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Shizvestus's page
Goblin Squad Member. 810 posts (1,009 including aliases). No reviews. 1 list. No wishlists. 8 aliases.
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Having to take Improved Unarmed Strike as a prerequisite for Improved Grapple. Many styles of combat do not have striking. Wrestling, Judo, Aikido and others.
Killing is rarely evil. We kill to eat, we kill to defend ourselves, we kill to stop someone from hurting, killing or destroying something and we kill in war ie Joan of Arc. It's only when killing is for fun, profit or malice that it becomes evil. James bond is a hero. So too Indiana Jones.
On the Other hand, Jade Regent. The 7 Dwarves go to China ;)
Kingmaker Adventure Path and Reign of Winter Adventure Path are my picks.
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We could learn allot from various game developers from around the world. But no anime in the graphics! Anime might have good stories but the artwork is garbage. I want my human to have a normal nose and normal sized eyes. Oh, and hair that looks like hair.
Has anybody played http://www.nexon.net/landing/mabinogi/?PARTNERKEY=MK034SVG0121573
It is quite a vast Online Fantasy RPG. Perhaps the tech people should take a look at what they are doing.
Some monsters would be PC level normal, like Kobolds and Goblins. They would not be any different than playing any other PC race.
Echo wood sounds good in and of it'self :)
I have been in Midgard, Journeys to the West (Midgard's ocean exploration project) and now Tales of Midgard or Mythology Anthology :) Lots of fun and great learning for anybody who wants to learn to write stories, write gaming adventures for your friends and for people who want to buy :) and just for self improvement :) Or just for fun :) I have learned allot of things about self, gaming, writing and mythology :)
Taldor is very British, and French, and Spanish, and Byzantium... But I look at Prince Stavian and damn he reminds me of those early tellings of Robin Hood- the sniveling, scheming Prince John.
They never really made the nations based on any one particular place. You can see allusions to Moorish Spain, France during the Revolution, France after the Revolution if the Royals won, Britain, America, Russia, Norse, and various other places... and yet they are not really these places but amalgams of these places in each place.
I never liked the city god of civilization having paladins myself, and Irori seems to be to monastic to have horse and armour types. But if you model your paladin after a whirling dervish... A stealthy holy warrior with a pair of scimitars in monks robes... Lawful Good wandering the land... hmm no that's more like Sarenrae... Take away the scimitars and give him a staff but keep the monks robes... Yeah. A Sohei bent on the thwarting of evil in the land... Kind of like having a Paladin Rogue, sneaking around the castle keeping out the demons and such that may be sneaking in :)
John Templeton wrote: Kydeem de'Morcaine wrote: How do you plan to handle healing for the warforged?
Are you just going to use half healing like the campaign book says? Yes, I am keeping living construct the same. That is why I just put te page number in ECS. Plan to use the craft skill too, but that is another chapter They have rules for constructs now, and for healing in Pathfinder.

GUARD CAPTAIN CR 2
Male Kobold Expert 2 Warrior 3
LN Small Humanoid (Reptilian)
Hero Points 1
Init +2; Senses Darkvision (60 feet); Perception +11
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DEFENSE
--------------------
Defense 12, flat-footed 10 (+2 Dex)
Armor DR: 7/magic or Large (+5 armor, +1 HD bonus, +1 natural armor)
Critical Defense: +9 (+7 DR, +2 Dex)
Vig 46 (3d10+2d8) Wnd 22 (Threshold 11)
Fort +3, Ref +3, Will +6
Weakness Light Sensitivity
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OFFENSE
--------------------
Spd 20 ft.
