Amiri

Noro Kas's page

1,144 posts. Alias of Edward Sobel.


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Oh well. Rejected twice now. Guess not meant to be.


wow lots of templates being used. guess I am the odd one out? normal human and no template.


GM Rednal wrote:

Backstory's a good length. I mostly don't comment on characters aside from answering specific questions, though.

(This is actually part of how I decide. For one thing, it means I won't be thinking about one character way more than others, so I won't be too biased at the end. For another, I want to get a sense for how you think when you're creating something all on your own, since that gives me a better sense for how you're likely to play a character during the game.)

I appreciate that, maybe I should rephrase my question then, Is, Am I missing any information that you need.


any thoughts on Noro?


not sure if this is still open but I was one of those not selected when you first picked up your bardic Paladin.

here is a link to my original submission

not sure if I was liked enough to stand a chance but I toss this in anyway.


been quiet here. hope there is still interest.


OK here is the new crunch for Noro. the back story is still in the alias.

noro stats:

Noro Rise of Runelords
Female human barbarian (brutal pugilist, drunken brute) 4/telekineticist 4/gestalt 4
CG Medium humanoid (human)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 60 (4d12+12)
Fort +6, Ref +6, Will +2
Defensive Abilities savage grapple
--------------------
Offense
--------------------
Speed 30 ft.
Melee
. . dagger +8 (1d4+4/19-20)
. . unarmed strike +8 (1d3+5) (+1d6 force w/ Kinetic Fist)
Ranged
. . dagger +6 (1d4+4/19-20/rng 10’)
. . Kinetic Blast +6 (2d6+4 force/20/rng 30’)

Special Attacks kinetic blast, rage (12 rounds/day), rage powers (brawler[APG], greater brawler[APG], raging grappler)
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—kinetic fist, pushing infusion
. . Blasts—telekinetic blast (2d6+4)
. . Utility—basic telekinesis, kinetic cover, telekinetic haul
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 15, Int 12, Wis 12, Cha 10
Base Atk +4; CMB +8 (+11 grapple); CMD 20 (22 vs. grapple)
Feats Extra Rage Power[APG], Improved Grapple, Improved Unarmed Strike
Traits family ties, quain martial artist
Skills Acrobatics +9, Climb +8, Craft (tattoo) +5, Handle Animal +4, Heal +5, Intimidate +7, Knowledge (local) +8, Knowledge (nature) +5, Perception +8, Profession (gladiator) +5, Profession (sailor) +7, Survival +7, Swim +8
Languages Common, Tien, Varisian
SQ burn (1 point/round, max 5), elemental overflow +1, gather power, pit fighter, raging drunk
Other Gear mithral chain shirt, dagger, tourmaline sphere ioun stone, backpack, belt pouch, blue book[UE], blue book[UE], everburning torch, masterwork tattooing tools, pulque (per wineskin)[UE], sealord wine (per bottle)[UE], tindertwig (5), waterskin, wrist sheath, spring loaded, 12 gp, 6 sp
--------------------
Special Abilities
--------------------
Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Brawler, Greater While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
Burn 1/round (4 nonlethal/burn, 5/day) Burn HP to gain greater effects on your wild talents.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Kinetic Fist (1d6 blast damage) Your natural and unarmed attacks do extra damage.
Pit Fighter +1 (Grapple, CMB) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Pushing Infusion (CMB +6) Your kinetic blasts make Bull Rush CMB using Con.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Drunk (Ex) Move action: consume alcohol - this round does not count against rounds of rage/day.
Raging Grappler (Ex) Raging: Grapple check inflicts damage as if maintained. Maintain: free action prone.
Savage Grapple (Ex) Grapples always provoke AoO from you, halve grapple penalties.
Telekinetic Blast (Sp) Level 2; Burn 0
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.

as for how this fits in the background...

the kinetic abilities are only starting to manifest. many times she was using them without knowledge that she had and special powers.

These kinetic abilities will sometimes manifest without warning, especially when she rages


Shalluk wrote:
Noro Kas wrote:


well after reading this I most likely will be out... I tend to work on a story idea and build the character to that.
Awww, it would be kinda fun to get you on this. Tierce's Rusty Dragon was one of the first games I was in on here, and Shalluk's first outing.

