gigglestick's page

Goblin Squad Member. 1,315 posts. 33 reviews. No lists. 1 wishlist.

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248 Doesn't count.

Hells, I would rather skip a family vacation than miss a day at work. Or the dentist. Or proctologost. (At least the embarassment and uncomfortable situations are over quick with Dr. Coldfinger.)

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Looking forward to the book!

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You just killed the BBEG! What are you gonna do now?

Well...what is the Golarion equivalent of Disneyworld?

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Liz has always been excellent at helping people here.

(She's answered a bunch of my questions...)

+1 for Liz!

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If you are trying to release a SPAWN of Rovagug...

I have three words for you:

Legacy of Fire. The whole AP is about releasing a Spawn of Rovagug and how to do it. And they even have an entire section in one of the Modules devoted to his other Spawn...

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Rolfcopter wrote:
Am I the only one not excited? I can't justify buying this because if I need 6 kobalds for combat (kingmaker) I'd have to buy 6 boxes... This is stupid.

Have you tried the Pathfinder Paper Minis Kingmaker sets?

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walter mcwilliams wrote:


I think this would be a great project to persue in Wayfinder.

That's a great idea, actually...as much as I'd love to see this as an official Paizo Product, if it's not going to be as profitable, doing a series of Wayfinder Articles would be a terrifffic second choice

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Velcro Zipper wrote:

A friend and I were discussing minis the other day and agreed having a set of miniatures or even just a paper mini insert included with Pathfinder Adventure Paths or Modules would be a boffo idea; especially for any new or unique creatures or NPCs featured in the product.

They already have that with the Pathfinder Paper Minis line...all of ROTR, most of Kingmaker, and a good start at SS and LOF...

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OmegaZ wrote:

Really, they're all good except a few. Easier to give you a list of modules to avoid.

-Into the Haunted Woods. While its not really that bad, its vanilla enough to be boring, imo.

Actually, both groups I ran through Into The...thought it was a great first module.

There are some great comabt encounters (especially the end and the standing stones...), a mystery to solve (an actual whodunnit with clues they can follow), some great roleplaying hooks (the mystery, the encounter by the river, the PITA sherriff, and even Estle the witch), a decent group of enemies to overcome, some Golarion history to interact with, and some cool, very minor named items that are fun to use and won't upset game balance by letting the heroes keep them. (That armor is cool, but I have the BREASTPLATE OF SACRED FIRE!)

And all of the encounters and combats and taverns take place on the Paizo Map Packs (Inns) and Flip Mats (Woodlands)and ALL of the items can be found in the Elements of Power card set, so you can hand the items to your players. (And you find a breastplate that looks EXACTLY like...THIS!)

This is one of my favorite starer adventures as it's quick, fun, combines RP, combat, and skill use, has a mystery, and doesn;t advance the palyers so far that they'll be too high level to handle other 1st level adventures...

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I would imagine that it would have to be the same languages the wizard spoke. That makes sense, as the ranks are acquired from the wizard.

I would assume that a Pseudodragon, like other dragons, could speak.

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In the game I'm running, the heroes kept the artifacts. (As they were tricked into getting them in the first place, they didn't feel obligated to give them up.)

Actually, as Cachee gave them the Vial of Pure Water in trade, it belongs to them. And the fact that the heroes were the ones to give the druid his final rest made them feel like they'd earned them.

And the Sheriff was not too keen on taking on the party once they returned with the artifacts in tow. Though they did let the sage examine them for a few days.

With 6 initial characters, I made Brightflame into part of the Panapoly as well, along with the melee weapon the final opponent uses.

I made them leveling artifacts, with minor abilities that gradually increased once the heroes possessing them acquired enough magical karma (leveled up). They increase at every 4 levels (4,8,12,16).

Initially: (Level 1)

Brightflame: +1 Dagger. Grants DR: Fire 5

Vial of Pure Water: Once per day, user can fill it with ANY liquid. It will turn the liquid to Pure Water (great way to get rid of Unholy Water and Poisons)

Spirit Staff of Narwen: +1 Staff. +2 Damage vs Undead. Non-coporeal Undead are treated as if they were coporeal.

