Saul Vancaskerkin

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Scarab Sages

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It was a great news. Kingmaker is one of a kind among the APs.

I guess two thing is necessary:

1) Multisystem stats - PF1e, PF2e and D&D5e. As stated that 5e could have some stats blocks, the why not chunck all the relevant versions into it. As good 90s magazines. (No, i won't ask for GURPS tho)

2) ERRATAS and Plus! There are plenty of little (or some greater) modifications posted in Kingmaker forumsto improved the experience like more foreshadow of the main plot earlier; more in number and in complexity of side quests related to the main plot; more opportunity pre-Stolen Lands in Restov; well caracterized NPCs (the groups of other charters and random NPC); Kingdom/Settlement/Building administration rules reworked to balance; Mass Combat rules reworked to balance; Some alternative ends.

This is gonna ROCKs!

Scarab Sages

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I guess the ideal is keeping these forum as it is, and create a new one to 2nd edition, and then create a cross edition one (for conversions, lore, etc...) which both of them (1ed 2ed) could reach from both ends.

Scarab Sages

Hello folks, I´m trying to make it heappen the Rogue of the title for a player of my game:

Half-Orc Scout UC Rogue
Str 10
Dex 20
Con 14
Int 16
Wis 12
Car 14
Alternate Racial Trait: Bestial: +2 Perception
Alternate Racial Trait: City-Raised: Whip and Logsword. (Background: Tthinking to changed to Whip/Scorpion Whip, still uncertain. I will use Whip on talents)
Trait: Tusked: bite attack
Trait: Blood Minded: +1 Intimidation/Initiative

Talents:
1 Two Weapon Fighter, Weapon Finesse
2 Weapon Focus (Whip)
3 Whip Master, Finesse Taining (Whip)
4 Sap Adept
5 Sap Master
6 Enforcer
7 Dazzling Display
8 Shatter Defenses
9 Improved Two Weapon Fight

With Scout and Shatter Defenses, she will probably make full round attacks while doing sneak attack almost all the time.

My maths on 9th level:

Base: +6/+1
Dex 22 +6
TWF -2/-2
Weapon Focus +1
Full Attacks (whitout magic weapon): Whip +11/+11/+6/+6 (1d4+6 + 10d6 Sneak if nonlethal) 15ft, add Bite +11 (1d4+6 + 10d6 Sneak) if 5ft
Initmidate +18 at least

Still +5d6 sneak with lethal damage, but she don't like to do it as her background as slave.

Charge = Sneak
Move = Sneak
Attack = Sneak

Enforcer and Shatter Defenses to perform full rounds attacks and sneak attack.

If SWhip, the final build change nothing

Am i missing something?

Scarab Sages

I´m trying doing that by 2 parties at the same game one at Greenbelt and other at Nomen. But I´m lacking of information about it.

Scarab Sages

I´m starting two groups at the same time.

One with 4 chars:
Ranger Divine Archer,
Rogue Scout/TWF, planning a Sap Mastery/Whip and Shatter Defenses build
Bard Spell/Skill Monkey
Paladin 2h (Iomedae)
This party in on the way to Oleg's Trading Post (which I moved a hex to West to fite the charter to the map, as suggested somewhere), they travel about 4 days already and rest once (to roll Heal Skill on hurting and starving horses they found - Random Encounters Bandits on horse).

Another group will have:
Ranger Trapper
Maybe a Druid or else.

So, I´m planning to put them in the same world, because the Trapper have some real life time issues to play now, but wnat to join the first group later. To doing that, I planned to put Ranger (and 1 or 2 extras) on Maegar Varn group and preparing them for Book 3.

Maegar Varn is a lady woman Bard 1/Rogue 3/Ranger3.
Caspar Morgarion a Cleric of Erastil or Elion (God of Colonizarion, seems fit) 6
Cephral Lorentus as Wizard Universalist 7.
Gurney Howitt a Fighter (Swordlord archetype) 5/Swordlord Prestige Class 1.
Willas Gundarson a Tomb Raider Rogue 6.

