Crab

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Organized Play Member. 641 posts (1,113 including aliases). No reviews. 2 lists. No wishlists. 1 Organized Play character. 8 aliases.



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NG Human Rogue 1 || hp 10/10
Defences:
AC 17 | Touch 13 | FF 14 || Saves +1/+4/+1 || CMD 16
Other:
Init +2 || Per +5 | SM +5 || AoOs 3/rnd || Reach 10ft

I agree with calistra on this one. We should avoid the dungeon at night.


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NG Human Rogue 1 || hp 10/10
Defences:
AC 17 | Touch 13 | FF 14 || Saves +1/+4/+1 || CMD 16
Other:
Init +2 || Per +5 | SM +5 || AoOs 3/rnd || Reach 10ft
Garekk wrote:
"I want this to be everyone's relaxation and a de-stressor from their lives; Not another source of stress."

Absolutely! I couldn't agree more.


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zanbato13 wrote:
A friend of mine has a tetori monk 2/ cavalier 2 (can't remember the order) who can tie up an enemy in two turns. Grapple then tie up.

That would be order of the penitent.


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NG Human Rogue 1 || hp 10/10
Defences:
AC 17 | Touch 13 | FF 14 || Saves +1/+4/+1 || CMD 16
Other:
Init +2 || Per +5 | SM +5 || AoOs 3/rnd || Reach 10ft

Rois leaves the baron dissatisfied, Damn Ustalavians...always taking their safety for granted. Do they not realize that Lastwall is all that stands between them and the return of that cursed Litch King? We are so close to the border, you can almost hear the screams of the dying heroes. If this little town falls, Lastwall will be surrounded and all will be lost.

When the party reaches the tavern, Rois is still mulling things over. Then, he announces quietly. "I do not feel that the baron is doing enough. Will someone stay here with me to help shore up the town's defenses?"

I do hope Voryn agrees to stay. He knows the town best...who we can trust. He would be a valuable asset to what I have planned.

I actually don't have a plan, just yet


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What about a "living battery" build - a character that takes someone's life force and directs it to heal allies and hinder foes?

This would be a duel-cursed oracle with the Life and Battle mysteries.

Channel, Life Link, and Combat Healer would all give you plenty of healing potential.

For offense, focus on Bull Rush and related feats. Use Maneuver Mastery to get full BAB for bull rushing in melee and the force channel feats to get the same effect as a nova.

Max CHA and STR. For 1st level, take either Extra Revelation or Noble Scion. Power Attack at 3rd and Imp Bull Rush at 5th. After that, start focusing on your channel feats. Extra Channel is almost a must because Oracles get fewer channel attempts.


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NG Human Rogue 1 || hp 10/10
Defences:
AC 17 | Touch 13 | FF 14 || Saves +1/+4/+1 || CMD 16
Other:
Init +2 || Per +5 | SM +5 || AoOs 3/rnd || Reach 10ft

Rois again wishes he could do more to ease the half-elf's internal struggle. It is not healthy to have bloodshed be your only source of respite. But, Vorel has yet to taiste true combat since his brother's death.

"Let us make our way to the Baron. Maybe after, we can find a meal and get some rest from the road."

A soldier learns when to find a bed when he can. It may be a long while before this is settled. I would like the troops, nay, my friends, to be well rested if this thing is to come to all out war."


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NG Human Rogue 1 || hp 10/10
Defences:
AC 17 | Touch 13 | FF 14 || Saves +1/+4/+1 || CMD 16
Other:
Init +2 || Per +5 | SM +5 || AoOs 3/rnd || Reach 10ft
Browman wrote:
Swift-Palm wrote:
[dice=Know Religion]1d20+4
That would be a Yes to Sir Rois' question.

Woot scientific nomenclature!


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NG Human Rogue 1 || hp 10/10
Defences:
AC 17 | Touch 13 | FF 14 || Saves +1/+4/+1 || CMD 16
Other:
Init +2 || Per +5 | SM +5 || AoOs 3/rnd || Reach 10ft

"That will suffice. Thank you my lord. We will return with our findings as soon as possible."

I've been paranoid since the first post. The wagon is probably a mimic...we are DOOMED ;)


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NG Human Rogue 1 || hp 10/10
Defences:
AC 17 | Touch 13 | FF 14 || Saves +1/+4/+1 || CMD 16
Other:
Init +2 || Per +5 | SM +5 || AoOs 3/rnd || Reach 10ft
Garekk wrote:
lol Nice to know i wasnt the only one thinking that..Disregard my statement then...

