Alexander Augunas wrote:
Honestly, it is rather easy to picture most of the races in the CRB as children, as they are all basically human in appearance. Though the half-orc inquisitor iconic would be interesting to see as a kid. And I will admit, I would like to see Paizo's take on a dwarf child/youth.
I am definitely looking forward to this book. My players just cleared out a nearly damaged tower, and were thinking of rebuilding it as their base of operations. And this book should help with that. Went back to look at the old WotC Stronghold Builder's Guidebook, and put it back on the shelf. Definitely difficult to wait for.
So, with the inclusion of Demon Lords (and possibly Devil Princes?), do you plan on doing the Empyreal Lords? Possibly in a future bestiary (#5?), and also, something along the lines of the Book of the Damned vol 1-3? Perhaps a Book of the Blessed, providing detail on unique Angels, Agathions and Azatas?
And (this is all me) the more non-evil outsiders, the happier I would be. Give more magical beasts, monstrous humanoids, plant creatures, fey, oozes, and other non-outsiders.
For the person wishing they could find the Kaiju template from an old Dragon magazine, it is in #289. Can't help ya with finding your copy, though.
I definitely look forward to some of this. Though Cthulu and other Lovecraft-esque monsters are wastes of space for me, and I never could understand the draw of such. Of course, I don't see the fun in playing an evil character or all those demons/devils/evil outsiders; nor the draw of the World of Darkness games, or horror films, etc. But this book is still a must, as I absolutely love monster books.
I just fear the "outer dragons" are tentacle-clad creatures ala Cthulu and friends. And that makes me a sad panda.
That's a big *****in' helmet.
Good thing magic items adjust to fit whoever wears them.
I absolutely love monster books. I hope so much that Bestiary 4 is NOTHING like WotC's Monster Manual 4. I absolutely love Paizo's stuff.
I would like to see all the different undeads turned into templates (similar to skeleton and zombie), as I always thought undead made sense more as templates than just a straight-up creature. Humans aren't the only ones that have skeletons, or can be mummified, etc.
Other than the obvious "Have fun" rule, here are some suggestions of mine:
1 - Always have a Bludgeoning, a Slashing, and a Piercing weapon. Hell, always pick up a Morningstar, as it is both Bludgeoning and Piercing. Also, get a ranged weapon.
2 - If you do play Chaotic Neutral, please, for the love of all that is holy, do not play it stupid. Most people think Chaotic Neutral is a free pass to do whatever the hell you want: kill, destroy, etc. Don't be that guy, as there is a big chance that there already is that guy. And 2 of that guy is just brain destroying. It's best to choose a different alignment. Give yourself a challenge.
Other than those 2, nothing else that hasn't already been said.
Definitely one to look forward to. I love werewolves muchly. But what I would really love to see is an actual decent write-up of the gnoll as a pc race. It is the race that I absolutely want to play more than anything, and preferrably one that doesn't put them in the light of demon-spawn CE murderous maniacs would be nice. I thought that was the best thing about Eberron setting for WotC's D&D, that even the typical evil creatures of D&D aren't always evil.
But, that's a mighty big tangent. Overall, the skinwalker race looks interesting, and hope that it would be one that many DMs don't out-right ban like any non-CRB + the native outsiders (aasimar, etc). But again, I look forward to expanded looks into the lycanthropes, and maybe see more new ones?
I had been wanting to play Kingmaker since I became aware of it, and one that isn't play-by-post (can't stand those types). Unfortunately, I have a dislike of OpenRPG, and the ending time isn't the best for me either (I have a game that starts at 6pm eastern (3pm pacific). I wish you luck in getting the players you need. Kingmaker has always intrigued me.
I never played point-buy until I tried some Pathfinder games. Ever since my fairly brief 2nd edition days, I have always used 4d6 6x, drop the lowest for generating scores. Honestly, point-buy feels weak to me, even though sometimes the dice rolls equate to a certain point-buy. Why does a 20 point buy feel weak to me? Because I am restricted in what I can build, in my mind. With the random generation using dice rolls, I have no real choice in what the numbers are.
Not sure why, but if I roll nothing but 14s for all 6 scores, I am fine with that. But give me a point buy that lets me put 14s in everything, and I just can't get into the character. I have joined 2 games where the rolls were random, and 2 where they were point-buy. For some reason, I couldn't feel attached to the point-buy characters and dropped from the games (one reason). I don't know. I guess since I am used to the randomness of the rolls (15 years of that method), point-buy is too foreign to me.
