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DM_aka_Dudemeister's page

Goblin Squad Member. RPG Superstar 2013 Dedicated Voter, 2014 Star Voter. Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber. Pathfinder Society Member. 5,516 posts (5,592 including aliases). 7 reviews. 1 list. 4 wishlists. 2 Pathfinder Society characters. 15 aliases.


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Silver Crusade

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This class is the one I'm having the most difficulty parsing, and looks to be easily the most complicated to my mind.

Suggestion for the book: Advice for GMs looking to create their own Spirits to fit their own campaign settings.

Silver Crusade

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You can shoot fire out of your feet like rocket boots.

This class wins one entire internet.

Silver Crusade

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Advanced Genre Guide: Rules for all your historical flavours, from Stone Age, to Steampunk to Modern to Space Opera.

Silver Crusade

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Erik Mona wrote:

You guys are going to love the rules for midichlorians we're putting into this book!

SO EXCITED!

Finally it's the hard science explanation for magic we've all been waiting for.

Silver Crusade

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Very useful thanks!

Silver Crusade

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Alter Self: Change Gender
Form of the Dragon or Polymorph: Become a dragon.

Good luck.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

This is the first thing from this book I've seen that actually sold it to me. This might be the biggest timesaver for Pathfinder GMs ever.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

In the largely unmapped territory north of the Lands of the Linnorm Kings, between the Stormspear Mountains and Rimethirst Mountains.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I'm not really understanding the problem, or if there is any kind of problem at all?

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I really enjoyed the second episode, it's a heady mix of Firefly and a fun Star Wars tabletop campaign. I'm more than willing to give this show a chance and really don't mind that it skews younger than Clone Wars because shows like these mature with their audience.

Entertaining show 4 stars out of 5.

Silver Crusade

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Just watched the new episode. The tearbending will be strong this season.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Oh my god. You can't just ask why a god has clerics.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I might have some free time this weekend, so I'll post up some magic items.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Since it doesn't really do anything in the rules, I'd say why not?

It's just flavor text.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Oh yes, the link between the Knights Templar and the Freemasons makes for an interesting Cavalier order.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I'd like to see Viktor Saint-Demain from Dungeon Magazine restated as an Investigator. He was a grand villain.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

See also: Knowledge and Perform.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Hmm, in that case it is basically the worst deed. Seeing as you already gain panache on a crit and Swashbuckler weapon training gives you imp. Crit.

Dares are worse than the feats you could take. I really do think Out For Blood should stack since the second you crit you lose the benefit of it.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Lemmy wrote:
DM_aka_Dudemeister wrote:
Jorshamo wrote:
What are your thoughts on the different dares? I'm fond of Frantically Nimble, and the success condition synergizes with opportune parry nicely.

Out for Blood is about the only way to get a weapon with a 15-20 Threat Range.

(Swashbuckler Weapon training on say a Rapier making the weapon 16-20 Critical threat chance. Out for Blood increases the range by one, and thus meaning a 25% to crit with each attack).

Since you have a full BAB and the Parry/Riposte combo you can be more confident that you'll get your panache back on a crit. Good times.

Uh... Improved Critical/Swashbuckler Weapon training turns 18-20 critical threat ranges into 15-20... In fact, 16-20 is the one threat range that is impossible to get without Out For Blood.

Sorry I meant 14-20. Which is even better.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Jorshamo wrote:
What are your thoughts on the different dares? I'm fond of Frantically Nimble, and the success condition synergizes with opportune parry nicely.

Out for Blood is about the only way to get a weapon with a 15-20 Threat Range.

(Swashbuckler Weapon training on say a Rapier making the weapon 16-20 Critical threat chance. Out for Blood increases the range by one, and thus meaning a 25% to crit with each attack).

Since you have a full BAB and the Parry/Riposte combo you can be more confident that you'll get your panache back on a crit. Good times.

Silver Crusade

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If you are going to use xp, perhaps consider using only group xp. You don't get bonus xp for killing a monster with a single crit, or well-chosen spell. Players shouldn't get individual xp rewards for roleplay. But if the group has a shared xp pool: then players who want to roleplay are doing it to improve the group rather than individual glory and players who are more shy needn't feel like they lose out because they aren't extroverted.

