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DM_aka_Dudemeister's page

Goblin Squad Member. RPG Superstar 2013 Dedicated Voter, 2014 Star Voter, 2015 Star Voter. Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber. Pathfinder Society Member. 5,912 posts (6,015 including aliases). 9 reviews. 1 list. 4 wishlists. 2 Pathfinder Society characters. 17 aliases.


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Silver Crusade

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Do your players come from the town, ask them to come up with an NPC friend from the town or ask them to integrate an already established NPC into their backstory.

Have the NPC throw a party for the PCs the first time they return from the dungeon:

A "Hooray you lived!" Party!

That NPC should invite other cool NPCs from the town, and give players an opportunity to interact with other people and maybe pickup some sidequests.

Silver Crusade

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Some options are really more GM options than player options.

#ExplodingFireGoblinPyrokineticists

Silver Crusade

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Each of the 6 skills should have a base use, and then every Odd level a new use gets selected.

I don't have my Psychic's handbook in front of me.

But at level 1 a telepath might get Mind Touch, and then at 3rd they might choose between Suggestion, Sleep, Mind Reading etc.

It means non-Psychic characters might take the base ability in a psychic skill or two, but a Psychic gets to be both broader and deeper.

I might not be explaining myself well, but if I get time tonight I might post up some notes.

Silver Crusade

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Hrrrng

Silver Crusade

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This is easy:

All prepared 9 level casters cast like Arcanists.
All prepared 6 level casters cast like Arcanists, but with bard spells per day -1 of highest level.
All prepared 4 level casters cast like Bloodragers but with one less spell per day.

Played this way before anyone even invented Arcanists spellcasting. Best of both worlds, hybrid prepared spontaneous casting is much closer to the fiction.

Silver Crusade

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Added Psychic Bulwark and Psychic Stiletto masteries to more closely mimic how Psychic Shield used to work.

Still means no Psychic Shield skill, but means that if you try to TK a Telekinetic it's an opposed check before they make the save. Psychic stiletto means that you're better at busting up Psychic bulwarks.

Silver Crusade

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Whoops, that's my bad, I misread the table and thought you got a mastery at 2nd, like a rogue talent.

4th and every 6 levels thereafter is better, it means you can get 3 over the course of a career, and you don't step too heavily on the Bard's toes with the similar ability.

Silver Crusade

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Are you tired of ALWAYS being a WEAKLING, do you wish that you could get BUFF. Well great adventurer, I've got a secret. No need to be embarrassed by your inability to break open doors, or carry a heavy load.

Try this skill on for size!

The following skill is a class skill for:
Anti-Paladins, Barbarians, Bloodragers, Brawlers, Cavaliers, Hunters, Paladins, Fighters, Magus, Monks, Rangers, Samurai, Skalds and Warpriests

Spoiler:

Might (Str)

You are better at lifting, carrying and breaking unattended objects.

The Might skill has two common uses:

Lifting/Carrying
Add your ranks in Might in addition to your lifting and carrying capacities.

In addition if you need a Strength check to lift or carry a heavy object, you may make a Might check instead.

Breaking Objects
You may make a Might check instead of a Strength Check to exceed the Break DC of an item. Including Bursting Bonds.

But maybe you're strong enough. But are you TOUGH enough? Do you have what it takes to survive the long-haul, to take the punishment the world has for you, do you have intestinal fortitude. Do you have GUTS?

Well check out this class skill for:

Anti-Paladins, Barbarians, Bloodragers, Brawlers, Cavaliers, Druids, Gunslingers, Inquisitors, Hunters, Paladins, Fighters, Magus, Monks Rangers, Samurai, Shaman, Skalds, Swashbucklers and Warpriests

Spoiler:

Endurance (Con)
You can withstand any punishment the environment can throw at you, and can withstand prolonged physical labor, and hold your breath for a long time.

The Endurance Skill has two common uses

Endure Elements
You may make an Endurance Check instead of a Fortitude or Constitution check to avoid negative or damaging effects of extreme climates, including altitude and pressure.

Prolonged Labor
You may make an Endurance Check to avoid becoming fatigued due to a forced march, or for staying awake for longer than 24 hours.

Hold Breath
You may hold your breath for a number of rounds equal to your total Constitution score plus your ranks in Endurance.

