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Post by Iakus on Jul 9, 2017 22:03:14 GMT
So it looks like the project is likely coming to a close soon at about 700K, as there's 55 hours left and it's at $695,205 right now. Tbh, I'd switch the 700K stretch goal with the 800K stretch goal, as I'm not even sure what this "original pathfinder kingmaker" refers to, and more customization of gameplay options is always nice, but that won't happen sadly. The "original path" was an "adventure path" (a set of six connected modules) which took the players from level 1 to level 18ish. This game is based on that, with an extra chapter at the end as a stretch goal. paizo.com/pathfinder/adventurePath/kingmaker
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Kaazmiin
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Post by Kaazmiin on Jul 9, 2017 23:22:10 GMT
I prefer a longer story over archetypes but since we've now reached the 700,000$ extra chapter stretch goal with 53 hours to go, I'd say we're still in reach of the 800,000$ one The goblin companion at 900,000$ may seem unlikely... but then again we don't know how much has already been pledged via PayPal on the Owlcat website and how much slacker backers will bring to the table after the campaign ends. I'm optimistic
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Post by mattig89ch on Jul 10, 2017 9:23:32 GMT
Just backed it on kickstarter. Here's hoping its awesome
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Iakus
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Post by Iakus on Jul 10, 2017 22:49:22 GMT
The AMA from earlier: www.reddit.com/r/Pathfinder_RPG/comments/6maqvu/ama_with_the_devs_of_pathfinder_kingmaker_on_july/Some stuff I've noticed glancing through it All the base classes are in the game, plus Inquisitor, Alchemist, and now Magus
It's going to follow the modules, but stuff will be shifted around a bit. To help with the pacing differences in a cRPG vs tabletop.
There are romances, some with companions, some with non companions. No martial alliances, though.
No modding
If Kingmaker does well, they may adapt other adventure paths
Multiple endings. Your alignment and who you recruit will factor into them.
There will be "projects" your kingdom can work on that will give you extra options in certain story events
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Kaazmiin
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Post by Kaazmiin on Jul 11, 2017 10:37:17 GMT
...aand archetypes are funded! I missed the twitch stream, but it should be uploaded on YouTube soon. Exciting times
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Post by Iakus on Jul 11, 2017 13:00:25 GMT
Latest stretch goal (I doubt they'll make it
$1 million: New playable race selected via a poll with three choices.
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Post by Iakus on Jul 11, 2017 14:19:37 GMT
The goblin companion stretch goal could be funny... Still, extra chapter + archetypes? I'm happy. His back story certainly appears to be humerous: The Goblin’s Tale
The goblins of Golarion have a bad reputation, to be sure. Of course, that’s usually the perspective of someone who hasn’t spent much time around goblins and has never seen the positives goblins have to offer.
For example, goblins can be especially devoted. Whether to their four goblin hero-gods, or to you. Of course, their attempts to earn your favor can be much like the family cat leaving dead animals on your door step, except it might be someone’s fingers. Such is the way with our goblin hero Nok-Nok, which is much like the sound his skull makes when his tribesmen beat it with clubs. (Which happened enough that he was mistaken for a drum at times.) He’s not only eager to help, but he’s incredibly effective in tormenting your enemies until they beg for mercy – or a swift death.
At the start of Kingmaker, however, Nok-Nok’s fallen on difficult times – very difficult times, as his tribe intends to use him as a sacrifice. You’re the only one who can save him… and as far as Nok-Nok is concerned, your arrival is divine proof that he’s destined for greatness. He should know, because as he explains, he’s the fifth goblin god, and you’ve earned his favor.
As it turns out, Nok-Nok aspires to be more than a warty, scabby head-drum – he is convinced that he is a deity-to-be. He’s just having some difficulty making anyone else realize it. He can recite many tales of heroics and can expound at great length on how he’s bravely fled from dogs, how he set fire to his own hair when he couldn’t find firewood (he neglected to cut it from his head first), and how he’s learned how to block kicks and punches by using his head as a shield. And that’s just the beginning of his legendary journey to greatness.
