Lathiira wrote: One downside I do note is that you have to spend 15 minutes getting ready. It won't do much for you if you can't prepare ahead. A typical ranger might fight a group with more than one creature type and do well because they creatures match his favored enemies well (for example a vampire charming or dominating or just lording it over some human lackeys). This methods means you're ready for the vampire OR its human servants, not both. You are right, and it's actually intended. It makes a ranger more tactical, consulting his notes and knowledge in advance to find out all the weak spots, but really hit them when they do. Also, a very knowledgeable ranger could prepare for almost any enemy if he knows what he's up to. Any abilities that relate to Favored Enemy should be reworked for this, of course. That means an Instant Prey spell (formerly Instant Enemy) would jam the knowledge in your head instantly,for a duration.
Lathiira wrote: The uses per day leave me scratching my head though: 1st, 8th, 14th, 20th? Why not keep it to the favored enemy progression? That's actually because of a "carry over" effect. You choose 'animals' as your favorite enemy on one day and get your bonus until you change it to, say, 'magical beasts' on another day. And because you can have full skill-ranks in several knowledge skills, and one can be used for several creature types, I thought it to be better to slow down the uses per day a bit. You can change it to your desired pace, though.
I've just seen this here lying around and while I moved away from pathfinder some time ago, maybe some of you could make use of it. So I present: Study Prey (Replaces Favored Enemy)
Example: A 5th level ranger with 3 ranks in Knowledge (Religion) uses Study Prey to focus on undead. He gets a +2 bonus on attack rolls, damage rolls, perception checks and survival checks against undead until he uses Study Prey to focus on another type of enemy.
An elephant for example (huge) has a stomach capacity of about 70 liters (about 18.5 gallons). That's not even remotely enough to fit a human. Now, the elephant has no swallow whole ability, and there are animals (but not mammals) that can swallow creatures their size or larger. But I think the swallow whole rules are generally grossly exaggerated and should usually be corrected downwards at least one size category.
Artemis Moonstar wrote: I don't get this NV hate either, between Old World Blues' hilarity, and Lonesome Road's tying of everything together, it easily skyrocketed up my like list. This coming from the guy who preferred FO3's system, and only came to enjoy FO:NV due to his fiance playing it while he watched. Granted, Old World Blues was by far the best DLC for F:NV, but it didn't come close to Point Lookout, imo. Lonesome Road, on the other hand, was...painful. All you do is follow linear designes areas and listen to the self-righteous blabber of a huffy idiot. Worse, he tries to impose a background on you that doesn't even make any sense and completely takes away the image of your character. In the end, you can nuke one or both fractions, ridiculing the whole nuclear war in the process. For when you travel to the destroyed area, there are only super-strong ghouls, not death and suffering. The main game wasn't even Fallout anymore. It was 'sometimes after the whole thing', not the harsh survival of the previous games. Take Goodsprings for example, a nice, quiet town, close to a freshwater source (hence the name), with little farms and livestock. Surrounded by the most deadly predators the game has to offer. More or less unguarded. The other settlements are hardly any better, and the whole war between the NCR and the Legion is ridiculous at best. I mean, don't get me started on the Legion, I've yet to see a group in another game that was so poorly written, so awkward, yet so cocky it simply hurt. I tried to follow their questline, I intentionally made a character with an intelligence of 2 (don't remind me of the absolutely dreadful implemented 'stupid dialogue' lines), but even that didn't help to see it through till the end. I couldn't take any of this guys remotely serious. Even worse, you never get to be part of them (ok, maybe it's not that bad in that case), or any group at all. You have absolutely no connection to the world, and the game doesn't even try to change this. The whole main quest just isn't your problem, and absolutely nothing will change the outcome. Yeah, take the bloody dam if you want, I'm outta here. Still, there were things I liked. Veronica as a follower was a pleasant company, and while her personal quest sounded interesting, it was poorly executed and felt hollow in the end. The same goes for Cass, sadly. Honestly, I think this is one of the main problems of the game. It has likeable or interesting NPCs (some, like the King), but in the end, they feel shallow, like there was something you still had to do, to say, but can't. Rant end, it's a little off topic anyway.
