Seoni

Zooroos's page

34 posts. Alias of Zooroos X.


RSS


JoelF847 wrote:

I think that the progression from the Book of 9 Swords would work fine for spellcasters. Basically, caster level equals caster level from main casting class, plus 1/2 all other classes. If you have multiple casting classes, they also count as only 1/2 towards each other.

So:

Wiz 4/Ftr 4 = casts at 6th level caster

Wiz 6/Clr 4/Ftr 4 = casts as 10th level wizard/9th level cleric

I find such a progression really simple and easy to implement. I'm stealing it! :P

Regards,

ZOOROOS


Thanks a lot Vic, for your quick response. You guys have the most sensitive customer service I've ever met. Keep your great work!

Regards,

ZOOROOS


3.5 fully, since the PF-RPG is due out in 2009. It will be easy to convert, however, or at least that's what Jason is trying really hard to achieve.

Regards,

ZOOROOS


poizen37 wrote:
Then again, I have issues with Rangers and Paladins having divine spells, anyway.

Wow, we're on the same page, you and I...

But that's a subject for another thread, true. :P

Regards,

ZOOROOS


I don't understand, can I order a printed version of this book along for example with the AP #1 by international shipment, or it is a pdf exclusive product?

Regards,

ZOOROOS


Mike McArtor wrote:
Zooroos wrote:
"Cultural Feats"

Yes.

Zooroos wrote:
"Chelish Tieflings"
Mentioned? Yes. Statted up? No.

Super nice!!! :D

Thanks for the info!

Regards,

ZOOROOS


poizen37 wrote:

So...

Combat, Woodland Survival Skills, Performing Arts, Lore, and Priestly duties. So, my suggestion is to give them Survival as a class skill, beef their combat a little, make their magic divine instead of arcane, and grant them access to the same spell list as the ranger.

So yeah, Jack of all Trades really does sum it up. I'm by no means an expert, but I think I covered most of it.

I could also be completely wrong, and I'm sure someone will point out where I'm going astray.

I'm seconding you in everything here, except the divine spells part. While their 'de facto' priestly duties is completely true, divine powers just don't go well with the class' flavor. Also the bard's historical priestly duties where more secular than actually religious ones, they were more like magistrates, teachers and heralds than actual priests, so they wouldn't need a strong devotional aspect to match with divine spells. Celtic people also didn't put much of a disctinction between 'magic' and 'divine miracles' the way we judeochristian people do, so the line is blurry here. Folklore tales are rife with wizards, witches and druids, and the distinction were more institutional/organizational than metaphisical/religious.

All in all, great set of insights. :D

Regards,

ZOOROOS


Hi,

I'd like to ask any of the individuals responsible for this book, whether there are going to be Cultural Feats like those seen in the FRCS or the first AP #1: RotR for the iconic characters. That would be great, really. :-)

Thanks in advance.

Regards,

ZOOROOS

P.S.: Also, are there going to be any Chelish Tieflings in Golarion?


Frank,

I think you have something big here, so don't let it go. I really like the concept, though I believe somehow it gets off somewhere, I still cannot pinpoint where... I'll be back once I get the chance to read it more thoroughly.

Great work!

Regards,

ZOOROOS


Great feedback is going on here, nice! :D

See what do you think of this:

TAINT OF THE DARKLANDS [Racial : Elf]

You have a dark secret, a terrible power that runs through your veins: Drow blood. Be it a distant heritage or a strange mutation at birth, you can call some of the Drow loathsome powers your own.
Prerequisites: You must be an elf (obviously not a Drow)
Benefit: Your Low-light Vision gets replaced by Darkvision out to 60 feet, and you can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the player's character levels.

Regards,

ZOOROOS


Hi,

Great feats Asgetrion!

My design-fu is almost nonexistant, so please fill in the gaps with your own imagination. I'm just brainstorming here:

ELVEN SORCERY: [Racial: Elves]
You have learned with the master elders a bit of natural magic, a benefit that let you cast a few spell-rhymes and words of power in moments of necessity.
Prerequisites: Charisma 11 or higher and you must be an Elf
Benefit: You gain the following spell-like abilities: 1/day — dancing lights, detect magic, mending, prestidigitation. The caster level for these effects is equal to the elf’s level. The DC for these spells is equal to 10 + the spell’s level + the elf’s Intelligence modifier.

