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![]() If you can't enjoy a game with bad graphics, you have my unending pity. In many ways the classics are absolutely the best. Graphics are an element to good design, but a relatively small one. I would expect iteration on graphics, but if you're expecting a total overhaul (and if such would be a requirement for you to play), then don't hold your breath. In terms of 'stuff to do' - there is plenty of stuff to do. But there is not much content, as that is what I expect you mean. This isn't that sort of game. The other players are the content. See: EVE Online. ![]()
![]() Pyronous Rath wrote:
To be a tyrant, you need to have some sort of authority. I don't - I just disagree with you. Do you feel oppressed? ![]()
![]() EARTH HAS 4 CORNER
I even took the time to actually link to mine. ![]()
![]() 1. No, because all that time spent converting is time not spent making the game any better.
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![]() I take the opposite interpretation. Just because the Thornguard won't kill you, doesn't mean any of the NPCs will give you the time of day. If these two things aren't independent, it'll only be because they don't have the tech yet. Being able to operate normally at home while in low rep would undermine the rep system to such an extent as it make it effective irrelevant, and I don't think Ryan would go for it. ![]()
![]() Al Smithy wrote:
You are half correct, right up til the second comma at least. I was parodying you because I found your original comment absurd, and I found parodying it amusing. I try not to make assumptions about people's motivations. You should try it. ![]()
![]() Erian has hit the nail on the head, I think. There seems to be a lot of confusion about what the EBA is, and what function it serves. As I understand it, the EBA is just a casual alliance of friends, rather than an entity that can exercise control over any settlement. Contrast to the Aeonian League. For the most parts, our member settlements are independent in policy and behavior. However, we do have certain agreements that all settlements are required to uphold. These are enforced (although without teeth, but this has yet to be an issue). Thus, you CAN deal with the Aeonian League at a diplomatic level, and expect all it's member settlements to comply with that agreement. It is a key difference. The EBA is barely more than words and smiles between friends. It is not an entity unto itself. ![]()
![]() Skorn wrote: I take strong execution to the idea harvesting is ever theft. You simply do not own the resources. You should try telling that to an oil company, see how far that gets you. Or opening a mine without the permission of the govt. Or any such. In geopolitics, unharvested resources are most certainly owned. ![]()
![]() Al Smithy wrote:
...he says, not actually taking Erian up on the offer. Something something hot gas.
About NasrinBackground:
Nasrin was pretty young when her family was hunted down and slaughtered by a Jadwiga witch and her coterie of monstrous men and beasts. Nasrin was smart enough to stay silent from her hiding place in the woods. Once the murderers were gone, she went back to the house and though she wanted to was afraid to open that door. She fled, tears freezing on her cheeks as she ran. She took only the wolf pup her father had given her. After a couple of seasons of surviving on the fringes she decided to move on, to put real distance between the Jadwiga and herself. She traveled south in a accidental kind of way. She would just find a road headed a good enough direction and then another. Over the course of years she found her way out of the North and into what the locals called Taldor. Nasrin did her best to remember where she had been, and how people behaved. It was easier for her when she was not upsetting the applecart. Fairly recently she came across another Northern Orphan, Corum and for the past couple of seasons she has travelled with him often acting as caravan guards. She is ok with it, Corum may act like a brute but it seems his rough-look is mostly a façade. What she appreciates most is his loyalty. Now in Heldren for what may just be an overnight stay her curiosity is piqued by talk of an unseasonal cold snap...
Appearance:
Nasrin looks savage. Her clothing is a collection of pelts she has taken and tanned herself. She wears blue dyed woad paint on her cheeks, and a mix of mud and moss through her naturally brown hair. Other than that, she tries to keep clean: a stinky hunter is a hungry hunter. She has intense green eyes, but unless she is feeling aggressive she keeps them downcast. She walks with a rolling gait, as if she is ready to run at a moment's notice. The armor that she habitually wears is scarred from fights. The gouges and nicks are simply painted back over giving the armor itself an odd contrasting and random geometric look.
Personality:
Taciturn. Nasrin doesn't think there is much she can say to people she doesn't trust. And, it has been so long since she has had anyone close to her that she doesn't know how to make conversation. Simple grunts, or growls and glares serve well enough to warn off many predators, both men and beasts alike.