Gambit wrote: Obviously you didn't play Mask of the Betrayer. I did, as long as I could endure it (maybe 3-4 hours). But it was awful. I know that it is supposed to be one of the best games/addons, storywise, but they couldn't even get the basics right. Fake Healer wrote: Bah, haters are gonna hate. He listed games he thought were crap, but meanwhile their predecessors (KOTOR, NWN, Fallout, etc) are some of the best games in their genre and have sold a butt-ton of copies. I played the sequels because I loved the original. I played the hell out of Fallout 1 and 2 when they came out (still have them installed) and Fallout 3 may have had a lame main-story, but the rest of the game was great, even the DLCs. And I can't count the hours I spent in NWN1 and I think Hordes of the Underdark is one of the greatest RPG gems ever. KotOR had this one gaming moment I will always remember, when you're faced with your past and all the pieces fall into place (and it was funny because my first character was named Raven. Raven<->Revan o.O). All of them were fantastic games, while their successors simple aren't. Though I have to admit, I played F:NV for quite a long time, mostly because it had the same engine and mechanics as F3, and had a whole bunch of awesome mods. But the main story was...eww.
Aha...ahahahaha...AHHAHAHHAAAAHHAHAHA! Seriously? They're going to hire the most overrated developer in the entire gaming industry? If this is true--and I'll just assume it is not--my remaining hopes for any viable digital adaption of the pathfinder IP lies dead and buried. And I'm not trying to troll here, I've played lots of Obsidian games (KotOR II, Fallout:NV, NWN2, Alpha Protocol,...) and I really wanted to like them, but Obsidian could game-design their way out of a wet cardboard box. All their sequels are horrible compared to the original, and their own games are even worse. Shallow characters, boring and aimless story, unfinished plot-lines and as topping, a cr*pload of bugs. I don't even know how they manage to survive in the industry, if not for their brain-dead (sorry for stepping on toes) fanbase. And worse, they always blame others for their incompetence. "Not enough time..." and "The publisher made us..." is all you ever get to hear from them. They ruined several of my favorite games, and if they'll get their grubby hands on pathfinder...it's good night.
TanithT wrote:
Wait a minute, are you actually comparing boobs to penis? Because that's really creepy. As if men had nothing sexy to show than their genitalia, that - speaking of which - aren't visible in ANY female paizo artwork I've ever seen (and for a good reason, that). This would be a more fitting example, though it still has any delicate parts covered. Sexy (kind of), pointless, but not creepy.
That's...an interesting question, actually. I've never read that part of the entry so far.
London Duke wrote: That's sad. I know this next question is in the HB department but would an equipment trait allowing a quarterstaff to be finessed imbalanced? If there's a feat that lets you finesse a scimitar and use your Dex to damage, one that makes a quarterstaff finessable is hardly unbalanced, imo.
Wow, thanks for all the input so far!
I'll definitely go for the "magic paintings" route, my GM is all for that. And later, he may as well create his Magnum Opus :D.
pauljathome wrote:
No Shelyn, as we play in a homebrew (obviously non-PFS) setting, but I'm sure we can just transfer that to our artsy deity, so thanks for that. If I read Pageants Peacock correctly, it just substitutes Bluuf for Int-based skills, and he's way better at painting than bluffing.
So I built myself a bard who is really good at painting.
So with masterwork tools, he can paint with a bonus of +21 1/day. What can I do to raise this even further?
Second, is there anything he can actually do with a high painting skill, except for amaze people with it? Like a feat or anything to use it for benefit? 3PP are welcome, too!
Actually, you can't if the spell in question requires a somatic component. Core Rulebook wrote: To cast a spell with a somatic (S) component, you must gesture freely with at least one hand. You can't cast a spell of this type while bound, grappling, or with both your hands full or occupied. (CRB p.184)
Me and my wife are currently building a campaign world to play in. We try to keep it as far away from real-world and classical fantasy stuff as possible, meaning no elves, dwarves, halflings etc., but all custom races, gods and whatnot.
Offer your GM some of your points so that he can buy himself some Int! Nah, seriously, maybe you should ask him what he's trying to achieve with 10 point buy.
There are probably better ways of raising difficulty than to make the PCs indistinguishable to commoners.
thejeff wrote: Maybe you're missing out on good stories and good authors because they get driven out of the business by discrimination. You'd never even know. Maybe you'd be missing out on good stories and good authors that had replaced those who got driven out of the business by discrimination. You'd never even know. Your argument works in both ways, don't attack him because he doesn't care for every author's backstory.
Jeven wrote: There are dark-skinned Halfings in the jungles of Mwangi. They are common in the Kaava Lands. Mwangi elves are also dark-skinned. Hmm, Halflings of Golarion didn't mention that. Skin color there ranged "from ivory to mid-brown". I do not know if I find it stranger that black versions of the non-human races exist at all or the fact that they are always some more or less primitive jungle-folk.
