Put me in the camp of not wanting a bright line rule. Nevertheless, I've been trying to think of a bright line rule.
How about "You can cast up to 5 spells with an evil alignment descriptor per character level. Upon casting a 6th spell, your PCs alignment shifts one degree towards evil. If this shifts your alignment to evil, you can't play the PC until the PC receives an atonement spell."
I like five because it gives not quite two evil spells per scenario on the regular track, but a reasonable rule would be somewhere between 2 and 6, IMO. PC's on a slow track would get twice as many evil spells before switching alignment.
Evil aligned spells would have to be noted on the chronicles sheet. Ex. 2 evil spells cast (total 3 while the character is 4th level). Evil spells includes spells from items, and spell like abilites, like a summoner using his summon monster ability to summon an evil outsider.
I personally don't thnk you need to keep track of lawful, chaotic, or good spells. A neutral cleric of an evil deity can't cast good spells (baring items, or multiclassing). And are the number of monk/wizards spamming protection from law really that high? Also, from a role playing standpoint, what evil deity minds his neutral cleric casting protection from evil from a scroll if it serves that deity's purpose?
I personally don't think Pathfinder works for a Weird West campaign, at least not out of the box. If you wanted to try, use the advanced firearm rules, and perhaps limit the game to about 8th level. But most of what makes Pathfinder, Pathfinder, just wouldn't fit it. If Paizo ever does a book on Alkenstar, perhaps enough new rules elements would come in to make it more easily doable.
To me Weird West means Deadlands (Google if needed). As I recall, the most recent version of Deadlands uses the Savage Worlds rules. There was a D20 version, which can still be bought in pdf form.
Humans are (through concurrent evolution, travel, or other reason) found on at least two planets in the Pathfinder universe: Golarion and "Pathfinder" Earth.
On both planets humans are the dominate species (well, after cockroaches).
The (cue bugle music and deep voice) DEATH OF ARODEN (fades to -oden-oden) is one the of the central conceits of the setting.
As to the other races, you got me. I'm not sure the average elf, dwarf, goblin, or orc cares about the death of Aroden. For that matter, after a 106 years, I'm not sure the average human does either.
1. I have a (still low level) gunslinger in PFS. It shines in combat, more so as it advances. Otherwise meh. It's not more powerful than a barbarian.
2. A wizard or sorcerer, with a wand of magic missles with a caster level of three, can autohit every round, attack incorporial, at 22 gp per shot, doing 2d4 + 2. And is a full spellcaster. Alchemical cartridges at 6 gp a shot, against touch in range, when that is "all" you can do, is not overpowered.
3. Golarion is, by design, a kitchen sink setting. That its whole point.
Silent Spell still works to avoid the chance of arcane casting failure, if you don't want to go the Dex route as people suggested above. Or stick with non-sommatic spells. True Strike is useful, for example. Heck, you can argue that a level in wizard is useful if all your level one spell slots are prep'd with True Strike.
You need eventually a 19 to Int, high Str, reasonable Con, and a Cha of 14.
Divination works. Though the generalists throw melee weapon ability would provably work well with a smiting two handed sword.
Nothing wrong with getting every possible plus one; but as long as you're not gimped, play what you enjoy!
Don't forget a lot of races can take 1/4 grit as favored class bonus. So at level four you get a grit for the exchange of 4 hp or 4 skill points. See the ARG.
Depending on how high you plan to play, Toughness is worth more than Extra Grit. By level 12, you have an extra 3 grit and 12 hp, while if you take Extra Grit, you 12 hp and only 2 extra grit.
I'm not there yet, but my musket master is aiming for both Improved Snap Shot (15 feet of AoO), and Signature Deed (Deadshot), but I think Deadshot is totally underrated, especially if no grit expenditure is required.
Using a bullet with Deadshot cuts the expenses by a lot. In addition, you all but eliminate the chance for a misfire.
Fair enough. But it may be the perfect time to cast True Strike.
I'm for the clarification.
Seems odd for mage armor, true strike, ect. If you have Eschew Components you should be able to cast spells when grappled, when your spell pouch is sundered or stolen, when your hands are occupied and there is no somatic component, or the spell is Stilled.
For FAQ consideration. Does the Eschew Material feat work on focuses worth 1 gp or less?
My personal favorite evil deity is Cthulu, though, He's not in PF.
Cthulhu is not PFS legal as far as I know (which may be what you meant).
He is in PF. AP #46, Wake of the Watcher, p. 64 (Domains: Chaos, Evil, Madness, Void; Favored weapon: dagger); and will be stat'ed up in Bestiary 4.
Lisa Stevens wrote:
It might help if you put the printing your sending out on the store page (or more clearly, if I missed it). I had the same question, and in a month it will be hard to find on the message board.
I'd say have a relaxing weekend, but with that PaizoCon thingamajiggy, I'll say instead have a fun weekend!
