Anthropomorphized Rabbit

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Please cancel all of my subscriptions. Thank you.


Can't go wrong with half dragon kobolds. Add the advanced quick template for the leader.


Please cancel my Adventure Path subscription. I want to maintain the other subscriptions. Thanks.


Playing Carrion Crown with an Unarmed Fighter PC. His backstory is that he was a natural born werewolf who was exiled from his pack and stripped of his heritage. Recently, thanks to a animal leadership feat from Kobold Quarterly, he had discovered his missing wolf half.

We are in book 3 of the AP and the DM is willing to give him a chance to restore himself as a full natural born, not afflicted, werewolf. Due to a off handed choice by me of wolf color, black, she says he was born into the Demon Wolves. He isn't the kind to go along with them once he came of age, so getting kicked out isn't surprising. I will talk to her about why they went so far as to strip him of his wolf rather than kill him.

Anyway, but the end of the AP we should be around level 9 and Kristoff Man and Kristoff Wolf may be united again. With this may come a complete rebuild of the character, as the unarmed fighter class was simply him imitating fighting with tooth and claw.

Suggestions? He will need to stick with the melee damage dealer role, but I am open to ideas.


I am, for the most part, a firm d20 kind of guy - and have a wide variety of variations. However I really like Trail of Cthulhu, Pendragon, and nWoD for those specific types of games. I have played or am familiar with GURPS (3rd ed), MERPS, BRP/COC, Burning Wheel, Shadowrun and a few others. A lot of the Cubicle 7 offerings intrigue me and I have joined Monte Cook's Kickstarter for Numeria.

What are your favorites? What level of support do they have? What would you like to see for them that you don't have?


And me as well please, thanks!

Spoiler:
scottgcar@aim.com


Honestly, it never occurred to me that a fey queen would want to rescue the dryad. She doesn't care about the dryad, she is insulted by the theft and mistreatment of her servant. Even if she was inclined to do so, she doesn't go and rescue her, nor does she send any of her agents, because it was a mortal crime and a mortal must redress the wrong. If she just fixed it herself then the balance would be off.

I like my fey very fey, operating by their own sets of rules and logic. It doesn't take a spell or cold iron or something to keep them out, only their own inclinations. The spells cast were only to bind the dryad to something other than her tree.


While I like the idea about trying to save the dryad, I have a feeling this party wouldn't unless just flat out told to try. This is a new group for me and they seem like a "kick in the door, kill it take its stuff" kind group.

Great ideas everyone, helping me think it through.

How about:

As a last desperate act before he kills himself the captain orders some men to go and "deal with the beast"
The men go down and try to set fire to the dungeons, some are trapped and rise later as burning skeletons. Due to the combination of magic and pure hatred the dryad still inhabits the dungeon.

Dryad gains the Elemental -Infused (Fire)Template - appearing to be a burned tree in the shape of a woman until the PCs investigate then burning once again as she tries to take her revenge on the male PCs in the room.

In the end the PCs will be rewarded by an agent of the Queen of Ravens if they bring out the dryad's necklace, which is in the ghostly captain's possession and destroy the totem that bound the dryad to the cells.


MrVergee wrote:

You could also go with the mute hag:

Mute hag.

Like the mute hag - might be overkill for 2nd level party

I think I want them to be able to recognize it as a dryad. Perhaps some changes to the dryad abilities?


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An arrogant young captain of a small outpost fell in love with a dryad (or nymph), although she did not reciprocate. When she would not relent his love turned bitter and he captured her, with the aid of an evil witch, and imprisoned her in the dungeon below the outpost. There he allowed her to be used by his men for sport. Eventually the curse of the Fey Queen put an end to him and his men, but due to the precautions of the witch she could not rescue the dryad.

Imprisoned, tortured, anchored by an evil artifact made from her tree, she went crazy and became....what?

Homebrew setting, first or second level party, the PCs investigation of bandits leads them to the old keep. They discover that the bandits are slowly falling to the curse of the Queen of Ravens - turning into tengu-like beings who unwittingly defend the dryad still imprisoned. A few other things - raven swarms, a bear turned young owlbear, a mountain lion turned young raven-themed griffon, a few haunts, maybe some undead versions of the long dead soldiers, or the ghost of the captain who killed himself rather than succumb to the curse - but I need help with what the dryad(or nymph) has become.

