The Fifth Archdaemon

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RPG Superstar 6 Season Star Voter, 7 Season Dedicated Voter, 8 Season Star Voter. 129 posts. No reviews. No lists. No wishlists. 1 alias.

Star Voter Season 6, Dedicated Voter Season 7, Star Voter Season 8 aka Gio

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Staff of the Auraboros
Aura moderate abjuration and divination; CL 8th
Slot none; Price 16,400 gp; Weight 5 lbs.
Wrapped in robust twists of maple wood and topped with the fearsome image of a leviathan, this staff looks like a crystal storm of pitch-black hue contained within an ancient haggard tree. The staff allows use of the following spells:

Imbue with aura (1 charge)
Arcane sight (2 charges)
Aura sight (2 charges)

When the wielder is within the radius of an aura ability (such as fire aura) , the staff throbs violently. Petting the staff while it pulsates (a swift action), causes the fearsome leviathan to momentarily animate and swallow a single aura ability affecting the user, at which point the aura is suppressed for 8 rounds. The staff loses 1 charge and releases any previously suppressed aura when animated in in this manner.

Casting imbue with aura from the staff, grants the target any aura ability currently suppressed, for the duration of the spell.

Requirements Craft Staff, arcane sight, aura sight (Advanced Class Guide), dispel magic, imbue with aura (Ultimate Magic); Cost 8,200 gp

Star Voter Season 6, Dedicated Voter Season 7, Star Voter Season 8 aka Gio

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Really loving them nets this year

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This is a draft for an attempt at rewriting/fixing the Monk without changin too much to the class or the system itself, I put this together while at work, so the writing should probably be improved quite a bit, and the abilities haven't been properly balanced yet, I apologise for that, I would still like any feedback though.

You will notice the table goes up to level 8 (I ran out of free time, that is why) and that I am only writing the abilities that were changed or added (abilities that were changed ara marked with a "*"). You will also notice a slight influence from Rurouni Kenshin (Namely, Yūkyūzan Anji).

Lv ---- Special
1 ------ AC Bonus, Bonus Feat, Flurry of Blows, Physical Perfection, Stunning Fist, Unarmed Strike
2 ------ Bonus Feat, Evasion, Enlightenment
3 ------ Fast Movement, Iron Fist, Maneuver Training, Still Mind
4 ------ Iron Body, Ki Pool (Magic), Slow Fall 20ft.
5 ------ Abundant Step* 60ft., High Jump*, Inner Peace
6 ------ Bonus Feat, Slow Fall 30 ft., Double Layer Fist
7 ------ Ki Pool(Iron Cold/Silver), Wholeness of Body*, Abundant Step 120ft.
8 ------ Slow Fall 40ft., Diamond Body*

Physical Perfection (Ex): At 1st level, the monk gains Endurance as a bonus feat and a +1 bonus on all three physical ability scores (Strength, Dexterity, and Constitution). This bonus increases by 1 at 7th and 14th level.

Enlightenment (Ex): At 2nd level, a monk may use his bonus in Sense Motive in place of his bonus in Diplomacy and Intimidate. When substituting in this way, the monk uses his total Sense Motive skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill.

Iron Fist (Ex): At 3rd level, the monk gains a +1 bonus on attack and damage rolls with unarmed strikes. Additionally, the monk adds 2 to the Difficulty Class of his Stunning Fist.

At 7th level and every 4 levels thereafter, the attack and damage bonuses increase by +1 (To a maximum of +5 at 18th level).

Iron Body (Ex): At 4th, a monk gains immunity to poisons of all kinds and to all diseases, including supernatural and magical diseases. Additionally, the monk gains a natural armor bonus equal to ¼ his monk level.

Abundant Step (Ex): At 5th level, the monk may move at an impossible for the eye to follow speed by using 1 point from his Ki Pool. When using this ability, a monk can, as a move action, transfer himself and any items he carries anywhere within the range of the ability.

High Jump (Ex): At 5th level, a monk adds his level and his Strength modifier to all acrobatic checks made to jump, both for vertical and horizontal jumps. In addition, he always counts as …

At 7th and 14th level, the monk doubles the distance crossed or height reached by any Acrobatic Checks made to jump. For example, a 14th level monk who rolls a 40 on his Acrobatic Check crosses a 160ft. distance with a long jump, or reaches a 40ft height with a vertical jump.