But I think the key thing is that as a GM don't be like the GM you had a bad experience with.

I also prefer not to use xp :-P

Silver Crusade

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There was a FANTASTIC polyhedron supplement called Iron Lords of Jupiter full of Juicy Material for such a campaign.

Silver Crusade

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It's a legacy thing from 3.5 and earlier.

Silver Crusade

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roysier wrote:

I did some research the average speed of a horse drawn carriage on a road is 20 MPH. Over deep snow and ice it has to be much slower. So, I'm not sure why the scneario assumes 32 MPH on less then sub optimal terrian for horses. In fact it looks like horse travel through deep snow is about 5 MPH. I'm curious where the 32 MPH number came from. I'm going to assume it was a number that worked best for distances in the scenario and not on any actual data.

Dog sleds can go at 20 MPH over snow/ice.

My players like realism where possible so I'm going to let the party choose to take the wheels off the wagons and replace them with runners and swap the horses for dogs.

The way you flavour it is your choice. My way of justifying it is that Ulf is taking the characters on a path that's relatively horse friendly. They bought a couple of dog teams too in case they needed to go "off road".

Silver Crusade

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Oh what great timing.

So I have a player who never felt like she had much to contribute during Roleplaying sections of the game. I promised her I'd help her by running Jade Regent. Over the past year she has slowly gotten better at RP. Mostly by expressing her Druid's care for her animal companion, even going so far as to ignore healing allies to heal her tiger. To Mordred the Druid Albion is irreplaceable. What follows are Jade Regent spoilers though plenty of Homebrew.

Spoiler:

Along their journey to Minkai, our heroes have collected some unusual allies including an Atomie Cavalier, a pixie cleric of Desna, a goblin outcast, a child pickpocket and most importantly for this story: Zaiobe Mute Harpy Oracle of Pazuzu.

Zaiobe has been a bane and a blessing for the party. Saving them from serious danger at great personal risk caused her alignment to change from Chaotic Evil to Chaotic Neutral and for her to lose her Oracle powers. Zaiobe has been prone to running off and getting into trouble since that day: accidentally getting trapped in a demiplanar lair of a coven of vengeance driven witches, and trapping the PCs along with.

Most recently the players encountered a strange snowstorm that triggered fears and hallucinations when the storm ended the snow rapidly melted and left a strange three clawed symbol in the snow. Zaiobe's telepathic message to the PCs was clear:
"That's impossible, she's supposed to be dead!" Then once again flew off on her own.

The PCs gathered a party and chased her into the mountains. But at one point chose to follow signs of habitation rather than stay directly on Zaiobe's trail despite Mordred's protests. They lost hours in the side trip. Met a friendly yeti. Jousted haunted Tien armour on a precarious bridge. And finally found the snowstorm they sought, swirling around a Yuki-Onna. Inside the snowstorm, the PCs discovered a giant ice crystal within which lay the frozen body of Zaiobe.
Mordred made a Heal check.
Me: I'm sorry Mordred. She isn't breathing and her body is cold. As far as you can tell: She's dead. The Yuki-Onna is still active in the area though, what do you do.
Mordred: Visibly upset What's the best thing to do here? I can kill the monster with fire magic or what I think Mordred would do?
Me: I think you know. Anyway cutting Zaiobe out of the ice and the Heal check takes up your turn.
Fubuki the friendly Yeti I pick up the harpy.
Mordred: NO! Don't treat her like she's dead! Even if she is, and even if you don't understand what I'm saying. You don't treat her like she's dead.
... More stuff happens
Me: Mordred it's your turn.
Mordred Its not the best choice with that Yuki thing attacking us, but I have to try. I cast Cure Light Wounds.

Now you have to understand. I had determined Zaiobe was dead. The players had lost quite a lot of time backtracking and climbing up the ravine some had fallen down. But I could see what this meant to my player. So I hung the damn rules.

Me: Make a perception check. Players roll. Did Zaiobe just breathe? It looked like she took a single shallow breath.

Mordred I put a cold weather blanket around her.

The PCs managed to put the Yuki-Onna's soul to rest. They then rushed back to the Caravan travelling for a full day without sleep.


