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Set wrote:
Absolutely. The evidence of human decay and decline over the past century (since whatever happened to Aroden) is definitely there. This thread has also prompted me to contemplate what that possible motive implies. Even the sudden explosion of other races as 'playable' could be traced back to this. We never used to be able to play Goblins or Strix, for example, and now those options are available. Humans are no longer the 'major race' in this game to the same extent as they were. Their days are numbered, exactly like what happened to the Serpent Folk. Seriously, you'd expect intelligent humans to work this out, and want to fix it. Desperately. Every bit as much as the Serpent Folk want to heal and recover Ydersius. ![]()
Considering the decay that happened to the Serpent Folk after the 'death' of Ydersius, I am honestly surprised that more humans are not attempting to find out what happened to Aroden and fix it, before the same decay affects humans. Or maybe it already has. Hrrm. Interesting thought: perhaps the assassination of Aroden was a potentially successful attempt to destroy all humans? ![]()
Other humanoid races can have Aasimar children, not just humans. It'd make more logical sense if the aging rules were from the base humanoid... example, an Aasimar of elven origin uses the elven aging rules, an Aasimar of halfling origin uses the halfling aging rules, an Aasimar of human origin uses the human aging rules. I remember reading something about that in the rules somewhere. ![]()
Other humanoid races can have Aasimar children, not just humans. It'd make more logical sense if the aging rules were from the base humanoid... example, an Aasimar of elven origin uses the elven aging rules, an Aasimar of halfling origin uses the halfling aging rules, an Aasimar of human origin uses the human aging rules. ![]()
Rudy2 wrote:
Having read through the discussion so far, I agree, the best solution to avoid the mess is to remove it completely. :) ![]()
phantom1592 wrote: If you're using bluff to get knowledge from the DM... then I feel that knowledge should be true and accurate. Nope. PCs can Bluff all they please on my hapless NPCs. That doesn't mean the NPC will tell them anything more than the NPC knows. Because NPCs almost certainly don't know everything in-character. Or are you saying the Bluff skill should work on the GM? The case is different with actual Knowledge Skills, which represent having studied the subject. There, if the DC is met, I will tell the truth as known to scholars who have studied that particular subject. If the DC is exceeded, I may tell more of the truth. In my view, no GM is ever under any obligation more than that, though. This is why visiting libraries is usually an excellent idea. :) ![]()
chaoseffect wrote:
That is exactly why I came online to seek advice, because my ruling causes issues too, exactly as you describe. There doesn't seem to be a good way to resolve it, without a houserule like increasing the cost. I'm more conversant with the rules than most of my players, as I have to be, but this one has me thoroughly stumped..! To be clear, I don't really want to houserule anything, as that destroys the common understanding of the descriptive ruleset and causes another set of headaches when I'm GMing with one understanding of the rules and a player is playing with another understanding of the rules. But I don't see that I have any choice for this particular masterwork performance, at least until there is official errata for it. ![]()
Calth wrote: No problem, your ruling is pretty close to what I see as the RAI, but that is what a large part of this discussion is about. One of the functions of the rules forum is for players who believe they understand the rules well to try and come to a consensus on when there appears to be a strong conflict between RAW and RAI, or when RAW is unclear. So like I said, it is a matter of presentation. If you had asked if your ruling was correct, the response probably would be quite different. If you know the RAW is unclear, and want suggestions on how to handle it, advice and the homebrew forums are better choices. Yep, I have reposted my original post as a new thread in the Advice subforum, with some edits and a bit of clarification to try and avoid the appearance of sarcasm. Turns out I had no idea about the subforums, have rarely used the forums at all, and now I can't delete my original post from this one. Thanks all! ![]()
I was recently asked about this by one of my own players. I read the description provided for Pageant of the Peacock, and promptly advised that the use of Bluff for Knowledge implicitly means his Bard PC would be making stuff up and persuading other people he knew what he was on about. And that he should be fully aware that relying on anything I told him after a use of Bluff in place of Knowledge would be unwise. Golarion appears to run on slightly different rules than reality, but it does NOT run on rules that different. Suspension of disbelief is ruined when any Bard can potentially know anything with simple performance. From my perspective, the 'this does allow Bluff to provide real Knowledge' interpretation is being pursued by people who want it to be true, without any apparent consideration for the consequences. One major consequence is this: if a Bard PC can do it, then a Bard NPC can do it. This would mean that their enemies in the campaign would eventually know EVERYTHING about the PCs. Down to what colour of socks they had chosen to wear that day, what their plans are, how much resources they have left, how badly they want to buy stuff... just imagine haggling with a storekeeper who knows everything about you. My reason for posting this? I am unhappy with both the performance itself, and my handling of it, which seems to nerf it. What have other people done with it? ![]()
