Alignment is fundamentally flawed, since Good and Evil is subjective in the real world, but is part of objective reality in Pathfinder. There are actual planes of reality in Pathfinder that embodies Good and Evil, there is actual, living gods that are arbitors of what is right and wrong, that can communicate this to their followers.
Changeing alignment for Outsiders, who are fundamentally bound to a certain one, should be just as easy for them as it ould be for a Marid and an Efreeti to change their respective elemental alignments. Mortal intelligent races seems to have free will, and should have an alignment that matches their religious, social and cultural upbringing, with some excptions, if there are races that have not evolved empathy for example, then they would have a hard time being Good aligned.
As a minimum, a magical item that can give you an item bonus to spell DC´s and attack modifiers.
The Magus class or archetype, we need something that can make spells and combat blend together better. Something that makes the Sorcerer an actual better spontaneous caster than the Wizard.
As I see it, Casters in 2e Pathfinder would serve best as support with rituals and/or in raid and guerilla groups, attacking supply-chains and commiting night-raids on camps, then teleport or inivisibly sneak back behind their own front lines.
While I never really liked Tengu purely based on aesthetics, bird people just look wrong to me, it´s somekind of uncanny valley thing, I guess, maybe I habour some deep hidden recentment towards humanoid avians, dunno, but that´s the only issue I had with it. I get that they want to showcase more of their fantastical character options, but I have to admit that I would prefere a Tiefling or Aasimar Iconic instead. Guess that´s all I have to say about it.
20th level characters are larger than life demi-gods, and should act like it, maybe instead of killing them, have a divine avatar come to them, calling them to help save one of the outer planes.
They leave their (Somewhat unwanted and forced upon them by the kingdom) frail and mortal apprentices to look after the slightly enchanted fortress that serves as a glorified gate house and contact point to the heroes personal Demi-Plane.
A week after the heroes leave, not expecting to return for at least a year, the BBEG starts invading with his goblin army and evil McGuffin that will enable him to control the kingdom in an iron appendage.
As written on page 545 of the CRB, tanglefoot bags will, on a critical hit, act like an parachute when you catch a winged creature with it, making them take a safe plummet to the ground, where they are freed the next round. I propose to remove this paragraph in my home games, there is no way in heaven that a 850 kilo young dragon wont be hurt from falling 300ft in pretty much an instant after being hit by an exploding super-glue bomb. Have any of you found that some of youre favorite anti-air moves don´t work as they should no more?
Sorcerers need to be totally changed, they currently have no niche to fill, other than being the least effective spontaneous caster around.
Is my group and I missing something, or does most buff-spells only last 1 minute? Is there some action, item or feat that I missed that can increase the life-span of my magical effects?
This is not a discussions of whether it might be cost effective or anything, but it is about enjoyment of the items, and I really love that blessed little ring. Now, is there anything that you guys have found that you liked?
So, I just fell in love with an item, and I wanted to hear what all you fine people found in the gear list and thought "Damn, that sounds good/fun/crazy/downright sexy!" For my part, I played through Sombrefell today, and I had gotten myself the Ring of the Ram as one of my item-picks, and Oh my sweet Pharasma am I in love!
Spoiler: with it, I manged to get the killing blow onShadow Spoiler: with it, up close and personal, so it looked like I punched him in the face and his face just folded inwards.
Ilvoresh I just adore the ring, and I can´t see myself not using it more in the future!
We thrashed everything, barely used any spells and was back with all of the stolen goods in about 45 minutes ingame. The slime was killed by one hit from the paladin, who rolled highest on initiative. The goblins died quickly to our combined fire-power. The centipedes were a bit more challenging, the paladin actually got hurt, but never poisoned. The ranger and my fey sorcerer kept killing the ones in the back while the paladin plugged the hole. The quasits died without a fuss, the rogue and paladin team took them down with my sorcerer and the ranger keeping the backline. We snuck past the trap and bluffed the goblins into beliveing that we killed their boss, they surrendered and we left them in the moshroom cave (We alredy burned that one down) We found the secret passage, took the loot and snuck up on the big bad.
We were back before supper. I was the most useless character, since my cantrips dealt horrendously little damage, and my spells were Charm, Shocking Grasp and Heal. I cast one spell, Shocking Grasp, and missed with it against the big bad. I did however bluff like a god, which made the goblins surrender, so it evens out.
