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RPG Superstar 2010 Top 8. Pathfinder Society Member. 340 posts. 3 reviews. 1 list. 1 wishlist. 6 Pathfinder Society characters.

Liberty's Edge RPG Superstar 2010 Top 8

Looking for weekend players, Friday and Saturday nights, for ground floor, 1st level Pathfinder game. Running and teaching/re-teaching the Pathfinder game:

D0.0: Hollow's Last Hope
D1.0: Crown of the Kobold King
D1.5: Revenge of the Kobold King

IMPORTANT! Adult players (35-50) preferred with excellent availability.

Liberty's Edge RPG Superstar 2010 Top 8

I have a new player starting and I'd like to get some feat and prestige class recommendations for her class and race, since this is a relatively new build combo. So far I'm thinking... Extra Arcane Pool, Intensity Spell and/or Improved Critical.

Liberty's Edge RPG Superstar 2010 Top 8


My name is Richard Hunt and I've worked for TPK Games for a little over a year now. I've even had the unique opportunity to run one of my adventures at GenCon this year: Silvermote! It was both an honor and a real blast!

Our next project is just on the cusp of release and I'm really exited to tell you all about it! Our new product is called Rawr!: A Handbook of Monstrous Malevolence and I'm the lead designer/author. Our whole team contributed a little something to the whole stack though, including Mr. Tom Phillips also of RPG Superstar infamy! :)

Rawr! is a completely monster-centric product containing monster advice, new feats, traits, templates and, of course, new, original monsters in print nowhere else! If you like monsters, love adding some punches on the battlefield or in the dungeon, or just kicking your monsters into a little higher gear, then this book is definitely rocket fuel for your encounters. We originally conceived of this as major new source book, but it grew too large! So, we discovered a way to do so much more and so we are!

I would really like to invite everyone to check it out when it's released!


Liberty's Edge RPG Superstar 2010 Top 8

I'm currently running the Serpent's Skull AP and having some trouble with one of the character builds. Even the player confesses that the character build is over-powered.

The core of the issue is that the character easily flips combat roles and does all of them really well. He's stealing the show and the party relies on him way too much. He can heal like a cleric, he can wear even heavy armor (he's not wearing the best he can get...yet), he can front-line fight and beats the crap out of things pretty well, and he can even fill a wizard's shoes with all his fire spells and abilities. he can even bloody well fly. Lol. His stats are below:

