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DM_aka_Dudemeister's page

Goblin Squad Member. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Star Voter, 9 Season Dedicated Voter. Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber. Pathfinder Society Member. 6,469 posts (6,650 including aliases). 9 reviews. 1 list. 4 wishlists. 2 Pathfinder Society characters. 19 aliases.


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Silver Crusade

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I'd like item creation to work by giving the character who takes it a virtual pool of gold pieces they can use towards the creation of an item covered under that feat. Multiplied by level.

So for Craft Magic Arms and Armour it's maybe 100 gp per level. When you first take it, it would be retroactive, so at 5th level it would give the character a pool of 1,500 gp (100 + 200 + 300 + 400 + 500). Any gold left over in the pool would roll over to next level. It means the crafter can make a cool thing occasionally, but can't just circumvent WBL entirely.

Silver Crusade

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This AP seems ripe for a level 0 prequel adventure where the PCs grow up as kids in the town, to really get the players to know some of the NPCs and invest in the town before it gets overrun.

Silver Crusade

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Crystal Frasier wrote:
tbug wrote:
Is there a story behind the character on the cover with an eyepatch?
She lost an eye.

Did she check under the eye patch? Maybe it's there.

Silver Crusade

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Axial wrote:
Just how clever is she, really?

Clever enough to be the boss of book 6 instead of book 2.

Silver Crusade

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Maybe sometime in the future I'll run this campaign, more or less because this entire campaign is like Hargulka's Monster Kingdom realized. If only Hargulka was half as clever as Azaersi.

Still, with as many campaigns as I'm running and playing in, it's likely to be years before I run this so I'm just keeping a notepad thread here on thoughts and possible expansions.

First thought:

- This would make a great Fablewood campaign. Goblins, Hobgoblins and Bugbears are all simian animal-humanoids (monkeys, chimps and gorillas respectively), PCs could be classic anthro-animal characters. Get inspired by that old Disney Robin Hood

Silver Crusade

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Cleric!

Easy to build: choose a god and two domains. Pick a combat style that meshes with your favoured weapon.

Easy to play: prepare whatever spells you like. You can swap them for cures when needed.

Easy to role play: "What does my god like? I like that too!"

Cleric is perfect for a new player to learn the game.

Silver Crusade

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Nitro~Nina wrote:

Oooo, I do rather like this. I feel like we've needed a more physical crafting class for a while, and this is really fun!

I've had a few ideas for my own tinker-type thing, but mine is more specialist science hero than superhero, more suitable for The Doctor than Tony Stark.

I really like the flavour of rising to misfortune, rather than most such abilities which just exacerbate a run of good luck.

Thank you for the kind words.

I'd love to see your take on a mundane smarty.

Silver Crusade

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If your GM is down with some home brew might I recommend Shameless Plug for my Tinker class

Silver Crusade

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Tinker 4.0

Major changes!
Studied Target and Studied Strike swapped for Overdrive and Experimental Strike.

Cleared up the rules for device talents.

New 20th level capstone.

Renamed Mechanical Inspiration to Genius, and it recovers faster the worse luck you have. Tinkers tend to be at their best as things are backfiring and falling apart.

Silver Crusade

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Tinker V3.0

ART! An artist has kindly allowed me to use her art in this little project of mine so I've updated the PDF with ART to make it a little nicer to look at.

I've put even MORE stuff into gadgets, to make corner cases clearer for the GM and player.

Fewer mechanical inspiration points (1/3rd Tinker level + INT bonus rather than 1/2).

Changed many Tinker Talents:
Clockwork familiar requires actions to direct, and inspiration can be used to reduce the action time.

Construct companion also requires actions to direct, and inspiration can be used to reduce the action time. Construct companion now needs three talents to be a full combat companion, and is based off animal companion rather than eidolon (can gain evolutions with separate talent).

Turret reload and aim times are made explicit in the talent text.

Many talents changed to wearable devices, which take up magic item slots.

MORE TALENTS!

Two new Innovations.

And again the art.

As always, honest and specific feedback is always deeply appreciated. Playtest data is invaluable.

Silver Crusade

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Also just updated the document in V 3.0 to make the language around gadgets clearer. They can't be dispelled, but can be broken or sundered.

Silver Crusade

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Also JAMRennaisance, I love the Futurist class you made. Had I found this I might not have gone to all this effort lol. I see a lot of parallel designs here.

I actually considered cribbing the Occultist mechanics, but was worried about overcomplicating/overpowering things and stuck closer to Alchemist talents.