I will try and see what I can come up with but I want to stay true to my character concept as much as possible.

you probably remember Noro from Tierce's game


GM Rednal wrote:

Yeah, the ability to post regularly for the foreseeable future is a definite plus. XD And as Shalluk here noted, I have a very strong preference for characters who are balanced in their gestalt, rather than specialized. By this, I mean anyone who seems too focused on one thing simply won't be chosen. The whole point of gestalt is to allow a smaller number of characters to fulfill the expected party roles, and that's generally enforced in my games. As a good rule of thumb for the numbers, green is ideal, blue is the limit, and above that is definitely too much.

In my personal experience, gestalt tends to work best when you have one class for combat abilities and one class for utility and support of some kind. (This could be buffing, debuffing, healing, et cetera.) Maybe you have a Fighter who also casts as a Shaman, or a Rogue who supplements their trickery with a Wizard's illusions. That sort of thing.

well after reading this I most likely will be out... I tend to work on a story idea and build the character to that.


well this is an opportunity here.

I have this character that was in a RotRL game that just ended at the start of book 2.

the stats in the alias are the original but gestalting would add either fighter or bloodrager but most likely fighter.

the back story is in the alias as well. but not sure how it would mesh with existing party story. (I am sure that something can be figured out.


guess if I want to compete, best roll some new stats to start

2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (4, 4) + 6 = 14

it seems ok. (23 point buy) will work on new stats.

2nd level hp roll 1d12 ⇒ 1 ok so that sucks, guess its half+1 for me


Well now, I played this character in another runelords game that had to end.

we were just starting book two when we had to end.

I can adjust back a few levels though


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Sorry to hear this, but I may be part to blame as well.

I enjoyed this a lot. shame it never did work out with Noro and horatio.

Of course I had no power all day yesterday so I could not post (no internet) but still that is no real excuse on my part.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro looks at her fists, then to Asuriel, depends on who's at the other end. Some have called them magical.

she thinks a moment, but magical in the magical sense, then no


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

well one thing is for certain, I've never punched a ghost. Noro adds seeming to be itching for a fight.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)
DM-Salsa wrote:
While that's always an option, do you want to beat that something up while investigating the manor, or do you want to head back to the Feedbag and pummel Jubrayl?

Jubrayl is to easy, lets check out the foxglove manor and beat him up....not fully serious BTW


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)
DM-Salsa wrote:
Fun spoiled not at all. So, what do you guys want to do now?

beat something up?


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro got a little lost in thought as the group proceeded, Does anyone remember the name foxglove?

I mean the guy we rescued during the goblin attack. he was a bit of a flirt if I recall, well at least to you pretty ones. I wonder If there is a connection?


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro was searching the area when Asuriel has her "incident" she listens to what happened soon thoughts running through her mind trying to figure it out.

she pulls out an old worn journal and starts to flip through it pages like she thinks she saw something that was described noted in her journal.

know local: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24

Blue book (Sandpoint) to get a +2 on the knowledge check


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro says nothing in the conversation. but she makes her choice obvious as she goes with Asuriel.

This whole mess has me a little worried. I mean, why were we singled out with those letters. A part of me wants to find this a-hole and rip his.... yet another part of me is a little scared.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Hi guys I am sorry I have been silent. I was having trouble with some motivation for Noro. I don't know why.

I am trying to get back into character so I need to apologize.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro decided to join Olives to check the docks. making use of her knowledge of the area to find areas that are old "haunts" of her old employer.

she is looking into areas that she knows to be "out of the way" as she used to make use of those alleyways in her past.

considering one of those notes was directed at her, maybe the murderer knows about places in her past.

she looks for anything that just probably does not belong.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

sorry all, didn't seem to have much to offer. all of my ideas are rather far fetched to say the least

As the others come out and prepare to move on, Noro clams up about her suspicions a little embarrassed that she might sound a little loony for even suggesting her theories.

well at least I know the docks well enough. Noro comments as they make thier way to the next scene.

some rolls:

perception: 1d20 + 9 ⇒ (15) + 9 = 24
survival: 1d20 + 9 ⇒ (11) + 9 = 20
profession sailor: 1d20 + 6 ⇒ (1) + 6 = 7
knowledge local: 1d20 + 8 ⇒ (2) + 8 = 10


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

I have a surface that I never use. well actually it belongs to my company and not supposed to be for company use only.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro grabs Olives by the arm, and she motions for him to follow her.

guiding him out of earshot of their host

Olives:

I can't be certain, but the Scarnetti's have had dealings with the Sczarni. nothing overtly illegal, but shady enough to arouse suspicion if looked into. someone maybe looking to go to the authorities, or even take a cut of profits would warrant a possible death.

she thinks for a moment, I wonder if this Banny had any connection to the Sczarni that were killed?