Male Gnome Oracle 7
NG Small Humanoid (gnome)
Init +3; Senses Low-Light Vision; Perception +10
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
hp 66 (7d8+21)
Fort +5, Ref +4, Will +7
Defensive Abilities Defensive Training; Resist Tongues (Ignan, Celestial)
Speed 20 ft., fly 60 ft. (average)
Melee Dagger +7 (1d3+1/19-20/x2) and Dino Stick +7 (1d4+1/x2)
Ranged Light crossbow +8 (1d6/19-20/x2)
Special Attacks Fire Breath (15' cone, 8d4) (2/day) (DC 18), Heat Aura (10', 4d4) (2/day) (DC 18), Touch of Flame (1d6+4) (8/day)
Spell-Like Abilities Dancing Lights (1/day), Flare (1/day), Light (At will), Prestidigitation (1/day), Produce Flame (1/day)
Oracle Spells Known (CL 7, +7 melee touch, +8 ranged touch):
3 (5/day) Cure Serious Wounds (DC 18), Searing Light, Fireball (DC 18), Daylight
2 (7/day) Restoration, Lesser (DC 17), Consecrate, Resist Energy (DC 17), Make Whole, Cure Moderate Wounds (DC 17)
1 (8/day) Shield of Faith (DC 16), Bless, Inflict Light Wounds (DC 16), Burning Hands (DC 16), Obscuring Mist, Cure Light Wounds (DC 16), Sun Metal (DC 16)
0 (at will) Resistance (DC 15), Read Magic, Detect Poison, Purify Food and Drink (DC 15), Create Water, Detect Magic, Light
Str 13, Dex 14, Con 17, Int 17, Wis 15, Cha 21
Base Atk +5; CMB +5; CMD 17
Feats Armor Proficiency (Heavy), Extra Revelation, Extra Revelation, Nimble Moves, Warrior Priest
Traits Ease of Faith, Keeper of the Veil (Bluff)
Skills Acrobatics +6, Bluff +11, Climb +4, Craft (armor) +5, Craft (weapons) +5, Diplomacy +10, Disguise +6, Escape Artist -1, Fly +7, Heal +6, Intimidate +9, Knowledge (geography) +5, Knowledge (history) +7, Knowledge (local) +4, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +4, Perception +10, Ride +0, Sense Motive +8, Spellcraft +9, Stealth +7, Survival +4, Swim +1, Use Magic Device +6
Languages Aklo, Aquan, Celestial, Common, Draconic, Elven, Gnome, Ignan, Sylvan
SQ Hatred +1, Wayfinder, standard (empty)
Combat Gear +1 Lamellar (leather) armor, +1 Mithral Chain shirt, Crossbow bolts (30), Dagger, Dino Stick, Light crossbow; Other Gear Alchemist's fire (4), Alchemist's kindness (3), Backpack, masterwork (empty), Bedroll, Belt pouch (empty), Belt pouch (empty), Chalk (2), Crowbar, Everburning torch, Gems, Glowing ink, Ink, black, Ink, colored, Inkpen, Mirror (2), Spell component pouch, Sunrod (4), Trail Bar x8, Waterproof bag (empty), Waterproof bag (empty), Waterskin, Wayfinder, standard (empty), Wyvern poison
Special Abilities
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fire Breath (15' cone, 8d4) (2/day) (DC 18) (Su) 15' cone of flame deals 8d4 fire damage, Ref Half.
Flare (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Flare once per day.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Heat Aura (10', 4d4) (2/day) (DC 18) (Su) Heat aura deals 4d4 fire damage to all creatures within 10', Ref Half. You gain 20% concealment until your next turn.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.
Prestidigitation (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Produce Flame (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Produce Flame once per day.
Tongues (Ignan, Celestial) You can only understand and speak two languages in combat.
Touch of Flame (1d6+4) (8/day) (Su) Melee touch attack deals 1d6+4 Fire damage.
Warrior Priest +1 bonus to initiative and +2 on concentration checks when casting defensively
Wayfinder, standard (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Requirements Craft Wondrous Item, light; Cost 250 gp

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

I'm having some trouble deciding how to rectify the matter without resorting to plot trickery (i.e. having a demon appear since he's really good with flame). I've dealt with imbalances in D&D 3.5, but nothing as all encompassing as this. Suggestions?

Liberty's Edge RPG Superstar 2010 Top 8

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I was just wondering, where does everyone go to buy compatible stuff? I typically go to Paizo because I like having all my previous downloads available.

I've purchased from DriveThruRPG/RPGNow too, but usually only if it's not available here. I've never bought from EN World, but am discovering they have a lot of great things too. Are there other places everyone likes to shop for compatible products?

It also seems like there's not enough reviewers. Do you all think that's true? I was even thinking about doing some reviews myself because there are some great (and inexpensive) products out there. I'm not sure how that would be received though.

I recently wrote Temerlyth the Undying and as his author/creator I just have to say that... well, I am such marketing noob. Haha! I really would like to understand the gears of the 3PP world much better than I do.

Liberty's Edge RPG Superstar 2010 Top 8

2 people marked this as a favorite.

I just wanted to say a few words about Temerlyth the Undying and about TPK Games in general. Though it isn't readily apparent from the product description I'm his humble creator. It may sound as though I'm bragging on myself, for which I apologize, but I just want to mention a couple of my personal accomplishments to help reassure about quality of this product. I'm really proud of my work on this despicable villain.

I participated in the RPG Superstar 2010 Contest and placed in the top 8--doesn't buy me a beer at the local house, but there it is. :)

Anyway you may recall my Needles of the Ebon Strand, my Splorudra or perhaps the Green Barrow, my round 8 map and adventure pitch. These were all favorites with some.

My name also appears in Ultimate Combat as one of the contributing designers (Richard A. Hunt... that's me!). This is also my very first work for a game company, other than as a contributor or in some old Dragon Magazine articles. I'd like to see Temerlyth's evil spread world wide... Muhahahah! *Ahem*

To close, we think Temerlyth came out so well, that I've also written his lair--what I hope will be our next major companion product. So what you'll be getting is just the tip of the iceberg! We have big plans to produce hundreds of weird and wonderful products--all simple to use, filled with old school goodness, built on the chassis of the best RPG system in the world and in some cases as dark and twisted as the hair in a demon's arm pit. Haha!