Now something in Mordred's backstory here is important. She took a trait that means she was fostered by Koya.

When the party reached the Caravan Mordred's player did something In 12 years of GMing I've never seen.

Mordred hugged his foster mother.

It was a moment of pure childlike need. A pure moment of catharsis after an emotional adventuring day. There wasn't a dry eye at the table.

My player might be the best Roleplayer I've ever had the honour of running a table for now.

I'm bragging about it to everyone.

Silver Crusade

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Nic Logue, a Daemon king and unnatural hungers. I smell an instant high level classic.

Silver Crusade

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Googleshng wrote:

Because measuring/double checking all of this was such a huge pain and nobody else should have to go through it, presenting... The Hungry Storm checkpoint distances!

The following information assumes (as per the adventure) a caravan speed of 32 miles/day, and distances are all rounded to the nearest 32 mile interval. All distances/travel times specifically mentioned in the book match up with this perfectly, and it generally meshes nicely with measurements from the crown of the world map.

From Kalsgard to the mountains: 1160 miles/37 days
Through Giant Downs: 224 miles/7 days
At the end of that 7 day stretch, there's a choice of routes.

LAKE ROUTE:
To reach Bearleg Lakes: 96 miles/3 days
Through Bearleg Lakes to Old Magu Encounter: 260 miles/5 days
To Qopuk Ford: 64 miles/2 days
To start of Wandering Herd: 32 miles/1 day
Duration of Wandering Herd: 224 miles/7 days
END OF LAKE ROUTE (Paths rejoin here)

HILL ROUTE:
To Lost Lake: 256 miles/8 days
To Avalanche Ambush: 96 miles/3 days
To Cannibal Camp: 64 miles/2 days
To Fording Taraska: 32 miles/1 day
To end of HILL ROUTE: 32 miles/1 day
END OF HILL ROUTE (Paths rejoin here)

To Iqaliat: 128 miles/4 days
(Side note: 64 miles from rejoin point to Iqualiat/Unaimo route split, 128 miles from there to Unaimo, so at this assumed speed, if you want to head there first, learn the path is blocked and double back, it's an 8 day side trip)
To Dragon: 64 miles/2 days (3 days without a guide, so 96 miles for the scenic route apparently)
To Storm Tower: 704 miles/22 days (starting at Iqaliat, 640 from Dragon)
To Dead Man's Dome: 512 miles/16 days
To Ul-Angorn: 320 miles/10 days (224 high ice, 96 standard)
To/through Ovorikeer Pass: 160 miles/5 days
To Jaagiin: 224 miles/7 days
To Last Pass: 384 miles/12 days
Chased by Morozko: 30 miles/1 day (special rules for it)
To Necropolis: 48 miles/3 days (half speed in the tunnels)
To rejoin path/end of adventure: 160 miles/5 days

I considered rounding the high ice distances off to multiples of...

I just want to say this is the most useful post ever. I refer to this practically every game. Since I'm using a minor variant of the rules (which starts the base speed of the Caravan at 16 miles per hour, but with animal companion steeds, and a couple of other bonuses my group's caravan has a speed of 22 Miles Per Hour.

SO if you want a slower trek through the Crown of the World here's the numbers as I've worked them out with a 22 MPH Caravan.

Spoiler:

From Kalsgard to the mountains: 1160 miles/37 days
Through Giant Downs: 224 miles/10 days
At the end of that 7 day stretch, there's a choice of routes.
LAKE ROUTE:
To reach Bearleg Lakes: 96 miles/4 days
Through Bearleg Lakes to Old Magu Encounter: 260 miles/11.5 days
To Qopuk Ford: 64 miles/3 days
To start of Wandering Herd: 32 miles/1.5 days
Duration of Wandering Herd: 224 miles/10 days
END OF LAKE ROUTE (Paths rejoin here)
HILL ROUTE:
To Lost Lake: 256 miles/11.5 days
To Avalanche Ambush: 96 miles/4 days
To Cannibal Camp: 64 miles/3 days
To Fording Taraska: 32 miles/1.5 day
To end of HILL ROUTE: 32 miles/1.5 day
END OF HILL ROUTE (Paths rejoin here)
To Iqaliat: 128 miles/6 days
(Side note: 64 miles from rejoin point to Iqualiat/Unaimo route split, 128 miles from there to Unaimo, so at this assumed speed, if you want to head there first, learn the path is blocked and double back, it's an 11.5 day side trip)
To Dragon: 64 miles/3 days (4.5 days without a guide, so 96 miles for the scenic route apparently)
To Storm Tower: 704 miles/32 days (starting at Iqaliat, 29 Days from Dragon)
To Dead Man's Dome: 512 miles/23.27 days
To Ul-Angorn: 320 miles/14.5 days (224 high ice (10 Days), 96 standard (4 Days))
To/through Ovorikeer Pass: 160 miles/7 days
To Jaagiin: 224 miles/10 days
To Last Pass: 384 miles/17.5 days
Chased by Morozko: 30 miles/1 day (special rules for it)
To Necropolis: 48 miles/4 days (half speed in the tunnels)
To rejoin path/end of adventure: 160 miles/7 days

Thanks to Googleshng for the original data.

Paizo for future reference in any adventure that assumes travel distances a side-bar that summarizes those distances is incredibly handy for GMs.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
meatrace wrote:
Zoe Oakeshott wrote:
meatrace wrote:
Albatoonoe wrote:
meatrace wrote:


As someone who is baffled by the sexualization of fictional characters, as a THING, I don't get any of this.

I'd be perfectly happy if none of the iconics' sexual preferences were ever defined. Who likes to put what in what hole has never once come up when discussing how to murder a monster and take its s#~&.

It's important because we non-straight people need role models and representation, too. Nobody bats an eye when a heroic male "gets a girl" because it is the "default", but the second a lady hero saves the princess or male adventuring companions become a couple people get up in arms. It may not seem like it for you, but it is important.

I don't think you get what I'm saying.

I completely understand your point. If it were important for the fiction books, I could agree. The iconics are NPCs. They're basically art resources. For all visible things, I'm totally for this. Have black and brown characters, female warriors, short heroes, tall lanky heroes, all that's great.

If Valeros were gay...how would you tell? In saying that, maybe he is. It's not a visible trait, and it needn't be defined. As characters whose identities you might assume when playing PFS or at a con, why not leave that up to the individual roleplayer?

This is a game in which WE determine the actions of the characters. If you feel non-straight players need role-models, then you have the ability to PLAY one. None of the iconics' sexualities has come into play in any published adventure, as far as I know, nor should it. It's a game about killing monsters and taking their s#@#.

The iconics star in a comic book series.
Do they do a lot of sexual things in those comics?

Spoiler:
Kyra and Merisiel are in a relationship by the end of the first story arc.
Silver Crusade

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So in the adventure the first thing the PCs do is defeat a bunch of thugs and potentially put a ghost to rest.

I think there needs to be a little bit more in Aldronard's Grave so that the PCs can figure out how to put the ghost to rest.

Here's my ideas for giving the PCs enough information that they can figure out how to put the ghost to rest.

A2: Searching the Camp (Perception DC 20): Searching through the scraps of tents and broken stuff the PCs come upon a steel footlocker. Stamped with the symbol of Sarenrae, the Smilers were unable to get the heavy thing open and opted to leave it with the rest of the Sarenites busted up tents.
Opening the Footlocker: (Disable Device DC 20 or getting the key from a Sarenite with a successful DC 10 Diplomacy Check)
Inside the Footlocker is Aldronard's personal affects,
a suit of +1 Splint Mail, a Cold Iron Scimitar and a Masterwork Heavy Steel Shield. Note: Due to the personal connection these items have with Aldronard they are treated as Ghost Touch items when used against Aldronard.
Furthermore there is two letters.
The first is an unfinished note from Aldronard to Justinia, it reads:

My Dearest Justinia wrote:


After these long years I am finally on my way home to you. On angels wings I fly from this blighted place, ready to build that cottage by the creek that we dreamed of.

Your fair skin has been my beacon these past years, your flaxen hair my banner, your green eyes the land I have fought for these long years, your sweet voice singing the Morning Cant of Harmony a bell that calls me home.

