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General Aveshai

B.A. Ironskull's page

RPG Superstar 2013 Star Voter, 2014 Star Voter. Pathfinder Adventure Path, Campaign Setting Subscriber. 241 posts (246 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

Without spoiling the AP and to echo Aido's post, it seems like creating tactics for some caster enemies that include Will saves for the tanks will force the bard and cleric into a tough spot, depending on where you are in the AP.

As a GM, you should feel free to alter an AP or module to appropriately challenge your players. Nothing is scarier than having one (or two) of a party's big damage-dealers taken out by suggestion or a similar spell.

It might sound cheap, but this will ramp up the action for the party when they are forced to abandon the smash-kill-heal-repeat cycle and also allow for the support cast to play a larger role here and there

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

Screw the rules, the PCs hired a vampire to provide shock troops for a king's army. The GM will need to shift his focus to how this vampire intends to take his pay. Hooray Adventure!

In a way, the PCs have given themselves and the GM a brilliant chapter in their game. The vampire acquiesces to the party's request/charge/payment/demand, but will hold something back to bend the PC's to its will. Like taking something coveted by the PCs that cannot be bought with wealth; perhaps a loved one, or a social station coveted by a PC.

The PCs are suddenly distracted from the war due to their dark offerings, and may need to plug holes/eliminate voices muttering about their dealings with the dark; sounds like a fun arc not seen in most APs.

Would a vampire enter into a contract as easily a devil, or simply take the PC's words as mere suggestions for the deed to be done, and then let repercussions fall to them with a simple twist of fate?

+1 for any GM who can re-purpose their material for an off-the-rails adventure.

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber
MMCJawa wrote:

Tanniver actually derives from middle-eastern folklore/myth, so it is different.

also not sure if I recall Tuyewara in anything, although I don't even recognize that monster

Tuyewera appeared in AP #37 Bestiary (Serpent's Skull, Souls for Smuggler's Shiv.) It's a pretty gnarly CR 4 undead that I'm hoping to use in my next campaign.

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

Greater dispel magic.

pfprd wrote:
Area Dispel: When greater dispel magic is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.

I'd say the Evil Mage in question would need to target the items in question, once they are revealed to be magical, which would first require a detect magic casting, unless said opposed caster makes a successful skill check or an opposed Spellcraft check if you activate an item.

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

Don't Powerful Nobles have Networks of Spies to coerce a mage into casting a sending? Or simply deliver a message to the PCs tavern...

Star Voter 2013, Star Voter 2014

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting Subscriber

It's an "only if" situation. A paladin would do everything in her power to avoid such a situation. I sincerely doubt that any party stranded anywhere would find cannibalism a sincere recourse. Survival checks, Profession checks, etc.

Really? Paladin cannibals? Really? I understand the exercise but wtf.

As a GM, I'll toss out a wounded moose- hey, it's got a broken hoof! Stabbity and sustainable.

Why should a paladin fall to cannibalism? Spells, tactics, Survival, and aid from party members....

Star Voter 2013, Star Voter 2014

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

Just to weigh in again- Barbarians vs Robots. If you can't get behind that, the Technic League gives you all your palatable disdain to shred technology, and the Black Sovereign is an SOB himself.

Be a GM, wrangle this into reality, make the players uncomfortable, just for the fun of it.

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

I am fascinated by Numeria and hope to run Iron Gods one day, but I also am unsure about the whole "sci-fi in my swords" aspect.

Do you have a copy of the Campaign Setting Numeria, Land of Fallen Stars? If so, share some of it with your players. This book is a great GM bridge between the two genres.

Maybe the idea of being native Kellids fighting against technology would inspire them to at least give the AP a chance. There is the choice, like firearms, to either accept or reject it, and why not play that out?

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber
Odraude wrote:
I think you may want to look at how Pathfinder is doing their modules now. They are multi-level campaigns that are much shorter and cheaper to get into. Usually 6-level ordeals. Give it a try. I think you'll like it.

I think this is what you are looking for. The APs are designed to be in-depth campaigns with an overarching theme and story. Are they formulaic? Yes, but they also have many surprises GMs can exploit to make them memorable. Are they for everyone? Maybe not, but if you can't get a homebrew campaign up and running, APs are where it's at.

