well, the swashbuckler in question could be swinging on a rope (or have the appearance of) and when expected to move forward in a continuous motion, pulls off some Jack Sparrow pirate escape stuff.
Again, it only needs to "appear" that they're swinging on a rope, or a branch, or a vine.
It's easier for me to find information in a PDF. I don't always remember what page something is on, or what chapter it's in, but for some reason I can recall how the book 'felt' when i was looking at that page, and i can home in on that pretty quick.
That, and if I'm looking for something quickly during a game, I can flip through pages till I see the images/words i have associated with what i'm looking for. PDFs have to load images, and it's a pain.
Yup, I know there's an index, and PDFs have search capabilities. Don't like to use either unless I have to.
As someone whose been on both sides of this, I've learned that trust is something that is built over the course of a lifetime that can be destroyed in an instant.
Claustipher, would you be up for having an assistant? Not magic. I'm thinking a soldier that ran away from a battle due to fear, ended up in Phaendar just to avoid people who might know him. Not an anti-social, but definitely one to make himself scarce if it looks like he may be recognized as a deserter.
That would make sense. He is retired but active and would most likely have someone around to help him and that he could mentor and keep on the straight and narrow.
Sounds good. Even better if Claustipher is the type to recognize when something is wrong or bugging at someone, but won't pry too deeply, let it come out all on its own.
Claustipher, would you be up for having an assistant? Not magic. I'm thinking a soldier that ran away from a battle due to fear, ended up in Phaendar just to avoid people who might know him. Not an anti-social, but definitely one to make himself scarce if it looks like he may be recognized as a deserter.
Interesting given that I am thinking about a soldier (human fighter) who survived a battle and likely wouldn't look too kindly on a deserter! War makes for odd bedfellows...
I'm thinking of a young kid who ran away as his group was slaughtered, left for dead, found by a villager. Whatever happens next, he sees as his chance at redemption.
That could be interesting though, especially if both characters had a relationship before these events.
Claustipher, would you be up for having an assistant? Not magic. I'm thinking a soldier that ran away from a battle due to fear, ended up in Phaendar just to avoid people who might know him. Not an anti-social, but definitely one to make himself scarce if it looks like he may be recognized as a deserter.
My GM has OK'd the multiclass to Eldritch Archer, but tends to keep things RAW, so I'll probably stick with that.
i'll add that it's already not an ideal or optimized character, what with 2 levels already sunk into vigilante. We're playing through the Skulls and Shackles game, and we needed a skill monkey and I got the ok to run a vigilante. I was mostly interested in trying out the class, and I recognize that a lot of it's features may or may not work very well, depending on how the game goes.
I'm mostly interested in getting to the Arcane Archer prestige class, and utilizing those features. I will be a couple levels behind schedule, but I'm open to other suggestions.
I've got the chance to level up vigilante (stalker). He focuses on ranged combat, and I'd like to eventually build him into an Arcane Archer.
With that in mind, I'd like to multiclass him with a level of magus (eldritch archer). The thing is, charisma is higher than intelligence for this PC. I've tried to figure it out on my own, and I'm a little confused, but can anyone help me figure out if the Eldritch Scion and Eldritch Archer archetypes are compatible?
It is an exceedingly frustrating concept. Nor can I call it justified. Take someone who buys a, say, car. Do they expect the car to have value forever? A chainsaw? A pair of shoes? A newspaper? A roll of toilet paper? A computer? Should they?
The chainsaw stood out to me, both in a "one of these things is not like the other" sense, but also because my dad inherited my great-grandfather's chainsaw, which he still uses. Works pretty good.
I should make a relevant comment. My GM asked for some basic info about my character's immediate relatives. He wanted names and class, but ended up with backgrounds, personality traits, motivations, etc.
Then i told him i had ideas for my characters cousins.
...And *then* reveal they were fighting a body double and the *real* villain is fresh now that they've blown all their good spells on the fake villain! Bwahahahaha!!!
Already done that (no joke--it's part of the campaign). I could have the second one also be a body double, but now I'm getting in to matryoshka doll villain territory and eventually they'd just flip the table on me.