Liberty's Edge RPG Superstar 2010 Top 8

You may or may not remember me from Paizo's RPG Superstar 2010 contest. A lot of you liked my round 8 map submission from the contest so I thought I'd mention that I recently joined TPK Games and did the maps for this. :)

Liberty's Edge RPG Superstar 2010 Top 8 aka AWizardInDallas

2 people marked this as a favorite.

The Green Barrow
Dreega wants nothing more than a daughter of her own. She lived a secret life to that end. She walked the streets of Oppara in Taldor, attended temple there and worshiped Calistra. She's devoted to the goddess of revenge, like her mother and older sister before her. Her mother had in fact raised them both into the faith. Dreega had high hopes of securing the attentions of a quality Taldor male, through the seedier side of her faith. No ordinary street rat would do. She wanted her child to be as near perfect a specimen of her race as possible.

Unfortunately, the handsome, intelligent males she coaxed into loving her pierced her veil of deceits time and again. Her last failure ended disastrously, sending her fleeing from the capital. She killed her would-be lover this time too. The secret of her race was also out. She could never return. Dreega is a green hag.

She fumed with renewed hatred for the attractive Taldor people. She hated them even more now, because she'd failed to extract from them the one thing she wanted most. She returned home to the company of her mother, Greedla. Dreega was pleased to find that her mother's deranged mind had produced results on a venture of her own. Greedla labored over what seemed little more than a slimy green seed. Her mother's research was a success, as she lived in a sickly specimen grown from the seed, a living underground plant chamber. Nearing doddering old age, Greedla wanted security. She wanted to spend her decrepit years in relative comfort, safety and privacy. The next specimen would be healthier!

Dreega's sister Koora also paid the hags a visit. Dreega regaled Koora with her story, stoking her fury at being so denied. During one night of drunken ranting at the audacity of the Taldor, Koora mentioned a peculiar insect newly appearing near her home, tearing through armor as claws through flesh. The fey there called them ardorwesps and they were deathly afraid of them. Koora was surprised to find that the insects shared their faith. They let her pass on her vile errands, deigning even to communicate with her upon occasion.

It wasn't until next morning, whilst nursing a dreadful hangover, that Dreega concocted a sinister plan, combining the two discoveries with her knowledge of Taldor history and politics. She would bring the smug Taldor to their bloodied knees, exacting cold vengeance upon them. Old arguments betwixt the hags forgotten, Greedla and Koora were eager to help. They decided to form a green hag coven. They would help Dreega exact revenge and capture a male to make her with child. Had Calistra provided them with the means? Dreega thought so and her faith was never stronger.

Dreega knew of a forgotten barrow in a nameless forest between the otherwise deforested Taldor nation and their sworn enemy, Qadira. The barrow would hide the activities of their twisted plan. The coven enslaved three mite tribes living in caves near Koora's home, bringing them to the barrow. They forced them to dig beneath the burial chamber. The coven planted the last of Greedla's seeds, praying to Calistra for everlasting vengeance.

The resulting chamber was indeed healthier. The hags christened it "The Green Barrow," in mockery of the forgotten noble family interred in the sepulchers above. Koora allied the coven with five ardorwesps, promising them armor, flesh and fertile gore in which to increase their number a hundredfold.

The coven is working toward the fall of nearby Fort Zimar, the only obstacle between Taldor and Qadira, and open war. Dreega also wants a strong, young soldier that'll give her a daughter. The coven's been delicately probing Qadira for allies, calculating that the right contact could join an attack against Zimar, inspired by the defenselessness the ardorwesps can inflict on Taldor's soldiers. The lair is now eight chambers strong, with plans set to grow more, readied with hives of ardorwesps. Should the hags succeed in loosing them on Zimar, chaos and unreasoned vengeance are sure to follow.

