Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Medical Drone

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. 6,333 posts (6,497 including aliases). 9 reviews. 1 list. 4 wishlists. 2 Pathfinder Society characters. 19 aliases.


RSS

1 to 50 of 6,333 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Silver Crusade

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Abraham spalding wrote:

My problems with 12 where the combat system and graphic design choices. Having playboy bunny being a race... Not so smooth. Adding to this the fact ashe is runniing around in two napkins strung together and I'm like whaaa?

I mean a character or town or something with a risque nature is fine... But over all I felt the eye candy detracted from an attempt at a real serious game.

To be fair she was wearing more than Chewbacca.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Dusted off my 3 year old Nexus, and spent a full day updating all the firmware, software and the like. With that done I got the game up and running with little trouble, I'm enjoying myself a lot, managed to beat Brigandoom, and bought the entire RotRL set, still have yet to beat the first adventure in Sandpoint.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I do this on occasion. Last weekend my players faced a White Dragon in her lair, she was mythic so could spend mythic points for extra actions and I gave her lair actions similar to 5e (crumbling floor, walls of ice, falling icicles), to keep the players on their toes.

Easily one of the most memorable encounters I ever ran and the players really loved the variety of her attacks between trample, gust of air attacks, walls to separate the party, and barely avoiding plummeting into an icy chasm.

Here's the thing: GMs can not cheat, if you are using your unlimited power responsibly to provide memorable and fun encounters for the players, then that's the important thing.

Some players though, they are simulationist, they want to access to the cool toys the bad guys get. I can understand that impulse, but it's ultimately detrimental to the tactical puzzle game. Because, no matter how smart you are as a GM, ultimately you are trying to outwit at least 4 clever, creative players who have bent their will toward destroying your encounters. The least they could do is understand on the metagame level, some toys are for the GM only to help that disparity of both collective intelligence, and action economy.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Tanis O'Connor wrote:
Hey, look, a US iTunes link...

Any word on Australian iTunes release?

#EagerlyAnticipates

Silver Crusade

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Will this be playable on the iPhone 6s, or is it iPad only?

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

This is the only AP I know of that lets you both go on an epic journey (in the literary sense) AND take your village of interesting NPCs with you.

I can't recommend that enough.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Watched the re-stream on Geek and Sundry's twitch feed, man that was some good gobbin'.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Wildsoul
Bat: These wildsouls have the blood of bats running through their veins.
Echolocation (Ex)
At 2nd Level a Bat Wildsoul can sense their surroundings with hyper acute senses. He gains the strike the unseen talent, so long as he does not suffer from the deafened condition. Furthermore the Bat wildsoul reduces the miss chance for concealment by 1% per level.
Fangs of the Bat (Ex)
At 6th level, a bat wildsoul gains a bite attack in their vigilante identity. This is a primary natural attack that deals 1d4 damage for a medium vigilante or 1d3 if small.
Draw Blood (Ex)
At 12th level, a bat wildsoul who hits a foe with their bite attack causes the foe to take 1d4 bleed damage each turn, for a number of rounds equal to his constitution modifier. On a critical hit with their bite they gain temporary hit points equal to the damage dealt which last a number of minutes equal to their vigilante level.
Wings of the Bat (Ex)
At 18th level, a bat wildsoul grows a pair of wings while in their vigilante identity which grants him a fly speed of 40 feet (with good maneuverability).

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Let's start with an easy one:

Inquisitive
There are some minds too clever for the shallow societies they were raised in. These curious minds take on a second persona, as an outlet for their need to solve the most unique conundrums in both alchemical science and in justice.

