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MrWakka's page
Goblin Squad Member. Organized Play Member. 54 posts. 3 reviews. No lists. 1 wishlist. 4 Organized Play characters.
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BlackJack Weasel wrote: Urtar Mythstone wrote: BlackJack Weasel wrote: You can't force somebody to play any alignment they don't want to. I mean he puts the helm on and the character acts no different than he did before. what are you gonna do about it? complain that he doesn't lie enough? complain that he doesn't kill enough, complain that he doesn't play his character in a way that you think he should? you might as well take his character sheet and tell him to go home if you're going to pull a move like this. The way we play is that we don't play the game we play the characters and if his character is now one who is now an organized evil he'll play it that way. will he? how will you enforce this? the player wants to play a chaotic good character, you can't make him play a character alignment he doesn't want to. like I said, he's wearing the helm and his alignment as far as the rules are concerned is LE. but you can't expect or force him to play the character any different and if you could enforce it all you'd do is remove agency from the player. raising a flag every time he pets the dog instead of kicking it? every time he helps the old lady cross the street instead of robbing her blind? forcing him to do things that he doesn't want to do. you'd essentially be removing that players input in the game. you might as well tell them to go home whilst you take control of their character.
and on the other side if you can't enforce it, you can't force him to do anything because you don't have that power as a fellow player and as a fellow player you shouldn't. he'll play his character the way he wants to regardless of helm and you'd just have to suck it up. If he doesn't want to play a character who kicks dogs and robs old ladies you can't make him play one. His table, if this is the way they roll, so be it. No need to tell them how their fun is wrong because it doesn't mesh with how you play. If the DM is okay with party PvP, and is okay with this thats their choice.
Personally deus ex machina from the DM to prevent this would be worse for me than what he is doing, at least anything as overt as high level outsider pops in and kills the magus. What he is doing assumes the cleric is gullible enough to do what the evil magus wants, and could actually be a great moment for the cleric to explore different things with his character, not the least of which is the potential to return to his former self.
If the cleric player doesn't want this to be permanent the DM can then work in response, with numerous methods to counter-act this. For one does the cleric have an established church in the town? This evil, which to be frank isn't exactly the most clandestine conversion, might spark an uprising against the magus' faction in the town.
Alternatively the cleric might embrace the evil, but understanding the magus betrayed him he works against him, perhaps even embracing Eiseth, or another deity that would allow him to work against him, but no longer restrained by being good. Alseta might be another good deity if the cleric is more introspective, lawful neutral god about transitions, doors, and thresholds.
Personally, I'd be fine with the switch, at least in the interim, but hell no I am not siding with him. If I did go Asmodeus it would be to supplant the magus in his favor and role. The magus wants a mini-cheliax, fine, but it would be the clerics to oversee. Also, being evil, no reason to heal the magus or his supporters again. But then I do tend to have a slight vindictive streak in games.
knightnday wrote: Malwing wrote: I've been contemplating making a thread titled, "Do you like this game?", mostly because of the threads, starting from 3.0 days apparently, about the same problems. All this doomsaying is happening while the system as a whole has been thriving for over a decade rocked the entire RPG market twice and spawning so many clones, all while similar games that supposedly don't have these problems exist in a huge number. It makes it hard to know how to feel when the fans of the game say that the developers don't know what they're doing. Especially when I'm over here happily playing my games without the system self destructing every FAQ update. In the meantime the people that refuse to play Pathfinder have 'hostile online community' as their #2 reason to stay away from the game.
I'm not saying that I'm thrilled with the ACG situation, and I'll say that caster/martial disparity exists (although stopped existing in my games a while ago) but I have no where near the anger and disappointment I see on these boards or reason to start accusing the developers of having some sort of agenda against us. Yeah the ACG is a mess and now post-eratta my book is pretty useless but I do think they're trying the best they can but made a lot of mistakes in that book. I'd like to turn in my book for a discount on the second printing but its not a jump ship situation for me. I haven't noticed any real glitches in Occult Adventures so far so I feel like the ACG is a bad blip on the track record and nothing more.
And its not like I don't have the tools to jump ship if I wanted to. On my shelf is 5th edition, Dungeon Crawl Classics, Fate, Fudge, Mutants and Masterminds, 13th age and True 20. In the case of 5th edition I know for a fact that its fairly easy to play adventure paths using 5th ed. I'm playing a game where that is happening right now. But I've been preferring Pathfinder and playing Pathfinder and liking Pathfinder, and buying Pathfinder.
We also have a very vocal developer base that communicate with ... Do I like this game? No.
But let me elaborate, as I played quite a bit of Pathfinder switching to it at the start from a 3.5. Two things killed the system for me, one was Pathfinder Society, the other was the number of customization options.
