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For the Pathfinder PRD web coder of choice - I noticed a tiny coding hiccup that is fairly unimportant, but thought I'd help out a bit. There's no QC like the general public! hehe

http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/uncommonRaces/gripplis .html

Hover over "Favored Class Options" - and a section changes to underlined blue text that isn't supposed to. :)

Happy coding!


Thanks guys! That's a huge help. Will definitely keep this in mind as I start the number crunching process.


I think I put my question in the wrong forum.
http://paizo.com/threads/rzs2qbpl?Trixy-Witchy-Spells

Summary of the problem:
Is there a way/formula/chart to determine how many "known" spells a high level witch should start with? Coming into a game midway though at level 12.


If you decide to indulge his "My diva wants to break into mayor's house" whim , his diva could obtain a cursed item.

It may make him think twice about running off on his own next time, and the other players will certainly get some enjoyment from being sidelined (especially if the party is aware of this personality and share your feelings) as they get to watch the cursed item do quirky things for as long as he's stuck with it. :)

And you don't even have to announce it's cursed, to anyone. Just make the shiny "his." Let him own it and love his precious shiny. Then make him dance whenever it's inconvenient to his divaness. :)

Some examples to entertain:

1)
He plays something casty. He finds a shiny in "mayors place" that gives a decent buff to his abilities that he can't resist. Then have one of his spells go off but it "fizzle" at the moment where he wants to shine - for "seemingly" no reason (though, of course there's a reason, like the cursed item has a 50% miss chance, or negates anything on a nat-20), or some other weirdness suitable to the character.

2)
- Diva: "I rolled a nat-20 plus my +23 Disarm to pick the lock and I'm using the Masterwork Adamantine Lockpick Set of Ultimate Coolness +3 I just got from the Mayor's place!"
- You: "It doesn't look like a very complex lock. You hear it click-click. It seems to relock as soon as you unlock it. For those that detect magic etc... there are not auras on the lock or door."
- Other player: "Can I try? I rolled a 14, though I only have a standard lockpick set and a +3 to my Disarm skill."
"You: Yup. It opens right up."

Have some fun with your diva while your diva is having fun. Just like a punchline, be sure not to overdo it either. Or you'll make your diva angry, resentful or bitter. Keep the game enjoyable for everyone. Who knows, he might even enjoy the challenge of figuring out: A) What went wrong, and even harder... B) How to ditch the item he loves so much.


I'm sure this has been beaten to death on the forums somewhere, so my apologies for redundancy. I just couldn't seem to find an answer.

I'm creating a new character joining the middle of a huge campaign. So at level 12, is there a good chart/formula for figuring how many spells (and of what levels) her familiar should have stored? Is there a sidebar I missed, or is this more of a GM call?

My other question is: Is there any feat or mechanic that allows a witch to switch spells out last minute, like a cleric? Or are they all set in stone for the day once communed?

Thanks!
Witchypoo-In-The-Making


Rynjin wrote:
Gliz wrote:
Rynjin wrote:

Using the above method: Lirele Wis.

A distinctly meh name.

I like it as LEER-uh-lay.

I had been imagining it as Lir-ah-lee, which is a nice name, The "Wis" part kinda lets me down though.

You could always just go with a first name only. Keep it "mysterious".

I rarely ever give my characters last names. No real reason as to why, other than they often never need them. (Then again, I've been playing a lot of heavy melee lately, so it's not like they're overly diplomatic and have a call for them.)

If anyone were to call my Oread Shield Fighter by "Ms." anything, she'd probably think they needed a head-mage.

But last names are much fun to RP with if you're going to use them.

If you like Lirele, go with it! It's your character - play what makes you happy.

Or just marry your character off early and take someone else's last name! Hehe.


Ok. To be serious for a bit... I'll share one of my techniques to come up with unique names. Look at the suggested list of names for your race, and tweak a few letters til something sounds right to you. If that still doesn't work after about 5 min of playing with it - try peeking at a different race and doing the same thing there.

For example...Say there's a suggested male name of Obaloth. Try adding a letter in the front, (in this case, I'll use a hard sound to offset the O) and change the middle sound or ending (or both) to something like Toroloth. Well, Toroloth sounds like a mutant Bull-Drow-God-Thing, so I wouldn't be able to take that serious, so let's try a different first letter like a D, and shift the loth sound to something like Drolanod. Or maybe you want only two syllables, so you could try Dralan, shifting yet another letter along the way to make it read better.

This way, it almost always sounds completely unique, and after a few tweaks, it barely resembles the name you based it off of. In this case, only the middle "al" survived from the base name.


IejirIsk wrote:
no, a wand of memory lapse!!

Even better! *loves*


2 people marked this as a favorite.
Matthew Downie wrote:
So my name is 'W'.

I LOVE it. It's perfect. Such inspiration! My next character is going to be a single letter now. I've been having problems thinking up a name for my Aasimar Inquisitor anyways! *rolls die* And the winner is... K. :)

Now, to fight the urge to put her in sunglasses and a black suit waving around a wand of confusion everywhere she goes. =P