Interest Check - The Castaways (Homebrew / Pathfinder Adventure)


Recruitment

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Berenzen - Well,that's just, like, you know, your opinion, man.

I suppose we'll have to agree to disagree.


Ok, rolling mine again then:

5d6 ⇒ (6, 6, 3, 3, 5) = 23 = 17
5d6 ⇒ (5, 6, 6, 5, 1) = 23 = 17
4d6 ⇒ (1, 3, 1, 5) = 10 = 9
4d6 ⇒ (4, 5, 1, 2) = 12 = 11
4d6 ⇒ (4, 3, 6, 4) = 17 = 14
4d6 ⇒ (2, 5, 1, 2) = 10 = 9

Not bad, I can use that


Not to get too involved in the bitter rolls vs point buy stat battle, but I always thought the importance of stats depended on how rollplay vs roleplay heavy the game was. I know if I was in a numberscrunch ROLL ALL THE DICE game I'd be less than enthused with my rolls. But if (from what I gather) this is more roleplay oriented, it shouldn't really be worth getting too worked up over.

Caderre Morosini 2.0:
Caderre Morosini
Human Aristocrat 2 Bard 1
N Medium Humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 16 (3d8+1)
Fort +1, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bardic performance (standard action) (7 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 13), bardic performance: inspire courage +1
Bard Spells Known (CL 1):
1 (2/day) Grease (DC 14), Charm Person (DC 14)
0 (at will) Prestidigitation (DC 13), Detect Magic, Mending, Dancing Lights
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 11, Int 12, Wis 9, Cha 16
Base Atk +1; CMB +0; CMD 13
Feats Combat Reflexes (3 AoO/round), Dodge, Weapon Finesse
Traits Resilient
Skills Acrobatics +7, Appraise +5, Bluff +9, Diplomacy +9, Knowledge (history) +6, Knowledge (nobility) +6, Perception +6, Intuition +4, Spellcraft +5, Stealth +8, Use Magic Device +8
Languages ---, Common
SQ bardic knowledge
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

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I am going to introduce, here while people are still making up their minds, a house rule I really like. It invoilves changes to how Perception and Sense Motive work.

This the change I am making to Skills in this adventure.

Perception is now an Intelligence based Skill.

Sense Motive as a skill is replaced by (and becomes a use of) a new Skill called

Intuition which is a Wisdom based Skill.

You can use both these skills untrained.

Intuition is a Class Skill for all Divine Magic using classes and Fighters

Perception is a Class Skill for all Arcane Magic using classes and Rogues

Both Skills can be used to collect information about what the Characters are experiencing, and for the most part will reveal the same kinds of information, but you might get to that information in a different way depending on which skill you rely on. You can always choose to use both skills in any situation when you think you need to, but HERE IS the catch. You have to call one out before the other. So either you rely on Perception first, followed by Intuition, or Intuition first followed by Perception (if you want to use both skills). A failure or success on the first can affect the second. So be careful of your choices.

Perception will tell your character what he/she can deduce based upon the “smarts” you have and what you see, hear, smell, touch, or tastes, it tells your character that what he/she perceives IS what it appears to be. It can even clue you in as to how “hurt” a monster is in a combat situation.

Intuition will tell your character what he/she feels is “up with” any particular situation based on your characters past experiences and a gut feeling that something IS NOT what it appears to be.
Any questions?

Remember, Sense Motive is now what you do with the Intuition Skill, so if you want to be able to Sense Motives, put a rank into Intuition.


Changed Caderre's skills to match the houserule.


Ahhh! Things have changed!


