About all them worries about not having enough emphasis on the adventure paths and modules with all the pf core rulebook info circulating out there, there's a really easy solution to that...
...have them interns put some more indepths blogs about the upcoming adventure paths and modules up (that Dave fellow still about- if he hasn't left the Paizo building yet, just kidnaps him and holds him hostage til he writes up some moar stuff about Golarion). ;P
P.S. okay, it might not be quite so easy on the operational end of server, I concedes.
I had me this weird thoughts- dunno if it's beyond the purview of this book, but might there be something offered (in terms of advice or even time saving programs and stuff) about doing stuff online, like in a play by post or a play by email?
Are any of the other publishers being as consumer-friendly and providing free pdf's of their Free RPG Day goodies? Some of the listed goodies sound interesting and I'd like to give them a whirl...
Near as I can find, Claymore Ent with their HerosBane quickstart, FFG with their Rogue Trader quickstart, and half of the Goodman's Games freerpgday offering (it was the Amethyst 4e adventure) are available for dl at their respective sites. While Exile Game Studio's HollowEarthExpedition quickstart was not one of the freeswag I got, I did get a chance to see it on a table- looked almost like it's 2008 freerpgday counterpart.
So I'm late to this thread, but as a another innocent priestess (of Sarenrae in my case), I must protest all the tentacles. We're almost at the end of the campaign, and last session I got the worst end of an encounter with Semignato the worm-devil. He pulled me in the ethereal and worked me over with his three tongue-tentacles and the rest of the party couldn't do anything but watch, or at least that's the story they gave me. Very undignified!
Wanted to chime in and say that my 2009 free rpg day was a pleasant experience; it was also my very first free rpg day that I went to (could've gone to the earlier ones if I wanted to, but never bothered to do so).
Picked up a fair number of free swag including the Pathfinder Bonus Bestiary, the 4e Eberron adventure, the Rogue Trader quickstart, the C&C quickstart, and the Dragon Warriors quickstart- among other things.
Of course, it helped that I had alot of "holes" in the old Paizo collection and other rpg stuff that needed filling- and both stores that I went to had 'em for me to aquire. ;)
Eventually, there is likely to be a Tian Xia book. I'm betting that's where you'll find the flavor you seek. How long will we have to wait? Uh-nu-know :shrug:
Both Mike McArtor and Nick Logue had expressed interest in doing such a supplement in some posts a year or two ago.
and NO i don't like kobolds *looking to the other creature around* not even in a stick and with vegetables...
*she blinks in amazement, while usually she'd consider said statement a joke, she didn't actually consider the cleric capable of actual humor* Pardon? You didn't actually consider -that-, did you?
*blushes, most of her rightful wrath washing away* no... not serously, sorry... but its a bit better to think on those things iin food terms than sexual partners as that creature supposed I would like...whichever its claseless and distasteful
KaeYoss wrote:
I Can Has FreeSwag wrote:
Does evil clown know any kobolds in need of date? He sets her up on date with kobold- there might even be a lawful good kobold out there
Not evil. Chaotic.
And sorry, I don't know that many kobolds, and none good enough to know if they are in need of a fix-up.
Eating instead of dating? Strange, but it might work. Of course, that would rule out Draconians- dragon people- from some alternate world called Krynn, cuz they turn to stone when dead. There's still always Dracha- other dragon people that hang around feline people, dog people, giant people, snake people, and don't believe in alignments- and Dragonborn- still other dragon people, but they hang around coastline mages...
Z'XSPXRZ, Unspeakable Associate wrote:
We're still not sure what this is all about. Anyone care to explain to us, again, how those concepts of good and evil are any different? The way we see it, they're both made-up concepts to boost one's feelings. Something about "us" and "them", right?
You finite creatures are weird. Although, for some reason, some of you are interesting for some reason when they wear what you call "school uniform".
That's the main reason we haven't eaten your planet yet, really.
Has any checked out the 2009/Spring anime thread a few doors down? Check that out before passing judgement, there seems to be a lot of promising new stuff, especially Guin Saga, which is a VERY old series that has only recently garnered an attached anime. I'd be very much interested in getting opinions on the anime listed there.
Guin Saga's alot of fun- the "violence" in the series tends towards being more "bloodless" and somewhat campy (fairly safe for the family)- but that might be one the schedule and venue that it's being shown on- the NHK, the japanese equivalent to PBS or BBC in the early evening.
What about draw styles. Bigger eyes, More Angular or thinner faces.