My main pathfinder home game had ended, so I decided to try Society play, at first it was great. I one shot the first boss I faced with a lucky smite evil hit, I rolled a nat 20 diplomacy check that saved my group from what was a seemingly sure one or two deaths. But then we captured a boat.
So you might ask, who cares about a boat? Certainly not my paladin, he had no need for a boat, no skills for using one, nor any connection to the sea, but that boat is where the seams started to show with society play. No matter what, we could not keep the boat. That concept nagged at me, hounded me, for all the adventures my character was not free, unlike a home campaign my options were limited to just the specific things Society dictated, and the illusion of a living world was shattered, I never played society again.
So it seems like home games were the only ones left to me, and that is where customization killed off the remaining desire to play pathfinder. I had several campaigns back to back where I had a very clear concept of what I wanted my hero to be, and either it was impossible in the system, or the cost was so high my character would have been useless at anything else.
I looked at the hundreds if not thousands of feats, and most of them are garbage, and then I looked at my concept and realized that to be effective at grappling for instance, I'd need to take so many that there was room for nothing else. And if I wasn't a fighter? There was no chance. Suddenly all the things, all the options, it all seemed more like a trap than anything else. It isn't like the concepts I had were trying to be OP, far from it, I liked the thematic options of being a Steve Reeves inspired Hercules type that could grapple real well and punch good without being a fancy monk. The idea of being a deaf oracle with a raven familiar who translated things outside of my line of sight for me via morse code pecks on a plate I had built into my headgear. It didn't even make him equal to a non-deaf oracle, it was just thematically cool to me. I had to jump through a bunch of hoops to get what I wanted, and for all the options, few of them ever particularly aided me in what I wanted to do. Even still having to get my DM to allow me use 3.5 feats for some of my concepts.
So here I am playing a Bard/Cleric multiclass half-elf in a second edition campaign, or the beastmaster dwarf with an owl who is just as big as I am in a Universal Battles game (in town he sits on my head and with a cloak over us, we look like a single large figure, dunno why but I enjoy that a lot). Both offering less 'options', and yet at the same time seemingly so much more free for me to play the characters I want.
I have come to see feats as being prohibitive to actually enjoying the game, and as a part of that have found the relative simplicity of others more liberating. Not to mention incredibly difficult to figure out what is and is not useful. I spent hours going over feats trying to find ones that seemed like they might be potentially applicable to what I wanted. There are just so many I may well have missed ones that might have been perfect for what I wanted. Someway to sort them all by unarmed, or defensive, sield related, etc. Or books specifically for certain styles of characters might have been useful.
All of that said, I did love it once, and played hundreds of hours of pathfinder over the years.
tl;dr: Used to like it but not anymore, for reasons.
And we are full again, thanks to all those who showed interest.
If anyone stumbles upon this and is interested in joining a waiting list just incase another spot opens, feel free to send me a pm.
Had a player drop due to scheduling, so looking for one more if anyone is interested.
Currently running it weekly, Monday nights, at 7pm est.
Have had a number of responses, and as such it is in theory full unless someone ends up having to drop out. If you'd be interested in going on a waiting list in such a case, feel free to shoot me a PM still, and I'll keep you in mind should another spot open up, thanks to everyone who showed interest.
Gambit wrote:
A really ugly cleric
Hey, just because he has low charisma doesn't mean he is ugly... He could smell.
I am in the process of planning an online AD&D 2E campaign that takes place during 1222 DR in the Vast, and I am seeking two additional players to join.
Why AD&D 2E?
I read the 5e handbook and felt nostalgiac for 2e. Since I knew no one was going to be running one near me, and it would likely be hard to find one online, I decided to run one myself. 2e like any version of D&D isn't perfect, but i like it and it's quirks, and in particular the power level that seemed to be prevalent with it in the games I've played. Magic items aren't quite as common, and not only was it likely your stats would be around average, it was fine if they were. a 13 intelligence mage could be perfectly viable for example. Rose tinted glasses? Perhaps, but if your in the mood how about we find out through adventure?
The Setting
Since the idea came about more as a feeling of nostalgia than any plan, I decided to effectively throw a dart at the realms and see where it stuck. The Sword Coast has too long been where I played my games, with a singular Halruaa campaign exception, and didn't want to retread old stomping grounds. The Vast came up, and so I started reading some of the history and getting some ideas for a campaign. So I wanted it to be the Vast that was in greater threat from orcs and the like so decided to set it in 1222, the year Raven's Bluff was started south of the ruins of Sarbreen. It should be noted this date places it prior to the time of troubles.