The Maegar group will explore the hexes each NPC alone (to maximize effience), Ranger will go alone or with someone or with the 1-2 that problably won't come). It will be more about roleplay by e-mail (pbem) or forum, since the Ranger cannot play normal at this time.

Is there any timeline or any idea for hexes on nomen highlights exploration?
What about my idea, it is ok? Any suggestion thinking in later books?

Scarab Sages

Shameless bump.

Scarab Sages

I´m GMing a character like that. Actually the only thing that he will differ from other is a +1 weapon and a horse with armour. If some point he is niveled to other players, the fair is chance de traits accordlying, not? But my plan is to keep him richer and the leader/baron/king of the group in Kingmaker.

Scarab Sages

Is it regular doing:

- Chosen Child
- Rich Parents

Draw:
- Pride

Extra-Trait:

- Signature Moves

In this case, a Paladin rich-born, destined to be the king, would have 1.800 gp to expend and a Heavy Armor (Half Plate Masterpiece) at level 1.

Am I miss something?

Scarab Sages

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One of my players will be a Trapper and wanted to buy some of that Bear Trap listed by 2gp in Pathfinder Roleplaying Game: Advanced Player’s Guide (d20pfsrd link).

But under Traps (where I used to understand the traps on Trap Filled Glade section) there is another Bear Trap (pack of 12) that by definition of the Crafting: Traps rules costs 1.000gp, and both ones are disturbing similar.

My homebrew rules about it, made with the player:

- We try to get the rule of the craft and figured it out how are the 2gp one.

- The homebrew rule we use is modifying a bit the Table: CR Modifiers for Mechanical Traps to include CRs lower than 1, like 1/2, 1/3. So let's say if you take Perception DC 15 from 20, you only reduce de CR by 1/2, instead -1.

- We kept this thinking and extrapole to the cost until we get that 2gp trap.

Math:

- knowning a pack of 12 Bear TRap CR1 is 1000gp, we got 85 gp per trap.
- Perception 20 -> 15 = 85gp -> 41gp
- DC 20 -> 15 = 41gp -> 20gp
- +10 attack -> +5 attack = 20gp -> 10gp
- 2d6+3 damage -> 1d6+2 damage = 10gp -> 5gp
- Disable Device 20, Escape Artist 22, Strengh 26 -> DD 15, EA 15, Str 20 = 5gp -> 2gp

We ended up with:
Lesser Bear Trap
CR 0 (or 1/8) (Cost 2g each)
Perception 15 CD 15
+5 attack (1d6+2 dmg)
Str 18

It was a way to balance that specific trap using (even modified) the craft traps rules.

What do you guys think?

Scarab Sages

Jim Butler wrote:

Paizo is pleased to announce that New Order Editora is our new publisher in Brazil. You can read the full press release here:

New Order Editora Press Release

Thanks for your patience!

-Jim

Thank you very much Jim and all Paizo for the care and attention to our complains. New Order won't let us down (I hope).

In the annoucement, I miss one information: What about Kingsmaker?

Again, thank you all guys. Let's see that Starfinder on my native language, YES!

Scarab Sages

Good news everyone!

Devir is letting us down, AGAIN!

They failed to launch Pathfinder books (other than basic one) before Pathfidner 2...

When they release Inner Sea or Kingsmaker, will be included the 2nd edition rules on it?

Could they bring us Starfinder before Starfinder 2?

I gave up.

Scarab Sages

Exemple:

Half-Orc Barbarian with Beast Totem at lvl 6:

BAB +6/+1 (forget about Str for this exemple)

1) How it work?
Natural Attacks: Claw +6/Claw +6/Bite+1
or
Natural Attacks: Claw +6/Claw +6/Claw +1/Bite +1

2) How TWF aplies on unarmed strikes of this kind of natural attacks?

