Quilindra

Rykka's page

RPG Superstar 6 Season Star Voter. 29 posts. No reviews. No lists. No wishlists.




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We've set up a public Windward server set in the Inner Sea region, built to scale (as much as the game allows) and peppered with various factions and locations from the setting. The factions are represented visually in the game with setting appropriate flags, capitals, names and stats.

For those unfamiliar with the game. It is a naval ship game with a heavy helping of exploration, questing and trade. It also has a strong territory control element that can provide entertainment for those who enjoy warring for more of their colour on the map.

The four starter factions are as follows.

Andoran
Liberty and Freedom must prevail!
Cheliax
Order will be restored!
Linnorm Kings
A journey worthy of song!
Katapesh
From Katapesh, all trade flows!

Shackles Pirates pervade all regions, and can even be joined. The Pathfinder Society and the Aspis Consortium also wage secret war with one another that is accessible by higher level players.

Here is a map of the server, with the Golarion map overlayed slightly for clarity. Locations such as the Eye of Abendego, Lake Encarthan, and others hidden around the map are both highly dangerous and fun nods to the setting.

The Inner Sea!

If you have an interest in joining us, please do! We welcome all, especially roleplayers. The war for the Inner Sea continues with you!

Server Information
Simply direct connect to ragea.net to join our server, pick a faction, and tell your story of pride or plunder.


Is there a section for Pathfinder related art? Where would be the appropriate place to post such material?

Thanks in advance.


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Hey everyone.

I am soon to be playing a character in a game that is going to be using the Words of Power out of Ultimate Magic. Being the big dork that I am, I wanted to actually list the glyphs and sounds of the words so that I could both visualize and role-play them better. I realized I was having a ton of fun making these, and thought I might post the sheet I made for it up on this forum for anyone else to make use of.

Keep in mind I made this for my own use, but it is working out pretty well so far and is highly enjoyable. The following link is a quicky example of the page with a few Words scrawled down on it. (Sorry about my handwriting, but you will get the idea!).

If anyone likes it, I will see if I can't host a PDF of it somewhere for fun.

http://www.dumpt.com/img/viewer.php?file=eamyzzgyfnc3uuz168st.jpg

Rykka~


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Hello!

I was curious about what House Rules people may have created for their tables to help promote and reward role-play at the table. I know everyone runs their tables differently, but at our table (at least when I am DMing) roleplay is a primary importance. There are plenty of tactical board games out there, and I do not really want to spend my weekend running another.

As such, a few House Rules have sprung up over time to help facilitate this, and I was curious to know what other DM's may have come up with as well!

-Descriptive Bonus-

What?: If someone describes their action, attack, etc with exceptional panache or superior role-play, I usually tack on a bonus to whatever it is they are attempting. While this is typically just a +1, there have been instances of jaw-droppingly memorable moments where higher bonuses have been allowed.

Why?: This is to escape from "I attack again." *Roll* I missed.

I find this a great way to get the number obsessed into the roleplay seamlessly.

-Unarmed Attacks-

What?: Everyone in our games are considered to have improved unarmed strike, though they must still take it as a feat to qualify for any feats or skills that have it as a prerequisite.

Why?: Because movies, stories, games, etc are chock full of people throwing punches, knees, shoving, etc in the middle of pitched fights and it seems a shame to rob the players of that for something they just wanted to do for the sake of roleplay. IE: Forgoing another powerful sword swing to rattle off a quip while headbutting their opponent. Few will want to do that /and/ get an AoO against them for the sake of roleplay. I find this has drastically improved the cinematic quality of our combat scenes as a result.

Further?: On a case by case, CMD checks might also get a pass- DM allowing, if it makes sense in the situation.

