Fundamental facets of history are in fact false. Major villains in various global events were framed, in other cases certain events were covered up, others still fabricated out of whole cloth. I have ideas on how to uncover these truths. Original documents, 'impossible' relics, testimony from preserved figures, etc... However, I'm pretty stumped on how this might work mechanically. As I see it the History skill would only provide 'facts' related to history as written, not history as happened.
That's the main question, but, it brings with it a host of other questions. If Doppelgangers have naughty bits are they fixed, or mutable as the rest of their forms are? Do they spawn with each other, by themselves, need a partner of another race? Gestation times? Odds of multiple births? Many questions, and the Bestiary only gives that they do have young, but, neglects to point out the means.
Christina Stiles wrote: Please add some diversity in your staff. There's much more to diversity than one's genitals. Considering their current success they're exactly where they need to be from a diversity angle. Overall checking a box on the diversity bingo card does more harm than good as there's another quality being sought than 'is this person good for our company'.
Sonofa... I knew something was missing from that post! Professor (middle aged human magic user, uses abilities exclusively on making magic devices/automatons) is a shut in, locked in a literal ivory tower tinkering with magical devices. He was lured onto the ship with talk of foreign magics to study. Always nearby is a plush boar with a tiny wooden barrel tied under it's neck.
This is a first draft of what I hope to be a good campaign seed. Comments and criticisms are welcome. Good alternate names strongly requested! I suck at naming. Thurston Howell (late middle aged human male) is a noble (no higher than duke or baron) charting a ship to meet an unknown aggressive force encroaching on his waters on an unclaimed island near his holdings. He hopes to make peace and increase his influence at court by handling the matter peaceably and without aid. Lovey (early middle aged human female, though appears younger) is Howell's wife, and heiress to a trading company of major influence in the area. Though the foreign aggressors are little known she surmises that they would have goods worthy of trade, and Skipper (adult dwarf male) and Gilligan (adult orc male) are trusted seamen in Howell's employ.
Mary-Anne (adult halfling female) is an indentured servant, but, happily going about her business, saving up to someday buy out her contract and obtain a small plot of land to farm and bring the rest of her family to the mainland. Ginger (adult sorcerer, likely female) is a dancer of the exotic sort, always shrouded in some form of illusion. A low level magic user she beguiles men as she sways her hips. Howell plans to use this to catch the enemy forces unawares should he be fortunate enough to enter negotiations with one of their leaders face to face. Naturally there's going to be a storm and the Minnow will be lost...
I should not be in charge of naming anything. That being said I've been thinking about the phrase 'poor craftsmen blame their tools'. The idea is mainly to allow characters to receive items of great power early on without becoming becoming ridiculously powerful. To that end I've come up with an idea that I believe works out nicely allowing someone to accept a powerful item (a named weapon for example) without being defined by it, or overpowering the opposition. For weapons and armor this would be a simple numeric progression I forget the name of, but can be seen in a pool rack. Best to show it with a simple table. Lv Bonus
So assuming a young adventurer were to be given a fantastic weapon (for sake of argument call it a +5 flaming burst corrosive burst greatsword (the Dragon's Two Burns). At first level David the not yet mighty is handed the Dragon's Twin Burns from his grandfather King James, at this point he can unlock only the basic enchantment of +1. A few years later as David's sent to speak with Saul about not being a prick he gains his third level mastering more of the Dragon's Twin Burns power using it as a +1 Flaming Burst greatsword. What do you guys think?
Not sure what intelligence has to do with raging... Steve Jobs obviously had a level of Barbarian (or at least some option that gave him Rage for at least a few rounds a day). Perhaps if they were fops, or sissies or rage simply wasn't in their emotional lexicon, but, intellect has nothing to do with it.
Actually... of all the stupid things flesh to stone doesn't specify if it turns things to stone, only that they become statues. "The subject, along with all its carried gear, turns into a
So just a bit of one-ups-manship, I turn creatures into adamantine statues. Sure there's more expensive, but, all the weapons and armor you can make with them is awesome!