My interpretation: Claw +4/Claw +4/Claw -1/Claw -1/Bite -1 (a bit OP maybe)

3) He can get multiattack for -2 instead -5 on bite?

4) Is there by any chance a way to use TWF-chain-feats and use Dex to calculate damage instead Str?

5) Double Sliced works for Dex too, if you add Dex instead Str on damage?

Thanks in advance.

Scarab Sages

We already saw that novel of Devir's calendar in Pathfinder and even on others titles. Maybe this time, our voices may be heard.

We have samples of what we are saying throught the years here in this forum:

2015 Topic

2016

I could point that, per exemple, Pathfinder Card Games in portuguese was one of the worst translations jobs I see from a big company, this is another exemple on what we are talking here. Problems varies from not revised texts , bad printing , pixelating art , non-standart on terms, late launches, cancelments and so on. On Ludopedia (the brazilian Boardgeek site), we counted about 103 translations mistakes on Core Box . Just to do an exemple on what we are complaining here.

If you want to check anothers companies, I could suggest:

Redbox
Meeple BR
They both have the structure to translate and publish Pathfinder RPg books for sure (they were negotiating with another company Fire On Boards the D&D5 translation, until some problems with this last one occur).

We have anothers renoumed publishers:
Galápagos Jogos
Jambô Editora
Grow
Abril
Ludofy
Conclave
Daemon
Mandala
KronosGames
And the list goes one.

Free us from the evil's shackles of Devir.

Scarab Sages

There were a group willing to publish D&D 5th Edition here, but they got some intern ( Game of Thrones like , article on portuguese) problem, and are disputing.... RedBox and Meeple BR (not Fire on Board), apparently had the structure and market-known to assume Pathfinder 2nd if needed.

Scarab Sages

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1) The "otherworldly power" that grant you power calls you to its presence.
Your efforts to work to it was not in vain. You have been called!

2) That entity order you to work at another place, to fulfill its misterious objectives.
It affected your ways subtle long enough and now wants you to make its presence somewhere else.

3) He want to start a coven.
One is little. Two is good. Three is goodier.

4) Your teammates bothered you to death.
Time to do more exciting things with others than those fools.
or
That Paladin/Clerk is bothering me, it's time to part our ways.

Scarab Sages

Hello folks,

Is there any talent (chain) or Rage Power that allow a barbarian to when charging attack with main and off hand?

I saw the TWF talents chain, Double Slice and Two-Weapon Rend, but miss a Pounce-like ability to make attack with both hands (not a full attack) as charging.

Thank you in advance.

Scarab Sages

ikki3520 wrote:

and you triple the value of the blood money component with a fabricate.

It begins to explain stuff like Smaug's hoard. And a few levels of binder to bind the creature that gives 1 point of ability regeneration/round.

Anyways red great wyrm STR 42. Some buffs and wishes and you are at 53.
One casting (52 str*500)*3 = 78.000 gp of golden goblets, cut gems or whatever. Cast this combo an approximate 30 times a day = 2.340.000 gp.
365 days a year = 854.100.000 gp.
Keep doing this for 500 years... and you'll have hoard worth showing off.

or as a way to buy your beers. Ignore material component -> 1gp = 3gp of coins manufactured. False focus is ever better, or 300gp per fabricate (100*3 due to crafting)

Next thing you'll want is one of those biers of restoration. Sit on it, all day long and a item of blood money at will and a fabricate at will. Murder-hoboing is so last season... and when your wizards tower is smock full of treasure (see tv shows for hopeless hoarders), you expand it with wall of stones. Hell summon a dao if nothing else. You could even bargain and pay if you can agree to part with your hoarded stuff :D

Next time when a red dragon complain we are trying to steal his blood treasure, I will believe.

Scarab Sages

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Joey Virtue wrote:
So I killed the thread LOL

Nah, let´s reroll it... :D

Scarab Sages

Hit Points: Always maximum for players, important NPCs and monsters. I justify that players are not simple people they are destined to victory, as much as Majors, Dragons and others.