-Questionnaire!-

What?: For particularly heavy campaigns (Like modules, that investment should not go to waste on shallow concepts) character questionnaires can add completely unexpected depth to characters. Example questionnaire.
http://dreadpiraterose.wordpress.com/2009/12/30/100-questions-to-ask-about- your-role-playing-character/

Why?: Because if you are going to sink days and days and weeks and months of your time into creating and breathing life into a world for a group of people, the least they can do is humor you enough to fill out a sheet.
A more serious answer though, is because it really adds unexpected depth to characters. I have had several players come up and remark on how much more interesting and enjoyable their stories were after completing those, as it forced them to really flesh them out in ways not available to them at the table. It gives them history, and reason, and goals.

-Roleplay Tally Sheet-

What?: Mark down your player's names, every time they roleplay something out in a very satisfactory way, mark down a tallymark.

Why?: Because (I don't know how long you guys play) at the end of 16 hours of gaming, it is hard/impossible to remember all of what occurred and players can feel a little cheated on roleplay XP rewards. Keeping a tally sheet allows you to easily count up a reward at the end of the game that makes sure that players leave the table feeling that their roleplay helped them in return.

-Spontaneous Enchantments/Curses-

What?: Heroic/Harrowing events can leave their mark on objects present at the time of the event. This can result in enchanted or cursed items naturally metabolizing over the process of adventure.

Why?: Because magical doodads just coming from number-crunching enchanters looking to make some coin is very.. very... boring. Useful and necessary come time to spend money, but also boring. I don't enjoy my players best items coming from a trip to Walmart.

Instead, the DM can allow dramatic events to leave their mark. A dagger used to kill a family member is now cursed with their vengeful spirit. A sword (actual example) that took a Drow priestess to negative hitpoints over ten times in one combat now seems to almost seek out Drow naturally. Armor that withstood the scorching breath of a dragon as a warrior huddled over a child to protect it now seems to shrug off further exposure to heat.

Adventures are chock full of situations that could leave magical/fate residue on equipment that are way... /way/ more interesting to the players than "I bought it at Magic Mart." I have even had players attempt to harness this intentionally, like with a certain Blackguard embarking on a side quest to plunge his sword through the heart of X amount of _______ under the light of a full moon, culminating with the final one being on a special dark holiday. All to get a magic sword he probably could have bought. Awesome.

-Rare Regents as Focuses to Help with Spellcasting-

(This one might be a bit out there for people, sorry.)
What?: A slain magical creature can have a portion of it's being harvested as part of a simple ritual to capture it's essence into the object. Ex: The Horn of a Dragon, the Stone Heart of an Elemental, the Claw of a Linnorm. These can in turn be used to empower spells that sync up with their aspect in some way. (DM's Discretion on Requirements and Effect, always one-time use.)

Why?: Because I have found this makes even the most innocuous random encounter or monster fight have memorable echos down the line, and also makes their defeat more rewarding as they usually do not carry treasure. When a player triumphantly raises the dagger sized stinger of a monstrous wasp they defeated four levels ago to help empower their new swarm spell at a critical moment- all of the pieces fall together in very satisfying ways for players and DM both. All from an otherwise forgettable encounter.

----------------------------------------------------

I'd love to hear what other DMs and Storytellers have come up with. These have worked wonders at our table, and I hope to learn about more ways to embolden roleplay at the table. I understand that my own examples I've listed would definitely not work for everyone's table, but I hope that someone else gets some good use out of them as well.


Hello!

I was hoping some of you experts in the exotic and obscure could help me suss out some ways to achieve a concept I have been wanting to play.

I have been mulling over a character concept for a game that I really want to try out that calls for a character that epitomizes overwhelming physical strength. Mind you, I am not just talking about strength damage- combat is actually not even that huge of a concern of mine. Not min-maxing for damage here. I am scrounging for things that would help with strength checks, carrying capacity, anything to help pull off astounding feats of strength.

Character has to be human. (Doh.) I wanted to go straight fighter, if I could, or at least fighter with as little dabbling in other classes as I could. Even though the fast path to massive strength bonuses is barbarian, I do not want any barbarian levels. Rage goes against the stoic nature of the intended character.

So-

Does anyone know of any useful feats, skills, magical items, class features, etc that would help allow me to flesh out this concept? I appreciate any and all advice. Thank you.