5d6 ⇒ (2, 3, 4, 1, 4) = 14 11
5d6 ⇒ (5, 4, 6, 2, 4) = 21 15
4d6 ⇒ (1, 5, 6, 3) = 15 14
4d6 ⇒ (5, 6, 3, 1) = 15 14
4d6 ⇒ (2, 2, 1, 2) = 7 6
4d6 ⇒ (1, 6, 5, 6) = 18 17

ehhh...


nice set of numbers there.

my set
5d6 ⇒ (2, 4, 3, 5, 2) = 16 = 12
5d6 ⇒ (1, 3, 6, 5, 5) = 20 = 16
4d6 ⇒ (4, 4, 4, 4) = 16 = 12
4d6 ⇒ (6, 6, 2, 6) = 20 = 18
4d6 ⇒ (1, 2, 1, 1) = 5 = 4
4d6 ⇒ (4, 5, 3, 3) = 15 = 12

is a 4 even playable?

Edit (reroll)

4d6 ⇒ (4, 3, 5, 1) = 13 = 12


Should probably roll with 5d6 in two of my rolls instead of just all 4d6s

5d6 ⇒ (6, 6, 1, 5, 2) = 20 = 17

5d6 ⇒ (3, 5, 4, 6, 2) = 20 = 15

4d6 ⇒ (5, 1, 4, 1) = 11 = 10

4d6 ⇒ (2, 5, 6, 5) = 18 = 16

4d6 ⇒ (6, 2, 3, 1) = 12 = 11

4d6 ⇒ (5, 2, 6, 1) = 14 = 13

Bit more heavy on the uneven stats than id like, but a good spread none the less.

Having watched alot of The Walking Dead, and loving the character of Hershel, im thinking what the "Cast" of our little "Series" needs is someone similar, an old wise man who is also tough as old leather boots.

More to come...


I'm interested though it will be a few days before I can even start to get a concept together. Unless I adapt a current character, which honestly seems like it really wouldn't save me much time. Haha.

I'll definitely shoot for getting one up though.


no rush, take your time.

How about we reroll any ability score that comes out to be below 7?


Alkahaya, reworked

Spoiler:

Male Half-Orc fighter 1 / warrior 1 / commoner 1
NG medium humanoid

Init +3; Senses Darkvision (120 ft.), Perception +3,
Languages Common, Goblin, Orc

AC 13, touch 13, flat-footed 10

HP 37 (3HD)
Fort +7, Ref +3, Will -1
Speed 30 ft. (6 squares)

Abilities: Str 17, Dex 17, Con 14, Int 13, Wis 9, Cha 9
Base Atk +2; CMB +5; CMD 18

Special Qualities: Darkvision, Intimidating, Orc Blood, Orc Ferocity, Weapon Familiarity

Feats: Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Athletic, Deepsight, Improved Unarmed Strike, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency

Skills: Acrobatics +3, Appraise +1, Bluff -1, Climb +9, Craft (Untrained) +1, Diplomacy -1, Disguise -1, Escape Artist +3, Fly +3, Heal -1, Intimidate +6, Perception +3, Perform (Untrained) -1, Profession (Sailor) +4, Ride +3, Sense Motive -1, Stealth +3, Survival +3, Swim +10,

Bonus Feats:
Darkvision (Ex)
Darkvision
Intimidating (Ex)
Orc Blood (Ex)
Orc Ferocity (Ex)
Weapon Familiarity (Ex) greataxes and falchions, any weapon with the word "orc" in its name

Scarab Sages

Terquem wrote:


....That war is commonly referred to as the “War of Eshian Independence”....

Yeah. So. F#**it, SAFE, my character supports Eshian independance just fine.

Terquem wrote:


*snip* Half-Elves, Half-Orcs, little green elves

I approve. I don't particularly like Half-Elves and Half-Orcs either, not in the "Humans can breed true with radically different races" sense. In the hypothetical campaign world mentioned above, I would have done something similar with Half-Orcs (consider them a race unto their own that is only called "Half-Orcs" for reasons similar to why "Halflings" are called that"), and probably not permit Half-Elves at all.

Regarding the "'true' elves of Hamth": Being not much taller than Dwarves, but with Elven physiques would make them mechanically Small-sized, wouldn't it? In the 3rd Edition Player's Handbook, at least, it was specifically explained that the reason Dwarves are treated as Medium-sized is because their overall bulk compensates for their short height.

