Dungeons and Dragons Megathread

So, I'm trying o make a "Knowledge-Seeker" character.
In 3.5 they would probably be an Archivist or Artificer, and in Pathfinder they would be an Alchemist.
But I don't know what he would be in 5th, maybe a Star/GOO-Pact Warlock?
And I'm not sure what god he would worship.(if any)

His main beliefs are;
"Objective over Subjective"(Personal Opinions can never outweigh honest Facts )
"Knowledge is its own reward"
"Knowledge should be spread as far and wide as possible" (to both protect it from destruction and to expose it to new view-points)
"Knowledge shouldn't have a price-tag"(it should be freely given rather then bought or sold)
"Knowledge is neither Good or Evil in and of itself"

Any ideas?
Also, any hints for a good build?
 
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So, I'm trying o make a "Knowledge-Seeker" character.
In 3.5 they would probably be an Archivist, and in Pathfinder they would be an Alchemist.
But I don't know what he would be in 5th, maybe a Star-Pact Warlock?
And I'm not sure what god he would worship.(if any)

His main beliefs are;
"Objective over Subjective"(Personal Opinions can never outweigh honest Facts )
"Knowledge is its own reward"
"Knowledge should be spread as far and wide as possible" (to both protect it from destruction and to expose it to new view-points)
"Knowledge shouldn't have a price-tag"(it should be freely given rather then bought or sold)
"Knowledge is neither Good or Evil in and of itself"

Any ideas?
Also, any hints for a good build?
In Pathfinder it would be Investigator, they are the quintessential knowledge seeker. Any trained Knowledge skill, trained linguistics, or trained spellcraft you can add +1d6 to the result for free, as long as you have inspiration in your pool.

Warlock or Bard is what I would do, for the flavor of the College of Lore class ability for Bard, and Warlock simply because someone making a pactwith a "thing" to increase his power sounds right.

Wizard also fits, though, depending on how you flavor him.
 
Why not the investigator class?
It seems ok, but something is missing.
This class seems to be more of an...well, an Investigator than a Scientist.
What I'm thinking of is more of a Natural Philosopher character.

Wizard also fits, though, depending on how you flavor him.
Wizards seek knowledge to improve their Magic, this guy would seek magic to improve his Knowledge.
They also tend to hoard knowledge rather than sharing it.
This guy really dislikes the "Ivory Tower" stereotype of the Educated Elitist that looks down on the Uneducated Masses.
(of course he also dislikes those that are uneducated by choice)

edit:
Also he is very much against the concept of "Things man was not meant to know" or "forbidden knowledge".
 
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It seems ok, but something is missing.
This class seems to be more of an...well, an Investigator than a Scientist.
What I'm thinking of is more of a Natural Philosopher character.
They have extracts as well, they share the mechanically "scientific" traits with the Alchemist. They just have other traits that boost their knowledge abilities. Slightly better for someone seeking to know everything.

Wizards seek knowledge to improve their Magic, this guy would seek magic to improve his Knowledge.
They also tend to hoard knowledge rather than sharing it.
This guy really dislikes the "Ivory Tower" stereotype of the Educated Elitist that looks down on the Uneducated Masses.
(of course he also dislikes those that are uneducated by choice)

edit:
Also he is very much against the concept of "Things man was not meant to know" or "forbidden knowledge".
Then I would go with Warlock in that case.
 
Wizards seek knowledge to improve their Magic, this guy would seek magic to improve his Knowledge.

Honestly in 5e this could be any character type. It's more a background or bond then it is a character class. If I were doing it I'd play it as a Rogue with the magic archetype and pick up Feats like Ritualist and Linguist at the appropriate levels.
 