Bower of Toadstools
The walls of the dim chamber here are alive! The displacement of air is evident, as the thick green membranes forming walls breathe in and out. Except for the smell of loam, the air is crisp and pure. Mottled toadstools surround the ladder descending from the burial chamber. Soft grasses thrive here too. Insects droning in the darkness are also ever-present. A pile of glowing fungus lights the way through darkness toward a great living green chamber. Beyond is a ball of luminescent blue floating in midair, roaring generously with a waterfall filling a streambed. The aroma of myriad herbs, flowers and spices completes a heady breeze. Bracken and shrubs dot the way ahead. A giant praying mantis tilts its head to one side, considering. Behind it, working in the grass and shrubs, are pitiable gnarled blue creatures, dressed in rags, toiling in the dirt.

The glowing fungi at the edge of the bower provides yellow light equivalent to an everburning torch. The floating blue light of a gate (see area 3) provides illumination equivalent to a sunrod, which spills slightly into the bower. All gaseous effects, such as smoke or stinking cloud, dissipates in half the time due to the quick purification provided by the living walls; this is advantageous to the ardorwesps.

Creatures: Ardorwesps patrol the dim air above the bower. They're not nearly as confident as the green hags that the complex won't soon be discovered and attack on sight. Enslaved mites work here and a giant mantis dines on mites dead from overwork. Harmless frogs, lizards and insects are also on its menu.

Hazards: Toadstool spoors are moderately poisonous when disturbed (inhaled; DC 16; initial 1d4 Con, secondary 1d4 Con plus sickened for 1d4 rounds). Hacking into the living walls (hardness 6; 70 hp; no break) alerts the hags instantly as they're linked to the entire living lair. Green goo gushes from a breach, slicking the grass in the adjacent 5 foot square as though grease were cast, lasting 1d4 days before absorption. Beyond is impenetrable rock and soil. The hags arrive 6 rounds later accompanied by their toad guardian (see area 6).

Developments: The ardorwesps agreed not to implant the enslaved mites though, as fey, they make ideal hosts. Prior agreements dissolve should intruders attack and the ardorwesps do whatever it takes to defend their new home. The mites refrain from combat unless pressed into battle by hobgoblin overseers standing on a bridge in area 3. They come running, bored and eager for some killing. They arrive in 2 rounds, upon hearing a fight. The mantis joins the fray too, just for the chance of dining on something new.

The hags advance their plans once intruders are routed. The ardorwesps are encouraged to implant every mite in the lair. In just 72 hours all mites throughout are dead, replaced entirely by ardorwesps.

Ardorwesps (5) CR 3
XP 800 each
hp 22 each (RPG Superstar 2010 Round 3)

Mantis, Giant CR 3
XP 200
hp 30 (Pathfinder RPG Bestiary 200)

Mites (6) CR 1/4
XP 100 each
hp 3 each (Pathfinder RPG Bestiary 207)

Liberty's Edge RPG Superstar 2010 Top 8 aka AWizardInDallas

Shogglagung CR 6
XP 2,400
N Large aberration (aquatic)
Init +1; Senses blindsight 60 ft.; Perception +6
Aura frightful presence (60 ft., DC 9)
AC 14, touch 10, flat-footed 13 (+4 natural, +1 Dex, -1 size)
hp 32 (4d8+16)
Fort +7, Ref +2, Will +4
Defensive Abilities ferocity; DR 3/slashing or piercing; Immune acid, critical hits, precision damage
Weaknesses gluttony
Speed 30 ft., burrow 10 ft.
Melee 2 tentacles +7 (1d6+3 plus grab, pull or trip)
Space 10 ft.; Reach 10 ft.
Special Attacks disgorged digestion, engulf (2d6 acid damage), pull (tentacle, 5 ft.), tenacious grapple, trip (tentacle)
Str 17, Dex 12, Con 16, Int 6, Wis 10, Cha 5
Base Atk +3; CMB +6 (+10 grapple); CMD 17 (can’t be tripped)
Feats Snatch, Toughness, Weapon Focus (tentacle)
Skills Acrobatics +5, Perception +6, Stealth +5, Survival +6
Languages Common (cannot speak)
SQ amphibious, caustic slime (1d6+2 acid damage), sucking cling
Environment any underground, temperate swamp
Organization solitary
Treasure incidental
Special Abilities
Engulf (Ex) This ability functions as swallow whole, except as follows. A shogglagung can engulf only one foe of Medium size or smaller at a time with no bite damage. A swallowed creature has no opportunity to cut its way free because it's disgorged as a swift action immediately after being swallowed. Interior armor class and hit points also don't apply.

