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Baregara

Ayrphish's page

Pathfinder Adventure Path, Comics Subscriber. Pathfinder Society Member. 204 posts (546 including aliases). 2 reviews. 1 list. No wishlists. 2 Pathfinder Society characters. 2 aliases.

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Pathfinder Adventure Path, Comics Subscriber

Have you looked at the option of creating a race using the ARG? Maybe let him make a succubus, but limit it to a certain number of race points, 15-20 or so.


Pathfinder Adventure Path, Comics Subscriber

Not a problem, its something my players NEVER do. I don't want to deny them something they should be doing. So I was curious how other groups handled it.

Similarly, I'll get to play instead of GM, which is rare, so I was planning ahead for myself to introduce something new to the same group of players.


Pathfinder Adventure Path, Comics Subscriber

I see a lot of suggestions for PCs to "pre-buff" before a fight. How do you usually handle this?

What I mean, my group usually just roams from room to room and fights what they find behind the door. Once they find a bad guy, I wouldn't let them sit there and pile on the buffs before the fight starts.

Is this just poor tactics on their behalf? How do you let your PCs pre-buff? This also works for BBEGs, they usually have 'before combat begins' buffs as well. How/when do you apply those?


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usually


Pathfinder Adventure Path, Comics Subscriber

So, the Old Gate can only open if negative energy is applied to it, is there anyway for the PCs to figure this out? I can see my group stuck at the gate for a while.


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1 person marked this as a favorite.

A girl gamer once said to me, "I hope that's a maximized rod, and not a quickened rod in your pocket."

Sigh.


Pathfinder Adventure Path, Comics Subscriber

As a male, I would be hesitant to play and RPG unless there could be table talk centered around our local sports team.

Especially this time of year, all my male brain can handle is who will win the March Madness Super Cup Series.


Pathfinder Adventure Path, Comics Subscriber
asthyril wrote:
FallofCamelot wrote:
bfobar wrote:
Also magic still hits for half damage, so the bard could blast with something like Ear Piercing Scream.
Ear Piercing Scream does precisely nothing to undead.
it will do half damage to incorporeal, and full damage to any other undead, just like any other evocation spell. that is a bit more than nothing.

Fall of Camelot is right on this one.

Ear-Piercing Scream requires a Fortitude Save, and can only target creatures.

Undead are immune to any effect that requires a fortitude save unless it can also target objects or is harmless.


Pathfinder Adventure Path, Comics Subscriber

nothing huh? I was gonna jack these too


Pathfinder Adventure Path, Comics Subscriber

Your first and fourth point are contradictory.

I don't understand your second point. Paizo assumes that you will have access to their books? And some of those books will contains rules that GMs might not want to use? And maybe you haven't purchased the book? So ... profit? Isn't this problem solved by the PRD?

I also don't understand your 3rd point. I dare say the roles they present are not overly optimized, they almost all include some feats for flavor, which is not consistent with optimizing. I also don't know why getting an idea from the player's companions are any more 'meta-gaming' than is getting an idea from any other source.


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It isn't an option.


Pathfinder Adventure Path, Comics Subscriber

Cool idea.

Right now, it's not letting me make a copy though.


Pathfinder Adventure Path, Comics Subscriber

I didnt know you could import hero lab stuff into combat manager, how do you do it?


Pathfinder Adventure Path, Comics Subscriber

So, when my group moved here from 4e, we jumped right into Carrion Crown. I tried to GM, and the other folks tried to make characters.

This was almost 3 years ago, and we are now in Shadows of Gallowspire, we play about every other Sunday for about 3-4 hours.

I am sure I made a million mistakes as GM. And I am sure that the character sheets and a million more mistakes. As we kept playing, we looked up rules, and lots of times decided 'this is how that will work, NEXT time it comes up.' I let characters sort of evolve and fix themselves as the game progressed and we all understood things more clearly.

We had fun the entire time, and are getting ready to start RoW now. Everyone is pumped to start over with a more firm grasp of whats going on.

So my advice, just jump in and do it.


Pathfinder Adventure Path, Comics Subscriber

Cool idea, not sure I can make it work, but I'll keep it in mind, and wish you luck all the same.


