race-builder-style gnoll race, with a racial witch archetype that plays off the "cackle" class feature.
    72. A playable, race-builder-style myconid race.
    73. A race of cactacae, complete with rivebows.
    74. A race of hotchi, complete with giant rooster steeds.
    75. A flumph-style race: an alien race that looks very, very silly, but whose members are actually quite grave and serious-minded, possess a tragic backstory, and who have no real idea how silly they look to humanoids.
    76. A race with ancestral recall. Basically, they inherent the memories of their ancestors.
    77. A race sent to [insert campaign setting] in order to catalogue everything on it. Plot twist: ...because it's going to blow up / die / dis-corporate soon! Plot twist two: ...because their masters are preparing to assimilate / conquer / absorb it soon! Plot twist three: ...because they're really from the future / an alternate timeline / a parallel dimension.
    78. A (non-reptile) race that sheds is skin periodically.
    79. A race of diminutive parasites who form long-term bonds with human hosts. They don't hijack their minds; they actually live in harmony with their hosts, and develop relationships with them.

    80. Plantfolk and Fungalfolk seem moderately popular in current and previous editions... so what what about Lichenfolk? Bonus points if such a race is composed of three symbiotic partners.
    81. Flying lizard people.
    82. Hermaphrodite telepathic plant people with no vocal cords or mouth (they feed with their roots and their pair of feeder tendrils).
    83. A human offshoot resulting from humanity's promiscuity with other races. They have a always-active low-level telepathic field that makes them really good at understanding other sentient (or maybe just sapient) beings.

    84. An incorporeal creature that possesses bodies. Possession lasts until the physical body dies.
    85. A race that ripped their way back to the mortal plain from an afterlife.
    86. A species who are this close to ascending to a purely mental state.
    87. Gods bound into mortal form with their power stripped from them.
    88. A species that exposed themselves to the horror of the cosmos and got shaped by it. Think Lovecraftian.
    89. Deep ones.
    90. A swarm of nanites.

    91. The botanical equivalent to owlbears.
    92. Dogfolk/Wolffolk

    93. A Humanoid race, bred to be Familiars.
    94. A race based on symbiosis, like a race of coral people, or a playable version of those anglerfish monsters.
    95. Leading off of the "coral people" notion, a race with a built-in shelter it can go into. It can be snail-people, hermit crab people, coral people, people who just happen to live in shells like hermit crabs, turtle people, etc.
    96. An extremely diverse race of talking, non-anthropomorphic but sentient animals.
    97. A race of very normal humans doing some very normal human adventuring. In other words, a race of extremely unconvincing "humans" that are clearly very strange but difficult to technically prove the real nature of, in the style of Ted Cruz For Human President, Normal Human Blog, or, if you're willing to stretch the requirements slightly and really want to avoid the political satire site, Thrackerzod the Typical Pony.
    "So, tell Thrackerzod—as a joke, because she is a normal pony—what would normal ponies consume? I AM BLENDING IN."
    98. Floating bags of hot air from a gas giant, but playable
    99. salamander people, but not made of fire

    100. A sage, lavender-skinned "race" that consists of exactly one guy. Whenever s/he dies, he's reincarnated elsewhere, born to another set of parents.
    101. A playable duplicate from a mirror of opposition.
    102. A "dead but doesn't know it, Bruce Willis from the Sixth Sense" race. Oh, and spoilers.

    103. A small race capable of physcically enhancing each other.
    104. A race that looks like whoever's looking at them.
    105. A race which derives power from tattoos on their bodies.

    106. A Race of turtle/tortoise people. Not like the ninja turtles.. has more of a wate re base culture
    107. Tri-legged people.
    108. People who have skin like plastic and enjoy beachhouses and expensive cars.
    109. A people who are always cloaked and masked, and wear really long gloves to hide their bodies. Anyone who sees their actual form is blinded, and the creature disappears.

    110. Zombie-like race that eats the brains of dead enemies, and for a short while, gain a vestige of their abilities.
    111. Cuttlefish people, who can spray ink and make their skin glow like disco lights
    112. Sentient weapons. They can take Weapon Focus in themselves. They float. They dislike being used as weapons.
    113. A race that starts venerable and becomes younger as they age.
    114. The bourgeois.
    115. The inner workings of your GM's mind.
    116. A ghoul girl.