In our setting there are seven distinct custom races, of which is one more or less the human equivalent. They are not black in skin color, because there is no reason for them to be, just as there are no black halflings in Golarion (at least I've never seen or heard of one). The other races have their own skin colors, from very light to rather dark.
Diego Rossi wrote: Common mistake. You are overlooking 2 things. I know that these are guidelines, but there's one thing I hate about the pricing of magic items: inconsistency. Apparently, you can put a 1st-level spell like Disguise Self in a hat (and ignore the x1,5 price factor for duration), but I can't do it with another spell cause there's already an item with a similar effect that is way more expensive.
Tailoring encounters around party configuration is exactly what a DM should do.
If it helps, I present you this houserule I created for our one or two times we actually had a gunslinger at the table: Instead of targeting touch AC in the first range increment, a gunslinger can ignore up to 1 point of armor bonus or natural armor (in any combination) per point of wisdom modifier, but only within the first range increment.
You could use something like a reversed half-blood extraction, no curse effect and instantaneous.
Tequila Sunrise wrote: After thinking about this a bit more, I'd say: Love is hard to find, so if you happen to love a family member, so be it. But if you can describe your familial relationship without consulting a written family tree...strongly consider adoption and a vasectomy! And from there, we can go directly to the question why people with known genetic disorders are allowed to breed at all.
Some people just don't like to write pages of background and it wouldn't be fair to award a single player because he does. You can talk about it with your group if they think a character should have a special feat or item because of his background, but don't penalize the others for not handing you a print-out. Personally, I do much of it in my head and additionally write down 101 Character Questions to get a good impression on what my character's character is.
Honestly, I've become more and more disappointed in Pathfinder (specifically Golarion) lately, so I've picked up my old 4E books and thought about changing back. Then I remembered why we haven't played 4E more than a few times. It feels lifeless and superficial.
I hope that was objective enough, as this thread will probably be flaming soon.
About Jade KeaneBackground:
Jade grew up in a small fishing town called Rayall, on the coast of Malyss. Her father, Ivan, was one of the town’s many fishermen and her mother, Julia, helped him sell the fish to people in other towns. Jade admired her father and often went fishing with him. Ivan taught his daughter much about the sea, fishing, and much more while they were on his boat. On one such day they spent together on the fishing boat, a ship sailing a black flag with three skulls and a crescent moon on it approached the town. Before the ship would spot them, Ivan sailed his boat as far away from the town as he could. He’d recognized the flag for what it was: a pirate flag.
Two days later Ivan and Jade carefully made their way back to the town, which they found razed. There were many corpses scattered in and near the razed buildings, but there wasn’t a single sign of Julia. Ivan and Jade eventually headed back to the boat and sailed west, to Bretona. The large city state was only a couple of days removed from their town and Ivan hoped his wife had fled there, because it was where her sister lived. Once they arrived in Bretona, they were shocked to see the very same pirate ship that attacked their town in the city’s port. Ivan immediately headed to the authorities, but he was told the ship’s captain was a privateer named Baxter Morley and in the service of Lord-Mayor Haldmeer Grobaras. The city’s guards refused to take any action against Morley and his crew. In a fit of rage Ivan took matters into his own hands and went to the tavern where the privateer’s crew was spending part of their loot on drinks, demanding they’d tell him where his wife was. The men feigned ignorance and mocked Ivan, telling him that if they’d come across his wife they’d take good care of her for him. Ivan’s rage grew and, completely forgetting who he was up against, grabbed a chair and hit one of the men on his head. In the moment that followed Jade saw Morley rise from his seat and shoot the strong father she admired so much in his chest. In all the commotion that ensued nobody paid attention to ten-year-old Jade. Before Morley saw it coming, his pistol was pulled from his hand and another shot could be heard. The tavern grew quiet as the privateer’s hand went to his face. The shot hadn’t killed him, but it had destroyed one of his eyes. Jade pulled the trigger again, but the pistol had no more bullets in it. Morley then hit Jade with his other hand, knocking her out. Jade woke up aboard Morley’s ship, amid other captives. Despite the painful loss of her father and her own capture, Jade was filled with relief when she spotted her mother next to her. Julia wrapped an arm around her daughter and they both cried. It didn’t take the ship’s crew very long to realize that Julia was Jade’s mother, and so their happy reunion