Inner Peace (Ex): At 5th level, the monk gains a +1 bonus on all three mental ability scores (Intelligence, Wisdom, and Charisma). Additionally, he gains Improved Iron Will as a bonus feat even if he does not meet the normal prerequisites.

At 9th and 15th level, the bonus to the mental ability scores increase by +1.

Double Layer Fist (Ex): At 6th level, when using the attack or charge action with an unarmed strike, a monk can make a single attack roll using his monk level in place of his Base Attack Bonus. If the attack hits, the monk strikes his enemy twice with the same unarmed strike. The first attack deals damage normally, the second strike ignores any type and amount of Damage Reduction and the monk may roll the damage dice twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses.

At 12th level, the monk may roll the damage dice for the second attack three times instead.

At 18th level, the monk may roll the damage dice for the second attack four times instead.
Double Layer Fist may be used in conjunction with feats like Vital Strike, but they stack additively. For example, an 18th level monk with Greater Vital Strike may roll the damage dice for the second attack 8 times.

Wholeness of Body (Su): At 7th level or higher, the monk can gain fast healing 3 for 1 minute as a standard action by using 1 point from his Ki pool.

At 14th level, wholeness of body grants fast healing 5 instead.

Diamond Body (Su): At 8th level, the monk gains Cold and Fire Resistance 5 as long as he has at least 1 point in his Ki pool.

At 14th level, the resistance to Cold and Fire increases to 10.

At 20th level, the monk becomes immune to Cold and Fire.

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About a year ago, on a cold and uneventful Friday night, I had a "brilliant" idea; I thought I would make some small tweaks to every class and the system itself as part of a Game Design Exercise. I decided to start with the Fighter, and make a progression table up to level 10 that very same night, and... I never found the time or motivation to keep going.

That said, here is a rough draft without any serious editing or deep balance considerations - mostly a brainstorming pile of ideas. Anyhow, without further ado,


Lv - Special
1 -- Bonus Feat, Combat Expert
2 -- Bonus Feat, Bravery(1/day), War Scars
3 -- Armor Training, Tuition Focus
4 -- Bonus Feat, Mental Fortitude
5 -- Weapon Training
6 -- Bonus Feat, Bravery(2/day), Tuition Focus
7 -- Armor Training, Veteran
8 -- Bonus Feat, Combat Master
9 -- Weapon Training, Tuition Focus, Martial Prowess (1/day)
10 - Bonus Feat, Versatile Training, Bravery(3/day)

Combat Expert(Ex): A fighter adds 1/2 his fighter level (minimum 1) to his Ability Scores and Base Attack Bonus for the purposes of qualifying for Combat Feats. A fighter never provokes an attack of opportunity when performing a combat maneuver.

Bravery(Ex): At second level, once per day, a fighter can call upon his bravery to overcome difficult challenges. As an immediate action, after the result of any d20 roll the fighter just made is revealed, he may add 1d6 to the result. At 6th level, and every 4 levels thereafter the fighter may use his Bravery one additional time per day.

Upon reaching 6th level, the fighter can expend one use of his bravery to immediately receive another saving throw against any spells or effects already affecting the fighter.

War Scars(Ex): At 2nd level and higher, a fighter adds 1/2 his fighter level to Intimidate Checks. A fighter may use his Strength modifier instead of his Charisma modifier on Intimidate Checks.

Tuition Focus(Ex): At 3rd level and every 3 levels thereafter, a fighter gains Skill Focus as bonus feat. If the chosen Skill is not a class Skill, it becomes a class Skill.

Mental Fortitude(Ex): At 4th level, a fighter gains a bonus equal to his Constitution Modifier (if any) on all Will Saving Throws.

Weapon Training(Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. The fighter becomes proficient will all weapons that belong to this group, any feat that affects a single weapon type (such as Weapon Focus, Weapon Specialization, or Greater Weapon Focus), affect all weapons from this group, and whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls ...

Veteran(Ex): At 7th level, a fighter adds 1/2 his fighter level to a Knowledge Skill of his choice. If the chosen Knowledge Skill is not a class Skill it becomes a class Skill.

Combat Master(Ex): Starting at 8th level, a fighter's footwork allow him to move through 5 feet of difficult terrain each round as if it were normal terrain. This ability allows the fighter to take a 5-foot step into difficult terrain. A fighter can use his Combat Maneuver Bonus in place of his Acrobatic Skill bonus on Acrobatic Skill Checks.