Regards,

ZOOROOS


Viktor_Von_Doom wrote:
In before "THATS 4E TALK WE DON'T WANT THAT" type of post.

I couldn't care less really.

Fair warning though :P

Lets hope we can keep things nice and civil. :D

Any of you know whether it has been released any official source of racial feats?

Regards,

ZOOROOS


Hi everybody,

I just wanted to ask Jason if there's any chance of seeing racial feats in PFRPG, taking into account racial traits get increasingly diluted along class progression, and some players may want to add more racial flavor to their characters.

Thanks in advance.

ZOOROOS


You know, I'd buy a book detailing ten monsters with depth and love like this one than a MM anytime. I'm no fan of the "monster of the day" approach though.

Excellent piece of work. I hope we'll be seeing a second Monsters Revisited soon, maybe with higher CR monsters this time, like giants, dragons and liches.

Regards,

ZOOROOS


I'm planning to follow 4th Ed lead on the matter: Natural 20 provides with automatic max damage. And if you cannot possibly beat the AC save by a natural 20, then you cannot crit without expending action points or the like.

I liked their explanation about avoiding TPKs with monsters crittin' too many times.

Just my two cents anyway.

Regards,

ZOOROOS


Hi guys, I really like the suggestions you've made so far. I'm planning to acquire RotR #1 the following month, so I'm saving this thread for later analysis.

If you have any other suggestion, especially regarding event foreshadowing or some recommendation about the final chapters of the campaign, please post!

Regards,

ZOOROOS


Regarding reviews, I'm ok with the order you've just put the books in the op.

I love reviews, there's always interesting to see another POV about rpg books.

Regards,

ZOOROOS


Forever Man wrote:
Azzy wrote:
Forever Man wrote:

I VOTE "NO PSIONICS!"

Psychic powers are a Sci-Fi special effect that have NO PLACE in fantasy!

The D&D treatment of psionics in the XPH/SRD is NOT sci-fi. In fact, it is is better at representing meditative magical traditions than the vancan magic of the PHB.
Fine! Then use psionics in lieu of vancian magic, and drop either clerics & druids, or wizards & sorcerors - or all four!

I'm sorry, but your counterargument is not really countering what Azzy has posted. Psionics fans are not trying to get rid of any other source of supernatural powers, only to add another option well ingrained in fantasy myths and real-world cultures. So, I don't really see your point.

Forever Man wrote:
What is the internally consistent concept of magic? Or better yet, what is magic? At the very core of Pathfinder, where does magic come from and how does it work?

Well, that's something you should ask yourself, not anyone interested in playing or adding psionics to their games. The PHB does not explain arcane and divine magic in an exhaustive fashion either, so what'd be wrong with the classic "internal powers" amgle? As long as the DMs have a satisfying explanation about how psionics works in their settings, I don't think there's need for revamping the rest of the supernatural powers.

Forever Man wrote:
Rather than building classes and frameworks of powers and then rationalizing things from there, I'd rather start with a concept of what magic is & how it works AND THEN build classes, frameworks, or powers (or spells) afterwords.

Well, then what's your concept of magic, as used in your own settings? Do you need a solid conceptual framework in order to explain arcane magic and divine magic to your players? I'm a Mage: The Awakening, Ars Magica and Witchcraft fan, and let me tell you, d20 settings only provide shallow-deep explanations for the origins and causes of their supernatural powers. However no one's complaining about wizards and clerics, yet psionics are still viewed with startled suspicion. This I don't understand, really.

Forever Man wrote:
If psionics is magic of the mind, then what's magic?

See, that's where you get it wrong. Psionics are not 'magic of the mind', psionics are supernatural powers fueled by will and mental might. "Magic", as you use it, is a very vague concept. Do you also call 'magic' to divine prayers and the favors of the gods? What about miracles? Or the origins of supernatural creatures? Think first about those issues, and you're going to have a much more clear picture of psionics, arcane and divine powers in your games. But only if you need such explanations. The rest may live without worrying sick about it.

Regards,

ZOOROOS


proditor wrote:
So let's get back to talking about the system.

Ditto.

Please, cool your flames people. Lets keep it nice and civil.