Melee Dagger +5 (1d3/19-20/x2) and
Glaive +5 (1d8/20/x3) and
Unarmed Strike +5 (1d2/20/x2)
Ranged Crossbow, Light +7 (1d6/19-20/x2)
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STATISTICS
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Str 10, Dex 14, Con 11, Int 14, Wis 14, Cha 13
Base Atk +4; CMB +3 (+5 Grappling); CMD 16 (18 vs. Grapple)
Feats Big Game Hunter, Defensive Combat Training, Improved Grapple, Improved Unarmed Strike
Traits Canter, Militia Veteran (any town or village): Profession (Soldier)
Skills Acrobatics +1, Appraise +6, Bluff +5, Climb +4, Craft (Traps) +6, Diplomacy +6, Escape Artist -1,
Fly +1, Knowledge (Local) +6, Knowledge (Nobility) +3, Perception +11, Profession (Soldier) +11, Ride -1,
Sense Motive +10, Stealth +8, Survival +6, Swim +1
Languages Common, Draconic, Goblin
SQ Hero Points (1)
Combat Gear Armored Coat, Armored Kilt, Bolts, Crossbow (10), Crossbow, Light, Dagger, Glaive; Other
Gear Caltrops, Pouch, belt (1 @ 2 lbs), Pouch, belt (1 @ 2.84 lbs), Pouch, belt (empty), Pouch, belt
(empty)
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TRACKED RESOURCES
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Action Points - 0/7
Bolts, Crossbow - 0/10
Dagger - 0/1
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SPECIAL ABILITIES
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Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Canter If someone uses Bluff to give you a secret message, they get +5, if you attempt to intercept a
secret message with Sense Motive, you get +5.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

CITY WATCH CR 1/4
Male Kobold Warrior 1
LN Small Humanoid (Reptilian)
Hero Points 1
Init +1; Senses Darkvision (60 feet); Perception +2
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DEFENSE
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Defense 11, flat-footed 10 (+1 Dex)
Armor DR: 1/magic or Large (+1 natural armor)
Critical Defense: +2 (+1 DR, +1 Dex)
Vig 10 (1d10) Wnd 20 (Threshold 10)
Fort +2, Ref +1, Will +0
Weakness Light Sensitivity
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OFFENSE
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Spd 30 ft.
Melee Unarmed Strike +1 (1d2-1/20/x2)
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STATISTICS
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Str 8, Dex 13, Con 10, Int 12, Wis 11, Cha 12
Base Atk +1; CMB -1; CMD 10
Feats Big Game Hunter, Improved Unarmed Strike
Traits Canter, Militia Veteran (any town or village): Profession (Soldier)
Skills Climb +3, Craft (Traps) +5, Fly +3, Perception +2, Profession (Soldier) +5, Stealth +9
Languages Common, Draconic
SQ Hero Points (1)
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TRACKED RESOURCES
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Action Points - 0/5
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SPECIAL ABILITIES
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Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Canter If someone uses Bluff to give you a secret message, they get +5, if you attempt to intercept a
secret message with Sense Motive, you get +5.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.

Witches Familiar
ZOYA CR 1/3
Male Goat
NN Small Magical Beast ((Animal))
Init +1; Senses Low-Light Vision; Perception +0
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DEFENSE
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Defense 11, flat-footed 10 (+1 Dex)
Armor DR: 2/magic or Large (+2 natural armor)
Critical Defense: +3 (+2 DR, +1 Dex)
Vig 3 (1d8) Wnd 24 (Threshold 12)
Fort +3, Ref +3, Will +3
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OFFENSE
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Spd 30 ft.
Melee Gore (Goat) +2 (1d4+1/20/x2) and
Unarmed Strike +2 (1d2+1/20/x2)
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STATISTICS
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Str 12, Dex 12, Con 12, Int 6, Wis 10, Cha 4
Base Atk +0; CMB +0; CMD 11 (15 vs. Trip)
Feats Country Born, Endurance
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel
[Trick]
Skills Fly +3, Heal +1, Knowledge (Nature) -1, Spellcraft -1, Stealth +9 Modifiers +4 to Survival to find
food, Acrobatics (Jump) +4
Languages
SQ Combat Riding [Trick], Hero Points (1), Improved Evasion (Ex)
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TRACKED RESOURCES
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Action Points - 0/5
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SPECIAL ABILITIES
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+4 to Survival to find food (Ex) You are particularly good at Survival in certain environments or
circumstances.
Acrobatics (Jump) +4 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Country Born Ignore 1st fatigue/exhaution in a day, +1 Will
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

TAJSA MORENKA CR 1/2
Female Halfling Witch 1
NG Small Humanoid (Halfling)
Hero Points 1
Init +2; Senses Perception +3
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DEFENSE
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Defense 12, flat-footed 10 (+2 Dex)
Armor DR: 0
Critical Defense: +2 (+2 Dex)
Vig 6 (1d6) Wnd 24 (Threshold 12)
Fort +2, Ref +3, Will +4
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OFFENSE
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Spd 20 ft.