The only thing I cannot figure out are the notes.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

knowledge local: 1d20 + 8 ⇒ (12) + 8 = 20

Noro remains quiet trying to not create a scene. but she tries to recall any connections of the various murders as well as any underworld connections that this family may be trying to hide.

hoping that her connections in the past may be of some assistance here


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

So Horatio has decided that Noro is definitely the girl for him and soon he is fawning all over her....what? he wouldn't do that?


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro keeps eyeing the valuables in the manor as she is escorted from place to place.

nudging Olives as she goes, and whispering to him you think they will miss anything?

eventually they reach the person they apparently needed to question. his general attitude garners a typical Noro reaction but she refrains from making him a toothless lord.

but she remains silent as her method of diplomacy usually involves blood and one dismemberment.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Updated +2 to Con and +1 to armor


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Thanks Salsa...

What can I give you in return?


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

unless Jubrayl has foreclosed and evicted Noro then yes


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

well, I can't say he doesn't deserve this. still....

Noro goes to Jubrayl and grabs him by his hair and slams his head into the table.

she grabs a somewhat untouched bottle and heads out.

lets go, he's useless. she says to olives


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro snickers at Olive's comment, he never had much manhood to start with.

looking back at her former boss, So, what ya say, we can work together, and I'll see what I can do to salvage what's left of your reputation.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro lets the exchange happen for a bit, Look, never accused you, but, you keep your men on a tight leash, something is going on I think you have some idea who is behind this.

leaning in closer, you can tell me nicely, or you can tell me... well, not so nicely. besides, I think you owe me that at least.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro takes a seat across from Jubrayl. she grabs a bottle that still has some in it. taking a wiff to see if its actually worth drinking.

taking a small sip she then sets the bottle down. that will never work, I should know. Lets talk murders, I think you know what I mean.

Noro tries to maintain a show of no fear before her old boss, but Olives can see she hiding her nervousness from Jubrayl.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro gets filled in as the group heads out to get more information.

I think I should pay a visit to an old "friend" see what he knows.

Turning to Olives, I might need some back-up. Just in case they don't like my methods of asking "nicely"[/b]

Noro is obviously referring to her old boss Jubryl.

speaking their language - aka intimidate: 1d20 + 7 ⇒ (11) + 7 = 18


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro eventually arrives at the church. Sorry, I miss anything?

she apparently is not aware of the situation here.

though I, the player, do know what is going on.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

sorry, holiday weekend for me

Noro heads out in search of the rest of the group.

did anyone make mention of where they were going?


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Salsa:

Noro simply stands up (after the short embrace.) she blushes a bit at the suggestion, but soon shakes it off, I need to get to the others. I thinks its time to face my demons, or at least one of them.

she gets ready to head off, Meet me at the Dragon later, ok?


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Salsa:

I'll be alright. I am kind of used to being alone with these sorts of things.

she pauses a moment, then grabs his arm, But the company is nice too. I guess there are some things in my past that I am having a hard time letting go of. and see the mess that was in there, it reminded me of something I wanted to forget.

Noro moves a little closer, looking for comfort from him. the comfort she wanted from someone else that would never give to her.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

I will increase


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

GM:

Noro looks up and suddenly realizes who is there. she quickly stands up. everything great, well, sort of great...ok not really great. What are you doing here?

she tries to change the subject and trying to act like everything is fine.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

dice roll:

gm roll: 1d100 ⇒ 54


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro shares what little she could piece together. despite the gruesomeness of the scene, Noro seems pretty much unfazed, like it is something she sees on a frequent basis.

read Noro's spoiler above

or at least she hides it pretty well.

After the short talk as to what she found, Noro steps outside need some fresh air, if you will excuse me.

once outside:

Noro looks for someplace private, or as private as she can. her hands starting to shake as she walks.

eventually she drops to the ground on her knees. she begins muttering something in Tien

the tone of her voice indicates that she is actually afraid of who this murderer is

in Tien and cause you can't put a spoiler inside a spoiler:

whoever you are, you have my attention. What do you want.