Roll an aid another check then, friend! Lets see if we can get the DC high enough to make the baron give us Elephants!


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NG Human Rogue 1 || hp 10/10
Defences:
AC 17 | Touch 13 | FF 14 || Saves +1/+4/+1 || CMD 16
Other:
Init +2 || Per +5 | SM +5 || AoOs 3/rnd || Reach 10ft

Wow. I was out all day and missed a ton.
One comment - if you want to throw a character off their game, vulgarity is not the best way (as seen above). It will instead throw the players off. If, as a player, are trying to get a specific RP response, ooc the reaction you would like and the player will be more likely to accommodate.
@Hailey - sorry. I was going to ask about your background, but then "plot speed" took over.

Rois waves away the offered drink and sits down on one of the seats. Lost in thought, he doesn't hear Vorell speak his name, These ones are young. They have had much pain in their short lives. Yet, here they are...ready to take on the world. Ready to do good on the behalf of peasant strangers. But, they have not seen the wall. They still think of it as a fantastic mystery. A shining beacon...but, it is death. A glorious, honorable death, yes. A noble sacrifice, true. But, death all the same."

As Rois struggles with his unhappy thoughts, something in the gnome's prattling catches his attention. "Tell us your story Hailey, why have you come to Ustalav? I have seen only seen a handful of gnomes in this country...and I have been traveling this land for a long time. Why led you to this place?"


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NG Human Rogue 1 || hp 10/10
Defences:
AC 17 | Touch 13 | FF 14 || Saves +1/+4/+1 || CMD 16
Other:
Init +2 || Per +5 | SM +5 || AoOs 3/rnd || Reach 10ft

Oh, sorry.

Relieved that the bandits may come peacefully, but, cautious of any outcome, Rois continues to negotiate, "Agreed. I will not move. Release yourselves into my custody and surrender your weapons. Your hands will be bound. I promise that no harm will come to you. Attempting escape would be considered an attack on my person. Those are my terms. They are non-negotiable. But, if you concede, you will live through the night, and, Iomedae willing, many years to come." Full round action Diplomacy: 1d20 + 3 ⇒ (20) + 3 = 23

wow...


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NG Human Rogue 1 || hp 10/10
Defences:
AC 17 | Touch 13 | FF 14 || Saves +1/+4/+1 || CMD 16
Other:
Init +2 || Per +5 | SM +5 || AoOs 3/rnd || Reach 10ft

"I agree some reconnaissance is in order. I have been on many a scouting mission into enemy lines and i do not think that these bandits have military training. Sneaking up on them should be a simple matter, if we are careful. At the very least, we should know their number. "

Rois then turns to the gnome, "Hailey, will you accompany us? I have some questions to ask you."

It's not that we think you will betray the party, it's that our characters don't trust you yet. My character worships the good of undead - killing. So, necromancy isn't on his "things that are ok" list. One you Summon undead in combat and they don't kill us, our characters might begin to understand your character better.


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Browman wrote:
Sir Rois Grave wrote:
we could rent horses from the nearby stable. That would make it possible to visit both in the day. Otherwise, we will run out of daylight by the time we get to the cemetery.
what nearby stable? The one referenced in the talk with Bryan was about troubles another priest was having elsewhere.

sorry, I thought that this town had a stable. Never mind then.


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NG Human Rogue 1 || hp 10/10
Defences:
AC 17 | Touch 13 | FF 14 || Saves +1/+4/+1 || CMD 16
Other:
Init +2 || Per +5 | SM +5 || AoOs 3/rnd || Reach 10ft

Aw dang...My Golarion geography is all messed up.

I thought Lastwall was north-west of Ustalav. It is actually South-west - right across the river from Caliphas (where we are at, currently).

That actually works out for the better - a drop in recruitment from Caliphas would seem more drastic to the Order because of the shared border.

I'll look over my background and make any necessary changes.


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NG Human Rogue 1 || hp 10/10
Defences:
AC 17 | Touch 13 | FF 14 || Saves +1/+4/+1 || CMD 16
Other:
Init +2 || Per +5 | SM +5 || AoOs 3/rnd || Reach 10ft

All Rois is taking into the tavern is his armor, his dagger, and his money. All of his other weapons and gear are with the mule.