Odraude has a great suggestion. APs are not going to move from the current schedule or format.

Alternately, you can divide an AP and play either the first or last half.

Star Voter 2013, Star Voter 2014

1 person marked this as a favorite.
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Just remember to adjust your NPCs and BBEG's to a 40-pt buy and you should be fine. And add a few enemy casters to each fight, and adjust the mooks' gear or HPs- but do note that this will cause combat to drag on at mid and higher levels, unless you want a cake walk.

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

And when I read "Thanis" I thought Tanis from Dragonlance. (Peanut Gallery full-circle)

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

well, you could just pick up the ol' shillelagh, call it bonded, and go on with things, though it sounds like you want to free up your hands and change your bonded item.

So, there is no such item as a 'masterwork ring' in Pathfinder. It's either magical or not. Creating a magic ring requires the feat, you cannot simply add stuff to a ring.

Your best bet is to ask your GM. If I were in his/her spot, I'd charge the wizard the 200 gp/wizard level plus the creation cost (50% total value) of the ring to make it bonded. Reason being a ring of protection +1 and a ring of spell storing are far enough away to raise eyebrows, as far as imbuing even more eldritch power is concerned.

alternately, I'd drop the ring's creation cost if it were a ring found whilst adventuring, to a straight 200 gp x wizard level as written.

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

Though it reads that you're looking specifically for an online experience for your daughter, so not sure if this works, but what about Pathfinder's Beginner Box? Maybe you have a GM on deck, and she just needs the tools to write a good gaming story. You and Mom (and others) could be the characters, let her tell the story.

It's a one-stop creative engine that might play well to her storytelling, and with familiar players she might find encouragement to ask peers to join in.

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

Assuming the rogue can exit a threatened square without provoking an AoO, as far as the whole run away and stealth bit.

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

Bard.

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

72. A wooden box sits in the corner of the Great Room, along the fireside wall. Above it is a simple parchment tacked to the wall that reads "Free Kittens." The kittens have lime-green fur and purple eyes, and are irresistibly cute, almost hypnotic.

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

Summoner gets you the blink-dog thing over there, so long as you choose your evolutions and spells appropriately. Should fit in nicely with the rest of the crew.

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

A wizard of the Necromancy school is pretty much a home run. Wizards have access to more spells than a spontaneous caster, and gain spell levels faster.

Pathfinder? A cleric of Urgothoa might also be an avenue to explore.

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

Zombie PRD

relevant text in the zombie entry -

PRD wrote:
Special Attacks: A zombie retains none of the base creature's special attacks.

Wasps have exoskeletons? I would assume this eliminates them as undead skeletons.

So it retains the sting, gains a slam attack, but no poison. I think. And this makes sense; transforming the OP's example from living (ie naturally creating poison for its sting) to undead (ie infusing it with negative energy to create a controlled subject) would skip the life cycle part of poison creation.

If I were the GM, I'd rule that no, RAW zombie giant wasps do not have a poisonous sting, but they gain the slam attack. And I am excited about giant wasp zombies regardless....

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

FAQ'd it, because, well, it's a good FAQ -n question.I've seen similar questions in other threads.

In particular, though, the wereshark does have a swim speed of 30' listed in AP #60 pg 30.

Star Voter 2013, Star Voter 2014

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Happy to help, I'm a clandestine copywriter. I'll check in soon, good luck!

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

I started, but it's late (for me.) I'll toss out three first-glance suggestions for correction:

1- On the Page Number thingie in your WP program, select the option for no number on the first page. You do not need to number your title page. I'd also add the date, at least the year, when you do formally publish it. This gives readers a reference point when they access it, especially in regards to errata and FAQ materials.

2- Some spelling errors and chipped sentences. Spell check won't always tell you 'there', 'their' or 'they're.'

3- Change the font size for the Table of Contents so it sits neatly on one page. Just a style comment, and that might be my own peccadillo.

Overall first impression is great content, needs some attention to detail. I like that you've included the "table etiquette" section, and will read more as time allows. Kudos on such an undertaking!

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

Thanks!

