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Resistance

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Everything posted by Resistance

  1. Played a fun Lite-RPG (similar to dungeoneering) recently. Everybody was a bird, you could either be a songbird, a huntingbird and then a water fowl. Songbird was the equivalent of magic-user. The objective was to settle down on a nice porch near the airport and there were people firing guns at us. I created a golem out of stolen shotgun pellets, bird poop and magic and it flew in and killed a bunch of humans. I then attempted to create a golem out of a human but it was beyond me so I failed. That was at 2:00 AM so I had to go to bed, but the other birds eventually succeeded. Fantastic one-off game.
  2. How do I create a XY scatter graph showing the relationship between two things. I'm using the newest version of Excel and I think that the oversimplification has made it impossible. Any ideas?
  3. By default, the one where he's right. :D Alg's right, I'm sure a lot of the people in Africa and India have never even seen a book! I'd assume that the average books read would be close to 0.5. - I'm not accusing Mather of it, it's just a general rant to be honest. Lots of people claim that they can read super quickly because they're hyperintelligent when they're merely skim-reading the entire book to simply get the gist of it. "Hurr Durr, I read all of the LotR books over the weekend. Meh." Suppose it says something about our society, more people want to pretend to read books so people think that they're clever rather than people legitimately wanting to read books.
  4. In my opinion, FATE doesn't work with a non-heavy roleplay. Also, the compelling aspects thing is just unbalanced and silly.
  5. Also, Mather. You're assuming that we're all of the same ability level. I am Godly when it comes to spying and pretty shit when it comes to sniping.
  6. I didn't consider jarate, sniper is now a pretty amazing option.
  7. The demoman is good manoeuvrability and damage at the cost of accuracy. It is single-handedly the best class for MVM ever. It's ideal to have the Loch-n-Load rather than the sticky gun since you have quite a long time between rounds and it is useful to concentrate the bombs on an area where the first boss is going to be. The sniper hasn't been adjusted for damage like the other suboptimal classes (like the spy for example) and is therefore the weakest, most useless class ever. Their charged shots can be useful when dealing with the bosses but only if the team doesn't have a heavy, demoman, pyro or engineer active.
  8. Dibs Engineer
  9. Me neither, it was glorious. Portal is an outlandish game, expect an outlandish ending. It was beautiful.
  10. Statement from somebody has killed a player and then lied to another player to encourage them to kill me to a person who has never killed a player.
  11. False statements backed up on nothing. Only person to have ever killed another player was you. Metagaming isn't very quantifiable but it's also false.
  12. I wouldn't have been playing this session anyway so it gives me a chance to create my engineer.
  13. Sorted by CR Important to note that the Nemhain and Danse Macabre cannot be killed. This is probably a good reason to pick them but isn't going to be fun if we fail. Airwalk: Winterwight Swim: Bakekujira, Sea Bonze Fly: Tzitmil, Danse Macabre, Dybbuk, Nemhain Hollow Serpent, Ecorche, Warsworn don't have methods of transport beyond a ship or magic which is going to prove difficult. I also don't think that it's going to be possible to bind a dyubbuk, even if you did it would end in chaos. The Warsworn is clearly the best choice, it can go directly into a village and absorb anybody it kills to heal. It can animate enemies weapons and armour so pretty much all of the most powerful martial soldiers are going to be locked down. The Danse Macabre is another good choice due to the DC 25 will save being able to take out pretty much everybody bar clerics but obviously in terms of kobolds and Cheliax that's pretty much going to be the worst idea ever. Winterwight is also good. Anything with intelligence over 3 is going to fight against the binding, in most cases these are the most powerful people turned undead so that they can carry on being evil. You're then planning to use the souls of commoners and low-level adventurers to bind them. You can't keep an intelligent creature as your slave and they are going to be invoking everything in their power to stop it. This is especially true for Nemhain, Ecorche and Dyubbuk which makes them not a choice. This pretty much exemplifies why intelligent undead is just going to be a massive problem. The bakejukira is the safest option, it's not going to betray us (non-concious). It's going to be limited to the water. It already does massive damage and has massive health. It does 18 damage on average and 48 damage every four rounds. It can have CR 2 undead sharks and CR 4 undead vultures which is just fantastic. There are loads of spells to allow creatures with a swim speed to walk on land so the creature could be dropped off in a city or dungeon without much risk. Also, regardless of what you do. An enemy spellcaster is probably still going to be able to make an opposed charisma check on you if you're using something similar to create greater undead. It's a bit too much of a risk. I've already looked at the options for magical contracts and binding and I think that it's only possible to curse or cast a spell if something doesn't obey and even then the contracts are deemed to be literal. Have fun working that out for a 25 INT undead. I'd recommend an animated object instead, it's just a matter of stone shaping something scary with spikes on it and animating it rather than dangerous soul-binding where it's likely to go wrong and even if it does go right it can still be turned and is also still likely to want to be freed. Archi, MFW I'm going to be starting in Absalom to gain some Apostles and then I'll aim to enter negotiations to join Absalom's military as a position similar to living saint in heresy. I may head to the Mwangi expanse but I would like to deal a blow to Cheliax somehow. I'm going to need to recooperate my wealth and war crimes are always a great way to start. Angelic hoards come forth!