Any suggestions?


Roachling urban druid


Communist industrialized dwarves.
Wicked fantasy factories lithovore asexual dwarves


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How about something related to the Seas of the Darklands?


I like trying to figure out what could exist in the setting, but might be a bit unusual -as I think "adventurers" have to be unusual examples of their society. Some of my favorites have been:

The human unarmed fighter who was actually a 'cured' natural born werewolf who had been exiled from his pack. At 7th level he 'found' his lost wolf aspect through Leadership - a Warg who had a higher CHA than the human.

The paladin from a disgraced order that had lost their home city to a black dragon. He was dirty and smelly and swore like a sailor and spent all his time in the swamp hunting down the dragon's minions in an effort to reclaim his family honor. He looked nothing like a traditional paladin.

Dwarf urban Druid living rough in Ptolus, diving the future in crumbling stonework, talking to his gun, and eating out of the trash.


placards hung around the necks of summoned monsters.


Given that the standard is +2 Physical and +2 Mental I doubt you are going to find something with a bonus to both Int and Wis. Have you looked at the Monsters as PCs over at pfsrd?


I doubt I can keep up IC talk in Sigil's cant. But I'm still thinking about submitting a PC.


As Fleshgrinder said - Energy Weapons could be just like wands - require a feat to use them or allow UMD to "figure out" how to use them. Once a PC has learned how it operates no further rolls are required. A mono-filament weapon could simply have an expanded crit-range. Or allow it to bypass DR. Of course, if there are weapons like that there could be armor to prevent the damage. Refractive Armor would essential have SR v. Energy Weapons.


Fanguar wrote:

couple of questions/clarifications

1)So no paladin, inquisitor, oracle, druid or ranger spell casting?

2)Can arcane classes that can cast healing magic still do so, a la bard for instance?

I agree that oracle, druid, and rangers do not require gods. Its the worship, and presence, of deities the Lady does not tolerate - not divine magic or healing.


6th level wealth is 16,000 gp


The Lady of Pain wrote:
Im going to have a long hard think about this, I need to be 100% ok I have the time to GM and I know the backgrond to the level some of you pos players do, you have all ready talked of stuff beyond me. I think for this to work well it needs a GM whos very upto speed on the whole world of planescape.

It doesn't have to be steeped in lore if you have a few of the basics worked out. It can just be Your Sigil as long as it feels like Sigil.

Oh and I am thinking
Tengu Urban Druid

or
Beastbrood Tiefling Mysterious Stranger


I would love to play in Sigil again!


Spellslinger 5/Gunslinger 1

Point Blank/Precise Shot are of course musts
Weapon Focus is good
Arcane Armor Training perhaps
Craft Magic Arms and Armor perhaps

Honestly, you loose out on a lot of the cool features of the Gunslinger when you go EK

I think you can achieve the same results mixing Spellslinger and Gunslinger.


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I can build a "our world but with the mythos in the wings" with things already available. If I were to be in the market for a new setting I would want the Mythos to be very present and very much effecting the world at large. Actually I would probably buy that whether or not I needed it.

- Attack on Pearl Harbor due to Japanese magi summoning swarms of deep ones and a few mutated giant ones. US makes recovery of Hawaiian islands a priority.

-Death Camps giant sacrificial altars to bring attract monstrous creatures to our world, which are then harnessed by the Nazis and unleashed against London in a terrible Helkrieg.

-Stalin steals the idea and calls forth ancient spirits of winter through the deaths of thousands of Ukranians. Marches against Germany in the East.

-Mi-go help US war effort by nudging development of diesel punk technology. Philadelphia Experiment gives antigravity and cloaking technology.

-Read Manhattan Projects Comic by Hickman. US unwilling to go the route of the death camps, but searches the world for artifacts to use as weapons against the Axis.

-Silver Shirts in the US open a gateway in Chicago to bring Nazi forces to the US, but get it wrong and now Chicago is rules by the Denizens of Leng - who are willing to deal with the US, or anyone else, for the right price.


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I like the idea of inevitables. How about this: In the dawn of history the sentient races were plagued by an unstoppable horror. They got together and made a deal with a powerful Neutral force, a primordial god thing. The deal was 70 millennium of peace in exchange for the god-thing devouring their world when the time was up. Of course, things being as they are, a group of adventurers destroyed the artifact that was the means of the god-thing re-entering the material plane. The world is saved.