This was a drama with comedy in it, and the focus is on Cass and his continuing education on how not to be a jerk. The plot weaves together the several worlds of the Gamers together nicely, something I expect to see more of in the extended cut and related products (Dangerous Games which features Leo for example). And something that I'm surprised hasn't been posted yet, the movie! http://www.watchthegamers.com/. Onward... TO WAFFLES!
At the start of a 'kingdom' you're pretty much in the 'first episodes' of your favorite show. And as any good series of first episodes go you start by introducing the characters, in this case, NPCs that may become important later on. Cowboy Bebop for example, each character gets their time to shine, starting with the main characters (Spike, Jet), and important NPCs are introduced through their own episodes (Radical Edward and so on). Here you set the tone for the NPC's current state, and foreshadow any character development you may wish to proceed with. Again with this example we see a character that is wandering aimlessly, struck by a desire to travel beyond her own environment. Be careful, this can be overused akin to many Monster of the Week series, but, if used appropriately, and cleverly disguised many players wont even notice that the events are simply introductions for additional plot hooks. You mention that the populace of this area are prejudiced against. A very simple event would be to have their persecutors come by to interfere with the people's new home. I'd make sure there was a highly visible leader or important underling to personify as a villain. I believe there's a 'rogue's gallery' or similar thread on these boards where people toss up their own characters for use as NPCs for other gaming groups. Crowd sourcing bits of GM duty for the enjoyment of all. So ultimately I would suggest thinking up a dozen or so NPCs, and how they might interact with your new 'kingdom'.
I shouldn't name anything... My resume (or rap sheet) Timber... Crushed beneath the vampire's vast tracts of land (would've died happy, but, just high enough level to spawn). Quinn... Not a doctor, nor female... Andoran Rogue of regrettable tanking. Gallopeno... The horse. Gourry... Two handed fighter (adding lvs of Ragechemist soon), also a Quadiran terrorist. Shamus McNugget... Dwarf Barbarian. To be fair I was suffering from pretty horrible food poisoning at time of creation. Thad Actor... 10 year old human boy as far as anyone knows. Maxed out Perform Act and Oratory. The brothers (I convinced two others to play along)
Torq Zork... The Horc Orc (blooded) Sorc With even more travesties to come.
Knowledge Local will save your bacon! I suggest maxing it out, and adding the Mossy Green Disk Ioun stone for the extra +5. Actually, I suggest getting one for all the Know skills, 25k over a career to always know what's up with any random thing is very useful IMO (more so since this bonus can be lent out as needed). In fact ask to roll all your Know skills at the start of the mod to see what your character knows about the place/object/person the mod involves. Perception should be maxed out unless you don't mind the ambush this mod (AKA every mod). Bluff/Diplomancy/Sense Motive are great for the talky bits if you're the face. Otherwise get Sense Motive to a decent score to keep the BBEG from selling you girl scout cookies (laced with custom auto-kill poison). Acrobatics/Climb/Swim are crucial in certain situations, getting your bonus (by any means after ACP) to 10 *should* cover your rear. Note: I suggest adding the Comfort quality to any medium/heavy armor as it drops ACP by 1, and you never need to take it off (even if that whore Calistria tells you). Of the three I only max Acrobatics on 'spry' characters. Craft/Profession/Perform are mostly useful as dayjobs, extra money is nice, especially when you want to get those alchemical items low level. Note: Pro Sailor comes up more than a few times. Bards get free skills by tossing ranks into Perform skills (bah!) so free money/skills for the king of skill monkeys. Linguistics should have at least a rank if you've got an Int bonus. Survival doesn't get used as much as I think it should, but, I suppose that's a personal opinion. As long as someone has a +5 bonus in the party you never have to worry. UMD Only if you're Cha based caster. The DCs are so ridiculous otherwise it's a waste of skill points. Disable Device/SoH May as well be removed from the game for all they do for you. DD is almost always in traps that a CLW wand will take care of it's effects (and I've seen DM fiat that the trap coudln't be disabled till it was triggered more than once) and SoH is just sad quite possibly never being used in PFS (to my knowledge anyway).