Wealth: 75% of the maximum of the rolls. So 3d6x10 means 135g at start.

Traits: They are given by to correspond their background, and are given after 1-2 levels chosen by their actions and decisions.

Golden Rule: If something do not correspond exactly with the rules, I often roll any dice and decided to the funniest way.

Scarab Sages

It is a Frankenstein of Savage Berserker, True Primitive, Berserker and the old Frenzy Berserker. The dmg chart of Primitive Attack is pretty OP right now, studing how to adjust it.

Primitive Attack Scalation

Scarab Sages

Me as a GM would ask a CMB or an Acrobatic roll, for everything works as expected, to drink in exact time to desacelerate before hit the floor.

Idk, a CD 30 would be fair imho.

Scarab Sages

Still pretty raw and unbalanced... WIP.

Primitive Berserkers

Image

Primitive Berserkers were the ancestors of the these days barbarians. Living in a world much more violent and wild, the only way they find to survive was become much more violent and resilient yet.
These primitives learn to avoid blows and toughen up their skin while gained power from their truly primitive natures. They are hardened by wild and untainted existence far from the pathetic softness of so-called civilization. The only acceptable life is through the glory of combat, over the corpse of the weak, feeling the hedonistic pleasure from battles wounds and blood taste.
While enrage, they enter in a violent, explosive and assassin frenzy that often take the lifes of enemies and friends without distinction.

Role: Primitive Bersekers are the epitome of destruction, their lives means nothing if not are in the top of their enemies bodies. They do not merge well with civilization and its cultures. Most of them are alone, not because she chose, but because her frenzy soon or later will vanish with friends as well.
Alignment: Any chaotic
Hit Die: d12
Starting Wealth: 1d6 × 10 gp (average 35gp.) she do not begins with any outfits.
Class Skills
The primitive berserker’s class skills are Acrobatics (Dex), Climb (Str), Intimidate (Cha), Knowledge (nature) (Int), Perception(Wis), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.

Class Progression Table

Weapon and Armor Proficiency
Primitive berserker are not proficient with armors and shield of any kind. She is proficient with the following weapons: battleaxe, blowgun, club, greatclub, handaxe, longspear, shortspear, sling and spear.

Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Primitiveness
A true primitive berserker cannot read or write.
She refuse to learn the skills: Craft (except for Weapons), Disable Device, Knowledge: Engineer, Perform (which needs instruments other than Drums), Profession, Spellcraft and Use Magical Device.
Her superstition about such things leads her to refuse to ever learn to read or write, those skills, to use any armor or shield, or how to operate any technological device even if she multiclasses into other classes.

Becoming non-chaotic or learning any of this implies of lost all the abilities due the lost of her primitive spirit and Primitive Attack will become the combat feat Power Attack.

Primal Defense (Ex)
While wearing no armor, the primitive berserker gains an armor bonus equal to her Constitution modifier (minimum 0).

Frenzy (Ex)
A primitive berserker calls upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a primitive berserker can frenzy for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can frenzy for 2 additional rounds. Temporary increases to Constitution do not increase the total number of rounds that a berserker can frenzy per day. A berserker can enter frenzy as a free action. The total number of rounds of frenzy per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in a frenzy, a primitive berserker gains a +6 morale bonus to her Strength. If she makes a full attack, she can make an additional attack at her highest bonus. (Not cumulative with effects such as haste or speed weapons.) In addition, she takes a –4 penalty to Armor Class. While frenzied, a berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
During a frenzy, the berserker must attack those she perceives as foes to the best of her ability. Should she run out of foes while in a frenzy, her rampage continues. She must then attack the nearest creature and fight that opponent without regard to friendship, innocence or health. (The target's or her own.)
A berserker can end her frenzy as a free action by making a Will save (DC 10+1/2 primitive berserker's level + rounds of remaining frenzy) and is fatigued after rage for a number of rounds equal to 4 times the number of rounds spent in the frenzy. A berserker cannot willingly enter a new frenzy while fatigued or exhausted but can otherwise enter frenzy multiple times during a single encounter or combat. If a berserker falls unconscious, her frenzy immediately ends.
A primitive berserker who takes damage immediately enters a frenzy. Entering a frenzy unwillingly can be prevented with a Will save (DC 10 + damage).
This ability count as rage and replaces any rage from others sources. A primitive berserker can use primal powers while in a frenzy.