-

Regarding the supposed psychosocial angles of stat generation: Whatever else be the case, none of what you and Berezen and the others were talking about is me, I promise. My approach to a party is "you are what you are, everybody else is what they are, you all have your eyes set somewhere along the same horizon, trust everyone to know what they're doing and not be dumb."

-

Let me ask again for clarity: Are the stats I previously rolled (16/17/13/10/18/13) acceptable? After a lucky streak like that, I'd hate to lose them.

-

Also, were I to play a Psion or Shadowcaster as previously alluded to, how would you apply your Perception and Intuition skills to them? They're both Intelligence-heavy classes, but I could see either or both getting Intuition as well. Then again, I said I'd have 1 level in Aristocrat, and I'm sure that class gives Intuition anyways.

-

Are permitted races set in stone? I ask because I've always wanted to combine Pathfinder's Wayang race with an updated Tome of Magic Shadowcaster, and say the Shadow Magic racial DC bonus applies to all mysteries (powerful, yes, but it makes 100% perfect sense, and shadow magic is just about all Wayangs are suited for, goofy Cavalier ideas notwithstanding). Were that permitted, I could drop the Aristocrat level for a level of Expert instead, or maybe just be one of the ones to start out character level 2. I'm probably an explorer, exotic entertainer, or emissary from a distant land (though an emissary might actually have an Aristocrat level). I'm not trying to power-game - this is just something I've always wanted to try, and it can only be done in some kind of home-game.

-

You said we get 1 trait. Do you have any "campaign traits" to offer, and/or would you permit modified versions of the Pathfinder Society faction traits?


I think your rolled ability scores are fine. I'm not familiar with those classes, but that is not a dismissal. If they are not in the PRD, that is a pretty good sign that the answer will be no, but I can be persuaded.

Basically if your class is dependent on Arcane Spell Lists for support, or is generally expected to be skill heavy, you should have Perception as a class skill

And if your class is dependent on Divine Spell Lists for support, or is skill light, you should have Intuition as a class skill

If you have good Wisdom and Intelligence scores, you can always use both, but as I said, you have to decide, every time you are going to use both, which one to use first (sometimes perception is harder to make, sometimes intuition is harder to make, and the results of one can affect the roll of the other)

Yes, for the sake of this adventure, the races are fixed. I could allow unusual races, but that would mean explaining what that "person" is doing in this place at this time, and that explanation probably will not add to the story at all.


So if my class originally had perception and sense motive, does that mean that both are class skills?

Edit: Also HP, are we doing average rounded up? so a d6 would be 4 hp or would you rather we rolled our HP here?

Scarab Sages

All fair enough. Regarding weird classes, bear in mind I really want to be able to take this opportunity to be something I couldn't be in Organized Play. Also, being an abnormal class means I'm less likely to be piggybacking on someone else's role.

I'm presently leaning toward this Shadowcaster conversion, mostly as described in master arminas' first post. I would like to make just three alterations: make the arrow of dusk mystery deal lethal damage; permit a sufficiently high Intelligence score to grant additional mystery uses per day as though they were a wizard with an Intelligence score 4 lower (for example, an Intelligence of 24 would bestow 2 bonus 1st-level mystery uses and 1 bonus use of 2nd- through 5th-level mysteries); and change the Shadows of Cold Class Feature to the following:

Muted Hues (Ex): Within the Plane of Shadow, many sensations and energies are dampened, including temperature, and this eventually extends to the form of the Shadowcaster. Beginning at 6th level, shadowcasters gain cold and fire resistance 5. These resistances increase by 5 at both 10th and 14th level. At 18th level, these resistances are doubled (to 30 each), and become cumulative with other sources of fire and cold resistance.

I also have ideas for a few homebrewed mystery paths (inspired by some of the Void Magic spells from the Rokugan campaign setting books - but don't worry, they won't wind up looking too much like that) that I would eventually like to submit for your approval (but that wouldn't be for a while, the relevant ones are higher-level).