Melee Dagger +0 (1d3-1/19-20/x2) and
Hanbo +0 (1d4-1/20/x2) and
Quarterstaff +0 (1d4-1/20/x2) and
Silver Dagger, Masterwork +1 (1d3-2/19-20/x2) and
Unarmed Strike +0 (1d2-1/20/x2) and
Wooden Stake +0 (1d3-1/20/x2)
Witch Spells Known (CL 1, 0 melee touch, 3 ranged touch):
1 (2/day) Cure Light Wounds (DC 14), Diagnose Disease
0 (at will) Detect Poison, Mending, Detect Magic, Spark (DC 13)
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STATISTICS
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Str 8, Dex 15, Con 12, Int 17, Wis 13, Cha 14
Base Atk +0; CMB -2; CMD 10
Feats Big Game Hunter, Witch Knife
Traits Devotee of the Green: Knowledge (Nature), Unafraid (Ustalav)
Skills Acrobatics +4, Climb +1, Fly +4, Heal +5, Knowledge (Arcana) +7, Knowledge (Nature) +8,
Perception +3, Profession (Herbalist) +5, Profession (Midwife) +5, Spellcraft +7, Stealth +6
Languages Common, Dwarven, Goblin, Halfling, Varisian
SQ Arcane Familiar Nearby, Empathic Link with Familiar (Su), Fearless, Healing (1d8+1) (Su), Hero Points
(1), Share Spells with Familiar
Combat Gear Dagger, Hanbo, Quarterstaff, Silver Dagger, Masterwork, Wooden Stake; Other Gear
Backpack (2 @ 1 lbs), Flint and steel, Harrow Deck, Pouch, belt (1 @ 3.24 lbs), Pouch, belt (empty), Red
and White (Slavic style) Scarf, Slouch Hat (wide brimmed fedora like the one often drawn on Odin), Spell
component pouch (2), Whetstone
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TRACKED RESOURCES
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Action Points - 0/5
Dagger - 0/1
Silver Dagger, Masterwork - 0/1
Wooden Stake - 0/1
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SPECIAL ABILITIES
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Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
p1
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Fearless +2 morale bonus vs Fear saves.
Healing (1d8+1) (Su) Cure Light wounds at will (1/day/person).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch
spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally
affect creatures of the familiar's type (magical beast).
Unafraid (Ustalav) You receive a +2 bonus on all saving throws made against fear affects.
Witch Knife Use dagger as focus for witch patron spells
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Beautiful little peasant girl known for healing. She wears white and red (Slavic Style) clothing and is
wealcome everywhere she goes. She lives in a small home underneath a Mountain Ash tree that her
ancestors dug out. It is fine and comfortable and well fernished with wooden walls, pantry, kitchen, bed
etc. The entrance is a wooden trapdoor with sod covering so it blends with the forest floor.

Adding a little Slavic Flavour to Golarion ;)
RULENSKA VORVALESKA CR 1
Female Halfling Commoner 2 Expert 1
NG Small Humanoid (Halfling)
Hero Points 1
Init +1; Senses Perception +7
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DEFENSE
--------------------
Defense 11, flat-footed 10 (+1 Dex)
Armor DR: 0
Critical Defense: +1 (+1 Dex)
Vig 20 (1d8+2d6) Wnd 20 (Threshold 10)
Fort +1, Ref +2, Will +4
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OFFENSE
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Spd 20 ft.