Nok-Nok is a skilled thief. He excels in scuttling about, valiantly stabbing enemies in the back, and setting off every trap in the area (so much so, Nok-Nok’s attempts to disarm a trap come very close to being literal – the trap usually threatens to dis-arm him). He does, however, have an incredible resistance to pain, attracts an unusual coterie of “pets,” and embraces various junk and trinkets you find on your journey as if they were hard-won trophies of his heroics.
If you lend him a helping hand, Nok-Nok’s quick to call you family – play your cards right, and he might even let you be among his worshippers of Nok-Nok (the Fifth, or in his words “the Fith” or sometimes, in other’s words, “the Filth”). I also looked up goblins in the Pathfinder Bestiary. Those little guys looooove fire!
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Kaazmiin
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Post by Kaazmiin on Jul 11, 2017 16:56:11 GMT
Here's the video of the twitch stream (some technical difficulties in the beginning - up until the ~10 minute mark - but ended up being very entertaining! ) Then there's also this 2.5 hour sneak-peek of the alpha by MMORPG.com: And some more amazing pictures and info on clothes and armor layering, equipment, as well as in-game character models: Some notable passages from the text: An important feature that sets iconic characters apart from each other is their clothing. This detail reveals the hero's past, their origins and social status. The social clothes are tied to the hero's class and is visible in places not protected by armor. This way, in our game the social dress partially represents the class of the character.
Each class has a set of items that are handy to bring on an adventure. The hardy and the thrifty travel with large backpacks full of supplies for all of life's emergencies, while the more delicate types and the ascetics make do with a woolen blanket and a small journey bag containing only the bare necessities.
These are items such as a woolen blanket or a hiking pot. They could belong to any character, but are drawn in a place where they reveal the flavor of a particular class. In our game, each class has a unique combination of a waist belt, a backpack, and something else. For example, all warriors travel with their own mug, which is hung from the belt so that it is always at hand!
Yes, all weapons and combat items come with scabbards or sheaths, all consumables, be it potions or crossbow bolts, have their own pouches and cases that can be attached to the belt.
The contents of a character's slots directly influences their appearance. All equipment, consumables, and weapons are shown or strive to be shown on the in-game model.
In conclusion, here's the set of parts that constitute a character's outfit: the first layer consists of class-specific social clothing; after that comes the armor which changes depending on the specific suit of armor the player has picked. On top of the armor comes equipment, which also corresponds to the character's class, and, finally, weaponry and consumables make up the outer-most layer.
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Iakus
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Post by Iakus on Jul 12, 2017 3:57:21 GMT
Broke $900K. Looks like Nok-Nok is in.
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Post by mattig89ch on Jul 12, 2017 10:02:46 GMT
Aaaaaannnnnddddd its funded! Wew!
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Post by Iakus on Jul 12, 2017 14:40:30 GMT
Lookslike they are still allowing people to back them via Paypal for more stretch goals $1.1 million: Hellknights It will be our pleasure to work on the companion from the race that Pathfinder made so unique and so delightfully twisted. Their imagery became somewhat iconic to the Pathfinder Roleplaying Game and Golarion. But there is another outstanding image, or should we say, the order in the Inner Sea that also became synonymous with the Pathfinder. Yes, we are speaking of they who are the weapons of desperate times and soldiers with the force of will to do whatever must be done. They are intimidation, relentlessness, and unwavering conviction. They are the black-gauntleted fist of absolute order. They are the Hellknights! For far too long the Stolen Lands were the den of thieves and murderers, sanctuary for those who ran from the Law, home of the chaotic and capricious fey, the embodiment of everything Hellknights abhor. They arrive in this lawless land with the important mission, and it will be up to you to decide whether they are friend or foe. Befriend them, prove that you are worthy, that your rule is the lawful one, that your country is the beacon of stability in the region and you will be welcomed into their ranks. Help them complete their mission in the Stolen Lands, and you will be taught secrets and mysteries only a few are privileged to know. Antagonize them, and you will find them to be a powerful and extremely well-organized adversary, vanquish them to seize their relics and discover the truth behind their appearance in the Stolen Lands.