Even with the alterations made above, the class should not turn out to be broken - some have even accused it of being inferior to normal spellcasters (though that was mainly aimed at the original version in the 3.5 Tome of Magic, which even the original author later admitted needed fixing).

Anything else you need to know in order to be persuaded?


Hit Points, go ahead and do max for every level you have (remember you can be up to a 3rd level character, but one of those levels must be an NPC class).

If your class has both Sense Motive and Perception as class skills, I'm sorry, but you are the rare situation where this house rule is not great for you.

Stick with the class skill definitions that have already been posted.


Ok, sounds good, perception it is then. Slightly worried that you are being that generous with hp :)


What level is engineering at in your campaign? Im asking because I got an idea for a decorated dwarven soldier and tactician, who was gravely crippled in battle many years ago. Unable to truly function as a soldier anymore, he is now an envoy and diplomat for his king.

The engineering question is because I fancy him having a prostetic leg, nothing too overly fancy or steampunky, but one that has some gears and springs (meaning basically its only for roleplay and wont affect stats like Speed). He might even be missing fingers and an eye on the same side of his body, his injuries being explosion related.

Would it be ok to begin play as Middle aged? I imagine him being a rather old fellow even by dwarven standards.

Currently thinking a Warrior / Magus with the Skirnir archetype. He was a member of an honor guard of sheild weilding arcanists, maybe for the king himself?

Just spitballing ideas atm.

Scarab Sages

One does have to wonder why someone so decorated, particularly among Dwarves who are generally a dab hand at that whole divine magic thing, isn't offered the benefits of the regenerate spell.

Of course, you are character level 2-3. On the one hand, you sound like you're talking about a more accomplished character, but on the other, a less significant soldier not getting high-level healing makes more sense.


In your closet wrote:
One does have to wonder why someone so decorated, particularly among Dwarves who are generally a dab hand at that whole divine magic thing, isn't offered the benefits of the regenerate spell.

Decorated doesnt have to mean he weighed down by tons of medals. I think most people would think a soldier with a single purple heart to his name is a decorated soldier.

As for Regenerate, I view that spell the same way I view the Fly spell. They are both "Why didnt he just do this" spells, and quite frankly take away from roleplaying. Fly especially just removes enviromental roleplaying entirely. That climb through the mountains in Lord of the Rings? pff why bother, I got Fly dawg.

In your closet wrote:
Muted Hues (Ex): Within the Plane of Shadow, many sensations and energies are dampened, including temperature, and this eventually extends to the form of the Shadowcaster. Beginning at 6th level, shadowcasters gain cold and fire resistance 5. These resistances increase by 5 at both 10th and 14th level. At 18th level, these resistances are doubled (to 30 each), and become cumulative with other sources of fire and cold resistance.

This just seems too much of an upgrade imo. Admittedly both resistances are half the flat cold resist, but the amount of resistance is still strong for the levels they unlock at...and 30 resist might as well be immunity in all but a really tiny amount of instances.

Scarab Sages

It wasn't my intent to make it an upgrade - I just felt like cold resistance by itself as a class feature felt...wrong, and this reflects the true nature of the Plane of Shadow as I understand it better. Bear in mind, it only becomes resistance 30 at level 18, and given that I've seen 48-damage-on-a-failed-save fireballs in level 7-9-ish adventures, I can only imagine what 18th level could potentially throw.

You could just make the total resistances 20 at 18th level, though.


Another potentially long response, sorry

I have always maintained that on the world of Hamth, dwarves and elves do not live extraordinarily long lives. The average life span of a dwarf (dwarves are from Holdandun, which is on the other side of the world from this adventure, but their presence is understandable as they are part of the United Kingdoms of Anthandra) is 115 years, and rarely reaches 130 or more, but this is long enough to generate the myth that they live much longer.

Current Dwarven culture of Hamth is modeled on the Tokugawa Shogunate period of Feudal Japan (the Dwarven “Clans” are highly formalistic, and ritualistic, and not to be played, or should not be played, as traditional Celtic or Gaelic types).