Melee Quarterstaff +1 (1d4-1/20/x2) and
Unarmed Strike +1 (1d2-1/20/x2)
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STATISTICS
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Str 8, Dex 12, Con 10, Int 12, Wis 12, Cha 12
Base Atk +1; CMB -1; CMD 10
Feats Skill Focus: Heal, Well-Prepared: Survival
Traits Devotee of the Green: Knowledge (Nature), Helpful
Skills Acrobatics +3, Appraise +5, Climb +1, Fly +3, Handle Animal +5, Heal +10, Knowledge (Nature) +6,
Perception +7, Profession (Cook) +5, Profession (Gardener) +5, Profession (Herbalist) +6, Profession
(Midwife) +6, Sense Motive +5, Stealth +5, Survival +5
Languages Common, Dwarven, Halfling
SQ Cold weather outfit, Fearless, Hero Points (1), Leeching Kit
Combat Gear Arrow, Durable, Quarterstaff; Other Gear Bedroll, Blanket, Blanket, winter, Bottle, glass (6),
Bread, per loaf, Bucket (empty), Bucket (empty), Candle (5), Cheese, hunk of, Chest, Small (empty), Cold
weather outfit, Cooking kit, Fishhook, Flint and steel, Garlic, Hammer, Hammock, Harrow Deck, Healer's
kit (10 uses), Holly and mistletoe, Holy symbol, wooden: Green Faith, Jug, clay (2), Lamp, common,
Leeching Kit, Mug/Tankard, clay (4), Oil (1-pint flask) (2), Pitcher, clay, Pot, iron, Pouch, belt (empty),
Pouch, belt (empty), Red and white scarf, Sack (empty), Sack (empty), Saw, Sewing needle (2), Sledge,
Slouch Hat (wide brimmed Fedora like the one depicted on Odin all the time), Soap (per lb), Spade or
shovel, Twine (50'), Whetstone
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TRACKED RESOURCES
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Action Points - 0/6
Arrow, Durable - 0/1
Healer's kit (10 uses) - 0/10
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SPECIAL ABILITIES
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Cold weather outfit +5 Fort save vs. cold weather.
Fearless +2 morale bonus vs Fear saves.
Helpful Aid another grants allies a +4 bonus (instead of usual +2).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Leeching Kit +2 Heal to treat poison.
p1
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Well-Prepared: Survival DC 10+ gp cost check and you "happen" to have the desired item on your
person.
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Halfling from the Lavik lands of Ustalav. And as such is very Lavik in traditions and beliefs. On one side
of the Lavik traditional folk beliefs are the Varisians and the other are the Skalds with lots of Kellid mixed
in. The other great groups of Lavik peoples are Issia, Rossland and Brevoy.
They follow the old folk beliefs of the Green Faith, fears Baba Yaga, and live in a little sod hut that has
grass growing off the sides and roof and would be invisible in the trees except for the windows, door,
chimney and the fence around with things in the yard. Living in the forest has many advantages for the
Lavik halflings, from the taiga forests and waterways to the mountains of Ustalav, they hunt, fish, and sail
the rivers and lakes and live under the great tree roots or in halfling holes, small wooden houses or sod
huts. Life is hard but good.
Especially for a Midwife and healer.
Her gear is mostly at her house.

KALINA LAVNA HALFLING FROM USTALAV CR 1/2
Female Halfling Druid 1
NG Small Humanoid (Halfling)
Hero Points 1
Init +3; Senses Perception +10
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DEFENSE
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Defense 13, flat-footed 10 (+3 Dex)
Armor DR: 3/magic or Large (+3 armor)
Critical Defense: +6 (+3 DR, +3 Dex)
Vig 9 (1d8) Wnd 28 (Threshold 14)
Fort +5, Ref +4, Will +7
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OFFENSE
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Spd 20 ft.
Melee Dagger +2 (1d3+1/19-20/x2) and
Quarterstaff -2 (1d4+1/1d4/20/x2) and
Shortspear +2 (1d4+1/20/x2) and
Silver Dagger, Masterwork +3 (1d3/19-20/x2) and
Unarmed Strike +2 (1d2+1/20/x2)
Druid Spells Known (CL 1, 2 melee touch, 4 ranged touch):
1 (2/day) Endure Elements (DC 15), Cure Light Wounds (DC 15), Hunter's Howl (DC 15)
0 (at will) Detect Poison, Purify Food and Drink (DC 14), Create Water, Detect Magic, Cure Minor Wounds
(DC 14)
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STATISTICS
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Str 12, Dex 16, Con 14, Int 16, Wis 18, Cha 16
Base Atk +0; CMB +0 (+2 Tripping); CMD 14 (16 vs. Trip)
Feats Big Game Hunter, Defensive Combat Training, Druid Weapon Proficiencies, Improved Trip
Traits Finding Haleen: Druid, Frostborn
Skills Acrobatics +5, Climb +7, Fly +5, Handle Animal +7, Heal +8, Knowledge (Nature) +9, Perception
+10, Profession (Herbalist) +8, Profession (Midwife) +8, Spellcraft +7, Stealth +7, Survival +10
Languages Common, Druidic, Dwarven, Goblin, Halfling, Sylvan
SQ Druid Domain: Wolf, Fearless, Hero Points (1), Improved Trip (bonus feat), Nature Sense (Ex),
Spontaneous Casting, Wild Empathy +4 (Ex)
Combat Gear Dagger, Leaf Armor, Quarterstaff, Shortspear, Silver Dagger, Masterwork; Other Gear
Adventurer's Sash (3 @ 1 lbs), Backpack (3 @ 1.5 lbs), Bedroll, Blanket, Flask, Flint and steel, Holly,
Holly and mistletoe, Holy symbol, silver: Green Faith, Pouch, belt (2 @ 3.66 lbs), Pouch, belt (empty),
Spell component pouch (4), Waterskin
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TRACKED RESOURCES
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Action Points - 0/5
Dagger - 0/1
Shortspear - 0/1
Silver Dagger, Masterwork - 0/1
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SPECIAL ABILITIES
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Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
p1
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Druid Domain: Wolf Granted Powers: You run with the pack and are the master of the cold hunt of your
spirit totem.