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The Imperator Homebrew: Eldritch Horror Adventure
So I'm working on a Quest to finish up bridging my homebrew stuff to the Fifth part of Second Darkness, and I would like some critiques on how to up the fear and the inability to trust each other that I'm trying to cultivate here. For just some note on stuff, there is a reoccuring character I am cultivating, a retired Shinigami who runs an magical item shop (Who I still need a name for). He has people pay for things by giving up their time for him, sometimes quests, sometimes other things. Arwe's brother is the brother (duh) of one of the PCs, Arwe; he's the bigger bad, and his goal is basically to prove that even heroes can have their destiny foretold, even though you can't foretell anything about a PC. Kind of meta, but a bit more nuanced. He treats everything like a stage play and has shown up several times to taunt the heroes.

Quest to bridge gap to part 5

Location: Border between edge of Plane of Air and Plane of Water


Plot Hook:A large group of souls from one of the Plane of Air's many spheres has vanished, their lifeforce no longer exists, their fate is complete, but their souls strands of fate are also somehow gone, not cut, just missing. The Shinigami are worried about this, and they want you all to help look into the issue. This will take you to metal sphere B2Z953 to see what happened. The Djinn refuse to talk about the spheres, as do all other groups that are indigenous to the area.

Knowledge of the Sphere things

Arcana

DC 10: The Spheres are giant metal edifices that float lazily throughout the Plane of Air

DC 17: The Spheres are known to defy all magical attempts at scrying, and any exploration invariably gets lost in the interior. The writing on them is immune to magical attempts to decipher it

DC 23: The pattern of their movement makes out the elder sign (Elder Sigil)

DC 29:Only one group has ever managed to thoroughly explore a sphere, and they all went mad soon after

Planes

DC 10: The Spheres are giant metal edifices that float lazily throughout the Plane of Air. There are some settlements of recent immigrants to the plane, but no long term resident will set foot on a Sphere

DC 17:The Spheres have a strange writing on them, not a language any group is known to be able to read, speak or write

DC 29:There is a hint of madness in the Spheres, evidence of something from the outer reaches of the material plane, gribbly horrors from beyond the mortal ken

Religion

DC 10: The Spheres are giant metal edifices that float lazily throughout the Plane of Air.

DC 17:Air Mephits worship the Spheres as symbols of whatever god that each small group worships, although they will never go to the Spheres

DC 23:There spheres cause the souls of those on their surface to quake, and divine magic is weakened on the spheres.


History

DC 10:The Spheres are giant metal edifices that float lazily throughout the Plane of Air. They have been there as long as recorded history

DC 17:Several groups have sought to map the interiors, but none have succeeded.

DC 23:Several expeditions have been led to map the spheres, and they found that the spheres have set paths they travel through the Plane of Air. The pattern makes out (Elder Sigil)

DC 29:Only one group has ever managed to thoroughly explore a sphere, and they all went mad soon after




(Shinigami) shows up and gives the heroes the quest. He is wearing a suit this time, unlike the robes he wore last time, and has a cat lounging on his shoulders. He knows they have a planar travel map, and pokes it to activate it to home in on a location in the Plane of Ice.



Have to find a way to get transport from the Plane of Ice to the Plane of Air and the shifting Spheres

· Higher an Air ship is the best method

· Cost starts at 200 gp per person, can be brought down to 100 gp per person

· Crew is a CR 9 captain, and quite a few CR 5 Djinni crew. Ship looks like the one from Treasure Planet




While traveling, the map keeps trying to recalculate, as if it doesn't want to go to the Sphere. Within 100 km of the Sphere, the map goes silent. Right before this, at 123 km from the sphere, all clouds and flying lifeforms stop, none passing some kind of perceived barrier.

· Will Saves, increasing every 10 km, starting a 100km

· DC 5, DC 7, DC 9, DC 11, DC 13, DC 15, DC 17, DC 19, DC 21, DC 23

· 1d2 Wisdom damage

· This manifests as a burning desire to get to the Sphere quicker

· When Wisdom would reach zero, instead it stays at one more and an insanity is applied. They can no longer take Wisdom damage from the Sphere



If the Djinni do go crazy, they spin the boat around about 10 km from the surface of the sphere shaking the PCs off and hurling them into the air. The fall though is stopped by some kind of force, that gently lowers the PCs to the ground


If the Djinni stay sane, they give the PCs potions of feather fall 300 feet from the Sphere, it will last them 5 rounds


The Spheres are about the size of Pluto. The PCs land in a massive valley, and gravity seems oddly normal. All around them are decrepit entrances to something, each bearing the likeness of a different being. They see and hear no people, none at all.


