Lini

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I'm fairly certain that there will not be an adventure set...in O'Hare International Airport in Chicago. (I mean, it cooould happen but I doubt it!)


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I bet there will be words, maybe numbers. A little bit of artwork perhaps!


I haven't played in a few years, but barring my high school group which was all males, my other groups tended to have at least one or two ladies mixed with the gents. Not quite 50/50 but a decent amount. Nowadays, were I to play I'd probably do a session with my wife, so there's at least one anyways.


For me, Killjoy will always hold a spot as worst movie ever. Vigilante clown in the style of ICP. Just plain horrid.


I recall reading a story where a paladin teamed up with an evil character with aspirations to become a demon. Not too happy about the arrangement, but his viewpoint was if he could act as a moral compass to the evil character, try to redeem him, and if not keep him in check so he doesn't cause evil.

I don't see anything in the paladin code about needing to slaughter evildoers - in fact, it only says "punish those who harm or threaten innocents". Punish does not equate to necessary murder.

Then there's the classic Associates section:

Core Rulebook wrote:
While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good.

What I take this to mean is, the paladin and the assassin can certainly team up, if the assassin is not actively assassinating during the job, and there's a greater evil at work. The paladin would likely have to warn the assassin up front "no funny business, y'hear!".

It also seems to me that this assassin seems akin to a "contract killer". A lot of adventurers go in it to get paid, and if someone pays the assassin and recruits the paladin to, say, stop a band of brigands, then they have the common enemy. The assassin won't necessarily go out of his/her way to kill anyone else (not being paid for it), which will help the "more harm than good" warning.

This would be a good occasion for the paladin to try to redeem the assassin, and act as a "conscience". It's an opportunity to do the right thing. To, in his/her eyes, save a soul that needs saving. And if the evil-doer isn't doing evil, it's an easier pill to swallow.


graystone wrote:

Unlike you Edymnion, I can't get over my dislike of burn. My wizard doesn't have to get 'dumber' by trading skill ranks to power up so why does my Kineticist have to punch themselves in the face?

If there was a non-burn option that wasn't just awful, I think I'd like the class. Since there isn't though, Kineticists are still on my no play list.

Ravingdork "Burn is totally manageable": Oh, I'm sure it is given the number of people that seem to be enjoying the class. It's not the kind of optimization that I enjoy though.

I'm in the same boat with you. The kineticist could have been my absolute favorite class - elemental blasting is generally my favorite thing to do in a game - but even though I can deal with burn, I really do not want to, which makes the class go from "must play" to "bottom ranking" for me. Alas.


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Endzeitgeist wrote:
Correction: Aquanaut is Waves of Thought; Angler is Azure Abyss.

My apologies for that, I had it correct, then the page ate my post as I was at work and when I re-did that my tabs got crossed.

EDIT: Godaikishi is kind of an east-Asian-elemental knight full base class and Wokou is a pirate-esque base class.


Huh. I expected to find everything I already have on here but there's a couple missing.

Cenadon Shores

The list appears to be missing the Godaikishi and the Wokou from this here east-Asian inspired aquatic booklet.

EDIT: If it matters, the Angakkuq is from Indigo Ice, the Angler is from Waves of Thought, and the Aquanaut is from The Azure Abyss.


...I don't want half a cat though. That could be messy.


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Gyaaaah.


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Now I just need a Chaotic Good Paladin archetype (assuming one does not already exists) and I'll be happy.


There's both elemental blooded folks (which trumps the original race) and standard races. The "Genieblooded" races would be more inherited and rare, and hooked up to a different race, kinda trumping it.

I didn't think of doing the feats like that - thank you for pointing that out. For the merfolk at least though the amphibious nature will need to be built in (somewhat more inspired by Zora (A.K.A. two legs) instead of the traditional tailed merfolk. Though perhaps making them either "saltwater" or "freshwater" amphibians can help balance it a bit with an acclimation timeframe when transitioning from water to land and vice versa.

But that does give me thoughts on how to proceed with "advanced" racial abilities for those races. Thank you much for pointing that out, I knew about it but wholly blanked on it.


Hello!

I think this is the right place to post, if not, please feel free to move it (it was between here and Suggestions/House Rules/Homebrew), powers that be - this is my first topic creation here.