Pathfinder Adventure Path, Comics Subscriber

At least yours is shipped...


Pathfinder Adventure Path, Comics Subscriber

I have a very general question.

I will be running a Reign of Winter game once my group finishes Carrion Crown, my group tends to optimize and be pretty formidable to deal with challenges.

I currently allow 3rd party stuff on a case by case basis, would allowing/encouraging this book and material be balanced with options that currently exist (using just paizo stuff), or would it likely be a little "too powerful" for the campaign?

I guess the simple question is, how balanced is the material?


Pathfinder Adventure Path, Comics Subscriber

1. What do we need to expand our game? What books? What other misc things(like pawns or stuff).

This can get expensive quickly. The Core Rule Book is a good idea if you think you're going to stick with the hobby, then you can buy other books as you progress, I'd do it a little gradually. PDFs are good alternatives to the expensive books, especially if you have a tablet/ipad to read them on at the table. Conversely, if you have a laptop, it can do all kinds of things, like access the PRD or d20pfsrd and you can look up rules as you go. This slows the game down a little, so you'll want to constantly be learning new rules and tricks.

As far as pawns or minis, the best investment I have made was to buy a box of zombies from Games Workshop for their Warhammer game, I painted them up, and numbered the bases, and they are my go to mooks. Over the past couple years I have bought D&D/Pathfinder minis, reaper minis (usually for me or my wifes PCs) and have amassed a decent collection. Minis get expensive quick though, so don't overwhelm yourself too quickly.

2. I'm currently trying to make next week's adventure. I took some tips from the book on what to do next but what should i use to make maps? I have the back of the map that's easy to use, but i'm planning a 2 level map. What do you guys use to make maps ?

The flip map that you have in the BB is a great resource, that and wet erase markers will serve you well. I bought the game mastery flip map years ago, and still use it all the time.

As you get more into things, you can buy tiles, the map packs, etc. Worldworks games has some pretty cool terrain and if you have the time and more importantly, the money, you could probably use their products to create your two level map. (In 3d two levels)

There is also something out there called "inked adventures" that work pretty good for cheap tiles that you can print off, they're a little cartoony though, so if that isn't your thing, you won't like it much.

Also, there is gaming paper, you can buy 1 inch graph paper and pre-make all of your maps. Its rather cheap, and lets you pre-make, save, and re-use maps. Along these lines, the back of christmas wrapping paper is also in 1 inch squares so if you have some of that laying around, profit.

Terrain can be time consuming and expensive. Much like minis.

3.If it's not in the rules but it makes sense should i roll with it? The players found some imaginative ways to approach some situations that made sense so i let them do it and invented rules on the spot.(for example using a grappling hook to take the big ruby from the altar).

Thats all good, and as others have said, it is your game. As you get more comfortable, you might assign AC to the ruby, and require a ranged attack wielding the grapple hook to latch on to it.

Chris Perkins has said, try to always say yes, and when in doubt, improvise. It sounds like you were following his advice without even trying.

4.Any other tips and tricks?

We use a facebook group to communicate with one another through out the week. Thats been helpful.

I mentioned his name above, but youtube Chris Perkins and watch him GM some games, he's a great GM, and pretty easy to listen to and watch. Though he is stuck with 'that other game' and not pathfinder, the skills are the same.


Pathfinder Adventure Path, Comics Subscriber
Mark Hoover wrote:

I use individually sized, hand crafted cases of leather and oak, cedar-lined and felted on the inside. Each is hermetically sealed and generally stored at a comfortable 42 degrees at a mere 6% humidity. They are removed only by my man, Timbles, who must wear gloves and a mask to handle them or else he spends a night with the dogs. In transport these cases are further sealed in plexiglass. I employ a fleet of temperature-controlled vans which are loaded and unloaded by robots.

...

Or rather, I use a backpack. All my spines are ruined. It's not an investment - it's a lifestyle.

APPLAUD


Pathfinder Adventure Path, Comics Subscriber

And this


Pathfinder Adventure Path, Comics Subscriber

I keep all my stuff in a rubber maid tub, 16 gallon size I think...


Pathfinder Adventure Path, Comics Subscriber

I am interested, will try to get a monk or fighter put up this evening.


