This raises the question of weapons. I don't remember if the guides covered this but would the PCs be "allowed" to be in the cars with all their swords and crossbows? I'm guessing nobody questions this. ( I am probably thinking too much like a 21st century person where we don't even allow fingernail clippers on airplanes. ) I just don't see Sonja the Magnificent putting her +7 flaming sword and Stephen of the Unblinking Eye parking his severed hand of Vekna in the weapon's cart for the duration of the trip.
In Eberron, I have my 2nd level PCs traveling on the train for several days. I could just say, "Returning to the train, it took another day of travel to get from Vedykar back to Rekkenmark" But I'd like to add some excitement. What are some things that could happen that would not involve
My first thought would have the PCs invited into a poker game and a fist fight ensues as they approach Rekkenmark when a drunk human barbarian loses and accuses the PCs of cheating. I'd like it to involve some minor dice rolling and or role playing but nothing critical, taking up about half an hour-ish of game play. I don't want a full blown adventure, like a murder on the Orient Express scenario. Any suggestions?
ProfessorCirno wrote: I feel the need to point out that the mortality rate was huge. My dad had me read "Two years before the Mast", an account of a sailor on a "nice" sailing ship in the 1800s? (It's been a while). I remember one part when he had a toothache but the ship was going around the horn of S. America. The captain forced him work, and after 2 days the tooth rotted out and the nerve died. http://www.gutenberg.org/catalog/world/readfile?fk_files=4408
No clue on the galley slave treatment was so bad. Maybe it's a factor of supply? If the society sees the slaves as an endless commodity, there is little need to treat them well, cause if they die, they will just raid and get more? Maybe the Greek and Am Indian systems that seemed nicer, had supply problems. Would you treat your car better if you know you could only get 2 in your lifetime vs being able to get 200 in your lifetime? ---
If you are the GM and don't like slavery, don't have it.
This may been discussed already, I have not had time to read all the posts.
In the real world, as apposed to RPGs
Hi all
I don't have my books with me. How old is the lastest incarnation of Sharn? I know it was built and leveled a couple of times. How old is that latest version?
just once, I want the succubus to come up the the party, cast her spell over all the men and yet have the gay dwarf stop her because he's not totally enthralled by her. The Mercy Thompson Series is a series of urban fantasy novels written by Patricia Briggs that follow the adventures of Mercedes (Mercy) Thompson, a Native American shapeshifter who was raised by Werewolves. The series is set in the Tri-Cities area of Washington state in an alternate world in which Werewolves and certain types of the fae have been forced to reveal themselves to the public.
Mercedes Lackey's "The Last Herald Mage" trilogy.
I just did a purge of my comic collection. This is some of what I kept
I find I keep the stories with a end to them. They don't go on and on, till the original characters are distorted and soap opera-ed to death, till any shred of what you fell in love with the story and the characters, has been erased away. The Xmen come to mind. For example when I started the Xmen Kitty Pride and Colossus were destined to be couple. When I last read the Xmen, Colossus was gay and with Northstar. That's as bad as NOT making Element Lad in love with Sean in the reboots.
Thanks for the discussion. I like the idea that most of the time elemental is like a willful horse or bear. Not exactly sentient, but able to justify a rampage if released. PsychoticWarrior, If you had a fringe group of crazies trying to release all your elementals, do you realize you sort of recreated the PETA movement in the D&D world? (P.E.T.E. - People for the Ethical Treatment of Elementals) Though I don't think it would last long. In the real world, it's not really acceptable to stab them. In the Eberron, well.....
I'm reading the Eberron source book. It tells about how the ships, airships, trains or even swords may have elementals bound to them. I am overthinking this but do the elementals mind being bound to the air ship, sword, what ever? Depending on the nature of elementals, it could have a cruel slavery aspect to it.
Ernest Mueller wrote: Not legal (not even any question in this case since the Eberron trademark is involved), but there's a good chance you'll get away with it. Maybe if there's enough stuff like that WotC would C&D the archive site in question eventually. Man, that's just stupid and short sighted on their part. I am learning that is their way, however.
Not being familiar with Forgotten Realms from before, can someone explain what the Underchasm is? That big black blot on the map titled Underchasm is where a huge underground chamber hundreds of square miles that collapsed? I assume everything underground was crushed to pulp. A theme seems to be the underground kept the Drow contained. If the Drow are down there, and now they don't have a roof for several hundred miles, why don't they they just climb out/fly out/get out? The thing on the map of the East Rift that looks like an outline of a stomach, is that chambers that are still underground?
