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![]() Helaman wrote: Something may be badly wrong either with your site or how my browser engages with it... after hitting it performance went to heck and I ended up having to shut down the browser (latest ed Firefox) altogether... I didnt see your update til now. Dropbox, my friend, and I'll invite you if you want the files. ![]()
![]() Erevis Cale wrote:
In the end, it turned out there was no grand speech for Jhavhul to make. Instead, I had him capture the NPC romantic interest of one of the party members (Haleen), and threaten her life at the cost of the single Final Wish. Make a wish, she goes free. Refuse, she dies. As it was a paladin of Sarenrae who loved her, it was a classically delicious moral dilemma. So! If you can engineer it such, I'd recommend you do that instead; make the characters choose between Love and Duty, as Love is a major theme in this story, as is Sacrifice. That said, if someone writes up an appropriate speech for Jhavhul, I'd be happy to talk about recording it! ![]()
![]() Okay! Long, long overdue, here they are! The Complete Songs of Shazathared Enjoy! As for Jhavul's speech...hmm. That's not a bad idea. I'm concluding the adventure path tomorrow evening, and I'll see if something doesn't come up for it. ![]()
![]() It looks like, based on the PRD, that Sculpt Sound only allows a saving throw or spell resistance for objects, not creatures themselves. This means that if a bard was to cast that spell at any given creature as a target, the creature automatically is affected, without a save or spell resistance (since it lists that only objects get the benefits of either). And if a spellcaster's voice is changed drastically enough (say, from the voice of an elf to that of a frog), that spellcaster can no longer cast spells. NO SAVE APPLIES. Am I reading that right? If so, a 7th level bard would be able to shut down a 20th-level caster, and all he'd need was to win initiative. No save, no spell resistance, and now all your archmages have the efficacy of a 6th level fighter. Somebody chime in and tell me I'm still sane. ![]()
![]() Michael Brock wrote: Awesome. Thanks so much for knocking these out. I would be interested in recommendations of where to place these as well. I have only read through Book 1. They probably should be played sequentially, for the sub-story about the barber and his guest to make any sense, and if that doesn't jive with you for some reason, do with them what works best for your group. I play the odd numbered ones (1, 3, 5, 7, and eventually 9 and 11 when I make 'em) right at the start of each chapter. I like to make a clear demarcation to my players that we're beginning a new chapter, and these are one of the ways I do that. The even numbered ones go well usually some point around the middle of the adventure. They tend to be relevant to the adventure at hand, so I try to start off a session with one just before we dig into the part of the adventure that relates to the myth. There are a few exceptions, though; I might play #7 right as they get sucked into Kakishon, just before the part where I describe Jhavul escaping and mocking them as he does (thus linking Jhavul thematically with Rovagug), and then kick off the next session in Kakishon with #8, to heighten the mystery and tension of having been sucked into Kakishon itself. ![]()
![]() Michael Brock wrote: Any word on when the next one will be available? :) Well, I'm waiting in part to get the final installment of Legacy of Fire, so I can see where the themes of the final two go. When I have that (still not available for downloading yet, to me), I plan to finish 'em out. Hopefully I'll get it by the end of this week, and then I can do it this weekend. ![]()
![]() Michael Brock wrote: Awesome work Skyler. I have used the first one at the beginning of our adventure path, just before they entered the monastery. The second I plan to use when they have their first encounter with gnolls as I read somewhere was a great suggestion. When do you propose the best time to use #3 and #4? I like to kick off each chapter with one of the even numbered ones, and then do the corresponding odd numbered one about half-way through that same chapter. The odd numbered ones tend to more closely correspond to what happens in that particular chapter, so I'd play the one about the founding of Katapesh probably right before they enter the city itself, for example, at the beginning of that particular session. Thanks for the kind words! :-D ![]()
![]() Installment 3 is up! Check it out: http://colorfulfrog.net/blog/?p=66 Only one this time. I'm hoping to nail down the next one later this week, when I'm not under the weather. Enjoy! ![]()
![]() yoda8myhead wrote: Where did you get the music behind these? Is it creative commons? I have a pretty extensive archive of music I use as background for the games I run; everything from movie soundtracks to world music and video games. Shoot me an email for more info on it: skyler at colorfulfrog dot net. ![]()
![]() yoda8myhead wrote: These are great! It makes me want to make the Pathfinder's Journal audio-books I have dreamed of. Do you have a background in audio production, cause these sound really professional? Thanks! :-D It's a hobby of mine; call it the result of a degree in acting with a lifetime of technology enthusiasm. I think a Pathfinder radio drama would be utterly awesome. I'm down for it. ![]()
![]() Hey folks! I put together some audio intros for Legacy of Fire, using the Songs of Shazathared as printed in the covers. Check 'em out at my blog: http://colorfulfrog.net/blog/?p=57 Hop on over there and drop me a line! Feel free to download 'em and use 'em for your own games. :-D I'm interested in your feedback on these; I'm looking to have the rest of 'em finished by GenCon. ![]()
