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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. 5,550 posts (5,627 including aliases). 7 reviews. 1 list. 4 wishlists. 2 Pathfinder Society characters. 15 aliases.


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Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Mark, this should be an archetype in the book. These are all abilities I think of when I think of a Medium!

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I 100% approve of this.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Matilda the Urchin 7th level Telekineticist, an attempt at a Telekineticist rogue which abuses traits a little bit so I can disable devices via telekinesis.

Matilda is capable of dealing some decent damage, averaging about 64 damage on an Empowered/Deadly Aim/Vital Strike, which she can deal to two enemies at once if she uses her foe throw. (Without empowered her Vital Strike deals about 46 damage on average). That's really nothing to sneeze at, a +11 attack bonus is also pretty good for level 7 and instead of Kinetic Cover she can use a move action to move any object weighing up to 700 lbs to provide herself cover.

Here's what a couple of rounds from Matilda might look like.

Foe Throw (taking Burn damage) to hit two foes against each other, Vital Striking of course to deal roughly 46 damage to two opponents. Move action grab a nearby table/bed/statue/shield to take cover behind. (Preventing charges and providing at least a +4 cover bonus to her decent 23 AC.

Next round: Throw the thing she was using as cover. If the thing doesn't break, use her move action to pick it back up and use it as cover again.

Out of combat, Matilda acts as the party trap finder, she has decent perception and Disable Device, and unlike a rogue can stand safely away from the trap when she disarms it, just in case she flubs the roll.

Question: If Matilda sits on a broom, can she use telekinesis to carry herself with the broom since she move up to 700lbs?

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Yeah, the complexity problem combined with the flavor problem gives Mediums a muddled identity.

My image of Mediums involve a lot of commanding and controlling incorporeal dead to do crazy stuff lift a table, or exhaling ectoplasm into the shape of a ghost. The spiritualist and medium might actually do better switching names.

Silver Crusade

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Guys, I know this is the occultist handbook but there is a difference between psychic powers and wild, unhelpful speculation.

Silver Crusade

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Utility is another problem element of the class, the utility powers range from the useful to the equivalent of cantrips. That utility talents draw from the same pool as combat talents weakens the class as a whole.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I like the idea of being better at reducing burn. I personally like how Feel the Burn works, I think it could use a higher bonus (+2 per point of Burn would feel more like a bonus rather than a break-even).

Silver Crusade

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I've used the keep, it's pretty interesting.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Foes very rarely coup-de-grace unless there's no opposition still trying to kill them and it's a bit of a jerk move as GM to coup-de-grace a PC. A simple cure spell will have you back on your feet if you took some lethal damage as well.

My recommendation: Don't burn if it'll knock you unconscious.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

This is what happens when a Wizard attempts stage magic.

Mesmerism is far safer.

Silver Crusade

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

IMC, Hargulka's dead, but his kingdom's remained with goblinoid and troll citizens. My players negotiated with Nagrundi (their new leader) a couple times and kept him hemmed in with military might, but didn't want to take the troll capital without siege engines.

Wanted to get some feedback on what I'm doing.
** spoiler omitted **

So, here's ...

** spoiler omitted **...

This is pretty far off book so there's not too much feedback I can give you. I've run Mass Combats concurrently with regular combats before and it's always been fun for my group.

Let us know how it goes.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

It would increase the power of whip/combat reflexes builds. (Not necessarily a bad thing).

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Psychics should be able to change the target of a spell to anyone they share a mind-link with.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Almost definitely. Grabbing it for the PC.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
mplindustries wrote:
Oh, how rapidly do your encounters usually come?

In a dungeon scenario you rarely get more than 1-5 minutes between encounters. At least that's how we run them. Dungeon denizens rarely sit quietly waiting for adventurers to come slay them.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Jinora 7th Level Human Aerokineticist, the last Legend of Korra conversion I'll be doing this weekend.

Enjoy.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Korra 7th level Human Hydrokineticist, for the purpose of playtesting Korra is just going to use waterbending okay?

Ok.

Silver Crusade

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Mako Level 7 Human Pyrokineticist.

Another Legend of Korra Build.

