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First of all I'd suggest going with the Burgler archetype for the rogue. It specializes in infiltration and disarming traps in dungeons. Plus it works as a callback to The Hobbit because all the dwarves called Bilbo a "burgler." Focus on his ability to hide. Also you could give him some skills in cooking and Survival. It also might not hurt to take a trait which gives you Suvival as a class skill. He was the one gathering all the food. But mostly it will come down to you as a player and the choices you make which will make the character.

I'd suggest starting with Sam in mind. But don't beat yourself up if he evolves in a different direction. Let your character grow organically and become who he wants to become. One of my favorite parts of roleplaying is when circumstances take a character in a different direction than I thought they'd go.


To be honest I peg John Constantine for a rogue or a bard. All of the magic he does or knows is based on tricks or faking his way through it.


Darkwing Duck wrote:
Thomas Gerlick wrote:
it's still a tremendously useful feat for any full or half caster character with the ability to cast Dimension Door.
I'm not sure that's true. For one thing, they aren't going to be able to use it all that often. It seems very special purpose for casters.

I just played a bard who used it all the time. It's really useful for getting around terrain or attacking a creature higher up. Plus once you can d-door as a charge and get a full-round attack it gets pretty sweet.


Darkwing Duck wrote:

4.) Dimensional Agility

Even if you DID give every monk the dimensional agility feat it's still a tremendously useful feat for any full or half caster character with the ability to cast Dimension Door. Not to mention the beginning of a fabulous chain of abilities.

I just fix the problem by giving everyone a feat at every level. It really doesn't change the balance all that much and gives everyone more freedom to customize their characters. Everyone wins.


F!$&ing awesome is what that is. You gonna do that for all the mega battles in kingmaker?


I actually made several little changes. Many of them I made to foreshadow the the other books in the series.

Prologue: I started the players out as a group of soldiers separated from their legion and lead by Baron Drelev. Under his command they find an enchanted sword (Armag's sword) and unknowingly cause the barbarians to disband. The earns the PC's the right to settle the Greenbelt.

Betrayal at Oleg's: I had one PC who started a session late so I had him start as the leader of the bandits coming to demand tribute from Oleg. Two of the bandits, the leader PC and one other named Dolf switched sides. Dolph became a traveling companion, as did the PC (Gorthan the half-orc). However that player dropped out so Gorthan just sort of faded into the background. Until I decided that he was playing double agent. He brought in some reinforcements and took Oleg's trading post while the players were away. Falgrim Sneeg, one of the lieutenants there held several people hostage. The PC's attacked despite the hostages and as a result Kesten's squire and Svetlana were murdered and Oleg kicked the PC's out of his trading post.

Stag Lord's bandits and cult to the Dark Lady: I changed all the bandits to male, due to the Stag Lord's thinking that only men should be warriors. The stag lord, in order to settle in the unseelie territory made a pact with the dark fey to offer up all males born in his fort. He has women kidnapped and forced into marriage and into having the Stag Lord's children. Male children are given to a bogeyman called "The Fool" and all the female children he raises to become more wives.

Barbarians: I changed the name of the Tiger Lords to the Sickletoe because there doesn't seem to be any tigers in the area in the area. Instead their tribal totem is the sickletoe, or the feathered velociraptor. Because there are dinosaurs in up there.

I'm sure there are others, but those are the only ones I can think of off the top of my head.


PJ wrote:

Warning Possible Spoilers:

GMs you know what I'm asking about. Did anyone expand on their lair? Where are the young and the females? Where are the eggs? The way it ends they are not a viable tribe. They will die out! My group is trying to 'rehabilitate' them. What happened with your groups?

I sort of felt like there were more kobolds than those just living in that set of caves. Perhaps they are in sub-caves or they live out in the forest. There must be more of them because they are on the encounter chart.

I think the kobolds are fairly easy to work with. These aren't insane savages like goblins, kobolds may be paranoid, but they aren't stupid. They make traps to fight against bigger races. In fact the party in my game is just getting to the end of book one and they have made a pretty strong alliance with the kobolds. Even to the point of Mikmak, the kobold in the mite cave, is an allied NPC and possible future cohort.


Just finished book 1 of Kingmaker with my group and the calender is going to be super useful. Thanks.