Four Legged Crunch:
Nasrin Female human (Kellid) druid (wolf shaman) 8 (Pathfinder RPG Advanced Player's Guide 103) NG Large humanoid (human) Init +4; Senses low-light vision, scent; Perception +16
Defense
hp 67 (8d8+24) Fort +9, Ref +5, Will +12; +4 vs. fey and plant-targeted effects
Offense
Melee (M) club +7/+2 (1d6+10) or
Ranged (M) sling +3 (1d4+6) Space 10 ft.; Reach 5 ft. Special Attacks wild shape 3/day Druid (Wolf Shaman) Spells Prepared (CL 8th; concentration +15)
Statistics
Base Atk +6; CMB +11; CMD 23 Feats Improved Initiative, Lightning Reflexes, Natural Spell, Power Attack, Rugged Northerner[ISWG] Traits desperate focus, restless wayfarer Skills Acrobatics +0 (+12 to jump), Climb +11, Fly +4, Handle Animal +7, Heal +10, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +12, Linguistics +1, Perception +16, Spellcraft +7, Survival +14, Swim +11 Languages Common, Druidic, Hallit, Skald, Sylvan SQ nature bond (wolf named jagar), nature sense, totem transformation (wolf's senses[APG]), trackless step, wild empathy +7, wolf's totem transformation, wolf's totemic summons, woodland stride Combat Gear wand of cure light wounds, wand of cure light wounds, wand of cure light wounds; Other Gear +1 lamellar (leather) armor[UC], heavy wooden shield, spear of manhunting[APG], club, dagger (6), mwk scimitar, sling, sling bullets (20), amulet of mighty fists +1, bracers of armor +2, cloak of resistance +1, headband of inspired wisdom +2, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], waterskin, 3 pp, 3 gp, 7 sp
Special Abilities
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Natural Spell You can cast spells while in Wild Shape. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Rugged Northerner Frostbite, hypothermia, and extreme cold effects lessened Scent (Ex) Detect opponents within 15+ feet by sense of smell. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Trackless Step (Ex) You do not leave a trail as you move through natural surroundings. Trip (Ex) You can make a trip attempt on a successful attack. Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy. Wild Shape (6 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day. Wolf's Totem Transformation (Move Action, 8 minutes/day) (Su) At 2nd level, a wolf shaman may adopt an aspect of the wolf while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), sense Wolf's Totemic Summons (Su) At 5th level, a wolf shaman may cast summon nature’s ally as a standard action when summoning canines, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman abili Woodland Stride (Ex) Move through undergrowth at normal speed.
Two Legged Crunch:
Nasrin Female human (Kellid) druid (wolf shaman) 8 (Pathfinder RPG Advanced Player's Guide 103) NG Medium humanoid (human) Init +5; Senses low-light vision, scent; Perception +16
Defense
hp 67 (8d8+24) Fort +9, Ref +6, Will +12; +4 vs. fey and plant-targeted effects
Offense
Melee club +8/+3 (1d6+8) or
Ranged sling +7 (1d4+4) Special Attacks wild shape 3/day Druid (Wolf Shaman) Spells Prepared (CL 8th; concentration +15)
Statistics
Base Atk +6; CMB +8; CMD 21 Feats Improved Initiative, Lightning Reflexes, Natural Spell, Power Attack, Rugged Northerner[ISWG] Traits desperate focus, restless wayfarer Skills Acrobatics +0 (+4 to jump), Climb +8, Fly +6, Handle Animal +7, Heal +10, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +12, Linguistics +1, Perception +16, Spellcraft +7, Survival +14, Swim +8; Racial Modifiers +4 to survival when tracking by scent Languages Common, Druidic, Hallit, Skald, Sylvan SQ nature bond (wolf named jagar), nature sense, totem transformation (wolf's senses[APG]), trackless step, wild empathy +7, wolf's totem transformation, wolf's totemic summons, woodland stride Combat Gear wand of cure light wounds, wand of cure light wounds, wand of cure light wounds; Other Gear +1 lamellar (leather) armor[UC], heavy wooden shield, spear of manhunting[APG], club, dagger (6), mwk scimitar, sling, sling bullets (20), amulet of mighty fists +1, bracers of armor +2, cloak of resistance +1, headband of inspired wisdom +2, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], waterskin, 3 pp, 3 gp, 7 sp
Special Abilities
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Natural Spell You can cast spells while in Wild Shape. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Rugged Northerner Frostbite, hypothermia, and extreme cold effects lessened Scent (Ex) Detect opponents within 15+ feet by sense of smell. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Trackless Step (Ex) You do not leave a trail as you move through natural surroundings. Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy. Wild Shape (6 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day. Wolf's Totem Transformation (Move Action, 8 minutes/day) (Su) At 2nd level, a wolf shaman may adopt an aspect of the wolf while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), sense Wolf's Totemic Summons (Su) At 5th level, a wolf shaman may cast summon nature’s ally as a standard action when summoning canines, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability Woodland Stride (Ex) Move through undergrowth at normal speed.
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