    117/118. Two races, who spawn one another. Race A only gets children of race B, and vice versa.
    119. JPEG Artifacts
    120. Magnetic people.
    121. Peasants who took the Commoner Flaws.
    122. Shadows turned into a player-friendly race.
    123. Shambling mounds turned into a player-friendly race.
    124. Froghemoths turned into a player-friendly race.
    125. Myrmidons (antmen) as literal antmen - with six limbs.
    126. A race that can occupy multiple non-adjacent squares.
    127. A race that generates plasma.

    128. A subspecies of goblins incredibly skilled at lying.
    129. A race that can use suggestion as a spell-like ability.
    130. A humanoid race with the lower half of some sort of animal.
    131. A mime pulled from Earth, but cursed with speechlessness, so they can only communicate via miming.
    132. A murderhobo. May already be a PC race.
    133. People who are so tiny they have had to create halfling sized constructs to get around and be involved with the world.
    134. A race of space lizards come to infiltrate the planet to set up for future invasion, because there doesn't exist a race like this already!
    135. A race of spindly nightmare people who aren't all that mean but every creatures primal instinct upon seeing them is to be terrified of them.

    136. A race accidentally created when one of the low-fecundity races (probably elves or dwarves) tried to create vat-grown kids... and they ended up with a mentally-twisted, physically-stunted offshoot race that can psychically infect other humanoids into transforming into new members of this new race. Think 1 part meenlocks, 1 part Reavers, with a pinch of mutant's deformities.
    137. A race with abilities largely based on the specific breeds of symbiotic vermin they are raised from birth with. Choose 1-2 for your PC. Each type gives a different sort of benefit.
    138. A race with abilities largely based on the specific breeds of symbiotic vermin they are raised from birth with. Choose 1-2 for your PC. Each type gives a different sort of benefit.
    139. Mini-otyughs who live in small communities on oceanic garbage patches or graveyards of wrecked ships who accept donations from passing ships and trade the salvaged items they find.
    140. (I already worked this one up for a 3PP that never materialized:) An amphibious or fully-aquatic offshoot of mini-otyughs who consume waste from the water with their teeth (for carrion and larger waste), baleen-like filters (for smaller waste), and gills (which exchange oxygen and absorb the smallest waste chemicals and contaminants). While occasionally found singly or in pairs following large ships or small fleets, they prefer lakes, rivers, small seas, and coastlines near humanoid settlements cleaning up the sewage and other pollution (like tannery runoff).
    141. As a & b above, but a race of mini-otyughs adapted for outer space. While they can usually eek out subsistence calories from photosynthesis/solar radiation, they will often follow (or remora onto the hull) of Starfinder ships for the jettisoned waste. A few enterprising colonies have set-up in Lagrange points, near shipping lanes, and in starship wrecks to consume the waste from passing ships and trade items they scavenge.

    142. Naiads
    143. A goblin species that can undergo slight mutations at will. Sort of like Eberron's shifters, but with more options from moment-to-moment.
    144. A race like the landstriders.
    145. Crustaceans similar to dark crystals Garthim.
    146. Camel Spider people.
    147. badgerpanda hybrid humanoids.

    148. A race of unseen servants somehow mutated into a new life form.
    149. A race that can change its appearance, but not its form, with illusions.
    150. A race that's tapped into a "hivemind"/"internet"-like communication system with all other members of its race or clan or family, but that is otherwise fully independent.
    151. One goblin, stacked on a second goblin, stacked on a third goblin, in a trench coat.
    152. A race so heavily endebted to a devil or god that the servants of that being constantly follow members of the race around, collecting every part of the debtor they can get their claws on. Your hand gets chopped off? A creepy winged monkey scurries in and grabs it, then runs off. Hairs fall out? Monkey grabs them and climbs into a nearby culvert. They're always there. Watching. Waiting.
    153. Species of "world prospectors"—just looking this planet over for some potential new developments. Think Hitchhiker's Guide to the Galaxy on this one.
    154. Eidolon blooded-Those with an eidolon in their ancestry.
    155. Humanoind Llama's, because lovely llamas are lonely.
    156. Coyote born--Born tricksters.

    157. The Curiosity/Spirit Mars rovers, having acquired sentience and learned to produce more of their kind.
    158. Jack-o-lantern people.
    159. Alternatively, a race inspired by the Jack-of-the-Lantern story.
    160. Spooky scary skeletons.
    161. Actual monster mash given sentience.
    162. Elf/dolphin hybrids.