Jabborwacky wrote:
So I bought the bestiary 3 pdf the other day and flipped over to the catfolk. In their description, catfolk are hunter gatherers, which would seem to indicate they are closer to nature than other races, yet they possess a -2 penalty to wisdom. The situation with catfolk and druids/nature clerics is then rather similar to the situation with tieflings and sorcerers. Would it be unbalancing for them to have a racial trait like the tiefling's fiendish blood (but applied to clerics with the nature domain, druids, and rangers) or would it be better off as a character trait with a prerequisite of being a catfolk (thus using up a character trait and indicating the nature connection is more cultural than racial). So far it looks like strong arguments could be made to go in either direction, since there isn't a lot of information on the catfolk race outside the Bestiary 3 entry (although I'm bending more towards the character trait option at the moment). Anyone else have thoughts on the issue?

I just figured it's because Catfolk are easily distracted by balls of yarn and floating lights. Though honestly they could just be Oracles of Nature.


I'm thinking of having Saki's body turn up as a set of bloody clothes and bits of meat, as though she was completely eaten. Then set up the suspect as a red herring and have it been Saki the whole time.


Tom_Kalbfus wrote:


Batman doesn't sing, Batman doesn't dance, Batman doesn't play an instrument, so how could he be a Bard?

Batman does too sing!

Am I Blue?


Darkholme wrote:
LoreKeeper wrote:

Well, okay then. What do you propose is a fair price and cost?

I don't think firearms should be less than exotic weapons; they are as "out there" as it gets in a fantasy setting. But maybe it is enough to create a trait that grants access to firearm proficiency. I think a sensible cost would be 400gp, but that the firearm is always masterwork.

I'm not sure if there are other feats that you'd like to roll-into-one to make the barrier of entry lower.

I get that Paizo wants them to have exotic flavor. But for them to be exotic weapons (and thus require an exotic weapon feat) they should be more powerful, or don't make them more powerful, but make them martial or even simple weapons.
monskers wrote:
Darkholme wrote:
...

Solved.

Ultimate Combat Playtest 2 wrote:

Firearms in Your Campaign

Firearms and the gunslinger are not for every campaign,
and even if you are excited about introducing firearms into
your campaign, you should still make a decision of how
commonplace they are. The following are broad categories
of firearm rarity and the rules that govern them. The world of
Golarion uses the rules for emerging guns, which are also the
default category of gun rarity detailed in this document.
No Guns: If you do not want guns in your campaign, simply
do not allow the rules that follow. The Pathfinder Roleplaying
Game plays perfectly well without them.
Very Rare Guns: Early firearms are rare; advanced
firearms, the gunslinger alternate class, the Amateur
Gunslinger feat, and archetypes that use the firearm rules
do not exist in this type of campaign. Firearms are treated
more like magic items—things of wonder and mystery—
rather than like things that are mass produced. Few know
the strange secrets of firearm creation. Only NPCs can take
the Gunsmithing feat.
Emerging Guns: Firearms become more common. They
are mass-produced by small guilds or lone gunsmiths, a
dwarven clan, or maybe even a nation or two, but the secret
is slipping out, and the occasional rare adventurer uses guns.
The baseline gunslinger rules and the prices for ammunition
given in this document are for this type of campaign. Early
firearms are available, but are relatively rare. Gunslingers
must take the Craft Firearms feat just to make them feasible
weapons. Advanced firearms may exist, but only as rare and
wondrous items.
Commonplace Guns: While still expensive and tricky
to wield, early firearms are readily available. Instead of
requiring an Exotic Weapon Proficiency, all firearms are
martial weapons. Early firearms and their ammunition
cost 25% of the amount listed in this book, but advanced
firearms and their ammunition are still rare and cost full
price to buy or craft.
Guns Everywhere: Guns are commonplace. Early firearms
are seen as antiques, and advanced firearms are widespread.
Firearms are simple weapons, and early firearms, advanced
guns, and their ammunition are bought or crafted for 10%
of the cost listed in this document. The gunslinger loses the
gunsmith class feature and instead gains the gun training
class ability at 1st level.