I ca

A letter arrives! I must read it and reply, perhaps this messenger can take this love note to you faster than my new steed Mandrake can!

The other letter is the letter from Eredian that blames Aldronard for his daughter's death.

A4
Before committing suicide Aldronard prayed for answers and when none were forthcoming he lost his faith. This long dark night of the soul was a test of Aldronard's faith, as Sarenrae believes that in order to be forgiven first one must be able to forgive themselves. Aldronard failed but Sarenrae captured a psychic "portrait" of Aldronard's soul at the moment before he lost his faith which manifests in the Last Prayer.

The Last Prayer CR 3
800 XP
Alignment: Lawful Good Area: 15 foot Cone Centered on the Statue of Sarenrae.
Caster Level: 3rd
Notice: DC 13 (Dust rises from the ground in the shape of a penitent man, and the statue of Sarenrae Weeps)
hp 13.5
Weakness: Saying a prayer to Sarenrae with a successful DC 15 Knowledge (Religion) check deals 1d6 damage to the haunt. Multiple people praying increases the damage by 1. Saying this prayer at Dawn
Trigger: Proximity
Reset: Once per day at Dawn
Effect: Everyone in the area is effected by the spell overwhelming grief which lasts 1 minute/level (Will DC 13 negates) any Divine caster who fails the Will Save feels shaken in their faith and must make a concentration check to cast spells. The DC is 13 + Spell Level of spell being cast.
Destruction: A Sarenite Priest must remind the haunt that forgiveness from the goddess begins with forgiveness of the self. A non-Sarenite Priest can also attempt this with a DC 23 Diplomacy Check or DC 18 Knowledge (Religion) Check.
Development: If the haunt is permanently destroyed the dust coalesces into one spot glows and forms a Holy Symbol of Sarenrae. This was Aldronard's Holy Symbol. If used as part of a Turn Undead attempt, Aldronard may not add his Turn Resistance to the spell. Furthermore any character holding the Holy Symbol has a ghostly image of an old but upright man with gray hair and a short well-kept mustache (an illusion of Eredian as disguise self CL 30).

I figure with these items and moments the PCs will be able to piece together Aldronard's last days and have enough clues to figure out the solution without resorting to coincidence.

Silver Crusade

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I don't understand why people use Social Justice Warrior as a perjorative.

If you stand against someone who stands for social justice then what do you stand for? Hint: Nothing nice.

In any case I'm more of a Social Justice Alchemist.

Silver Crusade

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Angels from The Outlands

Devil's Detail

The Ear Collectors

Iron Gods

Kingmakers

Hell's Rebels

Giant Slayers

Council of Thieves

Rise of the Runelo... Wait that one might be taken.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Beer Money Mercenaries (Will Fight For Beer)

Swords, Sworcerers and Swogues

Rouge Rogues

Monky Monk and the Funky Bunch

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Ned, Nedd and Neddy

The Foursome Fantastick

Thy Dungeonmen

Silver Crusade

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The Bumblebeards

The Elidar Moonglow Experience Featuring The Shallowditch Players

Crash and the Boys ("Is she a boy?" "... Yes.")

The Scandalous Seventeen

Tickle Me Hellmo

Dirty Deeds Done Dirt Cheap

Murder Most Foul At Reasonable Rates

Killer Queens

Sonic and Hedgehog

Silver Crusade

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Mikaze wrote:
Anonymous Visitor 349 755 wrote:

I don't see why adventure paths need romance options for either men or women. The game isn't about romance. If that's desired I'd rather see third party materials for the subject matter rather than Paizo working on it.

It seems to me this discussion is focusing entirely on the wrong aspects of the game and trying to shoehorn personal desires into a setting based on epic fantasy adventure. Not Romance.

I guess all my favorite fantasy novels and videogames were wrong then.

I'm pretty sure the anonymous visitor was just trolling.

Silver Crusade

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Yeah, any large group of PCs is going to make the roleplaying sections suffer just because time is linear.

Have you considered running two separate groups through the campaign?

6 is really as large as the game can comfortably handle before gameplay suffers due to the sheer amount of actions the players have, and the lowered amount of spotlight time each player has.