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

So, you are squeezing the cheese out of the club?

A free tree branch used to bludgeon stuff. So simple it does not need an entry in the core rulebook. So simple that...

A metal club is a mace or a morning star. Fancy bits embedded in a club might grant Piercing, but really what are you going for here?

You are trying to do what now with one of the simplest, most obvious weapons in the game?

IT'S A CLUB!

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

I have the same problem. Lame.

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

So this is a repost from the other thread-thats-not-a-thread (Ask your OP :))

XMorsX wrote:

1st of all: He cannot actually detect evil auras of creatures of 4 HD or less.

2ndly: there is the spell Undetectable Alignment and the item Ring of Mind Shielding

3rdly: Just because someone rings as evil, does not mean it is killing material. There are cities that are governed by lawful-evil people, starting to slaughtering people just because they are ringing evil is generally an evil act just be itself. What a LG PC would do is trying to change his aligment, make sure you remind this at your paladin.

However, for the times that you want to keep the evil identity a surprise, there are spells and items that let you keep your aligmnet secret.

--

And then I wrote- Not sure where you get the '1st of all' rule- and I might be wrong, but I think paladins in Pathfinder have no HD restrictions on the ability. That said, the rest, OP, is gold. Use your resources to confound the paladin.

Is the paladin using detect evil in civilized lands and just chopping the poor evil sods down?

Many civilized lands consider that Murder, a punishable offense, entitlement or not.

To answer your question, maybe use some CN baddies. CN is almost-Evil; it's about as close to evil one can get without poking the hive.

--Please note this post makes no effort to reconcile the OPs original gaffe of dual posts, nor does it make judgement on the snafu. But if the Pally is wonking your game, CN enemies do confound detect evil attempts.

Star Voter 2013, Star Voter 2014

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XMorsX wrote:

1st of all: He cannot actually detect evil auras of creatures of 4 HD or less.

2ndly: there is the spell Undetectable Alignment and the item Ring of Mind Shielding

3rdly: Just because someone rings as evil, does not mean it is killing material. There are cities that are governed by lawful-evil people, starting to slaughtering people just because they are ringing evil is generally an evil act just be itself. What a LG PC would do is trying to change his aligment, make sure you remind this at your paladin.

However, for the times that you want to keep the evil identity a surprise, there are spells and items that let you keep your aligmnet secret.

Not sure where you get the '1st of all' rule- and I might be wrong, but I think paladins in Pathfinder have no HD restrictions on the ability. That said, the rest, OP, is gold. Use your resources to confound the paladin.

Is the paladin using detect evil in civilized lands and just chopping the poor evil sods down?

Many civilized lands consider that Murder, a punishable offense, entitlement or not.

To answer your question, maybe use some CN baddies. CN is almost-Evil; it's about as close to evil one can get without poking the hive.

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

Thanks, Sean, for everything. I've enjoyed your writing, your responses, your unbelievable stamina in the RPG Superstar forums. That itself is a testament to dedication, knowledge, and love for the game.

You inspire a whole new set of designers through your feedback and advice; you are always spot-on and never mince words. Best wishes to you and yours.

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber
Liz Courts wrote:
B.A. Ironskull wrote:
Thank you for this thread. I and a few friends are developing a set of rules that will be based on the OGL, and riff off of the Pathfinder RPG specifically. They are unique enough to garner a brand, so we want to be sure we are above-board with the legalese of the OGL while maintaining our IP.
I would tread carefully regarding this, as section 3 of the Pathfinder Compatibility License has some language regarding sublicensing—definitely consult a lawyer regarding this, as I'm fairly certain that we do not allow derivative works to claim Pathfinder Compatibility. (I'll double check to be sure...)

Thank you, Liz Courts, for the heads up! My post was admittedly uninformed, and now I see that terminology is a very specific aspect of the process. This thread has provided a wealth of knowledge for a fledgling design co-op.

Such direct response is what makes Paizo a great company and great people. Thanks again!

Star Voter 2013, Star Voter 2014

1 person marked this as a favorite.
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TL;DR

"Leveling" is a measure of the lessons you learned back there. You changed the way you held your blade, you reached into an until-now unknown arcane miasma to understand magic; that style your master displayed at tournaments- you get it now. You've reached the pinnacle of subtle movement, and recognize when a fireball is about to hit and react.