Martial Prowess(Ex): Starting at 9th level, once per day, a fighter can perform an overwhelming show of martial prowess as a Standard action. All foes within 30 feet who can see or hear the fighter's display become fascinated, stunned, frightened or dazed for 2d4 rounds. Any incorporeal creature affected by this ability can be dealt damage normally.

A will saving throw (DC 10 + 1/2 fighter's level + fighter's Strength modifier) negates the affect. Abilities such as weapon Training, and feats such as Weapon Focus and Greater Weapon Focus increase the DC of Martial Prowess. This ability has no effect on creatures with an intelligence score of 2 or lower.

At 14th level, a fighter can use Martial Prowess as a move action instead of a standard action. At 19th level, a fighter can use Martial Prowess as a swift action.

At 14th and 19th level, the fighter may use Martial Prowess one additional time day.

Versatile Training(Ex): Starting at 10th level, once per day, a fighter can choose a time at which he must spend 1 hour warming up, training, and/or sparring to change any and/or all of his selected Weapon Training weapon groups.

Star Voter Season 6, Dedicated Voter Season 7, Star Voter Season 8 aka Gio

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I Think I need to make an appointment with a cardiologist

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Hello guys,

I'll be running my last session of the year this Sunday, and as it turns out I'll have to come against one of my two greatest weaknesses as a GM, Overland Travel, in order to get the campaign to the point where I want it to get before our big break.

Now, let me explain, I LOVE overland travel, there is just a special place in my heart for moments where the party gets together around the fire, or has a hard time traveling across hazardous terrains and stuff. I guess that is what reading too many books does to you. In any case, I have tried many times with different techniques to achieve a good overland travel experience for the Parties I have GMed over the years, but I succeed only once, and not only was that a lucky shot, it did not succeed to the degree I wished it would. Being the type of GM who prepare any detail he can think of ahead of time, I have read what I have found, but to no avail, clearly this is not my forte.

I searched the forums for a couple of hours as well, and found a few threads addressing this very same topic, but I did not find what I was looking for. My current issue is a travel from Korvosa to Kaer Maga, and I would not like to just say "4 days gone, you arrive", specially since I have two players that are relatively new to the game, but, since I have this problem with any kind of Overland Travel experience I try to prepare, I'd really appreciate it if we could use this thread for all types of advice concerning this topic, it would really help me a lot.

Currently, I plan on something slightly weird - I'll split the day of travel in Riding Hours, and Total Traveling Hours. I'm using Riding Hours to describe changes on the landscape and what they come across as they move every hour; Inns, Caravans, Merchants, Road Wardens collecting taxes, Thugs, fork roads, packs of wild animals, difficult parts of the road, and other traveling hazards like a horse throwing a shoe, or becoming afraid. While, I plan to use the Total Traveling Hours for weather mostly, so that perhaps a downpour catches them at sleep time. However, it feels like It'll be just general descriptions about what they see once an hour, and if some kind of obstacle happen, they encounter it, so we zoom there, and then go back to a description per hour.

I also plan on asking them how do their usual schedule, like, how much they plan to ride a day, and how often will they take breaks, how will they handle cooking, camping, their night watches and hunting (if required).

Does anyone knows any useful techniques or tips to improve Overland Travel Experience?, to make the players truly experience traveling and have fun during these moments?.

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Hi MrVergee, thanks again!.

I prepared the prelude, and we are just waiting to start in about 7 days from now. I started reading Moonbeam's Curse of the Crimson Throne, and its quite inspiring as well, I especially liked how he shifted the sequence of some events of the riot.

I wanted to make a big deal of the Harrowing, unfortunately I don't have the deck, and If I order it now, I don't think I'll get it before we play. So I'm trying to find a way to print cards or something.

I like your idea of making the Arkonas Tieflings, especially since the Party's Magus is a Tiefling, and I can tie him easily to them, but I don't know, this whole part seems like it needs to be redone or something. I might search through my modules (for both 3.5 and Pathfinder) and find something that could fit there.

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Hi MrVergee!

Thanks for your response, as always really inspiring advice!.

This is how I decided to plan the Prelude (before reading your answer)

Prelude - Rough Sketch #1
The prelude begins 15years before Edge of Anarchy with the PCs looking at a large wooden building as it burns down slowly (The orphanage) when Lamm approaches the kids with promise of regular meals and a roof, in return for "a little" work.