A fifth stranger enters the tavern from the chill of the Neth rain. He takes in the establishment and calls over a stable boy. Handing over a copper or two, the man says, "Take care of my mule lad and warm and feed her. She has had a long journey. And mind my gear. If anything is missing, I'll know. Oh, also, careful that you don't poke yourself on anything sharp."

There, the man mused, let him see the weapons of war and the dreams of battle fill his head. In a few years, he will remember this night and want to make those dreams come true.

The man then makes his way to the tavern's counter. He catches the tavern keep's attention and orders his meal. "A warm bowl of stew and malt wine please. And, a round of ale for the house. It's a cold night and the good people of Silvam deserve some warmth in their bellies" He puts his coins on the counter Let me know what it adds up to and, before the barkeeper can go off to fullfil the order, the man reaches out, grabs the keep's wrist and puts two silver coins in the keep's palm, "And send over anyone who can give a truthful tale."

I'm trying to encourage locals to give me information on what's going on in this place. Specifically, anything that is significant enough to cause the lack of recruits.

Before the keep can protest, the man turns and heads to an empty table with good lighting and plenty of seats. He sits down and tries to recall if anything he has seen these past few days can spark a memory.

Know (local): 1d20 + 5 ⇒ (18) + 5 = 23


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Male True Azlatnti Deductionist (Weapon Champion) 1-
base defenses:
AC 16 -- hp 11/11 -- Saves +3/+3/+4

Reporting in! Congrats Everyone!!

Actually, the Knowledge History and Religion totals were correct, the copy/paste of the bonuses were wrong. I've made the changes so everything should now be adding up right. I also noticed that some of the bonuses to perception/sense motive indicated one ability instead of another.

The deductionist is a crazy, confusing class...I think I'm all set now though.


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Updated the True Azlanti. If anyone wants to use the race for their characters, please use this version.

True Azlanti:

Nearly all races in Golarion boast of being either descended from, or having discovered the secrets of, the fabled Azlanti. But, none have ever come close to the accomplishments of this very real and tragically doomed race.

Azlanti culture was singlehandedly molded by Aboleths as part of some unfathomable, galactic experiment. Over several millennia, animalistic barbarian tribes grew into a peoples of advanced magic and science. While the Azlanti were free to follow their passions - art, philosophy, war - they were still mere slaves to the Aboleth; an entire race destined to sit on a prized shelf only to be used as a pawn to be sacrificed in an eternal, Aboleth scheme. In time, the Azlanti grew embolden by their accomplishments and rose against the Aboleths. Earthfall was the punishment for their arrogance.

True Azlanti looked very similar to their human descendants except much "more". Compared to average humans, Azlanti skin was more glowing, their muscles more muscular, their smiles broader and with whiter teeth. Each Azlanti was the pinnacle of human physicality and intelligence.

True Azlanti (15 RP)
Medium Humanoid (Azlanti)
Base Speed: 30ft
Abilities: +4 Int, +2 Str, +2 Con, +2 Dex, -2 Wis. Azlanti have great physicality and genius intellect compared to their human descendants. However, they easily succumb to the will of their Aboleth overlords. Advanced

Aboleth Favored: Azlanti were taught by Aboleths to become masters over magic and, as such, have become resistant to its effects. Azlanti gain spell resistance equal to 11 + their character level.

Knowledge of the Ancients: Until their demise, Azlanti were an immortal race and were free to pursue their own interests for all eternity. Azlanti gain Noble Scion feat as a bonus feat at 1st level if their charisma score is 13 or higher. If their charisma score is below 13, Azlanti instead gain Scholar as a feat at 1st level.

Timeless Vigor: Azlanti have never forgotten their barbaric roots and their bodies have remained resistant to all forms of natural dangers. Azlanti gain +1 racial bonus to all saving throws.

Enemies of Ydersius: During their time on Golarion, the Azlanti waged an ancient war with the serpent folk. Azlanti gain a +1 racial bonus to attack rolls against humanoids of the reptilian and troglodyte subtype, the decedents of their ancient enemy.

Aroden's Knack: While Aroden mastered the ability of skinshifting during his years as a god, all Azlanti had the innate ability to change their shape at will. Azlanti can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.

Languages: All Azlanti begin play speaking Common and Azlanti. Azlanti with high intelligent scores may select the following languages: Aboleth, Abyssal, Aquan, Auran, Draconic, Ignan, Protean, Terran.


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Interesting. I've done play testing before. And some world building too.

Are 3rd party products allowed?

Any thoughts to how you would handle magic?