Wand of Earth's Ire: Burning Hands at wielder's level (up to 5d4). 50 Charges. May be recharged as a staff.

Breastplate of Sacred Fire: +1 Breastplate with Continual Flame (can be tunred off). Reduces Armor Check Penalty by -1 and increases MAx DEX by +1.

Codex of the Firmament: Holds 6 levels of Divine Spells (like a Scroll). Initially came with 3 spells (1 lvl 1, 1 lvl 2 and 1 level 3). Once the spells are cast, the caster can "refill" the empty spell levels by Using Scribe Scroll to store the spell. This uses up the caster's spell slot for the day, but costs no GP.

Staff Spear of the Protector: +1 Staff. User can change it at will to a +1 Spear.

At level 4,

Brightflame gained +1d4 fire damage,

The Vial can be used 1/ day to store a level 1 potion (Caster makes a spelcraft vs 15, though this does not use up the spell slot)

The Breastplate gained an additional +1 to all of the modifiers


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Kolokotroni wrote:
I think there is room for ACTUAL chaotic neutral character, but I agree that often its picked because its the 'no-strings' alignment. In my opinion you can have interesting characters who are not good or evil, but have a dislike for authority or tradition. I have played characters that would not have made sense in other alignments.


Your first sentence puts it all on the table.

There is nothing inherhently wrong with CN characters, if played correctly. Its just that most gamers I've met who play CN do so to get the "no strings attached" benefits.

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I've used a simple weather system for my games since the 80's.

2d6: Adjust temp for Season

2: Brutal Storm -3 to next roll
3: Heavy Rain/ Snow/ Wind -2 to next roll
4: Rain/ Snow/ Windy -1 to next roll
5: Light Precipitation/ Blustery
6: Overcast
7: Mild Weather
8: Warm and Clear
9: Sunny Warm and Breezy
10: Clear Skies and Sunny +1 to next roll
11: Bright and Sunny +2 to next roll
12: Unseasonably Hot/ No Breeze +3 to next roll

In deserts, sandstorms are more prevalent than rain. Plains might hav tornados. Lakeside areas might get lake effect snow. Etc.

But it's quick and easy and makes it possible to have a trend.

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I think that it depends on your GM as well and what he thinks of as Wealthy and Very Wealthy.

Depending on era - A lord with a mansion (without fortifications) might expect to have:

Upstairs Maid
Downstairs Maid
Parlour Maid
Nanny (or Governess)
Valet (for his kit)
Ladies' Maid (for her kit)

The Coachman, Footman, (and sometimes Stbleboy and Butler) would act as "guards" for the household (War 1).

Almost everyone else would be either commoners (maids) or experts (cook, groundskeeper, and maybe the valet, butler, and housekeeper)

Butler and Housekeeper (and often Cook and Valet) would have their own rooms. The stableboy might sleep in a room in the stables (and might be an expert for the Blacksmithing skill). A Nanny might room with the miads but a Governess would probably have her own room as well. The others would be roomed in common rooms: 2-8 each, segregated by gender. (in the case of a married couple acting as servants, they would probably have their own room and their offspring might be younger maids, etc.)

I would imagine that all of these would make for excellent plot devices and dependents to be helped and/or dealt with.

Then add in the PCs and you can have some real chaos.

The cost of living expenditure should be worth it just for the additional roleplaying alone...

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Dorgar wrote:

I reworked the feats in the players guide to balance with the traits. I also added a few traits to represent pc's from Sandpoint.The Extra, Local, and Teller of Tales are all originals :). Let me know what ya think.

Big Game Hunter: You are an experienced hunter of the large creatures that stalk the Varisian wilds. Benefit: You gain a +1 to attack rolls and a +1 bonus on weapon damage against Large or bigger Beasts and Animals.