Gun Powder has never been developed, nor can it ever be developed on Hamth, so your character being injured in an explosion is reasonable, just don’t connect it to gunpowder in any way.

Trains, steam powered, are common in Anthandra, and the technology is, reluctantly, being imported to Beauvingia, at this time. Ships, sea going, are no longer square rigged, in general, and are normally rigged in the fashion of 18th century schooners. Machine technology could be called, at this time, a Mechanical Revolution, several decades, almost one hundred years before any sort of industrial revolution. Machines are being invented, but the ability to work very large pieces of steel, is still decades in the future.

Also, there is a very powerful church in the United Kingdoms, called The Church at Ses Theeth, and they do not, normally, allow very powerful healing magic to be learned or practiced without direct permission of Church Authority (there are two authoritative bodies, the Church Collective, and the Church Council, called the Council of the White Hall – for more information on the nature of the Church at Ses Theeth, you could always pick up the novel, “The Accidental Cleric”, on amazon.com).

Also, regarding The Church at Ses Theeth. There is a military arm of the church. It is an unofficial organization that operates under their own rules outside the authority of the Collective or the council and only answers to the Ghedda (the senior female authority of The Church), and they are known as the Sovereign Sisterhood. They are exclusively women, who have not become mothers, and are mostly Paladins. They are fanatical to their beliefs and their purposes and always dangerous to have around.

The Church at Ses Theeth worships Xetas, the God of the elemental Plane of Water.

There will not be very many official priestesses or clerics of Xetas in Basconde, but there will be some, and maybe even a Sister or two.

Scarab Sages

Terquem wrote:


I have always maintained that on the world of Hamth, dwarves and elves do not live extraordinarily long lives. The average life span of a dwarf (dwarves are from Holdandun, which is on the other side of the world from this adventure, but their presence is understandable as they are part of the United Kingdoms of Anthandra) is 115 years, and rarely reaches 130 or more, but this is long enough to generate the myth that they live much longer.

What about Elves? I had been meaning to take the Breadth of Experience feat.


Yes also true for elves, but a bit older, to 125 years, and sometimes to 140 (you can take the feat, if it is your intention to Play a Drasbian, and I will put up another overly long post about them soon).


With Terquem imput about dwarves, im most likely gonna go with a Beauvingian. They seem to better fit a dwarf-esque style of racial attitude, which is why I choose Dwarf ub the first place.


So a dwarf assassin (aka ninja) sent to remove an opponent of the expansion of dwarven business and technological interests in the region could work?


Ok, so I have two ideas currently made with 22 point buy. Gonna roll my stats here so I can start re-working them for final submission.

stats:

5d6 ⇒ (5, 1, 2, 5, 4) = 17 14
5d6 ⇒ (2, 2, 2, 4, 5) = 15 11
4d6 ⇒ (1, 5, 6, 5) = 17 16
4d6 ⇒ (3, 4, 5, 6) = 18 15
4d6 ⇒ (6, 4, 2, 1) = 13 12
4d6 ⇒ (3, 4, 1, 6) = 14 13
Yeah pretty happy with that

Also, Terquem are you looking for a balanced party here or just a bunch of random survivors? (Essentially if I post a character which is similar to another will that harm my chances of selection?)


The number of interested players is still low, and I'm not big on making sure it is a balanced party. That sort of goes against the random nature of being a castaway

Scarab Sages

Terquem wrote:
Yes also true for elves, but a bit older, to 125 years, and sometimes to 140 (you can take the feat, if it is your intention to Play a Drasbian, and I will put up another overly long post about them soon).

If I took the feat, would I still have to be at least 100 years old? With those age rules, 100-something years old would go from 'young adult for an elf' to 'old', and I had intended to be a young adult. I have no trouble taking something else if I need to - or I suppose the concept behind the feat could simply be changed for this setting to 'polymath prodigy,' a little like Buckaroo Banzai, maybe even change the requirement from a certain age to a minimum Int of 17+ or something.


I present Telthes, a dwarf spy/ assassin sent to remove opponents of dwarven business and technological interests in the area. He was posing as a balad singer on the boat.