![]() Alright, so as much as I love the idea of Tamir's dinner conversation during Pathfinder 21 - The Jackal's Price, I'll admit that remembering and thinking up jokes on the spot is not my strong suit, especially ones that fit for a desert-themed setting, with crass or lewd punchlines. So what desert, genie, or other setting appropriate jokes can we put together as a resource? I'll start with one (and not a crass one, but better than none): A man on a camel rode through miles of the sun-drenched desert searching for some sign of life. His supplies were running low when his camel died. Now on foot, he desperately sought refuge from the heat, and, most importantly, a source for water. Suddenly, he came across a vendor in the middle of the desert. "Thank the gods I found you!" the man cried. "Please help me. I'm in dire need of some water." "Well," said the vendor, "I don't have any water. But would you like to buy one of these fine dinner robes?" "What am I going to do with a dinner robe?" the man asked. "That's what I'm selling sir. If you don't like it, I can't help you." The man left the vendor and walked on for many more miles, praying each minute that he would find refuge from the scorching sun. His eyes squinted a bunch of times when he came across a restaurant in the distance. Unable to comprehend a restaurant located in the middle of the desert, he assumed the place was a mirage, but decided to check it out anyway. As he approached the door, his mouth opened in amazement, seeing that the place actually existed. The doorman stopped him before he entered. "Excuse me sir," the doorman said, "But you can't come in here without a dress robe!" ![]()
![]() yoda8myhead wrote:
From what I understand, Ventrillo can do this pretty well. I've never setup a server for it, but I hear it's easy. I might be able to make that happen, if I can squeeze in some time to research it. ![]()
![]() I'm pretty firmly in the camp of "Psionics isn't fantasy." I like the idea of psionic characters in Sci-Fi. I DON'T like the idea of them with my Gandalfs, Merlins, and such -- this is for the same reason that the Monk class, with all of its Kung-fu and Ki powers, drives me absolutely up the wall. Slap that sucker into it's own genre, it's own setting, or something else. Keep psionics out of my fantasy, please. If I want a telekeneticist or a mentalist, a mystic or a telepath, I'll use Fantasy to do it, not the pulp-era powers of the mind, which is what it seems like psionic rules have tried to retro-fit. Now, if you establish a pulp-era setting, or something more modern than that, I'm all ABOUT psionics. I don't care about what ruleset it uses, so long as it's no more complicated than the current magic system (which already is more complicated than I prefer). Hell, I'd be happy with just changing a "Wizard" in a sci-fi setting to an "Empath" or "Psychic", and keeping the rules the same. ![]()
![]() I agree with the attention to detail in clothing and style. I'd like to see more of it. I don't think any words need to be "wasted" on it, as it can mostly manifest in the art, and if the Paizo folks decide to spend some word count on that kind flavor, I'm even happier. Sean brings up good points, and I still find myself more in line with Selk. So, I suppose really my request is for the art director and artists to be conscious of such things, and not to fall into the classic "Fantasy Outfits" trope that I judge often happens. In fact, I'd like them to be more than conscious of it; I'd like them to work a little to highlight the changes. ![]()
![]() I pretty much agree with the OP on all accounts. I think these are great ideas. I ESPECIALLY like allowing Smite Evil to also be Smite Chaos, and allowing it to apply to ANY attack, including Combat Maneuvers. And the idea about Damage Reduction is great; if the target is Chaotic or Evil, ALL damage reduction should be negated from a Smite Attack. My two cents. ![]()
![]() So, reading through the Osirion entry in the Pathfinder Campaign Setting, I got hit with a funny thought. Ojan and Jasilia, the heirs to the Khemet Dynasty, are fond of traipsing all around the Osirion desert in search of Adventure and Mystery. Their father, fearful for their safety, sends his Risen Guard to bring the young heirs back to the palace. Here's a set of serial adventures following the deeds and mis-adventures of these two youngsters, chased by the bumbling Risen Guard whom they continually outwit and manage to get killed, only to have them raised and sent back out again to find them. It's like the Golarion version of Duck Tales, Alvin and the Chipmunks, or any other Saturday Morning Cartoon. Anyone else see it? :-) ![]()
![]() Repairman Jack wrote:
Now that sounds like an elegant solution to it: let it apply to any ranged attack, even ranged touch like a ray, to a limit of, say, 30 ft. ![]()
![]() Jal Dorak wrote:
That seems fair to me. To play devil's advocate, though, would it be that unbalanced for a multi-class paladin/sorcerer to be able to smite evil a few times with his rays and ranged touch attacks? He wouldn't be doing it as much as a straight paladin, and the spell wouldn't be as potent as a straight sorcerer, so it seems like it might be a decent marriage of the two. Especially considering how few Smite Evils a multi-class paladin would get. ![]()
![]() So, the purpose of this thread isn't to debate whether or not the number of uses of Smite Evil for a paladin should change, or even what the bonuses are. My question is simple: Why can't Smite Evil apply to ranged attacks in addition to melee? I see no reason that it would be unbalanced. Let's say I want to make up a Dexterity based paladin rather than a Strength based one; Smite Evil with a crossbow or bow and arrow would seem an appropriate change. Thoughts? Designer insight? Let's open this up.