I'm a pretty manipulative GM (the gaming table the only place I let out my inherent, otherwise-uncontrollable sociopathy), so now that I know that they know that I have a tell, I can course correct to continue my psychological brutalization of my friends.
What? Is there some OTHER reason to game?
Not according to my GM (who just happens to be my little brother...may have something we need to work out there)
When I was a kid, I wanted to be a cowboy artist. To clarify, not an artist that focused on western themes, but a cowboy and an artist.
Embarrassing confession: My younger brother and I are playing a game where our characters are adopted brothers. The weird thing is our roles have reversed and now he's the one keeping me in task and in the one running after everything shiny.
I disagree, but more because this sounds like a "which came first, the chicken or the egg" kind of thing.
I dont have a response much to the second point, but i would say that a general idea of what the game could be is a good thing to have, both for players and GMs. I think to plant the seef, you really need a gm to say "this is the style of game we'll be running," and from there you need players who'll be invested in however the plot and setting evolve.
Hmm...given that gnomes are social pariahs I may instead go with the original dwarf witch idea, so that there's not that issue when it comes to meeting with the party. I will try to have something put together as soon as possible.
Had a player in the group that would always be the first to start looting whenever the opportunity presented itself. Just finished combat, found wagon on the side of the road with injured survivors, you get the idea. It got to the point where the GM started having guys character pick up everything, even things that weren't "treasure". He eased off after he realised all he was running out of room to carry things after he had all those broomstick
I guess this qualifies as embarrassing... Drow are my favorite D&D race. I've read a probably excessive amount of sourcebooks and novels about them, and I secretly feel a little bit hurt when people say things like "drow players just want to make Drizzt ripoffs".
The problem isn't that all drow players want to make Drizzt ripoffs. The problem is that too many players that do play drow want to make Drizzt ripoffs; and that too many players do not want to play the disadvantage of being a drow. The drow are for all intent and purpose the Nazis of the D&D/Pathfinder game worlds. Not just the Nazis, but the SS. Their reputation is that of murderous bastards that perform diabolical experiments on what they consider lesser races (everybody not drow). Now, if you're willing to play a character who is treated as the most evil mortal race ever; shunned, feared, and despised by everybody that hasn't gotten to know you; and hunted methodically by strike teams of elite elven arcane archers and ninjas, rock it like there's no tomorrowm.
I'd add that this is a phenomena which can occur whether the person playing the character has heard of Drizzt or not.
Hello,
I apologize, because I should have noticed this sooner, but I was sent two replacements instead of one, and the second replacement arrived yesterday. The first replacement (order #491448) arrived about a week ago, and I'm happy with it. I'm guessing the second replacement (order #4195590) was sent on accident. What is the best method to return this extra copy?
A gm for an irl game I'm playing in is too nice. In the sense that some of the challenges presented were too easy, or we got more than we expected, or stuff is very easily available. Don't get me wrong, it's nice to get stuff (potions, nice weapons, etc.), but I do like the challenges to be...well, challenging.
But he is also relatively new to bring a gm, and overall has provided some memorable and fun encounters :)
Hello,
My account is reading this order as being completed, but I haven't recieved it. I've tried to reach out to UPS, USPS, and the UPS-MI link that I was originally given. Neither UPS or the USPS can find any indication of the package using the tracking numbers I gave them, and UPS-MI hasn't responded to any of my attempts at communication. Can you please help me track this order down? Thank you.
In a Star Wars Saga campaign taking place during the Clone Wars, the group arrived at a Twi'lek encampment on Ryloth near an ancient Sith temple they were supposed to be investigating. This encampment was home to a large portion of the NPC pilot's family. As they were resting and making acquaintances, a small group of clones and a Jedi Padawan came over the ridge and began attacking the settlement, shooting everyone (dark side possession, or something like that). Of course the players lept in to help, and began fighting back with gusto.
This went quickly from fun and action to serious, though, when it became apparent that the children of the camp were in danger as well. Most had made it to shelter, but when it seemed that one was going to be killed by a force-possessed clone trooper, the tank of the group ran and dove between the blaster fire and this child he had just met, almost dying in the process.
