Arkus, Son of Mogaba wrote: Not sure why there's so many folks hating on late contributions. So long as this thread continues to exist, it's like an immortal document of Pathfinder fan reference material. I still find it useful, here on the edge of 2016, and it's only more useful if people are still throwing in their 2 cents every 2 years or so. Does that somehow bother people, philosophically? It's because it's pointless to continue this discussion. It's based entirely on several faulty premises because it's in a thread made before the class was officially released.
Preacher is more of a combat based thing. You can basically call out advice or jibes to friends or enemies a certain number of times a day, granting or forcing re-rolls or aiding an ally's AC. All it replaces is Solo Tactics (and you can drop the Teamwork Feats for extra uses). Good archetype for those who don't have any particular plan for teamwork Feats, or just don't like them (like me). Infiltrator is the one that has much the same effect as the Conversion Inquisition, but the loss of Stern Gaze and Monster Lore hurts IMO, though Misdirection is really good, objectively. Sense Motive is my favorite skill, and I love the Improved Monster Lore Feat, so it's not my favorite. =)
Claxon wrote:
They have effects, but you get diminishing returns after 11 in a stat.
Oh I should also say the group very much leans towards the "Pirates are greedy evil f%#~s" side of the alignment spectrum, so keep that in mind. The only reason they draw the line at slavery is because transporting live cargo is too much of a hassle and draws too much heat. Feel free to read the Gameplay thread if you want a recap of all that's happened. It looks like you're missing quite a few Feats on Gremory, Smashomancer. By the way, as a "talker", have you considered taking the Preacher archetype?
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
GM Niles wrote:
Can we waive this for hats at least? That +1 Notice is nice, but basically worthless if you can't pop on a helmet when combat starts. This game is KILLER, and any armor you can get is a must.
Giant-Blooded: We can try it out, yeah. It doesn't seem egregiously powerful, at least as far as a 1/2 BaB character is concerned. Spheres of Power I've heard great things about...but have no experience with. I'd need to give it a looong read, and I'm not sure I'll have time for that in the next couple of days. Call it a no, at least for now. @ Smashomancer: Go with whatever sounds fun.
Isn't this basically how Nethys became a god? He just became so super awesome at magic he exploded and then ascended to godhood? I'd say just let him research an alternate 9th level version of Create Demiplane called "Genesis" or some such. Say the plane grows incredibly slowly, like a 10 foot cube a day (1/20th of the speed of Greater Create Demiplane).
Basically what the title says. We're in book 4, the Island of Empty Eyes now. Just started, haven't even arrived on the island yet. I'm thinking for simplicity, you would have joined the crew as some random schmoe in Pot Peril, and now's your time to shine as the Pallor has been attacked by a bigass squid who just dragged eight of your crewmates overboard. Current party composition: Captain Jrahk "Razortusk" Lacertus. Orc Bloodrager. Two-handed melee beast, Intimidate build. Standard fare. First Mate/Navigator Ixrul Morcrom. Elf Wizard. Buffer/Conjurer. Ace. Human Magus. Standard Dervish Shocking Grasp type with a few extra tricks. CharOp Guidelines: -Level 9
All Paizo books allowed sans the Technology Guide, though run everything from splatbooks (i.e. not the Ultimate X, Advanced Y line) by me first, as some select items will probably be too ridiculous to allow (No, Sacred Geometry is not allowed). Dreamscarred Press' Ultimate Psionics and Path of War are allowed, though only the PoW stuff on the SRD, and the Mystic unless you can provide me with a copy of the Harbinger PDF or any of the other PoW Expanded material (the playtest stuff is available on a case-by-case basis). Houserules and such: -A "Handwrap(s) of Mighty Fists" exists. It costs as a weapon, and applies its enhancement to Unarmed Strikes only. It takes the "weapon slot". -Alignment restrictions are flexible. Consider them completely removed for Monks, Druids, and Barbarians. -You can sell BACK purchased items for full price (looted items are still sold for half). If you want a +1 Flaming sword after you've already spent 8k on a +1 Frost one, I see no reason to charge you an extra 4000 gp. -Some spells will be vetted. Problem spells are not outright banned, but let's avoid Snowcone Wish Machines, yes? -Work with me if you want normal Monk archetypes on an Unchained Monk. Most can be converted with some tweaking. -Don't bother tracking Encumbrance if you have a positive Str modifier. You may be audited if it's below 10. -I assume you can find normal ammunition in any quantity you need. There's probably more minor ones I'm not thinking of, rulings and such that haven't come up much, but those should be the most relevant for character creation purposes. Don't feel the need to pigeonhole yourself into filling a specific role or anything, just play what you'll find fun. However, I DO expect a certain level of optimization. Nobody in this group is a character building expert by any means, but I do soup up many encounters for increased challenge and fun. Repeated character death is no fun for you or me. Try to find a happy medium between "Min-max the unstoppable warrior" and "Master of underwater basket-weaving". Speaking of...I tend not to pull punches. Several characters have died (though all but one have been brought back). Anyone interested, speak up! I'm happy to help working on your character theme or mechanics. Newbies welcome as well as experienced players.