  14. Three spare feats to replace. May go for the whole craft construct route. I was thinking about getting true name which as I understand it means that the extraplanar creatures don't plot to kill you unless you really abuse them. Seems like a good choice. No preference.
  15. TLDR: Standard hegemony Resources Modless - I want to run this as a system around christmas time, it will be a dungeon crawl but depending on the popularity and how it turns out I can always expand the setting to be more freeform. Everybody gets their damage for a certain thing (light arms, swords) and this is a number of something like 3.6 or something. Every type of combat has their bonuses, so unarmed has the obvious bonus of not needing weapons while hammers have a bonus against swords. This damage is then rolled through a d6, so say I roll a 4: 3.6*4 = 14.4 so I deal 14.4 damage. Everybody starts with a base damage that progresses as you become better at combat, this figure determines how much damage you will do without a weapon or any modifiers after rolling a d6 and multiplying that number by the result. For example, assuming that my base damage is 1.2 and that I rolled a 3, I would deal 3.6 damage. Damage is calculated by adding modifiers to the base damage. Everybody has a base damage that increases as you level up but after extended use of a certain type of weapon you can gain skills in that weapon. Assuming the previous example of having 1.2 base damage and unarmed combat skills of 3.5 you would deal 4.7 damage and assuming a roll of 4, 18.4 damage upon a successful hit. Weapons add modifiers in the same way skills do. Weapons can have special effects based on their type, for example flails are able to attack two close opponents at once, hammers gain a bonus against standard blades and daggers can do a DoT bleed affect. The list of all of these effects is below. Some weapons don't have a physical effect but maybe have certain roleplaying bonuses, such as a dagger being easier to hide than an axe. Damage over time affects do damage every turn (which is defined as all monsters and the group having had a chance to do something) and they last for a certain amount of time. Long-term damage over time is referred to as an ailment and may not do damage every single turn. See the table below for a list of the most common DoT effects. Because the game is more graphical than a standard game due to its use of maps, light is an important mechanic in handling perception. A light source is vital when traversing dungeons. Different light sources allow more of the dungeon to be revealed when moving. Light sources can have different attributes which make them more appealing for certain areas. Generally, a larger light source is better but gives you a chance of arousing certain creatures. Magic is decided by rolling either a d6 or a d12 (up to the player) which is then added onto their magical level. Like with weaponry you can train specific magics more easily (using the same rules as weapons) or you can focus on general magic which levels at a much slower rate. All magic has a DC based on the table and you can do anything within the constraints of your roll. When you fail a magic roll, the highest result you could have got is compared with the magical failure table. You can get any of the affects on the table that have a level that's equal or lower than your maximum possible result, often this is random but in some cases certain spells may only be compatible with a few. Extended use of magic adds to your magical fatigue, this adds to your maximum possible result upon failing and means that you can suffer a more powerful backlash for failing. Magical fatigue depletes at one point per day but can also be cleansed with magic (such as healing springs and such) Classes exist. You don't select a class at the start but after playing for a period you can explain to me which classes you would be interested in playing or alternatively I can give you suggestions based on your skills. An example of a class could be a paladin after specialising in smiting magic and being devout, you would gain bonuses based on your being a paladin that would essentially be 'spell-like abilities' or constant self-affecting spells that fit your character. The two tables for magical failure and magical spells aren't there but it's easy to imagine. You basically are able to manipulate heavier, more powerful things and do better things as you level up. There also needs to be a table with a few base environmental affects like burning and I will work on that.
  16. Wizard. The focus at later levels is going to be constructs, building, buffing and using them for battlefield control. But for now I'm just going to be doing basic buffing and AoE spells.
  17. Character needs finalising. I need two feats and I'm not taking toughness since it feels like a cop out. I was thinking of maybe taking a spell perfection but I may be a little too low level for any of the very useful spells. - Improved Initiative Leadership Fast Study [uNSPENT] [uNSPENT]
  18. Ninjas intentionally relied on underhanded techniques as they didn't have the armour nor training of the samurai.
  19. +7 Oratory I'll be a pop star for a bit but I'd really rather be looting commoners. You can't make much money from busking in pathfinder. A standard commoner has about 240 GP in life savings and they're not likely to be giving you much. 1gp is worth about £210 to us and as you can imagine they're not going to be dropping that into your hat. Long term hedge wizardry is the best way to position yourself as a pillar of society. Nobody suspects the hedge wizard.
  20. Take him to Absalom because I'm there and we'll synergise. I can't (conveniently) do much direct damage whereas Mather can. If you feel Osirion is better for any reason I can go there but Absalom feels like a 'Fantasy New York' whereas Osirion seems a little dry.
  21. They're not all level 0. I'd except that the majority of farmers/hunters won't be otherwise a boar could one hit them.

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