didn’t last long. Morley had heard that Jade had awoken and had ordered one of his men to bring her and Julia to his cabin. There he made Jade watch how her mother was beaten up, as punishment for the loss of his eye. Morley made the beating part of his daily routine. One day Morley and his crew ported in Mag-Abyra. Morley had grown tired of beating up Julia and decided to sell both her and Jade as slaves. He found a minor noble, Harbin Alazar, who was interested in buying the two women. In the years that followed, Jade and Julia worked in the Alazar household as servants. Their lives were good compared to those of other slaves, which was mainly due to their pretty faces. The humans who weren’t as blessed as them all magically disappeared soon after their purchase. Yet as Jade became prettier with the years, Julia’s beauty slowly waned. What was more, old injuries from Morley's beatings gave Julia more and more trouble keeping up with her household chores. Not long after Jade had reached the age of nineteen, she overheard Harbin and one of his relatives talk about replacing Julia with a younger maid. Julia was to have an accident and Jade shouldn’t learn about it, because they wanted to keep Jade around. Jade told her mother about the Alazars’ plan and together they made a plan of their own. That evening dinner was served with poison, and Jade and Julia escaped the Alazar mansion. They made their way to the port, where they hid aboard a ship that set sail next morning. It was only when they were already at sea that they did realize they’d accidentally boarded a slaver’s ship, headed toward distant shores to catch new slaves. If the ship’s crew would discover them aboard the ship, Jade and Julia would be in deep trouble. The next day, however, the women’s luck took a turn for the best. An Aroulan warship approached that of the slavers, and due to the tide the slavers were unable to escape it. The slaver’s ship was boarded, the slavers killed, and the Aroulans didn’t take long to find Jade and Julia hidden on the lower deck of the slaver’s ship. The Aroulans’ captain, James Kirkwood, and his crew treated Jade and Julia well. They were allowed to use the captain’s cabin during the night, while he himself slept with his crew, and were given clean clothes and proper food. As the ship made its way to Synéra, Jade helped the crew with whatever task she could. The many things her father once taught her on his fishing boat quickly earned her the trust of the crew, who taught her much more in the days they spent together. Meanwhile Julia found comfort in James’s presence, and the feelings were mutual. In the year that followed the women’s escape from Mag-Abyra and arrival in Synéra, Julia and James married. Jade joined the Aroulan navy, determined to follow James’s example to fight against slavery. Due to her motivation and prior experience, Jade was quickly accepted by the crew aboard the warship where she was stationed. She rose through the ranks at an incredible speed and two years after her escape from Mag-Abyra, at age twenty-one, Jade became the right hand of captain Audrey Warden. All went well, until one day Audrey’s ship encountered a ship sailing a black flag with three skulls and a crescent moon on it. In the battle that ensued between the two ships, Audrey was killed when a cannonball hit her ship and caused one of the masts to collapse on top of her. Morale plummeted on the Aroulan side, and even more so when Morley’s crew boarded their ship. Jade, now highest in command on the Aroulan vessel, led what was now her crew in the melee versus Morley’s men. It was a heated battle, but eventually Morley had his men retreat. Morley’s crew had suffered massive losses and the privateer realized he had to retreat. With one of its masts down the Aroulan ship was unable to pursue the enemy ship, but as the distance between the ships grew there was a moment when Jade and Morley locked eyes. Slowly, an expression that was a mixture of surprise and anger appeared on Morley’s face. Then, what seemed like a hint of fear or regret. After the Aroulan ship had returned to Synéra news spread quickly and Jade was given a hero’s welcome at Fort Synéra, the headquarters of Admiral Harley Corby, head of the Aroulan navy and an elected member of the City Council. With her quick and coolheaded thinking, Jade had successfully assumed command of the ship in the captain’s absence and thus avoided the deaths of her fellow marines. Jade was promoted to captain and was to be given command of Audrey’s vessel and crew, as soon as the ship had been repaired and the crew had enjoyed some rest. Jade requested permission to pursue Morley, but it was denied. Admiral Corby told her that actively pursuing Morley could lead to severe political friction with Bretona, and that the City Council wanted to avoid war with the large port city. Even though the Aroulan navy would not cooperate, Jade vowed to herself that she’d deal with Morley one way or another. He had to be brought to justice, and she’d make sure it’d happen. In the weeks that followed Jade’s return to Synéra, she carefully asked around if there were fellow marines with sympathetic minds. Marines who wanted to fight for a good cause, but saw themselves restricted by the bureaucracy the navy imposed on them. The first person Jade