Sarcasm wasn't actually my intent. :) I went searching for advice on how to handle the Pageant of the Peacock in an actual game, as I wasn't particularly happy with it or my handling of it, and this was the first forum thread I came across about it. I don't really have anything to say about RAW. So yes, totally the wrong forum! :) ![]()
Thomas Long 175 wrote:
Oh. My apologies, I thought I was in a different forum. If this is the forum where people are obsessed with arguments about RAW, then by all means, please proceed..! ![]()
I was recently asked about this by one of my own players. I read the description provided for Pageant of the Peacock, and promptly advised that the use of Bluff for Knowledge implicitly means his Bard PC would be making stuff up and persuading other people he knew what he was on about. And that he should be fully aware that relying on anything I told him after a use of Bluff in place of Knowledge would be... unwise. Golarion appears to run on slightly different rules than reality, but it does NOT run on rules that different. Suspension of disbelief is ruined when any Bard can potentially know anything with simple performance. From my perspective, the 'this does allow Bluff to provide real Knowledge' interpretation is being pursued by people who want it to be true, without any apparent consideration for the consequences. The major consequence is this: if a Bard PC can do it, then a Bard NPC can do it. This would mean that their enemies in the campaign would eventually know EVERYTHING about the PCs. Down to what colour of socks they had chosen to wear that day, what their plans are, how much resources they have left, how badly they want to buy stuff... just imagine haggling with a storekeeper who knows everything about you. ![]()
Well, have checked out the Dragon Disciple prestige class, and I don't really think it is appropriate to the character origin/concept. Thanks for the help/advice. So this is what I have right now after considering all the feedback. I intend to purchase a Headband of Fortune's Favour if the GM allows that. At 1st level the character is a little naïve / inexperienced, with low Will save and low Sense Motive, but those issues will be fixed later. --------------------
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Lord Snow wrote:
Oh! I see. Yes, those three criteria are also vital, but I usually spruce things up as necessary, adding NPCs as required for my story. For example, when I began Serpent's Skull, I included three extra NPCs over and above the ones in the AP. I also allowed the PCs to rescue and heal Alton Devers so that he could tell them about the backstory. I have done something very similar with Mummy's Mask as below (campaign synopsis written for my players). THE MUMMY’S MASK – THE STORM RIDERS
While the party rests at the Whispering Stone on the night of 13th 4714 AR, the following things occur. • Amestri is openly approached by Teht Blackblossom and invited to participate in the rites of Calistria downstairs.
The following things also become apparent from overheard rumours. • An auction is announced that will be held in three days time for all of the artefacts recovered from the Necropolis.
I am primarily running Mummy's Mask because I am a massive fan of the Mummy movies with Brendan Frazer, which is the kind of story I am going for. :) Now I will have to check out Crimson Throne more closely, have never run that one. ![]()
Thankyou, everyone. Very good advice, especially re the Fate's Fortune trait and Lingering Performance feat, neither of which I was aware of! Bit more information: I was thinking Archaeologist 8 / Barbarian 2 / Eldritch Knight ?, the character is for the Legacy of Fire AP, but I will also check out the Dragon Disciple. The GM has allowed us 1 bonus Feat for not having Hero Points, which I have allocated to Additional Traits The attributes are from a 20 point-buy, so I have to make distinct choices, have added the Half-Elf bonus to Strength, Wisdom doesn't seem that important, I went with 14 Intelligence for the skill points, probably be adding all favoured class bonuses to Hit Points ![]()
Proposing to play the below, will be multiclassed to Archaeologist, appreciate any feedback/thoughts. Half-Elf (Wildborn) Barbarian (Urban Barbarian) 1
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Lord Snow wrote:
Well. I must admit that I rarely stick to the 'AP as written' viewpoint, I take what is given and make it fly. So you may have a point there, Lord Snow. :) My personal opinion is that there is a definite improvement in quality over time for the Adventure Paths. The latest ones are simply better than the older ones, though there is still room for improvement in places. I presume this is because of experience. My evidence for this is simple: I needed to do far less work as GM to get Mummy's Mask off the ground than I needed to do for any of the others that I have run as GM. ![]()
I do not agree. I am finding Mummy's Mask an excellent AP, better even than Serpent's Skull, because it gives me all the tools I need as GM to build an actual world for my players. Admittedly, I am not running it exactly as written, but that is because I am allowing the decisions made by my players to influence the outcome. This has led to two major differences which will impact on play. - Due to a PC offhand comment, Velriana Hypaxes and Black Kiss are allied, both intending to betray the other at the first opportunity.