Pathfinder Adventure Path, Comics Subscriber
unyieldinggoblin wrote:

Quick question on how your doing encumbrances and then I am all but done

You should keep track of your own encumbrance. I'll use the RAW.


Pathfinder Adventure Path, Comics Subscriber
Rokku wrote:
DM Ayrphish wrote:

@Rokku Im fine with the race... Making it 'fit' would be your challenge...

Well if you're willing to accept an android, what about an android Machinesmith?

Im familiar with the android, I know nothing about the machinesmith


Pathfinder Adventure Path, Comics Subscriber
Fergie wrote:

Guided Hand is pretty damn good!

Righteous Might isn't great because even with the adaptive bow, you are trading a -3 to hit for +2 damage.

Ayrphish, I like it. I think your attack bonus is great, but the bow damage is a little low for level 7. Also, how are you getting an animal companion?

I made some conscious decisions to ignore some +damage in return for +hit, the goal was to rarely miss and to compensate some of the arrow damage with the lion.

The cleric has the lower BAB and is dependent on Wis/Dex and to a lesser degree Str/Con. So, things like rapid shot, and deadly aim which would help a lot with damage would make that lower BAB even more painful.

The lion comes from the Feather (Animal) Domain.


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1 person marked this as a favorite.

I have a houserule, in times of a rules question, I will make a call, if the player is unahppy with that call, they have 1 minute to find evidence that I am wrong, otherwise we go with it for the evening and look it up later.

I use a facebook group to communicate with my PCs, so I always post rules questions in there when they come up, with links to answers, explanations, etc.


Pathfinder Adventure Path, Comics Subscriber
1 person marked this as a favorite.

I made a cleric for a jade regent game, it's probably not the best thing ever, but here she is at level 7.

Buffing with divine favor or something similar was imperative, attacks looked like this:

+12(1d8+4) If no buffs
+15(1d8+7) if divine favor
+13(1d8+5) If you used Prayer

Kanahel
Female Elf Cleric 7
CG Medium Humanoid (Elf)
Init +6; Senses Low-light Vision; Perception +19
Languages: Common, Elven
DEFENSE
AC 21; Touch 13; Flat Footed 18; (+7 Armor; +1 Natural Armor; +3 Dex)
HP 37 (7HD)
Fort +6; Relfex +7; Will +9 (+11 vs. Enchantments)
Immune Magic Sleep
OFFENSE
Speed 20 feet (4 Squares) Without Armor 30 feet (6 Squares)
Melee Masterwork Morning Star +8(1d8+2) B and P or
Masterwork Morning Star +8(1d8+4) 2 handed
Ranged +1 Composite Longbow (2 Str) +11(1d8+3)/X3 P
Cleric Spells Prepared (CL7 or CL9 to overcome SR; Concentration +10)
4th Level – (1+1/day) Summon Nature’s Ally IV D, Blessing of Fervor
3rd Level – (3+1/day) Fly D, Prayer, Daybreak Arrow, (Open Slot)
2nd Level – (4+1/day) Feather Fall D, Aid, Weapon of Awe, (Open Slot), (Open Slot)
1st Level – (5+1/day) Protection from Evil D, Bless, Divine Favor (2), (Open Slot) (Open Slot)
0 Level – Create Water, Read Magic, Stabilize, Light
Domains Feather and Good
STATISTICS
Abilities Str 14 (+2), Dex 18 (+4), Con 10 (+0), Int 10 (+0), Wis 16 (+3), Cha 10 (+0)
BAB +5, CMB +7 (+8 with Morning Star) CMD 21
Feats Point Blank Shot, Precise Shot, Boon Companion, Weapon Focus Longbow
Traits Warrior of Old, Friend of the Family
Skills Diplomacy +4, Heal +8, Perception +15, Sense Motive +7, Knowledge: Religion +5, Knowledge: History +4, Knowledge: Nobility +4 Racial Modifiers +2 Perception, +2 Spellcraft to identify Magical items
SQ Aura of Good, Elven Immunities, Keen Senses, Elven Magic, Weapon Familiarity, Low-Light Vision, Channel Energy 3/day 4d6, Spontaneous Casting, Eyes of the Hawk, Animal Companion, Touch of Good
Combat Gear +1 Composite Longbow (2str), Masterwork Morning Star, 20 Arrows, 20 blunt arrows, 5 smoke arrows, 20 Cold Iron arrows, 5 Acid Flasks, 3 Alchemist Fire, +1 Breastplate. Other Gear Amulet of Natural Armor +1, Cloak of Resistance +1, 100 chalk, 2 anti-plague, 2 anti-toxin, Masterwork Backpack, Efficient Quiver, Wand of Cure Light Wounds 50 charges, Holy symbol, 226 gold pieces
Encumbrance light 58 lbs., Medium 116 lbs., Heavy 175 lbs. Weight Carried 56 lbs.
SPECIAL ABILITIES
Channel Energy (Su) Three times per day you may release a burst of positive energy in a 30-ft. radius
burst as a standard action. When doing so you can choose to harm undead creatures in the area (4d6
damage, Will DC 13 half) or to heal the living (4d6 healing).
Touch of Good (Su) Six times per day you can touch a creature as a standard action, granting a +3 sacred
bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.