Regards,

ZOOROOS


Potential E wrote:

I like this idea, Perhaps instead of allowing the caster to simply re-roll the check and keep adding the result, instead have something like Each round that the caster spends casting the lowers the dc by 5 or 10.

Souphin wrote:


The skill system I had in mind was that a 5th level spell had a dc of 60, and a 9th level wizard will have a spellcasting modifier of about +25 ( level + spellcraft ranks + ability mod) , this means the spellcaster will most likely fail the roll.

so the 9th level caster can spend 3 rounds casting the 5th level spell the bring the dc down to 30.

you could also introduce a spell failure chance where the roll is 10 below the dc of the spell being cast, something unexpected happens.

I have always liked the idea of a spell caster magic being tied to there own health in some way, so a spell caster can keep casting spells as long as they have the will and the strength to do so, rather than oh well I have no more magic left for the day.

I like where the ideas are going, I really do. Maybe as a way for avoiding constant spellcasting rolls all day long, we could institute 'degrees of failure' and 'degrees of success':

DEGREES OF FAILURE:
Failing by 10 or more = The spell fails, you cannot keep building the energy.

Failing by 15 or more = The spell fails and cannot be used again for the rest of the encounter.

Failing by 20 or more = The spell fails and goes wild, you cannot use it for the rest of the day.

Failing by 30 or more = God help you kiddo...

DEGREES OF SUCCESS:
Succeeding by 10 or more = The spell goes pretty well, the next one you cast of the same type in the following turn gains a DC reduction of 5.

Succeeding by 15 or more = The spell goes exceedingly well, the next spell you cast in the following turn gains a DC reduction of 5.

Succeeding by 20 or more = The spell goes beyond what was initially thought of; the spell provides additional benefits to the caster (I'm lost here, any ideas?)

Succeeding by 30 or more = Earth-shaking spell; the caster creates a magical area around him that provide nearby spellcasters with a DC reduction of 5 for the rest of the encounter. The spell gains a +2 penetration bonus.

Well, what do you think?

Regards,

ZOOROOS


On the topic of the Monk class:

The monk IMHO is not overpowered. It just has too many invulnerabilities that doesn't relate well with the class' core ideas. I say let the monk fast-progress his BAB but ditch some of the uber-invulnerabilities, especially the less useful ones, or the less thematically related ones. In other words, pump his attack power but deflate a bit his invulnerabilities.

Regards,

ZOOROOS


Souphin, I just love what you've done with the magic system. I realize it may be a bit too much for 3.5 veterans, maybe as an optional sidebar for faster book-keeping.

I'm stealing this for my own campaign one way or another. :P

Thanks!

Regards,

ZOOROOS


Greg A. Vaughan wrote:
Hope that helps.

Your answer has been most informative.

Thanks a bunch! :D

Regards,

ZOOROOS

Edit: Where I can find the big gazetteer map you've mentioned above?


A N00b question: What is the Gamemastery modules default setting? Golarion? Somewhere else?

Thanks in advance. Regards,

ZOOROOS


Hi,

I think we're getting lost on minutae here. A social system shouldn't be about micromanaging every sentence spoken, every turn of phrase or every argument arising between PCs. Nor it shouldn't require a single roll or a single specialized character either. A social conflict system should provide a rules platform for rewarding storytelling experiences and an exciting set of challenges.

Say for example, a DM wants to portray a moral struggle in her story. She could do it by way of a physical conflict, like a deadly battle against a mind-controlled ally, or by way of a mental or social conflict, like a heated debate in court against an ill-justified war where the PCs must influence the crowd to vote against it. The former method is fully supported by the current rules, letting you describe turn by turn an exciting fight, whether the outcome is just or not, or reasonable or not. The latter, on the other hand, is just a matter of a single roll or simple interpretation.

Mind that the reasons provided for going to war or not don't matter in the end, just the idea of showing said moral struggle and the challenge provided to the PCs when their abilities to influence the outcome comes to the fore. A single roll is too light a way of deciding a matter of such grave importance. Interpretation only can provide interesting insights about the moral struggle at hand, but doesn't mean in the end whether the crowd witnessing the debate will in the end support the PCs' way of action, save as the DM's fiat.