Getting better at something is a culmination of experience.

My character gets better at her class because she's had enough field and battle-tested moments that those experiences inform her future choices. New wellsprings of power are deviated from her innate potential.

I see advancement as organic in-game, not a literal interpretation of numbers. The latter is straight-up boring.

Though I do believe you must rest to level up, so maybe a character is powered by dreams.

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

Thank you for this thread. I and a few friends are developing a set of rules that will be based on the OGL, and riff off of the Pathfinder RPG specifically. They are unique enough to garner a brand, so we want to be sure we are above-board with the legalese of the OGL while maintaining our IP.

We are new to this realm and one of our main concerns is legality as far as published material is concerned. We "mostly understand" the OGL, but is it advisable to have counsel when we make the move to become a 3rd party publisher, or when contacting an existing 3pp?

If we do decide to seek counsel, what type of lawyer or specialty do we seek?

Thanks in advance!

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

Congrats on making the Top 32!

I'll echo another sentiment up-thread - I think you did a great job in creating a niche design space. I really like your monster. It does suffer from its own appeal, though.

Your monster is a very niche one that might not be welcomed or challenged in some groups. I think it is a very strong design choice in that it is bold and controversial, so kudos for taking that leap. It is one of those topical points that might turn some voters off. (Not me)

Despite some mechanical flaws, I really like what you did here. I felt it was too powerful for the CR range, but thought it would make an awesome daemon-type rather than an aberration.

Yes, a daemon. Good luck and thank you!

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

Congrats on making the Top 32!

Emberling was an instant keep. I liked the potential of the monster as a GM. I do wish they were available in greater quantities, though.

I found your descriptive writing really sold the monster. I think the idea of 'residual magic' is a nice flavor that lends itself to a low-CR creature.

And a forge plagued with these things would be a great addition to any scenario so inclined. As a GM, it offers me a chance to work in several plot elements- the local smith, of course, but also abandoned forges or smithies that might be important places of discovery or recovery for PCs, a stash of these is a great, interesting encounter.

As a player, I like encountering new things. A pile of emberlings pouring out of a lost forge yes please!

Perhaps adding a dormant or hibernating feature would make them even more accessible to lost places in Golarion.

Thanks and good luck!

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

Congrats on making the Top 32!

What makes the kaliswyrm interesting is that you used the design space in a very effective way. At CR 3, an APL of 2 will have the opportunity to be wowed by the unique encounter and still have a chance to recover whichever member gets knocked over by the kaliswyrm before she is dragged into a very bad place.

Likewise, a GM can insert this monster in any urban campaign as a plot-hook for an up to APL 5 group, since the kaliswyrm can make its urban home very hard to find, but its victims many and/or prominent.

I'll echo the sentiment that 'wyrm' is misleading, as far as cannon goes, but overall very well done.

Thanks!

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

Zhayne has some good advice, but it also is fine and fun to fill in the missing party role, especially the group you are joining, which is lacking some melee punch- gunslinger and druid aren't great front line combatants, though both will be very useful overall.

Paladin, Fighter, Barbarian; then Ranger or Inquisitor.

Your party lacks a front line damage-dealer. You will need that. The gunslinger is definitely capable, but there is always a role for a Fighter. The Fighter does combat. Seems you've got most other things covered, the other 3 can make up for skills. Party face can also be an intimidating brute with a big sword/axe/hammer/bow.

Paladin can also act as a healer.

Fighters smash stuff. Very handy, versatile weapon and armor bonuses.

Barbarians also smash stuff, a bit better than fighters w/rage.

If that is the party I'm joining, I'm considering a melee character. Ranger or Inquisitor are also good options, as they can confer attack bonuses to allies like a bard but can also stand their ground in melee. Rogues and ninjas are fun but cannot take damage as a primary melee.

Or go Summoner, tank your eidolon and summoned monster lists to aid allies, provide skills, or as extra combatants, then sit back and go the battlefield control route. Pit spells are very effective.