Well, while we're waiting for Ultimate Combat to come out here's a home brew feat I came up with. It's pretty balanced considering it's identical to the Dervish Dancer feat from the Inner Sea Guide save for requiring 2 ranks in Acrobatics rather than Perform (dance) and you use a rapier rather than a scimitar.

Expert Fencer
Prerequisites: Weapon Finesse, Dex 15, 2 ranks in Acrobatics
When wielding a rapier in one hand and nothing in the other hand you may use your Dexterity modifier to damage instead of your Strength.


In a rush of random inspiration I wanted to create a monk archetype that threw out much of the eastern, or shaolin elements. Gone is Slow Fall, unarmed strike and increased base speed. Even gone is the Ki Pool.

The Monastic Monk is a scholar and a master of simple weapons. These monks follow the same alignment restrictions as Clerics and they gain divine power which they use internally rather than casting spells.

What I have so far theoretically works decently well for levels 1-10, but since the class lacks some of those later ki abilities there are alot of blank levels up there.

I also feel I need to create an ability which functions as the "heart" of the class. I feel that taking away the ki abilities creates a class that's sort of paladin, sort of bard and sort of inquisitor/cleric.

SPOILER:
Monastic Monk
Class skills: The following are the class skills of the Monastic Monk.
Appraise (Int), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all), Perception (Wis), Profession (Int), Linguistics (Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device

Weapon Proficiencies: Monastic monks are proficient with all simple weapons, but no armor or shields.

Sense Magic: At 1st level a monk can Sense Magic as the spell at will. This ability replaces unarmed strike.

Domain: At 1st level monastic monk may choose one cleric domain. The monk gains only the ability from this domain and gains no spellcasting from this ability. This ability replaces flurry of blows, evasion, and improved evasion.

Breadth of Knowledge: At 1st level, a monastic monk gains a bonus on Knowledge skill checks equal to half her class level (minimum +1) and can make Knowledge skill checks untrained.

Scribe Scroll: At 2nd level a monastic monk gains the feat Scribe Scroll. Even though they do not cast divine spells a monastic monk may scribe any scroll from the Cleric spell list, including any bonus spells from his domain. A monastic monk uses his monk levels as Cleric levels for the purpose of creating scrolls.

Lay on Hands: At 4th level a monastic monk may use the ability Lay on Hands as a paladin of his monk level -2. This ability replaces Wholeness of Body, Ki pool, slow fall, high jump, abundant step, quivering palm, timeless body and empty body.


Okay, I made the Duelist

Stat Alert:

Kalhisii Dridensi

Female Drow, Noble Fighter 10/ Duelist 20
NE Medium Humanoid (Elf)
Init +3; Senses Darkvision (120 feet), Low-Light Vision; Perception +
--------------------
DEFENSE
--------------------

AC 34, touch 25, flat-footed 19 (+15 Dex, +4 Armor, +5 Natural Armor)
hp 164 (20d10+40)
Fort +12, Ref +19, Will +6 (+3 to Will saves against fear)
Immune sleep; Resist Elven Immunities; SR 31
Weakness Light Blindness

--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Rapier +25/+20/+15/+10 (d6+3+10 precision damage 15-20 x2)
Special Attacks
Spell-Like Abilities Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will)

--------------------
STATISTICS
--------------------

Str 12 Dex 24 (28) Con 11 (15) Int 18 (22) Wis 10 Cha 10
Base Atk +20; CMB +; CMD
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Critical Focus, Dodge, Greater Disarm, Greater Vital Strike, Improved Disarm, Improved Trip, Improved Vital Strike, Mobility, Spring Attack, Vital Strike, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Skills Perception +2
Languages Elven, Undercommon, Common, Varisian, Halit, Jitska, Azlanti
SQ Drow Immunities, Keen Senses, Spell Resistance, Spell-Like Abilities,
Combat Gear: +2 keen rapier, bracers of armor +4, belt of physical might +4 (Con and Dex), headband of vast intelligence +4 (Bluff and Sense Motive), cape of the mountebank, amulet of natural armor +5

Treasure: 200 gp

--------------------
SPECIAL ABILITIES
--------------------

Bravery +3: +3 bonus on Will saves against fear.

Armor Training 2: Reduce armor check penalty by 2 and increase maximum dexterity modifier by 2.