There are also numerous minor changes I am keeping track of. All six of the players seem very interested in the game and what will happen next, to the point where apparently they talk about it while I am not there. :) ![]()
THE STORM RIDERS
PARTY MEMBERS
After diverse alarums in the Tomb of Akhentepi and the House of Pentheru, our brave adventurers have just been assigned the Sanctum of the Erudite Eye by the lottery, having persuaded Velriana to 'ally' with Black Kiss of the Sand Scorpions. They have also managed to persuade Idorii that working for Velriana was unwise, resulting in various plot developments which I will not mention here, as my players are known to frequent the messageboards. ![]()
Well, I allowed my players to create 2nd level characters for the start of Wrath of the Righteous, and all of them discussed it, then created characters with Paladin as one of their levels. All of them. Even the Sorcerer. And it was amazing...! No intra-party conflict, plenty of healing reserves, tactics and strategy was all flowing without me as GM needing to do anything at all. In fact, I would have to say that Wrath of the Righteous is now easily in my 'Top 3 Best Adventure Paths Ever For The GM' list. And even better, all the players said afterwards they enjoyed themselves! ![]()
cartmanbeck wrote:
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Educated is a similar feat, which grants +2 for 2 Knowledge skills, and makes all Knowledge skills class skills. Gift of Tongues is another, which makes Decipher Script and Speak Language into class skills. I would prefer not to see these kinds of Feat removed from Pathfinder. I've actually beefed the +2/+2 feats up in my games: the skills in question also become class skills. So, a Fighter who takes Magical Aptitude gains +2 for Knowledge:Arcana and Use Magic Device, and those two skills are considered class skills. Otherwise, I also find that these feats are ignored, which is a pity as they do add flavour and difference to characters. One player of mine, who almost always plays Human Fighters, took Magical Aptitude at 1st level as a result for his PC in Heirs of Uskevres, which came in real handy for the players at several times during the game: he saved their collective butts at one point by wielding a Wand of Lightning Bolts, which an ordinary Fighter could not accomplish. ![]()
James Jacobs wrote:
Excellent! :) Desna is my personal favourite Goddess in the setting, even though I'm currently the GM, so, thanks! ![]()
Molech wrote:
Thankyou :) I have been lurking awhile, started posting earlier in the week, am so far profoundly impressed with Paizo and the quality of their products. ![]()
The Players Guide and Adventure Path of Rise of the Runelords say that the domains Desna can grant are Chaos, Good, Liberation, Luck, and Travel. The newly released Pathfinder Gazetteer contradicts this, saying on page 60 that her domains are Chaos, Good, Liberation, Luck, and Protection. I am tempted to tell the PC in my test campaign that both are true, that her domains are Chaos, Good, Liberation, Luck, Protection, and Travel. But to keep my testing valid, I am wondering, which is correct? Which will be included in the final form of the campaign setting? Does anyone know? :) ![]()
Zynete wrote:
I play Rogues from time to time and I clearly remember that I got hit while trying to disable a trap once and the GM got me to roll Concentration to avoid having to start again. The 3.5 rules clearly state that this is a valid use of the skill, which surprised me, and I then put skill points into it. :) So, yes, Concentration is not just for spellcasters. ![]()
The 2 things I would change currently: 1. The Arcane bloodline for the Sorcerer should, in my opinion, have all Knowledge skills as class skills, and more Wizardly bonus feats. As the description of the bloodline indicates Arcane Sorcerers come from Wizardly families. 2. Give the Paladin and the Ranger 0 level spells and remove the different spell lists. They are essentially minor clerics and druids of their deities in my opinion, with essentially the same training in spellcasting, just not as skilled or as powerful as actual clerics and druids. [As a side note, Rangers should be able to learn Druidic as a bonus language in my opinion, for the same reason.] ![]()
Disciple of Sakura wrote:
I agree with this completely. Also, from memory, the Concentration skill was the skill that Rogues could take advantage of when working on opening locks or disabling traps while battle raged around them. It wasn't just for spellcasters. ![]()
I have recently been playing an actual Silver Dragon, using rules published in a 2004 issue of Dragon magazine, where the dragon is very young and roughly equivalent to other player characters in terms of power. Silver Dragon is the class and my GM tells me multi-classing will not be possible until about 12th level, which seems fine. I have been surprised by how much fun this has actually been, and am wondering if there are plans to have something similar in Pathfinder? ![]()
I've read Mike McArtor's Pathfinder article about Dragons now, and it's good: the part about interbreeding of the draconic lines could be adapted to result in what I have in mind. Dragons with gold, red, and black camouflage stripes could be the result of interbreeding between dragons of the appropriate heritage. :) Good stuff! ![]()
I like the new list of skills (especially Search, Listen, and Spot all being rolled into Perception plus Move Silently and Hide being rolled into Stealth), but as a player, my slight gripe is that the loss of skill points has reduced fine motor control of skills. For example, in D&D 3.5, I often spent skill points on Knowledge skills so that I had 1 rank in things like Knowledge: Dungeoneering, regardless of my actual class. Just the 1 rank, but it meant I had a d20 check, a chance to recognise things like oozes. Saved a PCs life more than once, and in one case, saved the whole party of PCs. Under the new system, I can't do that. It's all or nothing. SO, I'd prefer to keep the new list of skills, but have skill points to spend on them in the old way... Conan d20 had a good idea, too, in that it allowed you to spend bonus points from high Intelligence or being human on any skill you liked, regardless of class. |