This stretch goal will provide your character with even more options to choose, with unique abilities for Hellknights and Hellknight Signifers and specific items thematic to the Hellknights, as well as new quest line dedicated to the Hellknight presence in the Stolen Lands. Face them on the field of battle or fight side-by-side, it is your choice to make.
Hellknights is our next stretch goal, they will be unlocked when funding reaches $1.1M
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Post by Iakus on Jul 12, 2017 18:13:17 GMT
It appears a bunch of minor stretch goals were reached as well:
Wallpapers Silly cheat codes Small faerie dragon non combat pet
And for those who pledged at Premium level:
New soundtrack for taverns Extra portrait for PC
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Post by Iakus on Jul 13, 2017 19:06:54 GMT
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Post by Iakus on Jul 14, 2017 16:24:54 GMT
I have no idea why this type of game requires romance at all, so... yay?...
I'd rather see this writing effort directed at other content, such as side quests, Lore, etc.
I'm not really familiar with the Adventure Path, so I can't really say.
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Post by mattig89ch on Jul 14, 2017 21:56:52 GMT
well...ok then, I guess. So long as they don't go the dragon age 2 route, of romancing all the people.
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Post by Iakus on Jul 14, 2017 22:39:23 GMT
well...ok then, I guess. So long as they don't go the dragon age 2 route, of romancing all the people. I still don't see what was so bad about it tbh, everyone got their options, and resources weren't wasted on paths most players aren't going to take.
I mean, if we are going into branching paths, reactivity, and all that, I'd rather see it with actual quests rather than with romance.
I think it will depend on how the romances are implemented. It's possible that it may affect the behavior of the NPCs somehow (they said there will be other types of relationships besides romantic), or shape how others see the player. Maybe having the new lord carrying on with some "low class adventurer" may affect your popularity? Or raise it? Or maybe having or not having a love interest may unlock new content, like Bodhi kidnapping your LI in Baldur's Gate 2? Just some potential ideas. I do know Avellone said he was kicking himself for not including "marital alliances" in the game. Which I admit would have been a cool idea.
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Post by mattig89ch on Jul 14, 2017 23:38:56 GMT
well...ok then, I guess. So long as they don't go the dragon age 2 route, of romancing all the people. I still don't see what was so bad about it tbh, everyone got their options, and resources weren't wasted on paths most players aren't going to take.
I mean, if we are going into branching paths, reactivity, and all that, I'd rather see it with actual quests rather than with romance.
For me, it was how in your face the NPC's were. I have no trouble if they made the warder bi, but him coming on to me, when I didn't show any interest in him at all, is what I didn't like.
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Post by mattig89ch on Jul 15, 2017 3:59:03 GMT
For me, it was how in your face the NPC's were. I have no trouble if they made the warder bi, but him coming on to me, when I didn't show any interest in him at all, is what I didn't like. Yeah, but that's a separate issue really. Fair point. Still, that's what bothered me about the romance system from DA2. And I think that's what bothered more then a few folks as well. The whole line of 'let people be strait', was probably born from that whole thing of having to beat all the characters off with a stick. In this game, it might well depend on how its implemented. In a top down rpg, then it could feel awkward. If there are first/third person cutscenes, that might be different.