Silver Crusade

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On Hit Points as a Resource

Hit Points are a randomized asset in Pathfinder. I know that a lot of tables houserule this terrible legacy item, but as written the rules are built on random rolls.

I know in a perfect world we'd end up with say a level 7 character who gets average rolls.

But what if you don't? What if you end up with a string of awful rolls so your hp looks like: 8 + 2 + 1 + 2 + 1 + 1 + 1 = 16 + 21 (16 CON) + 7(FCB) = 44, this player will almost definitely take Toughness as a Feat Tax for a grand total of 51 hitpoints.

Meanwhile his buddy who rolled average hp has 70 odd hit points.

Their really lucky pal who rolled near maximum on each hit dice has roughly 84 (and neither of them felt taxed into Toughness).

I don't know which playtests are using average hp, which are using rolled, which are using max hit dice, which are using a weird method where if you roll under half you get to reroll twice but must take whatever you rolled.

Alchemists don't roll randomly each level to determine how many bombs they get, Barbarians don't roll randomly to determine their daily rage rounds, and Sorcerers don't roll randomly to determine their spells-per-day.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

A starting stat of 18 is a pretty big ask, and not a given for 15 point buy games (which is the base assumption).

15, 14, 13, 12, 10, 8 is the spread I allow my players (equivalent to a 15 point buy).

As a ranged Kineticist my stats will probably be Str: 8, Dex: 15, Con: 14, Int: 13, Wis: 12, Cha: 10 (Choosing Dwarf, Halfling or Half-Human or Human for stat boosts)

So an 18 isn't achievable until level 4. I'm also as likely to grab a built of Endurance as a Dex belt because Burn costs and being unconscious means I contribute 0 DPR.

An 18 at level 1 shouldn't be a default assumption. At best assume a 16 or 17, because when a class feature eats big chunks of your hp you want as many hp as you can muster.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Kineticist Character Sheet Template

Silver Crusade

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A Geokinetecist that is using kinetic fist. You should be able to swap the talents for Air/Electricity ones, but to be honest Air (and by extension electricity) is better at range than melee.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Bolin 7th Level Geokineticist from Legend of Korra.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
EltonJ wrote:
UnArcaneElection wrote:

Actually wonder whether Occult Adventures would be better for a d20 (Semi) Modern successor, set on Earth with a shadow world (think of a crossover with White Wolf's Mage/Old World of Darkness) in a time range anywhere from the late Nineteenth Century up to the present. If you set it shortly after World War I, it is even contemporaneous with Golarion "present time", thus more easily enabling Earth-Golarion crossovers.

Better yet! I can run a campaign based off the Shadow using Occult Adventures! ("What evil lurks in the hearts of men? Only the Shadow knows!"

If I want Professor Xavier types in my campaign, I go Dreamscarred! If I want the Shadow, I go Occult Adventures! :)

"Who CARES what evil lurks in the hearts of Men?"
"Unless evil's carrying the martini tray darling."
*Clink*

Silver Crusade

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

I am totally cool with burn--I like it even, but I will readily admit that the psychology behind why might be counter to the typical player.

I hate limited resources. Immensely. Anything that is "per day," I will jealously hoard. If it's consumable? Well, if you check my high level sheets, there are sooo many liw level potions, wands, scrolls, etc., because, crap--once I use it, it's gone! What if I need it more later? I don't want to regret spending this thing now when I might need it even more later!

This is true in video games, too. I will die in mmos, diablo, borderlands, etc. with healing items in my inventory ready to go, because I will reason that I can just come back from death, but the potion is gone forever. What if I need the potion somewhere that it is less convenient to die, for example? During a boss fight? Generally, though, to avoid that, I just sell them all so as not to deal with the choice.

So, people who want a burn pool that counts down...No! I desperately don't want that! I like that burn counts up. That makes me feel better using it.

Then, add the fact that a properly built kineticist uses up 1/3 their level in burn for ALL DAY BUFFS with no limitations or worry that I should have used my resources some other way, and then I can do all of my cool tricks (except composite blast before 15) all day with absolutely no cost.

And if I want or need to use some for a desperation move, I won't worry because Burn is counting up (just like nonlethal). I won't die from it and while I have an effective limit, it doesn't feel like a limited resource. Having a pool I could spend to zero, though, would freak me out. I would always be worried I would need more later.