Suggestion: The words of power system may work nicely with this setting. Magic could be re-fluffed into some sort of physics-magic. In any modern war, the country with the best scientist, and the country that had the best technology and resources, usually wins the war. Each word of power learned be an additional mathematical formula or law known by the spell caster.

For the words of power, each word could signify a different math formula. For example, a wizard would be a Harvard physics doctorate. A sorcerer would be more akin to a boy genius. So, Albert Einstein would be an epic level sorcerer. And Oppenheimer would be an epic level wizard.


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Anatoly Dashkov wrote:
Need to finish his equipment and background. Otherwise ready to go.

Anatoly, check your stats again...you have only spent 15 points. You have 5 left to spend.


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Each fighter bonus feat could represent a different sprit. For example, when the fighter makes use of a feat, they could call upon the power of the spirit to guide their actions - a combat prowess not known to most mortals.

Or, you could go the other way. If fighters are the "mundane" class, give the fighter some abilities that resist the effects of spirits - a reflavoring of the fighter's Will bonuses.


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Thanks again everyone for your advice. Attempt #3:

Cane the Magnificent:

Background: Can the Magnificent is a failed court jester. He just wasn’t funny and his magic tricks were terrible. When he left court discarded, he stole the Taldoran magistrate’s exotic and prized White Hare and took it as his familiar.

CN Human Witch 1
Favored Class: HP
Witch Familiar: Toupee le Grand the Rabbit (+4 Initiative)
Witch Patron: Insanity
Hexes: Crackle, Fortune, Misfortune
Hex DC: 16

AC: 12 (16 with MA), HP: 8
Fort: +1 Ref: +2 Will: +2
Initiative: +8

Abilities:
STR = 8
DEX = 14
CON = 12
INT = 19(17+2)
WIS = 10
CHA = 12

Feats:
H – Extra Hex
1 – Extra Hex

Traits:
Reactionary
Trustworthy

Skills: 7 Ranks (Bonus)
Diplomacy 1, Climb 1, Craft Gags 1, Know Arcana 1, Know Nature 1, Perception 1, Spellcraft 1

Spells/Day:
0 – Detect Magic, Light, Message, Stabilize,
1 – Ray of Enfeeblement, Unseen Servant

Advancement
Lvl 2: Scar Hex – can Fortune the entire party for one encounter
Lvl 3: Accursed Hex feat – Fortune entire party for two rounds, 2nd attampt on Misfortune
Lvl 4: Evil Eye or Slumber, +1 INT
Lvl 5: Extra Hex - Flight


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Kydeem de'Morcaine wrote:
Captain K. wrote:
Kydeem de'Morcaine wrote:
There was something else that gives a +4 to initiative, but I don't remember what it is.

A Greensting Scorpion isn't funny though. And it's a bit of a standard choice.

I am guilty myself, My sorcerer has one melded into his Varisian tattoo, and that's the end of that. Besides, Can the Magnificent's a failed jester - now he failed for not being very amusing, but he tried - nobody laughs at the optimised Scorpion familiar.

The mighty Dodo on the other hand...

When I first heard about the dodo familiar. I assumed it was one of their April Fool things. A great big bird that let's someone walk up and club it to death? That thing gives a +4 to initiative?

I mean, a humming bird or woodpecker, I can see. But a dodo?

I like to see humor built right into the product like that.

Well, technically, by historical accounts, they didn’t club it. They shot it, point blank, with a big LOUD gun. When the gun blast went off, the dodo didn’t scatter away like most birds. The only reason it didn't die out naturally was because it was so big there wasn't a natural predator on the island large enough to hunt it. I’m sure the dodo chicks were prey, but, what predator is going to get past the big mama dodo to get at the young?


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Thanks again everyone for your excellent advice!

I think I’m going to go Crackle, Fortune, Misfortune for my hexes. I want to have a solid buff at my disposal. If I don’t like that lineup, I can always switch something out for Slumber for the next game.

Also, I completely forgot that I have an old lvl 1 PFS fighter with one session under his belt. I can switch the fighter for the witch, spend two PP for a wand of CLW, and use some of the reward gold to buy something to carry my familiar in...but what?

short dodo rant:
Yes, I am aware of the dodo and their terrible stats. The only way I can think of why it has +4 initiative as a bonus is for pure irony by the designers. I chose it over the others simply for RP value (why else would you choose a dodo for your familiar?)

Anyways, the dodo is a small sized bird and has Weapon Finesse as a feat (yay, I guess). It's only positive stats are CON and DEX. Ya...it's terrible...but so much fun!

