there's nothing really wrong with that being honest the darklands generally suck though and any real positive change sounds like the stuff of high level adventurers. Even 20+ level characters can't exactly fix the darklands other than some regions though.Yeah, I would rather stay in the Darklands for a while, at least. It will be very difficult to get by on the surface as a low level Dark Folk Caligni who doesn't speak any languages used in the surface.
Actually, I wouldn't mind spending most of the quest in the Darklands, if DP can make it work, but that probably wouldn't be practical.
Don't put too much weight in the self-resurrection power. Raise Dead requires an intact corpse, after all, and the power doesn't kick in for 1d6 hours. Even if whatever kills you doesn't maim you beyond the effect's ability to save you, a lot can happen in 1 to 6 hours.Hmmmm. After seeing the Forsaken Curse, I think that if we self-impose the rule of not putting points into diplomacy ever, I can see the appeal. It benefits a solo play, as we are not so heavily penalized for dying.
That is a pretty big thing for us. Death insurance is hard to get running solo, especially since we've got a low power starting zone.Hmmmm. After seeing the Forsaken Curse, I think that if we self-impose the rule of not putting points into diplomacy ever, I can see the appeal. It benefits a solo play, as we are not so heavily penalized for dying.
Better to have it than not if we're taking a heavily solo run. Things that would kill and destroy our body beyond recall would also wipe us without it anyway, so it does cover a useful case. We just need to manage our risk when dealing with stuff that could really kill us.Don't put too much weight in the self-resurrection power. Raise Dead requires an intact corpse, after all, and the power doesn't kick in for 1d6 hours. Even if whatever kills you doesn't maim you beyond the effect's ability to save you, a lot can happen in 1 to 6 hours.
Reading some of aswah and feeling sadness and entertainment while doing it. Found this which could someday be relevant here.Yeah of all the Pathfinder gods I think he is the most interesting. I mean he is the stereotypical adventurer but at the same time he is interesting because he is not made a god at the end of some great quest, he is just in it to have fun and do good. In a way I guess you could call him the best god for the players not just the PCs. If I ever fall through a dimensional rift into Goldarion that is who I would pray to first.
Seriously early Pathfinder was so unique and fun and then is seemed like they sanded off all the interesting stuff in the name of balance and more play styles, they just kept tossing zombie robot pirates in there until you could not find anything original in that mess. I have read earely 1E Pathfinder Adventures of fun but I could barely bring myself to mine the later ones for monsters and magic. I ask you how the hell do you make diving for the ruins of not!Atlantis boring?
*sigh*
Eh... maybe I'm just getting on in years and talking about the good old days of D&D.
It worked just fine, why should we alter it?Viserys in DP's ASWAH quest and Roland from his AOIAB quest were both heavily focused on Diplomacy, nearly every social interaction turned into excuses to use the skill. They don't have to be like that, but that's what happens when you have the skill and people are scared of conflict.
Don't put too much weight in the self-resurrection power. Raise Dead requires an intact corpse, after all, and the power doesn't kick in for 1d6 hours. Even if whatever kills you doesn't maim you beyond the effect's ability to save you, a lot can happen in 1 to 6 hours.
EDIT: It's not a bad effect at all, though. I guess I would say it's nice to have, if nothing else. I just prefer something that is more actively helpful
Just to be clear will you a qm have it possible for someone to eventually approach us based on character decisions that befriends us like a standard party? Or is this gonna be a real hard uphill climb for the barest of relations?Can't get this quest out of my head, said head being mostly clear now. Vote closed, looks like we are going full on non-diplomatic.
Adhoc vote count started by Goldfish on Feb 20, 2023 at 11:15 AM, finished with 113 posts and 24 votes.
[X] Akorian the Caligni Oracle
-[X] Alignment: Chaotic Neutral
-[X] Favored Class Bonus: +1 Hit Point
-[X] Attributes (20-point Buy; +2 DEX, +2 CON, -2 INT): STR 8, DEX 14, CON 14, INT 12, WIS 10, CHA 17
-[X] Feat: Extra Revelation (Cloak of Darkness)
-[X] Skills (5 points): +1 Bluff, +1 Knowledge (Dungeoneering), +1 Perception, +1 Sense Motive, +1 Stealth
-[X] Languages: Dark Folk, Duergar
-[X] Drawback:
--[X] Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
-[X] Traits:
--[X] Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
--[X] Fate's Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
--[X] Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
-[X] Class: Oracle (Shadow Mystery) [Friendless Curse]
-[X] Revelation:
--[X] Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
--[X] Stealth Mastery (Ex): You gain Skill Focus (Stealth). At 8th level, you gain Signature Skill (Stealth), even if you don't meet the feat's prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature.