Although, if the Djinni went crazy, they do see the crashed wreckage of the ship, with the Djinni wandering aimlessly, chanting in a strange language that none of the PCs can understand (use Sith)

· 'Jen, Jen, Jen, Jen,…' – meaning dark

· 'Typhojem' – Left-Handed God, the being that is buried in this sphere

· 'Hadzuska koshûjontû' – Born in darkness


The Djinni, if crazy, will not attack the heroes, though; they seem content to start tracing Elder Signs into the ground. Lots of them.


As the PCs explore, have the following random events happen:

1-5

The Landscape seems to twist about them, and they find themselves in a different location, with no memory of the past 1d10 minutes

6-10

The Landscape twists around them, and they find themselves with some battle scars and damage, and some blood on their swords. 1d5 chooses one person to not be hurt at all.

11-15

Landscape changes slightly, 1d5 chooses which PC is suddenly acting strange, if they failed the Will Save

16-20

1d6 Moon Wraiths, all appear to be a single species

21-25

1d6 Ghosts, they are each a different species

26-30

Large creatures that seem to be made of dust and sand move towards the PCs, their attacks don't seem to do much (simply seem to inscribe runes onto people with a touch attack). Fortitude Save of DC 22 to shrug it off

31-35

1d10 Elder Things swarm up, shouting something about "Open the tomb!"

36-40

1d10 Elder Things swarm up, shouting something about "Open the tomb!"

41-45

Large creatures that seem to be made of dust and sand move towards the PCs, their attacks don't seem to do much (simply seem to inscribe runes onto people with a touch attack). Fortitude Save of DC 22 to shrug it off

46-50

1d10 Elder Things swarm up, shouting something about "Open the tomb!"

51-55

Landscape changes, they lose the last 1d10 minutes

56-60

A voice booms in each person's head "Even death may die"

61-65

2d20 Skeletons form out of the ground, rushing toward the PCs

66-70

Large creatures that seem to be made of dust and sand move towards the PCs, their attacks don't seem to do much (simply seem to inscribe runes onto people with a touch attack). Fortitude Save of DC 22 to shrug it off

71-75

1d10 Elder Things swarm up, shouting something about "Open the tomb!"

76-80

A voice whispers in the back of each PC's head, saying they should "stay, stay, stay,…" and then suddenly they are farther along walking than they were before

81-85

1d10 Elder Things swarm up, shouting something about "Open the tomb!"

86-90

Large creatures that seem to be made of dust and sand move towards the PCs, their attacks don't seem to do much (simply seem to inscribe runes onto people with a touch attack). Fortitude Save of DC 22 to shrug it off

91-100

Roll Twice, use both



After 1d6 hours of traveling, the heroes come upon an abandoned settlement. Or at least, partially abandoned. There are a few children left, and they don't appear to be crazy at all. Simply sad, tired, and wanting to find their parents. They repeat things about "a standing stones" and how their parents told them that the circle they stood in and chanted in was what was supposed to happen. DC 20 perception check to notice very light markings all over their bodies, similar to the runes that some of the PCs may have on them.


At the time of night fall, the children pester the PCs to take them to the standing stones, telling them that "we have to do the chant or else the darkness will escape." They become more and single minded, and if any PC has more than 5 tattoos a DC 25 will save or else they also become single minded about it, though in a way that sounds believable.