Finally got some more Lapsang Suchong. Worth the wait. I'd like to try other brands besides Twining sthough, see if there's a higher quality version that may be better. The only other brand I've been able to find is the Baltimore Coffee and Tea house brand, and the people that work there say it's not as good.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
I had thought of that, yes. Though, it's not necessarily stronger. Remember, adding both means penalties factor in. 7 Cha plus 20 Int and Bruising Intellect makes your "Cha" bonus +5 (a total of a +7 bonus over the norm). Conversely, 7 Cha + 20 Str is only a +3 total bonus. It's only better when both stats are high...which is its own investment. It's weaker when used for its intended purpose of shoring up a weak skill bonus due to low stats.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Gear:
8 caps Weapons: Varmint Rifle (175 caps), 5.56 mm rounds x 25 (50 caps) Armor: Leather armor (100 caps), Desperado Hat (8 caps) Supplies: Purified Water x5 (100 caps), Brahmin Wellington x 7 (35 caps), Bitter Drink x4 (4 caps) Miscellaneous: Carton of Cigarettes (20 caps), Lighter (2 caps) Also, just noticed Tracking was rolled into Survival, so updated sheet. Just traded Tracking for Healing (figured basic First Aid is something a caravan guard would know). Roland Wright: 25 years old, caravan guard for the Wright Trading Company. Parents were killed by Raiders when he was young, and was adopted by the Wright family. Treated as a son, though with little of the privilege thereof. Intensely loyal to the Wright Family.
Attributes: Agility d8, Spirit d6, Smarts d8, Vigor d6, Strength d6 = 9 points (5 + 4 points from Hindrances) Skills: Guns d8 (3 points), Fighting d8 (3 points) Notice d8 (3 points), Survival d6 (2 points), Intimidation d6 (2 points), Healing d6 (2 points) = 15 points Hindrances: Loyal (Minor), Habit (Minor, Cigarrettes/Cigars), Code of Honor (Major, Wright Family values, whatever those happen to be) Edges: First Strike
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Jalhazar playfully slaps Jrahk's hands around as he steers, but always rights the course before anything bad happens. 1d20 + 24 ⇒ (12) + 24 = 36 You approach the bay, startlingly white sandy beaches encircling the crystal clear water. The boat shifts slightly as you move in. "Wasn't me!" Jalhazar cries, just before 8 tentaces erupt from the water and lash out at 8 of your sailors. 1d55 + 1d54 + 1d53 + 1d52 + 1d51 + 1d50 + 1d49 + 1d48 ⇒ (29) + (28) + (6) + (41) + (50) + (6) + (9) + (15) = 184 1d50 ⇒ 30 8d20 ⇒ (18, 15, 6, 11, 4, 18, 15, 10) = 97 Eight of your crew, including Rosie are snatched off the deck and dragged underwater! 1d6 + 4 ⇒ (2) + 4 = 6 Y'all are up.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
The journey to the island takes several weeks, and roughly halfway through the journey a giant squid surges up from the deep. Water slaps your decks...and then it dives again and leaves. A scroll case lay where the water washed up on the boat. Inside is a letter bearing the Master of Gales' seal. You left Port Peril before I could tell you this. I had planned to do so at your inaugural party. I mentioned that claiming the island was your final test. In truth, this test has a time limit. Three months. In three months the other members of the Pirate Council will come calling at your residence on the island. if you have tamed it, and can throw a fete worthy of your new stature as a Pirate Lord, they'll take your oath of loyalty, and the seat will be officially yours. If not. .. well, you wouldn't be the first winner of the Regatta who failed to live up to expectations." The rest of your trip passes uneventfully, and you arrived at the island. A high plateau forms the north and central portions of the island, surrounded by 500-foot-high cliffs. Two long peninsulas jut from the plateau to the southeast and southwest. Two sheltered bays offer the best anchorages, a large one to the south (area A) and a smaller bay to the east (see area K). In addition, a number of beaches where boats can land line the island's shores. Scattered across the island, but especially along the beaches and cliffs of the central plateau, are large, weathered statues of giant cyclopes. The statues are all clearly of great age, but their single eyes, which once contained large and valuable gemstones, are now just empty holes-the reason for the island's mysterious epithet. To reach the island, you will need to navigate the shoals and reefs surrounding it. This would be easier in the shore boats, but you would need to weigh anchor over a half-mile from the island for the Devil's Pallor to be safe from the reefs. Three consecutive DC 20 Sailor checks or DC 30 Kn. Nature checks. +5 bonus with the jolly boats, +1 bonus for everyone that makes a DC 20 Perception check to help.
Daredevil (not as much as the series, but it wasn't TERRIBLE), Mummy 3 (I mean...it's exactly like the first two. It delivers on what was promised, and it was hella fun, if dumb and cheesy. Exactly like the first two.), Van Helsing (I didn't realize people saw this as bad...), John Carter, Pacific Rim (wait, for real this time, who says this is bad?), Robin Hood: Men in Tights, and Beastmaster (The TV series too) have already been mentioned. I will put forward... 1.) Constantine. It doesn't really follow the comics from hat I've heard, and was critically panned....but I thought it was pretty good, and basically Keanu Reevs' best movie. Good imagery, Peter Stormare was great as Satan, and some solid action. I think the only reason this got bad critical reviews was because this was back when sci-fi/fantasy and ESPECIALLY comic book movies never got a fair shake because they were, by their very nature as not some sappy dramatically over-doe "artsy" movie somehow inferior products, and inherently juvenile. 2) Green lantern. Yes, the suit looks dumb. Yes, it is a bit cheesy. But Sinestro was pretty good, Ryan Reynolds made a good Hal, and it was a coherent origin for Hal Jordan as GL. The effects in general and the villain was its main downfall.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Sobran wrote:
What kind of evidence is there, exactly? I had actually thought the police had nothing at this point.
|