Raven's Bluff with its relationship with old Sarbreen seemed ripe for use, so thats where I decided the game would start. This isn't the city later used during the Living City, it is just barely started and pirates, orcs, and potentially worse could still fall upon it and snuff it out before it even truly begins. For whatever reason the players desire, they have found themselves in this fledgling settlement, and in the employ of a small dwarven family operating a trading coster looking to take advantage of the new port, along with perhaps other, more hidden, plans as well.
The Campaign
The campaign is one with a on-going story, but one that is something of a slow burn, mixed in with time between 'main' story beats for the characters to use their own initiative. That can be seeking out local treasures, fighting pirates, being pirates, defending small towns from orc hordes, etc, as you wish. While I do not wish to reveal much of the expected story, partly because I want it revealed in game, and partly because I am still working on it, expect it to play with notable events in the realms.
The Characters
Characters are rolled 3d6 in order, though not superstrict, if you are looking to play a specific kit or class we might reroll or adjust things a bit to make it work. Most kits should be fine, just let me know so I can give it a look over. Current party is two fighter/mages, one an elf, and the other either an elf or half-elf I believe. As such i'd prefer a non-mage, non-elf candidate for the two remaining spots. This is expected to be a good campaign, and while I won't prohibit an evil PC (unless by that point there is a paladin in the group.), I would ask that when you create him you find a way to make sure he will function and work with the group.
If you are interested, please PM me and I will get back to you ASAP.
Me and my group are hosting a game day in Springdale, just outside of Pittsburgh on May the 24th. 10:00 am - 11:00 pm.
Entry is free, and we plan to have a selection of table top games, such as Smash Up, and Lords of Waterdeep, as well as RPGs such as Dresden Files, Dungeon Crawl Classics, and Universal Battles.
If you are interested in playing, or running a game, check us out on our google+ page: https://plus.google.com/u/0/communities/117790742780059999765
If our initial event goes well we hope to do more in the future.
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In some ways Tar-Baphons greatest enemies may not be the 'good guys', but the villains, or at least that is potentially how i'd play it.
Arazni as already mentioned has more than enough cause to want to see him crushed, and the devil ruled Cheliax isn't going to stand by and just let a massive undead rival form on their doorstep. Neither Asmodeus nor Tar-Baphon strike me as the sharing type. Has the potential for some very interesting groups who hate each other working towards a common goal. Knights of Ozem working with the Harlot Queen, Cheliax and Andoran forces standing together against the undead horde. As far as the world wound, i'd imagine he would ignore it. The crusaders there are too busy to split their attention unless forced to, and as long as they are fighting demons it is siphoning off forces that would otherwise be fighting him.
So if it were me as Tar-Baphon, here is how i'd see things play out:
1: Tar-Baphon gets free, immediately nukes Vigil. At his level he doesn't need allies or a horde to help do it and no one there is going to have the power to stop him, and having undead would simply alert others as to the true cause. If possible try to throw suspicion elsewhere, but at the very least leave it a mystery, don't announce his presence and take precautions to ensure divination is unlikely to reveal the truth. Sure, hes going to be top of the suspect list, but if no undead hordes stir, or anything else people suspect would come with him happens, they aren't going to be sure.
This will throw his most dedicated opposition into disarray.
2: Leave Ustalav, leave a trusted servant in charge of quietly rallying his forces and keeping them hidden so they can spill out across the land when he needs them. Set up a new base, and set about fortifying it while moving to step 3.
3: Gain influence and spread chaos. Razmir might be an ally given his desire for immortality that mirrors in some way Tar-Baphons own, but it would likely be easier to kill and replace him with a puppet. Have said puppet start a war of expansion into the river kingdoms, it will weaken those realms and provide ample corpses for his own use later, and if it succeeds, all the better. Galt is so chaotic he could likely start a new faction there and with subtle hand gain control of it as well, and no one will pay it much notice because, well its is Galt after all. Once he has control of Galt have it join in the wars of the river kingdoms, using Graltons actions in Galt as a pretext. Getting the orcs of Belkzen bent to his will would also be beneficial, and if not and word of orcs dying by the hundred from some unseen menace gets out, is anyone going to care all that much?
At some point someone will have already started to piece things together, but if he works well to misdirect things he could by this point have a large swath of the inner sea under his control. The war in the river kingdoms would slow reinforcements to the crusaders in Mendev, he could have his forces in Ustalav spill forth into Lastwall, and use his agents to cause as much chaos as possible among their ranks as he does, all while still not directly revealing himself. If a bunch of forces arrive to bolster lastwall, then he can go about taking all those lovely dead people in Galt, Razmiran, and the River Kingdoms and put them to use either opening an additional front no one was expecting, or cross the lake to hit those in last wall from an unexpected direction. He can either have the orcs join in, or the dead orcs, as the case may be, or keep them as a surprise reserve.