Alchemy
Inquisitives are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
When using Craft (alchemy) to create an alchemical item, an inquisitive gains a competence bonus equal to his class level on the skill check. In addition, an inquisitive can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Like an alchemist, an inquisitive prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the inquisitive's level as the caster level.
An inquisitive can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an inquisitive mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the inquisitive's possession, reactivating as soon as it returns to his keeping—an inquisitive cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an inquisitive must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
An inquisitive uses the alchemist formula list to determine the extracts he can know. An inquisitive can prepare an extract of any formula he knows. To learn or use an extract, an inquisitive must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an inquisitive's extract is equal to 10 + the extract's level + the inquisitive's Intelligence modifier.

An inquisitive may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an inquisitive starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new inquisitive level, he gains one new formula for any level that he can create. An inquisitive can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An inquisitive can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An inquisitive can also learn formulae from another inquisitive's or an alchemist's formula book (and vice versa). An inquisitive does not need to decipher arcane writing before copying that formulae.

This replaces the 4th, 8th, 10th, 14th and 16th level vigilante talents.

Inspiration (Ex)
An inquisitive is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An inquisitive has the ability to augment skill checks and ability checks through his brilliant inspiration. The inquisitive has an inspiration pool equal to 1/2 his inquisitive level + his Intelligence modifier (minimum 1). An inquisitive's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
This ability replaces vigilante specialization.
Investigator Talents

An Inquisitive may select from any investigator talents in addition to any general vigilante talents.

This alters vigilante talents.

Studied Combat (Ex)
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an inquisitor can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his vigilante level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

An inquisitive can only have one target of studied combat at a time, and once a creature has become the target of an inquisitive's studied combat, he cannot become the target of the same inquisitive's studied combat again for 24 hours unless the inquisitive expends one use of inspiration when taking the move action to use this ability.

This ability replaces startling appearance.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

YASSS!!!!

Silver Crusade

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I played a Theurge in the latter half of a Legacy of Fire AP, built around summoning (because my Summoner used a Wish to allow his Eidolon to be a free and independent being).

I really enjoyed the games in which I played it, because I would just summon loads of monsters, buff them ridiculously.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

In my games any time a player rolls a 1 on an attack they may draw from the Fumble Deck. If they do so, they get a Critical Hit card to keep. They may use the critical hit card to either automatically confirm a critical threat OR if they confirm the crit, use the effect on the card. Shuffling the crit card back into the deck upon use.

Basically making critical cards an optional system for players who don't mind having their characters look stupid occasionally, or choosing not to use the crit fumbles on particularly dramatic or important battles.

Silver Crusade

4 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

How about you have an open and honest discussion with the rest of the party about how things should be handled. Be prepared to retire the character, or change his attitude to be more supportive of the team.
Discuss with the druid player why you don't want to PVP.

Silver Crusade

Male Half-Gnome (Don't Ask what the other half is) Rogue 6/Bard 6/Badass 8

Tom blows on his fingers, pulls out a set of thieve's tools and starts working on the lock.

Disable Device Take 20 total of 26. 28 if someone wants to Aid Another.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Depends on the level range you plan to run.

But players could adventure in the one city from level 1 to 20 if you design the city to have challenges and threats that go all the way from 1 to 20.

Yes, at a certain point your regular guardsmen is just going to be straight up outclassed by the PCs. In the same way a beat cop is completely outclassed by Iron Man and Captain America.

But you're still going to get supervillains, dragons disguised as people, outsiders, high level characters etc.

If you're worried about not being able to control your player characters... well what would let you do that in a non-urban adventure?

It's up to the players to choose not to abuse their incredible power.

Silver Crusade

8 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

My real name is Ivica Karatovic - that's a human name.

So uh, I've not had that much trouble pronouncing most names in the game. Relax, pronounce the names as phonetically as possible and you should be right.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

And choose Magitech as an alternate racial trait instead of Nanite Surge. If it's a home game a quick discussion with your GM should do the trick JBE stuff tends to be pretty balanced on the whole.

Silver Crusade

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Of course you can make Peter Parker/Spider-Man.

Here's one I prepared earlier.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I think Android Bloodrager with Air Elemental bloodline. Your body crackling with electricity, perhaps a result of an experiment by the Technic League looking for revenge for your traumatic origin story?