Now you can have a really clever DM, but a system for social conflict resolution could be paired to the arguments and counter-arguments posed by PCs and NPCs alike, captivating their audience by way of eloquence, emphasis and good-timing. Every roll can show the players how good they're doing it so far while having at the same time a sense of immediacy and growing tension, and without resorting exclusively to the players' real capabilities. Now I don't know every of you, but I think such a system can provide optional challenges, room for interpretation and the PCs social traits' usage, a certain degree of randmomness in social situations, and a sensible tool for both timid DMs and overbearing ones.

I'm growing a bit tired of this constant arguing really. Without ill intentions, I'm beginning to feel that a social conflict system for this thread would be a nice addition to the present conundrum... :P

Regards,

ZOOROOS


Nice! I really like all the changes you've made, I plan to use it mytself.

Let us know how it follows!

Regards,

ZOOROOS


A lot of good ideas here. Sadly, I don't know the D&D system that well to comment on these ideas, but I agree with Baique in that racial benefits do not need to be empowering, just interesting. All I knew before now was the racial level system from the World of Warcraft rpg, but since I generally dislike multiclassing, it didn't totally pleased me.

Still I think something is missing. Maybe racial exclusive feats, or social benefits like those found in the PHB II's Affiliations...

Any thoughts?

Regards,

ZOOROOS

P.S.: I've realized Racial feats have already been discussed upthread, so my apologies. I'm going to read it more closely.


Please lets not get lost in rhetorics here. I think the point of contention, as it was already presented, is if a new social combat system would improve or hinder the game as present. I know such a system wouldn't be everybody's cup of tea, but saying that said system would only promote ROLL playing instead of roleplaying, or that would steal the thunder of an otherwise immersive social encounter is simply not true. By looking out of the d20 box by just a minute anyone could find dozens of social conflict systems, many of them from 'narrativist' or 'ROLEplaying' kind of games that bring both an adjucating social system and an immersive style of play while keeping faithful to their core design goals.

Previous posters have said Exalted 2nd' social combat system may be a bit too much crunch-heavy, but it's been highly popular nevertheless. The FATE system is another example, very flexible yet precise in bringing a certain degree of challenge to social encounters. And what about Requiem for Rome's debate rules? A roaring success, that one.

So all I am saying is that a social encounter system is not recent breakthru in the RPG community, it has proven succesful in several other games AND the current rules have been found lacking at best in providing exciting challenges and a fair rules adjudicating system.

Official or optional, I don't really care, as long as the interested parties can get nice system for their games. Options never hurts, after all.

Regards,

ZOOROOS


wrecan wrote:
Social Encounter as Conflict: This is what I prefer. With a more complex social conflict system, every member of the party gets to participate in a meaningful way without stepping on one another's toes. It allows you to distinguish the sort of social strengths your character has (negotiator, information gatherer,...

I heartily agree with all you just wrote, wrecan. The system must encourage play. That's the pure and simple truth. A system for social encounters or social combats that let everybody share the spotlight while keeping some room for diplomatic-focused characters would be a significant improvement for social-focused play. We'd have more intrigue adventures, swashbuckling scenes and more exciting investigative stories for all to enjoy, since it would be supported by the rules. Optional or otherwise, a social conflict system could really add a new dimension to good old d20 games.

Regards,

ZOOROOS


n30t3h1 wrote:

I think that people are missing the point of skills like Bluff, Diplomacy and Intimidate. You can still have your character say whatever you want, the training in the skills represents how your character handles themselves socially. Whether they make the correct gestures or facial expressions.

------
Well, I guess I wasn't very succinct, but my point is: Saying the right thing means squat if you say it the wrong way.

The skills are not the problem, IMO, but the resolution system. Under the current system, trying to portray an exciting debate through rules and roleplaying takes only a couple of rolls, a lot of talking and nothing more. D&D is a gamist type of rpg, so that means that mechanics matters, especially if they serve to improve the fun at the gaming table. I don't see why social encounters and specially social combats shouldn't be portrayed with more detail and exciting twists and rolls.

Regards,

ZOOROOS


Hello all,

I was wondering if this new iteration of the D&D rules could fix a particular system problem: Races only really matter at the first levels. The more powerful the characters get, the less racial benefits matter in said characters' background.

Can it be fixed?

Regards,

ZOOROOS


I second Lord Welkerfan. Wrekan, We'd really like to see what you've come up with.

