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Kalindlara wrote: Yup. "Worst archetype" vs. "worst-edited archetype", basically. ^_^ one could argue the brute looks like both tbh... most of the drawbacks scream "well in order to counter all these size bonuses... we're gonna need this and this and this"... then someone went in and pretty much removed most of the size bonuses trying another approach to balance the same thing and then it looks like they just mashed it together thinking they worked as words in English... so they must be fine. ![]()
Isonaroc wrote:
I kinda want to see what kind of chaotic encounter this could be on a pack of Vindictive bastards... "our party was succeeding in it's goal of murderhoboing across the countryside until a pack of old ex-paladins fleeced us of everything we had..." ![]()
I'm not sure the latter technically works RAW outside an odd chicken/egg situation where you apply the feats in order then treat it as a shield and not a gauntlet as you attack, the former definitely works though... so you need: 1.Shield Gauntlet Style: allows you to treat your gauntlet as a buckler for feats
4.Shielded Gauntlet Attack (Combat)(pre-requisite for): 5.Shielded Gauntlet Master to make this trick work Edit: 4. also let's you:"The style also allows you to take one attack of opportunity each round that does not count toward your maximum number of attacks of opportunity. This must be used to make an attack with your gauntlet (or spiked gauntlet), or a disarm or steal combat maneuver. You do not provoke an attack of opportunity for performing either combat maneuver, and you are able to attempt a steal combat maneuver with this attack of opportunity despite the maneuver normally requiring a standard action.", pretty sweet pre-requisite for those bonuses. ![]()
I still think the Geisha could make for an interesting leadership minion or an inter-party adventure(like lets say you have a party on an escort mission with players who can't consistently come and you have a 2-3 person Intrigue adventure every week people can't make it with vigilantes and a Geisha that helps the other party by throwing ceremonial tea ceremonies praying for their safety...) ![]()
Mykull wrote:
To me it sounds more like the brother really hated the campaign, and given the OP's seeming obsession with his world... it sounds like the OP of the thread may have unintentionally railroaded him into a corner, and instead of talking it out his brother decided to passive aggressively fight his way out, seeking not just to harm his brother but harm the world that may have been suppressing his "badwrongfun"... but again, they need to open communication and actually talk out their issues ![]()
Klorox wrote: If skeletons and zombies have little use for tavenrs, evil clerics and necromancers do. LoL, now I really want to see or make an adventure where when you get to the lich's Basement you find a tavern with undead wait-staff that treat you as just customers for no apparent reason at all... ![]()
Does the party currently have the ability to face and defat the lich in combat? If they did(and aren't playing PFS), I would probably BS an artifact/ritual(found in the town) that allows them to convert the lich's bound soul into a demi-plane they must then fight through and Purify before the Lich revives(as the demi-plane would run at a different speed from the real world). Then, depending on how far they get, change the lich's disposition towards them/alignment, possibly even letting the PC's leave them there as a guardian for the city. ![]()
Daw wrote:
I see it as "The Dread Pirate Roberts" from the Princess bride when played through without really bothering with the second identity... are you using the second identity? sometimes. Are there consequences for being found out? a few, but the character isn't too worried, because worst-case he just needs his replacement to seriously step it up while he creates a new life with his loot. In a sense Dual identity in such campaigns should be treated like a paladins code everyone agrees the DM shouldn't f#&+ with ![]()
HWalsh wrote:
And that leads to another problem, "modern" as opposed to "medieval" morality... modern morality makes it increasingly less necessary to carry a weapon, there's no threats out there where you will need to kill something to defend yourself in most cases, fewer predators, more instances killing will get you in trouble rather than be considered "helpful", etc. But Pathfinder doesn't assume that morality, the world is dangerous and you'd at most want to check that weapon at the door rather than not own one at all... and you are expected to kill with it(at least 99% of the time) without worrying too much about your god taking your fancy powers away. ![]()
PossibleCabbage wrote:
It's a problem because players end up playing the alignment rather than the character... because of the tied in mechanics. This then makes the character generated less of a unique character and more of a LG stick in the mud the same as the last... ![]()
Paradozen wrote: So, brawlers can now flurry with basically anything melee (with the right investments), right? So, Flurry of Ladders is officially a thing? So... play as a Down on his luck actor looking to find the right troupe to turn him into a star, with his trusty ladder by his side... Charlie Chaplin meets Jackie Chan Style? Or go full Stuntman with a few Avenger/Stalker Vigilante levels? ![]()
Decimus Drake wrote: It's probably all about sex. As Kileanna said, a large hoard is a status symbol, a sign of power. Thus dragons could select who they mate with on the basis of hoard size. The bigger the hoard = the more powerful the mate = the better the offspring. Now I really want to make a dragon Vigilante Austin powers... ![]()