I'd be the crazy prophet talking about how our lives are nothing more than bits of paper/pixels controlled by an unseeable god that controlled our every move.
I first heard about this in an old WotC article which set out to "fix" this problem.
For those who don't want to read through that page, "dead levels" are levels in a class progression where you don't gain a new class ability (or an improvement of an existing ability). Note that spellcasting classes gaining new spells (or even spell levels) are still considered to be "dead levels" if there isn't a separate class ability given as well.
I absolutely can't stand this, since even aside from the sense of entitlement (e.g. the idea that there "should" be some new class ability at every single level), I hate how it reinforces the meta-game involved in D&D/Pathfinder. I much prefer to have the focus be kept on what the characters accomplish, not what abilities they have.
The reason people don't like "dead levels" is the same reason people don't like boring Christmas gifts. Experience is typically one of the rewards for success at events in the game. Experience is then used to unlock new levels. A "dead level" is kind of like getting a pair of socks for Christmas. Except they aren't even new socks, your grandma just went into your room, took some old socks, wrapped them and gave them back to you. Again.
The thought is that advancement becomes more interesting when you actually get something. Sometimes they're just new socks, but hey, at least they're socks you didn't already have.
The reward system of D&D isn't new or novel, it's been there since before it was called D&D. You're essentially railing against the evolution and improvements in understanding of a subsystem that has been present for the entirety of gaming.
BTW: there are games that don't use levels and don't include advancement. I can recommend some if this is a huge issue.
I regularly ask for socks for Christmas. They are quite useful.
To contribute to the actual discussion, this would bother me if it were the player getting upset because they didn't have the ability or power they want yet. If someone mentions it casually, more as a matter if fact, I don't have a problem similarly, if someone mentions to me that they received socks for Christmas, that's cool. If you're upset and expressing such sentiments in regards to receiving socks (instead of X), then I'll probably just ignore you.
Gamers to game with...I've enjoyed gaming with these folks.
Profession Smith 6 Ranks
Bimpnottin Daergel
Firefoot17
Hoary and Wizened
Nate Lange
Terquem
DavianGrallus
Derz
Trawetz71
Hypotherminator
Gilthanis
Edelsmirge
Adrian Grimm
CampinCarl9127
ShadyMotives
TreasureFox
Vinsomner
JDPhipps
Spencer Ramirez
Xynen
Folks I'd like to game with...
DungeonmasterCal
TriOmegaZero
thegreenteagamer
Jiggy
Kobold Cleaver
Haladir
Freehold DM
Wei Ji the Learner
Sissyl
and many, many more. Lots and lots of games to play out there, and lots of people to play them with. My only regret is that I don't know enough names to add to this list.
I will admit to being guilty of one shining example of this, and my girlfriend (who was the victim of this example) has never let me live it down. She (a paladin of Sarenrae) was attempting to proselytize an annoying but generally non-threatening tribe of goblins. Nat 20 Diplomacy. I ruled that the goblins were so moved by her words that anyone other than a believer in Sarenrae (including their compatriots) were heretics and infidels and needed to be purged. It turns out that critically succeeding on a skill check and having it (literally) blow up in your face is not a fun experience.
It's... actually kind of sad that my worst GM story is about myself.
I wouldn't say that this is sad. You made what you thought was the best call and recognized that it probably wasn't. Learning from something like that is a good.
To toss one onto the pile, basic railroading. It just stinks when it feels like nothing you're doing matters in the campaign, because the GM's just going to make the plot happen, dangit!
In a recent game, it became very clear to us as a group that our enemy was herding us to a specific location. We utilized water-walk on the ocean to get away from our enemy and head in the opposite direction. Lo and behold, as the spell was nearing it's end and we decided to head onto land to fight the enemy where we wanted to fight them, a nearly identical location pops up, and we're hit with the impression that we'd be safer in there. Not the worst, but it still stinks to get the feeling that your choices don't really have a huge effect on the game.