A group of 4 and a group of 3 on the other hand would be a lot less work to make balanced. If you run the game weekly have group A run one week and group B run the other week.

Silver Crusade

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What a writer does with their time is none of my business. A writer doesn't owe me anything. If I buy a book and enjoy that book then that's that. If the book is part of a series, but doesn't tell a whole story on its own then I'll probably be annoyed and not continue reading the series.

In movie terms: I love Star Wars Episode IV: A New Hope. It's a great movie even if you never watch another Star Wars movie. George Lucas didn't owe us prequels to that story. And look what happened when he did. We were all very sad about it.

Writers should write what their passionate about, when they are passionate about it. I've seen plenty of good writers lose steam over the course of a series, and churn out terrible novels because of contractual obligations combined with a lack of inspiration. I've seen great writers power through about a novel a year, because that's how they work.

But it's like anything, a solid reliable body of work generates readers. An author doesn't owe the audience anything, but will create a more loyal following if they continue to give what they can to their art.

I hope I've explained my position well.

Silver Crusade

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If you want to go further back Age of Worms is THE Undead Adventure Path.

Silver Crusade

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Ashiel wrote:
Aratrok wrote:

It's not just tick a box. It's track up to 9 series of boxes, and knowing which of the spells you have are associated with each series, or if you're a prepared caster, which are associated with each individual box.

Basic arithmetic is not challenging nor is it time consuming. You can do any calculation that psionics will require you to do in a couple of seconds tops.

It's a nightmare. I've used character sheets like that and they only work for sorcerers and bards. The other 5 casting classes in the game (cleric, druid, paladin, ranger, and wizard) only make it convoluted and a pain in the ass.

You have to re-write all of your spells each day and set check boxes for each of them. Then each time you re-prepare spells, time to do it again. You either need to expend quite a bit of note-paper, or you have a character sheet that is 20 pages long. The more spell slots you have (from things like bonus spells, domains, school speccing, etc) the more bookkeeping it creates, and you have to write out each spell that you have prepared of each level in which slot on each day.

Even classes like the Vitalist and the old Erudite (which wasn't really a particularly problematic class if you weren't using an optional rule from the WotC web enhancements) that swap their powers around each day aren't much of a pain because at worst you write down which powers you have, not write which powers you have in which slot at what level with which metamagic feat, etc. It definitely works waaaaaaaay better on a traditional character sheet. >_>

Actually, I find the default character sheet rather irritating to me when playing prepared casters. I always end up creating a spreadsheet to track my spells / levels / special modifiers (like spell focus), and generally end up writing all my daily prepared spells on a separate piece of paper that gets changed around constantly.

Fortunately I actually kind of enjoy the micro-management, but trying to teach other people to do this has met with swingy degrees of...

Sure, but all those choices, they don't happen during your turn in the middle of combat. They happen at the start of the session or when your character is resting (so presumably while other characters are healing, counting loot etc). You aren't making decisions about how powerful you want a spell to be during your turn in the middle of combat.

Each additional choice, and piece of granularity a power has makes a psion's turn take longer. When its your turn at the table, during combat, it's faster to just go: I cast that one.

Please understand I am not knocking psionics, I think psionics is great. I think that the complexity of psionics is actually a feature, but it's not friendly for new players who are in the middle of combat.

Simple would be something akin to actual video game MP costs:

Fire costs 4 points.
Fira costs 12 points.
Firaga costs 24 points.

Which when it comes down to it, is preconfigured power point costs, which is basically the same as slots.

Silver Crusade

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

It's not just tick a box. It's track up to 9 series of boxes, and knowing which of the spells you have are associated with each series, or if you're a prepared caster, which are associated with each individual box.

Basic arithmetic is not challenging nor is it time consuming. You can do any calculation that psionics will require you to do in a couple of seconds tops.

