Bear

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Goblin Squad Member. Organized Play Member. 105 posts (106 including aliases). 3 reviews. No lists. No wishlists. 10 Organized Play characters. 1 alias.


Sovereign Court

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I've seen different things in regards to a low charisma. There are definitely ways to play a low charisma character that adds personality to them and to your story, charisma is malleable as are people just have to play it in the right way.

For some it is lack of personality; A laconic, dull or shy person who makes little impact on the world around them. They might talk to you at a party and an hour later you couldn't remember their name. Which is what it sounds like your player is going for. A bland person with a lacking personality does work but the player themselves might find it boring after a while.

For some it is simply physical beauty; ugly scars, burn marks, deformities that despite whatever articulation they might have simply leave a person uneasy.

Another way is an off-putting personality or lacks in social recognition; Someone without personal space boundaries, creepy stalker types, overly bubbly over sharing types.

Sovereign Court

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Raging Vitality for sure.
The risk is that at 6th level with 14 con you will almost certainly die if you go into negatives. In addition since you have dipped a level you will not be doing more than 1 additional damage per hit from arcane strike until 7th anyway.

Sovereign Court

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Funnily enough the only places I have felt leadership appropriate are things like games where you own or run something.

IE Kingmaker. It makes sense for the party to get leadership there as the cohort is in town doing your duties while you are out and you would have followers. It is the same with Skull and Shackles you can have a pirate ship which needs crew. If you are good (or more than likely Evil!!! MUHUWAHAHA) you can get multiple ships and having leadership be for your other ships to indicate players to manage those ships makes a good deal of sense.

Leadership really seems out of place when the party is just a bunch of murderhobos why would someone be following you?

Sovereign Court

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Heh I don't think you are crazy I did the same thing only it was Kobold inquisitor into Dragon Disciple (Kobolds of Golarian book. Highly recommend for this sort of idea) but that was before bloodrager was around.

It is doable and fun but the thing to check is with your DM and Party. Is it viable for a kobold to be part of the party and will the party be okay with a slightly ill optimized front liner.

I do agree with Claxon Str rather than dex focus works better here.

Sovereign Court

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kobold cleaver wrote:
Considering what they do to goblin babies, I don't think we should allow adventurers anywhere near children.

As long as your children aren't trying to eat you I can't imagine why roving bands of adventurers would be murdering them

thejeff wrote:
Personally, I prefer "adventurers" to be few and far between, so having a PC being the child of one doesn't really occur to me. I don't think I've ever used the "retired adventurer" trope either.

I think it tends to come up in pre written stuff more often

1. It lets players think about an 'after' for their adventurers
2. It gives a reason for strong people to be in the back end of no where to keep up with players. Though sometimes it leads to a question of why the 9th level wizard and cleric aren't teaming up with the 4th level ranger to get rid of the nearby goblin issue.

Sovereign Court

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Hi Mark,

Repeating my questions from a while ago:

The Beating: The beating stats that all allies in melee are considered flanking with its intermediate ability, for the purposes of teamwork feats do they all count as flanking with you as I have a heavy teamwork Medium build in mind.
Similarly with the supreme ability do you count as flanking with yourself?
Does dissolution require you to deal damage to apply this effect, as I read it I only need to hit?

The Liar: What is the duration of infatuation? Does it end if I swap spirits or do I have a bunch of people stalking me forever waiting for sempai to notice them?

It does currently seem like the strength spirits are giving methods of attack, either by granting new attack options or weapon proficiency. Though I would like to see one of them that is useful for ranged combatants.

Sovereign Court

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You know the more that people complain about the medium not feeling like a medium the more I think that the Spiritualist and Medium should have their names changed over.

The Medium currently is channeling various spirits into themselves with no real control over them. Though Possessed, Channeled or Ridden would also work as names. I admit in part I think an oracle curse like system would have worked rather than the influence system but we don't want to crib from existing classes.

The spirtualist is in constant contact with a spirit, calm them as class abilities. Just add speak with dead to their spell list since they already have speak with haunt and spirits and its a medium

EDIT: I would say thinking about it a little more that as the mechanics current work, the medium is someone in contact with spirit world but not in control of the spirits. They are a conduit through which spirits can influence the world. Spirits both good and bad wish to use the medium for their own ends.