Aslan
CG Lion
Animal Companion of Kanahel
Init +4 Senses Low-Light Vision, Scent, Perception +2
DEFENSES
AC 24 Touch 15 Flat Foot 19 (+4 Armor, +5 Natural, +1 Dodge, +4 Dex)
HP 39 (6HD)
Fort +7, Reflex +9, Will +4 (+8 vs. Enchantments)
OFFENSES
Speed 40, 8 squares
Melee Bite +7 (1d6+2)
2 Claws +6(1d4+2)
Rake 2d4+2
Ranged –
STATISTICS
Abilities Str 15 (+2), Dex 19 (+4), Con 14 (+2), Int 2 (-4), Wis 15 (+2), Cha 10 (+0)
BAB 4, CMB + 6, CMD 21
Feats Light Armor Proficiency, Weapon Focus Bite, Dodge
Skills Acrobatics +12, Perception +2, Stealth +2
SQ Link, Share Spells, Evasion, Devotion
Combat Gear MW Chain Barding


Pathfinder Adventure Path, Comics Subscriber

Think I am going to step out of Skull and Shackles as well. Good luck all.


Pathfinder Adventure Path, Comics Subscriber

I would like to submit Whitford, a human sorcerer.

Background:
Whitford has always been a charming, eloquent, and likable man. Good things seemed to follow him where ever he went, as cliche as it may sound, women wanted him, and men wanted to be him. He always knew what to say and when to say to it. Unbeknownst to those who knew him, or those who were lucky enough to get close to him, that they were all of them deceived. Most of his charm was a result of enchantment magic, a gift that Whitford has been proficient with for as long as he can remember. Those who weren't directly targets of his magics were usually so impressed with his social mastery that they might as well been under the same spell. This afforded Whitford a lavish lifestyle, and he lived it for everything he could get.
But as with all good things, this too eventually came to end. One evening the brash and bold Whitford talked his way into the Noble Lord Ezim's dinner party, where he was overwhelmed with desire for a beautiful girl named Alice. Whitford had no idea that the girl's father was Ezim himself, and was even less aware of Ezim's extreme paranoia. Ezim had paid well for magical defenses, bodyguards, and the services of a very powerful house wizard.
Determined to spend the evening with the beautiful Alice, Whitford put his magic to work, as he done countless times in the past. His spells immediately set off magic alarms, and alerted the house wizard to Whitford's actions. Ezim quickly found Whitford upstairs in his daughter's bedroom, and Whitford quickly found himself beaten to within an inch of his life. Once unconscious and helpless Ezim framed Whitford for stealing from his estate, and when Whitford finally awoke from the bashing he received, he found himself in chains, incarcerated. The last thing he remembered was the profound beauty of Alice, and her blood curdling scream as the couple was found by her father.
From that moment on, Whitford has vowed to never use his magic again. He feels it, coursing through his veins, but the urges to release it have been repressed for several years now. With his time behind bars expiring, Whitford is again let loose upon the world. He has no plan, no hope, and no future. The only thing that keeps him going is the memory of Alice, and the hope to one day see her beautiful face once more.