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Post by Iakus on Jul 15, 2017 16:15:16 GMT
Companion: Amiri: Far to the north lies the deep-frozen Realm of the Mammoth Lords — the homeland of primordial megafauna and equally primordial nomads. The people who live there are savages even by the standards of other barbarian tribes — life in this harsh climate leaves little place for anything beyond survival. Unlike Numeria, where women stand equal with men, here they are reduced to servants, preoccupied with raising children, making food and sewing clothes while men occupy the positions of chieftains, priests, warriors and hunters. These are the rules — but no rules can stop the fiery spirit burning in a true barbarian's heart. Amiri proved it by revolting against the miserable life her tribe has offered her, and becoming a fearsome warrior. Her triumph was rewarded with hatred, ridicule and, ultimately, an exile. She left her homeland and went to search for her destiny, never looking back.
If you have played the table-top version of Pathfinder RPG, then you are already familiar with Amiri, the iconic Barbarian. You might have met her — or maybe even played as her! — in one of the many Adventure Paths, watching her career as she went up to the top level. In the Pathfinder: Kingmaker CRPG we offer a new chapter of her journey, from the moment when she, a young Barbarian fresh from the North, joined an ambitious expedition to the Stolen Lands. What will she meet along the path? Will her past catch up to her, and how will she deal with it? You'll be there to see for yourself, and leave your mark on her destiny.
As a true barbarian, Amiri shuns heavy armor, rushing into battle armed with an enormous sword — a memento from her motherland — and her wild, unbridled rage. While her more fragile allies attack from afar with arrows and magic spells, she hurries to the frontline, with just one strategy in mind: do as much damage as possible, and beat the enemies to a pulp before they get a chance to do the same to her. "I'll survive. I always survive" is her motto, and so far it has never failed her.
If you decide to rely on Amiri's help in ruling your kingdom, don't expect any insightful advice — instead, make use of her muscle power, agility and phenomenal endurance. Moderately loyal and not too scrupulous, she'll make a great peacekeeper, or a formidable enforcer, depending on your governing style. Edit: Amiri's official Pathfinder backstory pathfinder.wikia.com/wiki/Amiri
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Post by Deleted on Jul 15, 2017 20:16:55 GMT
well...ok then, I guess. So long as they don't go the dragon age 2 route, of romancing all the people. I still don't see what was so bad about it tbh, everyone got their options, and resources weren't wasted on paths most players aren't going to take.
I mean, if we are going into branching paths, reactivity, and all that, I'd rather see it with actual quests rather than with romance.
Yeah, I prefer it that way as well, b/c less is more and better judging from latest Bio games. Not that any companion looks as an interesting romantic option so far to me.
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Post by Iakus on Jul 15, 2017 20:51:18 GMT
Companion: Amiri: Far to the north lies the deep-frozen Realm of the Mammoth Lords — the homeland of primordial megafauna and equally primordial nomads. The people who live there are savages even by the standards of other barbarian tribes — life in this harsh climate leaves little place for anything beyond survival. Unlike Numeria, where women stand equal with men, here they are reduced to servants, preoccupied with raising children, making food and sewing clothes while men occupy the positions of chieftains, priests, warriors and hunters. These are the rules — but no rules can stop the fiery spirit burning in a true barbarian's heart. Amiri proved it by revolting against the miserable life her tribe has offered her, and becoming a fearsome warrior. Her triumph was rewarded with hatred, ridicule and, ultimately, an exile. She left her homeland and went to search for her destiny, never looking back.
If you have played the table-top version of Pathfinder RPG, then you are already familiar with Amiri, the iconic Barbarian. You might have met her — or maybe even played as her! — in one of the many Adventure Paths, watching her career as she went up to the top level. In the Pathfinder: Kingmaker CRPG we offer a new chapter of her journey, from the moment when she, a young Barbarian fresh from the North, joined an ambitious expedition to the Stolen Lands. What will she meet along the path? Will her past catch up to her, and how will she deal with it? You'll be there to see for yourself, and leave your mark on her destiny.