Scott Betts wrote: If you think it's crammed full of everything now, you should have seen it pre-Spellplague. I got that impression from of the threads in the archives. They had a laundry list of favorite characters that were apparently killed off. That and some love hate thing for a drow named Izzy or something.
I have not really looked into the D&D worlds much in the last 15-20 years. When I played, it was always in some vaguely Tolkeen European land. We never really gave the scenario much thought or care.
While waiting, I got the 4.0 "Forgotten Lands" players guide and campaign guide from the public library. I didn't know anything about the FL so I came in with fresh eyes. I like the land motes. Visually fun. The world seems a bit kitchen sink-ie to me. Like they tried to cram everything in. If in Eberron, there was a place for every race known so far, it seemed that in FL they tried to make a place for every plot device or story idea ever created. Playable but awful dense and keeping track of the 8 billion city states was mind boggling.
If Eberron doesn't pan out, Forgotten Realms 2.0 looks like a good second choice.
Rogue != Rouge! HA. I even used to live near the Rogue river!
>> And spending a feat on the Rapier isn't a bad choice at all, if it fits the character.
Pop'N'Fresh
Grimcleaver
Matthew Koelbl
Ok, here is my dirt stupid question.... So far, I'm having great fun making a halfling Rouge. With his acrobatic scores, he's going to be climbing everything. First up the cliff, in the tree branches, or up onto the third floor balcony. A halfling gets an advantage if they use a sling or crossbow. There is a certain dramatic flair for a sling, but it only does 1d4. and a crossbow takes a minor action and does 1d6 and has a longer range.
A halfling is suited for a dagger, short sword or a rapier(maybe?). A rapier would be very dramatic, though possibly as tall as my halfling.
How many weapons can I use and/or be good at, as a first level? Can I carry and use a rapier, with daggers in reserve, a crossbow with a sling in reserve?
I'm building my first adventure in years and my first 4th edition ever.
McCain's just showing he's hip and with it, Daddyo. He probably just rented that D&D movie with Tom Hanks and he want to protect the country's youth from D&D's dangerous influence. Next, he's going to reinstate the Comics Code and enforce Decency on TV. Course that would gut the Faux TV lineup so he'll probably have to flip flop on that one.
I've been ruminating on why I like Eberron and I'm bored with vanilla D&D. If I had to pick the most important thing, it's the incorporation of Magic.
crosswiredmind wrote: ...Eberron on the other hand i really enjoy. My understanding is that the PoL concept will be brought about by a rekindling of the Last War. Basically it will be like Eberron's own version of Twilight 2000. Gakkk. That sound bleak. If they do that, then I'll be forced to liberate the game play rules for Artificers and Dragonmarks and so on, and apply them to the 3.5 Eberron universe, where the scenario is more fun. I really hope this all fretting over nothing and they don't mess it up like that.
I had 30+ years invested in the legion. When they rebooted them, I had to quit. It was like talking to someone you used to know who had undergone botched brain surgery. They looked the same, but they were not the same people. I enjoyed the adult legion stories from easier this year. it was like revisiting old friends. Now, to see if the adult Legion's Element Lad, is still gay, or at least Bi.
Hijacked from another thread but it seemed appropriate here.
Ubermench wrote: WotC have become enforcers for the Tyranny of Equality. From WotC's standpoint all settings must be playable by all age groups, all races, powers, etc. must be made equal or else. That sounds like they are going the GURPS route, so game play is roughly the same across all scenarios. I don't have a problem with that. A 120 point wizard vs a 120 pt norm vs 120 pt super vs 120 pt alien would still be roughly equal in combat and game play. But if they are trying to flatten all the D&D versions into the same theme, that's just boring. That would be like all the GURPS universes being simplied where every adventure was in a post-collapse-of-civilization kingdom, where magic, tech and powers were rare and or stunted and mosters lurked outside the gates, be it a sword and sorcery, cyberpunk, space, uplift or supers game.
