Eagle Knight

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Organized Play Member. 69 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


Scarab Sages

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Jhaeman wrote:
Adjoint wrote:

Removing armor takes time (from 5 rounds to 1d4+1 minutes, depending on the situation).

I have never seen a situation when it would matter, though I can imagine one (for example if someone was about to drown, and was willing to drop his armor in order to get a chance to get to the surface).

Yeah, this happened to a PC in my RotRL game just a couple of months ago: got stuck in quicksand and with the major armor check penalty of full plate armor, couldn't make the Swim check to escape before drowning. It's not easy to drown in Pathfinder, and it's the first time I've ever seen it happen. Felt really bad for the player, but the life of an adventurer isn't an easy one!

Gotta keep Guardian Armor handy for situations like this.

Scarab Sages

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Dire turtles with a level in the PC class Ninja.

Scarab Sages

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Fuzzy-Wuzzy wrote:


Ideally, to be really safe, you would have the Improved Safeword and Greater Safeword feats.

I recommend training at least a few levels in Profession: Dominatrix, too.

Scarab Sages

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I almost always play a character with high Cha. I find it more enjoyable to be able to roleplay like this. This has lead to a lot of Oracles, Bards, and Paladins.

I always find myself in the realm of LN, even when I plan out a different sort of character. I like the flexibility that is afforded to Law alignments when creating the character and then the framework that leads to when playing.

Scarab Sages

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If you or someone else publishes it and makes it available for sale you can make money. Homebrews aren't great or terrible; each one is unique. There are a lot of really bad ones that are poorly designed, unbalanced, boring, etc. and there are a lot that are brilliant, mechanically sound, and tell great stories.

Scarab Sages

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Diego Rossi and Zolthux, I have opened a new thread to cover (and hopefully resolve) the fluff discussion that has appeared in this thread. I look forward to the insight that thread will provide.

Scarab Sages

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This is a great thread. I'd never played DnD before three months ago. I pretty much ignored it all my life. The closest that I ever came to playing it was looking at the Combat Log in Star Wars: Knights of the Old Republic and commenting on how intricate and interesting the system was.

Fast forward to this year, my girlfriend has been playing since she was in middle school. She's been DM'ing for several years now. She finally talks me into joining her game and seeing how I like it. I struggled through the character creation and the numbers on the sheet; but, I got a lot of help and figured it out.

Three months later and I'm fully hooked. I mention my story here, not because I'm a kid, nor do I have one. I'm a twenty-eight year-old attorney who can't wait for his next session. She says that when I'm researching the system and building my character have the grin of a kid with its new Christmas present.

This game isn't just about magic. It is magic.

Scarab Sages

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Something that I've been toying with is an Inquisitor with both the Infiltrator archetype and the Conversion Inquisition. With this combination you can add your Wisdom Modifier to your Bluff and Diplomacy skills (Infiltrator) and you get to replace your Charisma Modifier in the Bluff, Diplomacy, and Intimidate skills with your Wisdom Modifier (Conversion).

Your 20-point buy would allow you to add three or four points to these skills, twice over. Considering that they are all class skills and the 6+Int skill ranks granted an Inquisitor you would be an excellent face for the party.

Additionally the ability to fake your alignment pairs nicely with your ability to talk your way out of situations. Add in the Bluff bonuses and the fact that Disguise is a class skill and you're an instant spy/diplomat/negotiator.

Be a human and take an extra feat for your face skills, or be an Orc and intimidate the crap out of everyone.

Other things that make the Inquisitor a great choice for your group:
1) Healing: It never hurts to have a party face who can help the heavy hitters out.
2) Buffs: Guidance, Bless, Knowledge skills, and Lend Judgement all help the party in and out of combat -- and that's just at first level.
3) BAB 3/4, deity weapon proficiency, armor proficiency, and Teamwork Feats allow you to be a decent combatant, even after focusing on out-of-combat skills and abilities.

Scarab Sages

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Lawful Good doesn't mean Lawful Stupid. That top-left alignment is a problem for a lot of players. It's not just neutral characters that can weigh options. Lawful Good characters aren't one-dimensional, they have ideals that they believe in; this doesn't mean that they need to be short-sighted.

Yes, LG means upholding order and virtue, but people far too often overlook the willingness of LG characters to understand the concept of "greater good." The very idea of working toward redeeming chaotic or evil characters escapes the consideration of many players playing, or playing alongside, a LG alignment.

You need to remember that your alignment doesn't play your character, your character plays its alignment. Alignments are not character archetypes, they are an oversimplification of a character's worldview. There exist a myriad of nuances within the nine alignments. My LG character could make decisions that would make another LG balk, and still remain in the light of his god.

Scarab Sages

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hgsolo wrote:
Were-owlbear anyone?

ooh, what about a were-manbearpig?

No, NO, a Dire Were-Manbearpig.

Scarab Sages

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With Howie23's permission I adapted his list to a .pdf/.doc format and changed the layout for readability. The document is viewable in Google Docs, here and downloadable as a .pdf here.

Scarab Sages

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Mothman wrote:
What level range are you looking for? What rule set? 3.0, PF ... would you be willing to convert something from 2nd edition rules?

The party is level three; however that said, we are not averse to popping up several levels for a holiday event.

I am more than willing to convert from any available source material.

Scarab Sages

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Have you tried using a Hex grid instead of a box grid for fights? They make movement much easier to calculate and still allow for each tile to have six adjacent tiles.

Also, putting the initiative order on a whiteboard (visible to everyone) can really speed up the game -- it allows players to plan their turns in a more strategic and easier manner.

Scarab Sages

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Mothman wrote:


You really can’t believe that?

No, I can't. I played EQ (and EQ2) and WoW with way too many players named xXxLegolasxXx and every other permutation available. I hate elves. Check that, I HATE elves.