Physical Description:
Whitford is ... or rather was... very handsome, he is tall, well built, and well structured. But he has also let himself go. He is unshaven, his hair is unkempt, his clothes are ragged and dirty. He fears cleaning himself up will tempt him to use his magic again, and that is a vow he wishes to keep in tact...

other:
If selected, I will stat him out within 24 hours, he will have the ex-convict trait, be skilled in diplomacy, and maybe knowledge nobility. He will have the fey bloodline, but rely more on the enchantment and compulsion magics and less on the nature aspects of the bloodline. He is the epitome of the reluctant hero, he will have magic abilities, but there will need to be a stressing event to motivate him to release them.


Pathfinder Adventure Path, Comics Subscriber

I would love to bring a Dwarf as well.

4d6 ⇒ (3, 3, 2, 3) = 11 = 9
4d6 ⇒ (3, 3, 3, 5) = 14 = 11
4d6 ⇒ (2, 1, 1, 4) = 8 = 2+4+6+3 = 16
4d6 ⇒ (3, 1, 1, 1) = 6 = 3+6+6+2 =15
4d6 ⇒ (1, 2, 4, 5) = 12 = 2+4+5+3 = 12
4d6 ⇒ (2, 4, 4, 1) = 11 = 2+4+4+6 = 14

Reroll for third stat 2d6 ⇒ (6, 3) = 9
Reroll for fourth stat 3d6 ⇒ (1, 6, 6) = 13
Reroll for fifth stat 1d6 ⇒ 3
Reroll for sixth stat 1d6 ⇒ 6

Rereroll for fourth stat 1d6 ⇒ 2

Ugh...

Awaiting path to put these numbers to work...


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3 people marked this as a favorite.

I'm not gonna get my hopes up, but maybe you'll make that "end of summer" target goal after all.


Pathfinder Adventure Path, Comics Subscriber

What tiles are they using in the middle picture?


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AtomicGamer wrote:

Why focus on packs?

Get a Handy Haversack for stuff that you need in the heat of the moment, and augment that with bags of holding as you rise in level.

I see what you did there...


Pathfinder Adventure Path, Comics Subscriber

Also, there is a new? company called Dapper Devil that has made some pretty cool little tokens.


Pathfinder Adventure Path, Comics Subscriber

I use all kinds of stuff, depending on how much time I have.

I have a set of Worldworks games terraclips that I use for 3d terrain, it is definitely the best visual. I also have a flip mat that can be drawn on an erased. It is my least favorite, but easiest to use. I also have some stuff called gaming paper, which is really just graph paper with 1 inch squares that I use to make maps when I have time. An alternative to this, is to use the back of your left over Christmas wrapping paper, as a lot of it also has 1 inch squares.

I also use a laptop, plugged into a second monitor, I GM from my screen and project a power point to the second screen. I make opening credits that have pictures of all the PCs and a brief recap of what has happened, and then I put up other slides of pictures of the monsters the group encounters.

For minis, I have quite a few plastic ones that I have acquired over about 2-3 years. The best investment I have made, is that I bought a package of zombies intended to be used for warhammer. These guys have turned into my standard mooks. Then I have some Pathfinder minis, some D&D minis, some reaper minis etc. If I don't have a mini that is at all close, I have the 4e monster kit with all of the circle pawns. If there isn't anything in that, then i'll just cut out a piece of paper and write what it is on the front.


Pathfinder Adventure Path, Comics Subscriber

Ok, this is your thing, and I'm not gonna 'argue' or fight with you over it... The original guide to the guides says:

Quote:

"It will have four things:

1: It will be be hosted externally in pdf or google doc format with a stable link, hopefully in the format I’ve provided. Ideally, it will not be in a thread. However, I realize that most builds are, right now, in threads, so don’t be afraid to send me those.
2: It will have a feat advancement list, showing what feats are taken at each level.
3: It will have a short paragraph or two explaining what the build does, and why it chose what it did.
4: It is either a good build, or it is an interesting build. This should be explained in your paragraph.

Builds also get extra credit for having the any of the following things:
5: It should have items that the player should buy.
6: Showing what the build looks like at some important level, such as 1, 4, 8, 12, 16, and 20.
7: It must be well-written, and well organized.
8: It should be built out to level 20."

So, number 1.