Also again I wish this mechanic hadn't already been used but I feel like with that idea in mind the Master Chymists Mutagenic Form is what this class is trying to get across with the influence system. A whole other aspect with their own alignment and relationships. Since that didn't require complete control taken away from the player I think that within reason there should be no reason a player shouldn't be able to continue roleplaying their possessed character.

Sovereign Court

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nighttree wrote:

I have no problem with the number of spirits..would rather not see them decreased, and would hope that others would be added over time.

Not a fan of the idea of increasing BA....I'm fine with pinch hitting as melee with a Medium...but would hate to loose flexibility by it becoming the expected party role.

I think the problems people have with the class is that:

a) All other 4 level spellcasters (Bloodrager, Paladin, Ranger) are full bab d10 classes. It breaks the current precedent set by other classes.

I think people would be okay with it being 6 level spellcasting rather than BAB but I admit I would like one of the psychic classes to be the 'Front line' Class and with Medium armor and 4 spell level progression it fits that niche. Though if it did go full BAB I would support switching the attack bonus from strength to a CMB bonus so it is not just the obvious choice.

b) The Class is back loaded. Levels 1-7 are a bit of a drag.

This again plays into the increase BAB / Spellcasting just to give it more staying power. Another option would be to give the spirits 3+CHA per day abilties but it is already looking like a bit of book filler with content so adding more would not be a great idea

c) WALL OF TEXT! ZOMG 54 spirits

I can understand the argument. With 54 spirits each with 4 powers, boon, spellcasting, description, bonus and compulsion that is a lot of text. However like most I like the idea of a lot of options for my class so to me this is fine but I do understand the argument and I think Mark might get attacked by the Editor (CR 30 Book God) regarding spacing issue.

Sovereign Court

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I'll say that reading through this book I feel that it has flavor absolutely oozing out of every pore (probably should get that looked at).

I look at the flavor of these classes and I can see building a class around them even with some of their sub par mechanics (A discussion for class threads).

As long as the time is taken to get the mechanics right I feel like this could be the most interesting core release for quite a while.

Sovereign Court

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I had a couple of ideas for a game I did once. I suggest you preroll your NPC results:

Log cutting:
Players are given an option of two mw handaxes or a mw greataxe. In 10 rounds they have to see how many logs they can cut through. 2 Hardness 10hp logs with 5ac. Move action to place a new log. Winner is the one who cuts the most logs and gets their choice of the mw handaxe or greataxe

Drinking:
Players take a swig of alcohol DC 5 con check then have to walk across a weaving line which is fairly easy sober being a dc 5 acrobatics check to maintain balance then take another drink and walk back and continue. Each time you take a drink the DC of both goes up by 2. Failing the con check means you are either puking up your guts or passed out drunk and are eliminated. Failing the acrobatics check you step (or stagger as the case may be) over the line and are eliminated. Winner is the last one standing. Prize can be some nice alcohol

Card playing:
Basically a poker tournament. Winner takes all. Players have to make a bluff check and sense motive check plus a single extra d10 for luck. Person with the highest result wins. Prize would be money obviously

Archery competition:
It's in every medieval carnival/festival so you might as well put it in as well. Everyone uses the same bow (large and small provided) to hit a target. Give multiple AC's for various points on the target and that's where they hit. 5 arrows for the highest score. Prize can be a nice mw bow for the show of skill

Sovereign Court

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I can see most people have brought up the same things I've been looking over in the book. There is some good, some bad and some "What were they thinking?" throughout the book.

I have a friend who is already looking at retraining out paladin levels for that cha to saves feat using the SLA stuff. It really does seem like a no brainer for almost any oracle.

I can see they are setting some things up for future because some stuff does nothing at the moment but is likely for stuff down the line.

Example:
Hunter levels count as druid/ranger but only for animal companion feats but all the feats to effect animal companions generally just require the animal companion class feature

There is one feat I can see that will get some use for animal companion classes:

Feat details:

Spirit’s Gift
Requires: Animal companion or familiar class feature (considering other stuff specifically mentions the Mount class feature I wonder if Samurai and Cavaliers qualify)
At the start of the day, you can choose to commune with a single shaman spirit. For the next 24 hours, that shaman spirit augments your animal companion or familiar, as its spirit animal ability.