As a true barbarian, Amiri shuns heavy armor, rushing into battle armed with an enormous sword — a memento from her motherland — and her wild, unbridled rage. While her more fragile allies attack from afar with arrows and magic spells, she hurries to the frontline, with just one strategy in mind: do as much damage as possible, and beat the enemies to a pulp before they get a chance to do the same to her. "I'll survive. I always survive" is her motto, and so far it has never failed her.
If you decide to rely on Amiri's help in ruling your kingdom, don't expect any insightful advice — instead, make use of her muscle power, agility and phenomenal endurance. Moderately loyal and not too scrupulous, she'll make a great peacekeeper, or a formidable enforcer, depending on your governing style. Edit: Amiri's official Pathfinder backstory pathfinder.wikia.com/wiki/AmiriIs her flaming red aura a legit canon Barbarian thing? Is there a magical / spiritual aspect to the class? red aura? A standard barbarian in Pathfinder has no spellcasting or supernatural abilities. They are 100% muggle unless they multiclass or a magic-based archetype gets in.
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Post by Iakus on Jul 15, 2017 20:53:56 GMT
red aura? A standard barbarian in pathfinder has no spellcasting or supernatural abilities. They are 100% muggle unless they multiclass or a magic-based archetype gets in. Ah, I guess it's just a gameplay effect then. (just look at her when entering combat and activating rage in one of the videos) Ah, yeah, probably just to let you know her rage ability has activated.
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Iakus
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
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Dec 21, 2018 17:35:11 GMT
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iakus
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
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Post by Iakus on Jul 26, 2017 21:23:30 GMT
New update: the combat log Battles are essential to the experience of Pathfinder: Kingmaker. Some of them are quite easy while others are very challenging. Many systems, such as character generation and leveling up, equipment and spells are part of the decisions you make about every character, and combat is where you feel the results of these decisions. It is the place to put your heroes to the test and understand what went right and what went wrong. For that, combat needs to have a very clear feedback about every aspect of the game mechanics. In order to solve this we are (as many other games in this genre) using a combat log. Our usual disclaimer applies to all of the pictures here, it is work in progress and does not represent the final state of the product, all specific names are used only as reference to the original Pathfinder Roleplaying Game (R) entities and could be subject to change in the Pathfinder: Kingmaker CRPG.
Every action in combat has a representation in the log: initiative rolls, to-hit, and damage rolls, saving throws or any appropriate checks. Each has its own line in the log. And for each of the lines, you will be able to see detailed information in the tooltip. For example, if you are attacking a wolf you will be able to see all of the bonuses and penalties for the to-hit roll and their sources. Starting from a simple bonus, like the strength modifier, and up to temporary effects, like being shaken. And you will be able to see your roll for this attack. Additional information will also appear in the tooltip if circumstances call for it. For example, on a critical threat roll, a confirmation roll will appear with same detailed information, or if a target has concealment there will be a mention of the miss chance.
All the information mentioned thus far is about your party's actions. But of course you will also want to know about how your enemies do. We have thought of two options here - one we will definitely have, the other one is an idea right now, and currently in discussion and development. We are not promising the latter will appear in the game, but we are very interested to hear your opinion about it. The first option is providing all the information about the enemy - AC, saving throws, the battle log will show it all. This is clear and concise and gives you all the information you need to understand what happens in battle and what changes you need to make to tip this fight into your favor.
The second option does not provide you with this information for free; it is based on the party's knowledge and lore checks. If you are successful, some information is provided, better results lead to more stats revealed. But if your fail those rolls – you will learn that information in the same way you do on the table. If you hit 34 AC and missed against 18, the creature’s AC in the tooltips will be shown as ?19-34 – meaning, that your highest miss was against AC 18 and 19 could be hit, while your lowest hit was 34, so in the worst case scenario that creature's AC is 34. Same goes for other statistics, like showing that you dealt damage, but some DR was applied to it. Along with this goes showing the creature's health condition only after a successful check. This approach is a bit more hardcore and a bit more faithful to the tabletop experience.
