Goblin Squad Member. RPG Superstar 7 Season Star Voter. Organized Play Member. 258 posts (3,793 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters. 35 aliases.
I have used it in a side game, where my players are all Hell knights and used that as the archetype they had to pick. It's really fun for themed games like that. I believe if you limit what they can choose, I had an idea of doing a prison one where each player has to pick from certain ones such as scrapper, medic, improviser and so on. The players aren't super powerful compared to normal games ,but they have more options in and out of combat. Hope that helps.
1. A rage that lasted the whole fight but was not as powerful.
2. A rage that lasted a variable or shorter amount of time but was more powerful.
3. A rage that lasted as long as you wanted it, but was mostly all about dealing more damage and a bigger cost to accuracy or defense
Not scientific... just kinda curious of the pulse of the folks reading this...
I like 3 the best, it feels like a rage that kinda tears you apart, though if number 2 was a fort save over a flat save, it would be interesting as well as thematic in pushing your buddy to the limits. It would cause Higher level Barbarians last longer and maybe when you roll a crit success you gain more temp hp or do more damage and if your fail is crit failure you take damage. Kinda like a high risk high reward factor.
I agree in making Orcs core race, and I think their should be a half-human feat, and the half breed feats should be available to all the races. So we should get a the elf template and pick half human or a half dwarf half orc.
I realized, while I was doing something else, that perhaps I'm not clear on something important to gaming in general. Honestly, I loved the fact that in the older pathfinder, diversity was celebrated, not only in racial and sexual diversity, but in disabilities. The drawbacks system was beautiful and useful. One thing I hate, though, is when people try to make everything more or less 'average'. Where character creation is an assembly line of prefab pieces. Where most characters really aren't all that different from each other in nature. I've never been able to be 'average' in real life, and I find it offensive to be told that I more or less have to be in role playing. And, honestly, what I view the 'goal' of role playing games is to get the sense that you've been dealt a really bad hand, yet you still find some way to overcome the challenge, probably not the way the dm imagined it, but because you came up with something totally off the wall that worked, no matter how bad the odds were. I also write stories, and one of my most riveting characters in those stories, in my opinion, is Vashk'al'Rhi'n. As a part of his 'backstory', when he was five, living among what amounted to a rebellion group against his people's leader, he'd been killed, reanimated as a corpsefolk, and turned against the Rhi'na'n, those he would consider 'his people', before his father and allies managed to overcome the leader, the Mayisna, and a debt owed by another person in the group to what amount to the fey ended up bringing Vashk back to life. The fact was, where he was moved to after that, everyone knew he'd been dead, and undead. The vast majority of the people in town hated and feared him. Which made it very powerful when he could prove himself merciful against his tormentors, when he ended up making it his life's work to protect people who he considers victims of society. He did this not because he was really capable, but because he could overcome his own weaknesses. And that, in my eyes, is what the game's about, proving...
Wasn't their drawback system in a later book? It seems to be
I have a rule with my players that when they die, they can't play the same class or race as there character that just died. But I would agree with the others on doing one offs til they connect with a character and go from there.
Quick question, do you know what order the samurai is and why they wanna kill you? Also can yo convince the two neutrals to back you up? Maybe diplomacy is the weapon you truly need.
I would think about cleric, they are an easy caster to get used to or since you have a bard as a option maybe go inquisitor, they are a good mix. If you don't pick either go bard. You guys need a healer.
What is the story behind his cowardice? I'm actually playing a cowardly PC in a pbp, where some situations he excels but in combat he lacks but initially gains courage from his group. Is there any story that can build up his courage or is he just runs to make sure his character is at risk?
To a lot of us it is easy to make background, but in my experience the ones that want to make Drow and gargoyles give up when you ask for a compelling background of that character. Also your the judge, so if it's a lame rip off then shoot it down.
What world and type of area does your campaign take place? Also does he RP the Gargoyle oracle well?
For future reference when this occurs again, and I know it will hehe, tell the player if he wants to be such an odd race he or she needs to come up with a awe inspiring background why they are that race on the current setting. It weeds out a lot of Drisst fan boys and joke characters out right away.
Barbarians the way to go for a new player, simple yet effective. Doesn't get intimidated by all the feats but is durable and has a lot of cool abilities. Magic wise cleric and sorcerer is your best options due to all the preplanning a wizard needs. Cleric gives you EP guidelines and rather simple to a new commer.
I have a level 15 Oracle and just found a ring of continuation, basically it will keep any spell with range of personal for a duration of 24 hours or until the next personal range spell is casted. So I was wondering if my Spirit of the warrior revelation would work with it?
My mystery is Ancestors if you need to look it up, thanks in advance!