Anyhow, I have a homebrew setting I'm formulating which is heavily elemental based, with humans and elves as being standard core races, and the other four races being the "elemental" core races:

Fire: Orcs
Water: Merfolk
Air: Djinn
Earth: Dwarves

For the orcs, I was thinking some fire resistance. Merfolk would be amphibious. Djinn would have a slowfall ability, and dwarves a stone-shape sort of ability or a tunnel ability.

I was initially basing off of the Advanced Race Guide, but I'm a little rusty about the actual playing. Amphibious is a 2RP racial trait, and I'm guessing aquatic elements would be situational to the campaign.

Fire resistance has been done to death for a lot of races, generally seen with stuff like Ifrits and Tieflings, but the orcs wouldn't get quite as many other goodies. It feels boring compared to the others, but hey, boring can be useful?

Gliding Wings is a 3RP ability, and gives permanent Feather Fall and an ability to move while falling, which I imagine is useful in situations with height at earlier levels but once flying becomes accessbile to most classes peters out a bit. Would a slowfall for X amount of feet that scales based on level be too outlandish?

Burrow, though a 3RP ability, feels like it could be a bit much depending on terrain being played on, so I'm leaning a bit more towards a stone-shape ability - something to feel more "at one" with the mountain. I would want advice for this the most.

So I'm definitely extremely open to advice, especially with the dwarves, but with all in general really. I want to do part familiar and part outlandish, make things interesting. So please, help me Paizo Wan Kenobi, you're my only hope!


Molten Dragon has been banned due to lizard breath.


Let's see, mine aren't nearly as bad, and generally are 3.0/3.5 related...

Back in high school, we had a D&D group where we would take turns being the DM. There was one DM who was notoriously bad at his duties. He allowed my character, for whatever reason, to have a hell hound and winter wolf pet - they were puppies, but it was also a low level campaign. Whatever. He later had us fight in a traditional sandy Colosseum with balls and chains around our ankles, which caused a little debate as to whether it would cause the metal ball to bog down in the sand.

We lost touch after I graduated high school in 2005, and I was informed by one of the other players that he passed away in his sleep in 2008 (he was younger than I was).

* * * * *

A second surreal session involved myself and my (now ex) girlfriend. This was her first session, and she rolled up a dwarven rouge that she wanted to play as a lady of the night, so to say. And so her dwarf tried to seduce my character.

There's a problem with this...in that my character was a winged prismatic dragonwrought kobold druid, who quickly turned down her advances. We had one other session after that, after which my ex and I parted ways, and she kept the gaming group by being closer.

* * * * *

The last issue I had was playing with family and friends of the family. I was a gnomish wizard, my mother was playing a kender rogue, and there were a few other characters. Me, I like to dive into my character, and do voices for them. Turns out the fighter of the group really hates the short races (and disliked shortness in real life, as he was a taller man...I don't understand the logic) and thus went out of his way to treat my character like dirt due to real life prejudice. Then again, the DM also forced my mother's character to take and put on a girdle of gender change, so that wasn't cool.


jason paizo wrote:
Eldmar wrote:
-snip-

The inability of Paizo's distribution scheme to scale and the pain associated with it has helped me decide NOT to buy the comic book bundle.

The Comic Book Bundle is not affected by Paizo DRM. It's all hosted on Humble.

As a side note, I've got everything downloaded, plus four new purchases to take advantage of the rain16 promotion. No more issues for me!


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Well, the player's guide just states that he poisoned his family, not that they were affected by it. So he could have given them tasty tasty poison milkshakes for the fun of it? Poison enhances the flavor? Yum almonds?


Everything's downloaded for me, thanks for the bundle! I do fear however, due to huge negative responses, there won't be any other Paizo offerings in the future. I would have liked to see some other formats of bundles (but would not hold my breath for it).


I'm sitting at 13 of the Season 6 sessions, the GM screen, the Advanced Class Guide, the Advanced Player's Guide, and the Core Rulebook downloaded so far this morning. All things considered that's not too shabby. Thank you IT peoples for making sure your servers don't melt down into puddles of slag and allowing us to get these generous gifts!

EDIT: Let's change that to 15 of the sessions and Ultimate Magic, Ultimate Equipment, Ultimate Combat, Ultimate Campaign and the Strategy Guide.

EDIT 2: I've now got every one of the Pathfinder Roleplaying Game section downloaded (the single file variants). Even with hiccups it's coming up aces for me today, so no complaining on my end.


Charlie's correct, the Strategy Guide is definitely in the Beat The Average option.


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EDIT: Please also read the post directly above mine, it's fitting too.

