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Lini

Apostle of Gygax's page

403 posts. Alias of David Fryer.

Threads


In a couple of discussions about using the Scarred Lands with Pathfinder, one of the consistent issues that has come up is the lack of a hunter themed sorcerer bloodline to use with followers of Hrinruuk. So I just threw together a suggestion called the Hunt Child bloodline (Now renamed Child of the Hunt). Anyway, look it over and let me know what you think. I am pretty sure that there is lots of room for improvement.

Child of the Hunt Bloodline
Class Skill: Stealth, Survival
Bonus Spells: True Strike (3rd), Locate Object (5th), Haste (7th), Locate Creature (9th), Animal Growth (11th), Transformation (13th), Ethereal Jaunt (15th), Screen (17th), Shape Change (19th)
Bonus Feats: Agile Maneuvers, Blind Fight, Deadly Aim, Diehard, Endurance, Spell Penetration, Stealthy, Toughness
Bloodline Arcana: Whenever you cast a spell that allows a saving throw to avoid the spell effect against a target that is flat footed, you receive a +1 arcana bonus to the DC of that saving throw.
Bloodline Powers
Force Arrow (Sp): At 1st level, as a standard action, you unleash a bolt of pure force energy targeting any single foe within 30 feet as a ranged touch attack. This bolt inflicts 1d6 points of damage +1 for every two sorcerer levels that you possess. This is a force effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Track (Ex): At 3rd level you add half your level to Survival skill checks made to follow or identify tracks.
Beast Kin (Su): At 9th level you gain a +1 bonus to natural armor, a +2 bonus to Stealth skill checks, and gains an animal companion as if you were a druid of your level -4. At 13th and 17th levels these bonuses increase by +1.
Beast Rider (Su): At 15th level you gain an empathic link with your animal companion. This link has a range of 1 mile and allows you to communicate with your companion and sense everything that they sense. While you are “riding” your companion it will not go further then one mile from you. You remain helpless while you are in communication although any damage will break the link.
Master of the Hunt (Su): At 20th level, you become the personification of the hunt. You gain DR 10/magic, you can see perfectly in all forms of darkness, continuous Freedom of Movement, and any target that you confirm a critical hit against is considered flat-footed against you for the next round.


Michael Bay has confirmed that he has inked a deal to direct Transformers 4 set for release sometime in 2014. Story


I don't know why but there is just something soothing about pop songs being performed by a bunch of monks.

Spoiler:
Yes I know they aren't really monks


I had a CN character in a Rise of the Runelords campaign I was running use Create Water to waterboard a goblin. What is the most creative use of a spell you have seen?


In the old Enemies and Allies book there was a group of adventurers called the Band of the Hand. They were a group of mercenaries who's only loyalty was to their paycheck and could be used as rivals of the PCs. I have been looking for a group to serve as a foil for the PCs in my own campaign, and since the Hand roughly mirrors the make up of my group I thought that they would be a great foil. I will warn you though, they are not a direct conversion, more of an adaptation to fit my needs.



This is some tough love here
Warning: Some minor profanity.


Disclaimer: I know that this can be a controversial topic. Please keep the discussion civil.

Okay, so I keep hearing people say that they don't like catfolk in D&D/Pathfinder because they are "too anime." However, the first time I encountered catfolk was the Rakasta in Mystara clear back in 1991 or 1992. At that point the only anime that I had encountered was "Battle of the Planets," "Starblazers," and "Robotech" and didn't even know there was a term "anime." So I have always considered catfolk to be part of D&D lore and have never questioned their inclusion. I am interested to know how the community at large feels about it, so please share your thoughts about the inclusion of catfolk. I am more interested in the thinking behind the positions so if you would, please explain why you feel the way that you do on the subject.


Arderians

Arderians live in the floating clouds of Arderial, high above the surface of the Moonlands. They are naturally gifted with an ability to fly, and love to spend their time floating among the clouds and soaring high in the stratosphere, where day gives way to eternal night. Their magic deals with the air and the weather, and although such magic may, at first glance, appear to be weaker than explosions and earthquakes, it is no less dangerous.