Primitive Attack
At 2nd level, a primitive berserker receives Primitive Attack feat that functions exactly as Power Attack, but it will look more furious and wild. After level 6 will scale while used in frenzy.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Besides that Primitive Attack evolves as primitive berserker go deeply in her ways:
Improved Primitive Attack: At the 6th level, while in frenzy the bonus of damage will be +3 for every penalty -1 on attack, before any increasing or halving.
Greater Primitive Attack: At the 12th level, while in frenzy the bonus of damage will be +4 for every penalty -1 on attack.
Supreme Primitive Attack: At the 18th, while in frenzy the bonus of damage will be +5 for every penalty -1 on attack.

Regenerate (Su)
At 2nd level, a primitive berserker gains fast healing 1 while frenzy and conscious. This increases to fast healing 2 at 8th level, fast healing 3 at 14th level, fast healing 4 at 17th level, and fast healing 5 at 20th level.

Naked Courage (Ex)
At 3rd level, the primitive berserker gains a +1 dodge bonus to AC and a +1 morale bonus on saving throws against fear when wearing no armor (shields are allowed). This bonus increases by +1 for every six levels after 3rd.

Deathless Frenzy (Ex)
At 4th level, the primitive berserker can scorn death and unconsciousness while in a frenzy. As long as her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at negative hit points. Even if reduced to negative hit points equal to her Constitution or less, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from spell effects such as slay living or disintegrate.

Scarred Flesh (Ex)
At 5th level, whenever a critical hit or sneak attack is scored on the primitive berserker, there is a 15% chance that the damage is negated and damage is instead rolled normally.

Primal powers (Ex)
As a primitive berserker gains levels, she learns to use her frenzy in new ways. Starting at 6nd level, a primitive berserker gains a primal power. She gains another primal power at 12th, 16th and 20th . A primitive berserker gains the benefits of primal powers only while frenzying, and some of these powers require the primitive berserker to take an action first. Unless otherwise noted, a primitive berserker cannot select an individual power more than once. Primal power works exactly and count as rage power.
Any primitive berserker who meets the powers’ prerequisites can select and use primal powers. Totem primal powers grant powers related to a theme. A primitive berserker cannot select from more than one group of totem primal powers; for example, a primitive berserker who selects a beast totem primal power cannot later choose to gain any of the dragon totem primal powers (any primal power with “dragon totem” in its title).

Natural Toughness (Ex)
At 7th level, the primitive berserker gains a +1 natural armor bonus to AC when wearing no armor or shields. This bonus increases by +1 for every three levels beyond 7th.

Inspire Frenzy (Ex)
At the 8th level, a primitive berserker can inspire frenzy in her allies while she herself is frenzied. She chooses to use this ability as part of entering in frenzy, all willing allies within 10 feet of her gain the benefits and the disadvantages of Frenzy as they active this ability for themselves. Affected allies will frenzy as long as the primitive berserker remains on frenzy, regardless of whether they remain within 10 feet of her.

Greater Frenzy (Ex)
At 11th level, the primitive berserker gains a +8 morale bonus to her Strength, instead +6.