Plus, it plays into my desire to never be hit anyway. I like avoidance over mitigation for sure.

I am with you to a point. I like that burn counts up, I even think the flavour of non-lethal damage is great. I think burn should be a threshold that means when you hit the cap you take all the damage at once. That leaves the choice in the hands of the player while simultaneously retaining the wonderful flavour. I imagine it as Sue Storm or Jean Grey exerting their power and then that last bit of extra oomph overwhelms them as their nose bleeds and eyes roll into their head and all the pain they were blocking out rushes past their mental barriers all at once.

Silver Crusade

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Posted my list to this thread

I have deleted the thread I've created to avoid doubling up on things.

Silver Crusade

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This is a thread dedicated ONLY to Wild Talent Suggestions as per Mark Seifter's request. Please refrain from discussing other people's suggestions except perhaps to post agreement or echo other's ideas. This is meant to be a place for Mark to easily sift through for ideas.

Here's my wishlist of things a kineticist should be able to do but can't currently. Separated by energy type:

Aether


  • Force Choke/Grab Organ/Kaliiimmaaaa: This should be the "touch attack" option for telekinetics. Dealing direct damage to a foe, and you could even flavour a coup-de-grace as pulling a foe's heart/liver/spleen/other funny organ from their body as the finishing move.
  • Easier access for Kinetic Finesse: Two talents is just too many, especially considering "extra talent" has to wait until 6th level. Light touch should be an automatic ability for all kineticists (limited to their element or unattended objects), thus leaving telekinetic finesse as a single power.
  • Deflect/Reflect Ranged Attacks: I know you say you aren't going for "X-Men" but the ability to stop a fusillade of bullets or arrows in midair and then turn them back on their foes is too cool not to do.
    Apportation/Teleportation/Warp: These are high level abilities, and if you've seen the (slightly terrible) movie Jumper, or remember "orbing" from Rose McGowan's sister on Charmed, or just are a fan of the fuzzy blue elf Nightcrawler, this is an ability that those who can bend space to their whim can do.
  • Singularity: Pull everything in an area towards one spot. Fun for the whole family.
    Animate Object: Ever see the part in the wonderful Eddie Murphy movie The Golden Child, where the kid animates the little Pepsi can to do a little dance. I want to do that to a house.
  • Dancing Weapon: Add the dancing property to a weapon. Even an improvised one.
  • Use the properties of an object thrown: The kineticist can either choose to deal their kinetic damage, or the properties of the thrown weapon, using their Con Mod in place of Strength where appropriate.

Air


    Suffocate a Fool: Draw the air out of a foe's lungs. Hardly OP due to the suffocation rules being so generous in Pathfinder. Just like [redacted] did to [redacted] during Legend of Korra Season 3.
  • Air Bubbles: Portable air supply for breathing underwater, and can be sat on as it rolls and zips around the battlefield.
  • Air Slam: A column of air throws a foe straight up, or pushes a foe straight down (as if they are carrying their maximum strength load).
  • Air Columns: Create "solid" steps of air that other characters could even walk on.

Earth


  • Soften Earth and Stone, Stoneshape, Create Pit etc: These spells that the Geokineticist should be able to emulate but currently can't really.
  • Stone to Flesh (remove petrification only): I think a geokineticist should be able to free someone from their stony prison.
  • Sonic Damage. I know acid is traditionally associated with earth in the game (booooo!), but I think Sonic is a better fit, as you could flavor it as vibrating the ground beneath someone.

Fire


  • Needs more ways to bypass fire resistance. It's by far the most common resistance in the game, and there's few things more depressing than a one-trick pony unable to perform its one trick.
  • Increase the ambient temperature: The ability to force folks to deal with environmental heat damage rules in an area would be a lot of fun for a pyrokineticist to play with.
  • Photokinesis: The ability to create light without heat, blind foes with flashes, increase the ambient light levels, create ghost lights and eventually even daylight enough to harm those vulnerable to it.

Water


  • Water Bubble: Similar to the air bubble above.
  • Decrease ambient temperature: Make it so cold that foes have to start dealing with environmental rules.
  • Water breathing: I don't think a hydrokineticist should ever fear drowning.