Personality: Among the Moonlands, the phrase "putting on airs" means acting like an Arderian. Arderians are known for being proud and vain, which is rather alarming when one considers that this means they are even more so than the rest of the Magi-Nation. In their opinion it is only just and right that they inhabit the region that soars above all others; they take it as proof if their inherent superiority, and they enjoy spending their idle time lazing on a cloud and gazing down at the other Magi far below. Arderians are typically soft-spoken and somewhat dreamy, as one might expect from a race that enjoys the utter freedom of magical flight. Yet despite the impression they give, Arderians are temperamental, and take slights as personally as the other races. Unfortunately for everyone, it takes some time for Arderians to work up a good fury when they are offended; as a result, they often exact their vengeance hours or days afterwards, which has given them a bit of a reputation for being as unpredictable as the weather.

Physical Description: Arderians tend towards the tall and thin; tall because their environment offers them no restrictions, and thin because the lighter they are, the easier soaring is for them. Arderian physique tends not to be as athletic as those of the ground-dwelling races, but rather softer and smoother as the gentle soaring does not but as much stress upon their muscles. There are exceptions, of course, and those Arderians who spend a lot of time on or near the ground tend to be more buff than their fellows. Arderians are light-skinned, even pale, and their eyes are usually light colors found in the summer sky. Their hair is most commonly blue, although shades from plum to blonde to gray are not unknown. Arderians prefer to wear their hair long and loose, as it looks best when blown in the breeze. And they make sure there are enough breezes at all times to show off their hair to best effect.

Attire: Arderian fashion follows the same trends as Arderian hairstyles: "long and free looks best on me." Most Arderian clothing is loose, with lots of long dangling sashes and billowing folds. At times when the expansive and decorative wardrobe would be indiscreet when blown about, tight underclothing is worn beneath to provide modesty with minimal interference with the windblown look. Arderians accessorize with light jewelry. They are especially fond of butterfly wings (treated for durability) as they provide maximum color and beauty for minimal weight.

Arderian Society: Arderian society is as free and unorganized as the winds and clouds themselves. Arderians are a rather intellectual society, spending countless hours debating philosophy, writing poetry, or idly - and rather wildly - speculating on the activities on the surface of the Moonlands far below them (this activity they term "groundwatching"). Children are allowed to soar about as they please; Arderian parents perhaps enjoy less parental concern than any other race in the universe; the heavens are slow to anger, and the children are incapable of falling as they soar gracefully from cloud to cloud. However, this freedom is not without a price. While blessed with freedom and security, many Arderian children lack the discipline of other races' offspring, and tend towards whimsy even when times are serious.

Names: Arderian names are very reminiscent of their region: open and airy. Vowels are round and full, and often found in pairs and diphthongs. Most consonants are soft.

Adventurers: Not all Arderians are condescending. Those who speak up about the value of the other regions often find themselves to be de facto outcasts, and descend to the surface of the Moonlands to find new friends. Other Arderians thrive on excitement, which is not something found in long supply whilst debating the finer points of existentialism on a gauzy cloud-top. Such Arderians similarly look for dangers to add some zest to their lives. Finally, Arderians have been known to visit the Moonlands surface just to find out more about the lesser beings that live there - though often this type of adventurer isn't overly popular to go exploring with.

Ardarian Racial Traits
+2 Dexterity, +2 Wisdom, -2 Strength; Ardarians are lithe and contemplative, but they are not known for their strength.
Medium: Ardarians are medium sized creatures and have no special bonuses or penalties due to size.
Low-Light Vision: Ardarians can see twice as far as humans in poor lighting conditions.
Normal Speed: Base speed for an ardarian is 30 feet.
Flight: Ardarians are capable of flying at a speed of 40 feet and have a maneuverability of Poor.
Perceptive: Ardarians gain a +2 racial bonus to Perception skill checks.
Languages: Ardarians begin play speaking Common and Ardarian. Ardarians with high Intelligence scores can choose bonus languages from the following list: Bograthian, Calder, D'Reshi, Kyberite, Naroomese, Paradan, or Weaver.


Mike Mearls said this at a product symposium at D&D Experience: "The stories and worlds of past editions of D&D are just as important to our development and ideas for D&D Next as the rules and other information is. I don't have any more information to share at this time, but we're definitely exploring and excited about what we have planned. " Perhaps we will get some Mystara love after all.


