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Dark_Mistress
(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules Subscriber)
Many folks don't get to play in as many campaigns as they might like. They may have some characters that they would very much like to play. These players often have to wait for a chance to play, and then they might have to wait for the right campaign to bring in the character they really want to play. Requiring them to roll those characters can make that an even longer wait. BigNorseWolf wrote:
Can't say I agree. I'm probably more relaxed in this regard then my parents generation. My parents lived in a world that was perpetually 30 minutes away from an extinction event. As concerned as I might be about terrorism its just not on the same level as a full scale thermonuclear war. In terms of peace of mind things really are better now. I enjoyed reading this guide, an interesting take on an often neglected Prestige class. Thank you.
39 people marked this as FAQ candidate. Staff response: no reply required.
349 people marked this as a favorite.
I would like to request a sticky thread be created (not this one because I can't edit it after an hour), that would, in the first post, give a list of guides in this sub-forum. In the thread we'll discuss which guides to include and which category they should be in - it would be a community project. This is my no means a complete list...its just a start. Also, if you are going to post a guide for this list, please have a discussion thread for said guide in the Advice forum so we can link to it. The guide can be off-site, but we need a discussion thread for it, please. Also somewhere in your guide please reference which books you use (Core, APG, UM, UC, etc...). Guides in Alphabetical Order by Class Name Alchemist
Antipaladin
Barbarian
Bard
Cavalier
Cleric
Druid
Fighter
Gunslinger
Inquisitor
Magus
Monk
Ninja
Oracle
Paladin
Ranger
Rogue
Samurai
Sorcerer
Summoner
Witch
Wizard
-- Guides in Alphabetical Order by Core Prestige Class Name Arcane Archer
Arcane Trickster
Assassin
Dragon Disciple
Duelist
Eldritch Knight
Loremaster
Mystic Theurge
Pathfinder Chronicler
Shadowdancer
-- Other Useful Guides in Alphabetical Order
This guide is also mirrored at: Tiny Coffee Golem wrote:
Fixed it. Can't explain that! LazarX,
Because atheists get very bored dealing, repeatedly, with religious believers who insist that "Atheism is a religion too" and thinking that is some kind of point. The thread is probably born out of that frustration and a desire that when the argvument is inevitably raised in some moral discussion, they can point here to avoid derailing the existing topic and repeating themselves for the nth thousandth time. The bridges and boats must have a reason to exist! sink the Plate packers!
What if this leads to shotgun gay marriages? Think about it. I think it's a PR move by Starbuck's in an effort to win some of the liberal patrons back, after making a firm anti-gun-control stand not long ago. and back on topic..... If the guy has been spoken to once and hasn't modified his behaviour then I'd remove him from the group. DMing is hard enough, particularly if you are inexperienced, without having an obnoxious prat making things unpleasant for other people. DnD is meant to be fun for all involved and a cooperative activity. With a large group you run the risk of the "nice" players getting fed up and starting their own group and you are left with the problem player(s). Erth16 wrote: He told me he feels like crap when it happens, and would like for us to do something about it. if you all dont mind i will be typing in caps for a few lines I WOULD BOOT THAT LITTLE S.O.B. TO EVER (I WISH I COULD GO BIGGER CAPS) MAKE ANOTHER PLAYER FEEL BAD IN GAME IS INEXCUSABLE. A GOOD DM WOULD HAVE STOPPED THIS AS IT WAS HAPPENING. PEOPLE BECOME ATTACHED TO THERE CHARACTERS AND YOU PRETTY MUCH JUST LET YOUR DOUCHE BAG PLAYER ROLE PLAY RAPE YOUR RANGER. I WOULD FORCE THE OFFENDING PLAYER TO APOLOGIZE OR INSTANT BOOT HIM.