The art design elements of an anime character? That's pretty much dependent on a few things...
1. Who is doing the character design (for example, the person who did Gundam Seed's character design tends to keep to a similar look- as evidenced by his other work on Fafner, Scryed, and Gin-Iro no Olynsiss)
2. How close the character design sticks to the source material (be it manga or video/computer dating-sim games or even the original anime series in the case of remakes of an anime)
3. The time in which the anime was made (anime made in the 80's have a different look compared to those made in the 90's). One example would be to compare the original Macross/Robotech series to their later counterparts (Macross Frontier or Macross Zero for Macross and Shadow Chronicles for Robotech) or even the original Ghost in the Shell movie with it's later series (Stand Alone Complex, etc.).
Is there a real difference between Manga, Hentai, and Eechi styles?
Manga would be the comic-book/graphic novels, Hentai is the anime version of Hardcore Porn, Ecchi would be softcore (usually done for humor purposes)- think Porky's or that sort of thing.
We hope this schoolgirl uniform fits without too much squirming. It is ceremonial where we come from.
Schoolgirl outfits is good- even better if you has lots of other ones like found-in-a-religious-type-school-setting plaid and classic will-be-on-a-ship uniforms.
In celebration of the increase in tentacly goodness, I gives you:
HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6
Relevant boons
- Friend of Janira Gavix #1: +1 to Knowledge checks while in the Grand Lodge.
- Confirmed Field Agent #1: Free wayfinder acquired. Vanity purchases for the wayfinder are reduced by 1PP.
- Explore, Report, Cooperate #1: Cross this boon to require the GM if certain action is good, bad or have no effect to accomplish the secondary success condition.
- Yagvena family help #5: +2 circumstance bonus to Diplomacy while in Irrisen and mentioning how you helped the Yagvena family.
- ¡You are goblin! #6: You understand goblin behaviour, +2 to Sense Motives, Diplomacy, Bluff and Intimidate against goblins.
- The favor of Cartahegn #8: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% disccount.
- Dragonkiller #12: You defeated Aralantryx and gained insight on how to kill others of her kind. Add 1d6 of damage to any roll and then cross this boon.
- Adopted weapon training (elven) #13: You passed a extended period of time with this culture and gained insight on how to use their weapons. Treat yourself as if having their weapon familiarity (for elves longsword, rapier, shortbow and longbow). You apply a -1 when attacking with other weapons unless you have a Weapon Focus feat or weapon training specialization affecting them.
- Snowmask induction #14: You allied with the Snowmask Clan and returned Jedrek's Shard to its place of honor beside Ranulf's body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.
- Accumulating an Army #16: You successfully rescued a group of Riftwardens in Azir, earning the respect and promise of aid of the greater organization when the Pathfinder Society embarks to secure and explore the Sky Citadel Jormurdun. This boon is cumulative with any other Accumulating an Army boons you possess, expands your options when preparing for the expedition, and grants you additional benefits when directly commanding the Riftwardens.
- Riftwarden Magic #16: In gratitude for your heroism, the Riftwardens have shared several of their organizations' spells with the Pathfinder Society. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from PPC: Demon Slayer's Handbook as if they appeared on the Additional Resources page: anti-summoning shield, protection from outsiders, and telepathic censure.
- Grandmaster Torch owed favor #18: You owe him a favor, one he plans to redeem in the future. When he calls in this favor, you are obligated to fulfill his request so long as it doesn’t violate any morale restrictions of your race, class or alignment.
- Enlightened Ambassador #19: Even in your short time at Tar Kuata, you have learned a few practical tricks from the Iroran monks. As a move action, you can enter a meditative trance that makes your senses more acute, your reflexes faster, and your mind more focused. The trance lasts for 1 hour, and you can end it (no action) at any point during this time to gain one of the following benefits: gain a +4 insight bonus on a saving throw against a mind-affecting effect, increase your speed by 10 feet for 1 round, or ignore concealment when making attacks for 1 round. When your trance ends, cross this boon off your Chronicle sheet.
- Tar Kuata Initiate #19: Some retraining special rules to get monk levels…
- Scholar of The Gates Ajar #20: You studied the profane texts known as The Gates Ajar, and gained from them knowledge of the denizens of Abaddon, the Abyss, and Hell. You gain a +2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons and devils.
- Fool Me Once #22: Grandmaster Torch’s sudden betrayal and subsequent escape have left you questioning the motives of everyone around you-particularly your allies. You gain a +2 bonus on Sense Motive checks against current and former Pathfinders.