Some options available are: Fast healing 1, immunity to fire (though weak to cold), dr 5/adamantine and more

Those are some pretty strong options that you can switch each day giving your animal companion a nice boost

Sovereign Court

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My best death was my first death which was in the mutants and masterminds system. My teleporter grabbed a bomb that was due to go off in 20 seconds and started teleporting straight into the air to get as much height as possible before teleporting the bomb away (worked out at about 3 and a half miles over the city) before falling back down teleporting gaining more velocity as he fell (since the teleport kept your momentum).
One of the other heroes who had water based powers tried to cushion my fall but rolled a nat 1 to cushion my fall and I went splat. The dm actually offered to take the roll back and let me live but I felt it was a good death. He died saving the middle of Tokyo and left the party stranded in Japan with no way home and no one who spoke the language.

My worst death was due to deck of many things and the dice gods hating me. My ring of invis became intelligent, LE and wanted to kill any spellcaster who wielded it. So it used its telepathy to turn the party rogue against my wizard. Now our party tactics were generally to go in invisible and scout first. Well by sheer dice roll bad luck the ring got purge invis once a day.
So when we scout out some bad guys the ring activates and reveals the party whispering to the rogue that I had betrayed them. The rogue proceeded to shoot me, a confusion spell made the party cleric and fighter attack me and a suggestion spell made the warlock shoot me. My wizard was on 1hp and not a single bad guy had attacked him. So he threw up his hands backed away and left the party only to walk straight into an trap that had not been activated and being fried for 10d6 damage. One dead wizard.

Sovereign Court

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I finally got off my first session with my group and it was a blast. I have to say that the 'Weegee board' as my group has come to call it is a pretty unimpressive pc magical item but an extrodinary DM tool.

I have been giving whoever has been holding it dreams about how the splatter man managed the escape though they haven't worked that out yet.

I managed to drive one PC (The party rogue who nicked the box containing the 'ghostbuster traps' and 'weegee board' while the rest of the group was fighting the centipedes.) halfway around the bend. When he awoke after the dreams, the board was spelling out H-E-L-P-M-E over and over again. He went screaming out the room to get the others. When they all came in the board was doing nothing and he thrust it into the hands of the party alchemist and ran downstairs.

The spirit plachantte is an excelent way to drip feed your pcs eerie hints on what is really going on and allows a dm to let pcs know a little bit more of the flavour that they might never normally see.

Also I removed the professors Journal from the chest and instead had Kendra notice that it was missing after several days and requested the pcs to find it. This allowed the pcs to enter into harrowstone and find the diary nowhere near where the body of the professor was found hinting that something might be wrong with his death. (It hadn't rained for the last nearly 3 weeks at the time and the farmers had been worried about a possible drought)

Sovereign Court

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I'm getting ready to run this pretty soon and have decided to alter a few things:
1. The journal is already in Kendras possession. She is reading over it to remember her father. So the pcs won't get access to it straight away as I know they will head straight for harrowstone.
2. I am going to coincide the zombie uprise with the second letter that gets written. If the pcs are at Kendras then she will answer a knock at the door and it will be her undead father. He loses the bite attack due to half his jaw being crushed.
3. At this point Kendra will point the pcs towards the cache while she researches the ww in her library having gotten up to the later entries and realizing his death might not have been an accident. When they come back she will ask them to confirm her research (she can fill in any gaps) at this point she will hand over the journal and this should send the pcs at harrowstone like an arrow while giving them time in the city to let most of the haunts occur.

That's the plan anyway. I'll see how the pcs derail it.

Sovereign Court

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General Chaos wrote:
With a bit of a sidestep is another example: Lichdom. I've had suggestions of "Good" lichs, but they just don't work that way. "I want to become a lich who uses his power for good.", and one of the material components is (under most circumstances) a mass murder of innocent people.

I saw one player who went with a more neutral aim for becoming a lich. His character was originally a farmer until bandits came along and robbed them and killed his wife. He them became a necromancer killed the man that killed his wife and raised him as his undead servant as punishment. He wanted to gain Lichdom so he could raise his wife, turn her into a Lich and they would live together peacefully.

Not exactly a good motive but not entirely evil.