We have a Facebook group for roleplayers in South Korea called "D&D in Busan." There are currently 20 members. These days there are two Pathfinder tabletop games plus one Labyrinth Lord Google+ Hangout game. New players and dungeon masters are always welcome. Reply here and we can get you connected to our group.
CommandoDude wrote:
Commando Dude, I hope you are indeed the only person here who thinks that deliberately targetting the bridge full of children with area-effect spells does not equate deliberately killing the children. They could at least have sniped at the enemies with individual missiles and spells. Their foes might have started killing the children, and that should have stopped the fight. But if the children did die at the hands of the evil enemies, then at least the party would be less directly guilty. Besides there must have been spells available that would hinder the enemies.
I am contemplating building a paladin with a longbow (composite when rich enough). The idea of a hobbit excited me until I realized that in Pathfinder a small character uses smaller dice for damage. Is it still worthwhile? (Plus fewer skills and one less feat, but the racial bonuses seem a good balance for that.) Someone mentioned Deadly Aim, but without the bonus feat, it will take a long time to get that. (After all Point Blank and Precise Shot should probably come first.) EDIT: Doh. I see now that Deadly Aim has no prerequisite other than Dexterity. Time to try this out! Are there any Halfling feats or items which counter act this size disadvantage?
Scipion del Ferro wrote:
I myself like the idea of the paladin with a bow, but I can help you out on the literary background to the idea that a knight (of which a paladin is the paragon) would not use a bow. In the Iliad, the epic poem about the Trojan war, Prince Paris is repeatedly mocked and scorned for using a bow rather than engaging in melee. Achilles, Hector and the other great heroes always waded into the thick of things with spear and sword and shield, but Paris plinked away at people with his bow. Later, the term paladin was first coined to refer to the twelve knightly companions of Charlemagne, of whom Roland was the chiefest. Throughout the entire corpus of Carolingian legends and Arthuriana, I have yet to read of a knightly hero using a bow, except to hunt. I am sure it does occur, but the focus of the poets is always the cleaving and hewing of swords and axes and the thrusting and shivering of spears. I would suggest therefore that such a code against missile weapons is purely a cultural tradition, and so would apply differently to characters from different backgrounds. Furthermore said chivalry did not apply to the vilest of enemies. In D&D terms, a paladin of Good should have no compunction about how he defeats an orc, a witch, an anti-paladin or his henchmen.
I am a purist. I often like to take rules and systems to their extremes. Therefore if I play with random rolls I want nothing other than 3d6 in order, no rerolls, no choice. Or full point buy, nothing random, nothing restrained. Either give me the oldest of D&D or the newest of Pathfinder or Fourth.
I think a paladin should behave like Sir Galahad, the Parfait Knight. Ironically I read about him in the 1970s long before I ever heard about D&D, and I found his Mary Sue perfection, intolerant attitude and lily white purity just as annoying as many players find the stereotypical paladin. But as much as I disliked him, I would never want an Arthurian epic without Galahad or a D&D world without priggish and shining paladins.
Our party was sent to negotiate with a village of orcs. We tried to parley from a position of strength, but soon found ourselves in a fight surrounded by the entire fighting force of the village. At first we tried to focus on their chieftain, hoping that his death would route the others. He however was so tough that by the time he fell, his followers were enraged by his death and encouraged by his great display of orcish prowess against a party of adventurers. Much orcish blood flowed as they attempted to annihilate the small party of invaders. Fortunately they had only one shaman to harass us with spells. Finally we somehow managed to retreat back up the road without any deaths. Later we came back with a squadron of Goliaths to clear the road, but the orcs had wisely moved camp far away.
I appreciate that you do not want your character to get all the time and that she is an agile jungle girl, but at some point there has to be a point in wearing heavy armour and carrying a shield. Fourth Edition which I love initially made the mistake of overvaluing dexterity and intelligence, which mistake they rectified with masterwork heavy armour. The main tactic for an unarmoured warrior should be to avoid face-to-face combat whenever possible: backstab, ambush and shoot them from a distance or allow the Fighter to grab their attention and then come in from a flank.