Silver Crusade

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JAMRenaissance wrote:

A few thoughts:

Why Heal and Knowledge (Nature) on the tech guy?

Similar question for the rogue talents. I can see specific individual ones, but any of the minor and major ones? There's nothing about this concept that screams "Convincing Lie" or "Master of Disguise".

Does your Clockwork Companion get Clockwork traits? If so, it becomes WAY too powerful for a 5th level investment. I've done something similar (feel free to crib from my homebrew Futurist class), and clockwork traits made even a familiar considerably more battle worthy. Adding that to an eidolon is a LOT higher than a 5th level thing. This does assume you are giving it the clockwork traits.

I've gone back and forth about the Gunsmithing Innovations. They each seem to have an intrinsic drawback, and the Innovations SEEM like they should be more powerful than what the base innovation does.

Finally, why did you go with Studied Target instead of Gunslinger Deeds? It feels a bit more like a Scavenger Investigator that happens to be more specialized with a gun.

With all of that said, it feels pretty balanced, and it looks like it could stand beside anything other class in PF. Good stuff, man!

Thank you for your excellent and specific feedback.

I went either way on Heal, but without social skills the skill list was looking a bit anemic, and Heal is still pretty sciency, I figured it would be useful if I made some cyborg/clockborg grafts. As for Knowledge (Nature), it's the closest I could find to a Kn. Science skill. Many of the mechanical talents mimic forms in nature, as do the familiar and possibly the Construct companion.

I called out especially specific Rogue Talents as Tinker Talents, but the idea is that the Tinker should be something of a rennaissance man/genius type. He can only select one regular and one advanced rogue talent. So if the Tinker wants to spend 2 of their 9 Talents to be good at disguise, I'd be okay with that.

The Construct Companion doesn't gain Clockwork traits, it does however gain Robot traits in order to justify an intelligence score. The familiar does gain clockwork traits, but still has the stats of a normal tiny animal, just with a suite of cool defenses. A Tinker could take Improved Familiar at 7th level to get a proper Clockwork Familiar.

I'm happy with the innovations having drawbacks, this should be the science equivalent of the Wild Mage. The experimental firearm should be doing cool stuff, and sometimes exploding in the tinker's face. Unstable genius is part of the theme. I could make the benefits more dramatic, compared to the drawbacks, but since I cribbed them wholecloth from the parent classes I was wary of changing them up too much.

I went with Studied Target because it's the Pathfinder version of Genius Vision. With all those numbers and words scrolling past Tony Stark, or Amadeus Cho's head as they figure out the perfect angle to do the mot damage. A Tinker who really wants to focus on their gun could take individual deeds as Tinker Talents, but if they didn't want to make that a focus, I didn't want to straight up make them that.

Silver Crusade

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Ugh, noticed some legacy language about magic lending some of the tinkers magic aura to gadgets, in the gadgets bit. I'll clear that up tomorrow.

Silver Crusade

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Tinker 3.0

Major overhaul of spell-list, to be a bit more thematic.
Updated and increased talent list.
Cleaned up some rules language and removed some unnecessary references to the parent classes.

Would absolutely love feedback.

My GM is going to run Iron Gods and I want this class to be balanced against other Paizo classes.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Thaago wrote:

Cool stuff! Do want, especially the kinetic blade stuff... I don't suppose Aether got a composite worth anything, did it? AOE healing sounds great, though I don't know if I'd spend a precious wild talent on the boomerang option.

Also, a question I can't find an answer to anywhere about Force Ward: Does its 'miss' feature work against attacks that do no physical damage but require a hit?

Rules wrote:
If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss.

As an example, if a Wight attacks an aether kineticist and its 1d4+1 damage doesn't drop the Force Ward, then the aether doesn't take the negative level (in my mind a very straight forward example that should be true). What about a Shadow? It doesn't do any damage at all, so if the Force Ward still has > 0 temporary hitpoints, does the shadow not do any strength damage? What about ray spells and touch spells - are they "attacks"? Ray of Enfeeblement for example would do nothing if the ward has any points left.

If an "attack" is anything that requires an attack roll, then Force Ward shields against some really nasty stuff!

It's a question that might be worth FAQ'ing.

As a GM, I'd probably rule that a Shadow can't get through a Force Ward (since it's a force effect, and very few things should ignore force effects).

But I could easily see how any attack that doesn't deal damage directly to hp at all should be able to bypass the Force Ward.

Silver Crusade

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Thank you for the great feedback!