your players trust you to do these things. you have in my opinion failed numbers 2,3,4,5. and without those your campaign doesnt even matter. This guy sounds less mature than my seven year old stepson. Quarotas wrote:
I'm sorry, but your player doesn't need gentle. He needs to be told flat out that his obnoxiousness is making the game less fun for you and possibly the other players as well. He needs to either reign it in a little bit or take a time out until he figures out how to play well with others. It's no time to be passive agressive. Sometimes you just need to speak plainly and without guile so that there's no misinterpretation of your intent. Eh, sure, I'll favorite Comrade Jeff's post. America's decline, of course, has little to do with its safeguarding of individual liberties, because it never did a really good job of safeguarding those to begin with. It's decline has more to do with the fact that it no longer is the preeminent capitalist power in the world that can afford to do whatever it wants and still buy off its domestic population. All empires rise and fall, after all. It took a while for the effects to be obvious, but I'd date the start of the end of the American Century with Nixon's abandonment of the Bretton Woods agreement. It's pretty much been downhill since then. Also, "You have no values. With you it's all nihilism, sarcasm, cynicsm and orgasm." "Hey! In France I could run on that slogan--and win!" (Paraphrase) I'm in law enforcement, and I know at least a few other cops who game. A year or so ago, I was on the cover team for a barricaded armed suspect who had taken a few shots at a family member. From my position behind my wheel wheel that I was using as cover, I said to my sergeant (who is also my DM), "If he comes out shooting, Sarge, I ready an action to shoot him first." He surrendered not long after that. Scott Betts wrote: Seriously, I know there's a perception that the two parties are very similar, but they have gigantic differences in proposed policy. That's a big part of my issue -- at least the Republicans will come right out and admit that they're theocratic servants of our corporate overlords. The Dems will claim to be the opposite, but then turn around and follow the Republican playbook all the way down the line. I'm pretty convinced that Obama, after a hard day in the Oval Office, goes home and pulls off his rubber mask -- revealing that he's really just Dubya, having taken speech lessons in order to get re-elected (and a name change to dodge that pesky two terms rule). Kryzbyn wrote: If you truly believe that, more power to ya. What makes Odin and Valhalla any less plausible than the belief that a cosmic Jewish Zombie who was his own father can make you live forever if you symbolically eat his flesh and telepathically tell him you accept him as your master, so he can remove an evil force from your soul that is present in humanity because a rib-woman was convinced by a talking snake to eat from a magical tree? i was considering the powers that arcanists get at first level, and so many of the 3+ability per day powers are all but useless after a few levels. as a result i've decided to go through as many as i can find and rate them as worthwhile at high levels, meh, and WHY?!?
abjuration::
the basic power is a short duration protective circle that buffs AC and saves for one round per level, and scales as you level up. Meh power as it doesn't stack with several common magic items and spells, but hardly bad.
counterspell school's disruption power is WHY?!? as it requires you to e next to another caster to be of any use. it's very rare for a wizards duel to devolve into a slap-fest while either side still has spells. may be worthwhile with specteral hand. Banishment school's unstable bonds is Meh, as while it requires a touch attack and only works on a very limited number of foes, it can effectively take a balor out of the fight for a few rounds with no save or spell resistance. 2) Conjuration::
standard is Meh at low levels, and WHY at anything above. direct damage at short range.
creation school's create gear is meh as it's circumstancial, but for the right character it can be worth its weight in gold. worthwhile for a skill monkey character like a arcane trickster, where having the right gear at the right time can be the difference between success and failure. teleportation school's shift? HELL YEAH! short range teleport... i rest my case. 3) Divination::
stock standard is a solid buff that remains good at every level. good with quicken spell-like ability and spectral hand.
Foresight's prescience is among the best powers in the game, period. it gives you a roll at the start of your turn which can be substituted for any roll you have to make. it can be a literal 'i win' button. Scrying's send senses is another great power, allowing rapid and safe recon without expending spell slots. if anything it gets better at higher levels, where forewarning can change a fight from desperate to a cakewalk. 4) enchantment::
base ability is meh, as its powerful 'daze with no save' only works with touch and on equal or lower hd. useless if multiclassing.
the Manipulator's beguiling touch is useless in combat, but excellent for the face of the party. can be good or WHY?!?, depending on campaign. 5) evoker::
base ability is meh at low, WHY at mid+. direct damage, high reliability.