    6 people marked this as a favorite.

    HI! Post on this thread to receive your FREE TEN PAIZOBUCKS!!!


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    [to aide] You really think this 'clickbait' thing will work? Aah, the bastards will never buy it. Then again, they might. [pause] Is this thing on?

    Hey, all! We've talked about this a fair bit already, I know, but I'm working on a campaign and I want to be rid of the Big Six, once and for all. But first, some quick background:

    What it is: The Big Six encompasses six different item types that everyone, especially the martial character, is forced to lean on.
    Magic Weapon
    Magic Armor/Shield
    Amulet of Natural Armor
    Ring of Protection
    Cloak of Resistance
    Stat-Enhancing Items

    Why I hate it: I want to run a campaign where magic items are rare and unique. It bothers me that I have to give PCs those six items "free" to maintain balance. That'll total to about thirty magic items in the party at least. Worse still, they'll all be fairly similar. That's not rare. It's not unique. This isn't a pressing concern, but it's something I would like to address, at least a little bit.

    My goal: I don't need to get rid of all six. Magic weapons, for instance, can stay the same—it helps that only the martials even need them. They'll still be hard to find and impossible to purchase, but I can drop them into special encounters, perhaps asking players for feedback on what sorts of weapons and enchantments they would like and then rolling to see how "good" the item they get is (so, if they rank "Flaming Guisarme" on a scale from 1-6 as being max priority, and I roll double sixes, they would get it).

    But some of these definitely have to go, or be folded together. Natural armor, for instance, is way too narrow a benefit. I would rather give a PC one extra-special item that boosts Armor Class by +7 than give them an amulet of natural armor, a ring of protection, and +1 studded leather armor.

    I would rather magic items be earned, not obligatory.

    How I'ma fix it:

    Weapons
    Weapons will be left more-or-less alone, as mentioned above. I'll provide them weapon enhancements and new weapons as-needed. No problem. That will remain an obligation of the GM to provide.

    Rings, Amulets and Armor
    The AC items are trickier. What is the average AC increase over levels? Let's go by WBL and Big Six here, ignoring ability score increases, classes, and feats. This is largely ignoring arcane casters. My math is in the spoiler below.

    In total, your AC increases by about +15 from the "Big Three". I could adjust for this with simple penalties to monster attacks, or give a "Base AC increase" that people get automatically (perhaps I make them choose between Dodge, Armor and Deflection for the bonus type—the latter can be dispelled, and might be slightly smaller). Or I could just allow them to find a bunch of super-AC-boosting items, one for each PC. Thoughts?

    Stat Increases
    This seems to have the simplest solution. Just buff the ability score increases, like in 5E. You get a +2 at fourth level, another +2 at 8th level, and so on. Ability score-boosting items might still show up, of course, but they'll be rare magic items, not a necessity. Again, thoughts?

    Cloak of Resistance
    Can I just boost the base saves for this? Maybe an extra +1 to everything every third level?

    AC Increases by Level:
    2nd-4th: About a +3. You have 1-6k to buy three +1 increases that each cost about 2k, between armor enhancement, ring, and amulet. I averaged it up because this is also a time to buy better armor, like mithral chain shirts and full plate. Also, shields, for some PCs.

    5th-9th: About a +2. You have 10-46k, with roughly the same cost for each of the three. I averaged it down because you have to worry about weapons and cloaks and stuff now.

    10th-15th: About a +7. At this point, you have 62-240k, and all the items start to become maxable.

    16th-20th: About a +3. You've basically maxed out your Big Six.
    Does anyone have any corrections here?

    I know everyone is tired of these threads. So am I. But I'd really appreciate the community's feedback.


    I have a player who's legally blind, and the character sheets we have are way too fine-print for her. Does anybody know of a sheet that stretches out the information to be easily readable to the visually-challenged? A font size about Size 12, basically.


    I'm curious about this. Two girls in my gaming group were discussing it a couple weeks back. One happily self-identified as a Gamer Girl, while the other said she was just a "girl who games"—but clarified that this was because she didn't believe she gamed enough to be considered a "true gamer", not because she had any particular antipathy to the identifier.

    I'm mainly interested in what women on the forums think of the term, of course. Do you use it? And do you like the label, or dislike it?

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