The prelude jumps 4 years into the future, at this point I'll have the 12 Oprhans experience Lamm's cruelty firsthand. Once they've gone through all the encounters and/or events I'll prepare for this part of the prelude, and they all "gain" their traits, I'll have them play a small "Escape Adventure" to get away from Lamm. After the escape, they'll part ways, but with help of the few surviving NPCs I'm hoping to achieve something like "We'll come back and make him pay someday", sorta thing.
Probable change after your suggestion
I'll probably have them working on the Gold Goblin-like casino, to pay Lamm's debt, while he simply keeps betting on the opening party of the casino.

A few Facts
-The burning orphanage is "Kinderheim 511" (Yes, Monster ripoff, don't care), this Orphanage actually belongs to the Red Mantis, and is used to recruit the most promising kids. They'll receive harsh "training" almost torture.
-Their memories of this place are gone, and they'll gain small pieces of what happened here through the adventure path, either when they see a certain place or person for the first time, or trigger some other criteria I might have set for any specific piece of flashback.
-The place was actually burnt down by an Orphan, a blue-eyed blond kid, who awakened his sorcerer bloodline at an extremely young age (caused by the whole torture/training/experiment things going on). He smiled as he burned the place down (I'll make him some kind of BBEG, as a side-story or campaign closure thing, depending on when they gather all the required flashback pieces). (Yes, again, Monster ripoff).
Additional thing I want to include after your suggestion
-I really liked the whole named after the King's mother orphanage thing, so I brainstormed on it a little, 'cause I really didn't want to let go of the first scene (Orphanage burning down). This is what I came up with; They were indeed in Domina's Embrace, as you said a money-grubbing woman runs the place and sells kids, however,she does more than that. Red Mantis' Kinderheim 511 actually gathers kids from all of the corrupted orphanages in town, paying them handsomely for promising prospects, whatever is leftover they usually sell to Lamm or some other place/criminal. This is also so I can use the quest with Zenobia as you suggested.

-Sabina; Sabina will be one of the orphans, in Fact, she'll be sold to a guard pretty early in the prelude.
-Kayltanya; Just like Sabina, Kyltanya will be one of the 12 orphans, she will be sold as well, however, PCs will not get to know where (To the Red Mantis of course). She will be a very good kid through the prelude, which will add to the twist when they face her as an enemy, I'll even add a "I was reluctant to..." as an additional excuse for not going on the offense before the queen comes back, I just can't wait when I reveal her.
-Tirinia Sabor; Tirinia will also be one of the 12, she will be painting most of the time, and will try her best to help the other kids, as a result she is the most abused of the gang. I hope this will increase drama in the whole chase chapter, plus add a heavier reason for the PCs to find her, and make things even more complicated when deciding what to do.
-Traitor; This will be a custom made NPC, the one who will still be a Lamb when the adventure path kicks off.
-Dead Boy; Another custom NPC who will be killed by Lamm when he fails to escape on his own.
-Sibling; I don't really know what I'm gonna do with this NPC yet, I simply know I want a PC's sibling lost with little to no clue as to where he/she might be.
-Tayce Soldado; She will appear from time to time offering intense housework for Lamm, who pays her too little coin in exchange. My intention here, is to have her provide comfort for the PCs on a time-to-time basis, my reasons for this are twofold; 1. This will alleviate their experience in Korvosa, and maybe have the PCs feel something besides hate and vengeance for the city, 2. They'll have a more personal reason to help her in adventure 2.
-Grau Soldado; He will come with his mum, and play with the other orphans. Mainly with the Magus and the fighter, using trash as swords and shields. Grau will talk of Blackjack, how he admires him, how he wants to become like him (which will add a bit of irony to his later destiny). Again, my reasoning here is to make Grau's scene in Adventure 1 have a less random impact, and be less likely to just ignore (Most of the Party is CN, and one of them is not really leaning towards good from what I hear).
-Vanckaskerkin; He will make a very short apparition or maybe not even that, possible his name will be heard at some point during the prelude. The intention is to make him an associate, so they PCs have more reason to act against him. (Specially, since I plan to leave Lamm escape, and they'll probably be searching him).

I'll modify the timeline a little bit so this works out; The Prelude begins in 4698, then jumps into 4702 (I'll make it so the Queen gets into town at this year), and finally when I kick off the Adventure Path, It'll be 4712, since I would really like a 10year gap for their background stories.