I've made some very big revisions to the class:

Tinker 2.0

Silver Crusade

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Hi everybody, I put together a tinker class using two classes and three archetypes (Gunslinger (Experimental Gunsmith and Gun Scavenger) and Investigator (Scavenger)).

In any case, I'd really like your thoughts and feedback:

Tinker

Balanced/Unbalanced/Playable?

What do you like, what do you think needs tinkering with?

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
RobRendell wrote:

I also made a set of chase cards for the Kankerata Run, using images I pillaged from the internet all by myself.

https://dl.dropboxusercontent.com/u/16299287/Kingmaker/KankerataRun.pdf

The locations where the competitors need to mark a column with a bloody handprint are marked with... a bloody handprint :) For the locations where special events happen (such as Kankerata spring-attacking), I made a GM-only key page rather than marking the locations with cryptic symbols, because the players would probably figure out what the symbols meant after a few rounds.

Hopefully they will be of use to someone else!

Fabulous work RobRendell!

I'm always blown away when people do cool stuff with my old ideas.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Following along.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Instead of targeting touch AC, the gunslinger gains a +5 bonus to hit normal AC.

It's still a bonus, but not nearly as dramatic as targeting touch AC.

Silver Crusade

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BMO wrote:

Oh sweet baby Erastil that is an ugly logo and cover for the core rulebook.

The original mock up logo was a bit flat but at least it was clean. Now it looks like a mishmash of the Animorphs logo and some kind of testosterone-laden military-themed game from the 80s.

As for the cover, while I understand the desire to show off the iconics, the original android/kasatha/ratfolk poster was much better composed. Judging by just about every other hardcover released for the Pathfinder line, we'll actually end up with some kind of intense battle scene that includes an iconic or two. But really hoping that this is just a mock-up placeholder.

Don't get me wrong, I'll still be buying these products, but I REALLY hope that the final product looks a little more appealing. Though I have a feeling the ship has sailed on that unfortunate logo.

From the product page for the official rulebook:

Chris Lambertz wrote:
Now available for preorder! Cover image and description are not final and may vary before release!

Silver Crusade

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Please excuse my incoming skeptical post, I'm incredibly excited about the first Starfinder AP, and am really chomping at the bit to get to know the story and universe that's being built. I do have some concerns and thought I might voice them.

Disclaimer: I don't know about the economy of these products, and the costs involved, nor am I asking Paizo to defend any pricing decisions they have made. /disclaimer

I'd be fine with bimonthly 64 page adventure, but the cost of this book is only about 8% cheaper than the cost of a 94 page book. While being roughly 30% smaller. Then when you consider that there's a bunch of backmatter content, it's not really a 64 page adventure. Looking at the most recent Pathfinder Module "Seers of the Drowned City", the "Appendices" or backmatter start on Page 46, the adventure starts on page 4. Leaving roughly 42 pages of adventure content, and 18 pages of backmatter.

I'm not worried about being shorted adventure content (I'm confident that I can pad and expand adventures myself), I'm worried I'm not going to get enough backmatter! Since it's been stated that the Adventure Paths will be the primary method of delivering new lore, rules and monsters to the setting only 18 pages of backmatter might not be enough to get the job done.

There's an entire universe to explore in Starfinder, and as a GM I thrive on having more content to build and expand on for my players. To make the universe feel lived in rather than roughly scribbled as we go.

So understand that my issues are only coming from a place of being a bit greedy for content and worrying that I won't feel satisfied with the morsels being delivered when I'm hoping for a feast.

Silver Crusade

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Mark Seifter wrote:

At least the last time I saw it, like Sutter said, it does indeed leave things in the hands of the GM. Listing an expected level for everything makes it a lot easier for the GM to make those decisions than not listing it, however, and it also makes it easier for the GM to design adventures around expectations as well.

For instance, imagine we did that in Pathfinder, listing all the expected levels for various stat items, weapons, and so on. It would then be much easier for a GM to figure out how to do an automatic bonus progression, or to track where her PCs were sitting compared to those expectations. I certainly wish I had been able to get my hands on something like that when my group first switched to 3.0.

This table would be more useful to me as a GM than a WBL table, because as a GM it's so painful to reverse engineer appropriate gear.

Silver Crusade

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I think the Tempest could safely be called the Flash.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Great work RobRendell, who says you need to be high level to engage in epic adventures?

It seems both you and your players had a good time, and really felt those ethical Civilization style quandaries. I'd love to hear how Talonquake goes, and how you go with Varnhold later on.