- Spoils of the Siege (Joliryn) #21: If you bring this Chronicle Sheet to an adventure in which the Pathfinder Society deals with Joliryn or her schemes, you can qualify to receive a special boon at the end of the adventure to reflect Joliryn's increased resources.
- Trusted Pathfinder #21 [ ]: In the wake of the Aspis Consortium's siege on the Grand Lodge, venture-captains have decided to release several items from the vaults to their most tursted agents. You may check the box preceding this boon in order to purchase one of the following items: Armor of luck +18.500 gp, Circlet of persuasive disguise 7200 gp, Elven rune-cloak +3750 gp, Lesser versatile metamagic rod 6000 gp.
- Pathfinder Excellence (Resilience) #24 [ ][ ]: As a swift action, check a box to gain 1d8+2*level temporary hit points for 10 min (do not stack with other temporary hp). As long as 1 of this temporary hp remains, gain DR 2/- against Aspis Consortium members and those under their direct employ. Alternatively, as a standard action heal 1d2 of ability damage.
- Pathfinder Excellence (Skill) #24 [ ][ ]: Before attempting a skill check, check a box to roll twice and take the better result. If used to oppose an Aspis Consortium member or someone under their employ, also gain half your level as a bonus to the roll.
- Lissalan Library #25: Amid the Feasters of the Heart’s prized possessions is a collection on ancient volumes on their faith. When consulting these books, you gain a +2 circumstance bonus on Knowledge (religion) checks regarding Lissala and her ancient cult.
- Sihedron brand (endurance) #25: This dark image of the Sihedron rune appears to writhe beneath the surface of the skin on which it is inscribed, as though a worm were crawling under the skin. A character marked with this arcane tattoo receives a +2 profane bonus on Fortitude saves. Once per day, the character may activate the tattoo to receive a number of temporary hit points equal to twice her character level. Displaying the arcane tattoo grants a +4 circumstance bonus on Bluff and Diplomacy checks against worshippers of Lissala.
- Guiding Stars #26: As a standard action, you can throw the stardust sand into the air sparkling 1 minute in a 40-foot radius centered on your space. All creatures gain a +2 luck on saving throws against confusion and any confused creature that would act normally or babble incoherently receive a new saving throw in their turn.
- Sacred Scorpion Tattoo #27: You have earned the trust and respect of Anahita and Ardashir girtablilu siblings and they printed the scorpion tattoo in your shoulder. Gain wild empathy (using character level) against scorpions and +2 Diplomacy with girtablilus. But suffer -2 to Fortitude saves against girtablilu and scorpion venom.
- Valais Wisdom #28: You helped Valais overcome Laktharis's control. In return, she taught you some of ther tricks for resisting demonic influence. When you fail a saving throw against a demon's compulsion or possession effect, you can cross this boon off your Chronicle sheet to reroll the saving throw.
- Skill boon #29 [ ][ ]: As an immediate action you may reroll a skill check before success is determined. You must accept the second roll, even if it is worse than the first one. You may only use this ability twice.
- Secrets of Thuvian Alchemy #30: You may create PC's with the Thuvian alchemist prestige class. You can retrain levels of your PC.
- Kitio's Foe #30: You defeated Kitio Aspenthi and recovered a unique set of goggles given to him by the Aspis contractor Shohiraj. You gain access to the Goggles of the certain shot at discounted prize.
- Rare Generator #32: You discovered a damaged generator from which you are able to siphon a small amount of the energy into a technological device. You can cross this boon off your Chronicle sheet to restore 2 charges to a timeworn weapon, timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+1 charges to the item. This boon can only restore charges to a technological item that has at least 1 charge remaining.
- Sky Key Component (Numeria) #32: You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Toggrim, whose descendants now live in Chesed.
- Starmetal Stockpile [ ] #32: During your adventure in Numeria, you found a large amount of rare skymetals. You can check the box in order to purchase a single weapon or suit of armor made of horacalcum, noqual, or siccatite at listed cost. You can only purchase one such item using this boon, even if you later sell the weapon or armor.
- Skill boon #33 [ ][ ][ ]: As an immediate action you may reroll a skill check before success is determined. You must accept the second roll, even if it is worse than the first one. You may only use this ability twice.
- Accumulating an Army (Elven Uprooters) #34: You successfully extracted a team of elven rangers from Tanglebriar, securing their aid when the Pathfinder Society embarks to secure and explore the Sky Citadel Jormurdun. This boon is cumulative with any other Accumulating an Army boons you possess, expands your additional options when preparing for the expedition, and grants you additional benefits when directly commanding the Uprooters.