It is. There is a link to a pdf of just the stat block, as well as the detailed character write-up.
I don't know how a blog is different than a forum post...

2. It does, magus arcana and feats are suggested up to level 9. I didn't go further as a lot of campaigns don't go further... If this is the only hold up, I can add the other 11.

3. There are several paragraphs about the character.

4. I guess I didn't use the word "interesting" but again, if this is a hold up I can go add it...

5. I have this.

6. I do not have this, but it was "extra credit"

7. I'd like to think it is at least acceptable in this regard.

8. nope, but again, this is "extra credit"

If you would like to continue this discussion, or anything, I'd prefer to do that through email or through messaging on here. I'm sure the community could care less how we hash this out, so I'd like to spare them of that... You can email ayrphish@gmail.com

At the end of the day, it's your thing, if you don't want to list it, just say so. I didn't write it or post it just so it could be in a guide, but I would love to share it. I do think it meets the 4 things you said it needed, and hedges towards SOME of the extra credit.


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Broken Zenith wrote:

Excellent! Added.

Guide to the Builds

Didn't see the Magus added to the list of builds, please send me a message if there is a problem or reason it wasn't added intentionally :)


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Archer redundant with gunslinger?


Pathfinder Adventure Path, Comics Subscriber

Second the nod for inquisitor


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Wow... well ok, I guess i'll make a character on BT


Pathfinder Adventure Path, Comics Subscriber

Here is the link to H4X the Android Magus

The above blog post has lots of RP ideas for him as well as a decent amount of crunch. The first level stat block can be found HERE


Pathfinder Adventure Path, Comics Subscriber

I like the new Android, and Ghoran (especially the art for the Ghoran in the Inner Sea Bestiary.)

I also always like Half-Orcs and Half-Elves for some reason.


Pathfinder Adventure Path, Comics Subscriber

I never wanted to get into either, but once I sat down and paid it attention it was really good. The conclusion of season 1 was AWESOME, and has left me really wanting season 2.

I don't have HBO, so I have to wait til it is out on Blue Ray.

Give it a couple of episodes, and I think it will pull you in.


Pathfinder Adventure Path, Comics Subscriber

My group has been running Carrion Crown for 18 months or so, we are finally in the last book. My group has liked it a lot!


Pathfinder Adventure Path, Comics Subscriber

Eidolons can be healed with CLW, positive energy, etc. Aasimars are also outsiders, but can also be healed with those means. The summoner poses her own healing spell, just so she can heal her eidolon but no one else. Otherwise, the eidolon can be healed in all normal ways.

You can summon as many different creatures as you want, there are no limits on how many, or what types, as long as they are on the SM list.


Pathfinder Adventure Path, Comics Subscriber
Lauraliane wrote:
jasoncof wrote:


Understood. I can either release early with the core rules and add the advanced rules later, or I can wait until everything is done before the launch. I will think about it some more. I guess it depends on how much support I get from Kickstarter. If it gets well funded I can hire more help and release on time with the additional character options.

If you do a Kickstarter, you get my money I can already tell you that ;)

Especially if that means supporting more books.

I agree, and also encourage you to release it with more 'stuff.' If you released a builder with only the CRB, I wouldn't be interested, if it had APG, UM, and UC, with ARG 'coming soon,' I would be very interested!

My other 2cents, don't go as pricey as herolab is. There is no chance I would ever drop THAT much money on a character builder. That said, I would pay monthly like I did for 4e.


Pathfinder Adventure Path, Comics Subscriber

Toughness would help compensate for the low AC + melee build...

I'm sure there are some cool 'flavor' feats that would work too, but that's not my area of expertise.


Pathfinder Adventure Path, Comics Subscriber

When I played the scenario, it did not take long at all. There is a good chance you'll be done in 2 hours, and baring something weird happening, you'll certainly be done in 5.

FWIW I ran the game with all new players, and they all used the pre-made characters that come with the BB.


Pathfinder Adventure Path, Comics Subscriber

Any idea of how useful these maps will be for Reign of Winter?


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1 person marked this as a favorite.

I did fund the original, I have no interest in the new kickstarter. To change my mind? I'm probably with you, if there were a pnp book that I could add to my shelf, i'd at least consider it.

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