This asignment should not be to difficult, Telthes thought to himself, how hard is it to push a drunk noble off a boat so he drowns in the sea. At least it is better than that last mission with the sheep and goats.

Telthes starts walking toward the centre of the vessel, now if only I could remember that third verse of the tale of Anostacles the Great and Vandas Strongarm.


I'm Hiding In Your Closet wrote:
Terquem wrote:
Yes also true for elves, but a bit older, to 125 years, and sometimes to 140 (you can take the feat, if it is your intention to Play a Drasbian, and I will put up another overly long post about them soon).
If I took the feat, would I still have to be at least 100 years old? With those age rules, 100-something years old would go from 'young adult for an elf' to 'old', and I had intended to be a young adult. I have no trouble taking something else if I need to - or I suppose the concept behind the feat could simply be changed for this setting to 'polymath prodigy,' a little like Buckaroo Banzai, maybe even change the requirement from a certain age to a minimum Int of 17+ or something.

If you decide on this, go ahead and take the feat and can we say your elf is 50 some years old?


Telthes wrote:

I present Telthes, a dwarf spy/ assassin sent to remove opponents of dwarven business and technological interests in the area. He was posing as a balad singer on the boat.

This asignment should not be to difficult, Telthes thought to himself, how hard is it to push a drunk noble off a boat so he drowns in the sea. At least it is better than that last mission with the sheep and goats.

Telthes starts walking toward the centre of the vessel, now if only I could remember that third verse of the tale of Anostacles the Great and Vandas Strongarm.

The art of assassination as known by the black garment wearing shadow walking dwarves of the province of Ukaronoki, is called Aschinzi. To be trained in Aschinzi (what some call ninja) is a great honor.

Scarab Sages

Terquem wrote:


If you decide on this, go ahead and take the feat and can we say your elf is 50 some years old?

Is that considered 'young' for a Drasbian? I have a clear enough image of my character that I'm actually willing to put being the right age ahead of that particular feat if it needs to be that way. What's the Drasbian equivalent of a Human's '18-25'? As an aristocrat and a prodigy, he'd have had a busy childhood.

Also, permit me to reiterate my question from above regarding traits: Any of your own to offer? Modified versions of Pathfinder Society faction traits allowed? What else is there?


Pathfinder Rulebook Subscriber

Spinning the wheel of stats....

5d6 ⇒ (4, 2, 1, 6, 5) = 18 = 15
5d6 ⇒ (3, 5, 2, 3, 3) = 16 = 11
4d6 ⇒ (5, 2, 1, 5) = 13 = 12
4d6 ⇒ (1, 2, 6, 4) = 13 = 12
4d6 ⇒ (4, 2, 2, 5) = 13 = 11
4d6 ⇒ (4, 6, 1, 2) = 13 = 12

I'll give that some thought and get a character put together.


Terquem wrote:
Telthes wrote:

I present Telthes, a dwarf spy/ assassin sent to remove opponents of dwarven business and technological interests in the area. He was posing as a balad singer on the boat.

This asignment should not be to difficult, Telthes thought to himself, how hard is it to push a drunk noble off a boat so he drowns in the sea. At least it is better than that last mission with the sheep and goats.

Telthes starts walking toward the centre of the vessel, now if only I could remember that third verse of the tale of Anostacles the Great and Vandas Strongarm.

The art of assassination as known by the black garment wearing shadow walking dwarves of the province of Ukaronoki, is called Aschinzi. To be trained in Aschinzi (what some call ninja) is a great honor.

Telthes lives to honour his ancestors and to enact the honoured will of the Aschinzi elders.

Scarab Sages

Telthes wrote:

Telthes lives to honour his ancestors and to enact the honoured will of the Aschinzi elders.

Hmmm, Is that Lawful Evil I smell? Smells like gold, sulfur, and crematoriums, yum!