Disgorged Digestion (Ex) A victim disgorged following engulfment is nauseated (DC 14) and confused (DC 14) for 1 round. The victim suffers a coating of flesh-eating digestive slime, taking 2d6 acid damage per round for up to 3 rounds. Strong alcohol or universal solvent dissolves the slime.

Caustic Slime (Ex) A sticky slime constantly weeps from the creature's outer skin causing incidental acid damage to only living tissue coming into contact with it.

Sucking Cling (Ex) A shogglagung can cling to any surface with tiny secondary tentacles on its skin, allowing it to move across even vertical or inverted surfaces with ease. It can establish or release clinging as a swift action, allowing it to drop on prey if necessary. Its CMD score also gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move it from its location.

Tenacious Grapple (Ex) A shogglagung doesn't gain the grappled condition if it grapples a foe with its primary tentacles.

Gluttony (Ex) The creature must cease attacking and mindlessly feed whenever a victim within sensory range dies from the effects of disgorged digestion. It can suck up the remains of a medium-sized creature or smaller as a standard action.

A shogglagung is the corpulent stomach of an ogre, giant or similar humanoid who, knowingly or not, gorged itself on magical essences. This disgusting gut swallows prey whole, coats it with digestive juices, then immediately disgorges it. The creature thus avoids internal damage in this way. Worse yet, the acidic stomach slime inside the creature sticks to flesh, continuing to digest it unto death. When the victim finally expires, the shogglagung moves in and greedily slurps up the soupy remains.

The creature's body resembles an elongated sack of undulating mauve flesh, glistening with a slimy sheen. Radiating from its skin are scores of short tentacles, formed from the blood vessels once surrounding the stomach. It uses these cloying tentacles for centipede-like locomotion, moving with surprising speed over most surfaces, including sheer walls and ceilings. Its longer, thicker primary tentacles, the former humanoid's intestines, are used to manipulate and capture live prey. The creature’s eyeless "head" is dominated by a toothless maw, formed from the mouth and esophagus of the original humanoid.

Shogglagungs haunt dark, moist environments and are drawn to partially flooded ruins, marshes and sewers. A blubberous ogre gobbling fairy flesh or guzzling enchanted waters over a lifetime is but one example of how a shogglagung can result from magic saturating a gluttonous stomach lining. The eventual animation of this aberrant yet naturalistic creature results only weeks after the original being's death. It continues in a life of gluttony, devoid of memory or meaning, living only to slurp up the sick, goopy mess of digested fleshes.

Liberty's Edge RPG Superstar 2010 Top 8 aka AWizardInDallas

Monster Name: Splorudra
Description: A splorudra resembles a sleek scarlet frog with a sticky tongue and four rear legs, one set nested inside the other toward the body. Its two forearms are edged with sharp, serrated fins and each rear knee features a cankerous red knob or "splor." Its contrasting stark white eyes are blind from centuries of evolution in the deepest, darkest places in the world.
Powers and Abilities: A splorudra sets its long, slackened tongue well away from itself, baiting prey with bones, meat, treasure or available curiosities stuck to it. When its tongue detects the vibration of nearby prey, it drops any bait, whips its tongue back and wraps it around a splor, ripping it free for immediate hurling. The fluids in the splor become acidic midair, burning through most armor and making painful contact. The splor then drains fluids, doing the victim harm. The splorudra then literally jumps into the fight, slicing prey with its forearms between jumps. The creature's double hind legs make it exceptionally skilled at hit-and-run combinations, jumping with one leg pair, then another in quick succession. As it fights and takes damage, the splorudra retrieves engorged splors from its victims with its tongue, then eats them. A splor has healing properties, effective only to the splorudra, which eventually grow back. A splorudra is a brilliant combatant, continuing to jump, slice, throw and retrieve splors with its tongue, all as needed. Intelligent sequencing of movement and attacks provides it with masterful guerrilla tactics, which include unusual ranged attacks and an impromptu healing resource. They're clumsy swimmers though, preferring land attacks because they lose the use of their splors. Toxins ingested by victims and eaten through splors are also extremely harmful to it.