Silver Crusade

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baron arem heshvaun wrote:

During the data breach scene there were several code names in the Imperial archive.

Four of them were different aspects of the Death Star, all from Catalyst.

They were named Stellar Sphere, Pax Aurora, Mark Omega, and Celestial Power.

The four aspects that they relate to are an advanced turbolaser project, advanced shields (Stellar Sphere), the hyperdrive/power for the station, and Galen's crystal research (Celestial Power). In the movie there was also Dark Saber and of course Stardust.

I'm just sad they never referred to it as the Murderball from Campaign.

Silver Crusade

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I find myself posting far less than I used to.
2016 has been a rough year for everyone, but I do lurk on the boards nearly every day. It's still the best resource for mining ideas and sharing experiences.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
DM_aka_Dudemeister wrote:

I've read Adventure Paths I'd rather have played in, but now I've had people offer me places in their games as a player. So I won't get the pure experience of playing it fresh and I'm going to have to seriously clamp down on backseat GMing.

I mean Iron Gods AND Hell's Rebels, two of the BEST APs ever and I'm going in completely spoiled about the major plot arcs.

But I'm so happy I get to PLAY these dream APs.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I've read Adventure Paths I'd rather have played in, but now I've had people offer me places in their games as a player. So I won't get the pure experience of playing it fresh and I'm going to have to seriously clamp down on backseat GMing.

I mean Iron Gods AND Hell's Rebels, two of the BEST APs ever and I'm going in completely spoiled about the major plot arcs.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
James Sutter wrote:
I really enjoyed this interview, and I'm super excited for everyone to see Iseph! :D

In the blog above he's named Ispeh?

Silver Crusade

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In a dungeon, I treat each encounter as 1 minute, and if the PCs are searching the room I treat that as 10 minutes and if they are taking 20 on a search then I treat that as about an hour (depending on the skill).

In a town, if there are encounters every 4 hours then that means in a day of 8 hours action, 8 hours rest and 8 hours play you're probably really rolling 4 times.

So that means players can take 4 significant actions in a day in town, after each one roll a random encounter. Significant actions can be but are not limited to: Visiting an NPC, shopping, gambling, purchasing spellcasting services, visiting the dungeon, crafting. No more than 4 times per day.

Silver Crusade

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1) Make the game easier to run Unify and simplify more rules to be more universally applicable remove ability scores they don't do anything, you only use the modifiers 90% of the time. Make encumberance easier to deal with, limit buffs, simplify math. Removed experience, don't make WBL a second progression, make NPC making easier.

2) Make the game simpler to learn I love CMB/CMD, literally any time a player wants to do something "off book" CMB is the go to, but AoOs punish you for creative play. Simplify magic, I like spell slots but tracking buffs/debuffs needs to be simpler.

3) Make roleplaying and mechanics interact You never have to roleplay in Pathfinder. You might be affected by morale bonuses/penalties but a raging barbarian can still think and plan like a genius wizard. Knowledge checks mean the person rolling knowledge asks the GM to speak in exposition after which the playe says: "I repeat that to the party." Instead they could add facts to the campaign that are retroactively true. There is no status condition for angry, hungry, exhausted, frustrated, happy, or in love.

4) Alter power expectation If a demon lord is CR 20, then a God could Ben CR 25, if most campaigns finish around 15-17 then you can hit that upper echelon of power. A 1st level character should be able to express their concept, a level 15 character should be a refined version.

5) Make power wider not deeper Fighters should be adaptable, not specialised, wizards should be able to do a wide array of things, but not all at once.

Silver Crusade

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This is getting me so hype! I just want to start running this game.

Silver Crusade

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So just a quick thing, is there perhaps a printer-friendly version of this that could be made. Because even reading the PDF on a computer is painful because of the lack of contrast between text and background. The background is really busy as well, which really gets in the way of reading.

Silver Crusade

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Curse you for making the perfect magic-school campaign location. Because it's constantly moving you can always have new adventuring locations nearby.

YAASSSSSS!

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

This might actually answer the original question.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I ask my players when their character prays for spells each day and that time can't be changed. I don't really enforce the 8-hour recent casting limit. It's not something I enforce for arcane casters either. My rule is that spell prep happens once per day, or in the specific case of arcane prepared casters who leave slots empty it takes a number of minutes equal to 10*spell level to fill empties. Useful for the odd utility spell you'd never otherwise
prepare.

Silver Crusade

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Who is the artist who did the art for Navasi?