Leap Attack (Ex)
At 14th level, the primitive berserker can attempt a leaping charge while frenzying.
When charging, determine the distance from your target at which you wish to begin your leap. The total distance of the leap planned plus the amount moved before the leap cannot be more than the distance you could normally move when charging (typically double your base movement).
Once the planned distance has been determined, make an Acrobatics check for leaping as normal. If the check is not successful, the leap fails, but you can continue moving forward, making your charge as normal. If the check is successful, for every 10 feet leaped, add +1 to any damage dealt by the charge. Thus a 10 foot leap would result in +1 damage, 20 feet in +2, 30 feet in +3 and so on. If using Primitive Power Attack, adds this on his bonus instead, before multiplying by 50% for two handed weapons.
All leaps must be calculated in multiples of 10 and a leap with a result between such a multiple must be rounded down, so that a 15 foot leap would only count as 10 feet for the purpose of calculating the damage bonus.

Tireless Frenzy (Ex)
Starting at 17th level, a primitive berserker can enter in frenzy while fatigued or exhausted.

Mighty Frenzy (Ex)
At 20th level, the primitive berserker gains a +10 morale bonus to her Strength, instead +8.

Scarab Sages

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Hello everyone... Yes, it's me.. No, not Mario...

Some days ago, arrived to me the information of the plot-twist of the game development and I start to read forums, articles, GW blog. And if you don't mind, I want to share my point of view.

Before I start, I don't intend to bring an untold truth or being the mouth of the masses. I just want to share my thoughs. I did not intended to bash the dead corpse, or even insult anyone. Please, take it easy.

I was one of the PnP players that was taunted to PFO by the brand. What exactly I was expected, even I didn't clarify too much. I think I hoped for the same fellings of the RPG PnP with a strategic settlement game. Maybe it was my fault to not understand well the real objective of the game when we (me and 5 others friends) bidded the Kickstarter.

The thing is, point by point, we were being frustrated in our envision of the game. And when we understood what is the plan for the game, we did not want to play it. (There was some particular problems that occur concomitantly that time, but not the point).

So, I and my ex-futures-guilds didn't agree with the general direction of the game, but I guess the main reason was to our overly attachtment with PnP Pathfinder, and let's face that trying the game early was not a good argument to chance this sensation. But we understand that the fault is not of Ryan personally, as the question tend to point it out.

The points that are Coup-de-Grace to me was the poorly animation of character, confusing character development, mindless grinding and the lack of fantasy (history, plot, the sensation of being part of something bigger). I understand that these points were criticized by a lot of people that do not care about such fluffy things, but this is what makes fantasy games fun, in my humble opinion. So since we understand we were not having fun in the game, we let it go. Simple like that.

There were a lot of more technical post in here, trying to explain more accurately why the game is at risk of being shut down. That was just my personal and honest answer.

But then why do you come back here?

Because I always was around here in Paizo foruns (mostly reading than posting), never left. And in the end, deeply inside, I still hope PFO would become a proper game, fun and complex, (even if it was not what we thought) to me and my friends want to play it.

EDIT: There were others technicalls problems that frustrated us, related to PDFs, minis and KS rewards. But it was all past now. They are not the main reasons to depart us from game, but they were minors.

Good to see you here Bludd, Nihimon, Duff, Avena, KC. Still caring and being constructive.

Take care folks, best of luck for PFO!

Scarab Sages

The Dwarves are almost ready:

Ruble Rupert McLeod IV
Two Handed Fighter (Chaotic Good)

18
14
16
10
12
6

Alternate Racials
Craftman (instead Greed)
Rockstepper (instead Stonecutting)

Feats
Soul Steel
Power Attack

Traits
Glory of the Old
BloodThirsty

For Weapon I was thinking of Waraxe, Dwarven (1h and 2 h).

Ruble is a warrior that serve Gorum, after being expelled from Paladin Halls due his lack of Charisma and alignment. Now is selling his services as Mercenary and Weaponsmith, with his brother-in-arms Botelho.

Botelho
Shielded Fighter (CG)

14
16
16
12
12
10

Alternate Racials
Craftman
Magic Resistance (Instead Hardy. Yeah, I warned him...)