To bad familiars don’t get feats. Otherwise, I could have the dodo make Ride checks w/ Mounted Combat. Haha.

/end rant

I was going to carry the dodo under my arm (purely for RP hijinks) but isn’t there a familiar pouch mundane item or such designed for wizards to store their familiars?

Also, if I carry the dodo and/or keep it in a sack, would sharing space rules apply since the dodo is a small sized critter?


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MrSin wrote:
I'd like to offer another option for alignment. As a silver crusader you would have an attachment to a religion organization that usually does good things, and you would be doing Andoran missions in the older scenarios. Mostly extending this option because sometimes the Andoran faction isn't the nicest around and if you hate doing some questionable things its good to have second options.

Thanks for the suggestion, but I want my character to be able to do questionably things. I see this cleric as a boy who - for better or worse - has been "brain washed" - for lack of a better word - by the revolutionists he believes in. Part of the RP fun with this character will be that his missions will force him to question himself and those whomever he thought were infallible.

To that end, maybe Chaotic Good would be more appropriate. As a cleric of Sun Wukong, my alignment options are Chaotic Good, Neural, and Chaotic Neutral


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Hi all,

I'm working on a new PFS cleric who is Chaotic Neutral and I am having trouble picking both a deity and a faction that match, thematically. I'm one of those type of players whose character mechanics match their background and it is causing a dilemma...oh the headaches caused by good roleplaying.

Background-wise, this character is a young cleric who freed himself from slavery by running away...very fast. He then found a home at a tavern run by halflings, who hired him as a busboy. This tavern was frequented by revolutionists and the boy became enthralled by their ideals. Now, barely adventuring age, the boy runs messages across Golarion to help his fellow revolutionists. He is willing to face danger and do whatever it takes to prove his loyalty to the older members of the revolutionist faction.

My character is a "fast, mobile cleric" and has the Travel/Exploration and Revolution/Liberation domains - I haven't decided if I want to take the subdomains or not. So, the way I figure, my deity choices are either Desna or Sun Wukong.

So, which combo of Deity and Faction would work best for this concept?

I am new to PFS so any and all explanations would be appreciated.

Thanks,


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Hi Everyone,

My groups’ “Killer GM” is switching gears next month and will be starting the legendary adventure Rappan Athuk with lvl 1 characters. We desperately need a solid tank so I want to build the toughest Dwarf Fighter I can muster – using the Unbreakable archetype. I also want to see how long a full defensive character can last in Rappan Athuk.

We are using a 15 point buy.

My current stats, after racial modifiers, are:

Str = 14
Con = 18
Dex = 12
Int = 10
Wis = 14
Cha = 5

Traits: Deft Dodger, Indomitable Will
Feats: Diehard, Endurance, Shield Focus

I’m looking for ways to crank up ALL my defenses. What are some of the best ways and feats to make this dwarf fighter un-killable?


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Thomas LeBlanc wrote:
Who here remembers Ultima Online? The small creep of civilization slowly spreading until it was forced to stop. Then the stealing of titles and keys. Finally, when players started leaving, abandoned structures littering the landscape. I had a castle and 5 or 6 small buildings scattered about when I quit the game and they just took up space.

So translate this to PFO.

A bunch of players get together to build a town. The town becomes abandoned. waisted space? No. Monster NPCs can take over the abandoned town and BOOM instant above-ground dungeon - easy for developers. Or, Players who are Monster Races can take control and add on to what was already there and make it their own.


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The following are my thoughts on what has already been said. I don’t have much time to write this so forgive me if I do not quote anyone directly...

FIRST
thanks JMecha for giving this topic a discussion of its own. It was getting lost in the “Crafting” thread.

MAKING BUILDINGS SUPPORT CRAFTING
If there is any idea which should be taken from Blizzard and put into PFO it is from the original Warcraft games it is that making buildings support the economy of the town and determine the types of goods that the town can produce. I have been a major supporter in other threads to have player-created buildings. But, I think that this is the key element which was missing from my arguments. Rather than looking pretty and adding to the landscape, buildings can now be a vital part of game mechanics, economy, RP, and factions – buildings that support crafting and community growth ties everything together – if the designers can make it work.