From a GM perspective i'd probably just have his forces attack everywhere at once. This creates a world war type scenario with a front that spans nearly all the way across the continent, with an easy excuse for massive early gains thanks to the speed, size, and unexpected nature of it all.
Monkeygod wrote: It would be really awesome if there was an archetype for the Sorc, Wiz, or maybe Witch, though I would really, really love it if there was a Sorc archetype. I was always a fan of the flavor of the Harrower prestige class, but rarely find myself in games that go to a high enough level to really get very far into it, so some sort of archetypes would be something i'd love to see as well.
Marc I have a question, I am considering using the scaling combat feats in my current campaign, and since there are a few casters one of them brought up other non-combat feat chains. As a result I am curious if you, or whomever wrote that section, tried using it with other feat chains and if you found it to be too problematic or anything.
I can accept the general rise in power, but I wasn't sure if someone ran into something I might be missing.
It appears we now have a full group for the time being.
I know another player is planning on a tiefling magus, and the other is considering a ninja. An additional melee isn't out of the question. Though getting some additional casters wouldn't hurt if anyone else is interested.
I'll mark down Wednesdays 6-10 and see how it works with the others. I am still looking for at least two more players, for a total of 5. Assuming schedule wise everything works out with zerceses, we have three thus far.
I am planning on running an weekly online WotR campaign using Raidcall for voice & roll20.net for a virtual tabletop, as well as a campaign page over on obsidianportal.com.
Currently I am looking at Wednesday or Sunday evenings, sometime between 6pm-10pm est to start, and it being a 4 hour or longer block. More specific times to be determined as I get people signed up and see what works best for the group. Start date to be determined when we have the players and schedule worked out.
Character creation rules are listed over on the OP page here: Character Creation
If you would be interested in taking part, post here or send me a pm. I would note that one potential player is new to tabletop games, so some patience is likely to be required.
Thanks for the clarification!
http://www.d20pfsrd.com/classes/base-classes/witch/archetypes/paizo---witch -archetypes/white-haired-witch
So I was thinking of rolling a character using the above archetype, and I am curious about the White Hair ability, specifically:
"In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition."
Would casting a spell that required a touch attack count as striking a foe? If so that makes this a potentially interesting avenue, especially since I rarely use touch based spells.
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Plenty of artists you could likely find online on places like deviantart who will do commissions. You could also browse their gallery to see if you like their style before hand.
Marc Radle wrote: Hey! thanks for the great, 5-star review MrWakka!!!
Regarding the Awakened Arcane Bond feat, I think a lot depends on your GM and the campaign. Since the PC with this feat is imbuing the arcane bond object with a tiny spark of his own intelligence, force of will, and arcane power, he has complete control over all aspects of the 'awakening' and the various powers and abilities that result, which may not always be the case otherwise (again, depending on GM and campaign).
Also, many GMs do not normally allow PCs to easily craft intelligent items, even if they can craft more mundane magic items. Remember, the various craft magical items and weapons skills say nothing about allowing those skills to make an *intelligent* magic item.
If your GM/campaign allows you to buy pretty much any magic item you can afford at Ye Olde Magic Shoppe, including intelligent magic items, then this feat might not be a huge advantage (although causing your arcane bond to become instantly sentient yourself without having to involve other people, being able to choose exactly what abilities it has AND only paying half the normal cost is STILL nothing to sneeze at!).
If, however, your GM/campaign is much more 'stingy' (in a good way :) about allowing PCs to simply purchase magic items in general, and intelligent magic items in particular, then this feat become even MORE worthwhile :)
Again, thanks so much for taking time to do such a thorough review!!!
You make a fair point regarding awakened arcane bond, I updated my review to reflect that, and also a couple of thoughts I had since on the gearforged stuff.
While going over it again for my review, I noticed two errors in the book.
Along the page margin, it says Ravonfolk instead of Ravenfolk.
Page 6, extra comma at the bottom of the page in Rookeries and Ghettoes section between the Khanate of the Khazzaki, and Tanserhall.
Ah, well that explains it somewhat. The table was left out of the book and the update hasn't been put out that adds in back in yet. So I've been using the SRD version.
Love the book thus far, I ordered the pdf version. I have noticed a few minor errors, mostly in terms of page number references. (Presumably leftover from the stand alone versions.) Anyplace I should report these, or is it a non-issue at this point post release?
@ Timebomb, I have little doubt there are more potent options, I am liking the flavor at the moment however.