Okay, so I found out on Thursday that my players like music with their games, not going all the time in the background but theme music for battles or reoccurring villains and so forth. So I was hoping to get some suggestions of what I could use. I have already assigned the Imperial March to one villain and I am using O Fortuno for when the LE god of tyranny shows up. He is actually aiding the PCs to further his own ends. I know my players are big into anime and video games , but I am not, so maybe some of you know tunes from those sources which might work. Thanks in advance.


Has anyone run the Serpent Amphora? I am starting it tonight and I would love to hear from others who have and what their experiences were.


I would like to suggest that you guys add a list of adventures grouped by the appropriate level to the website. This would make things a lot easier for Gamemasters to find the adventure that is appropriate for the group that they are gaming with.


So starting next week, I will be running a campaign for seven players. I have never run a game for a group that big, and I have only played in one group that is that size. That group had twelve players and that seemed rather unwieldy. So what I want to know is how would you run a game for a group that big, and just how big is too big?


I really loved the Magi-Nation CCG, particularly the innovative and interesting monsters that populated the world. Of particular interest to me were the hyrens, which were the Moonland version of dragons. So I am taking this opportunity to do some conversion work on them. So here is the first one, the forest hyren from Naroom.

Forest Hyren CR 9
XP 46,000
NG Large Dragon
Init: +1; Senses: dragon senses, Perception +16
AC: 23, Touch: 11, Flat-Footed: 21 (+1 Dex, +13 natural, -1 size)
hp: 116 (11d12+44)
Fort: +11, Ref: +8, Will: +9
Immune: Sleep, Sonic, Paralysis
Speed: 40 ft, fly 150 ft (good)
Melee: bite +16 (1d8+9), 2 claws +16 (1d6+6), tail slap +11 (1d8+3)
Special Attacks: breath weapon (30 ft cone, DC 19, 8d6 sonic)
Spell-like abilities (CL 11th)
constant-Pass Without Trace
3/day-Cure Serious Wounds, Entangle
Spells Known (CL 11th)
2nd: Create Pit (DC 14), Gust of Wind (DC 14) (5/day)
1st: Charm Person(DC 13), Endure Elements, Magic Missile, Vanish (7/day)
0- Dancing Lights, Daze, Drench, Ghost Sound, Mage Hand, Touch of Fatigue (at-will)
Str: 23, Dex: 12, Con: 19, Int: 14, Wis: 15, Cha: 14
Base Atk: +11, CMB: +18, CMD: 29
Feats: Acrobatic Step, Combat Reflexes, Diehard, Endurance, Nimble Moves, Stand Still
Skills: Bluff +16, Climb +20, Diplomacy +16, Intimidate +16, Knowledge (nature) +16, Perception +16, Spellcraft +16, Stealth +15
Languages: Common, Draconic
SQ: wild empathy
Environment: Temperate Forest
Organization: Solitary
Treasure: Triple

Forest hyrens are the guardians of the forest. They move through the primeval woodlands of the Moonlands with great stealth seeking any threats to the natural balance. They have a particular hatred for anything related to the Core, especially darkbreed hyrens because of their ability to control other hyrens.


So I am about halfway through the first episode and it is really catching on with me. The conspiracy aspect of the story is intriguing and the characters have depth and complexity that you rarely see on television. I think I have found my new X-Files.


I was discussing the old BESM d20 system with a friend and we got to wondering, would Paizo ever consider publishing a Pathfinder Anime game using the SRD and OGL for that system? I am sure there is a market for it and since the syetem is OGL there would be no liscence fees involved. And it would allow me to finally be able to use a Pathfinder system to run an Exalted campaign :) So what do you guys think?

The SRD can be found here.


Okay, after having fun in another thread spouting off a wacky and completely made up conspiracy theory, I had a though. I bet the combined imagination of this board could come up with some pretty crazy and entertaining conspiracy theories. So let's here what you have to say on the subject. And just for the record, Gary is not dead. he is in hiding preparing to lead the resistance when the undead armies of Planet Orcus arrive.


I just could not resist the urge to see the poodle and his chief disciple duel it out for the spot of top dog.



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