About Paul AntairisBackground Notes:
Paul was born of a minor noble family that was all but wiped out by a rival House. He alone managed to survive because a retainer managed to save him and smuggle him away from danger into the wilderness. He spent his time surviving in the wild and learned the ways of the Fey culture; how to hunt, track and survive. From time to time he’d travel into cities and do what he could to learn about the wild. During his time in the city he learned how to use firearms and work on them. More to come – Languages:
Common Elven Dwarven Goblin Sylvan Saving Throws:
Save Base Ability Misc. Total Fort. 5 1 0 6 Refl. 7 4 0 11 Will. 1 2 1 4 Combat Bonuses:
Type Base Ability Misc. Total Melee 4 4 0 8 Ranged 4 4 0 8 CMB 4 1 0 5 CMD 14 5 0 19 Init. 0 4 0 4 Weapon Attacks:
Weapon Attack Dam. Crit. +1 Short Sword +9 1d6+2 19-20x2 MW Short Sword +9 1d6+1 19-20x2 MW Musket +9 1d12 20x4 Cold Iron Daggers (4) +8 1d4+1 19-20x2 Light Mace +8 1d6+1 19-20x2 Defense Bonuses:
Armor Type AC Bonus Armor +1 M. Chain Shirt: +5 Dexterity Mod : +4 Misc. Modifier : 0 Flat Footed : 19 AC : 19 HP : 48/48 Grit : 2 Skills:
Skill Name Total Rank Ability Mis Acrobatics 12 5 4 3 Appraise 6 1 2 3 Bluff 5 1 1 3 Craft (Alchemy) 6 1 2 3 Climb 5 1 1 3 Craft Diplomacy 8 4 1 3 Disable Device 10 1 4 3+2 Disguise Escape Artist 8 1 4 3 Fly Handle Animal 5 1 1 3 Heal 10+1 2 2 3+3 Intimidate Know. Arcana Know. Dungeon 6 1 2 3 Know. Engineer 7 2 2 3 Know. Geo. 6 1 2 3 Know. History Know. Local 6 1 2 3 Know. Nature 6 1 2 3 Know. Nobility Know. Planes Know. Religion Linguistics 7 2 2 3 Perception 10 5 2 3 Perform Prof.: Pilot 9 4 2 3 Prof.: Ride 8 1 4 3 Sense Motive 6 1 2 3 Sleight of Hand 8 1 4 3 Spellcraft Stealth 12 5 4 3 Survival 10/11 5 2 3+1 Swim 5 1 1 3 Use Magic Dev. [spoiler= Feat Description] Two-Weapon Fighting
Trait Description:
Indomitable Faith: Gain a +1 on Willpower Saves.
Benefit: Once per week, when looking for an item with a price greater than the local community’s base value (see page 461 of the Pathfinder RPG Core Rulebook), make a DC 10 Diplomacy check; add 10 to the DC for each community size category between the current community and the community size with a base value sufficient for that item. Success means (with GM approval) you’re able to sell or purchase that item as if the local community were of sufficient size. Each additional attempt (successful or otherwise) in that community increases the DC by an additional +10. Example: If you’re trying to find a +1 cloak of resistance (1,000 gp), you’d normally need to be in a small town (base value 1,000 gp) or larger to be able to find that item with little trouble. If you’re currently in a hamlet, that’s two community sizes away from a small town, so the Diplomacy DC is 30. If you went to a village and asked there, the DC would only be 20 because it’s only one community size away from a small town. Class Abilities Scout:
Trapfinding (Ex) A scout adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A scout can use Disable Device to disarm magical traps. Targeted Strike (Ex)
Scout Talents
Fleet: You gain the Feat “Fleet”.
Gunslinger:
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat. Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways. Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit. Deeds
Ranger:
Favored Enemy (Ex): Human At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. Public Enemy (Ex): When the blockade runner selects a creature type that is capable of humanoid social interaction as his favored enemy, his favored enemy bonus against the chosen creature type also applies to Diplomacy, Disguise, and Intimidate skill checks. However, when selecting creature types incapable of humanoid social interaction, such as animals, constructs, or oozes, the blockade runner’s favored enemy bonus is instead halved. This ability is identical in all other ways to favored enemy, and supplements that ability. Track (Ex)
Wheelman (Ex): The blockade runner adds his level to drive checks made to pilot a vehicle. Gear:
On Person
31 lbs 5,188 GP In Backpack
In Satchel
Total Weight 48 lbs 5,406 |