Thoughts for the future acts
-I want to expand on a few things for chapter one, Mostly so they get accustomed to town, possible even learn a few things about its story, and a few tidbits of rumors/information on the Shoanti and the like. I'm at a loss when deciding where to place them though, I'd like to have them occur right after the fishery, prior the riots, but I feel it takes out a bit of the adventure's path momentum if done so. (Though a few rumors about the Imps, and the existence of Otyugh could be nice prior the riot). Would it be better to have some of these rumors/history slip by the Prelude, not so much that is overwhelming, just enough so it lingers somewhere around their heads?, and Perhaps have a more calm "discovery" of Korvosa after the riot?
-I really liked Lady Andaisin, in fact she might be my favorite BBEG in the whole adventure path, I just wish she had a bit more of foreshadowing, some kind of build up prior to her encounter, as to make it even more epic. But nothing comes to mind, not right now.
-I'm done reading book3, and I really can't say I quite enjoyed the whole Rakshasha part of the adventure, I'm planning on replacing it. Just, I still haven't thought of anything to replace it with, and how to set it up.

I'll be reading everything about Korvosa, so I get the feeling right and have my players experience an alive Korvosa.

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I finally got my hands on this awesome adventure path. I read through adventures 1 to 3 on Saturday and had a meeting with my group yesterday for character creation, however I told them not to make their background stories just yet. I also read most of the 10 pages of discussion around here, as I found most topics helpful and insightful. As a result, I decided to make a big deal out of this campaign, starting from the very beginning. I have been bewitched by the idea of playing a "Prelude Session" before starting this up, as a means to have my players experience the wrong-doings of Lam firsthand.

The purpose of this thread is to ask the community for feedback and input as I "craft" the different adventures in this path, but, for starters I need help with the prelude I'm planning.

The party consists of a Human Fighter(Thunderstriker), a Tiefling Magus, a Dwarf Ranger, a Kitsune Ninja, a Bard (Race still undefined), and a character that will be created next week, when the player finishes his military service.

After spending a few hours lurking around the board, I was inspired by many of the community's ideas. There was one Idea in particular that I really liked though - having the characters as members of an orphanage that sells most of the kids to Lam/belongs to Lam. I'm definitely using the orphanage idea, specially since I've been itching to make a "Monster's Kinderheim 511" kind of feeling in a Pathfinder Rpg.

For the Prelude, I'll have my group play young commoners of their selected race and kick off the session a few years prior Curse of the Crimson Throne while they are still in the orphanage/Lam's Lambs. Based on MrVergee's idea, I'll prepare four additional NPCs to join the crew as well, a boy who will betray them and be part of Lam's gang when the adventure path begins, a girl who will join the Gray Maidens (Probably Sabina Merrin ~), a boy who will be killed after a failed attempt to escape, and one of the PC's sister (Who will be sold as a slave probably to the Rakshasas). The PCs will "gain" their specific traits based on what happens in this prelude, as well.

I do have a few issues though,
1) I can't decide if PCs should start in the Orphanage, then be sold to Lam and become Lambs, then escape. Or, have them start as Lambs, then interned in the Orphanage, only to discover it belongs to Lam anyways, then escape after another orphan awakens Sorcerous powers, and burns the place down. Or have them always on the Orphanage, and make them work for Lam from there (Who uses the Orphanage as a facade).
2) I need to somehow make them love the city, so this adventure path works right?, or at least give them more reason to do so. I was thinking, adding the Gold Goblin from Second Darkness somewhere around here, maybe even play some of the events there, but have the place belong to Lam, and have the PCs own the casino at some point during the first adventure. OR, keep looking for a module that may help me make them want to save this place. Dunno, Maybe I'm worrying too much about this, but I do tend to over-worry about possible holes.
3) The age thing, some of the races have different ages than human, so would a, say 35years old Dwarf be in an orphanage?.

Once I clear up a few things, I'll post again with a clearer view of what to do, but any input would be welcome ^^.

Star Voter Season 6, Dedicated Voter Season 7, Star Voter Season 8 aka Gio

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I have an exam in like an hour, and I'll be done by 9pm(Greece Time), I'll be back home at around 9'30pm, and 'till I'm done eating It will most likely be around 10pm. That leaves 2 hours before entries are revealed, now... Maybe If there was a new episode of Gintama or Bakuman today I could handle the wait. Maybe I'll just finish a few projects for my university in these two hours, and check on the boards from time to time.