Level 4

Sorcerer:
Level 0 spells (At Will):
acid splash, bleed (DC 14), detect magic, mage hand, read magic, touch of fatigue (DC 14)

Level 1 Spells [] [] [] [] [] [] []
Magic Missile, Grease (Reflex DC 17), Mage Armor, Summon Monster 1

Level 2 Spells [] [] [] []
Alter Self

Wizard (Illusionist):
0 (at will)—dancing lights, detect magic, ghost sound, mage hand, read magic

1st Level Spells:
1st—color spray (DC 17)[], grease (DC 15)[], mage armor[], silent image (DC 17)[]

2nd Level Spells:
2nd—create pit* (DC 16)[], hypnotic pattern (DC 18)[], invisibility[], staggering fall (DC 16)[]

During combat pick the spell you want and tick it.

Psion (Generalist) Level 4

Power Points 23 (Max per power 4)

Powers Known:
Talents (No Cost, Can not be Augmented, must be Psionically Focused): Far Hand, Hammer, Telepathic Lash

Lvl 1: Control Flames (Cost 1 + 2 per augment), Control Light (1), Deja Vu (Will DC XX) (1 + 2 points per augment), Entangling Ectoplasm (1 + 2 per augment), Far Hand (1 or 0, +1 or 2 depending on Augments chosen)

Lvl 2: Defy Gravity, Energy Push (3 + 2 per augment), Cloud Mind (Will DC XX) (3 + Variable Augments), Minor Metamorphosis (3 +2 per augment).

The difference between the two is that with a sorcerer and a wizard the scaling is automatic, and isn't another choice that has been presented to the caster (pre-spent points), for a psion the scaling is another choice that needs to be made during combat on the players turn. Adding more choices to a new player's list of options makes the game harder. Especially since they won't remember all the options all their powers have at all times. Then after they've made those decisions they'll have to calculate the power point cost (double checking they haven't spent more than a legal amount).

I'm sorry but it IS more complex, that's not necessarily a bad thing, but I'm telling you it's not as easy as picking a spell and ticking a box.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

What's difficult about Pick 4 1st level spells 3 2nd level and 2 3rd level?

Even basic arithmetic takes more time than tick a box.

Silver Crusade

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I've never seen anything use anything similar to spell points. Most fiction I've seen has used actual fatigue rules to govern spellcasting. If anything the pool of points would be based on the caster's Constitution, and actually causes fatigue/exhaustion/unconsciousness or even ability damage when overused.

Prepared casting and spontaneous casting and spell points are all abstractions.

Slot based systems are already point based, it's just that they're preconfigured rather than spent on the fly.

You know what the advantage is for slot based casting?

Ease of play. Casters already have pretty complex turns since their spells can do a lot of complex things. Adding more math to the process just increases turn times, as they try and work out how much they want to augment the spell, what the cost is for the augmentation and the like.

A prepared caster just says: I cast Magic Missile, resolves the spell and crosses it off their character sheet. As the GM of a lot of newer players who want to play spellcasters this is a godsend. A spontaneous caster says: "I cast magic missile" resolves the spell and ticks a 1st level box.

Does it lose some granularity compared to pp casting?

Sure, but no system is perfect and no system is the be all and end all. I know as a player I prefer slot based spellcasting, because I just want to do the cool thing, and more maths is less fun for me. I know other players like power point casting, and that's cool too.

Silver Crusade

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

My thought was fairly similar to yours, but it involved the idea of turning magic into skill points. Basically, take the Wizards 9 schools of magic and make them each a separate skill. Each spell of the associated school requires a DC to cast, and the result of your skill check determines the effectiveness of the spell; exceeding the DC of the spell means your spell is more potent, so just being able to make the bare minimum is note enough.

For example, take the spell sleep; it has a DC of 11, but for every 2 points by which you exceed the DC of 11, you increase the HD of what you can effect with the spell. In Harry Potter terms, this would be the Stunning Spell stupefy.

Another thought I'd had was to limit player HD to 4th level, but levels beyond 4th grant bonus HP. The reason for this is so you could have a spell that kills if it touches you (ala Avada Kedavra) in the form of Enervation. Basically, Enervation had the chance to kill you because it would drain HD instead of levels, making it a very scary and potent threat. In this kind of Harry Potter setting, I Divine Magic would almost not exist, and I would have to heavily restrict magic in general.

Still, I think the idea of a 'skill based magic' system would be a lot of fun and very cool, because then it isn't restricted to just a single class. Any class that puts ranks into the skills can cast magic, though some classes will simply be better at it because they have more skill ranks.