Feats
Improved Shield Slam
Shield Focus

Traits
Shield Trained
Shield Bearer

Weapon
Spiked Large Shield
Warhammer, Dwarven

They are calling themselves Gorum's Axe and Shield.

Scarab Sages

Actually the Sword and Board TWF was "stolen" to another player of my group, very nice setup specially with Shielded Fighter arch. So I still considering with:

Unbreakable
Phalanx (or any other long range really)
Foehammer (Longhammer for reach)

Glory of Old and Steel Soul are a must. :D

About the Gorum trait, I could recomend it for the TWF friend. But Gorum is not an avaliable god for now, I must speak with GM tho ;)

Ty fellows, you helped 2 little dwarf fighters to rock! :D

Scarab Sages

@Corvino
Very nice, I saved all the sugestions :D

Steel Soul vs Stubborn (the name is appealing) alternate dwarf trait.
What do you think?

From SRD wrote:
Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy.

@Imbicatus

I, as player, want to be a fighter, so I guess the poor dwarf tried to be a Standard Paladin and failed.
:D
He never heard of this Stonelord Paladin, aparently.

@Cult of Vorg
Long reach plus Dwarven boulder helmet is actually a great idea. :D

About philosophy, actually I don't want to circunvent the flaw of low Charisma. All the others Ruble Rubert McLeods suffered from their flaws, he will suffer too. :D

Indeed about talents, I just found Hard-headed, Dented Helm and Cloven Helm.

Scarab Sages

Hello folks...

I´m planning to play a Dwarf Fighter and want some advices (system and roleplay wise).

The main background: It will be a regular dwarf, that ends to be a fighter because he failed at paladin training due his lower charisma (6). This makes him be a bit (even more) grumpy with paladins, but don't need to be evil.

Any suggestions for this little uneducated, grumpy and fart-a-lot dwarf?

EDIT: The stats till now (EF 25pts after racials)

Ruble Rupert McLeod IV
(The third -D&D 3- had a lack of wisdow , the second lack of Int - AD&D-, the first - D&D 1 - lack of Dex - not the best idea.)

Dwarf Fighter

Str 16
Dex 14
Con 18
Int 12
Wis 12
Cha 6

Scarab Sages

Unfortunally (Well, Fortunally for me) I already sold all the six account from CF Guild packs.

Thank you for all messages, enjoy the game.

Kemedo out!

Scarab Sages

Still have one last account to sale.

The PFO Account is an EE DT one from kickstart, which include:


  • 4 months gametime (60$)
  • New Player Pack (15$)
  • Alliance Pack (20$)
  • Destiny Twin
  • Early Enrollment
  • Backed XP to Jan 1st
    (a total of 95$+ of extra goods).
  • Daily Deals
  • Shield Mate
  • Character Name Reservation

PM for details, 10 days remaining...

Scarab Sages

Saw and answered. Sorry for delay, busy weekend...

Best of luck peoples!

Scarab Sages

Still selling those accounts (It was from Crowdforger Guild), anyone interested. Just PM me for details...

Have a nice day :D

Scarab Sages

!waffle
:)

Scarab Sages

http://paizo.com/threads/rzs2rv73?Selling-PFO-DT-Account

Scarab Sages

PM me for details

Scarab Sages

Hello folks....

Apparently E-bay do not allowed online account to be sale, i ahd some bids on there, but I was enable to identify all the bidders.

How are people selling accounts? Paypal?

Scarab Sages

Caldeathe Baequiannia wrote:
Saiph wrote:
PM me how much yours goes for. Considering selling mine also.
If only there was a way to list them in the auction house. Then it might be useful....

Maybe a secury plataform outside the game for sell accounts... :D

Scarab Sages

How are the EE, guys?

Scarab Sages

Sorry Bludd, I couldn't keep it up with you. I had a great time with you guys... :D

Scarab Sages

I want to sell my PFO DT Account (Crowndforger Guild one), because personal and professional time issues, no characters created yet.