-[X] Spells:
--[X] Orisons: Create Water, Detect Magic, Guidance, Mending
--[X] 1st Level: Cure Light Wounds (B), Divine Favor, Protection from Evil
[X] Akorian the Caligni Oracle - Forsaken Edition
-[X] Alignment: Chaotic Neutral
-[X] Favored Class Bonus: +1 Hit Point
-[X] Attributes (20-point Buy; +2 DEX, +2 CON, -2 INT): STR 8, DEX 14, CON 14, INT 12, WIS 10, CHA 17
-[X] Feat: Extra Revelation (Cloak of Darkness)
-[X] Skills (5 points): +1 Bluff, +1 Knowledge (Dungeoneering), +1 Perception, +1 Sense Motive, +1 Stealth
-[X] Languages: Dark Folk, Duergar
-[X] Drawback:
--[X] Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
-[X] Traits:
--[X] Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
--[X] Fate's Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
--[X] Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
-[X] Class: Oracle (Shadow Mystery) [Friendless Curse]
-[X] Revelation:
--[X] Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
--[X] Stealth Mastery (Ex): You gain Skill Focus (Stealth). At 8th level, you gain Signature Skill (Stealth), even if you don't meet the feat's prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature.
-[X] Spells:
--[X] Orisons: Create Water, Detect Magic, Guidance, Mending
--[X] 1st Level: Cure Light Wounds (B), Divine Favor, Protection from Evil
[X] Akorian the Caligni Oracle-Forgotten Curse edition
-[X] Alignment: Chaotic Neutral
-[X] Favored Class Bonus: +1 Hit Point
-[X] Attributes (20-point Buy; +2 DEX, +2 CON, -2 INT): STR 8, DEX 14, CON 14, INT 12, WIS 10, CHA 17
-[X] Feat: Extra Revelation (Cloak of Darkness)
-[X] Skills (5 points): +1 Bluff, +1 Knowledge (Dungeoneering), +1 Perception, +1 Sense Motive, +1 Stealth
-[X] Languages: Dark Folk, Duergar
-[X] Drawback:
--[X] Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
-[X] Traits:
--[X] Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
--[X] Fate's Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
--[X] Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
-[X] Class: Oracle (Shadow Mystery) [Friendless Curse]
-[X] Revelation:
--[X] Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
--[X] Stealth Mastery (Ex): You gain Skill Focus (Stealth). At 8th level, you gain Signature Skill (Stealth), even if you don't meet the feat's prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature.
-[X] Spells:
--[X] Orisons: Create Water, Detect Magic, Guidance, Mending
--[X] 1st Level: Cure Light Wounds (B), Divine Favor, Protection from Evil
[X] Akorian, Eternal Child
-[X] Alignment: Chaotic Good
-[X] Favored Class Bonus: +1 Hit Point
-[X] Attributes (20-point Buy; +2 DEX, +2 CON, -2 INT): STR 8, DEX 14, CON 14, INT 12, WIS 10, CHA 17
-[X] Feat: Improved Initiative
-[X] Skills (5 points): +1 Diplomacy, +1 Knowledge (Dungeoneering), +1 Perception, +1 Sense Motive, +1 Stealth
-[X] Drawback:
--[X] Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
-[X] Traits:
--[X] Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
--[X] Fate's Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
--[X] Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
-[X] Class: Oracle (Shadow Mystery) [Friendless Curse]
--[X] Revelation: Stealth Mastery (Ex): You gain Skill Focus (Stealth). At 8th level, you gain Signature Skill (Stealth), even if you don't meet the feat's prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature.
-[X] Spells:
--[X] Orisons: Create Water, Detect Magic, Guidance, Mending
--[X] 1st Level: Cure Light Wounds (B), Divine Favor, Shadow Trap
Just to be clear will you a qm have it possible for someone to eventually approach us based on character decisions that befriends us like a standard party? Or is this gonna be a real hard uphill climb for the barest of relations?