Regards,

ZOOROOS


Stormhierta wrote:
So, how about it Design Team? A Soulknife crumb for the psionics fans?

Yeah, I too vote for it. Give psionic characters a chance, please! I think many will be surprised about how many gamers didn't play psionic characters just because they weren't in the PHB and were felt as not integrated enough into the system and 'feel' of the game. If WotC could stuck an oriental monk in the PHB, I don't see how a Soulknife could be any problem.

Regards,

ZOOROOS


I'd really like to see a new Social Combat subsystem for social encounter resolutions. I'm thinking something in the vein of Exalted 2nd, with a specific focus on debates (theological, mystical, political, etc.), verbal justs (swearing contest, wits-related pranks, etc.) and non-verbal contest, like staredowns or the like.

I think the game will be greatly improved with an easy and simple subsystem for these classes of tasks. Games of political intrigues, swashbuckling adventure and even investigation stories could all gain a lot of flavor from such a system.

Regards,

ZOOROOS



I will be trying both Starfinder and Society for the first time at GenCon2019.

Does "The Commencement" have enough action in it to be interesting?
Should new players go through Commencement first?

Basically, I am thinking that Commencement sounds a little boring while Ashen Asteroid, for example, looks like it will have more fun to draw me in.

I have a lot of PF experience, just not Starfinder.

Thanks for any advice.

Silver Crusade

Hello everyone, feel free to dot in.

Silver Crusade

Welcome to the discussion thread! I am very excited about this adventure and I think it will be something fun and different.

1. Please take the time to get your characters ready, and feel free to make modifications to your class decisions and purchases if you already created a character in full.

2. Please roll for your level 2-4 hit points on your own. Re-roll 1s yourself. Afterwards, you can decide to use my roll instead and I will roll (let me know which dice you want me to re-roll). You have to take my result if you ask for the GM roll instead of yours.

3. Quick adventure overview: You'll be mostly on a boat for about 1/2 the adventure and then you will be based out of a jungle trade depot. Be prepared to not be able to do a lot of shopping. Crafting skills, especially minor time investment ones (potions, scrolls, etc.) may come in handy.

4. Backstory. You are all in Bloodcove for some reason consistent with the selected campaign trait and will start off together, though you may or may not actually know each other (your choice). Your backstory should not rule out taking a job on behalf of the Aspis Consortium. Their more nefarious dealings are generally not known to characters, and not even well known among rank and file Aspis members, and they are the major players in Bloodcove and the Mwangi in general.

5. Before we get started, I will drop a bunch of Knowledge check results for Bloodcove, Aspis, and whatever else you may want to know.

Silver Crusade

1 person marked this as a favorite.

The Vanji river meets the Fever Sea like an open wound, the iron-rich clay dying the waters rusty red. Legends hold that the blood-tinted waters issue from the wounds of the Gorilla King, who lives in the hearts of the dark jungle. The ramshackle town of Bloodcove clings precariously to the enormous roots and scaffold-wrapped trunks of a gigantic mangrove tree that grows at the edge of the river mouth. This port maintains its existence between the laden trade ships with their cargoes of kahveh, ivory, precious metals, and exotic woods from the interior, and also through the customs paid by the visiting pirates from the Shackles offloading stolen goods and booty.

Expeditions up the river for the rare commodities the jungle holds end in disaster as often as success, but the lure of a quick fortune ensures a steady flow of traders and speculators despite the danger. Whatever their goals, all who head upriver leave port with one final admonition from the locals ringing in their ears. “Anything can happen on the Blood“
-Pathfinder Chronicles


I am trying to flush out a concept for a butcher turned hero.

My first hurdle is that I obviously would want to utilize a meat cleaver for my weapon but this isn't a standard listed weapon.

I think handaxe is the most clear cross-over to utilize with respect to weapon stats and feats and such.

Does anyone have a case for something other than handaxe? Or better, does anyone know of a Paizo source with a meat cleaver stat'd?


Quick question about the interaction between Feiya's ability to reduce the check on a monster by X and the abilities of the two villains in Plugg's Uglies (S&S Deck 1).

Each of the two villains have an ability that says something to the effect of, "before you act succeed a <something> check or <villain name> is evaded".

Officially, can we use Feiya's ability on the first check to not auto-evade the villain?