Weapon Training 2 (light blades): Gain a +2 bonus on attack and damage roles when using one of the following weapons: dagger, kama, kukri, rapier, sickle, starknife and short sword.

Canny Defense: When wearing light or no armor gains her Intelligence modifier to her Dexterity bonus to her armor class.

Precise Strike (Ex): When wielding a light or one-handed piercing weapon add duelist level to damage (+10).

Improved Reaction: +4 bonus to Initiative.

Parry: When taking a full attack with a light or one-handed piercing weapon a duelist can elect to not take one of her attacks. At any time next turn she can attempt to parry an attack against her or an adjacent ally
as an immediate action. To parry the attack, the duelist makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the duelist, the duelist takes a –4 penalty on her attack roll. The duelist also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The duelist must declare the use of this ability after the attack is announced, but before the roll is made.

Enhanced Mobility: When wearing light or no armor the duelist gains an additional +4 to her armor class against attacks of opportunity when moving out of a threatened square.

Combat Reflexes: A duelist gains the benefits of the Combat Reflexes feat when using a light or one-handed piercing weapon.

Grace: A duelist gains a +2 competence on Reflex saves.

Riposte: A duelist can make an attack of opportunity against any creature whose attack she successfully parries, so long as the creature she is attacking is within reach.

Acrobatic Charge: A duelist may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

Elaborate Defense (Ex): If a duelist chooses to fight defensively or use total defense in
melee combat, she gains an additional +1 dodge bonus to AC for every 3 levels of duelist she has attained.

Deflect Arrows: A duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon. The duelist does not need a free hand to use this feat.

No Retreat (Ex): Enemies adjacent to the duelist that take a withdraw action provoke an attack of opportunity from the duelist.

Crippling Critical (Ex): When you confirm a critical hit using a light or one-handed piercing weapon, you can apply one of the following penalties in addition to the damage dealt: reduce all of the target’s speeds by 10 feet (minimum 5 feet), 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws, –4 penalty to Armor Class, or 2d6 points of bleed damage. These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.


Rocketmail1 wrote:
If my Paladin is a practicing homosexual, is he violating his knightly code? I mean, back in the medievel ages it was a hideous crime, so it must be true too, right?

Short answer. It's your game, do what you wish.

Long answer. As far as I know the only Paladin deity that would have anything against homosexuality is Erastil and that's because someone who is gay isn't using sex for procreation to have babies. These people are polytheistic pegans, not Judeo-Christo-Muslo people.

That being said. If you're going to be homosexual, you have to be a practicing homosexual. Otherwise, how are you suppose to get any better at it?


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James Smith 870 wrote:
1130 The Church banned bows and crossbows as immoral weapons not to be used against Christians. Knights considered the weapons beneath them

It's a good thing none of the Pathfinder Paladins are Christian.


Kain Darkwind wrote:
Thomas Gerlick wrote:
Kain Darkwind wrote:
KaeYoss wrote:

"Akiton" is a crappy destination, too. You end up 5-500 miles away from the planet. Depending on what you roll that could still be within the planet's atmosphere and/or gravity well. But what's better? Falling 5 miles towards a strange planet, or being overboard in space? DANGER WILL ROBINSON!

Anyway, saying that each planet needs his own tuning fork sounds like a reasonable ruling.

It seems like such a destination would also be a fair result for 'Greyhawk' or 'My home town'

Appearing 5-500 miles above it.

Either way it's only 20d6.
For hitting. You still need air, not to burn up in reentry, etc.

I'll have none of your logic.


Skull wrote:

Bard or Rogue works well, but isnt a Shadowdancer what he does well?

:P

Point. But can you really see Batman as an accomplished dancer?


Kais86 wrote:
I'd like there to be a manner for good-aligned characters to become immortal, that was something that was seriously lacking in 3.5 as far as I could tell.

Ultimate Magic - 20th level Wizard feat.


I have four character concepts I'm thinking about playing:

1. Fabian Dreschler, a half-elf son of a Hellknight and a forest elf who grew up in the church of Asmodeus. A cleric who's sole purpose as a character is to go from evil to good over the coarse of the campaign. He always heard his father killed his mother because he caught her aiding escaped slaves. In reality he was using his Hellknight status as a leader of a Milani order and saying he killed her was the only way to keep his cover.

