Apr 122011
 

Let’s face this is a sacred cow that really deserves to be taken out back slaughtered and then barbecued. Really the 3 to 18 for attributes mean pretty much nothing after character generation. Most of the uses for your attributes use just the modified and not the attribute itself. Skill checks, Saving throws, attacks damage and even ability checks. Sure there’s ability damage from various sources and the occasional increase in ability scores but really that’s about it. So why in the world do we even need it anymore?
Look at the Dragon Age RPG. You’ve got basically the same spread for starting attributes. Roll 3d6 look at chart and get the number. And that number is your attribute, you don’t even bother with the 3 to 18 range any more. Other games easily work with a less granular approach to attributes. Yes, there is some nostalgia and I do have a fondness for the Old School stuff. But really, I think it’s pretty much an unnecessarily complicated way to go about it.
Yeah, I know this was really short post but hey, sometime I get these little thoughts.

 Posted by at 10:29 am  Tagged with:

The Racial Beholder Class

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Jan 312011
 

There’s been a request for it and here it is. The beta version of the Beholder racial class. Like I’ve said before we’re not a bunch of rules lawyers so we have nothing against making it up as we go along but this is the basis of what we are using.
One person is playing this and so far it has worked and doesn’t feel over powered compared to the rest of the characters. And in case you were wondering here’s what the rest of the party look like.
Warforged Crusader (Book of 9 Swords)
Halfling Sorcerer/Rogue/Fighter/Shadowdancer
Goblin (Pathfinder type) Druid
Kender Fighter(may retcon to the Pathfinder Gunslinger class)/Bard
Changeling Fighter/Rogue

The Beholder Racial Class

Jan 252011
 

We finally started out Kingmaker game on Friday. Most of the session was eaten up by everyone finishing up their characters. But here’s the juicy bits on how the GM is handling using Aspects.
Each character has seven Aspects and a Refresh of 3. Compelling and invoking Aspects works basically the same way as it does under the normal Fate rules. But to keep things a little more in line with the numeric spread of a d20 game, when characters invoke Aspects, they gain a +4 bonus or a re-roll. This really a house rule in progress and so far it’s blast. Like I’ve said so many times before we really aren’t that much of a power-gaming, rules-lawyering gang. So we’re making it up as we go along is fine with us. I’m pretty sure that
And in case anyone was wondering, here’s our little group:
A gruff human ranger (guide) who has problems with bears.
A human cavalier. He is Don Quixote.
A human fighter/cleric. Very much the romantic knight questing after a lost love.
A snooty elf wizard with OCD and body image issues
A grumpy half-orc who is not a druid (Nature Oracle/Serpentine Sorcerer) and victim to the great Fae conspiracy.
This is going to be a really fun campaign. Our first plan to civilize the wilderness was to go all “Paint Your Wagon” and set up a brothel. It was dismissed for just killing some bandits.

 Posted by at 11:38 am  Tagged with:

Kingmaker: Meet Hanarg Venom Tusk

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Jan 212011
 

We’re starting Paizo’s Kingmaker adventure path tonight. The GM is going to use Aspects from FATE in the game and I haven’t finished those yet. But then again neither have any of the other players. We should have a pretty interesting group for this game. And keep the blogosphere fairly up to date as things progress.

Hanarg Venom Tusk Half Orc Oracale (Nature) 1/Sorcerer (Serpentine) 0 Alignment: N

Str 14 (+2)
Dex 12 (+1)
Con 15 (+2)
Int 10
Wis 10
Cha 18 (+4)
HP: 11
AC 18 (+3 Std Leather, +1 Natural Armor, +4 Cha)
Saves: Fot +2, Reflex +1, Will +2
Lng: Common, Orc
Racial Abilities: Orc Ferocity, Darkvision 60 FT
Feats: Iron Hide (+1 Nat Armor)
Skills: Intimidate +6, Knowledge (Nature) +4, Spellcraft +4, Survival +4
Class Abilities: Curse: Haunted, Revalation: Echoes of Nature (use Cha for AC)
Traits: Brigand (Campaign), Brute
Spells: 0 Level: Mage Hand, Ghost Sound, Read Magic, Detect Magic, Resistance, Guidance. 1st Level (4/day) Cure Light Wounds, Divine Favor, Shield of Faith

Gear: Studded Leather Armor, Cold Iron Great Axe, Dagger, Light Crossbow, 20 Bolts, Backpack, Bedroll, 4 days Travel Rations, 50 ft Silk Rope, Tanglefoot Bag, Alchemist’s Fire

Jan 172011
 

I decided throw down some notes on our current games. Think of these as sort session summaries but only the good and interesting parts.
This campaign has been going on for a while so I’ll take this little bit to introduce the characters. We have a Kender Bard, a Goblin Druid, a Warforged Crusader, a Halfling Sorcerer/Rogue, a Changeling Fighter/Rouge and a Beholder. Really, we have a Beholder in our party. Needless to say, it is very difficult for our party to be inconspicuous. The group is on a quest to find the legendary Spelljammer. We’re chasing after a group of evil pirates who are following the trail of clues that we are. It’s a race to find a trio of magical beacons which will us to triangulate the location of the Spelljammer.
This week we started the adventure to find the second beacon. We did a little shopping and getting the feel of the town. We had a couple of good fights: a green dragon with some mooks, a group of girallons and a trio of janni rogues.
Now this isn’t about a blow by blow retelling of what happened during the session. This is the good parts version. And the good part is that we survived. Now that really doesn’t like something special. We’re all at 6th level but what really screwed us was an amazing amount of bad dice mojo. No kidding every player rolled at least three natural 1’s during the game. Our dice sucked.
The lesson to bring from the session is the joy of failure. Characters just can’t win all the time. They can survive. But if they hit every time, succeed at every thing they try and just blow throw everything; the game gets boring. The story gets boring. There’s no tension. There’s no sense of accomplishment. So sometime your dice just need to screw you. It’s for your own good.

Bestiary 2: A Very Quick & Dirty Review

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Jan 072011
 

This was really meant to be a much longer review but heck real life and other dead lines just got in the way but here’s some quick thoughts.
I gotta say that it’s pretty damned good. Not quite as good as the Advanced Player’s Guide but still good. A lot monster books are just a conga line of gimmick monsters and retreads of established creatures. B2 is more like a continuation and filling in of the gaps left by the first Bestiary.
I’m not going to bother with full list but here’s a very rough and quick break down. Lots of outsiders of just about every type. Some monsters from legend. Some stuff that came be used as player character races. Some classic monsters that didn’t make the cut for the original Bestiary. Monsters from previous Adventure Paths converted to from 3.5 to Pathfinder. There’s a good cross section of monsters across CR’s for GM’s to throw at players.
Who should buy it? I’d say it’s really good for for game masters. Hell, you can never have too many nifty monsters. As for players, there’s not that much. Yeah a couple more options for companions, familiars and races. So GM’s buy it. Players, you can do with the PDF. If you’re planning on running your own Pathfinder campaign, I high recommend it. It will be well worth your hard earned dollars.