Silver Crusade

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Only against other psychic skills.

Honestly a skill check is usually going to be much higher than a save bonus so that's not really something you want to keep around.

I would remove Psychic Shield as a skill, and make it a Mastery or a Psychic feat.

Something like

Psychic Shield
Your mental barriers are powerful enough to withstand powerful mental attacks.
Prerequisite: Psychic Ability
Benefit: When you fail a Will Save you may immediately take an amount of non-lethal damage or Strain equal to the Caster Level of the ability (or skill ranks in the case of a psychic ability). If you do so, you may ignore any other effects of the ability.

Silver Crusade

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Additionally, the feat "Psychic Ability" was just a feat tax, it doesn't do anything other than let you take another Psychic Feat, which even in the feat rich environment of Pathfinder still means you don't actually get anything for that level.

I would have the feat read:

Psychic Ability, Telepathy (Psychic)
You have the potential to learn the telepathy skill.
Prerequisite: Charisma 11+
Benefit: You can learn the telepathy skill. You gain the Sense Minds Unlock.
Normal: Characters without this feat can not learn the telepathy skill.

Unlock Psychic Ability (Psychic)
You have unlocked further abilities within your skill.
Prerequisite: Psychic Ability
Benefit: You gain another Telepathy Unlock, you gain additional uses for your telepathy skill based on the unlock.

Silver Crusade

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Psychic focus needs the clause: "Even while under stress or distraction" similar to the rogue ability.

Silver Crusade

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Perhaps an ability similar to how a Bard can use Perform in place of other skills. A Psychic who can use Telepathy instead of Diplomacy or Sense Motive, or Telekinesis instead of Sleight of Hand or Disable Device might add some further utility to the Psychic.

The other thing to consider is that the original Psychic worked out its difficulty class via the following math:

10 + 1/2 ranks in skill + Relevant ability score mod.

Which at level 1 worked out roughly to 12 + Relevant ability mod, and if you were using point buy meant your different skills would have different DCs.

I think PF version should still use the same math, even though your ranks will be lower, because it still roughly equates to what you find with most class features (such as witch hexes or channeling or wizard school abilities).

10 + 1/2 Ranks + Relevant skill ability mod.

So saving against a psychic with 1 rank in telekinesis would be DC 10 + 0 (1/2 ranks) + Int Mod (So 13 or 14 for an Int Focused Psychic). Means there's a slight lag in DCs behind other classes, but on the other hand all of your powers will be equivalent to the highest level spells so it's a fine trade off in my book.

Silver Crusade

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I would love to do a cyberpunk Avatar 1099 setting.

Where the Avatar is a bad guy and nonbenders use cybernetics to keep up with Benders.

Silver Crusade

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The spam is coming from inside the threads.

Specifically the Legendary Planet kickstarter threads.

Silver Crusade

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LazarX wrote:
DM_aka_Dudemeister wrote:

Back to the topic at hand.

The Psychic class should have a pool of points that it can draw from before taking Non-Lethal Damage, which would give players a reason to take the class beyond a dip.

Say 4 + Con /level. It means that you don't take damage right away and a dedicated psychic can build up a phrenic pool that lets them cut loose before they start taking non-lethal damage due to strain.

That's what specializations to reduce burn, and the gather energy maneuver are for. The class does not need any power ups.

Again, the discussion is about updating the skill based green ronin psychic to Pathfinder. Psionics and Occultism need not apply. :-/

Silver Crusade

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I almost don't want to flag it now.

Silver Crusade

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Back to the topic at hand.

The Psychic class should have a pool of points that it can draw from before taking Non-Lethal Damage, which would give players a reason to take the class beyond a dip.

Say 4 + Con /level. It means that you don't take damage right away and a dedicated psychic can build up a phrenic pool that lets them cut loose before they start taking non-lethal damage due to strain.

Silver Crusade

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LazarX wrote:
Seth Dresari wrote:

I don't think Occult Adventures portrays Psionics the same way as the various Psionics Handbooks did. Like, at all. I could be mistaken though, since I haven't actually read the Occult Adventures book yet.

I have the original Complete Psionics Handbook for AD&D 2nd Edition, and in that book, Psionics functions in a completely different manner from Magic in almost every possible way. When I look at the Occult Adventures classes in Hero Lab, they look like glorified wizards.