BUT...

This is a MAJOR contract between the sentient races of the world and a primal being. Destruction of the artifact constitutes breach of contract. The inevitables come to destroy every descendant of the sentient races that made the deal (which might lead to some interesting exceptions - for example maybe they leave gnomes alone unless attacked but give fair warning "You should leave this world.") which is, of course most of the planet.

Enter the CG gods. Their stance is that the contract was illegal to begin with, as no one can offer as payment their descendants in a good contact. The cannot directly oppose the inevitables, they are covered by a contract of their own, but they can free their servants to aid the mortal races as they see fit.

Makes things a little more personal for the PCs. They loose and they loose their world.


I would add language about loyalty and support to the family. I will revenge a slight against me or my familiy's honor ten fold etc.


Dazzled is not much of a penalty, especially given the some of the race's abilites. If he wants to wear the hooded cloak, or a big floppy hat, for RPing the light sensitivity I think that's great. In the long run I would allow some kind of magic item to be purchased to negate it.

As far as stealing, I guess he is Evil? In small isolated communities in a typical medieval world all outsiders are going to be viewed with a small degree of suspicion anyway - all it takes is one 1st level Paladin to Detect Evil on him to get him run out of town at least.

How do the good members of the party feel about it? Are they aware of it? Even if not they have the means to figure out whats going on, regardless of whether the locals do or not. Letting someone consistently prey upon the innocent is not Good. You don't have to have a Paladin's Code of Conduct to realize you have to do something about it.

Basically, running a mixed group of Good and Evil is going to be a problem very quickly, unless there is some clear "put aside our differences to save the world" kind of theme. So you may want to do a little reset of your campaign.

Or, you can have him become beholden to a much more powerful evil. Said evil takes him aside and says "You are making enough that you don't have to steal from peasants. Your kleptomania might draw attention to you, which might draw attention to me, and you would NOT like that. So cut it out."

Another option is let him cross the wrong person. Little shop keeper seems like an ordinary Expert, but in reality is a middle man in chain of smugglers who run things through the tiny village. He notices the theft and sicks some muscle on the PCs when they leave town. IF they kill the muscle, that only makes things worse - the boss' favorite nephew who was learning the ropes was among them.

No one gets away with it forever, they either quit or get caught. Even NPCs can roll a 20 on perception now and then.


Bluff in combat to feint - no problem.


Playing in Carrion Crown AP and we are just into the first bit of the second book. I know that CC can be lethal and want a PC on deck in case my fighter buys it.

I am more concerned with having an interesting character than an "optimized" one, but having said that I want the most effective character within that concept.

Right now I am leaning toward a charismatic fighter type, like maybe a bard/paladin. The group is a bit lacking in social skills but I don't want to sacrifice too much in terms of BAB.

Looking for advice on class, feats, items, and deities -although I am inclined toward Sarenrae or Idomedea

Character would be 4th or 5ht level, 25 point buy, standard wealth by level but most 'adventuring gear' is hand waved.

Any suggestions would be appreciated.


Maybe I should have called this "What do you want?" and I would have gotten more replies.


Tell me more.


With all the quality Paizo stuff, and some excellent 3rd party materials, what game related material are you missing? Rules? Classes? Setting? Creatures?


As a rule of thumb I would say that a spell that combines two others, depending on which two they were, would at the least be considered a spell equal to Level of Spell A + Level of Spell B +/-1.

And if you have a policy of New Spells must be in Spell Format then just tell him that and have him submit it ahead of time. There is nothing unfair about asking that format be followed to evaluate it.


Yes, I would say that was lawful good enough if I was your GM. I like it. And I see the echos of Roland in it, which is just fine.


Honors in High School, BA in Religion and Sociology, Master of Divinity, 2 years on mission field, 11 years as Pastor of a single congregation. Also have taught at various institutions: ethics, speech/communications, survey of Old and New Testament, among others. Published author, Choir since I was 12, library full of books on the occult/super natural.

I am a Cleric/Bard. Golarion just means I get spells.