- Orcher Romboid Ioun Stone #36: You gained a cursed ioun stone that shifted your alignment to evil but conceded you the Clustered Shots feat.
- All Aboard the Voracious! #37 [ ][ ][ ]: Now that you’ve defeated the legendary pirate Sempet Sevenfingers, his ship, the Voracious, is in need of a new captain. For now, the ship is in the Pathfinder Society’s possession, but you could make it yours by spending 8 Prestige Points (or less, if you’ve proved yourself in the Gloomspires before). Reduce the cost by 2 Prestige points for each of the following Pathfinder Society scenarios for which this character has earned a Chronicle Sheet: #6-06: Hall of the Flesh Eaters, #7-19: The Labyrinth of Hungry Ghosts, and #8-15: Hrethnar’s Throne. If you become captain of the Voracious, you gain some bonuses and can use its rubies to plane shift to the Material Plane.
-
Background:
Pandora was born in the Mammoth lands, in a nomad tribe. She is of Kellid and Tian ascendancy mixture, and travelled to the South pushed both by the repulse of her people to the inner magic she was developing. She sheltered with the elves for a long time after leaving home when her mother left with her looking for a better life.
Some relevant background threads:
- Origin area and fey ascendancy nature of her magic
Short description: Pandora is a bard with a focus on range weakening the enemy while using her spells and abilities to battle control and buff the party. She is also skillfull in resolving diplomatic encounters, and has resources to appropriately support on skills, healer and melee roles when needed.
Character sheet
---------------
N Medium humanoid (human)
Bard 11
Init +6 (+5 Dex, +1 c. ioun); Senses +12
DEFENSE AC 24, touch 16, flat-footed 19 (fortification 25%) [+5 Dex, +5 chain shirt, +3 buckler, +1 deflection]
HP 94 (11d8+33+3)
Fort +11 (3 class, 3 Con, 3 resistance, 2 profane), Ref +15 (7 class, 5 Dex, 3 resistance), Will +9 (7 class, -2 Wis, 1 trait, 3 resistance) [evasion, +4 vs. sonic and language effects]
STATISTICS Str 14, Dex 20, Con 16, Int 10, Wis 7, Cha 18
Ability increments
+2 racial Dex, +1 Cha (4th), +2 item Cha, +2 item Dex/Con, +1 Dex (8th)
Base Atk +8/+3; CMB +10; CMD 26 (10 base, 8 BAB, 2 Str, 5 Dex, 1 deflection)
FeatsPoint-blank shot, Precise shot, Rapid Shot, Arcane strike, Deadly Aim, Manyshot, Clustered Shots (ioun stone feat #36), Weapon Focus (longbow)
Skills(7/level = 77) Acrobatics +12 (=Perform dance), Bluff +18 (=Perform sing; +4 vs Lissala worshippers), Climb +6 (2 Str, 1 rank, 3 class), Diplomacy +19 (4 Cha, 11 rank, 3 class, 1 trait; +4 vs Lissala worshippers), Disguise +8 (4 Cha, 1 rank, 3 class), Escape artist +9 (5 Dex, 1 rank, 3 class), Fly +12 (=Perform dance), Handle Animal +12 (=Perform percussion), Intimidate +12 (=Perform percussion), K. arcana +9 (0 Int, 1 rank, 3 class, 5 bard), K. dungeons +9 (0 Int, 1 rank, 3 class, 5 bard), K. history +9 (0 Int, 1 rank, 3 class, 5 bard), K. local +9 (0 Int, 1 rank, 3 class, 5 bard), K. nature +9 (0 Int, 1 rank, 3 class, 5 bard), K. nobility +9 (0 Int, 1 rank, 3 class, 5 bard), K. planes +9 (0 Int, 1 rank, 3 class, 5 bard; +2 vs demons/devils), K. religion +9 (0 Int, 1 rank, 3 class, 5 bard; +2 vs demons/devils; +2 vs Lissala), Linguistics +7 (0 Int, 4 rank, 3 class), Perception +12 (-2 Wis, 11 rank, 3 class), Perform (sing) +18 (4 Cha, 11 rank, 3 class), Perform (percussion) +12 (4 Cha, 5 rank, 3 class), Perform (dance) +12 (4 Cha, 5 rank, 3 class), Sense motives +18 (=Perform sing; +2 vs Pathfinders), Sleight of Hand +9 (5 Dex, 1 rank, 3 class), Spellcraft +9 (0 Int, 6 rank, 3 class), Stealth +9 (5 Dex, 1 rank, 3 class), Use Magical Device +17 (4 Cha, 10 rank, 3 class), Concentration +14 (4 Cha, 10 caster level)
Non-trained
Appraise +0, Heal -2, K. others +5, Mount +4*, Swim +2*
Traits
Charming: Against someone sexually attracted +1 to diplomacy, bluff and CD of language dependant spells
Indomitable Faith: +1 to Will
Languages
Common, Skald, Sylvan, Draconic, Elven, Celestial
Favoured class
hp, hp, hp, L1Spell, L1Spell, L1Spell, L2Spell, L2Spell, L2Spell, L3Spell, L3Spell
SPECIAL ABILITIES
Weapon familiarity boon (elven; see boon in PFS section): Extended training in elven culture, provides proficiency with all bows, longswords and rapiers. -1 penalty to attack with other weapons if not Weapon focus or Weapon training.