But back to the log. Not only combat needs to have detailed information presented, but we also have dialogs and special events, kingdom and exploration. So we are expanding the log (as a lot of games before us) into those areas of the game as well. And to make it more readable, we separate information into several tabs: combat will have everything we discussed above, while a dialogue tab will have a history of all conversations as well as special events, along with choices and checks you made. Events tab will summarize everything that happens while skipping on detailed information on combat and dialogue represented in other tabs. There you will find information on the traps you encountered or items looted, orders you have made during a kingdom turn or new areas discovered on the global map. And all of these events will have additional and detailed information available via tooltips, with some information hidden if you so desire (like hiding DCs of the skill checks).
This concludes our approach to the log in Pathfinder: Kingmaker. While our solution may be similar to a lot of games in the genre, we are trying to provide even more information to you, and make it a bit more interesting and closer to the tabletop experience. I kinda like the "second option" they are toying with. Makes knowledge skills far more useful
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Draining Dragon
N4
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You have power over your mind - not outside events. Realize this, and you will find strength.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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Draining Dragon
You have power over your mind - not outside events. Realize this, and you will find strength.
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August 2016
drainingdragon
Draining Dragon
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by Draining Dragon on Aug 1, 2017 15:53:49 GMT
New update: the combat log I kinda like the "second option" they are toying with. Makes knowledge skills far more useful In addition to making them more useful, it's also more immersive and more consistent with actual pen & paper roleplaying. This game looks really cool. I'm liking the companions they've announced so far. Hopefully it won't be a repeat of Sword Coast Legends and utterly flop.
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Iakus
N7
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
Posts: 21,300 Likes: 50,679
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Dec 21, 2018 17:35:11 GMT
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Iakus
21,300
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iakus
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
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Post by Iakus on Aug 4, 2017 21:29:26 GMT
COmpanion update: Harrim In the world of Golarion, religion is not a topic for abstract philosophical discussions, but a matter of life and death. Various deities directly interfere with the lives of mortals — some change them for the better, some for worse, and some just make them... Stranger.
During his life in the Five Kings Mountains, Harrim aspired to follow Torag, the Dwarven god of craft. Unfortunately, no matter how much he studied the holy books, he failed to meet the crucial requirement for a cleric of Torag: he never learned to make anything with his hands. It was worse than just regular clumsiness: Harrim couldn't forge a single nail or carve a wooden spoon to save his life. Some dwarves ridiculed him, others suggested that Torag must have cursed him — and this was what Harrim himself eventually believed.
Betrayed and forsaken by the god he was ready to dedicate his whole life to, Harrim went into exile, searching for some other purpose in life. He found it when he met a traveling cult of one of Golarion's most obscure deities — Groetus, the god of the End Times. A colossal skull-shaped moon looming over Purgatory, Groetus is waiting for the day when Pharasma, the goddess of death, won't be able to contain him anymore, so he can go to the Material plane and put an end to it. This fateful day is nowhere near — it would take aeons for Groetus to become free — but it's inevitable, and comes closer with each passing second. Groetus is patient, and so are his worshippers — hiding in shadows, listening to their god's faint whispers, meditating over their own mortality, and frailty of life.
It is said that the worshippers of Groetus slowly sink into madness. Harrim dismisses such slanderous rumors. The way he talks and acts might seem eccentric, but it has nothing to do with so-called insanity — he just delves deeper into the fundamental truths, understanding the world's nature and the inevitability of its demise... He's happy to explain his religion's teachings — though he rarely finds anyone willing to listen.
Harrim's philosophy hasn't made him a passive observer. He's always ready to use his god's power to heal his allies or bring punishment upon their enemies — though after the battle expect him to say something about the perishable nature of all mortals. He embraces the fact that death will eventually take everyone, but he doesn't hurry to meet it — so he has trained to wear heavy armor and wield a shield. Despite Harrim’s bleak philosophy, he’ll save your life more than once during the many battles that await you in the Stolen Lands.
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