We went with yes, mostly because this was our 5th attempt at Plugg's Uglies and frankly we were getting tired of running out of the blessings deck all the time.

I was just curious about what the "right" answer was.


I have to admit I was highly skeptical of this card game when it came out. However, during the holiday break, I started playing the Serpent Skull base scenario with my kids and we love it now.

Of course, questions abound now ... (sorry if any of these are commonly answered already, I did scan through the first few pages of posts)

We do not plan on utilizing the adventure guild anytime soon, I am just playing with family and friends (if that helps answer any questions).

Collection management: For the following questions, I have Skulls and Shackles box, all 6 adventure decks for Skulls and Shackles, the 5-6 player expansion for Skulls and Shackles, and various iconic character cards ...

  • (1.a) Can / should I mix in everything from the 5-6 player expansion even when there are only 3 of us playing? (We are mostly using the characters from the expansion). Assumed yes
  • (1.b) When we move on to Adventure Deck 1 in the AP, do we mix in all of the Adventure deck 1 cards into the collection to populate the locations, items, weapons, etc., or do we only use the adventure 1 cards for henchmen and whatnot?
  • (1.c) When we move on to adventure 2, do we remove all of the adventure 1 cards from the collection decks (if we were to mix them all together from the previous question)?
  • (1.d) Depending on the above answers, could we mix in all of the items, henchmen, weapons, etc., from all 6 adventure decks right off the bat for starting adventure 1? How about when just playing the base scenario?
  • (1.e) We probably missed this in the rules, but when do we get to build a new deck without utilizing *only* basic cards?

    Iconic character cards:

  • (2.a) None of the ones I have say 'basic', so do they have to get mixed into the collection and encountered to be found? Or, is there an overrule here if you are using the iconic character they belong to?
  • (2.b) Can only the specific iconic character (each card shows its owner) add the card to their deck (during building)?
  • (2.c) If someone other than the iconic character owner encounters the card during play, can they use it during that adventure?

    General Gameplay:

  • (3.a)Can you choose to auto-fail a check when encountering a card (without having to roll)?
  • (3.b)Does the same character have to complete all adventures in the scenario to get the reward, or just the same player? (i.e., Is the reward for the player or the character?)
  • (3.c)Can a player play a later adventure in a scenario without first playing the earlier adventures (i.e. can someone new join in with a new character)?

    Skulls and Shackles questions:

  • (4.a)Does Jirelle's ability to prevent one structural damage to the ship work when she is not on it?
  • (4.b)Rum Punch adventure reward says something like "gain all allies in the ally pile"? What in the world does this mean? When we have been banishing an ally (or any card), we are putting it back onto the collection and not keeping it separated out during the course of the adventure. Are we supposed to keep banished cards separate during the adventure, and so this means only gain "all of the allies encountered during the course of the adventure"? Or, are we correctly banishing cards back to the collection and completing this adventure really lets us choose from all allies in the entire collection? (This seems too powerful and so I assumed not; we just tried to remember as many of the allies we could and used them for deck building at the end.)

    Story Enhancement:

  • I like how the electronic game uses cut scenes scripts to make the story more immersive. Are there commonly known scripts that people have created out there for the various adventures?


  • Hello, I placed an order today around 2-2:30 pm central time, but it is not showing in Pending orders and the items are still in my cart.

    When I completed the checkout process it went to the "successful checkout, your order will ship in x days", etc. Unfortunately I did not take a screen shot or anything as I expected an email to show up.

    Can you confirm whether there is any order in the system or not please.


    What were the developers thinking with the A-8 encounter?

    Cursed Halls:
    A wight (with 2 zombies!) for a first level party in PFS? That is near instant death per hit by the wight, which then results in more wights.

    There are plenty of other undead that would have made sense for this room and better survivable by a first level party (Ghoul/Ghast/Skeleton King/Zombie Lord, etc.). You could at least have made the wight and zombies cursed to never leave this room (and thrown in some treasure from the sarcophagus for actually beating a wight at first level).

    Story-wise, how would the goblin who has Garhal's armor buried under rubble have made it out of this room without triggering the curse for them to rise as undead?

    We are going to be running this non-PFS soon and I am pretty sure I won't be using a wight - though it might be fun just to see how they do. After they all die I will just make them awake, all lying on the ground from what seemed like a bad dream, with goblins looting their stuff.