NPC Laborers
Like many, I also do not want to take on the role of a grunt when I log on to play PFO. I would rather play a city planner or architect. Therefore, I like the idea of NPC laborers. I think that leadership is a perfect way to support this function. However, mechanics wise, I think it should function as a skill rather than a feat – a subset to diplomacy? For one, I would like to be able to control at least a small number of NPCs right after the in-game tutorial (I assume there will be something on that line).
I don’t think these laborers should be called “slaves” nor do I think that slavery should be a viable mechanic in PFO. While not being Politically Correct in the slightest, it also does not fit the feel of the setting. In the River Kingdoms, slavery is outlawed. Slavers are allowed to travel through but they may not practice their trade or increase their numbers while in the River Kingdoms. Doing so is punishable by death. This does give a nice enemy NPC faction and ongoing quest though – say a community’s NPC population was being stolen by slavers – the community then would have to rally together to stop the enemy slavers.
I think that NPC laborers should receive some type of wage from the PC who controls said NPC. Heck, there could even be PC controlled labor unions…lol.

More to say but out of time.


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Elth wrote:


I am kind of hoping for a nice range of spells like Pathfinder provides, both combat,buffing and non-combat utility.

I would love to see utility spells in PFO. However, a great number of them are designed to affect NPCs. Since PFO is rumored to be a game with few NPCs and a PC generated world, utility spells will probably be not practical or too obtrusive to the game play of others. But, if the developers can make it work - AWESOME!

Quote:
As for how spells are learned, I am in favor of finding spells as though they were blueprints, scribing them from a scroll or spellbook and adding them to your repertoire could be one possible way. Discovering them by combining effects could be another.

Interesting. Blueprint could be the framework of learning spells. But, when a PC's magic skill gets high enough, they if would be able to modify the original blueprint...in the way that WoP modify and specialize spell effects.


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Assuming there is sufficient funding, I would rather that PFO have a "longer" development period to make sure the game is good and that the designers can seriously think about all our suggestions on these boards and how to best incorporate the feasible/best ideas into the game – even with a licensed MMO toolset as a framework. Just saying.


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KitNyx wrote:

Okay, I laughed...thank you for keeping your disagreement with me amusing and friendly. If the game were less than perfect because it had pocketable mounts, it would not be a gamebreaker for me.

But I actually agree about the horseshoes...they are not necessary fro a horse, bu they do provide a bonus. And...I am sure many blacksmiths made their livings with crafting horseshoes over swords and armor.

Very few blacksmiths made weapons. But, quite a bit made axes for chopping trees.


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Well, Jodi, I don’t think you have to worry about the lack of form-fitting armor. EVERY fantasy game has that in excess. And, if Pathfinder artwork is any guide, all of that will be present in PFO. I have no doubts. Actually, I would like the armor and general design of the game to be as similar to the artwork style presented in the books as possible (without breaking copyright law). This means that heavy armor IS actually heavy armor – no “plate mail bikinis” or whatever. For example, in the book artwork, the cleric of Iomedae is always presented in full plate and in typical “Joan of Arc” fashion.

I also second not having obnoxiously large shoulder pads and bulky armor with obtuse designs. However, I think WoW can get away with that because of their cartoonish character stylizations. But, they are going over the top a bit with it.


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Hedgebric wrote:
Chubbs McGee wrote:
I wish for awesome models that actually look different from the other races, rather than being an elf that happens to look just like a human with funny ears. I also wish for more options of changing the appearance of the character and its items (a cheap, easy to use function that allows the reskinning of items to appear as something else).

I agree with you, Chubbs. I typically run Tiefling Wizard, Aasimar Cleric, or Dwarven Monk in Pathfinder. It would be interesting to have halos on the Aasimars, fiendish features on Tieflings, and Dwarves that can have different beard styles.

My concern is that the alternate class options may not be present (flowing monk, air elementalist wizard, arcane duelist, etc.) Implementing those would add a lot of depth to the customization of characters.

2 things I really hope for would be familiars/improved familiars for wizards, and for all the monsters/races within bestiary 1 thru 3 be available. I really like using homunculi and brownies for familiars.

I am just asking for some clarification here, anyone can answer:

Are you asking for a pre-constructed, non-alterable class identified as a "air elemental wizard" which has been created by the developers, or, would you like be able to have a free pallet and options to choose class abilities/skills to create your own class and what you think an “air elemental wizard” should be – much like class creation in the Elder Scroll series.

I would prefer the latter. But I have no idea how this could be done.