Silver Crusade

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Almonihah wrote:
Claxon wrote:
DM_aka_Dudemeister wrote:
I'd love to see an all kineticist party, with each character being based off a different element.
Can their powers combine to make one super being?
Not unless Paizo has released a Heart element that I'm unaware of.

I was more thinking along the lines that long ago, the four nations lived together in harmony. Then, everything changed when the Fire Nation attacked...

Silver Crusade

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I'd love to see an all kineticist party, with each character being based off a different element.

Silver Crusade

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Skull and Shackles is the best AP for Pirate themes.

Silver Crusade

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Look, it's no good for optimizing. But Adventure Paths are balanced for 15 point buys.

The whole set-up is to decide on class after stat generation. Which for some groups is the wrong choice (totally understandable!) For other groups though, who want to play with a bit of added challenge, and learn something about their characters during generation it's a bit of fun.

I've done so with my Giantslayer game, and I have a pretty diverse party for it.

Right now it's: Dwarf Shaman (deceased), Half-Orc Fighter/Wizard [Going into Eldritch Knight], Half-Drow Undead Lord Cleric, Changeling Druid, Grippli Swashbuckler, Human Barbarian, Skinwalker Rogue.

Silver Crusade

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Helel13 wrote:
Master Elodin wrote:
DM_aka_Dudemeister wrote:

I think the individual bits and pieces of the first adventure are great, but yes, a remix is required at the least. The PCs really should have two "Campaign Traits", in the same way that Hell's Rebels has the psuedo-traits for "Why are you at the protest?" as well as a trait that ties into the campaign as a whole.

Were I to run this again: ** spoiler omitted **

Crazy good idea. I like it!

One thing that might be difficult for some groups - certainly mine - is assigning their stats via the Harrow reading. That really eliminates so many options the players may want to use and be excited about.

Not sure I understand what you mean by assigning stats via the Harrow reading? From what I recall each Harrowing gives bonuses to stat based checks based on the book; can't readily remember it ever affecting a PC's statblock

Okay!

So here's how you generate stats using a classic 9 Card Harrow Reading:

Spoiler:

Players start with an 8 in each stat.
Lay out your cards in a 3x3 grid harrow reading.
For each true match of alignment Players gain +4 in that stat. For each partial match, +2 in the stat. For everything else: +1.

After that, your players may swap any two stats.

It's a bit of a mix of old school generation, and the idea is that the players growth is based on the results of the reading.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

My Giant Slayer game is making use of Consolidated Skills, Background Skills, Stamina, Skill Unlocks, Unchained Rogue, Unchained Barbarian, Unchained Poison/Diseases.

Plenty of cool stuff if you're willing to homebrew some character sheets, and keep an open mind.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Umbral Reaver wrote:
Attitude being system permissions? Indifferent = Guest and Fanatical = SysOp?

Yup. It was the system used in Star Wars SAGA, and it meant slicing didn't take any more time than any other social interactions in the game. It also meant I could characterize certain systems.

Silver Crusade

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I would hope it works similar to Diplomacy, asking "favors" of the computer based on it's attitude towards the hacker or user.

Silver Crusade

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I think the individual bits and pieces of the first adventure are great, but yes, a remix is required at the least. The PCs really should have two "Campaign Traits", in the same way that Hell's Rebels has the psuedo-traits for "Why are you at the protest?" as well as a trait that ties into the campaign as a whole.

Were I to run this again:

Level 0 Adventure Seed:
I'd have the PCs start off as orphans in one of Korvosa's orphanages on the day of Ileosa's Wedding to the King. They would meet Zellara the Fortune Teller (which is how I would determine the PC's stats for the campaign).
The PCs would also encounter Gaedren Lamm,rescuing a fellow orphan (perhaps Sabina Merrin?)
At the end of the adventure I'd have the PCs become adopted, by characters who have ties to various factions in Korvosa, and more solidly tie the characters to the location.

Silver Crusade

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rando1000 wrote:
Thanks for the input. I've got a while to really consider it, I guess I'll just have to purchase Book 6 and see what alternates I come up with to determine if it's feasible or not. I suspect I could make it work, but I'm not 100% sure it's worth it.

Running any E(X) game in a Pathfinder AP, requires altering the challenges to suit the power level. So, as written: No.

However, if you're willing to replace the higher CR foes, and rebuild NPCs/enemies you could have a great time running this or any AP in E10 or E12.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Oh my god. I have to tell EVERYBODY!

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