Liberty's Edge RPG Superstar 2010 Top 8 aka AWizardInDallas

Aura strong conjuration [evil]; CL 14th
Slot —; Price 95,000 gp; Weight —

Seeming at first like a pair of thin daggers, these exquisite knitting needles of tarnished silver are used to knit a creature from shadow during combat. The needles create a Fine gate to the Plane of Shadow from which spins a thin strand of shadowstuff into dusky wool, supplying the yarn for the needles. Used actively, the needles knit a preselected creature (per the table below) in a number of rounds indicated by a Craft (knitting) skill check. Every increment of 5 over the DC reduces the knit time by 1 round (1 round minimum) while failure by 5 or more indicates a failure to even cast on. Knitting shadow is a full-round action.

Craft DC Creature Max Rounds
10 Shadow 3
15 Greater shadow 5
20 Shadow demon 8

The needles can also be used passively. When released into the air they begin working on their own like a dancing weapon, furiously knitting for the number of rounds indicated for the creature preselected before releasing the needles (without the 4 round limit). With either use, the creature forms as an inanimate blanket of shadow, becoming fully animate on the completion round. It attacks enemies in battle as if by monster summoning. When used actively, the character is also under the effects of a CL 14 sanctuary spell. The character's hands are occupied for each full round and only minor free actions are allowed without interrupting the pattern.

These sinister needles are attributed to hags, succubi and similarly malevolent feminine beings.

Requirements Craft (knitting), Craft Wondrous Item, darkness, summon monster VI; Cost 47,500 gp.

Liberty's Edge RPG Superstar 2010 Top 8

Greedlock: Random Generation

Liberty's Edge RPG Superstar 2010 Top 8

Joss Whedon...Check it out on Hulu and you'll be glad you did. :)

Liberty's Edge RPG Superstar 2010 Top 8

I think what angers me the most about the abandonment of 3.5 by its producers is the really horrible state the monster manuals have been left in both error and format-wise. I spend an inordinate amount of time checking stats and applying errata. I'm a conscientious GM and don't want to cheat my players by misrepresenting the right stats. Does anyone else find themsleves in the same boat and what are you doing about it?

Liberty's Edge RPG Superstar 2010 Top 8

Please forgive me for linking this topic over to my website. The forum controls just wouldn't let me present what I have to say in the format I needed. At any rate I have posted my take on the grappling rules in D&D 3.5 on my site. I've read the new grapple rules and I think they take away from the simulative aspects of hand-to-hand combat, wresting, grappling or whatever you want to call it.

I'm posting these as a public service and to maybe help advance the pathfinder RPG. Thanks!

Grappling for Dummies?

Liberty's Edge RPG Superstar 2010 Top 8

The rules for aerial and underwater combat in 3.5 have shrunk down to almost nothing useful. Please consider adding rules for aerial and underwater combat. Also, by no means am I suggesting that lists of how spells should be modified in either environment as has been done in prior editions, but some better guidelines would definately be most welcomed!

Dreamworld Database Project

Liberty's Edge RPG Superstar 2010 Top 8

Paizo just became my number one game company and a maybe even a friend for life, which are both firsts! This is so pleasantly unexpected that I hardly know what to say except...Thank God!

I have been working diligently, by myself, on a database for running D&D for many months now and was sure that 4E would ruin any chance I might have of sharing my work with the gaming community. I was sure, until this very night, that I was destined to be it's only user.

I'm so very pleased with Paizo's decision to improve on the current game that I've decided to keep working on my database and integrate the Pathfinder RPG rules into my system to see how well they fit into the program. One of the things that Wizards of the Coast has and will continue to fail to do is to provide much needed quality software for running D&D games.

Once again, thanks Paizo!

My Dreamworld Database Project

Liberty's Edge RPG Superstar 2010 Top 8

Please share any conversion resources you might know about here?

I'm interested in adding some material from 2E that was cut from 3E, particularly monsters and spells (magic items too but not so much...).

I'm also interested in reproducing all of the current 3E monsters in the updated monster format. I have the entire MMI converted but could use some any short cuts with the rest.


Liberty's Edge RPG Superstar 2010 Top 8

I have been running a Shattered Gates of Slaughtergarde-based campaign for several months. The campaign has gone way beyond the scope of the module material and makes for some interesting reading. Please accept my invitation to take a look around:


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