5E spellcasting is exactly what you are asking for, instead of how it is like in the playtest, you mean?
bookrat wrote:
It seems that we have had some vastly different experiences during play, we normaly dont have that kind of unorganic character-progression, that´s just how we roll, we try and explain it with training during downtime or the wizard getting tired of being shanked and taking a self-defense course through astral projection, that sort of thing. But, whaddaya know?Now, we can discuss this back and forth an never agree, I think, but this is a playtest and Paizo needs feedback and some of us do not agree with this kind of omni-progression in skills, we prefere something that is less "balanced" so to speak, where we can make characters that does not become savants in every aspect as they grow in their power. When I read a book about a character that can do everything great, where the MC is constantly Mary Sue´ing it all the time, I have a hard time getting invested. This is what the skill system feels like to me, Mary Sue, no flaws, only greatness.
Isaac Zephyr wrote:
Sure, I don´t have to use anything on my character sheet if I don´t want to, but that does not mean that I can´t. When looking at the character sheet, my character is able to do almost anything that has nothing to do with his background nor with what has happened during his adventures.That does not grog well with me. When the story can´t progress, based on the abilities and choices of the players, that is not on them, that is 100% on the GM.
And what if I dont WANT my dumb-ass barbarian to know all this magical mumbo-jumbo, as well as all the other skills that I dont want him to learn? What if I like my un-educated brutes, that go hunt monsters and fight dragons by being just that level of bone-headed knuckle-dragger, dumb-but-capable that makes the villagers uncomfortable and nobles disgusted whenever I open my mouth
Isaac Zephyr wrote:
Oh, I get that, an experienced barbarian might know stuff about stuff, sure, but he can still Identify several kinds of magical items and effects, just by looking at them and talk about advanced magical theories, discuss the mating rituals of the southeren Garundy Wyverns, Identify an Noble based on their heraldry and/or jawline and the many ways of how to create a golem. The 98 year old Wizard can kick down a door that gives a healthy and hale young warrior trouble to budge, he can wrestle boars without trouble and swim upwards a damned waterfall, not to mention that the bookworm, that really never left his tower other than to find new books, can survive more or less indefinitly in the wild, thanks to an artifically improved Survial skill.I get that being a higher level should mean that you are more of a badass, give you more options and powers, but it should not make you better at EVERYTHING under the sun.
Yeah, it makes little sense that a lvl 15 half-orc barbarian with an intelligence of 8 and that can´t read, never learned more that basic maths, still has an +12 to his Arcane knowledge and religion skills, making him able to discuss magical theory at the level of an int 18 level 6 elven wizard with expert training. It breaks the character a bit, that he becomes incredibly skilled at EVERYTHING as he levels up. It smacks too much of a videogame.
So yeah, I get that it seems a little strange, I don´t care for it either.
The "Ancestry" system (I kinda hate the word, dunno if it is me being a grognard and prefering Races, but hell that´s a whole other bugbear to shave.) is really an gem in the rough.
If they had just started us out with an actual dwarf, gnome or elf to begin with, and then given us interesting cultural and/or special racial abilities (Expanded spell-lists, special combat stances, super-humanly good sigth/hearing/smelling) then I would have been clapping my hands and praising the "Heritage Feat" system to the heavens, and then left for some other thing to nit-pick over or tear apart for being non-sensical. As I said, a gem in the rough, with some actual great potential for customizing your characters heritage and implementing things like gnomish tieflings and goblin aasimars down the road. If they cut the gem right.
modus0 wrote:
Yeah, that is essentially what I´m saying. It would make far more sense that way.
The thing is, I can actually see a potential with the current system, if they divorce themselves from the idea of "balanced" races and treat the Ancestry Feats as Traits from 1st Edition. Have dwarfs start out with their normal poison resistance and magical stunting stubborness, maybe a connection to stone. Then have the Ancestry Feats work as a way to flesh out the culture and/or heritage of said dwarf; did he come from a clan of dwarven warriors that habitually fought with giants?? Take Weapon Familiarity and Giant Bane!
That would work so much better, than the current "Evolve-into-1E-dwarf-over-17-levels" deal that they are currently going for. Race should be a very big impact on your character, not just a difference in +2 hit points vs +5 movement speed.
Just to re-post my initial post. Okay, I know that the playtest has not even been out for a day yet, but I need to get this off my chest; I dislike the new way they have done races.
Thing is, if you want a character to have the starting racial abilities from 1st Edition, you need to be level 17 to do it. And some races would still not be fully fleshed out. Now, what I do like about the system; race means something for starting HP and some of the Ancestry Feats are cool and flavorful, I can see quite a potential in the way it is made, I just disagree with the choice to make the races bare-boned and then having to choose between illusion-sense or obsessive for my gnome characters. I´d rather have to choose between starting with a familiar or weapon-training or an expanded spell list based on my race, for example. Anywho, I´m going back to reading.