2. Vorashka, half-orc sorcerer who killed a chieftain in his tribe over the affections of a woman. He is an overconfident, but charming Conan type who believes his ancestors were dragons. This character will be multi-classing into Barbarian and then to Dragon Disciple first chance he gets.

3. Zophielle Surtova, Taldan sorcerer daughter of a nobleman of the newly formed country of Sarandia. She is the daughter of my Kingmaker character. I would probably take the Starborn bloodline due to the Skald blood on her father's side (he is a blonde haired, blue eyed Taldan) but I would use feats to dip into the Maestro bloodline from Ultimate Magic (both her parents were bards after all).

4. Brannick Feist, a adventurous, fun-loving half-vampire solider of fortune who follows the path of Cayden Cailien. While he is a defender he has no respect for high-minded ideals like chivalry and honor and does whatever it takes to win a fight. I'm possibly dipping into rogue, but definitely aiming for Low Templar.


Armag the Twice-Born wrote:
Thomas Gerlick wrote:
Damnit Armag, get out of my head!
You don't understand. But soon you will. I'm not the one in your head. In time, it will be you inside mine!

I'm gonna be inside Armag. That's hot.


Armag the Twice-Born wrote:
Thomas Gerlick wrote:
Alternate Armag rules:...After the first failed save you have to make a second save or the sword will re-write one of your class levels with barbarian...
In life, Armag was much more than just a barbarian. It's true his life began among the barbaric nomads known as the Tiger Lords. In time, however, Armag became a true master of Gorum's favored weapon...the greatsword...and, with it, he became a great fighter, as well. Thus did Armag craft and train with the heavy blade. And he spit all his enemies on it until Pharasma intervened. In short, it took a god to end Armag's reign. But the Lord in Iron preserved him so he could live again through Ovinrbaane.

Damnit Armag, get out of my head!


When coming up with a new class you have to think of what the heart of the class is. If you want a class that is capable of magic and buffing their own abilities with magic you have the Bard or the Magus.

Now, by heart of the class I am speaking both in terms of game design and flavor. You can't just create a class that combines the study of magic with the study of swords because that's what the Magus does.

One alternative to creating a whole new class is playing with the concept of archetypes. Would it be possible to play an arcane version of a paladin? Perhaps they channel raw magical power through their weapon rather than smiting evil.

I'm still mulling over the details. But I think the class needs:
Charisma-based casting (to seperate from the Magus)
A unique ability that is the "heart" of the class.
A full melee attack bonus and spellcasting up to 4th level.
A unique and limited spell list (focusing on buffs and damaging spells)

Finally, a new class needs a name. Something that conjures and image in one's head when they hear it. I think 3.5 left this idea along the way, creating classes like the Hexblade, and the Duskblade, lifeless and boring names that don't really strike true the way that Paladin, or Fighter cut right to the core of what the character is all about. A class needs to be one word that connects to something from history or mythology or simply cuts to the heart of what that character is all about. Fighter, Rogue, Ranger, Cleric, Wizard... these names are iconic and if you want to add to their legacy you have to think very carefully about what to name them. Inquisitor, Oracle, Gunslinger... these are names that conjure faces from film and literature.

Right now I've got the name "Templar" in my brain. It's a name that is related to Paladin and really brings to mind an armored knight so it wouldn't be that hard to re-imagine the name as a warrior who uses some arcane magic in the same way Paladins channel the might of their gods.


Alternate Armag rules:

I was talking to my DM about his ruling of Armag and it seems more interesting and less likely to end the game. When you do something that the spirit doesn't agree with you roll a Will save. If you win you do what you want and if you lose you take whatever action Armag would have taken. After the first failed save you have to make a second save or the sword will re-write one of your class levels with barbarian using the Rewrite Memory spell. If all of your levels are replaced by barbarian you loose yourself and become the ancient warlord.


leo1925 wrote:
IMO it's because cavaliers need to be mounted and let's be honest a lot of campaings aren't horse friendly. Also i think that being a mounted combatant requires a certain amount of coordination from the rest of the party and i don't think that every party can do that.

Cavaliers also have some non-magic party buffs and the ability to share teamwork feats all your allies.


So, why is it, I wonder, that Dagon is listed among the Demon Lords whereas all the other Lovecraft lifted deities are listed among the "Great Old Ones"?