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I've never run a GM PC, but many interesting NPCs in my game are recruitable characters if made helpful, or incentivised to do so. Recruited NPCs always go last in initiative, and do take a share of XP, because they contribute too and that's how it goes if you recruit help.

The key is to make these NPCs interesting enough, and useful enough in their own right the players want them around, but not powerful enough that they will outshine the players.

Silver Crusade

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

The Zealot A divine class that utilises raging, similar to a Bloodrager but in their zeal can also benefit from taking damage (self inflicted or otherwise).

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I for one would pay good cash munny for more GM advice.
A good GM never stops learning new things.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Freehold DM wrote:
Aranna wrote:
Freehold DM wrote:
DungeonmasterCal wrote:
Except for the silly flying lightsabers I thoroughly enjoyed it. Even though Vader apparently won the duel with Asoka, he nearly got his butt handed to him. I thought that was a nice touch.
am I the only one who likes the flying lightsabers?
Yes I think you are. Sorry.
it is not the first time noone shared my vision, and will not be the last.

I like them too. I figured it's a unique Inquisitor force power, weaving the force around the lightsaber blades so that when they spin they can get lift.

Everybody please remember: Star Wars is for children, please retain your sense of wonder and whimsy while watching it.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Kolokotroni wrote:
Mark Seifter wrote:
HyperMissingno wrote:
Rogue/Wizard/Cleric/Fighter isn't really a good party setup in Pathfinder though since wizards kind of make rogues obsolete. Really as long as you have an arcane full caster and a divine full caster you can put whatever else you want in the party and not have too much trouble.
I think that Telekineticist/Wizard/Cleric/Fighter is going to be in really good shape compared to Rogue/Wizard/Cleric/Fighter in most situations. The main time they wouldn't be is in a situation with a magical trap that they really want to make sure they disarm, rather than set off remotely while nobody is in range (I guess because it alerts someone you're there?). Since upthread social skills were mentioned for the roguey character, it could be an overwhelming soul tele with disable device from a trait; this would be worse at defense than going Con and using burn, but should be outperforming at social (especially with greater skilled kineticist, but also because you're bound to have more Cha than the rogue), scouting/sneaking (at-will invisibility), disabling or setting off traps from a safe distance (telekinetic finesse to do stuff at range) and the like. I wouldn't recommend it for every party (or even for every kineticist, since I tend to prefer classic to overwhelming soul unless I'm going big on Charisma), but I think it compares pretty favorably to a rogue if we're talking core four as roles, even with face included in rogue.

Leaving aside the fact the question of who figured out the trap was there in the first place, the fact that you have to take several specific customization (an archetype, and an infusion or two) is the entire problem. The things that you should be choosing to customize your character instead form the foundation of abilities you use to contribute to the party. Not to mention a simple locked door requires the telekinetic to compensate for a lack of a class skill bonus on disble device, telekinetic finesse or no.

Again, I am not...

The Cleric figured out the trap was there because they have Detect Magic, and decent Perception.

Silver Crusade

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

To me, the Kineticist actually fills a rogue role best. Between amazing movement options, good damage and circumstantially great damage, and a lot of great utility options a Kineticist can scout pretty well.

People look at the Kineticist as one clas though, when really it's closer to four. Telekinetics with the right trait selections are amazing at disabling traps, picking pockets, scouting and navigating hazards. Their damage is secondary to the incredible things an imaginative player can pull off. They can even add a little healing to the repetoire.

Hydrokinetics are closer to clerics or Paladins but specialising in battlefield control more than healing. In aquatic or boreal campaigns they have so many imaginative options that they compete with telekinetics for utility.

Pyrokinetics are similar to gunslingers but with a touch of monk since they can do sweet jumps. In ice based campaigns they dominate when it comes to damage, with free 1.5x damage on many of the bigger badder kinds of monsters.