Like you can even hear me.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro goes over to look at what Olives is looking at. you find anything?

survival: 1d20 + 9 ⇒ (6) + 9 = 15
int check: 1d20 + 1 ⇒ (16) + 1 = 17


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Sawmill seems ok to me


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro looks to Olives, what if, I mean I know its crazy, but is there a chance Tsuto has somehow returned from the grave? Noro definately is not to fond of such an idea. and there is actually a hint of fear in her eyes at such a thought.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro looks at her note, then at the others. the look on her face is one of trying to piece this all together.

the notes are only to the women... her comment trails off as though she is coming to some realization.

it can't be....I am sure he's gone, must be someone else. she mutters. almost afraid to say any more.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

I won't say a word. But perhaps, though it pains me to say this, we should talk to the no good, lying, piece of <Insert a Tien expletive>, Jubrayl. Noro offers her suggestion. a hint of hoping it leads to blows lingers in her eyes.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro leans against the wall, trip was ok, glad to be home though. answering the Sheriff's question, and on this side of the jail cell door I might add.

anyway, somethings wrong, out with it. You need me to bonk some heads? Jubryl causing trouble?


4/5 5/5 **

Paizo stated that the rules were backwards compatible for 2.0 and now you are FORCING us to purchase the re-master? WTH is wrong with you! I am a VO that will not even mention this s$*! to my players. If you don't like it I do not CARE.

I have many players that will look at PAIZO and tell them Nope, done with this s!$% and leave the game and society if we force them to purchase the new books (which happened with the change from 1e to 2e), while stating the rules are on Archives of Nethis is not an option.

Please change your policy before it becomes a problem.

Here is what is needed:
Rules on refocus, Recall Knowledge, and Monster Abilities. Other than that there is no need to re-do characters unless the player wants to build under the new rules.


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First off, I hope that this is a very sucessful launch of a great product. However I will not pre-order anything for this system, I will wait until it comes to my local game store, so I can do a read through of the rules. This had better impress a lot of people, otherwise you are going to have the exact same drop that you had for playtest except it will be for the new rules.


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First is player participation, We started with 15 people at the beginning, we are down to 5 people right now. We lost most people to not liking playtest rules or losing interest.

Attacks, if I were to create a party right now I would have 3 barbarians/fighters and a cleric. Only once was anything written for a dedicated rogue. Spell casters other than clerics need not even apply. Spell casting other than healing needs a total rethink/write. After second level there is no need to have a rogue (better off having a cleric taking thief skills). As far as anyone can tell there is no niche for anything that is anything other than Barbarians, Fighters, Paladins, Clerics. You do not need anything else. This is a FUNDAMENTAL problem, and a bad design flaw.

The only time we had more than one spell caster was for the third chapter and we had 2 clerics who turned the fights into snooze fests with so many channels it was not funny.

Overall I would rate up to Mirrored Moon as the first chapter was interesting, and the others as have a cleric with a bunch of fighter types to absorb and deal damage. It has become how magical is your weapon vs how many hit points do the monsters have.


Just looking through the scenario how the heck is anyone supposed to get more than 3 RP and that at the very end? Most of the combat scenarios we were able to negotiate out of (Cleric 18 CHA). The ones we could not talk our way out of were dispatched with Barbarian/Cleric two hand weapons and a semi effective rogue. The Rogue did no where near the damage that the Cleric did.


Anyone know why even the most expensive non special material armor is 2/3rds the cost of the same level of bracers of Armor?

Also on the Ring of Wizardry 1 you get 2 1st level and one Zero? What the heck, how would you even put in a cantrip into the ring and could you cast it like the other cantrips?


Here is a suggestion that I think will work.

You have 7 permanent magic item slots. These can be used for any non-one shot consumable items (ammunition/potions/oils/scrolls). You get a slot at these levels: 1, 3, 4, 6, 7, 9, and 10. Additionally one half of each bonus in Charisma will either add or subtract a slot. (+2 Charisma will get an additional slot, +4 Charisma will get 2 slots, etc.)

This would allow for 1-2 weapons, armor, shield, and 3-4 pieces of other gear.


For the most part Paizo did a very good job on the design of the rule book, I think there a few organizational changes that need to be made and the dropping of Resonance.

Let’s look at organization. I would move Advancement and Options to right after Classes and change the name of the Spells chapter to Magic, with breaking out Powers and Spells into two different listings. And finally moving Alchemical items from the GM section to the Equipment section.