Silver Crusade

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I've not said much in this playtest but we played the other night and here's some thoughts and feedback from building a kineticist and playing with one.

On Burn

A long time ago Green Ronin released the Psychic's Handbook, which ostensibly took the Force system from the d20 Star Wars RPG and ported them into D&D with a reflavouring. At the core of the class was that psychics took non-lethal damage when they used their powers (called strain), it was a balancing factor so at level 1 I couldn't just toss an entire horde of skeletons around. The things I could do were fun, but taking damage for using a primary class feature wasn't.

The kineticist is different from a Psychic in that it can use its primary class feature all day without taking any non-lethal damage, but as a player I still don't find it fun to take damage to use an ability.

Part of the playtest, I think is more than just finding if a class is balanced. I think Burn is fairly balanced against the fact that a kineticist won't be taking a lot of full attacks being a ranged character, and has a decent number of defenses to turn hits into misses or mitigate hits it might take. But so far anyone using the class I've played with is too nervous to take burn, even though the class needs Feel the Burn in order to contribute most effectively. At certain levels the difference between dead and unconscious is academic, death can be cured with a simple application of magic. What it does mean is that you are forced to do nothing during fights, or contribute even harder to the 15 minute adventuring day because your burn damage can't be healed by any kind of magic.

I can understand the logic and flavour behind it, and I can follow that it's balanced. At this point though, I'm not sure if I can say that it's fun, and at the heart of it that's what the game is about.

Perhaps think of it in terms of the Medium: The Medium takes influence but at no point is forced to lose control of their character unless they make a decision as a player to do so.

The Burn rules already have in place a "Maximum Burn" number that a character can take. Perhaps have it so that the character takes all of their burn damage at once if they hit "maximum burn". That way if a player hates the idea of taking damage for using a class feature they never ever have to do it, but those willing to take the hit have an edge but are fragile because of it.

On Utility

It's pretty much universal that the class just doesn't have enough utility. Between low skill points and drawing their blast and utility powers from the same class resource means while kineticists are uber simple to create and play, they can rapidly feel boring.

A kineticist of all kinds should be able to exert force on their chosen element as if their Constitution was treated as strength for purposes of Lifting, Carrying etc. Perhaps a light load at 1st level, up to a medium load at 5th level, up to a heavy load at 10th,Lift over Head at 15th and Treat their Con as 10 points higher for purposes of lifting and carrying at 20th?
This change ALONE could make the kineticist more interesting and varied in what it's capable of doing.

Finally here's a wishlist of things a kineticist should be able to do but can't currently. Separated by energy type:

Aether


  • Force Choke/Grab Organ/Kaliiimmaaaa: This should be the "touch attack" option for telekinetics. Dealing direct damage to a foe, and you could even flavour a coup-de-grace as pulling a foe's heart/liver/spleen/other funny organ from their body as the finishing move.
  • Easier access for Kinetic Finesse: Two talents is just too many, especially considering "extra talent" has to wait until 6th level. Light touch should be an automatic ability for all kineticists (limited to their element or unattended objects), thus leaving telekinetic finesse as a single power.
  • Deflect/Reflect Ranged Attacks: I know you say you aren't going for "X-Men" but the ability to stop a fusillade of bullets or arrows in midair and then turn them back on their foes is too cool not to do.
  • Apportation/Teleportation/Warp: These are high level abilities, and if you've seen the (slightly terrible) movie Jumper, or remember "orbing" from Rose McGowan's sister on Charmed, or just are a fan of the fuzzy blue elf Nightcrawler, this is an ability that those who can bend space to their whim can do.
  • Singularity: Pull everything in an area towards one spot. Fun for the whole family.
  • Animate Object: Ever see the part in the wonderful Eddie Murphy movie The Golden Child, where the kid animates the little Pepsi can to do a little dance. I want to do that to a house.
  • Dancing Weapon: Add the dancing property to a weapon. Even an improvised one.
  • Use the properties of an object thrown: The kineticist can either choose to deal their kinetic damage, or the properties of the thrown weapon, using their Con Mod in place of Strength where appropriate.