Domain Spells: 1st - hunter's howl**, 2nd - bloodhound**, 3rd - aspect of the wolf **, 4th - strong jaw**, 5t
Fearless +2 morale bonus vs Fear saves.
Frostborn You gain a +4 trait bonus on any savings throws made to resist the effects of cold
environments, as well as a +1 trait bonus on all saving throws against cold effects.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Trip (bonus feat) You gain Improved Trip as a bonus feat.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +4 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
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Little Kalina (Lavik for Rowan Tree) is a Halfling from the Lavik lands of Ustalav. And as such is very
Lavik in traditions and beliefs. On one side of the Lavik traditional folk beliefs are the Varisians and the
other are the Skalds with lots of Kellid mixed in. The other great groups of Lavik peoples are Issia,
Rossland and Brevoy.
She follows the old folk beliefs of the Green Faith, fears Baba Yaga, and lives in a little sod hut that has
grass growing off the sides and roof and would be invisible in the trees except for the windows, door,
chimney and the fence around with things in the yard. Living in the forest has many advantages for the
Lavik halflings, from the taiga forests and waterways to the mountains of Ustalav, they hunt, fish, and sail
the rivers and lakes and live under the great tree roots or in halfling holes, small wooden houses or sod
huts. Life is hard but good.
Especially for a Midwife and healer.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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No arguments her :) Stat blocks for ease of play, I'm using HeroLab, you can use which ever. Use which point system, or pick yer own, etc. Any level, etc. Doing them up for Golarion :)
You can use Generic, homebrew etc. as long as it's Pathfinder on this one and again lets not argue about stats or levels or whatever. Friendly is fine, it's for fun and learning and we can use them :)
The Shannara series is magic that is the way society thinks it is, after a fashion. And it's not modern.
Neil Gaimans "American Gods" novel is a good one :) and the follow up "Anansi Boys" :)
Have you ever grappled a cat? I would assume they get automatic hit on both claws unless you can catch them flat footed...
You will be missed Daydream Believer...
Pathfinder has a book out that is NPCs from all over Golarion and Hero Lab has a bunch of generics as well. However there should be something of a book of NPCs of what you speak. You could do a cleaves. In fact if you do a thread called the Cleaves NPCs you will have everybody in the message boards writing NPCs for you... Or at least feeding you ideas :)
Actually if Jeff would work with Paizo to do the Psionics.... That would be awesome :)
We could even call them Psychics and Jeff could work with Paizo to create
the classes.
I run Pathfinder's material because they are well done and fun. I like their world as well. This is the first world I set my adventures in and not a homebrew as I like the setting.
"Do Warforged Dream of Quori Sheep?" LMAO :) Blade Runner :)
- Sitting around the fire... "Its my new Cleric spell.." "Create Food and Waiter"
And they should have done a sequel to the Incredibles. A tv show alone would have gone like Ducktales or Talespin ie franchise into the millions...
Condorman! They really should have done a sequel!
The sword in the stone
The legend of sleepy hollow
Return to Oz
Treasure Island
Freaky Friday
The Rescuers
Pete's Dragon
Return from Witch Mountain
Escape to Witch Mountain
The Cat from Outer Space
Bedknobs and Broomsticks
Flubber
The Nutty Professor
Something Wicked This Way Comes- by Ray Bradbury
Watcher In The Woods
The Shaggy Dog
I always thought having one players guide with all the playable races in it... elves, centaurs, brownies, dwarves, fauns, orcs, grigs, ogres, etc. And all the available classes...