Hey Garrick!, I'm studying Hardware & Software Engineering at my university. Though, I'm really bad at electronic circuits and whatnot, It seems I have a natural gift for programming, as I've gotten 100% on any programming or programming related subject my university has to offer. I'll be making a game as my Thesis, but I don't know where to go from there!, Maybe we should talk someday, as we share pretty similar goals, I also strive to become a game developer or designer for both tabletop and video-game!

Good luck everyone!, whatever happens, we should all have a blast! and maybe after this is done, we should go to the nearest tavern, gather some dice, and force the Judges to Game Master us a session for 36 people, beer and meat included of course. In such an event, I'm calling dibs - I'm the bard.

Star Voter Season 6, Dedicated Voter Season 7, Star Voter Season 8 aka Gio

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This item is incredibly creative, flavorful, and AWESOME!
There is this female monk on a campaign I'm running as GM, I can totally picture her face when she gets her hands on something like this.

AWESOME! Congratulations, and good luck on the next round Chris!

Star Voter Season 6, Dedicated Voter Season 7, Star Voter Season 8 aka Gio

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I had heard tales of this hall, never thought I would ever step inside. Despite the overdone gold filigree this place seems so comfortable and warm - huh? what's this? tears are slowly falling from my eyes - I must be tired.

Now, is there a good chair to rest my bones?, and would you guys mind if i make it shine silver for an hour? (I've been itching to cast this prestidigitation spell all day!).

I wish the best of luck to all of you! It is an honor to be among you in this shiny hall!.

Star Voter Season 6, Dedicated Voter Season 7, Star Voter Season 8 aka Gio

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^^ I am really honored to be one of the alternates!! I wasn't expecting to see my name up there at all!

Also most of my favorites made top32 which is awesome!

Congratulations Top32!, Best of luck on the next round!

Now... back to studies (If i can calm down that is).

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I have to be fast (university stuff to do), but I'd like to mention a few.

1. Environmental dangers, and weather
Things like a Sandstorm within a dessert, an eruption near an active volcano, or a cyclone within the sea, fatigue due to heat, or frostbite due to cold, lowered vision due to lack of light, storm, snowfall, differences between night, afternoon, dawn, day. Even crazy stuff etc...

I want these things to matter, not only as eye-candy (pretty maps and special effects), but mechanically too, if I am within a volcano, and didn't care to come with special protection I should suffer the consequences of extreme heat, If i am walking on top of Ice i should slide and have a hard time controlling my movement, all these things should affect a certain number of parameters and be affected by a character's parameters as well. (someone with a good level of mastery in acrobatics, could have an easier time while walking on ice). Spells, and abilities should interact with said features (Control Weather, or Survival, for example).

I have programmed small games in the past, I know some of these are hard to achieve, but they are possible, sure to take a lot of hardwork, but worth the effort.

Make the Angel talk in abyssal, the Darkfolk in Undercommon, etc... Each player should know a certain amount of languages just like one would in the PnP version, he should have the ability to trigger a translator for when he writes (so whatever he writes is automatically translated to say elven when he presses enter). The reverse method should also be available, whenever, someone else talks in another language a character knows, or maybe a book written in said language, the trigger buttom should inform the character the message i written in said language, and that he can translate it.

3. Character Customization to the max
Every player should have the ability to make unique characters, looks, skills, spells, feats, abilities, ability scores, even elemental specialization, resistances, play-style, etc... However, i do expect a limitation, as I don't want to play a master of all trades.

4. Many Skills, Many Spells, Many Feats, Many Special Abilities
Do not reduce the amount of option available, the stuff from the PnP is great for character customization, and classification within ability types.

5. Smart fights, and excellent AI[b]
I don't want every fight to be the same (different only in name, statistics, and skills), I want to see well developed AI, I want to see interactivity with the world around me, I want different moral, and fighting styles among monsters, bosses, and important NPCS, I don't want to fight just another bunch of high stated data and call that a fight.

[b]6. Awesome Items
By that, I mean, cool stuff, not only the sure-to-be and necessary +X bonus to Y Stats.

7. Traps, Haunts, Awesome Dungeons, puzzles, secret doors, ...
Deadly, Confusing, and Beautiful ones.

8. Tons of Interactivity
Did i cast Fire Ball over a Grease?, Make them interact, did i Just cast Freezing Sphere on a Lake?, turn the lake into Ice, Did I rage and used that rage power that breaks the ground?, likewise.

9. Organized PvP
Wars, Battlegrounds, and the like.

10. Camping
Really Important option to have available with mundane items, and, specially with spells like Rope Trick and the like.