Nerve gas is to random, hard to sell stuff to dead bodies. Easier to kill the linchpin in the opposition then watch it crumble. Nerve gas is chaotic evil. I assume that Holdandun is a very lawful good/ neutral state and their CIAish organisation is probably lawful neutral. Government sanctioned black ops is done by basically every government on earth.

Scarab Sages

Nerve gas is certainly Chaotic Evil when The Joker uses it - on the other hand, none of the belligerents in World War I were Chaotic (or even particularly Evil). Some black ops are 'blacker' than others, and as far as Earth's concerned, I really do not believe all governments are equally depraved.

At any rate, if you weren't going for Evil, I retract my comment. It was mainly a joke. :)


no worries, it is true that some governments are less civilized, some are also better at black ops than others.


I'm still a little bit hesitant with the rolled stats, but I'll give it a shot. The concept is intriguing.

5d6 ⇒ (5, 6, 2, 1, 5) = 19 16
5d6 ⇒ (2, 4, 4, 2, 1) = 13 10
4d6 ⇒ (6, 6, 4, 4) = 20 16
4d6 ⇒ (4, 1, 3, 3) = 11 10
4d6 ⇒ (1, 5, 5, 2) = 13 12
4d6 ⇒ (3, 4, 5, 4) = 16 13

Actually usable dice rolls for the class and concept that I had in mind, and close to what I would have had, if you had went with 20 pb. That's new.

Scarab Sages

Uh, DM? You might want to know that the Aristocrat NPC class grants both Perception and Sense Motive as class skills. So does that mean that anyone with a level of Aristocrat gets both Perception and Intuition as class skills?


I asked about that already and he said you only get one as a class skill, probably perception for an aristrocrat. Ninja and possibly expert are in the same boat.

Scarab Sages

Thing is, it makes more sense for an Aristocrat to get Intuition, of the two - but it makes every sense for the Shadowcaster to have Perception of the two. And given how class skills in Pathfinder work, that would mean I'd wind up with both as class skills (of course, that doesn't mean anything more severe than a +3 bonus when trained).


Wow, this world gets more complicated with every answer.

Is there a naming convention from laguages? I get the franco-ispano-italian vibe, but is it more specialized than that? For a noble Basconde, should I go more for simil-French or simil-Spanish?


Let's try to stick with one basic trait, for now.

Basconde , think Iberian Peninsula (Spain/Portugal) – Basconde Nobles resemble (by resemble I am trying here to mean genetically, not culturally) the Moor peoples of northwestern Africa, and commoner Bascondes tend to resemble (again genetically, not culturally) the Basque peoples

Eshian, think Gauls (French) – and in Eshia, Bascondes tend to be treated (not exactly, just sort of a guideline) they way people who are traditionally referred to as “Gypsies” have been treated in Europe

Now, I know I am leaving myself open for serious accusations of cultural misappropriation, but I am not trying, here, to create a Fantasy setting that is based upon actual cultural identities or behaviors. I’m only trying to give real world examples of certain types of “looks” real world people have that can help players visualize how the Halflings of Basconde and Eshia look.

Scarab Sages

Terquem wrote:

Let's try to stick with one basic trait, for now.

You mean, just one of the ones from the Advanced Player's Guide?


Is there any benefit to only having two heroic classes rather than two and one npc?


I'm Hiding In Your Closet wrote:
Terquem wrote:

Let's try to stick with one basic trait, for now.

You mean, just one of the ones from the Advanced Player's Guide?

Yes


imimrtl wrote:
Is there any benefit to only having two heroic classes rather than two and one npc?

basically, if you are earning xp in this adventure, you will reach 3rd level in a Heroic class, before someone who has three levels (one npc class) will

I may push leveling to an unreasonably quick pace in this adventure.

Also, I have not yet tried to run a game set on my campaign world of Hamth on these forums for a lot of reasons, most of them born of fear, because I know it is a ridiculously overcomplicated campaign setting. This will be the first try. I created Hamth (Anthandra anyway) in 1975, and have been thinking about it in an adolescent overactive imagination way ever sense, so, please, forgive me for being lengthy at times.

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