Igor Horvat wrote: I'm guessing that ALL feats that are "genetic" to a race should be included by default and traits that are culturally trained can be picked one. This is more or less what I am going for, I do not feel that it is right, that leveling is what enables you to evolve into a dwarf, from being a tough, but slow human being.
Okay, I know that the playtest has not even been out for an hour, but I need to get this off my chest; I dislike the new way they have done races.
Thing is, if you want a character to have the starting racial abilities from 1st Edition, you need to be level 17 to do it. And some races would still not be fully fleshed out. Now, what I do like about the system; race means something for starting HP and some of the Ancestry Feats are cool and flavorful, I can see quite a potential in the way it is made, I just disagree with the choice to make the races bare-boned and then having to choose between illusion-sense or obsessive for my gnome characters. I´d rather have to choose between starting with a familiar or weapon-training or an expanded spell list based on my race, for example. Anywho, I´m going back to reading.
Alignment has many problems, one is that it rarely tells you anything about the players motivations, only a vague philosophical world veiw and in the worst case for some, an excuse to act out childish power-fantasies and hardcore edge-lording.
TL;DR Alignment does not matter, motivation and attachments do.
Well, Religiously you are golden, since Nethys dont care why/how/when you use magic on either who or what, just as long as you use it at much as possible.
IonutRO wrote:
How can you know that? Maybe Rutherford and Goldstein were slightly convinced that Prout´s hypothesis about "protyles" were right somewhere. I mean, the hypothesis had been around for near a century before they found them, if not as Prout predicted, but he might have planted the idea.
Why can´t Inner Planar forces from all of the Inner Planes, being grinded together into an seperate plane of existance have underlying laws of physics? I mean, if all the planes "push" the same amount of planar substance into the Material, should there not be some established rules of how things interact and work?
If you disagree, just make up your own theories of how thing interact and dont use sci-fi jargon, but explain things with Planar Interaction Theory and the Unnified Divinity Theorem instead of Physics and Quantum Theory.
Maybe?
For a henchperson, just make a concept, then build upon a similar NPC in the Monsters Manual. You could alternatively just make one with the custom monster builder in the DMG. Or build a character like a PC, just don´t give them an archetype. 5e, in my humble opinion, is less about what is already in the system and more about how to twist and tweak it to make it how you want to play. Maybe someone over at http://dnd-5e-homebrew.tumblr.com/ will put up something like that, but I haven´t seen anything yet.
Have you ever read an X-men comic or seen a superhero origin story?
There are lots of different ways normal people react to gaining super-powers, and from what I can tell this girl just went from an unassuming teenager from a decent home to demonic ultra-deity.
But that depends on how innocent of an girl she were before her powers surfaced, if she was a nice girl, a good neighbor and a diligent church goer, she might not turn out all that bad.
Just rolling dem stats.
Okay, looks good.
Rolling starting gold (for rogue)
Yes. Edit: If the PC is aware that the person he/she has carnal relations to is undead, it it necrophilia.
"Hey Merlin, remember that time you banged that zombie?"
I have 3 different characters i would like to submit, one sorcerer(DD buffer + close-combat, Taking guardian and maybe dualpathing into archmage) and two Bloodragers( one is basically an angry paladin (Champion) the other is an tiefling with a grudge(Guardian)) Eban Cobberheart:
Eban Cobberheart Half-Orc Sorcerer 1 (Dragon, Copper) CG Medium humanoid (human, orc) Init +0; Senses darkvision 60 ft.; Perception +2 -------------------- Defense -------------------- AC 10, touch 10, flat-footed 10 hp 12 (1d6+6) Fort +2, Ref +0, Will +0 Defensive Abilities orc ferocity -------------------- Offense -------------------- Speed 30 ft. Melee greataxe +2 (1d12+3/×3) Special Attacks bloodline arcana: draconic, claws Sorcerer Spells Known (CL 1st; concentration +4): 1st (4/day)—mage armor, burning hands (DC 14) 0 (at will)—daze (DC 13), detect magic, breeze, spark (DC 13) -------------------- Statistics -------------------- Str 15, Dex 10, Con 15, Int 10, Wis 7, Cha 16 Base Atk +0; CMB +2; CMD 12 Feats Eschew Materials, Toughness Traits exposed to awfulness, magical knack Skills Intimidate +5, Knowledge (arcana) +4, Perception +2; Racial Modifiers +2 Intimidate Languages Common, Orc SQ bloodlines (draconic [brass dragon [fire]]), orc blood Other Gear Greataxe, Chalk, Crowbar, Sorcerer's kit, 39 GP, 9 SP, 9 CP -------------------- Special Abilities -------------------- Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells. Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage Darkvision (60 feet) You can see in the dark (black and white vision only). Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result. Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. Korvo:
Korvo Demon-Spawn Tiefling Bloodrager 1 (Abyssal) NG Medium outsider (native) Init +1; Senses darkvision 60 ft.; Perception +6 -------------------- Defense -------------------- AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 14 (1d10+4) Fort +5, Ref +1, Will +0 Resist cold 5, electricity 5, fire 5 -------------------- Offense -------------------- Speed 30 ft. Melee greatsword +3 (2d6+7/19-20/×2) Special Attacks bloodrage, claws Spell-Like Abilities . . 1/day—shatter (DC 12) Bloodrager Spells Known (CL 0; concentration +0): -------------------- Statistics -------------------- Str 16, Dex 12, Con 16, Int 8, Wis 10, Cha 10 Base Atk +1; CMB +3; CMD 15 Feats Power Attack Traits anticipate evil, exposed to awfulness Skills Climb +4, Knowledge (arcana) +3, Perception +6 Languages Abyssal, Common SQ bloodlines (abyssal), fast movement, prehensile tail Other Gear Hide armor, Greatsword, Barbarian's kit, Crowbar, Flint and steel, Mirror, 18 GP -------------------- Special Abilities -------------------- Anticipate Evil You can read subtle clues in the body language of fiends, allowing you to react just a bit faster than normal when dealing with such beings. You gain a +1 trait bonus on opposed Dexterity-based skill checks against outsiders with the evil subtype. In addition, when your tied on initiative with such an creature, you always win initiative, regardless of who has the higest initiative modifier. Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Claws (Su) Gain 2 Claw attacks deal 1d6 damage when raging. Darkvision (60 feet) You can see in the dark (black and white vision only). Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Prehensile Tail Your tail can retrieve small objects on your person as a swift action. Alendi Nebuchanazza:
Alendi Nebuchanazza Angel-Blooded Aasimar (Angelkin) Bloodrager 1 (Celestial) LG Medium outsider (native) Init +1; Senses Perception +4 -------------------- Defense -------------------- AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex) hp 14 (1d10+4) Fort +5, Ref +1, Will +0; +2 circumstance vs. blinded or dazzled -------------------- Offense -------------------- Speed 30 ft. Melee heavy shield bash +2 (1d4+4/×2) and . . longsword +2 (1d8+4/19-20/×2) Special Attacks angelic attacks, bloodrage Spell-Like Abilities . . 1/day—alter self Bloodrager Spells Known (CL 0; concentration +1): -------------------- Statistics -------------------- Str 15, Dex 12, Con 16, Int 10, Wis 10, Cha 12 Base Atk +1; CMB +2; CMD 14 Feats Power Attack Traits planetar’s visions, stolen fury Skills Climb +0, Intimidate +5 (+7 circumstance vs. evil creatures), Knowledge (arcana) +4, Perception +4 Languages Celestial, Common SQ bloodlines (celestial), celestial crusader, fast movement, halo Other Gear Scale mail, Heavy wooden shield, Longsword, Barbarian's kit, Holy symbol, iron (Iomodae), 19 GP -------------------- Special Abilities -------------------- Angelic Attacks (Sp) Melee attacks are good-aligned, and do +1d6 to evil outsiders. Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Celestial Crusader +1 att/AC vs evil outsider & +2 Spellcraft/Knowledge (planes) to ID them or thier items/effects. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. HaloAt will Light spell that gives +2 to intimidate vs evil creatures and to saves against becoming blinded or dazzled. Planetar’s Visions On melee critical reduce evil outsider's DR by the weapon's critical multiplier. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Stolen Fury +2 trait bonus to CMB vs. Demons I will begin with backgrounds later today.
I´m thinking going Scum with the character, shifting WS with BS and T with WP making him just above average in most abilities
Stats:
Weapon Skill: 30 Ballistic Skill: 36 Strength: 29 Toughness: 31 Agility: 33 Intelligence: 31 Perception: 30 Willpower: 43 Fellowship: 33 Edit: Added rerolled WP
Other rolls: Wounds: 1d5 ⇒ 5 Wounds: 8+5 = 13 Fate Points: 1d10 ⇒ 2
Wealth: 1d5 + 10 ⇒ (1) + 10 = 11
Divination: 1d100 ⇒ 23
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