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kyrt-ryder wrote:
Alouicious wrote:
Then absolutely no one would build things in game, especially if structures are destructible. It'd be the ultimate win for griefers. A group of people spend months, possibly a year building their fortress, they finally see their plan come to fruition. Then a couple dudes with high level gear come in and level it in about an hour. WOO VERISIMILITUDE

While I certainly hope we don't HAVE 'high level gear' I do agree that a year would be FAR too long to build a fortress. This is supposed to be a kingdom building game, not game about building a single fortress/castle over the course of a whole damned year.

30 days is the MOST I could see being reasonable for assembling a fortress/castle, assuming a decent sized workforce. Two weeks would probably be a lot more reasonable.

I also agree that building a castle should not take a full year. I think that the baseline for how long something should take to build should be based on the simplest structure. So, here is my Barn Raising method.

A barn or stable is probably one of the most simple free standing, semi permanent structures (because I am assuming that buildings can be destroyed) that “will” be created in PFO. According to “Witness” (yes, THAT “Witness”), building a barn with help should take about a day, two at the most. Now, to make things feasible in-game, say, building a barn – a one room building with four walls - solo takes about two hours. With the help of some other PCs who are skilled crafters, that could be reduced to somewhere between 10-20 minutes. Now, since buildings could be destroyed, an angry mob of PCs attacking said barn would spend about 10-20 minutes tearing it apart in barn-splintering glory. Now, if someone wants to build a wall of barns for one reason or another, they would have to watch every section of that wall to make sure it is not torn down.

Now, in RL, castles took an average of three decades or more to build. Now, in-game, if a barn takes 20 minutes, then a castle would take around 5 months. But, a mob working around the clock to take down the castle would take that same amount of time. But, castles should be icons of the environment which they inhabit. After all, what would London be without Buckingham Palace or the Tower of London?

Now, what if we add another layer to this? What if building structures generated Aggro to cause random encounters around the structures being created – crafting buildings creates a lot of noise which could attract angry ogres, orcs, or NPC bandits. If this were implemented, crafters could choose to hire PCs to protect the building site as they craft. Thus, building a house or a wall or a castle would be a group effort and everyone involved would gain XP for their character in a meaningful way – crafters by building things and the PC guards by fighting off the attacking foes.

Also, the more buildings which occupy an area would decrease the Aggro – it would be more challenging and require more teamwork between PCs to start a village than to build in one which is already established. So, building within a walled city would be more safe than building out in the open wilderness.


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KitNyx wrote:
Scott Betts wrote:
Moro wrote:
If you choose a religion for your character, perhaps your character can gain max-level reputation gains with that organization,
I'd argue for a descriptive (rather than prescriptive) system of religion - you don't "declare" what religion you are; you gain reputation with churches, and the church with whom you have the highest reputation is your religion.
I would agree with this, although you do start the game as an adult, so it is assumed you have been doing something previously. Therefore, I don't think it would make sense to chose your "alignment starting location".

Good point. What about allowing players to choose a religion during character creation. But, this only gives the player a slight bonus to their reputation score, if you will. While in game, the PCs action would affect their beliefs and may even counter the original bonus if the player acts in contrast to their chosen relation during character creation.


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KitNyx wrote:
kyrt-ryder wrote:
Ettin wrote:
KitNyx wrote:
If you have the thousands it would take to build a wall overnight
This building system sounds fun and playable.
I would hope Kit was exaggerating, unless when he says wall he's referring to something REALLY massive, like a frontier wall (similar to the one between England and Scotland that was built by the Romans.)

I wasn't actually...I am one of those who believes changing the world in a lasting way should require some real effort. But I was talking about building in stone...there is a reason why forts were build of earthworks and wood...and later replaced with stone as they could. I could see a guild building a wooden palisade in 12 hours real-time (overnight).

Building structures anywhere is a good idea, but it will be abused. The only way to keep it from being abused is to make the crafting of it slow and difficult. Then the only ones who will go through the effort are those who REALLY want to build something, such as a large guild building a fortress to call their home. It will be a slow few months...but in the end they will have their fortress. Likewise, depending upon the budilding material, dismantling a structure should take a long time too (wooden palisades can be burned down, but stone walls must be pulled down. Magically fused stone...well must be quarried.

Or, have building structures based on the population of an area. If there are 200 PCs which populate a "town" then, collectively, those PCs would have X amount of structures from which to build. This would ensure that crafting buildings is a team effort – one wizard should not be able to build their own tower and a king their own wall. I agree with the consensus that that would be OP.

Also, if a structure can be built by a player, then it should be able to be destroyed (or circumvented) by other players.