At the Menhir (DC 12 Arcana, History, or Religion), the kids begin to chant something incessantly. In the middle of their chanting, 5 forms rise from the gathering mist and charge toward the children. Two of them are spawn of Yog-Sothoth, the other three of Shub-Niggurath spawn

None of the Spawn can speak, but if a PC has been replaced with a Yithian, they will attempt to help the children finish the chanting, breaking their deception. After the fight, the Yithian will reveal that he is supposed to be protecting the tomb of this Old God from being opened by a group of insane, mad Elder Things. They have fallen under the power of a Naga Royal Official, who sits waiting for the PCs somewhere on the planet. The Naga only to steal 2 more souls, and the PCs are probably who he will be looking for. The Yithian explains that he cannot help, his body is too far away to allow him to come, and he only has enough power to bring human sized lifeforms to or from his location. With the deception revealed, he will allow the PC to take back their body.


Any PC with 4 or more runes on their body will get a bonus on fighting the Naga and his ilk, +2 on all attacks and saves against anyone working with the Naga.


The PCs find a hole near the Menhir and descend, and that is where the find the Naga, surrounded by his allies, with the unconscious/dead bodies of 48 humans and other races strapped down to stone tables. In the centre of the room, by the Naga, is a large edifice that has 50 glowing eyes, each looking at a different stone table.


The fight is 10 Elder Things, Two Spawn of Yog-Sothoth, 2 Spawn of Shub Niggurath, and one Naga Royal as the leader.


Once the victory occurs, the edifice powers down, and the runes on any PCs with runes vanish. The (Shinigami) appears, thanking the PCs for freeing the souls. He offers to take the two children with him, he's been getting lonely and wonders what it would be like to run a family. Plus, they would be allowed to see their real family in the afterlife, while also getting to live a full life.


He fulfills his side of the deal and gives each PC their reward. (pre arranged stuff)


As he is preparing to take the PCs away, the PCs see a recently arrived Arwe's brother, who reminds them they are on a clock, they can't wait this long to do all this stuff, and he can't keep postponing the plot until the heroes catch up. He shows them a gateway to the Elves capital and tells them that they have little to no time before the final sanction is enacted. Then he teleports out.







Basically, what I'm wanting to know is does the random encounter table give enough spooky things to foster a creepy atmosphere? The PCs are already up for getting secret knowledge and not sharing it, especially if they get compromised.
 
So I'm working on a Quest to finish up bridging my homebrew stuff to the Fifth part of Second Darkness, and I would like some critiques on how to up the fear and the inability to trust each other that I'm trying to cultivate here. For just some note on stuff, there is a reoccuring character I am cultivating, a retired Shinigami who runs an magical item shop (Who I still need a name for). He has people pay for things by giving up their time for him, sometimes quests, sometimes other things. Arwe's brother is the brother (duh) of one of the PCs, Arwe; he's the bigger bad, and his goal is basically to prove that even heroes can have their destiny foretold, even though you can't foretell anything about a PC. Kind of meta, but a bit more nuanced. He treats everything like a stage play and has shown up several times to taunt the heroes.
Basically, what I'm wanting to know is does the random encounter table give enough spooky things to foster a creepy atmosphere? The PCs are already up for getting secret knowledge and not sharing it, especially if they get compromised.
now bear with me since I've never do horror-lite Rp's before (so ignore the rest at your discrestion), but I think your entire system really fails at delivering said fear and creepy atmosphere (though your DM-ing skills may be good enough to make up for it).

First of there's the Random Element. The main reason why games like Hearthstone has such a high degree of randomness is because it automatically gives people a subconscious way out by blaming everything on the dice. This means that no matter how badly you lose, you don't get the same fear/self loathing of it because it's always the fault of RNG. This inherently makes systems unreliable at making the players afraid even when the characters should be afraid because "it's not like I could have done anything to save the guy" (example of thought).

Second is the lack of permanence in player actions. One of the big part of fear/horror is the fact that it's your fault if the player dies. That every single bloody piece of thing you do and choose can put you one step closer to dead. Having no way to carry over (or at least seemingly not carry over) the consequences of the Player Action at the strategic layer makes your scare factor subtantially less scary and more worried that some bullshit is coming out that you can't fight.