The whole idea is basically in it's infancy stage as it's been something I've been tossing around for a few months now. It would probably require substantial rewrites of the spells in the game, but the changes themselves are actually minimal.

I highly recommend checking out Green Ronin's Psychic's Handbook, or the True 20 RPG, which does something very similar.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

The cyphers are awesome.

Silver Crusade

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Pathfinder Wiki Brigh Article

Until Lords of Rust comes out this is it I'm afraid.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I'm using Mythic in Jade Regent specifically so the players can burn through non-critical encounters faster, and stop levelling at about 10 (since in my experience level 10+ means lots of slow combats for very little story payoff).

My original goal was they'd gain 1 mythic tier per book, but from what I've seen from Wrath of the Righteous 3rd Tier is where the game gets wobbly, and 4 is where it tips over. From what I've read of Books 4 & 5 many of the battles are already easy for a moderately optimised group.

So I'm still juggling how to handle things.

As to changing encounters on the fly. I really, really encourage it. That's what seperates a GM from an A.I. you are aware of the challenge and fun levels the players are currently at. Being rigid about it only punishes the players because you aren't precognitive or psychic and couldn't anticipate their fantastic/terrible choices.

There's been loads of times in a game where I've added a Giant or Advanced template because the Players are itching to hit something with a bit more bite. Or added spells (grabbing the spells of a similar CR NPC Guide character) to an otherwise nonspellcasting monster or NPC. It's not cheating, the GM can't cheat. It's fun calibration and it's one reason why the players are at your table instead of kiting Xvarts in Baldur's Gate.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Rogue Genius games did it with a spell point system.

My favorite iteration of psionics/psychic magic has to be Green Ronin's Psychic, which treated each Psionic Power as a skill, which were unlocked with feats. Using the powers caused non-lethal damage (or called for a Will Save to avoid fatigue/exhaustion) to me psychic abilities are defined by a few broadly useful powers.

Telekinesis is the best example, since it can do so much depending on its application.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Joker Doncha know!

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Read all my posts in this voice please.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I started the game with 6 PCs, but we've gone down to 5. We've had a lot of fun with the NPCs and relationship rules. I gave the players cards with each of the 4 key NPCs and added cards as they added more characters to the Caravan. At this point the Caravan consists of 16 named NPCs, 10 unnamed NPCs (a great pool to draw from if the players need backup characters). Basically I treat it the way I'd treat a village or hometown in a usual Pathfinder game, a place to rest, resupply and roleplay between forays into the wilderness/dungeon etc.

I've also changed up the Caravan rules a bit, basically Sandru is in charge of organizing the Caravan stuff and the players simply helped him decide priorities:
Defense, Mobility, Morale, Offense, Resources. The resource management stuff is fun, and working out when to unload Trade Goods, and whatnot. I also run Caravan Combat concurrently with normal combat.

Example:

Last game I rolled a random encounter with some Forest Drakes. My player's characters are level 7 with 1 Mythic Tier, with 5 Players and one Supporting NPC. So roughly APL 8.5 (Encounter Budget: 5,600 xp, or roughly 4-5 Forest Drakes).

The Caravan on the other hand may have a Caravan Level of 7, but because it only gets one action its real APL is 4. Since a Caravan represents a whole group of people, fighting and wotnot Caravan Encounter monsters should also represent a whole group of monsters. Using the Forest Drake Caravan Stats for a CR 4 creature:
hp: 42, Defense: 17, Offense+8 (3d8+3), Morale: +4. Special Acidic Cloud (Instead of making an Offense Check, foe must make a Security Check or take 4d6 Acid Damage and gain a 20% miss chance for rest of caravan combat).

So I described the battle thusly:
A group of 20! Forest Drakes bursts forth from the Forest. On the battle mat I put down 4 Forest Drakes, and the PCs, and some Wagons/Horses. The PCs get into their fight, then at Initiative 0 (or whatevever the last Initiative for the round is) the players rolled for the Caravan and I rolled for the Forest Drakes. Every time the PCs killed a Forest Drake in their combat it reduced the Caravan Combat Forest Drake hp by 1d6.

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