In the Character Creation section I would take and create a single level up chart that can be used by most classes, and have any unique features placed in the class description. I do not need a second chart that shows the alphabetical listings of the level feats. There are not that many feats that keeping track of them should be that hard.

I love the encounter modes. With the three action economy for encounter mode, the action economy helps move the encounters, but it does power down melee after tenth level. This is due to shield being a separate action instead of an automatic action.

Explorer Modes needs some work, but overall a great idea. Explorer Mode is where I would assign a 10 Skill check for how people are exploring, instead of secret GM checks. Doing this will decrease the time for a GM to handle stuff, and keep the players happy.

With the spells please change the superscript from H or U to the 2 letter College abbreviation. As a caster I need to know the college well before I need to know if it can be heightened. In the spell/power description the Trait Word box needs to be consistent with Alchemical Items. People will look at the Trait and if it is not in the box but in the description, they will say the spell description does not apply.

Resonance. Again a solution looking for a problem. With the removal of the protection items and placing protection into armor, the only character that Resonance applies to is the poor Alchemist and his bombs. For the most part Paizo fixed the wand issue with dropping wand charges by a fifth but only cutting the cost by a third, and by making Trick Magic Item a feat that you have to have training in the skill you want to use. It is cheaper, easier, and more convenient to have scrolls and potions than a wand. In our play tests we have only run out of resonance three times, twice on the Alchemist, and once on the Cleric until the cleric figured out that Combat Heal is a great downtime heal feat.

Lastly the character sheet itself, Remove the T,E,M,L circles and just put in a line for the -2, 0, 1, 2, or 3. This will help anyone who is running the pregenerated characters. This will also save room on the sheets that could be used for other things.


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I posted most of this on the Facebook page, but have done some editing to hopefully make my concerns better

My impressions so far in Three Parts with the forth part being placed to go over the design of the rule book.

1. Character creation and Advancement makes blah characters.

After creating characters for PF2 and doing level ups all characters look the same. There is no room in the character creation process for any real uniqueness. To give an example:

At the end of character creation you will usually have 18, 16, 12, 12, 10, 10. This is due to the rule on page 18 on ability boosts “When you apply multiple ability boosts at the same time. You must apply each one to a different score.” With this you will have these types of scores:
Prime Stat: Secondary Stat, Save, Save, INT, CHA.
Level 1: 18, 16, 12, 12, 10, 10
Level 5: 19, 18, 14, 14, 10, 10
Level 10: 20, 19, 16, 16, 10, 10
Level 15: 21, 20, 18, 16, 12, 10
Level 20: 22, 20, 18, 18, 14, 12

Typical Dwarf Cleric
STR DEX CON INT WIS CHA
Level 1: 12 12 12 10 18 14
Level 5: 12 14 14 10 19 16
Level 10: 12 16 16 10 20 18
Level 15: 14 16 18 12 21 18
Level 20: 16 18 18 14 22 18

You will have at 20th level 4-6 18’s and there is no way of avoiding that. All your characters will have these stats. Blah, blah, blah. There is no variety, no creativity, no fun. This is also a big problem with Starfinder.

My proposed fix:
Change the 4 individual boosts to 8 points that let me put those points where I want them, and then change the level increases from +2 per stat under 18 to +2 per stat under 14 and anything above a 14 is +1. This should keep the base about the same but the increases will be vastly different.

Part II of Character Creation

Ancestry, Background, Class:

I LIKE IT.

Ancestry, by putting in feats you get to create a semi unique person that has things that the will do differently than anyone else. The only advice I can give here is to keep all the races at the same point buy system and have different feats that they can take.

Background, having a Lore and a Skill that starts at 1st level that people having a day job check on is great.

Class, is a good grouping of skills and feats that define those classes. Individual feats and class issues will need to be addressed, but in general the only big problem is with the casters.

First. having Expert, Master, and Legendary all jammed together at level 12, 16, 19. This would be better for all if they were spread out such as 6, 12, 19. This allows for better to hits and saves though the entire progression getting closer to a 50% to hit and to save.

Second, go to a 1, 2, 3 progression for spells and bring back the casting stat bonus spells. This will smooth casting progression and with the casting stat boost you will end most of the gripes from people who want to play casters. This way you get rid of the last 3 levels of stagnation.