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I really hope that crafting is not limited to items. While making swords and potions are both useful and important to the overall economy and play of the game, I would like crafting to become much more.

Want to get together and build a wall around a city? Craft it.

Is there an epic level PC who owns a town and wants their own marble statue of themselves? Craft it.

Need more dock space within a shipyard of a major city port? Craft it.

Is there an impassable river which annoys every Player that encounters it? Do you wish the developers would have put a bridge here? Craft it.


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BinkyBo wrote:
Wouldn't mind being able to hang out on my balcony, and snipe the occasional wolf or pig-poacher. ... NPCs that show up when you build the appropriate structure .... established no build areas for pathways ... limited paid upkeep time and if you are gone for a couple months NPCs move in (but hold your stuff for you)

Cool idea. On the flip side, have guilds/factions which players can join to protect “no build zones”. This would be especial good for druids and rangers. “Who dares to enter this sacred forest?”

I think many small in-game and player created factions would bring life to the game. Each would have a different goal and they could have litte skermishes against each other. of course, this would have to be done on a PvP server.


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Another thing to mention is the simple keyboard/mouse combinations.

As a person with disabilities (I cannot use my left hand), DDO was near impossible for me because one needed to use two hands to play – aim with the mouse in one hand and run/use abilities with the keyboard in the other. I had to stop playing because I physically did not have the finger/hand dexterity to play the game.

I understand that multiple key combinations make the game more lifelike and combat strategies more intense. But, please keep the game easy to play from a sheer two-handed vs. one-handed point of view.


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First, I have “honestly tried” multiple MMOs and have never truly enjoyed them. They include Guild Wars, WoW, DDO, LOTRO, and others. I have never played any MMO for more than, say, 6 months and, in general, never gotten a character past lvl 20. I am also not a fan of the concept of an “end game”. So, one could argue that I have limited experience with MMORPGs. Here is the reason why:

Most MMOs focus on being a Hero. But, I want to play an NPC. My most enjoyable characters in table-top were not the Conans or Archmages but rather those who take on the roles than no one else wants to play.
By that, I want to be able to play a “background” character that builds things…not just crafting powerful weapons. For example, I would love to play a mason in an MMO that builds bridges, a PC mage’s tower, city walls, docks for city shipyards, barricades for small towns, insanely large catapults during times of war…whatever. Basically, constructs that change the landscape, increase the functionality and mobility, and economy of the “world”.

Let me preface this list by saying that I understand that any MMO should have options to allow players to play the Hero…to be the strongest warrior or the stealthiest thief or the most powerful mage. That’s fine. But, this IS the wish list thread, so…the following are suggestions I believe will achieve what I would like to accomplish in my ideal PFO:

1 – Have a fully fleshed profession mechanic which is dependent upon player interaction. One which allows PCs with higher skill to “train” PCs with lower skill by giving them player-generated quests like “go build X things” or “collect X items” for some reward from the questgiver’s inventory. This could then develop into player created and controlled crafting guilds, have player-controlled apprentices, and a fully developed world and economy. These guilds could create compacts to work on joint projects or work against each other for limited resources and in-game job opportunities (provided by other players).

2 – Allow crafters to work together on big projects (like a wall, for
example). The more crafters work on a project, the less time it takes to complete. Furthermore, higher skilled crafters working on said project may reduce the project’s time by a greater rate than with less skill crafters. However, every PC working on the project gains the same amount of XP and XP gained from projects should not be dependent upon level or crafting skill.

3 – I also would like a record of what I build accessible to myself and other players. I would like a map which shows what I have built, where I have built it, and when that structure was built in an in-game timeline. If said structure was destroyed by PCs or monsters, then I would like some sort of notification which I could act upon so that I may go rebuild that structure. Ideally, there would also be a function which would cash the history of the structure - indicating when it was destroyed and when it was rebuilt and who preformed these tasks.

4 – I think that any structure created by a player should be modified by other players. If I build a wall, then others should have the opportunity to destroy it. However, I would suggest that structures should be demolished only during “quests”. If an evil PC wishes to destroy a wall then they would have to create a quest and gather followers (other PCs) to destroy said wall. Additional players could then turn the ruined structure into a player-created dungeon, or, the original crafter could choose to rebuild it, whatever comes first.

5 - This is a bit off topic, but allow player built roads. Also, these roads could have some sort of functionality. Say, a road built by skilled players can increase the movement speeds of other players who travel said road.