Zeugma wrote:
I think you'd be okay. There's a directory in the back on what the different powers can do and the book'll explain it pretty well.
Zeugma wrote:
Oooh, that was a good one. I read it this summer with translator's annotations, and that made it all the more enjoyable. Also read this year that became favorites:
The Alloy of Law Also read the Mistborn books, finishing off with this one. I love the functional magic he's developed, but the wild west-esque setting is pretty great as well.
baron arem heshvaun wrote:
The other two directors need the rest of your soul, first. As for the Creed-turned-Hel vampires, can't they be dusted? Since they're clerics of Hel in this scenario, that means they've violated Godsmoot rules by being there, as only the high priest of each deity is allowed. And in the same rules-abuse manner as Roy's attack, high priests might be able to buff/heal Roy, as that wouldn't violated any established rules of Godsmoot. But on the subject of high priests, I am loving the smirk that Loki's high priest has.
James Jacobs wrote:
Claxon wrote:
I mean, yeah, it makes sense. Pharasma can pass judgement on anybody, including gods. *CoughcoughArodencough* So from that level, yeah, she's the most powerful. Also the fact that Groetus can't end the world until she passes her last judgement. As for raw power, I can kinda understand it, but not fully. I mean, no doubt she's powerful, but I just wouldn't have pegged her as the most powerful.
Yang Bloodrager (Fire bloodline, maybe?)/Brawler I know this one's come up: Kenshin, A NG Sword Saint/Urban Barbarian (1-2 levels) with the Blue Rose order. Aaaand, for extra fun, Lina Inverse. A very blasty sorcerer or -maybe- arcanist.
Brogue the Rogue wrote:
One way you could fluff it is that their ties to the elements reside to the very bones of the dragons, even in death. Or in another way, dragon bones are magically attuned to their breath weapon, I guess.
First off, welcome! Now as for your questions: 1.) d20pfsrd.com has the largest amount of information on Pathfinder. You can find pretty much anything published for Pathfinder on there. 2.) That depends. A lot of PbP GMs will have different house rules for their games, which they probably establish in the recruitment post. d20pfsrd will cover your needs here, too. 3.) This is the recruitment board. GMs post their campaign and you have to submit a character for it. These next few guides will do a better job explaining than I will: DH's Guide to Play By Post gaming
Glad to have you here with us, I hope this helps. Reading around the messageboards, including other PbP campaigns will also help a great deal. Good luck and have fun!
Arachnofiend wrote: Oh, here we go: A Thief from Fire Emblem. I hope you were prepared to rush this dungeon, otherwise this guy is going to nonchalantly take ALL the loot before you even get to the room. All red enemy units treat each other as being allies even when from a narrative perspective they clearly aren't so the thief can just walk around and grab all the loot with no repercussions if the party can't get to him fast enough to kill him. In a similar vein, any of the bosses with Mantle in Fire Emblem: Radiant Dawn. Don't have a blessed weapon? Can't scratch them.Have a blessed weapon? They still regain health equal to their luck. (And they have pretty high luck) Crits? Negated.
I use google translate and use an icelandic translation which I then screw up to make it different. For example: Shield become Skoldjur or Skoldur (The google translate is Skjöldur) The whole incantation I kinda play as Rule of Cool. When it seems appropriate, use a more theatrical version, sort of like the Slayer anime. And here's a wish spell: Source of magic, font of power
Elrawien Lantherion wrote:
Yeah, the Knights are tricky... In one person's conversion, Lancefinder, they made them cavaliers and just made Knights of the Crown the order of the Lion, knights of the Sword the order of the Star, and knights of the Rose the order of the Sword. Granted, that was for a War of the Lance campaign, but it's a good base. Either, actually. In fact, the new scaling magic items concept from Unchained may be a good basis for the Staff now that I think about it. (The powers depend on user's strength bit comes to mind.) Granted, I'd need to familiarize myself with the specifics on how that works, first.
Shalafi2412 wrote: Looking at the different options for the wizards and cavaliers and other classes, in a DL world are the PRCs even necessary? I feel lot of the organization-based ones could be done away with and replaced with archetypes. Such as this one, which I don't think that it's been mentioned yet. On a personal note: Has anyone done a Staff of Magius conversion here?