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

A lot of this Feat is up to the GM, because this essentially adds another character to the party, which will create some extra work on his or her side of things.

My GM allowed me to roll up the character, and we outfitted him with a bunch of extra gear the party was carrying- when we got new loot, the PCs took the good stuff and gave the cohorts (there was also a goblin, long story) their old stuff. I was also allowed to play him in combat and out, though the minions were out of my control.

There are some GMs who prefer a Cohort to be a DM-PC, while others prefer the player play them. I think, from both sides, allowing the player Cohort control is a better option because it's one less thing the GM needs to keep a handle on.

You'd be best off having a discussion with your GM about how to best incorporate a Cohort.

Oracles of Life are awesome healers, and Bards are also great for party support. Having seen the former and playing the latter, I might be biased.

Hope that helps!

Star Voter 2013, Star Voter 2014

Pathfinder Adventure Path, Campaign Setting Subscriber

Pretty much that. I would recommend a spontaneous caster based on my experience w/this feat. I played a cleric in a hybrid Shackled City campaign, and chose a Favored Soul as a cohort. I assigned him all the "healbot" spells so I could load my list with more offense and niche casting. It made things a lot easier for myself.

Unfortunately, they were dwarves, which led to a lot of sprint-and-heal. Hilarious visuals.

Heads up, unless you have a house-rule, cohorts must be 2 levels below the character with the feat:

Regardless of your Leadership score, you can only recruit a cohort who is two or more levels lower than yourself. - PRD

Star Voter 2013, Star Voter 2014

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Summoner. Eidolon can be a tank for you, swap it out for one-action summoning- bring in a summoned creature to heal, fly, stealth, tank, etc. Limited arcane, look at the Pit spells and battlefield control.

Star Voter 2013, Star Voter 2014

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Grand Magus wrote:

.

Linda is 31 years old, single, outspoken, and very bright. She majored in
philosophy.
As a student, she was deeply concerned with issues of
discrimination and social justice, and also participated in anti-nuclear
demonstrations. Which is of the following is more probable?

A. Linda is a bank teller.
B. Linda is a bank teller and is active in the feminist movement.

.

Pretty sure Grand Magus is passing out a pop quiz here, BNW.

Philosophy IS semantics.
Science isn't.

That's the beauty of the process, no? It's a symbiotic relationship. To each truism there is a morality attached. History has proved that the relationship between science and morality is challenging, and that one cannot exist socially or economically without the other.

Ergo, philosophy ain't dead, though technology may be trying to bury it alive.

Star Voter 2013, Star Voter 2014

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Vodka, I like Tito's. Smooth and doesn't need any help, maybe a few ice cubes. Mixing is best with Absolut or Stoli. If you're looking for a cheap mixer, Svedka is a head above Pinnacle, a little less sting to it. I like a little seltzer with my vodka, lemon or orange flavored. I've learned that hangovers get a big boost from the sugars you add to the alcohol, so I avoid the colas, juices, and premixed additives.

Tequila- Cazadores gets my vote. I'm an occasional sipper, it's great.

Whiskey, oh whiskey. My first love- 7-and-7's a la Mean Streets. Besides that mix, Seagram's 7 can be used to clean your boat, sanitize your toothbrush, and take the paint off of just about anything ;) I like to sip Knob Creek, Bookers and Woodford's are also nice.

Gin- is gross. An opinion born of too much bad gin too early in my college years. But there is a craft gin out of Vermont, Barr Hill gin, that is exquisite. It is blended with local honey. I dislike gin, but this stuff was great on the rocks and with ginger beer.

Rum- well, C-Mo gets a bad rap, but I like it on the rocks now and then with a splash of lime or some crushed mint, maybe a dash of sugar. I find it terrible mixed with anything, but with hot mint or lemon tea it is a nice treat on a cold night. Avoid Bacardi. I've yet to try Kraken or Sailor Jerry, they are on the list.

Star Voter 2013, Star Voter 2014

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Decide early on if you want to be a melee or ranged attacker, doing both drains feats and takes a while to get decent at (I'm playing a 7th level bard in RotRL.) If you go melee, check out the Duelist, it works well with bards.