Geokinetics are great at defense, and excellent at melee making for great Paladin style characters, and their damage is comparable/greater than a paladin except against Evil foes.

Phytokinetics are basically Druids with less shapeshifting, and fulfill a similar role.

Kaokinetics are pretty good scouts and stealth assassins, but need more options to really be viable.

Spoiler:

To be honest with the discussion and popularity of the Kineticist along with the page real estate needs of their abilities they need their own softcover source book. Elementalists of Golarion, could give plant and void kinetics a chance to catch up a bit. Though Kineticists of Porphyria I & II are good for home games.

Their decent damage floor means they can really expend feats, magic items and options on things outside hurting things in a way fighters, Rangers and Barbarian types can't. I wouldn't want the Kineticist to fulfill the front line role, I'd want them to fulfil the secondary damage/utility/scout role. So basically a monk.

Silver Crusade

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Another fun one would be a city in Ustalav like Caliphas.

Where players are all monster-blooded races:
Dhampyr, Tiefling, Skinwalker, Gill-men, Changeling

Or spooky themed classes:
Witch, anything Occult, Sorcerer, Bloodrager, Alchemist.

Protecting a world that hates and fears them.

Now there's your superhero campaign.

Drawn by Mike Mignola.

Written by Neil Gaiman.

Gothic Horror Halloweenpunk Superheroes.

It's a campaign I've wanted to run forever.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Differentiation comes from the flavor of villains.

The players don't just bust into a necromancer's lair. They stop the nefarious plot of none other than Baron Blackskull, and his bonesaw bandits. No special rules needed.

Now as to how to differentiate things from merely heroic/adventurous to Super Heroic, I think a light touch of Mythic Rules might be the answer to that. Our heroes each have a tiny shard of the Starstone, granting them power beyond the means of mere mortals!

Silver Crusade

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

Absalom easily, the largest most cosmopolitan city constantly under threat by outside and inside forces. Especially if you have an over arching villain with designs on Godhood.

Silver Crusade

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I've been tinkering around with a home campaign idea. Sort of a planescape of my own, with a Golarion flavour:

Purgatoria

The afterlife ain't what you thought it was. The goddess of death pronounces judgement on the dead, but her backlog is centuries long so while souls wait for their final destination they gotta live in the city of Purgatoria. Where devils tempt souls one last time, where angels guard their flocks and where djinn rub shoulders with ghosts. When someone's number is up before Pharasma calls, its up to the Watch to get it solved.

Inspirations: Planescape, Ghostwalk, Grim Fandango, Eberron, Noir Films, Sandman.

I was considering how to handle PCs new to the afterlife, whether to put a template on their previous race or have a universal "ectoplasmic petitioner" race where the race while they were alive is merely a cosmetic difference.
What do you think?

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Paladin of Baha-who? wrote:
Spruiks?

My Aussie is showing.

Silver Crusade

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

I think machine gods are well covered by Brigh and events in Iron Gods.

I'm thinking chemistry, transformation and explosions.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Banyan Brun's Bunny Buns

Banyan Brun (Dwarf Commoner 3) runs this small cart, dragged about by a cantankerous donkey named Digger. His rabbit meat steamed buns are famous throughout the city for being incredibly delicious when you're about 3 ales in, but a terrible idea when sober.
Banyan buys his rabbit from Redeye a strix outcast hunter (Strix Hunter 2) who he meets on the outskirts of the city twice a week.

DC 15 Knowledge Local:
During busy times, or weeks when Redeye doesn't show up, Banyan supplements his rabbit with rat or dire rat bought from local toshers. These times can be identified when Banyan spruiks his spicy bunny buns.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I could definitely see a god of Alchemy being a great addition to the gods, but what if it was a God of Alchemy and Guns as they become more prevalent in the setting.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Those are amazing! Great work.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Sundakan wrote:
Deadmanwalking wrote:


Sundakan wrote:
Every other class has had versatile, viable builds out of the box.