PM for links.

Scarab Sages

Quests did a lot of camouflage on this "grindy sensation".

People complain a lot about "kill x quests", but that one was a way to put some fantasy's history and lore sense in grind jobs. Which is by definition a mechanic in any action/rpg game.

If you go to the forest only to get drops or kill X mobs, it is the same of doing those kind of quests. But in a less fatastic manner.

While I understand the rancidness with Themed Park games, because the lack of liberty on what have to be doing. I don't see a robust quest (or even lore) system as a principal characteristic of a Themed Park MMO.

There were lots of idea in this sense (the grind do not feel so grindy), but they were refused at sigh by harshs "This is not Themed Park game" responses. For me those lack of fantasy it is just turned me down (as long as some healthy/personal issues, made me get away a bit from the game)...

As my part, I feel the grinding on actual stage of PFO really boring. It's mindless and disrupt the game from the RPG part of Pathfinder imho.

Everytime I remember Skyrim, I imagine to have those kind of quests (and dinamic ones) here.
Everytime I remember Neverwinter, I imagine those kind of action-combat here. And of course the timely events and map-events.

Maybe it's a misconception of mine. Maybe just my over-expectations on how good game would be. But by now, I don't see me playing PFO for too long. Because, for me, it is not too fun. I was the one who play MMOs for history, the one who read every quest and found awesome when a history evolve in a unexpected manner. The grind is not feel grindy if you are doing it for some long way plot scheme.

So when I read the article, for me, some points are already a problem to be fixed.

PS: I´m not intented to be over-criticism or harsh in this post. It's just what I (and the RL friends that played) sense playing through alpha stages. I tried to be the most constructive I can. So, please, interpret that way... :D

Scarab Sages

Fair enough! I learnt from Diablo 3 launch and still not schedule my vacation.... ;)

I´m waiting on you guys, but no need to hurry. Go steady, go safe. I can wait until April... :D

Scarab Sages

As a homebrew rules:

We treat Elf, Human and Dwarf as Dominant Species, They generate same siblings if breed with Recessive ones (halfling, gnomes and such)

And we added for fun:

Human + Elf = Half-Elf (true)
Elf + Dwarf = a kind of Gnome
Human + Dwarf = a kind of Halfling

Scarab Sages

If you consider to focus on the PvP, Aragon is your place. We are the "bad guys" in game, but a fraternal and mature Settlement Out-Of-Character. There is a well rounded lore to hold our PvP decision, and a lot on planning ahead. We have a lot of specialized Companies.

Be my guest to join us if you please.

In-Character: Chosing Aragon or not, the pleasure for your choice is all ours. ;)

Scarab Sages

Parachute SpecOps Goblin Squad?

Scarab Sages

Lakes? Man, I cried a river!
---
Welcome aboard...

Scarab Sages

I was trying this strategy some weeks ago, worked reall fine. The I got a greatsword and now I just run inside the camp cleaving all the faces off, hearing widows scream and now orphan baby-monsters cry, while the chaos and death fallupon then in a big-bad@ss-blade form.

Priceless.

Scarab Sages

Longbowing him until he jump or dead. Profit.

I saw some of them flying above the group weeks ago, then they got an arrow in the knee. :D

Scarab Sages

Quote:

Reward Quantity

Extra Alpha Access 7
Ticket: Outreach 1
Ticket: Guild Early Enrollment 1

What was those Outreach ?

Scarab Sages

1 person marked this as a favorite.
Guurzak wrote:
Amora wrote:
After you submit your application, the next step will be arranging a Teamspeak meeting with Amora or myself
Don't you hate it when the active personality changes mid-post?

Do you have a moment to talk about our Lord Gorum?

Scarab Sages

1 person marked this as a favorite.

Take your time goblins... Considering we have a long road to travel, we have to spare some blood for the long shot! :D

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