If this ever came up in my campaign, I would rule it only applicable to the blood from spontaneous spellcasters, as to me that seems to fit the spell's description.
But I think it would apply to the spells prepared that day (including those already cast) if speaking about prepared spellcasters; but when it comes to spontaneous, I would say any spell they knew in life, since it is more restrictive than access to the entire spell list.
I could be completely wrong in both paragraphs, and would like an official statement clearing this up.
Isn't there a feat that allows a wizard to cast one or more spells without preparation? *goes to look it up* Hmm... Apparently there is not, but then again I could have missed it.
Perhaps you could convince your GM that the innate spell-like abilities of some races that can be found on the sor/wiz spell list would qualify you for the Dragon Disciple prc. Or maybe convince him to allow your bonded object count, since it is a class feature and not some random magic item you find off a monster or purchase from a shop.
Curse of the Crimson Trone
Rise of the Runelords I think this game died
My homebrew that I DM
So, looks like gunslinger, bard, samurai, paladin, antipaladin are the least played in the games I have been in. Been nice seeing a number of dwarves, which had been a huge rarity in my 3.5 years (everyone wanting to be human)
So, I have been working on a homebrew world for quite some time now (since 2003). I am trying to get away from the "magically inclined" version that seems to be the norm when it comes to gnomes, and am trying to take them into a "martially inclined" version that focuses on military. Basically turning them into a small-sized version of the Spartans how they are depicted in tales and such. Was hoping that people here could help me out with them. Below is what I have going so far, but was wondering if there is something I could tweek.
Ability Scores: +2 Constitution, +2 Charisma, -2 Wisdom
Type: Gnomes have the humanoid type with the gnome subtype.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on their attack rolls, a -1 pentalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common and Gnome. Gnomes with a high Intelligence score can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Sylvan.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Military Training: Gnomes gain a +1 racial bonus to attack rolls when attacking the same target as an ally, but only after their ally has attacked.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these foes.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Low-light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Weapon Training: Gnomes deal weapon damage as if they were Medium creatures (they use the Damage (M) column in the weapon tables to determine the damage dealt) due to their militaristic background.
My additions are in Italics, but I am curious more about whether they are too strong, not strong enough, or are fine. Not too concerned about the ability score change (-2 wisdom instead of strength), but would be glad to have any feedback on that.
As mentioned, I am going more for a military/martial-focused race, instead of the fey-like illusionists that are the default Pathfinder gnomes. So, any feedback on my version would be greatly appreciated.
I play in 4 VTT games. 3 of them as a player, one as a DM. As for wich I like better? I don't really have a preference. One thing I like more about being the DM is that I can "play" in the world I created, and it is a nice change from Varisia. In each of the 3 games I play in, the game is located in Varisia. One in Riddleport (second darkness), one in Korvosa (curse of the crimson throne), and one over in Sandpoint... Not sure if the Sandpoint one will have bits of RotRL or not. But right now, I am getting real tired of Varisia. I much prefer playing in a sandbox-type game, whether based in Golarion or a homebrew world. I like the exploration of them, and not being confined to just a rather small area. I would love to have the option to have my character create its own kingdom some day, or set up a shop or such, but in an AP, it doesn't feel like that is an actual option (except for Kingmaker, as that is the entire purpose of that AP).
Unfortunately, I haven't found a sandbox game over VTT to play in that would open up this option. And there is no where near where I live to have a face-to-face game option, either, so I am stuck with VTT. I could go PbP, but I honestly don't care for the format.
I have come across some of this myself. It has been so bad in my area that I am forced to play over virtual tabletop and use a voice changer program to hide my deep voice in order to be accepted into playing. It started out fine when I did the in-person version. I did feel uncomfortable with the stares and some of the things the GM was trying to get my character to do, but that all changed when one of the other players brought in their boyfriend. He thought I might try to take his girl from him, and it got so bad that I had to drop. I feel more accepted with the VTT, as I can pretend that I am a girl and no one knows the difference.
If there is still room, I would like to try playing. I have 3 games already over roll20, but we use a program called "raidcall" for voicechat. I do have Skype, though. I have been looking for a Saturday game hosted on roll20. But if you already have it filled, then no worries.
I was thinking of playing an oracle of life, for the healer.