It's not all the new classes I dislike. Just several of them. Ninja is a better rogue. I'd much prefer just having a better rogue, and the option of eastern influence, but no, if you want a decent rogue you're now a ninja. Samurai is really more of an archetype, it's silly to make it a class. Alchemist is the only one that actually pissed me off. A class that *screams* awesome powers of science and the physical ends up just being another wretched caster. The pathetic thing is that just a *few* tweaks would have changed the whole class into something less irritating. "Look at my alchemy vanish in this anti-magic field! At least I went vivisectionist to steal the rogue's sneak attack!" Witch is a waste.
If you were LV 7, somebody along the line gave you some help. There was a great teacher somewhere in your life. Somebody helped to create this unbelievable Andoran system that we have that allowed you to thrive. Somebody invested in roads and bridges. If you've got a dragon horde—you didn't build that. Somebody else made that happen.
Merciful as many of you know converts normal damage to non-lethal damage, adding a d6 in the process. As some of you may also know when you drop a character with non-lethal the remaining damage is converted to lethal damage. So my question is: Could my boomer (min 30 damage on a hit) accidentally kill someone while Merciful is active?
I know this isn't a skill, but, if you're a caster I would strongly suggest Power Word: Objection!
Not picking a lock the first time is akin to not being the Fonz and getting the juke box to play your song by hitting it. Average people picking locks (not specialists, but, people moderately skilled) take half a minute or more to pick average locks. That being said locks *start* at 20, and go to 40, so odds are good most people will not be getting that lock on the first try (or even taking 20) at low level if the lock is good enough. And every round you're busy on a lock is another round all those buffs the party has up are wasting, and for the enemy to be preparing for said party. BTW having one chance to pick a lock was stupid and arbitrary.
I mean really... Lens of Detection just went to the eyes slot, which makes it the *only* item in the game that both takes up a slot and requires a free hand to use. Even in the description it's a 6 inch lens in a handled loop, obviously you're not wearing this on your face all day! Unless I plan to look super stupid at PFS next week...
About FloareFamiliar - Dante:
Dante Male spirit guide Rare, Medium, Beast, Minion, Spirit Perception +16; low-light vision, scent (imprecise) 30 feet Languages Common -------------------- AC 25; Fort +17; Ref +17; Will +17 HP 65 Spiritual Recall [R] (magical, occult) Frequency once per day; Trigger An attack would reduce your familiar to 0 Hit Points; Effect You use your bond to rescue your familiar. The familiar survives the attack with 1 Hit Point remaining and becomes incorporeal until the end of your next turn. -------------------- Speed 55 feet Melee [1] claw +15 (agile), Damage 1d4 S Other Abilities bound to mortal, familiar of keen senses, independent, land speed, scent, speech, touch telepathy ~~~~ Basics:
Witch 11 N Medium humanoid (human) - 20 years old, 5'7", 105 lbs, her skin is sun-kissed amber and her wavy and unruly hair is the color of spring honey, her eyes are bright blue Senses normal vision, darkvision Perception +17 (expert prof +4, level +11, Wis +2) Languages Common, Draconic, Dwarven, Elven, Sylvan, Varisian, Jotun ~~~~~
Defense:
HP 96 AC 25 (base 10, trained prof +2, level +11, Dex +2, mage armor +1 ) Fort +17 (E +4, level +11, Con +2) Ref +17 (E +4, level +11, Dex +2) Will +17 (E +4, level +11, Wis +2) +2 circumstance bonus on saves versus disease and poison
~~~~~
Offense:
Speed 25' {A} Dagger +17/+13/+9 (1d4 PS) versatile S, agile, thrown (30'), finesse {A} Staff +15/+10/+5 (1d8 B) two-handed (1d8) {A} Fist +17/+13/+9 (1d4 B) agile, finesse, nonlethal, unarmed {A} Crossbow +17/+12/+7 (1d8 P), ranged (120 ft), reload (1) {A} Fangs +17/+12/+7 (1d8 P), grapple, unarmed Agile