City Born: You grew up in Magnimar, Korvosa, or Riddleport, one of the Varisia city-states. You are educated and well informed on the news and needs of your home and hold tight to the knowledge that your city-state is unquestionably greater than the others.
Benefit: Magnimar gain +1 to diplomacy and it is always a class skill for you.
Korvosa gain +1 to intimidate and it is always a class skill for you.
Riddleport gain +1 to bluff and it is always a class skill for you.

Country Born: You come from a rural area of Varisia it could be you are from the Hinterlands, or you may be from one of a number of small communities sprinkled across Varisia. The hard work needed to live a rustic life has given you a strong will to perceiver.
Benefit: gain a +1 bonus on all wills saves.

Extra: You have often gotten bit parts in Cyrdak’s various productions.
Benefit: You gain +1 to perform (Sing) and (Oratory) one of these is always a class skill for you.

Local: You were born and raised right here in Sandpoint as a result you have excellent insight into the community.
Benefit: You gain a +1 to diplomacy and +1 to sense motive when dealing with Sandpoint and Hinterland folk. One of these is always a class skill for you.

Lone Wolf: Although you may have grown up in a city. You have lived a long and lonely and were forced to fend for yourself.
Benefit: Your vigorous health grants you a +1 fort bonus.

Teller of Tales: You spend much of your time spinning yarns at the Hagfish. You can tell doozies with the best of um.
Benefit: You gain a +1 to bluff and it is always a class...

I like them all, though Big Game Hunter seems to have lost some of the Heroic feel of Hunter of Legends. We have 2 different characters (in 2 different campaigns) that are Hunters of Legends and they go after every Big creature in the area. (It has also led me to naming every local monster. The giant Crab in the bay is Clakerclaws. The Owlbear that haunts the forest trail is Scarbite. Vig the Underdoom is the Ankheg that has been stealing sheep, etc.)

But the rest are good. (I have been having difficulties with the older Varisian Tattoo. I like your version better.)

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stringburka wrote:
Crystal Frasier wrote:

The biggest reason that NPC classes are 'worse' than the heroic classes is built right into the names: Heroic classes are meant to be heroic, while NPC classes are your bystanders and seat-warmers. Actual heroic levels are exceptionally rare in these fantasy worlds, which is why most people live their lives farming for a few copper a day instead of slaying monsters and keeping their treasure. The people who develop into heroic classes are the talented and exclusive minority, so the NPC classes are less powerful by design.

Of course, the game system does take some of that into consideration, which is why a 1st level Expert is worth fewer XP than a 1st level Rogue.

That reason is dependent on them already existing. If all classes were "equal" or rather that all classes had their niche, heroic characters would simply have better stats, more levels, or classes more suited for heroic deeds. A farmer has no buisseness in a cave full of orcs, but he should outshine the sorcerer when hunting game, or growing crops, or whatever.

I mean, if I lived in a D&D world, I would by all means be a 1st-level commoner, probably with intelligence a little above average (say 12). These are the skills I think I'm trained enough to have ranks in:
Wilderness Lore - boy scout for 13 years
Knowledge (Nature) - see above
Knowledge (Engineering) - two years of education in the electrical field, as well as a general interest in technology
Profession (Bartender) - it's my profession, simply enough
Craft (Cooking) - general interest, have been doing vegetarian cooking for many years and for different organizations
Perform (Poetry) - I've been writing for 9 years and performing at poetry slams and the like for 4 years now.

These are 6 skills, and then they're fairly generalized and only counting that which I've done for many many years. Most people have far more than 2 (or 3 or possibly 4 for really smart people) skills they are good at. And most are still 1st level commoners.

So, it sounds like you have one skill rank in each of these. (Maybe 2 or three in Engineering and Bartending.)

As an Eagle Scout myself, I'd say that being a boy scout gives you 1 rank in Knowledge Nature and Survival. At best. And one rank in Poetry and cooking. So, you'd be about a 2nd level commoner. Or Expert. (with actual school training in Electrical, I'd go more for expert.)

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Timault Azal-Darkwarren wrote:

Anyone have some ideas as to which world culture would connect to the city of Korvosa? Just looking for flavor and cultural concepts.


I'm guessing late medieval/ early rennaisance-reformation italy, especially Rome and Venice?