approached was Emery Bray. Emery was the navigator on what was about to become Jade’s own ship, and they had become the best of friends over the past two years. She turned out to be sympathetic to Jade’s ideas, and together they decided to pursue Morley. Together they started recruiting other people in secret. Ex-marines, current marines, former slaves, sailors, and many more. It did, however, not take the navy long to find out. Jade and Emery were summoned to Fort Synéra by Admiral Corby and informed that he had heard of their plans. Though he said that he regretted having to do it, he stripped both of them from their ranks for high treason and ordered them to be imprisoned till there would be a trial. Jade’s short lived crew was disbanded before it was even properly formed and both she and Emery ended up in Synéra’s prison. It was here that they met their next best friend. Two days after Jade and Emery were imprisoned another prisoner was brought in. A half-elven woman about the same age as Jade and Emery, who introduced herself as “just Valda.” The women talked about the reasons why they’d been imprisoned. It turned out Valda had had a hard time earning food the proper way, eventually turning to theft to feed herself. Valda showed a lot of interest in Jade and Emery’s plan to take justice in their own hands, but didn’t really comment on it. Later that night, Jade woke when someone gave her a push. When Jade opened her eyes, Valda was standing next to her. The half-elf grinned and asked Jade if there was room for a petty thief among her crew, and Jade replied there most certainly was. With the aid of some small tools Valda had managed to hide on her person, the three women were able to get to their gear. Through intimidation and reluctance from the guards, as those had heard the heroic stories about Jade, they escaped Synéra’s prison. The women made their way out of the city and traveled to Malyss on foot. After a month or so they reached the city state Maxon. Though slavery was officially not condoned in Maxon, there was a black market for slaves. Jade and her friends went aboard a slavers’ ship and killed the slavers. Jade then gave the slaves aboard the ship a simple option: “You can get off wherever we stop, or you can continue to sail with me. For now, let’s just get out of Maxon!” Before anyone else in the city was aware of what had happened, the small ship with the three women and former slaves had left Maxon’s harbor. They sailed to various places on the Malyssian coast, dropping off former slaves. Yet a portion of the former slaves stuck with Jade and her friends, becoming Jade’s crew. In the course of the months that followed, Jade and her crew became known as the Jade Pirates. They freed slaves by attacking Gyrdanian slavers’ ships and slave markets, and earned gold by selling said ships and the possessions of the slavers in neighboring countries. Nearly a month ago Jade heard a rumor that Morley had recently returned to Bretona after a long voyage. Jade had constantly kept an ear and eye open for information about him, but thus far she’d never had the resources to face Morley in battle. However, Jade had recently traded her former slaver’s ship in for a proper pirate ship, with which she expected she could defeat Morley. Thus the Jade Pirates headed to Bretona, where they coincidentally arrived at the exact moment Morley’s ship left the port. In the battle that ensued, Jade’s ship came too close to Bretona and received fire from both Morley's ship and the city's fort. The ship sank, and most of the Jade Pirates with it. Those of the Jade Pirates who made it to shore, like Emery and Valda, were quickly captured by Bretona’s guards. Jade saw this happen and, unable to do anything against it, hid between the floating wreckage of her ship. When she finally got to shore Jade fled to the nearest town, Fort Willow, and stayed there until she had recovered. Now, two weeks after her ship sank, Jade’s headed back to Bretona. She’s heard rumors that part of her crew, among which her two closest friends, are being held in Bretona’s prison. Jade’s determined to infiltrate the prison and escape with them.
Personality:
Jade's a very charismatic person who follows her own set of ideals. She can be stubborn, but will usually listen to reason. When something new presents itself, Jade's often eager to learn about it. She has a great deal of patience for many things, as long as at least moderate progress is made with said things.
Jade has a strong hatred for Gyrdania as a nation. She has a soft spot for Aroulan and its navy, and will try to avoid conflict with that nation. Due to her past with it, Jade hopes that she may one day restore her relationship with the Aroulan navy. She does, however, not expect it to be possible.
Appearance:
Jade's 5'7" (170 cm) tall and weighs 125 lbs. (56.7 kg), which gives her an average height and posture. She has long, brown with a couple of beads in it, and wears a blue headband. Her eyes are brown, and her skin's tanned by the sun. She has gold earrings.
The outfit Jade wears consists of cloth breeches, and a sleeveless top over which she wears her ring mail. Over this jade wears a leather coat with many pockets. On her feet she wears sturdy brown boots. She has a black coat, but usually keeps it in her backpack.
|