Finesse
Nonlethal
Unarmed
Versatile
~~~~~
Statistics:
Str 10 (+0), Dex 14 (+2), Con 14 (+2), Int 20 (+5), Wis 14 (+2), Cha 18 (+4) ~~~~~
Ancestry - Human (Varisian):
Ethnicity: Varisian
Level 1 Hit Points: 8 Size: Medium Movement: 25' Ability Boosts
Languages: Common, Varisian + Int modifier Heritage: Skilled Heritage
Ancestry Feat: Natural Skill Level 9 Ancestry Feat: Adaptive Cantrip ~~~~~
Background - Brevic Outcast:
One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming such without evidence is a fool’s game. Whether a recent attempt to prove your heritage brought down the wrath of a noble family or you seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. Choose two ability boosts. One must be to Charisma or Constitution, and one is a free ability boost. You’re trained in the Politics Lore skill. You take a –1 penalty on all Charisma-based skill checks attempted when dealing with members of the nobility, but gain the Haughty Obstinacy human ancestry feat, even if you aren’t a human. If you manage to establish yourself as a true noble or secure a leadership role in a kingdom, you no longer take the penalty to Charisma-based checks. ~~~~~
Class - Witch:
Hit Points: 6 + Con modifier Primary Ability: Intelligence Basics
Skills
Offense
Defense
Ability DCs
Familiar
Familiars have the minion trait, so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost. You can have only one familiar at a time. Hexes
Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar. Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You learn the phase familiar hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons. Hex Cantrips
Focus Spell: Phase Familiar
Heightened (+1) Increase the resistance by 2. Patron: Wild
Focus Spells Granted: Wilding Word, Phase Familiar Level 2 Class Feat: Basic Lesson Archetype Feat: Familiar Master New Familiar Spells
Skill Feat: Skill Training Level 3 General Feat: Natural Medicine New Familiar Spells
Level 4 Class Feat: Improved Familiar Archetype feat: Familiar Conduit Skill Feat: Stitch Flesh Level 5 Ability Boosts
Level 6 New Familiar Spells
Class Feat: Greater Lesson Lesson of Life New Familiar Spell: spirit link
Skill Feat: Root Magic Archetype Feat: unspent Level 7[/i] [b]New Familiar Spells
General Feat: Canny Acumen Archetype Feat: Vampire Dedication Skill Mastery: Diplomacy Level 8[/i] [b]New Familiar Spells
Class Feat: Witch's Charge Archetype Feat: Daywalker Skill Feat: Shameless Request New Familiar Spells
Level 10[/i] [b]Ability Boosts
Language: Jotun Class Feat: Witch's Communion Archetype Feat: Nocturnal Kindred Skill Training: Society Skill Feat: Courtly Graces New Familiar Spells
Level 11[/i] [b]General Feat: A Home in Every Port Skill Training: Arcana New Familiar Spells
Hex Cantrip
~~~~~
Familiar Master Abilities:
Each day, you can channel your magic into Lifelink
Familiar Focus
Cantrip Connection
~~~~~
Feats:
Level 1 Natural Skill (Ancestry): Plant Lore, Wilderness Lore
Level 2 Basic Lesson: Lesson of Protection
Familiar Master
You can’t select another dedication feat until you have gained two other feats from the familiar master archetype. Enhanced Familiar
Skill Training: Crafting
Level 3 Natural Medicine (General, Skill)
Skill Training: Occultism
Level 4 Improved Familiar (Witch)
{A} Familiar Conduit (Archetype)
Stitch Flesh (General, Skill)
Level 6 Root Magic (General, Skill)
Level 7 Canny Acumen (Reflex)
Vampire Dedication (Rare, Archetype, Dedication)
Disease and Poison Protection {A} Drink Blood
Immunity to Death Effects
Negative Survival
Revulsion
Sunlight Vulnerability
Undead Hunger - Blood of the Living
Void Healing
Level 8 Shameless Request (General, Skill)
Witch's Charge (Detection, Witch)
Daywalker (Archetype, Divine)
Advanced Undead Benefits
Level 9 Adaptive Cantrip (Human) - Forbidding Ward
If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one. Level 10 Witch's Communion (Witch)
Nocturnal Kindred
Once per day, you can cast animal allies as a divine innate spell, using your class DC or spell DC, whichever is higher. The creatures it summons are bats, rats, and wolves. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level animal allies when you are 19th level. Courtly Graces (General, Skill)