Again though, that is just Hero Lab, and I haven't actually read OA yet.

The material you're looking for is most like Dragonscarred Press's work on the subject. There's even Herolab support for it.

Occult Adventures is not, and never has been advertised, to be a replacement for 3.5 Psionics. The Dragonscarred folks already have that ship locked up, and they did a bangup job on it as well.

The discussion is actually about This Book

Which was closer to a fantasy equivalent to the Star Wars RPG Force Powers than it was any approximation of psionics.

The Occult Adventures stuff has a closer tone, feel and a few mechanical similarities to Green Ronin's Psychic.

The GR Psychic had powers based on skills and feats rather than spells or power points.

Silver Crusade

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It's German, it means Master of Dudes.

Silver Crusade

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Mark Seifter wrote:
technarken wrote:
Apologies for the salt, I just wish people could make up their minds already about whether Kineticists are over or underpowered.

It is very rare that a class is published that doesn't have concerned players with at least one of those opinions, and often both. It's not that people are being contradictory, and sometimes nobody is wrong, for their own games, since the way the game is played varies amazingly wildly from game to game.

In any case, I'm with Brandon; let's talk about some of the other things that interest you guys. I personally haven't heard much about the Running an Occult Game section, and I think it deserves some attention. I personally never realized how close my own game style was to an occult style until developing that section, and I had assumed running an occult game would be hard, but thanks to the tips from the freelancers in that section, after I finished developing it, I was able to put together an occult one-shot for Paizocon that even Brandon thought was super-cool. So that's one testimonial from a former hadn't-run-occult GM: This section helped me run an awesome occult game!

As if you aren't busy enough, I'd love to see the notes for such a game.

Silver Crusade

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So close!

Silver Crusade

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You're right that was dismissive, it was a cool idea. Using skills to gain a small but flexible group of powers, telekinesis was limited only by imagination.

I had a halfling psychic who I quite enjoyed. But without strain as a limiter, I broke the game quite a bit. I'm pretty pleased I can recreate him very well with a kineticist from Occult Adventures.

If I were to recreate the system, I'd probably make about 6 skill groups (Kinesis, Metabolism, Psychoportation, Mentalism, Metacreation, ESP), and treat the various abilities as feats or skill tricks allowing you to apply that skill in different ways, I'd steal psionic focus as a concept too.

So while psionically focused you could use Mentalism to communicate your emotions within 100 feet, you could expend psionic focus and a foe needs to make a will save (DC = 10 + 1/2 Ranks + Cha Mod) or be affected by love (charm) fear, disgust (command: drop), anger (rage), sadness (remorse) pain (nonlethal damage) or joy (morale bonus)
At 5 ranks you can communicate telepathically while focused and by expanding focus can project suggestions, mind-affecting invisibility etc

Or something like that. I'd make strain work like occult adventures burn, you can't heal it until you get 8 hours rest.

Silver Crusade

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Diminuendo wrote:

Add favoured enemies for each bender; remove favored enemy Human.

I would avoid alowing players to be the Avatar, purely due to the Jedi rule, and in it's current state a Kineticist can only learn to use three elements.

The Occultist makes a pretty good Spirit World Guide

Until they hit 20th level and they are literally the Avatar.

Silver Crusade

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The OP is specifically talking about the Psychic's Handbook which was a Green Ronin book that took the Force System from the old d20 Star Wars RPG and ported it to D&D rules. It was a nifty system that utilized skill ranks to determine power but ultimately felt un-fun because using your psychic skills caused strain which was non-lethal damage that didn't heal until you rested.

I really liked the system, but the limitors in place weren't super great.

Silver Crusade

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I don't see why you couldn't just use Pathfinder rules, plus guns and technology guide stuff and reflavor where needed.

Rules don't dictate setting and vice versa.

Silver Crusade

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Upped my pledge so I can get this in hardcopy woo!

Silver Crusade

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OmNomNid wrote:


I have been searching for a Pathfinder update to the Psychic's Handbook released by Green Ronin, but have had little results. If anyone knows anywhere I can find a update to the book I would appreciate it.

Alternatively, if no updated rules already exist, would anybody care to help in making some? I don't think the project would be too much of an undertaking so I don't mind doing it myself; but I'd love to save the time and energy if a update already exists.