Inspire Courage is a must for the bard class, especially for the other party members, they'll love that bonus.

You will be able to provide some good buffs, and that's kinda the class shtick, but there are also some good blasty spells available in the APG and Ultimate Magic. Plus, you have UMD as a class skill, so max that out to use wands and such.

One spell you really want is Saving Finale (APG I believe.) Another is Summon Instrument, especially if you plan to use Versatile Performance regularly. It's less clunky than carrying around a bunch of instruments.

Bardic Knowledge is important if no one else has a ton of skills, and bards eventually become skill masters. Pay attention to Versatile Performance- you can put one rank onto a Perform skill and it substitutes for 2 other skills.

Star Voter 2013, Star Voter 2014

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I posted a wondrous item in July, which is the busiest time of year at work for me. I did not have a chance to repost any edits I made, but I wanted drop in and say thanks to you all for this awesome thread a full five months later- oops.

I appreciate the feedback I got, it helped me figure out some of my writing flaws. Keep up the good work, I hope to be able to contribute a bit more next time around.

Kudos, Blazing 9! Thanks!

Star Voter 2013, Star Voter 2014

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Sorry, I misunderstood you. I thought you were looking for a way around the invisibility.

Your link is d20 prd, and the Pathfinder prd for invisibility is a little different.

Pathfinder rules are specific- if the invisible person attacks, they are then seen by everyone (except as noted below.)

Moving while Invisible (using Pathfinder rules) reduces the bonus from +40 to +20. That is essentially what you posted, but it is movement, not just combat. Using Pathfinder rules, combat immediately ends Invisibility.

So, if the invisible target is moving, the bonus is a +20. If the target attacks, it is visible, unless the effect is Greater Invisibility- "This spell functions like invisibility, except that it doesn't end if the subject attacks".

Hope that helps!

Star Voter 2013, Star Voter 2014

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Any arcane casters in the party?

Try this spell- glitterdust.

This should help pinpoint the enemy.

Star Voter 2013, Star Voter 2014

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I'd argue that an extra 1d6 situational damage is a very big distinction at levels 1-3, regardless of the source. Ask a rogue.

Star Voter 2013, Star Voter 2014

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Also playtested a Celestial bloodrager and yes, very awesome. Did you have a chance to cast spells? I found the opportunity didn't present itself.

Nice to see the Slayer getting some positive feedback- ours was hampered by dismal dice all night.

Star Voter 2013, Star Voter 2014

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Slacker2010 wrote:

.

.
.
.
.
Warpriest

The warpriest does not fix the issue that all battle clerics have of spending several rounds buffing.

Almost verbatim what our Warpriest tester said. I like the idea of swift action for Blessings. And why not a full BAB? So much of the Warpriest is underwhelming without it. As the tester pointed out- "A great class, if you happen to hit your enemy."

Star Voter 2013, Star Voter 2014

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The Swashbuckler had a great playtest, due to some great rolls, but hey.

He nearly ended the first encounter by himself with a great bonus-to-dmg-tree

Dawn of the Scarlet Sun:
When Zandendi moved to kill the Target (Warpriest), the Swashbuckler had the next action and critted, and the cleric was dropped next attack. I used the Scarlet Son to sweep her away to advance the plot.

Otherwise, he fared well. Took some damage, never really had a chance to display the parry ability. Watching him in play, it seemed like he was doing what he was "supposed" to do, ie many of his class specials were in play, though Panache might play out as a liability much like Grit- no one was surprised by that.

Star Voter 2013, Star Voter 2014

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As to the 2 players conundrum, that is difficult. Maybe grant them the Leadership feat and start the main PCs at 3rd, their cohorts at 1st as the game starts? Allow them to recruit others along the way to their task, and engage the players in this kind of plot development. ooh, a rejected follower returns as a minor baddie...

Star Voter 2013, Star Voter 2014

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^ Choon has the AP for you.

The easiest way to get into GMing Pathfinder is through the Adventure Paths. The writers do a great job of not only presenting the adventures, but also giving the GM the in-game tools needed to run them.

Your job is then to prepare scenarios for your players and develop contingency plans when they go off-rail. (Which is OK, too.)

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