Mostly just trying to figure out how to make the companion worthwhile, it seems weaker than a familiar or animal companion, either of which I could get fairly easily with eldritch heritage at the cost of a couple of feats. (Assuming your DM allows the sylvan bloodline through the eldritch heritage feat.)
@Skylancer & Mojorat, yeah the incorpreal ones seem like the better options, especially with their attacks being vs touch AC. I just like the vampire for fluff reasons.
Wasn't sure If I should ask here, or on the compatible products forum. The latter seemed mostly just for specific product announcement and discussions, so hope this ones OK.
Recently picked up the New Paths Compendium, and I am tempted to play a White Necromancer with the Grave-Bound archetype. I intend it to be a Dhampir, with a vampire companion who is my characters brother. Either way that is the route I intend to go because I like the RP opportunities there, however upon looking at the actual stats, I am not seeing how this guy is supposed to be used.
With a 1/2 BAB, 7 total skill ranks at 19+, 14HD at 19+, and really no stand out abilities save at 20, which is limited by that point, what role would he really take up?
Anyway, I like the flavor, but thought maybe I am missing something obvious, and that the kind people that populate Advice might have some suggestions or recommendations.
Psion-Psycho wrote: Ask JJ or rules forum. My apologies, didn't realize I had posted in the wrong one until you mentioned it.
Lord Pendragon wrote: I would rule yes. The description doesn't say the monk has to take damage from the attack, only that he has to be subject to an effect that deals damage. He'd also be able to use it if he'd had Protection from Fire up and taken no damage.
The point is that there be such an effect, and that he be the subject of it, for the cloak's power to kick in and make it look like the effect incinerated him.
I have to say, this is the first time I've heard of the item and it strikes me as quite flavorful. :)
That is what I was thinking as well, just wanted to see if I was missing something, or if I was in the minority.
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Recently a debate started between the would be owner of such a cloak who is a monk, and the DM, on if he could use it on a turn when he successfully used evasion.
The description for the Cloak of Fiery Vanishing says "Once per day, when subject to an effect that deals fire damage, the wearer can spend an immediate action while obscured by the flames to become invisible, leaving behind an illusory pile of ashes and bones, as if he had been slain by the fire effect. "
Essentially, would a monk who evades the fireball be considered subject to the effect of the spell and be allowed to use the cloak or not? Anyone able to offer any clarity to the subject?
Virtual Tabletop games do get posted here on occasion, posted a few myself. Just gotta keep an eye out. Check MapTools and roll20.net for games looking for players as well. Really any of the VTT sites usually have someplace to find games looking for players.
Might also take a look at the recruitment forum on obsidian portal.
It has been sometime since I last read the WoT books, so forgive any mistakes.
What exactly is the intent? Do you want the horn to be blown but them still be unaware they are in randland? Or do you want advice on how to dramatically reveal this? Are the characters natives to the setting, or plane hoppers of some sort?
In terms of just giving exposition, and explaining the horn, you could always have a gleeman telling of the hunters of the horn. A bit on the nose, but an option. You might also have them encounter some hunters of the horn, and give some details from that. Perhaps as an antagonistic group, or perhaps an old and dying hunter they run across can tell them his tale?
Scythia wrote: My favourite trait of Modrons was how in 2e they had a static initiative, rolled at gen and set for life. That to me epitomized the ideal of order and clockwork nature they represented.
I have no idea what rp cost that would have though.
I'd likely set it at 0rp personally, entirely possible to be stuck with a one. Some of the other optional things in 2nd ed were fun as well, like preset actions which could allow you to act out of initiative if the conditions were met.
blackbloodtroll wrote: Have you seen the Android? I had not, very interesting. How is that a 16 rp creature? the points listed only add up to 4, and judging from the other stats would seem to only be 10 in total.
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So I am looking to develop a take on the Modron, unfortunately the traits available in the advanced race guide do not really match the 3.5 version (Dragon 354) that well. It used the living construct race trait, and the half construct doesn't match up in the least.
So here is what I came up with, and I am curious to get feedback, and if anyone agrees/disagrees with my RP value for it. I should also note the campaign that it will be used in also uses some 3.5 content, such as some spells.
Racial Type: Outsider (Lawful, Sentient Construct)
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. (8rp)
Does not need to eat, drink, or sleep. Though may do so in order to gain benefits. A Modron must still meditate for 8 hours to regain spells. (6rp)
Spell Vulnerabilty: As a Modron they are subject to spells that affect living creatures and constructs, such as Disable Construct and Harm. (-2rp)
Healing Vulnerabilty: spells from the healing subschool and sypernatural abilities that cure hitpoint and/or ability damage are only 50% effective. (-2rp)
Spell Weakness: Spells that effect armor, such as heat metal, or chill metal, damage the target regardless of the armor being worn. Likewise he is affected by other spells that target a creature as if he were wearing metal armor, should that have an effect, regardless of the material of the clothing or armor he wears. Spells that affect objects only cannot be used on the subject. (-1rp)
Revive and Resurrection: A Modron cannot be revived or resurrected, but may be affected by Revive Outsider, and Wish. (-1rp)
Dark Vision (0rp), from outsider.