The third is pacing. One of the thing that makes Horror games so good is the pacing of the plot. While there's something to be said about random monsters/problems it does mean that plot pacing is much harder to adjust for. I don't see how you are going to adjust for that.

And lastly is the boss fight. One of the main problems I have is that there seems to be no good way in your synopsis of introducing the boss. As is you've dispelled the mystery , give an entrance that goes straight into the boss fights, and the boss fight is just a straight up brawl. None of them inspire Fear in and of themselves and together they don't do anything at all at inspiring anything but, will the roll be a good roll or a bad one.

**********************************************************

Now that I've talk about the problems here are my solutions (though modify them as needed as I, again, have not dm'ed a horror-lite campaign before)

1'st is that you need to make use of the placebo effect to ramp up people's expectation. Namely that you present the problems generated as not random obstacles ala RNG , but as problems you (the players) have to face. So everytime you get to a certain point of the story, roll two dies (as essentially a percentile dice in categories of 5 are a d20) and use one die as the time until the random thing takes effect and the other as the effect itself. After this present the results as actual obstacles that the party can face, and if they want, prepare for. This primarily helps mitigate the subconscious blaming of RNG and helps redirect the focus to the PCs actions.

2'nd is that you need to make it so that the results of the Players will impact the long term game in a visible way. My suggestion is to initially start the random encounter at 1d2/1d2 and slowly bump up the dies if too much time has pass or if the players fail at something important. This should be obvious to the players in order to motivate them to do better. Futhermore you need to tie the failure condition to something that the players can reliably affect with minimum uncertainty or otherwise you go back to the Rng Blaming problem.

3'rd is that you should consolidate your pacing. As is there are only 3 events that you know would happen (with variable outcomes). And thus the answer is simple, make them happen in a fixed way that encourages fear or bad assery. For example make the plane crash with 100% certainty and have the actions of the player decide on how much stuff they can recover from this, allowing you to set up the tone with a 100% guarantee from the get go while minimizing the railroading via letting the players work towards a crash landing and a safe one where everyone survive with crates of potions conveniently scattered about for enterprising people to take.

Lastly make the pacing coincide well with the boss battle and hype the tension and unknowns as you do so. By the time the boss battle starts, it should have come from nowhere with minimal preparations with minimal knowledge of how many backup it has. And all of this from a series of coincidences that if it had gone better would have made everything gone according to plan.

Bonus points if you can tie in unknown future stuff from (1) so that the players will feel the pressure that much better and thus fear more from it.

:V But what do I know. I'm just a scaredy Pikachu

PS: Also don't reveal what is actually happening via coincidentally conveninent mind swapper. Instead let the players find out bits and pieces of it as times goes on.
 
So, the second session of my first multisession DnD game (5e) is tomorrow and I had an idea that I'm not sure how to do OOC/mechanically.

In the first session we all independently entered a town for various reasons, all the other mages failed their Arcana check to spot something abnormal. I'm a Warlock and the moment I come close to the centre of the town my ring (Warlock Focus) starts glowing, I investigate, get some of the others and the local priest involved and we find out there's an ancient teleportation circle in the middle of the town square. I'm the only one that can actually see it until I cast a spell on it then it becomes visible to everyone.

We get interrupted by an orc attack, the villagers flee on foot, the party holds off the orc vanguard for a bit, the NPC priest gets the circle working and we escape to a 'safe haven', the priest dies like a chump at the last moment.

At the safe haven there's a giant tree with a face on it, which turns out to be some kind of elemental/spirit, I go to talk to it and it tells us that we're the chosen ones needed to stop a great evil that is rising etc. etc.
However I was the only one talking to the spirit and only the party Cleric was otherwise involved in the conversation at all, the rest was faffing around in the background IC. And well, there's only one letter difference between "You are the Chosen Ones" and "You are the Chosen One".