If you think about it about it, it is a child's (or a least teen ager's) fantasy. People walking around attacking each other, but appearing fine the next week as the story requires. Multiple people in a small town ending up being the scion's of foreign kings, or self-made billionaires. The virtuous and thieves working together for the common good.
Nevertheless, I understand my wife needs some escapism and away time from her job, and even myself and the children, so I don't harp on her watching soap operas.
Don't forget you can roleplay during an encounter. I very rarely fudge dice, but if the NCP's are rolling very well, and the players are in dire straights only due to die rolling, I'll roleplay a little bit. The dastard monologues instead of taking a full attack action, or the troll spends a round eating from the dead horse, ect.
He hires a team of adventurers to get it back with leading to a terrible encounter between your PCs and the Dragon's Fang party.
The Dragon's Fang consists of:
1. Bard with large country and western music selection. Play loud country music during the fight to stimulate the effects on the party.
2. Druid specializing in summoning enraged herd animals who try to trample the party.
3. Dual weilding Gunslinger.
4. Horselord Barbarian throwing javelins and convinced he PCs stole his people's land.
5. Rogue with magic rope, The Equipment Trip: Rope feat, who grapples charcters and drags them behind his horse.
The encounter is on the Shoanti planes, and the Dragon's Fang all are on horseback with appropriate Ride skill ranks and feats.
James Jacobs wrote:
James, did you know that the names of the sky metals are not open content per Vic (unless he changed his mind)?
You can find his posts on this page.
(PS - Not meant as a jerkish or gotcha post, just don't want anyone to get into trouble. Really, the open content statement should have been clearer.)
It was actually Dvezda Plague, which had previously destroyed the human population in Iobaria's northern reaches. The plague traveled from Golarion to Earth by way of a party of adventures using Baba Yaga's hut, who ended up in 1918 Russia.
Only the paladin was unaffected.
Dash Jones wrote:
So the great influenza pandemic of 1918 was caused by travelers from Golarion!
My list in order from most kid friendly to least:
1. Legacy of Fire.
Not on list as incomplete: Reign of Winter
RE: the OP.
0. Dungeons and Dragons 3rd Ed. launched in 2000.
1. A TOZ stated, the OGL. This basic system has lasted because a single publisher can't kill it. Even if Paizo wasn't doing Pathfinder, another company, or several other companies, would have picked up the slack. (So, while I'm not a fan of where it looks like Pathfinder Online is going, I'd still buy Ryan Dancy a beer.)
1 a. If Paizo folds tomorrow, Pathfinder (or some 98% compatible evolution of it) would be printed by another company.
2. The D20 system, or as the OP put it, the mechanics. Abilities + feats (I like the M&M term advantages more) + skills + powers (class abilities and spells and equipment) equals a relatively simple system at its base, but highly variable in the specific.
2 a. The game is complicated. But a newbie playing a sword and board fighter doesn't need to know all the rules. I'm not sure if they need to know more rules than, say, chess.
3. Evolution, not replacement. (Chainmail war game ->) Original D&D -> 1st Basic / AD&D 1st -> 2rd -> 3rd -> 3.5 -> Pathfinder. I might not like every change, but I do think the game is better now than it was when I started. The biggest change since 1974, in my opinion from 2nd to 3rd, made D&D (also IMO) a much better game. I'd buy Monte Cooke a beer too.
4. Paizo. I'm not sure another company could have picked up the steering wheel as the leader. Even with the OGL for D20/D&D 3.5, having the highly supported kitchen sink of Golarion helps everyone. Also, Lisa and Vic get beers for realizing the 3PPs help Paizo far more than they hurt Paizo. Collaboration helps even in a completive environment.
Favorite: Mutants and Masterminds 3d ed.. OGL. D20. Medium complexity.
Old Favorite: old Marvel RPG ("FASERIP"). Long out of Print.
Limited to no experience in the below, so take with a large grain of salt.
Not interested in: Current Marvel Heroic (Cortex system), Silver Sentinels.
Note quite random thoughts:
1. I personally like a "comic-book" level of death. It's a risk but rare for the heroes, it does occasionally happen, and resurrection is possible.
2. Some people like a more grim and gritty approach. I don't like it not because it causes character deaths, but because is s-l-o-w-s down the game. I will listen at the big doors of the castle, but I don't want to listen ("everyone makes a perception check") at the door of every water closet on the off chance there is a lich inside.
2. This hobby is based on war games. While Pathfinder isn't as grim and gritty as 1st Ed AD&D, with less save or dies as the best example, it is still a fantasy battle simulation.
3. When I GM'd D&D in junior high (my son tells me its now "middle school"), I would fudge dice. Now, I fudge attitudes and tactics more, and (very) rarely fudge dice. Role too many 20s, and its time to start the NCP monologuing.
4. "[I]f you do decide to fudge rolls for the sake of the game, it’s best done in secret, and as infrequently as possible. And only—only—if it results in more fun for everyone." GameMastery Guide, p. 33.
My 2 cp:
1. Above analysis has convinced me Snowball is overpowered.