Third, have fun.

Part III of Character Creation, The Final Chapter:

The Good, the Bad, and the Ugly

The Good: General Feats. Nicely grouped, well placed and thought out. I may have a problem with a couple of the feats, but overall everything here looks very good.

The Bad: Skills. The grouping and consolidation of skills are good, along with what you can do trained and untrained. The very bad part is the automatic increases per level weather or not you are trained in them.

As an example, there is no way in heck that I am going to be able to compete with a trained person in any field that they are trained in unless I get lucky. Can I be trained in that field, yes. But will I know as much as an expert, master, or legend? Probably not.

Here is my proposed fix:

1. Unless you are trained in the skill you get a D20 – 2 + your skill modifier. This is no matter your level, the best you can get is an 18+modifier.

2. Bring back the skill points. As written you have to increase all the skills every level. Changing to Skill Points is not hard and helps keep characters unique. This will allow for greater role play opportunities and keep level bloat down.

3. Use the skill boosts to add Expert, Master and Legendary for the bonuses, and maybe additional things that you can do. This will give you 9 increases with maybe 3 skills in Legendary status.

4. Lore with the fixes above will be much better because you will have to train in a lore to be able to fully understand it.

The good part here is the Critical Failure, keep that it will make people who don’t have a reason to roll not roll.

The Ugly:

Whoever did the equipment section needs to re-look at this entire section. This is a solution is search of a problem. Go back to the weight system, it is better and cleaner because you still have to do the addition. Lets start with Armor, then weapons and finally gear.

Armor: All armor should have at least 1 bulk, (just the weight and how much sweat they generate), and remove the fragile and clumsy qualities from the armor. All of the metal armor can have the noisy quality. Why buy Full Plate as written? It costs more than Half Plate and is worse in all respects. You could have just imported the 1E armor, and added TAC to the armor.

Weapons: Going from one handed to two handed should just increase 1 dice, a D6 to D8, D8 to D10, etc. this should be changed in order to distinguish from 2 handed designed weapons. And give Short, Long, Bastard, and Great Swords versatile P/S.

Now to the worst section. Gear. This section is so bad there are no words to describe it. Personally I would just cut and paste the gear from the Core Rule book with the removal of the Alchemical section.

To show how bad this is, an 8 Str Halfling can carry 19 backpacks (each backpack is 1L). Each Backpack holds 49 backpacks (4 Bulk or 49L and 9-), with each backpack holding 499 pints of oil (1 – per pint, 10 – per L) in them, or about 24,460 pounds per backpack. Or at full load 464,740 pounds, or ~ 58,000 gallons, or about 6 tanker trailers of liquid. This does not include what can be done with belt pouches. But I read that the GMs will check it and enforce it. Yeah uh huh, pull the other one it has bells on. Some GMs will, but a lot will not even look at the sheet.

I can understand trying to change armor and weapons to work within a new system, but most of this is the current Pathfinder system. Paizo should have just put in the old values and added TAC and the minor changes to the weapons. As written the changes to gear are so bad that you need to go back to the old system.


I can understand wanting to make an easy system for gear, but when looking at the rules Paizo is putting the pressure on the GM to make sure things are ok. This is very bad idea because you can get different GMs to make different rulings. One GM could totally redo the list and state this is what you are using, while another GM would only look at weapons and armor. For future PFS you are going to have to have hard written rules on bulk.

According to the current rules I can carry 19 backpacks with a 4 strength and be in light load, with each backpack carrying 50 gallons of oil. This is not the only issue that is there, but is one of the worst. Other problems are things such as arrows taking 1L, they may be light in weight, but they take up a lot of space. Arrows and a Quiver should be looking at 2-3L each.

Personally I would rather go back to PF1 rules for bulk because weight is a huge consideration not just space taken up.

Thanks


Looking at the Alchemist bombs they have the Descriptor Splash, but in the traits section of Acid Splash you have Acid, Cantrip and Evocation. Only when you look at the spell description do you have splash. So does Acid Splash get the 5' radius splash damage? Please put Splash in the traits section. We are getting into an argument over weather it applies or not.


This is very confusing to me:

20 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn.

Reading this, you only get the first sneak attack as a precision attack, and all others are regular attacks. Is there an errata that was put out to change the core rule book? Then only Flanking Sneak attacks can get multiple sneak attacks. I looked through the forums and did not see where this would be at.