Ability Bonuses
Ability Bonuses: +2 con, +2 int, -4 Cha. (-1rp)
Other Bonuses/Penalties
Racial Perception Bonus: +2 racial bonus to perception (2rp)
Illusion Resistance: Modrons logical minds are able to more keenly discern illusions. Modrons gain +2 racial saving throw bonus against illusion spells and effects (1rp)
Modron Shell: A modron has a resistance of 5 to Acid, Cold, and Fire, and a +2 to their natural armor. (6rp)
Born of Order: -2 to all charisma checks against chaotic creatures. (-1rp)
Cubed: Cannot wear normal armor, all such equipment must be fitted for the creature. Doesn’t increase cost of purchased gear, but means found armor will need to be adapted before use. (0rp)
Surprise Vulnerability: Remains flat-footed for an extra round following a surprise round. (-1rp)
The end total is 14
Thoughts, think I over or undervalued?
I like the idea and was thinking about this myself, playing something like a thief in a LG city.
Not to mention a threat from below, be it drow, orcs, or aboleth, etc could always be fun.
Stephen Cheney wrote: Our intention is that Wizards will all have access to craft skills to disassemble and reassemble spellbooks (likely based on the Spellcraft skill, naturally). So if you loot a few spellbooks that each have one or two spells you want and several you don't, you can take them apart (into individual spells) and then create a new book with just the ones you like (and sell the rest or save them for later). There will likely be "research wizards" that find a niche making cool books for other wizards that don't want to fiddle with the crafting system.
We're still discussing the more fine-grained mechanics internally, and we may have additional permutations on the system once we get a better idea of how spells will be balanced.
Thanks for addressing this. Sounds like it will be a fun route for my caster to go in terms of crafting.
The way it is described though makes it seem like some spells will be rare loot in these spellbooks, which is concerning.
I have played enough MMO's to get the feeling this is how they are going to balance spellcasters. Spell X is great, so it'll only be available in a spellbook with 5 other subpar spells. Or perhaps as a method to control and define them in pvp/pve, so you have to choose between the glass cannon spellbook, or the control spellbook, or the summoning spellbook. They can all fall into neatly preconfigured roles.
Maybe I am reading too much into it, but i'll be very disappointed if they choose to mmo-ify casters in this game.
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Generally speaking I am a big fan of what I have read about what GW is doing with the MMO. However, recently I read one of the blog entries that makes me concerned about the way magic is going to be handled.
Three Headed Hydra Blog post wrote: If a character has a spellbook equipped, it can go into one of these slots; activating the spellbook turns all weapon slots into spell slots determined by the spellbook. Wizards will have to find and equip different spellbooks to get access to different spells, with some books being more valuable or rare than others. Does this mean that if I were to play a arcane caster, I couldn't select my own spells? Rather I am going to be stuck with preconfigured spellbooks?
This more or less is a dealbreaker for me in playing a mage. One of the things I love about tabletop games over MMO's, and one of the reasons I enjoy playing a caster in DDO and not WoW, is the spell selection. I like playing a wizard over a sorceror because I like the versatility in spell selection. If I am going to be forced to use the Spellbook of Noobium, and have say, Color Spray; Magic Missile, and Sleep; or instead use the Spellbook of the Novice with Ray of Enfeeblement, Mage Armor; and True Strike, I don't think I could play a mage in this game.
Which isn't to say I still don't look forward to it, but as someone who almost exclusively plays full casters in pnp, this seems highly disappointing. MMO's have almost never gotten casters right, making them into glass cannons instead of the amazingly versatile classes they can be. I don't know that is what will happen here, but it screams of cookie cutter casters with minimal spell customization; an odd note for what is otherwise looking to be a very promising and open sandbox game.
Right, my apologies about missing the creation stuff.
15 point buy, WBL for 8th.
Full hp at 1st, roll afterwards with a reroll on 1s.
The starting wealth can be spent on mostly anything, but no more than 25% of it can be spent on a single item. 3.5 or third party items can be considered, but i'll need to look it over before giving it an OK.
Magus isn't really something on the table at the moment, were focused currently just on core classes. The inquisitor was grandfathered in from when we restarted the campaign a few months ago. Sorry.