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Been playing around with the race guide and decided to go Marvel Pathfinder style. I built the following races:
Atlantian:
Atlantian
Standard Race Humanoid (0 RP) Subtype (Atlantian) Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet. Normal Speed (0 RP): The race has a base speed of 30 feet. Low-Light Vision (1 RP): Members of this race can see twice as far as a race with normal vision in conditions of dim light. Flexible Modifiers (2 RP): +2 Str +2 Con Amphibious (2 RP): Members of this race are amphibious and can breathe both air and water. Natural Armor (2 RP): Members of this race gain a +1 natural armor bonus. Swim (1 RP): Members of this race have a swim speed of 30 ft. and gain the +8 racial bonus on Swim checks that a swim speed normally grants. Language Linguist Array (2 RP): Common and one chosen human dialect. Members of this race with high Intelligence scores can choose any language (except Druidic and other secret languages) as their bonus languages. Total RP: 10 Cat Person:
Cat Person
Standard Race (Has Claws so technically not Standard) Humanoid (0 RP) Subtype (Cat Person) Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet. Normal Speed (0 RP): The race has a base speed of 30 feet. Low-Light Vision (1 RP): Members of this race can see twice as far as a race with normal vision in conditions of dim light. Standard Modifiers (0 RP): +2 Dex –2 Wis +2 Cha Claws (2 RP): Members of this race receive 2 claw attacks. These are primary natural attacks. The damage is 1d6. Silent Hunter (2 RP): Members of this race reduce the penalty for using Stealth while moving by –5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this ability). Skill Bonus (2 RP): +2 racial bonus to Survival skill rolls. Sprinter (1 RP): Members of this race gain a +10 ft. racial bonus to their speed when using the charge, run, or withdraw actions. Language Linguist Array (2 RP): Common and one chosen human dialect. Members of this race with high Intelligence scores can choose any language (except Druidic and other secret languages) as their bonus languages. Total RP: 10 Pym-structs:
Pym-structs
Standard Race Half-Construct (7 RP) • Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue. • Constructs cannot be raised or resurrected. • Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a construct can drink potions and can sleep in order to regain spells, but neither is required to survive or stay in good health. Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet. Normal Speed (0 RP): The race has a base speed of 30 feet. Greater Paragon Modifiers (–1 RP): -2 Dex +4 Con -2 Cha Natural Armor (2 RP): Members of this race gain a +1 natural armor bonus. Spell-Like Ability (1 RP): Shock Shield 1/day. The caster level of the spell is equal to the character level of the user. Language Standard Array (1 RP): Common; Bonus Languages May choose any human dialect. Total RP: 10 Saakar:
Saakar
Standard Race Humanoid (0 RP) Subtype (Human) Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet. Normal Speed (0 RP): The race has a base speed of 30 feet. Paragon Modifiers (–2 RP): +4 Str -2 Int -2 Wis -2 Cha Adaptability (1 RP): Members of this race receive Skill Focus as a bonus feat at 1st level. Bonus Feat (4 RP): Members of this race select one extra feat at 1st level. Fearless (1 RP): Members of this race gain a +2 racial bonus on all saving throws against fear. Illusion Resistance (1 RP): Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects. Natural Armor (2 RP): Members of this race gain a +1 natural armor bonus. Spell-Like Ability (1 RP): Enlarge Person (self only) 1/day as a spell-like ability. The caster level for this ability is equal to your character level. Language Linguist Array (2 RP): Common and one chosen human dialect. Members of this race with high Intelligence scores can choose any language (except Druidic and other secret languages) as their bonus languages. Total RP: 10 Skrull:
Skrull
Standard Race Monstrous Humanoid (2 RP) Subtype (Shape Changer) • Monstrous humanoid races have the darkvision 60 ft. racial ability. Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet. Normal Speed (0 RP): The race has a base speed of 30 feet. Standard Modifiers (0 RP): +2 Dex -2 Con +2 Cha Change Shape (6 RP): Members of this race gain the following supernatural ability: You can assume the appearance of a Small or Medium humanoid as the alter self spell. Language Linguist Array (2 RP): Common and Skrull Members of this race with high Intelligence scores can choose any language (except Druidic and other secret languages) as their bonus languages. Total RP: 10 Witchbreed:
Witchbreed
Standard Race Humanoid (0 RP) Subtype (Human) Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet. Normal Speed (0 RP): The race has a base speed of 30 feet. Human Heritage Modifier (0 RP): Members of this race gain a +2 to any single ability score of your choice when you create the character. Adaptability (1 RP): Members of this race receive Skill Focus as a bonus feat at 1st level. Bonus Feat (4 RP): Members of this race select one extra feat at 1st level. Skill Bonus (2 RP): Pick a single profession skill. Members of this race gain a +2 racial bonus on skill checks made with this skill. Spell-Like Ability (1 RP): Mutant Ability (Sp) Choose 1 first level spell you may cast that spell 1/day as a spell-like ability. The caster level for this ability is equal to your character level. Language Linguist Array (2 RP): Common and one chosen human dialect. Members of this race with high Intelligence scores can choose any language (except Druidic and other secret languages) as their bonus languages. Total RP: 10 We will be running a Tier 1-3 Pathfinder Society adventure with one player playing a Human for the control.
I sat down and worked on this a few nights ago tell me what you think Half-Nymph
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