Doomed Hero wrote:
It's a huge problem of my games. It seems everybody is either a total freak (like the minotaur who is a battlemind/barbarian multiclassed into paladin, in all fairness, I think the ridiculousness was purposeful) or a "human fighter" who is completely indistinguishable from any of generic character. Why can't anyone make moderately interesting characters? It's all about having one very interesting quality and a couple somewhat interesting ones. For example: I had a human wizard who specialized in abjuration because in wizard school he was unpopular so kids threw rocks and magic missiles at him. Done. That was the whole concept, and he was a great character.
TriOmegaZero wrote: Humans are Boring But Practical. I respect this only because TV Tropes is amazing. I don't know about boring though, being a human who can kill legions of demons, devils, undead, etc. is quite awesome.
Diablo 3 looks fantastic. And unfortunately, due to a moderate case of OCD I get rather obsessed with whatever my hobby is at the time. I've played Pathfinder for just over a year now but for the past 2 weeks I've spent about half my freetime preparing stuff for it, the other half watching Community.
So last night my group I ran through the entirety of Stolen Land (Kingmaker AP) with my players, it was a 8 hour session that was fairly focused the entire time. I have the next module ready for next week, but I find myself in a position where I have nothing to do. I am so used to designing my own campaign and being so preoccupied with it, but with it already done for me, I am so bored.
-Justin
course wrote:
I'm only reactionary because he obviously knew what he meant, but felt the need to correct him anyway. It doesn't progress the conversation, it just turns it into a petty terminology war that has no purpose. Yes. They are two seperate things.Was a distinction needed? No. It's just correction for corrections sake and all that does it frustrate people.
In my campaign setting, (which is not Golarion, but more of a... Eberronish setting if I had to compare it a published one), "Gods" are no more than extremely powerful beings that have committed themselves to an ideology. However, the powers they give to clerics have less to do with their own power but rather the powers they represent. In a world where the power of good and evil are very real things, so are the powers of the elements, law and chaos, war and peace, slavery and freedom, creation and destruction, love and hate, etc. Clerics in my setting draw power through these ideas, either through the tutelage of Gods and clergy, or through personal reflection and discovery (which is much more difficult, hence why most clerics worship a deity.) In my setting, atheists (if you could call them that) believe Gods are nothing but heightened monarchs in a sense, and seek to find their own meanings.
About Hirah CheranCrunch:
Hirah Cheran Female half-orc inquisitor (monster tactician) of Gorum 11 (Pathfinder Player Companion: Monster Summoner's Handbook 7, Pathfinder RPG Advanced Player's Guide 38) CN Medium humanoid (human, orc) Init +7; Senses darkvision 60 ft.; Perception +19 -------------------- Defense -------------------- AC 21, touch 13, flat-footed 19 (+7 armor, +1 deflection, +2 Dex, +1 natural) hp 70 (11d8+12) Fort +12, Ref +8, Will +15 Defensive Abilities sacred tattoo[APG], stalwart; Resist cold 2 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +1 ghost touch morningstar +15/+10 (1d8+7) or +1 greatsword +15/+10 (2d6+10/19-20) or armor spikes +10/+5 (1d6+6) or mwk longsword +11/+6 (1d8+6/19-20) or quarterstaff +14/+9 (1d6+9) Special Attacks bane (11 rounds/day), rage (12 rounds/day) Inquisitor Spell-Like Abilities (CL 11th; concentration +16) At will—detect alignment Inquisitor (Monster Tactician) Spells Known (CL 11th; concentration +16) 4th (3/day)—divine power, greater invisibility, stoneskin 3rd (5/day)—heroism, invisibility purge, prayer, shield of wings 2nd (5/day)—acute senses[UM] (DC 17), blistering invective[UC] (DC 17), invisibility, perceive cues[APG], resist energy 1st (7/day)—bless, divine favor, heightened awareness[ACG], lucky number, shield of faith, wrath[APG] 0 (at will)—create water, guidance, light, read magic, sift[APG], stabilize Domain Anger inquisition[UM] -------------------- Statistics -------------------- Str 22, Dex 14, Con 12, Int 10, Wis 20, Cha 8 Base Atk +8; CMB +14; CMD 27 Feats Amplified Rage, Augment Summoning, Combat Reflexes, Outflank[APG], Paired Opportunists[APG], Spell Focus (conjuration), Summon Guardian Spirit, Superior Summoning[UM], Versatile Summon Monster Traits fate's favored, northern ancestry Skills Acrobatics -1 (-5 to jump), Bluff +7, Fly +2, Intimidate +25, Knowledge (arcana) +6, Knowledge (history) +11, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +11, Perception +19, Sense Motive +24; Racial Modifiers +2 Intimidate Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Giant, Orc, Skald, Sylvan, Terran, Trixian SQ hateful retort, monster lore +10, orc blood, solo tactics, stern gaze +5, summon monster VI, summon tactics, track +5 Other Gear +1 armor spikes mithral breastplate, +1 chain shirt, +1 ghost touch morningstar, +1 greatsword, mwk longsword, quarterstaff, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, headband of inspired wisdom +4, ring of protection +1, 13,282 gp -------------------- Special Abilities -------------------- Amplified Rage +4 to rage attr bonus adj to or flanking with ally with same feat. Augment Summoning Summoned creatures have +4 to Strength and Constitution. Bane (+2 / 2d6, 11 rounds/day) (Su) Make the weapon you are holding a bane weapon. Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Darkvision (60 feet) You can see in the dark (black and white only). Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will. Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks. Hateful Retort (1/day) (Ex) Immediate, when hit make a melee attack vs. the one who hit you. Inquisitor (Monster Tactician) Domain (Anger Inquisition) Deities: Gorum, Rovagug. Granted Powers: Holy (or unholy) rage, granted by your patron deity, ensures that when you fight, the battle ends with a bloody victory. Divine Rage: At 6th level, you gain the ability to rage l
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