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We're starting a new campaign. DM is using 10 point buy for starting ability scores ("low fantasy" setting, which I actually like). I'm thinking about going 1/2 elf rogue and maxing out Int at 18 for maximum skill points. Ability scores would be S10, D10, C10, I18, W10, Ch10.

Is this a totally unworkable idea? Any ideas for minimizing his squishiness?


Looking for some people to play Pathfinder one evening per week in or near Akron.

email me at sethegreen at gmail dot com if interested.


osuracnaes wrote:
I discovered Pathfinder just in time for my usual D&D friends to scatter through the country for work/school. :( Was curious if there are any groups/players in the NE Ohio area... one can only read the source books so much before itching to play. :P

I'm looking for a game to join. email me if still interested at sethegreen at gmail dot com.


I think that wisdom should indicate a person's insight and awareness. Charisma should estimate a person's magnetism, looks, force of personality, and ability to influence and be influenced by others.

If a spell or effect attacks a person's willpower or consiousness, I think it sounds like an attack against their ego/sense of self/strength of mind. So, would it be hugely game-altering to have Cha be the ability tied to will saves instead of Wis?

What would be the undesired consequences of that houserule?


Thank you all for your input.

I had a similar quandary when I was trying to convert The Sinister Secret of Saltmarsh. I wanted to have lots of illusions triggered around the house that the evil illusionist planted there to scare people away. But the kind of illusions I wanted would have been beyond the capability of that illusionist to cast. I wondered, "what happens when the characters kill the illusionist and wade through his spellbook and ask, 'How did this 3rd level illusionist create triggered illusions that lasted more than just a few minutes?'" I suppose I just like to have a self-consistent answer for those questions beyond simply "that's the way it is..."

I don't disagree that players don't need to know the answers to all the wierdness they encounter...but they will want answers to some, and it is satisfying to have a compelling explanation.

Again, thanks.

@Mortika, I like the flavor of your idea. I may use it. Thanks.


Hello all,

I want to run this old favorite of mine. In the original version, the spirit naga antagonist afflicts villagers with a permanent charm effect that is only broken when the naga is killed. Back then, we didn't really argue about where she got the ability, it was the rules. Now, the naga casts charm person, which lasts 7 hours (as cast by a lvl7 sorcerer). Clearly, the current naga can not create a cult by charming people for only 7 hours at time...the charm would wear off before they even got back to town. If I make the naga's charm spell permanent, the players will definitely want to know where she got that ability...

How do I fix this? Would love to hear your suggestions.