I've been trying to do some character design and I simply have to say first off, you are a master at what you do. When you design a spellbook-based iconic like Ezren or Seltyiel, do you design a spellbook to go with them? (I don't think I've ever seen one from your artwork, but I may be mistaken...)
Merchant: Bltenzar (Name's kinda in the air.) A fey that could almost be human, if it were not for the small details that would require a close examination to identify, Bltenzar always dressed in some suit, which seems to change whenever you look away. The suits vary from civilian to military, whimsical to formal, though the parts are always mismatched. The one constant is a flamboyant red hat. Bltenzar's stall is filled with props for performing. Decks of playing cards that can pull off any trick are one of his most prominent wares. However, many of these are trick decks when you leave his shop, becoming an item similar to a Deck of Many Things.
Performer: Genius and Fool A comedy duo performing a neverending improv act, the Genius, a burly clown wears a crying theatre mask works with the Fool who wears a laughing mask and carries an orange silk scarf. The Genius, despite his name, provides physical comedy of the pair and the Fool tells tales about the nobles of every world imaginable and attacks the Genius with slapstick and japery. The Fool seems to have the ability of transformation at will as well as teleportation, and the Genius can summon seemingly any item, which tends to be stolen by the Fool to be used against the Genius.
Television one: An arcanist with a focus on buffing and debuffing.
Joining them are:
WombattheDaniel wrote: This Ninja 3/Brawler 2/Gunslinger 5/Noble Scion 10 fights crime with his fists just as often as with his words. Though lawful to a fault, he has no hesitation to do whatever necessary to protect his monarch and nation, including taking the lives of those that's stand against him. He is particularly fond of wining and dining beautiful women, though most of these he uses as ways to gain information or strategic advantage. James Bond?
Class 1: 1d100 ⇒ 48 Magus
Cabal of the Slighted Hand On the surface, this group is a simple mercenary group that will take any job as long as it pays. As such, it is favored by many nobles who wish for no connection with the killings of their enemies. However, this perception of the group is quite far from the truth. In reality, the Cabal is led by a powerful sorcerer that manipulates it in the shadows to generate enough deaths to fuel an artifact powerful enough for reasons that only he and his top enforcers know. The sorcerer is unknown except for his enforcers, a scythe wielding magus who relays orders, and a ninja-rogue team that silence any leaks in the organization.
I just remembered something. My group played the game and they really liked the mechanics. (One's played 7 and 10, the other hadn't played at all.) Unfortunately, we might not be able to play to much due to having a campaign going right now, but we'll try to get some in every once and a while. Also, I came up with a steal skill summary. "You can steal any item, including weapons and staves, so long as the item is unequipped, your speed is at least two higher than the target's, and the item's weight, if it has any, is less than double your strength." I've also got a project in the works, which is part of why I'm not responding much...
marcryser wrote: "Welcome to the adventurer's school, children. Here, over the next seven years, and in ways to wonderous to mention, you will hone your various abilities in a safe, nurturing environment as you daily risk your lives, souls, and reputations trying to defeat threats so hideous that all of your adult teachers can't stop (but could if they wanted)." Translation: Hogwarts.
Thanks for making a Halberdier class, it was just right for Ephriam These are some of the major FE characters redone sort of like Spot Passes from Awakening. I'm not sure exactly how well they turned out... What do you think?
I convinced two of my friends to give it a try. They seemed excited by the prospect of a new game. We'll be playing a session soon and I'll let you know how it went. By the way, I like using your Growth Rate alternate rule as a way of making enemies and other characters. I've even used it to make SpotPass-like characters from older games. And my goodness, that is a lot of downloads. I think that's awesome that so many people are downloading it.
Whoops. Well, here's the actual link I hope. Good to know on the whole Slayer thing, seeing as how they didn't stack in Sacred Stones. By the way, Armads and Durandal don't have their sacred bonuses vs. dragons, either.
I made some weapons if you want to use them. The tactician class is an interesting idea and looks good. The +50% to x2 makes sense, seeing as how that's closer to Fire Emblem's actual system.
Also, have you considered a campaign setting? I've got the beginnings of one, but would that be somthing that you feel would go well with your system?
Wondering GM wrote:
Correct!
JonathonWilder wrote:
(I did write ups for the Mane Six... As deities.)
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