See Occult Adventures.

Silver Crusade

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Unchained Rogue with Scout Archetype might be something the player might like.

Otherwise, Ranger (Guide) might be a good compromise.

Archaeologist Bard is always a good all-rounder.

Silver Crusade

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All is lost.

Silver Crusade

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Kyo Yamato wrote:

Can't wait to get the book already.

I think one of the reasons this class is so popular is because everybody has an element which you can feel related to. (a favorite classic element)

I for one relate most to Aethyr, because I like to Force Choke people who's lack of faith I find disturbing.

Silver Crusade

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But if you play five kineticists, can you take a teamwork feat to work together and summon Golarion's greatest champion?

CAPTAIN PLANET!

Silver Crusade

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127) Roy G Biv

Silver Crusade

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Gom Gom deserves an iconic write up.

Silver Crusade

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Guards! Guards! wrote:

"They may be called the Palace Guard, the City Guard, or the Patrol. Whatever the name, their purpose in any work of heroic fantasy is identical: it is, round about Chapter Three (or ten minutes into the film) to rush into the room, attack the hero one at a time, and be slaughtered. No-one ever asks them if they wanted to.

This book is dedicated to those fine men."

It's the class with enough feats to make Sword-and-Board work as a legitimate combat strategy, in a way the Paladin is too feat starved to do and the Barbarian is too smash-focused to accomplish.

It's the class that represents the normal guy, the chump kid who left his podunk town to find adventure and fortune in the big city. Sure he's often over his head, but while the wizard is staring at his character sheet trying to find the perfect magical solution to whatever predicament the PCs are in this week, and the rogue is arguing with the GM what constitutes cover, and the Barbarian is still fatigued after coming down from his frothing mad-on. The fighter knows what the deal is:

Pointy end, goes in the other guy.

Oh sure, it's not fancy, or flexible, nor does it have any of that sexy resource management so many other classes get, but while everyone else is playing solitaire on their character sheets, the fighter knows exactly what he's going to do on his turn. Roll a d20 and hit absurdly well.

And when the enemy dominates him, because of his low Will save, he will very carefully, and politely rip the nearest party member to shreds, before anyone can say:
"But fighters suck."

Silver Crusade

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A tarrasque.

Silver Crusade

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It's great we get Occult pregens!

But when will we see Seltiyel and the Advanced Player's Guide characters?

Silver Crusade

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118) Reg

Silver Crusade

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So many tasty choices.

Here's a Gothic Horror Mix

Martial
Paladin
Fighter (With Stamina)

Skill
Slayer
Alchemist

Divine
Cleric
Inquisitor

Arcane
Witch
Sorcerer

Occult
Occultist
Psychic
Medium

Races
Human
Dhampyr
Skinwalker
Tiefling
Changeling
Gillfolk
Morphling (Eberron changeling)

Silver Crusade

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Impressive looking? The first one.

Impressive due to being effective: The second one.

Silver Crusade

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This is my flag button. There are many like it but this one is mine.

My flag button is my best friend. I must master it as I master my life.

My flag button without me is useless. Without my flag button, I am useless. I must flag spam posts true. I must flag more accurately than my enemy who is trying to spam me. I must flag him before he spams me. I will...

Silver Crusade

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More stuff for the notepad:

The Smoking Tower

Spoilers, obviously. The smoking tower kicks off what I am thinking of as the "Fantasy Heroes vs. Aliens" arc of the campaign, but of course there isn't much alien action in the smoking tower. Now the best thing about home games is that they are not beholden to the OGL. I can totally put a mindflayer into that scenario. The other thing is book 3 easily devolves into a couple of dungeon delves.
So my plan is that a Mindflayer has infiltrated the town, it is holed up in the android factory facility. In my campaign Mindflayers are aliens, sort of an R&D caste of the Dominion of the Black. This Mindflayer named Xim has been replacing the citizens of the town of Iadenveigh with Android duplicates, susceptible to he/r suggestions. The sad part is these androids believe themselves to be the original people they are duplicating. Figuring out who the Technic League spy is will get trickier when the PCs realize that the reason the Council of Iadenveigh want her found is to keep the prying eyes of the technic league away from Xim's plans.
Xim also wants to know more about this rising "Iron God" that has been taking hold in the region, and has reason to believe such clues reside in the Smoking Tower. This has put Xim on the wrong side of the Nanite Ghost Furkas. In this version Furkas was consumed by a cloud of nanites, the hive mind of which form an imperfect replica of his consciousness.
Occult and Psychic stuff will play a big role in this adventure.