Air


  • Suffocate a Fool: Draw the air out of a foe's lungs. Hardly OP due to the suffocation rules being so generous in Pathfinder. Just like [redacted] did to [redacted] during Legend of Korra Season 3.
  • Air Bubbles: Portable air supply for breathing underwater, and can be sat on as it rolls and zips around the battlefield.
  • Air Slam: A column of air throws a foe straight up, or pushes a foe straight down (as if they are carrying their maximum strength load).
  • Air Columns: Create "solid" steps of air that other characters could even walk on.

Earth


  • Soften Earth and Stone, Stoneshape, Create Pit etc: These spells that the Geokineticist should be able to emulate but currently can't really.
  • Stone to Flesh (remove petrification only): I think a geokineticist should be able to free someone from their stony prison.
  • Sonic Damage. I know acid is traditionally associated with earth in the game (booooo!), but I think Sonic is a better fit, as you could flavour it as vibrating the ground beneath someone.

Fire


  • Needs more ways to bypass fire resistance. It's by far the most common resistance in the game, and there's few things more depressing than a one-trick pony unable to perform its one trick.
  • Increase the ambient temperature: The ability to force folks to deal with environmental heat damage rules in an area would be a lot of fun for a pyrokineticist to play with.
  • Photokinesis: The ability to create light without heat, blind foes with flashes, increase the ambient light levels, create ghost lights and eventually even daylight enough to harm those vulnerable to it.

Water


  • Water Bubble: Similar to the air bubble above.
  • Decrease ambient temperature: Make it so cold that foes have to start dealing with environmental rules.
  • Water breathing: I don't think a hydrokineticist should ever fear drowning.

Actually a lot of these could be covered with a "Spell-Like" talent, that allows a kineticist to take a spell of their elemental descriptor (or the Force Descriptor for telekinetics) of a spell level equal to half their level (or 1/3rd if you want keep control of it), perhaps have it cost burn?

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I'd like the Phrenic Pool to act even more like a grit pool and perhaps have additional ways to refresh.

Perhaps the Phrenic pool is based only on the ability score and can be regained by:

Discipline Power

Foe rolls a 1 on a save.

Foe is rendered helpless or helpful via psychic spells.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Yeah, I think the Telekineticist should have the choice to either deal TK damage or Weapon damage + Con Mod.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

So I just built a 3rd level Telekinetic for a playtest tomorrow. Ouch was that painful, being third level I gave him Light Touch and Finesse so that I could have a little utility beyond throwing things with my mind.

The concept I was going for was a character who is physically very weak, but a psychic powerhouse. Unfortunately being able to lift 15 lbs. with my mind at level 3 is hardly what I'd consider psychically strong.

I like the suggestions of automatically including some utility for each element.

So something like this maybe?

Aether: You may lift, push, drag or throw objects at the same range as your kinetic blasts, substituting your Constitution score for your strength score when you do so, you may not move more than a light load in this way. If you take 1 burn you may not move more than a medium load. If you take 2 burn you may not move more than a heavy load. You may do this for a number of minutes equal to your Con modifier, after which you must drop the items or pay 1 burn.

Silver Crusade

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Is it just me or am I missing a method for the pyrokineticist to set something on fire and burn without further input.

Silver Crusade

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Kirth Gersen wrote:
Shifty wrote:
How about, Short of an actual legitimate reason to interact with you in the street, ie dropped wallet, warning you of danger, or a similar genuine need (not based on needing you), people simply keep their comments and 'greetings' to themselves.

That's the wording of your proposed law? Presumably you're not a member of the bar.

It's not an Australia thing: everyone in the U.S. pretty much knows that catcalls are totally not okay, but some mouth-breathing cretins in some places persist in doing it. I'm looking for actual feasible solutions to prevent that. If one simply challenges the perpetrator to fisticuffs, one generally gets assault charges.

This thread is full of cries of "people shouldn't do that!" Well, I agree completely. People shouldn't do that. But when I ask how to realistically prevent them, the only reply I get is "well, they just shouldn't!"

You don't need a law. Just don't stand by quietly when someone breaks the social contract.

Silver Crusade

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Nah.

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

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

Silver Crusade

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

Silver Crusade

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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.

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