A Home in Every Port (Downtime, General)
~~~~~
Skills:
T L+2, E L+4, M L+6, L L+8 Acrobatics +2 (Dex +2 - U)
~~~~~
Spells:
Familiar Spells Spell Attack: +18
Hex Cantrip
Cantrips Dancing Lights
1st Level - 3/day Charm (4th,8th)
2nd Level - 3/day Dispel Magic
3rd Level - 3/day
4th Level - 3/day
5th Level - 3/day
6th Level - 2/day
Focus Spells
Innate Spells
~~~~~
Gear:
dagger
coyote cloak (60g) belt pouch
backpack
~~~~~
Appearance:
Floare stands 5'7", but looks shorter as she tends to hunch down to avoid notice. Her figure is still girlish and her choice of plain clothes enhances the illusion that she's younger than she really is. Her skin is heavily tanned as though spending a great amount of time in the sun, but it's a produce of genes, rather than behavior. Her honey-colored hair is past her shoulders and is rarely tamed. She decorates it with carefully selected flowers. ~~~~~
History:
Floare doesn't remember a lot of her early childhood. Images of a man and a woman that she thought of as her parents. Other faces. They all vanished in a single night, though, as some force of nature tore through the small, nameless village in which they resided, leaving just her alive for some reason the fates only know. She wasn't more than a toddler. It was a vampire, she was told later by her real mother. Her real mother. While human, her real mother was more of a monster than anything she had ever met. A powerful witch that resided alone in the woods. She had a pattern of preying on the few lone travelers that would pass through her woods. The women she would simply kill. The men she would seduce first. They would all end up in the same place, though, eventually; The pot. Children produced by such unions would be swapped out, hag-like, for some infant in a random village. Floare was the only one that had been 'recovered', it seems. And by random fate, at that. Mother had heard of the tragedy, and out of curiosity she had traveled to the village on the off chance that if there were any survivors, they would be easy prey. To her surprise, she found Floare crying in her bed. She was smeared with blood, but other than that, she was unharmed. Life with Mother was ... a nightmare. If Mother had been an actual hag, it might be excusable, but she wasn't; She was as human as those she tormented. Floare was exposed to horrors in her small hut that she'll not speak of to anyone. The only thing that made it even remotely bearable was Dante. A shadowy figure in the woods had given him to her on the eve of her thirteenth name day. He has been her true companion ever since. During one of her many monologues regarding the subject of selecting an appropriate male for breeding (and subsequent feasting), Mother had let it slip that Floare's father was a noble of some sort from Brevoy. So when it was announced that she was too old to stay with Mother any more and needed to strike out and find a hunting ground of her own, Floare already had a destination in mind. She had no high hopes of finding a lost family, but it was as good a place as any to start a new life. ~~~~~
Macros:
[dice={A} Unarmed Attack]1d20+17[/dice]
[dice={A} Fangs Attack]1d20+15[/dice]
[dice={A} Staff]1d20+15[/dice]
[dice={A} Dagger Attack]1d20+17[/dice]
[dice={A} Crossbow Attack]1d20+17[/dice]
[dice={A}{A} Produce Flame Attack]1d20+20[/dice]
[dice={A}{A} Horizon Thunder Sphere Attack]1d20+20[/dice]
[dice={A} Scorching Ray Attack]1d20+20[/dice]
or ... [dice={A}{A}{A} Scorching Ray Attack]1d20+20[/dice]
[dice=Scorching Ray Attack]1d20+20[/dice]
[dice=Scorching Ray Attack]1d20+20[/dice]
[dice={A} Heal]2d8[/dice]
~~~~~
Prepared Spells Macro:
[spoiler=Current Status/Spells] [ooc]Current HP: [i]96/96[/i][/ooc] [ooc]Current Focus: [i]3/3[/i][/ooc] [ooc]Current Effects: mage armor[/ooc] [ooc]Spell DC: 30[/ooc] [ooc]Spell Attack: +20[/ooc] [ooc]Hex Cantrip[/ooc]
[ooc]Innate Spells[/ooc]
[ooc]Focus Spells[/ooc]
[ooc]Prepared Spells[/ooc]
[/spoiler] |