I haven't been able to download yet, and I'm fine with that. Really, when I spent the amount of the Beginner's Box, plus shipping, and I'm getting the Beginner's Box plus a veritable horde of .pdfs, I'm not going to complain about it taking time to download.

I understand the reasoning for the watermarking - this way it allows the .pdfs to be used for Pathfinder Society play - showing you supported the creator helps you "earn" the additional features. It's frustrating but it's part of the ways to help support you as Paizo.

I feel that this is truly one of the proverbial "first world problems" - ohnoes! My super cheap .pdfs aren't downloading right nao - I haet you guis and I'll nevar support you again!

It's not like Paizo's going to go out of business immediately and leave you with your funds removed and no materials - it'll just take a bit longer than normal. Yes, it's frustrating, but considering how much they generally charge for a single .pdf, I'd say it's worth the wait.


So. With the Elemental Weapon, the fire weapon gets the grayflame quality...any specific reason? The Ultimate Equipment guide states that it relies on channelled positive/negative energy which the class does not get. So to get any advantage with that one you're forced to multiclass or get positive/negative energy some other way. Limning might be an alternate - still somewhat fire related and not specific to a positive/negative energy channeler?

With Elemental Weapon, does it replace what bonuses are currently on the weapon or stack with them? At the end it gets a total of +6 bonuses, four for abilities and two for flat out bonus. I'm comparing this to the Paladin which also gets +6 at level 20, and they get to choose into what it goes into, so I'm going to guess it adds on as well. Seeing the "broken weapon" rule only reinforces this - so this is both more and less versatile than the paladin version.

I think for me the magic words for me might be "house rules". Easy enough to do. I'm also thinking of homebrewing a land-based western style class based on this one - kind of a world walker with purviews of tundra, desert, mountain, forest and ocean. There might be some swapping of abilities but it would work mostly the same.


So I posted on the general Cerulean Seas thread something specific to this book (Celadon Shores was not up here at the time). To make a long story short for my main point, the capstone for the godaikishi gives, among other things, immunity to all energy types.

I might be wrong, because I'm a little rusty at this. But does that make the godaikishi fully immune to fire, cold, acid, electricity, and sonic damage in one fell swoop? I've never seen a capstone come close to doing that before.

Given the way the class works, I could see immunity to the one element they're currently associated with. You'd still be able to "shift" your immunity, which is something most other classes can't do, and it wouldn't be as blanket powerful.

So could someone please tell me...am I missing some mitigating factor? Is there a counterbalance to immunity to all energy types to help balance the class out?


So correct me if I'm wrong, but it seems to me that the godaikishi has some oomphy elemental resistances. Immunity to spells and spell like abilities that target them of their current element at level eight. Immunity to spells and spell like abilities with an energy descriptor, period, at level 17. Full energy immunity at level 20. This is not counting the energy resistance that starts at 5 at level 2 and grows to 25 for their attuned element at level 18.

That's also not counting all their other bonuses at those levels. The capstone gives DR 10/non-neutral, immunity to aging, bleed, mind-affecting, petrify, and polymorph affects, as well as their elemental visage. That's quite the capstone.

As well, spell resistance of 10 + level at level 14, various weapon abilities, and the eventual ability to swap between all five affinities in a full round action, seems like a class I want to play but I would need to houserule to balance out a bit.

There's no armor, but an armor analogue ability. So that's not bad. I know it's not quite a wizard-powerful class, but dang, it feels broken to have just flat energy immunity. I'd understand immunity to the current element's type, because you can switch it. But not blanket immunity. Am I missing something here?

The wokou capstone is also...underwhelming. +6 Intimidate and no need to worry about "common material goods" in wokou-controlled areas. By level 20, that second bit is likely to be a negligible benefit, so...+6 Intimidate. Most core classes that get capstones get ones that inspire you to stick with the class, or at least try to. Save-or-die abilities, damage resistance, that sorta thing. +6 Intimidate is nice but just seems...eh. Kinda bland and uninteresting.

I do see it stacks with Intimidating Presence, which is nice. A total of +12 skill points. But it's still one specific skill bonus. It's oomphy for Intimidate, but not much more. I just like me my nice "feels like 20th level" capstones.

Don't get me wrong. I love the classes. I like the battlefield manipulation of the wokou and I adore elemental knight classes like the godaikishi. Both are classes I'd consider using. But I wish the wokou's capstone were a bit more interesting than skill fluff and the godaikishi had less than six immunities, full energy immunity and added elemental visages at level 20.