Mysterious Stranger wrote: Normal regeneration does not work after you are killed. That section states that the tarrasque's regeneration does work after it has been killed. That is the important part. Cuup on his second post stated that “Nowhere in this entry does it state that if the Tarrasque is considered dead, does the Regeneration turn back on, and bring it back to life” I am simply point out that he was wrong on that. This would invalidate the arguments that the tarrasque's regeneration stop functioning after death. But the regeneration does state a time limit: 3 turns after death... nowhere does it state what occurs after it is prevented from doing so for those 3 turns(assuming it can be suppressed, which as per the OP's argument can be 50/50) ![]()
Dasrak wrote: The Trench Mist is a weird case; it's created by the death of lots of people in one place, and can create undead spawn of its own, but it's not actually undead. It's an aberration. Go figure. Lol... that is indeed odd, the fact it's powers to animate Juju zombies and the other GE thread about the magical child archetype kinda makes me wonder what would happen if you made one of these a level 20 magical child as a boss... ![]()
KingOfAnything wrote: A lot of people equivocate Magical Girls with Magical Girl Warriors, but they aren't necessarily the same thing. A Warlock might better represent the blasty nature of a Warrior, but the Magical Child archetype hews more to the themes of teamwork and magical friends. It might be better if you can actually provide examples of such that the Archetype fulfills in popular media... I mean you could say it's truer to the definition... but if the definition doesn't fit well in pathfinder or isn't what people who misconstrue what a magical girl is want... does it matter? ![]()
So I've only read the first page so far, but I'm only really responding to the OP's issues: 1. First off: is conscription evil? Sometimes... however it is ALWAYS also lawful, which means that for just about any paladin, who respects authority unless said authority is being explicitly evil, they should be taking it at face value that what they are talking about is the purely lawful good part... which is as good as calling farmer Fred over to help farmer George who he may not like save his barn from burning. The road to hell may be paved with good intentions, but that doesn't mean the entire road is condemned or unusable... 2. Pathfinder doesn't follow modern morality; Pathfinder, while following a different set-up of good/evil in which both have physical manifestations and are somehow Absolute, follows morality from a gamist Crusades-era morality. Killing isn't just something paladins are allowed to do, they are given divine tools to go about it, as well as tools to know when to use it, and their judgement. Conscription is not just a form of slavery, it is a call to action by a higher authority, which honestly is what any paladin going about there business would likely consider anything they ask of a citizen to be, indeed their own function is just conscription by a higher power... 3. Falling is a rather important plot device, this greatly affects the Paladin and should never be done if they haven't made the choice to fall, so the other player springing this after the fact is being a jerk, and should be called out on it. Springing a redemption arc on a paladin is not a fun quest hook... and unless he wants to spend 4 sessions just watching the paladin earn back his class abilities they should just sit down, shut up and play their own character ![]()
It seems to me that the issue with most materials is either they are too niche use, or the bonuses they have are offset by always on drawbacks... not much of an issue for single use NPC's, but Adventurers expecting a certain CR challenge x times a day knowing that going in they have an issue... they have a problem. ![]()
I'm Hiding In Your Closet wrote:
It means the scene from "the gamers" could come true... always push the door open civilly and attempt a diplomacy check lest your PC's slaughter your players.... ![]()
Darksol the Painbringer wrote:
After reading this and many other posts I wonder if a GA Succubus might be essentially a "redemption temptress" Essentially going around to evil or negative energy infused, (otherwise)chaste beings offering redemption, then when the offer is taken they have sex with the subject, absorbing it and it's evil essence into themselves, making them pregnant and dissolving the evil entity complexly(as energy drain). Then within a week(keeping it within reason for gameplay, otherwise a few months) the celestial succubus dissolves and the entity is reborn in her place, as a Celestial succubus(gender neutral), with this as a race and a geas to convert a willing evil(which once they resolve causes their own demise as it did the succubus that raised them, and they are then reborn again x days later to the nearest chaste, willing good aligned entity of any race, similar to a druid's resurrection). Throw on a "fall" mechanic that costs them their powers(and resurrection) if they otherwise engage in evil acts and an ability to draw in any energy(that they are in range of, regardless of negative/positive) channeled to harm and convert it into healing energy she can release as a touch attack. It sounds like an interesting concept to throw into a campaign to me. ![]()
So my understanding is that the real issue which is being argued isn't that the fluff-gates exist, but that DM's really need to know WHY they exist for players to expect they can alter them, which can be a real problem when said DM's don't play within the setting of Golarian. In other words, "will this break my game?, hmmm... why is this blocked?" needs to be far easier to spot check than buying the full resource and going through all the setting info the DM may or may not have just to find that it is irrelevant in their situation. ![]()
WormysQueue wrote:
which is understandable, considering that asking players to read a multipage manifesto about what you allow within 5-15 different books they may not have heard of let alone read is rather difficult if they are pressed for time, and if you cut out their character options last minute it doesn't exactly give them hope of realizing their character concept... so it is much more helpful to say what is allowed by book and page rather than limiting core options and allowing 10-15 items from other books. ![]()
Vidmaster7 wrote:
Personally I think the problem lies with "just errata"... I mean at what point does it stop being helpful playing "errata roulette"? If you have 15 different printings of a CRB and often play with 5+ players, that could be 3 games in a row where playing with random players ends up without a single book in common... sure you could use the forums to make up the difference, but only the player with the most recent edition will even know the others need to make adjustments... and that's assuming the GM has the newest copy and follows its errata. If on the other hand you make an entirely new edition that essentially IS errata... it allows everyone to know that their rules need to be tweaked. ![]()
Larkos wrote: I'm not sure if I have Bingo in this thread just yet... First column down and Center row across the "free space"... I think you're close to a blackout. ![]()
Matthew Downie wrote: Old FAQ thread for whether manipulating material components requires a free hand. I don't see an FAQ Answer on that page... was it answered at all? ![]()
Ryan Freire wrote:
Except isn't that what you do with spell preparation? divide your components into nice little ready to cast objects? In such a case it would be more like an IRL blind man picking colored socks out of a drawer... he can do so because he prepared them to do so... Wizards are intelligent, this should be part of any spell preparation. ![]()
It might also be interesting to describe the rooms layout like a store with each shelf containing some item of interest(claiming an outrageous sale) only truly discernable while standing nearby... while also being a trap/hazard/haunt... it would be cool to have the players scramble to figure out how to loot the room rather than all piling on the guy 1 vs 5 or 4. ![]()
Kahel Stormbender wrote: Then as mentioned, there's the zygomind. That thing is scary. Even if you kill one, you can never tell if you actually killed it or are trapped in it's dream world. I've been toying with the idea of a campaign centered around the party spending the first 6 or 7 levels trapped in a zygomind's dream world, only to wake up weak, near death, and years younger then they think after a party of high level adventurers kill the creature. Why not just go all the way(or as close as you feel you want to run) to 18, have the PC's fight a Zygomind, then(win or lose) have them wake up in the same situation? Even better, reduce them to 1 hit die(and lvl 1 stats/skills) and have them level back up to level 7 as NPC classes gestalted with their "dream" class, using minimal "adventurer" type encounters as though they were characters in an idealistic sit-com type(or a reality show) world instead of adventurers, with any cosmic source they tap for information referencing their "dream" character while everyone else just pretends(or has no knowledge) of them, finally unravelling their "too perfect" world however you like(either pulling "your princess is in another castle" with another Zygomind or changing it up with something else capable of world altering. ![]()
Derek Vande Brake wrote: A haversack IS a type of backpack. The big difference is that a haversack has only one shoulder strap. but "type of" has never meant anything in the rules at that level... you could say many swords or weapons as described are a "type of" another kind of weapon... but you wouldn't suggest allowing a two-hander as a one handed weapon because it is just an "English longsword"(except as possibly a houserule) because it isn't explicitly spelled out in RAW that they are the same item ![]()
Jeraa wrote:
Even if that wasn't true... could you really say that the handy haversack was a backpack and therefor must be a masterwork backpack? Unless there is a "general storage equipment" rule that makes any kind of storage item that is masterwork give the bonus, only a true backpack would use the +1 anyway... which the handy haversack doesn't need to be. ![]()
Deadmanwalking wrote:
I can't help but think it would be funny to give them an "Oddjob" or "Kato" vigilante minion with "little birds". ![]()
If it were a "roll stats, create a character" type situation... and you were going for unique... I would probably do something incredibly stupid... like give a rabbit from the bestiary gestalt Paladin/monk/fighter or Paladin/monk/barbarian levels(at the same advancement as your PC) and then throw vampire and/or werewolf templates on there.... then tell the GM approximately what I want out of the character(like Fleet as the only feats the NPC gains, or this is why this monster travels with my PC) and then have the GM actually play it. ![]()
Kobold Cleaver wrote:
In EVIL campaigns... would not the best Horror be that Grog, destroyer of kingdoms, kicker of puppies and his necromancer friend Steven encounter a purple dinosaur that sings of friendship and hugs and will not die, while Grog becomes something closer to Mr. Rogers... or that Steven becomes the Lich he always dreamed of after being touched by powerful undead? ![]()
Saithor wrote:
I wasn't saying good would cause it necessarily, nor was I talking about a natural redemption... I was referring to a Zygomind/stepford wife kind of transformation for Evil campaigns to pitfall into. ![]()
Buri Reborn wrote:
with what else can one compare them? I can only think of 3 things: 1.Class abilities 2.Skills 3.Spells
2. & 3. both fall under 1., so unless Skills are the comparison Spells are a perfectly applicable thing to compare.
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