3.5 had a necromancer class that slowly gained lich qualities and then finally became on at 20th level. Honestly, if you are running and adventure path you don't need to be worrying about this now. Just let the player run a necromancer type through the path and worry about it when he gathers the resources.


A friend and some dice. As Shadowcat said, all the rules you need are free online and any DM can work you through setting info.

A lot of setting info is actually available at PathfinderWiki


blackbloodtroll wrote:
I suggest one of the alternate tieflings for the dark feel. Div-Spawn tiefling will fit this role well.

This was my thought as well.


Mystic_Snowfang wrote:


Thank you.

He also lost an eye.

How much would it cost to craft a working fake eye from a black opal?

Really, I would just start with the 400gp and add the cost for materials for anything. Unless you want the more expensive magic item route.


Mystic_Snowfang wrote:

How much would a magical clockwork leg cost?

A roll went bad and the group's fighter lost his leg (hip down) from a goblin on a crit. (it was really quite funny) Anyway, I'm a nice GM and allowed him to get a clockwork leg.

How much should it cost him, and what componets would it need. What sort of care would it need, and what are the chances of it breaking?

66,000 gp for a wonderos item that functions as a continuously animated object + 380 gp for casting restoration to intigrate the leg. No maintinance, treated as any metal object.

Or

Just about 400 gp, based on the cost to remove ability damage, but I would require minimum daily maintinance DC 10 on craft clockwork. 10% chance of any damage causing it to need more serious repair.


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Seems easy enough to mod. Oracle, lose medium armor and shields and gain a Domain, appropriate to the mystery. Silken ceremonial armor, quarter staff. Done.


Pimp Hat On: Golemcraft 101

It's for 3.5 so needs updating, but its specifically tailored to creating constructs as soon as possible that are useful.

Pimp Hat Off


Phasics wrote:

just curious

a) what GM would ever let you make/use such an item?
or
b) what GM would ever give such an item to his players?

The OP said it was a long term campaign goal, and once achieved he would retire the character. As such I would allow it to get made, although I really wouldn't worry about the cost - that would all be taken care of in the questing to find someone who could help you make it or the materials needed. Yes, I would rule its an artifact (and as such ignore the basic item creation rules), and once you made it some god of magic or artifice would 'promote' you to subordinate demi-god status and take you off the mortal plane.


Of course one way around, IMO, it is to incorporate the divine symbol into an appropriate item or piece of clothing, something that is normally visible while adventuring. A shield or tabard should work, or some sort of symbol hanging from a chain on the pommel of that two handed weapon.


Thanks Jeremy and all. I think I am just about sold on Psionics for the game.

The setting:
A thousand years ago the angels and demons went to war. In the intervening time races have died, the gods (and arch-devils) have gone silent, and magic has been fundamentally altered.

"Spells" are just templates for magic items, or ways of describing the innate abilities of some creatures. Essentially, it is a setting where magic is so advanced it looks like technology. Healing is done through a feat and Heal checks, magic items, of a limited sort, are crafted by skilled artisans with no casting powers. The only traditional "spell-casting" class allowed is the alchemist.

Psions will be very rare. Very. Rare enough that manifesting will be noteworthy, something that frightens people used to seeing imps patrol the skies. It will be a relatively new thing , representing the ability of mortal races to manipulate their own souls.


BltzKrg242 wrote:


"this is dumb and there isn't a story to this..."

Good point. My players like story and aren't particular good at creating their own from that side of the table. Make sure your players want a free form campaign before starting one.


In my next campaign I want things to have a different feel to them, something beyond the normal fantasy game. I have been toying with different magic systems as part of that. I have no game play experience with psionics, but have Psionics Unleashed. What I don't want is something that will wind up being just the same old same old with different wording. What are your experiences with psionics and how it plays out in game?


You know your group best. My group doesn't do very well with "SO, what do you do next?" unless I have laid out a couple of clear options. Thus we tend to avoid things being too freeform/sandbox. I, on the other hand, would love to play in a very freeform game - but have no one to run it for me.


Thanks, thats kind of what I had thought - but it does make playing an Unarmed Fighter a bit more difficult.


Since "A strike with a gauntlet is otherwise considered an unarmed attack." does that mean someone with Improved Unarmed Strike, Weapon Focus (Unarmed Strike) etc. can apply the benifits of the feat when wearing them?