Here is my first draft of a 15 point Human Cleric of a Nature goddess (for the longbow). The campaign will probably begin with a sea voyage. S13 D10 C12 I10 W17 Ch13 HP9
Feats: Channel Smite, Guided Hand
Composite Longbow, Hide since we are on a ship. Orisons for the day: Light, Detect Magic,Create Water
About Li Huli JingOLD PROFILE:
Female kitsune Summoner (Flame Spirit Summoner) 5
Pictures :
DEFENSE
Spoiler:
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 Armor) hp 27 (5d8+0) (8 + 4*4.5) Fort +2, Ref +4, Will +4 OFFENSE
Spoiler:
Speed 30 ft. Melee bite +0 (1d4) Morningstar +0 (1d8) Light Crossbow +3 (1d8) STATISTICS
Spoiler:
Str 10, Dex 16, Con 12, Int 12, Wis 10, Cha 18 Level 4 Bonus -> Con Base Atk +3; CMB +3; CMD 16 FEATS
Spoiler:
Realistic Likeness Extra Evolution Skills
Spoiler:
40 (6x5 + 5 (Int) + 5 (Favored Class))
Bluff (Cha) +13 (5 Rank + +4 Stat + 1 Trait + 3 Trained) Craft (Tattoo) (Int) +5 (1 Rank + 1 Stat + 3 Trained) Diplomacy (Cha) +13 (5 Rank + 4 Stat + 1 Trait + 3 Trained) Disguise (Cha) +13 (5 Rank + 4 Stat + 1 Trait + 3 Trained) Fly (Dex) Handle Animal (Cha) +10 (3 Rank + 4 Stat + 3 Trained) Intimidate (Cha) +8 (3 Rank +4 Stat + 1 Trait) Knowledge (Nobility) (Int) +5 (+1 Rank + 1 Stat + 3 Trained) Linguistics (Int) +6 (2 Rank + 1 Stat + 3 Trained) Perception (Wis) +3 (3 Rank + 0 Stat) Profession (Spy) (Wis) +5 (2 Rank + 0 Stat + 3 Trained) Ride (Dex) +8 (2 Rank + 3 Stat + 3 Trained) Spellcraft (Int) +8 (3 Rank + 1 Stat + 3 Trained) Use Magic Device (Cha) +12 (5 Rank + 4 Stat + 3 Trained) SPELLS KNOWN
Spoiler:
6 Cantrip : Acid Splash, Detect Magic, Mage Hand, Mending, Message, Read Magic 4 1st : Burning Hands, Mage Armor, Rejuvinate Eidolon (Lesser), Unfetter 3 2nd : Restore Eidolon (Lesser), See Invisibility, Haste SPELLS PER DAY
Spoiler:
1st : 4 2nd : 2 Languages
Spoiler:
Common, Elven, Sylvan, Draconic EQUIPMENT
Spoiler:
(10,500) (337 unspent)
Amulet of Mighty Fists +1 (4000gp) (Eidolon) +1 Leafweave Leather Lamellar (1810gp) MW Morningstar 306gp MW Light Crossbow 335gp Bolts (x40) 4GP Summoner's Kit 8gp Ring of Sustenance (2500 Gp) Spell Page of Feather Fall (1000gp) Sleeves of Many Garments (200 GP) SUMMONER'S KIT
TRAITS
Spoiler:
Keeper of the Veil (Regional) - Even when not cloaked in magic, your training has taught you how to conceal your true nature. Benefit: You gain a +1 competence bonus on Bluff and Disguise checks, and one of these skills (your choice) is always a class skill for you. Witty Repartee (Combat) - You are quick with your tongue and have always possessed the talent to quickly admonish your enemies. Benefit: You gain a +1 trait bonus on Bluff checks and Bluff is a class skill for you. Princess (Social) - You have been raised to expect obedience from those around you, regardless of their station, and are not shy about demanding what you want. Benefit: You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skill for you. Paranoid (Drawback) - You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
SPECIAL ABILITIES
Spoiler:
Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores. Fast Shifter (Su): You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action. This racial trait replaces kitsune magic. Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks. Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage. Touch of Flame (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon. Life Link (Su): Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal. Bond Senses (Su): Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action. Shield Ally (Ex): At 4th level, whenever a summoner is within his eidolon's reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
Feats (Detailed)
Spoiler:
Realistic Likeness When you are in human form, you can take the shape of a specific individual. Prerequisite: Kitsune.
Fox Shape (Kitsune)
Prerequisites: Cha 13, base attack bonus +3, kitsune. Special: A kitsune may select this feat any time she would gain a feat. Benefit: You can take the form of a fox whose appearance is static and cannot be changed each time you assume this form. Your bite attack’s damage is reduced to 1d3 points of damage on a hit, but you gain a +10 racial bonus on Disguise checks made to appear as a fox. Changing from kitsune to fox shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly. (Low-Light, Scent, +4 Dex, -2 Str, +1 Natural Armor) Extra Evolution
Prerequisites: Eidolon class feature. Benefit: Your eidolon’s evolution pool increases by 1. Special: This evolution can be taken once at 1st level, and again at 5th, 10th, 15th, and 20th.
Background
Spoiler:
Li appears to be a tall elegant elf with dark hair and yellow eyes. She usually wears leather armor with bone reinforcements. The appearance is, of course, a deception. Li is actually a kitsune, of the Yingzi clan. Her fox form is that of a dark furred fox (also known as a dark or shadow fox). Li is a somewhat inegmatic sort with a wicked sense of humor. She takes delight in other's misfortunes, so long as those misfortunes are minor. She's not malicious, and doesn't enjoy seeing others suffer. Although a proud samurai who falls in the mud is a delight for her, as is a vain woman ending up under a flock of birds who are suddenly startled into lightening their weight for faster flight. Li is a summoner, and her companion is Hao Huli, a black striped red fox spirit. Hao is dry and sardonic, a pleasant counter to Li's dry humor. |