For my character background, he's a Half-Elf Noble Warlock, with an Archfey Pact, he doesn't actually know the details of the pact because he only had a dream he doesn't remember the details of one night and woke up with the ring on his finger and Warlock skills. His father is a powerful noble and my character is his heir, but due to politics the family's position is shaky so my character really wants to build a name for himself.

So IC he'd really prefer the interpretation that he alone the Chosen One due to his Noble background (wanting to make a name for himself), while it's also a pretty plausible conclusion due to the Warlock background (the mysterious pact) and what happened in the previous session (all the clues we got came through my character). And the only one who might know better is the Cleric. 'Everything led me here so I could save the world' sounds a lot better than 'the spirit just gave the first random bunch of idiots that stumbled through the quest'.

I talked with the GM already and he's okay with this, if things threaten to go too far of the rails we'll just get a visit from a Patron, but I'm trying to figure out how to best do this OOC in order to actually convince the other players of my IC interpretation. There'll have to be a roll involved on the part of the Cleric to see if she remembers the actual wording correctly and probably one on my part as IC the character is not so much trying to manipulate things as that he's honestly mistaken due to his biases. So how to do this in a way that doesn't make it obvious to the others OOC that we're working on the wrong interpretation? (I can expect a reasonable amount of cooperation from the GM in making it happen, we're playing through Skype and Roll20.net)
 
Just be honest. "Hey, I'm the only one who cares about this plot. Mind if the plot is about me and the GM can throw in stuff you guys can do to advance your characters interest as well?"
 
Actually OOC I don't really care about it, since it really deviates from what I wanted to do (a world ending threat kind of trumps noble obligations by default), the idea stemmed from a moment of honest confusion about it on my part. The GM clarified for me, but then I realised that it would also be a somewhat plausible interpretation IC.
 
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So, uh, I'm not certain if this is entirely appropriate, but I've seen it done in the L5R thread; so I figure I'll do it here.

I'm running a thing! Come play my thing if you're interested in Dark Sun! It just got started!
 
(Pathfinder)
Back to GM'ing it is.

God these 'IRL stuff happens, two months pass, campaign dies'-things are annoying.
Also, so intra-personal issues, which I am going to hammer to shit if it shows up during play. Anyway, let's stay positive :p

Party setup:
Half Orc Ranger (2-handed weapon)/Barbarian
Magus
Paladin
Cleric

So, everybody is going to be able to cast spells. nice. Only one full caster. Double-nice. All D8+ HD. Doubleplusnice.
No trap sense: Their problem :p

Starting them out at level 3, got a pretty decent encounter worked out for them to fetch some kidnapped kids.
Pair of Worgs, 3-4 wolves and a litter of the former two.
Kobold Fight Club says it can :p

Bring back cute obnoxious juvenile not-wolves to settlement. GM can into trolling.

I also really need a Sgt. Arch Dornan NPC in there. I just know a couple of them are going to love that.

*edit*

Worg puppies. What could possibly go wrong?
 
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So I found a thing online that said there are four basic types of people that play games(whether tabletop or videogame).
I don't really know where else to post this so I'll just put it here for your perusal.

Aces are players that like to gain mastery and prestige, i.e. they tend to be achievement hunter types. Aces are self-oriented in that their experience and achievements matter most to them, regardless of group experience or involvement. This isn't to say that Aces are selfish, but rather that an Ace is motivated largely by extrinsic rewards and might not see the benefits of group participation if no rewards exist, depending on their secondary nature. The definition of "reward" is different for every Ace-- it might be loot, social recognition, badges/titles, or simply having complete control over their skills.