Expedition into the West
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To whom it may concern, a local adventuring group is seeking support of an arcanist, capable in the ways of magic and knowledgeable in its use and practices.
We would offer such a individual equal shares in our findings in return for their services.
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I am currently running a online pathfinder game in a custom setting, we currently have a Cleric, Druid, Barbarian, Rogue and Inquisitor. Recently our arcane player, a necromancer, has been unable to play due to scheduling conflicts. As a result we are looking for one person to join us in that role.
We use pathfinder, with some limited allowances if a player wants/needs a third party resources, which I allow or deny on a case by case basis. Otherwise anything first party is generally allowed, but only the core classes are presently allowed. Races allowed include Humans, Anumus (With different lore/appearance), Kobolds, Kitsune, and Tengu. Most traditional races are either very rare, hidden, or do not exist in the setting.
The campaign is itself very much a sandbox, the players free to pursue whatever their interests are. I require a list of goals for each character, which I then use to try and give some various incentives and plotlines, which are optional if the players prefer to pursue some other crazy scheme.
Currently the party is level 8, and in terms of alignment the party has some evil, some neutral, and a good player, and any are welcome so long as they are able to work with the group, and it should be clear there is no pvp allowed.
Lastly we meet sunday nights online at 7:00pm-7:30pm est, and use maptools for battles, some limited rp, and then skype for voice chat and additional rp. You must be willing to use voice chat to play.
If you are interested, please post a character concept below. Feel free to ask any questions, and i'll respond as quickly as possible.
So I am developing a character for a new pathfinder game I will be playing in, and the concept of the spellslinger always appealed to me, but the limited spell selection that could be fired through a gun always seemed a big drawback.
The DM is allowing me to take some 3.5 classes, and I am thinking unseen seer, spellwarp sniper, then the pf arcane trickster to round things out giving a nice bit of sneak attack damage and bonuses to rays.
While this opens up a lot more options via spellwarp for rays, im thinking Words of Power is the way to really go, my DM is ok with me using it but I wanted to toss it out and see if I am missing any obvious flaws here.
In theory I could make a much larger array of utility ray spells tnis way, including enchantment, which would then benefit from a much increased save DC.
Any thoughts? And with words of power in play what would be the best way to go about opposition school selection.
Spes Magna Mark wrote: My initial thoughts:
Level: Qed 3
Components: V, S, Special
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
Spell causes cramps in the target's body. Every round for the duration on the spell, the victim must make a Fortitude save at the start of its turn. Failure inflicts 2d6 points of nonlethal damage, and the victim is staggered for that round. If the save is successful, the victim takes 1d6 points of nonlethal damage, but it is not staggered. If the victim takes no standard or move actions on its turn, it gains a +4 bonus on the saving throw for that turn.
I like this, thanks alot for the help.
Level: Qed 3
Components: V, S, Special
Casting Time: Standard Action
Range: Close (35ft +5ft 2/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude half
Spell Resistance: Yes
Spell causes cramps in the targets body. Every action the victim attempts requires a Fortitude save; failure means the victim suffers 1d10+10 damage and may not perform the action. If the save is successful, the victim takes half damage and may perform the action without penalty. If the action was casting a spell, the victim loses the spell whether he saves or not.
The class is basically a bard with divine magic instead of arcane. Max spell level is 6, etc, standard bard stuff. So he would have access to this spell at 7th level.
If not adapting this spell, any suggestions to a replacement spell for his spell list?
One of my players characters died, and decided for his next one he wanted to try his hand at a Qedeshot from the "Testament: Roleplaying in the Biblical Era" 3.5 book.
The class itself could be summarized as a divine bard of sorts. This had no issues until he started using one particular spell, cramps.
The spell is a close ranged 3rd level spell which causes the target to take 1d10+10 damage per round and unable to act unless they make a fort save, and then they only take half damage. Regardless, it also prevents the casting of spells for the duration, save or not. It lasts 1 round per level.
Maybe you guys will have a differing opinion, but this seems a bit strong to me, able to essentially shut down casters completely for a fight, and he is more than able to memorize enough castings to shut down more than the number of casters I typically have in a encounter.
The class doesn't get a lot of offensive spells, mostly heals and buffs, so I am reluctant to simply ban the spell, and am I hoping someone might help me find a fair way to make it more balanced for use in pathfinder.
I am thinking of potentially a second save, perhaps will, in order to cast while under this effect, any thoughts?
I am a 26 years old, have played online mostly, but a few in person games over the last few years. Presently I am in college for programming. My time zone is eastern standard, and I am available Saturday all day, in the afternoon Monday, and potentially Friday or Sunday all day.