Now, Joker, he could be a bard. A Chaotic Evil Bard.

Another way to intemperate Batman would be a Cavalier/Rogue. He is the Dark Knight after all.


Batman is not a Bard he is simply a Monk/Alchemist/Ninja. I did a 25 point buy because this is a super-hero we're talking about. Then added +2 to Intelligence for being human. Then added +1 to Dex at 4th level and +1 to Charisma at 8th level.

We have one level of Monk because of the time he spent training with monks and his ability to fight unarmed.

Alchemist reflects his ability to create gadgets.

Finally, he has 4 levels of ninja to show his ability to stealth and fade into the shadows. Not to mention his wide range of knowledge and skills.

Str 15 Dex 14 Con 14 Int 16 Wis 12 Cha 14
Alignment: Lawful Good
Monk 1/ Alchemist 5/ Ninja 4


I kinda figured it was something like that. No one else uses the word "rubric".

I'm a student teacher, myself.


Kain Darkwind wrote:
KaeYoss wrote:

"Akiton" is a crappy destination, too. You end up 5-500 miles away from the planet. Depending on what you roll that could still be within the planet's atmosphere and/or gravity well. But what's better? Falling 5 miles towards a strange planet, or being overboard in space? DANGER WILL ROBINSON!

Anyway, saying that each planet needs his own tuning fork sounds like a reasonable ruling.

It seems like such a destination would also be a fair result for 'Greyhawk' or 'My home town'

Appearing 5-500 miles above it.

Either way it's only 20d6.


Papa-DRB wrote:

This is going to be very interesting. Both the Paladin and the LG Ranger use two handed weapons.

Now the Paladin *should* make his save, but the Ranger is +6 (4+2Wis) and would need a 19 every day.

*ouch*

-- david
Papa.DRB

So the Will DC is 25?


It is Golarions sphincter and all manner of evil comes excreting out. Now, was it intentional?


Evil Lincoln wrote:
Hama wrote:

Doing what you want, when you want it isn't neutral...

Neutral alignment isn't an excuse to do whatever.

I have no feelings on that one way or the other.

+1


Alexander Kilcoyne wrote:
No, your not. Much as people would like to think and much as they love to house rule otherwise, Good, Evil, Law and Chaos are tangible, detectable, smiteable forces in the game.

That's why I play neutral. No getting smote and I do what I want when I want.


Does is look like a giant anus to anyone else? Or is it just me?


Stefan Hill wrote:

Hit points!

I have a guy in my group who has 18 CON, is a fighter and has rolled "1" for hit points for levels 2,3,4 and last night 5! He has less hit points then the Wizard (16 CON). We have a policy that you roll in front of everyone and you get what you roll. The fighter is mechanically optimised in every way, but given his hp's he's just crap. Don't heal in combat the 'experts' say - well without the cleric dumping every thing on the fighter every round he goes down like a sack.

Anyone else have issues with the Elephant in the Corner? 4e fixed this, variations of 3e fixed this (i.e. A Game of Throne), so why does PF still have the random hp rolls? Perhaps a requirement of 'at least' half on any hp roll. Please tell me I've just missed the relevant rule.

The person in question is ditching the character, unless someone can show we have been wrong by rolling hp's and accepting whatever the dice said. Thing is you can't say he did anything wrong, hp's are rolled during play, and with no control.

Thoughts,
S.

A house rule my buddies came up with is to have the player and the DM roll and you take the higher of the two. You double your chances and usually come out above average. It's a rule that we've used for so long (Even in 2nd edition, I think) that I often forget that it's not a standard rule.


Awesome. I look forward to it.


Hu5tru wrote:

Our party fighter completely wiped the floor with Armeg in less than a round, after the entire party struggled to bring down the chicken suited cleric of Gorum in the hall. Silly chicken suit guy had some awesome tactics, though, and anti-life shell, which no adventuring cleric could ever really prepare, but neither here nor there.

Anyhoot, before we went in, party wizard had made his knowledge check about Armag, and learned that the sword had sentience, so when it came time to weild that sucker, there were only two choices, my cleric with +16 to her will save. She picks it up, I roll the bones, natural 3 I believe it was. Failed the will save, immediately attack party. Lucky for the party, she has the combat prowess of a domestic cat (can kill a commoner in short order, but stands to hurt NO ONE in the party) and they easily subdued her. Her paladin cohort steps up, picks up the sword and deposits it in the tomb.