Whatever the reward, Aces are willing to put in the time and dedication necessary to achieve it. As such, they tend to be highly skilled at whatever is necessary to meet their goals, be it knowledge, combat skills, strategy, or other. This can sometimes result in Aces being generally uninterested in or unknowledgeable about subjects that do not serve their needs. On the field Aces tend to be highly offensive players, since generally a high offense is the quickest way to achieving their goal. If they wield any type of specialized skill, they will aim to be complete masters of it so that they can use it in precisely the best, most effective way possible. They also tend to be highly skilled in some form of fighting or weapon.
Strategists are players that like to affect things, i.e. influence game results. Strategists are group-oriented, and as such often serve as great leaders or planners in their party, though they tend to take defender or healer roles on the field. Strategists highly enjoy communicating with others, and this is often one of the prime motivators for their participation in an activity. Games which are solely single player or do not include a strong storyline tend to be unappealing to Strategists unless it appeals to their secondary player nature.

Strategists are often instigators; they like to start games and form teams. Networking between players and other teams is also a specialty of most Strategists, as is knowledge building. They like to use their knowledge base to help them ensure party success, sometimes at a cost to their own character. Strategists can occasionally be narrow or esoteric in their focus, and tend to be slightly obsessive about gathering knowledge on subjects of their interest, but always use that knowledge in service to their compatriots. Offensive Strategists can take slightly more active roles on the field, but rarely play lead on an assault, preferring to wait in the wings for an opportune time to strike. Defensive Strategists often prefer to serve their team through healing or other forms of defense that keep them out of the direct line of battle.
Innovators are players that like to "seek", be it seeking new places, new inventions, new skills, new knowledge, and the like. Innovators are self-oriented in that their focus lies largely on their individual experience and what that experience can do for them as players. While this might make Innovators sound selfish, many Innovators enjoy working with other players and using their skills to benefit a group. However, the group interaction is not the end-all and be-all of game play for the Innovator, and it's absence from a game is not as detrimental to the Innovator's enjoyment as it would be to an Effector or a Strategist.


Innovators are often investigators: they are drawn to a game because of the appeal of discovery, be it the discovery of new places, new possibilities, or even uncovering plots and unraveling riddles. Innovators enjoy learning for their own sake, whether or not their knowledge might benefit a group, and sometimes might be reluctant to share what they've found with others under the attitude of "go find it yourself". They are not generally hoarders, however, and are usually excited to share their passions and discoveries with others if given the opportunity. On the field, most Innovators are to some degree mildly active players, and tend to take positions that allow them to use their knowledge and skills to make sharp attacks rather than prolonged straight-on combat.
Effectors are players that like to effect things, i.e. get things done. They tend to be driven by what might be considered a "greater purpose". The greater purpose is subject to personal interpretation and as such does not necessarily mean that an Effector is by default selfless or "the good guy". Effectors tend to be more interested in other players than they are in the game environment; that is, Effectors are more likely to enjoy communicating with others, competing against others, or teaming up with others in order to achieve their in-game goals.


Effectors are often reluctant players at the start. They might have been coerced or drawn into the game by someone they have a strong connection with, or they took a long time committing to playing and weighing the reasons why they should join. However, once in the game Effectors tend to give it their all, especially when engaged in play with someone (or a group of someones) that they care about. Effectors might sometimes be aloof or short-tempered, with a strong focus on action and less focus on interpersonal dialogue, but this is often because they see little purpose in explaining when they could just be doing. Effectors serve as reliable defenders as well as excellent offenders, making them well rounded on the field, but would rather be involved in the action than spend too much time strategizing game plans.

Well, what do you think?
 
Angels of Eberron

Anyone have insight into where I can get some info about the outlook & philosophy appropriate to the various Outsiders in the Eberron setting?

Faiths of Eberron had good info on what various mortals do & don't believe, but I'm curious what a summoned creature might say.
 



This is the Bard when he does his Frightening or Deadly Performance. Paints himself up, sets himself on fire, then starts singing at the enemy.
 
Is there any way to resurrect/raise someone that died from old age in Pathfinder, 5th, or 2nd?
I know that Druids eventually get True Reincarnation in 3.x but I can't think of anything else.
 
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