And the Varisia Campaign Setting!
No I haven't read every post ;)
I like Pathfinder over all. Love the fact that they saved us when 3.5 was canned. Don't like the way improved grapple needs improved unarmed strike as a prerequisite. You should be able to have that one on its own i.e. wrestling, judo etc. Also there should be improved unarmed strike greater. Oh well. I wish they would have updated the Psionics Rules to Pathfinder but Dreamscarred Press did- so it doesn't matter. I wish they had put out their 3.5 stuff in Pathfinder rules. Over all its great fun.
Right - Curse of the Crimson Throne and Second Darkness Pathfinder Adventure Paths ;)
Couple of ideas: pick up the Kingmaker set and read through it. Use the ideas in that for kingdom building. Also there is something about keeping up a keep in the ROTRL magazines that details all you need to know to keep your little castle going. You are going to run fort Rannik for a while and you could Kingdom Build right there... Trade between Korvosa, Magnimar, and Riddleport (the Freeport of Pirates and ner'dowells) can make you rich. There is also the Dwarven City and the city of Kaer Maga at the stairs of the Stoval Plateau that are both major players in the area and lots of small towns that belong to one city or the other... Like the lycanthropic town of wolf ear...
Get the next couple of sets of Pathfinder Adventures as well - the Korvosa one and the Riddleport one. Korvosa covers the Varisians and their Scarni thieving bad side as well as rogues and merchants in that city. And the Riddleport one has some great contacts in the rogues and merchants in that city as well.
Varisia has gnomes and near where Dosgamer suggested there is a couple of places where gnomes reside... All are very unclaimed and ripe for claiming :)
Bloodsword Vale is well defined and so is Sandpoint in Varisia :) Both have adventures planned around them that detail the area quite well and give lots of NPC's...
What is the Filter that people speak of anyway, I am missing something there...
+1 to what Set says too :)
+1 Luminiere Solas, you hit it right on. I never felt that Psi was science fiction. I always saw it as fantasy oriented and played psionics since first edition. Sometimes I use psi in my campaigns and sometimes I don't, but Psi is always available to my players. I don't use transparency, and I love Dreamscarred Press for them Pathfinderizing 3.5 Psi.
By the nature of the word Paladin, you have Lawful Good. Use the word Holey Warrior and have any alignment you like. A Paladin is a Lawful Good Holey Warrior. You want Lawful Neutral you have a Justicar, Chaotic Evil and you have Anti Paladin which could be better named Knight Aberrant or some such.

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"Boggart" was first used in popular English literature: sometime before 1863
In British folklore, a boggart (or bogart, bogan, bogle or boggle) is a household spirit/faerie which causes things to disappear, milk to sour, and dogs to go lame. Always malevolent, the boggart will follow its family wherever they flee. In Northern England, at least, there was the belief that the boggart should never be named, for when the boggart was given a name, it would not be reasoned with or persuaded and become uncontrollable and destructive.
It is said that the boggart crawls into people's beds at night and puts a clammy hand on their faces. Sometimes he strips the bedsheets off them. Sometimes a boggart will also pull on a person's ears. Hanging a horseshoe on the door of a house is said to keep a boggart away.
In the folklore of North-West England, boggarts live under bridges on dangerous sharp bends on roads, and it is considered bad luck for drivers not to offer their polite greetings as they cross.
Bog´gard
n. 1. A bogey.
Webster's Revised Unabridged Dictionary, published 1913 by C. & G. Merriam Co.
I got mine right away, and I have been jumping at the bit for it to be fully converted to hero lab... then I got the book :)
We are doing our best to help, weather or not we get it right or not ;) After all, we are all gamers :)
* Adherer - Not Japanese it is something that adhears to things, we made that one up us gamers
* Dire Corby - Not Japanese I believe we got that one too...
* Flumph - not Japanese we made that one up, us gamers
* Zuvembie- not Japanese this ones Creole/Caijun/Caribbean our version of Zombie...
Since Kobolds tend to be Lawful, I made a special Temple of Lawful Evil and Lawful Neutral Kobold- Monks, Monk/Fighters, Monk/Rogues and Monk/Rangers and gave the higher level ones levels of Assassin. These were the special groups that went out and fixed certain problems...
You can even have Clerics who become Assassins...
+1 you guys :) My Japanese is not as good ;)
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