I have a history of failing will saves in this campaign. It is rather embarrassing.

CQTF. Excellent!

The awesome thing about our party is that no one is lawful and my character already had Armag's ring so the temple's guardian just let us pass. We never fought him and he's still there.


KaeYoss wrote:
Thomas Gerlick wrote:
Although, as written, psionics don't seem to exist on Golarion, but they do hint that psionics exist on, I believe, the Venus analog planet.

Actually, it's more a "We don't mention this stuff much, since it's not exactly core (and we haven't even made a PFRPG book for it to boot) but we don't mean it's not supposed to exist.

The old Campaign Setting book even had a short article on psionics in the Pathfinder Chronicles game world, though that was 3.5, which had psionics rules.

I can see that. I guess not having psionics on Golarion is kind of my personal preference.

Although there is an alien ship that crashed in Numeria. It could have come from a place where psionics exist.


Gallard Stormeye wrote:
http://www.avatarart.com/CustomCharacterPortraits/

I'd rather pay 25$ to one of my artist friends. All of them are quite good. A few that I can't imagine why they aren't professional yet.


So, how your character looks is important, right? What kind of visual representations do you use? Do you have a 'cast list' for your party members and cast celebrities in their roles? Do you seek out and paint a mini that looks like you imagined your character? Are you an artist who draws all of their fellow adventurers? Or does your group briefly describe their characters once and go about business?

Personally, I've been on the lookout for some kind of program that would allow me to make a fantasy character. Kind of like the character creation in games like Dragon Age. I found a website that does make avatars, but they are very much chibi anime inspired and while I have had a lot of fun messing around it really isn't what I'm looking for.

If anyone knows any program I'd like to hear about it.

Oh, by the way, here is the avatar program that's been sucking up too much time:
Adorable Avatar Maker


Jyu1ch1 wrote:
Sandal, what's going on here? You're surrounded by Darkspawn corpses!

"Boom."

VM mercenario wrote:
After the frozen ogre and "not enchantment", I'm hoping that on DAIII we can get him as a mage on our party. You just know he would have some of the best lines in the trilogy. Also whatever rune he had in that rock I want one too.

I know, right?


How about 4. One for each of the directions. Or 4 pirate royals and one is the pirate queen and the others kings.

Spoiler:

For I am a pirate queen (You are, hurrah for a pirate queen).
And it is, it is a glorious thing to be the Pirate Queen.
I am a Pirate Queen (You are, hurrah for a Pirate Queen).
And it is, it is a glorious thing to be the Pirate Queen.
(It is, hurrah for a pirate queen, hurrah for the Pirate Queen)


It's really your world, dude. My new campaign has taken my players to the distant shores of Arcadia so I created a couple of new races and monsters so the land feels truly exotic. But really, you can add whatever race you want and justify it however you wish.

Although, as written, psionics don't seem to exist on Golarion, but they do hint that psionics exist on, I believe, the Venus analog planet.


I always wanted to run a modified Castle Raveloft that more resembles the plot of Dracula where Strahd invites the players to tell him about their homeland and guard his coffin while he travels and Strahd would keep the players imprisoned in his castle and they would either wait it out or try to escape the castle.

It could include a lower level side-quest to fight a "Bloofer Lady" analog. Only to find it was one of the NPC's turned by Strahd.

It would still end much the same way with an epic fight in Castle Ravenloft, because that's the name of the adventure.


Good article. I liked the idea of getting a stipend each month and getting XP for earning Building Points. As someone who is playing a social character in a Kingmaker game I think I would enjoy bring in all of this stuff.

Also, I have a question. Are you, by chance, a teacher or in the process of education classes?


Jason Nelson wrote:

This thread = awesome. :)

That is all.

+1


I did switch out Weapon Focus for Godless Healing. She is a scientist afterall.


+1 Nice stuff.

Seems familiar somehow.

Although I think the DC 15 Will save is a bit harsh for some of these flaws. Also, there were a few flaws that I thought could have been included like Addiction or Blasphemous.

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