Vehicles and Dinosaurs
My Numeria is going to have a bit more focus on the journey between adventure sites than the AP assumes. Numeria is a radical landscape with a lot of cool terrain and adventure locations that I don't want to just gloss over.
I want my players to get that sense of being Road Warriors, with fewer Roads.

Traders, travellers and adventurers rarely travel alone in Numeria. The nomadic local tribes all move in large groups to maintain safety and security. When the Rain of Stars fell on Numeria, and then later nuclear and warp energy disasters further twisted the terrain, the local wildlife sort of died out. What did survive?
Alien wildlife that escaped the wreckage of their research ships, and the local dinosaur populations. While in the years since other more common animals started returning to the land, it was only those not in direct competition with the dinosauria populations that filled the ecological niches that remained.

As such, the locals travel in big groups, to defend themselves against hungry megafauna like Tyrannosaurs, Carnotaurs and Pterasaurs. Colonizers, meanwhile took to using technology, and even rebuilding some of it using a mix of magic and clockwork technology, mounting sweet ballistae and lazers to their vehicles so they could cross the terrain with some measure of protection. Horse-drawn carriages are still pretty common, but a caravan will usually have at least one tricked out vehicle to act as protector and pathfinder for the rest of the caravan.

Then of course there's the roving gangs, nobody knows how the Orcs are so good at getting their clanking contraptions to work, maybe it's just pure ignorance, they are too dumb to understand why it shouldn't work. Whatever it is, the orc raida boyz and gulz are always looking for scrap and meats. Human raiders aren't much better, bandits that harvest what they need from travellers, or demand expensive and prohibitive tolls. As long as they don't get in the way of the Black Sovereign and the Technic League, and pay their taxes they are free to do as they please.

Silver Crusade

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Rynjin wrote:

A Cleric of Atheism doesn't make any sense. Atheism isn't a belief or an ideal. Atheism is literally defined by what you are NOT, rather than what you are.

It's like saying "I'm a Cleric devoted to the ideal of not being a dog. I believe very strongly that I'm not a dog.".

But you're not a dog. Are there pamphlets and literature I could read? Your religion looks legit.

Silver Crusade

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Feros wrote:
Ambrosia Slaad wrote:
Ventnor wrote:
Evan Tarlton wrote:
Damn. Alain has just been displaced as the biggest dick.
You forget, Meligaster has psychic powers with which to enhance his dickery. Alain's a-holery is done with pure grit and gumption.
Now I want to see Mel and Alain in a "buddy" road trip/dungeon delve misadventure.
There is growing speculation that they will both be iconics used in the Hell's Vengeance AP, so you may get your wish! :)

I think the Devs confirmed Hell's Vengeance is getting brand new evil iconics.

Silver Crusade

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Fantastic, I'll give the updated version a read and I'll post a review later :-)

Silver Crusade

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Toxititian, making better minds... THROUGH SCIENCE!

Silver Crusade

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8. George

Silver Crusade

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Our first Neutral Evil iconic.

The Lem vs Meligaster will be a rap battle for the ages.

Silver Crusade

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Beep. Boop. :-(

Silver Crusade

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I have an Oni Paladin of Sarenrae in my party, the Lamplight of the Shining Goddess was an item I placed in the treasure vault for three reasons:

1) He's a paladin of Sarenrae
2) With weapon focus (scimitar)
3) Many of the challenges he'd face soon would involve ice and snow.

He really liked the item, and still uses it. He doesn't expect this kind of thing to happen all the time. It was a reward for winning a tough and enjoyable adventure.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Rogues kick all kinds of butt in my games.

Casters don't always have the perfect spell prepared.

Often times healing during combat is a wise choice, because one more turn the fighter stands or the wizard casts could turn the tides of battle.

Everyone participates in social, skill and investigation challenges.

Failure is fun. That's right my players have fun, even when they fail attack rolls or skill checks or saves. Because they know something interesting will still happen, and setbacks set the stage for great moments of heroism.

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