Don't mind playing with new players, its not an issue for me. In terms of characters, I favor casters, or classes with a mix, like the inquisitor, ranger, magus, etc. What i'd play specifically would depend on the campaign theme and groups needs. In regards to particular interest, I wouldn't mind brevoy or Iobara, but im pretty easy and will be happy anywhere.
Aside from that, I am very familiar with maptools, not so much with FG2, but don't mind learning.
I'd also be interested in a game. Presently DM an online and in person game and I am itching to play.
If you decide to start something up and need another drop me a line.
A bit on the shortside, and I like the typical dwarven mindset, so dwarf. I like wizards and clerics, but I don't think the years of study would be my thing. On the otherhand, I am a teller of tales, have a broad smattering of knowledge and trivia, and I wouldn't mind traveling.
So dwarven bard, possibly a divine variant, focused on spellcrafting, story telling, and traveling the lands of golarion.
Dwarf | Bard | Level 7
STR: 12
DEX: 10
CON: 14
INT: 14
WIS: 14
CHA: 14
(Not the most optimal, but more realistic to my abilities)
HP: 32
Saves: fort: 4|Reflex:5|Will:7
Skills: Appraise:3|Bluff:2|Diplomacy:7|Intimidate:2|Sense Motive:7|Knowledge(all):2|Linguistics:1(Japanese)|Perform(Storytelling):7|S pellcraft:7|UMD:7
Feats & Gear: Who knows, probably would have invested in real estate and various enterprise, and feats would likely go towards enhancing magic or survivability. Oh, and leadership.
Can an Arcane Blast be "shot" as if it were a spell through the spellslingers gun?
Arcane Blast per the d20pfsrd: http://www.d20pfsrd.com/feats/general-feats/arcane-blast
My initial thought is no, but I wanted to double check.
Quote: The God of Atheism.... yeah, he has his work cut out for him.
The god of atheism doesn't have an avatar so much as a presence. Anyone near him will find themselves questioning their faith, unfortunately this also includes anyone he is attempting to convert. Anyone who has ever shown interest due to any number of promises he has made has eventually decided that he isn't really there, or that if he is he most certainly isn't a god and therefore is not something to be worshiped.
If your PC's run into him they should make a will save against doubt at a DC you feel appropriate, failing results in a crisis of faith. Religious characters should have a circumstance bonus to their save, but should they fail suffer more then the less religious ones. (perhaps be cut off from any divine bonuses such as spells in the case of clerics or saving throw bonuses in the case of a paladin for a duration your comfortable with.)
Quote: God of the Hunted, not the hunt mind you.
The god of the hunted is a skinny looking fellow with pale skin and large eyes, he rarely stays in one place very long and becomes increasingly agitated when he is forced to.
Always on the move with eyes darting all over he has yet to successfully convert someone to his cause, the farthest he got was a brief discussion that went on for a quarter of an hour before he screamed and ran off saying that "they" would never take him alive.
Quote: God of Procrastination, course.. his avatar has yet to get going yet...
The god of procrastination is a somewhat untidy fellow who looks generally like a obese middle aged man with a receding hair line who just woke up.
While this crisis is going obn he has become determined he must take action, after all his life is on the line, however upon taking on avatar form he has stayed at the same tavern enjoying himself.
After all it isn't like he can't just build his church tomorropw after all.
Quote: God of Self Doubt
The god of self doubt isn't really sure about this whole godhood thing, fact is he doesn't think he is up to the task. Compared to the like of deities in charge of magic or war, whats the point y'know? he feels even if he did put forth his best effort he would fail anyway.
He has in the past wanted to shore up what he sees as his own faults by allying with another, unfortunately his attempts thus far have failed as the god of procrastination keeps delaying their meeting.
His appearance is a extremely well groomed man lacking any distinct style, his overall appearance looking very proper and "safe."
Quote: God of Forgetfulness.
The god of forgetfulness appears as a old man with a kindly face, short beard and bald head. Unfortunately he comes off as very absent minded and any clerics who devote themselves to him typically forget about him after a time.
Hope at the very least that may be of some small aid in coming up with some ideas.
Thanks for the tips!
i'll have to see if i can hunt down a copy of the planes of law somewhere.
I had a friend who would talk about how he wished there was more chaos/law stuff published, but it wasn't until i rolled this guy and got several weeks into the current campaign i realized how much i agreed with him.
Im somewhat surprised no other company has tried to make one since it seems a void that isn't covered by WotC or other big name that i am aware of, but i suppose it is somewhat of a small market for it.
So in the current campaign my group is playing i am a lawful neutral cleric. I know there is the book of vile darkness and exalted deeds, but is there any supplements for 3.5 edition focusing of extreme law types, planes, champions, etc?
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