Kineticist has versatile, viable, builds out of the box. Several of them. There aren't as many of them as there eventually will be, but they sure exist.

There's pretty clearly a very defensive/utility oriented Aether/Earth build. A somewhat more offensive Earth build. A pure utility Aether build. A super-offensive Fire build (which has a big problem with Devils, but can manage a few tricks even vs.them). A nice balanced Water build. And a very effective Air build. I think there are a few more varieties as well, personally, but those are all pretty indisputable as workable and good.

And all also have a melee/switch hitter version as well as the pure ranged variant.

Not quite what I meant.

The different elements may as well be different classes the way the abilities are compartmentalized. You yourself could really only point out one (one and a half in the case of Earth and Aether) good build for each element.

Whereas at a base level every Barbarian in the CRB for example can be an archer, or a TWFer, or a 2H user, or a sword and board user, or a combat maneuver specialist, etc.

But not all at once.

Just as a kineticist can be a defensive, utility or offensive build or a mix of those at the cost of being as good as a specialist in those things.

Just as a Barbarian will build towards one style (and lets be honest the one style most build towards is two-hander, because it's the most damage). A kineticist will specialise you just need to know what you're aiming for at the beginning and build towards that.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Leadokinetic: A Kineticist who channels through his gun, losing burn but gaining grit and deeds.

Kinetiportist: A Kineticist who doesn't blast so much as tear holes through to their elemental planes as traps and short range teleporters.

Mentikineticist: Mindbenders who can fog and control minds, but can't blast worth a damn.

Silver Crusade

Male Half-Gnome (Don't Ask what the other half is) Rogue 6/Bard 6/Badass 8

Hope everything goes well and baby and mother are happy and healthy. :-)

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

A Lich In Time

People are fading out of existence in front of the PCs, it's a little bit disturbing and when they speak to anyone else about it, it's as if those NPCs never existed.

Slowly a pattern emerges, all the disappearing people are descendants of great heroes from the past. Heroes who thought they destroyed the Lich. Actually he had sent his phylactery forward in time. The 1d4 days has passed in the past and now he's killing off those meddlers before their kids can be born.

Our heroes will have to find the liche's Time Tomb, brave it's strange perils destroy the phylactery (guarded by a Time Elemental) and then go back in time and destroy the Lich so the time stream can right itself.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I am so pumped to hear about these key changes, you've really taken the community feedback to heart. I pre-ordered yesterday and now I'm conflicted as to whether to run Hell's Rebels or Curse of the Crimson Throne.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I thought the Plague Doctors would work better as alchemists, I hope that change is in the AP.

Silver Crusade

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

Ooh! Expanded adventures!

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Super Ted!

Silver Crusade

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Nyan: God of Rainbows, Space and Music.
Cheezburger: God of Can Haz Memes?
Grumpy: God of Endless Unhappiness
Garfield: God of Sleep and Lasagna and Unfunny Comics
Top Cat: God of Rogues and the Homeless.
Liono: God of Swords and Divination.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Freehold DM wrote:

hugs amby

I was hoping Tombstone would be in this...

I think Tombstone is tied up in the Spider-Man rights.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

It's interesting the psychic archetype is more Iron Man than The Shadow.

Silver Crusade

3 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Liz Courts wrote:
My Self wrote:
This page wrote:
Mounted furies are mounted vigilantes like Zorro whose steeds also have a secret identity.
... What?

He-Man and Battle Cat.

She-Ra and Swift Wind.

QuickDraw McGraw and El Kabong.

Silver Crusade

16 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Erasmus awakens in an asylum.
Erasmus: "Damn it, not again."
Freyja: "Why did you say that?"
Erasmus: "I... Don't know?"

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

It's called "throwing the tines".

Silver Crusade

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

New character options?

New powers for Kineticists please!

1 to 50 of 6,333 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.