Bardic Knowledge (Ex): +1/2 to all knowledges (min. 1) and can use untrained
Bardic Performance (Ex): 2+Car+2*N turns (28 turns) of countersong, distraction, inspire courage+3, fascinate (4 Creatures; Will DC 19), suggestion (Will DC 19), inspire competence+4, DC10+N/2+Cha.
Well-versed (Ex): +4 TS vs. bardic performance, sonic and language dependant effects
Versatile performance (Ex): Use the Perform skill bonus to use other skills (1st; Sing: Handle animal and Sense Motives; 6th; Percussion: Intimidate and Handle Animal; Dance: Acrobatics and Fly)
Jack of all trades (Ex): Can use any skill, even if the skill normally requires him to be trained.
Snowmask induction (Su): Permanently benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above (see Boons).
Lore master (Ex): Can take 10 in any trained knowledge. Can take 20 as a standard action 2/day (even untrained).
Dirge of Doom (Su): Causes all the enemies within 30 feet to become shaken without save.
Inspire greatness (Su): Inspire (level-6)/3 allies (1) within 30 feet. Gains 2 bonus Hit Dice (d10s) and its corresponding temporary hit points (12+Con*2), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. It is a mind-affecting ability and it relies on audible and visual components.
Sihedron Brand: Once per day, activate to receive level * 2 temporal hit points. Permanent effects: +2 profane Fortitude, +4 circumstance on Bluff and Diplomacy checks against worshippers of Lissala.
Favourite class: Once unlocked level 2 spells, start getting level 1 spells
Spells: Level 1: (at 5th level swap out Sleep) Cure light wounds (fall back heal), Charm person, Alarm, Borrow skill, Chord of Shards, Cultural Adaptation, Ear-piercing scream, Saving finale, Timely inspiration, Unbreakable heart, Vanish, Bestow Insight (add bonuses to skills and use them as if trained); Level 2: invisibility (utility+combat+retreat), heroism (buff), sound burst (battle control), summon monster II (combat flexibility+utility+useful while blinded), calm emotions (vs confusion and ready a first assault), blur (vs sneak attacks), calm emotions (keep at bay multiple emotion effects and remove confusion), anticipate thoughts (increasing AC, attack and damage bonus)
Level 3: phantom steed/summon monster III (some poor way to get flying), good hope (doesn't stack with heroism though...), tiny hut (concealment), arcane concordance (enhance allies arcane spells, and apply extend, still, enlarge or silent metamagic), Jester's jaunt (teleport someone 30'), purging finale (finish performance to remove certain conditions), reviving finale (2d6 group healing), thundering drums (5d8 damage and prone), Wall of nausea (wall can nauseate and prone), dispel magic
Feats: Arcane strike (+2 damage&magic bypass), Deadly aim (+4 damage -2 hit), Heighten spell (battle control+higher level light+overpass by level defenses), Spell focus (conjuration) (battle control help), Toughness (need to improve hp), Manyshot
Equipment:
Wand of heightened awareness
Items to improve Cha/Dex/Con, maybe ioun for Str
“Circlet”? of Persuasion
Improve bow to keen
Improve cloak
Add AC bonuses
Thistle arrows 1gp/arrow with 1d6 rounds of 1 hp bleeding
mwk Mithral Chain Shirt 1100gp (Elven Chain does not really give an advantage, due to the reduced max. Dex)
Belt of Physical Might 10000gp (+2 Dex/+2 Con) (need to improve hp)