Generation school's wind servant is meh, with its potentual utility being enough to make up for its lack of combat usefulness at mid+ levels. Admixture school's versatile evocation is very good, better at higher levels when you have more spells to throw around. 6) illusion::
blinding ray is meh, but at all levels.
Phantasm's Terror is meh as it only works on creatures of your hit dice or lower, but is otherwise a powerful ability. Shadow's Binding darkness power is good, and at times may even be a better choice than your spells. 7) necromancy::
grave touch is a meh power soley because it's range touch.
Life's share essence is a meh buff spell, which can be worthwhile in some situations. best used when you're already wounded, as nonlethal damage will heal at the same time as the lethal damage and effectively doubles the effectiveness of healing you recieve. Undead's bolster is meh, a minor and short-lived buff that only aids undead. not bad for the bad guy, but of limited use for the average player. 8) transmutation::
telekinetic punch is meh at low levels, WHY?!? at mid+. direct damage.
Enhancement's augment power is bad at low levels, but above level 4 it becomes a solid and flexable buff. at level 10 it becomes equivelent of three second level spells, though only one at a time. worth quickening. Shapechange's battleshaping is WHY?!?, as it gives you a natural weapon. you're a wizard, who gets access to all the beast shape spells and their equivelents when needed. i cannot see this being useful for anyone other than an eldrich knight. 9) universal::
WHY?!? with the exceptions of the EK with quicken spell-like ability feat, and a wizard who wants to get the most out of the icicle dagger spell at low levels, which can be worthwhile with the Rime Spell metamagic feat. 10) Elemental schools::
Air: direct damage. see above. Earth: direct damage with some control pretentions. decent at low levels, tails off fairly quickly. Fire: direct damage, see above. Water: direct damage, see above. Metal: defensive buff, not too bad. saves money on braces of armour and slots on mage armour. Wood: direct damage with bleed. slightly better damage than normal direct damage, but lower accuricy. that's wizards done for now, i'll delve into sorcerers in a bit. Today (yesterday, actually) I learned that no Adventure Path plotline survives contact with the party. That's not terribly far from the time that I started in on the Shannara series by Terry Brooks. My recommendation: get her a library card and let her pick for herself. My parents gave me a rule of "only what you can carry by yourself" at the library. I don't feel that it ever failed me or them, giving me free access to everything there. Today we're introducing private messaging for paizo.com. This is a feature that's been requested a lot over the years and it's finally arrived at the top of the todo list. Here's the current FAQ for private messaging. (Note that I will not update this post if the FAQ changes, for the latest private messaging FAQ, see the actual FAQ.) What are private messages?
Where are my private messages?
How do I send someone a private message?
I don't want to receive private messages. How do I opt out?
Can I block someone from sending me private messages?
Should I use private messaging to contact Paizo staff?
Should I use private messaging for customer service questions?
Someone is harassing me via private messaging. What do I do?
Can I delete my private messages?
Can I search, sort or file my private messages or contacts into categories? Can I have incoming messages forwarded to my email?
Will Paizo staff read my private messages?
Additional stuff that's not in the FAQ
There's a saying that every software project expands until it eventually handles email, and I'd like to keep this one just shy of that point for now. This implementation of private messaging is deliberately bare-bones. So you can't sort your messages into categories or folders or tag them, or mark them as unread or flagged, or forward them to someone else, or include a CC or BCC list, or get an RSS feed of your messages, or include attachments, or send a message to groups of people, or organize your contacts into circles or friends or anything else fancy like that. If you need those features, use the private messaging system to ask someone for their email address and then use your email client for that. Please use this thread to report bugs in the private messaging system. (Feature requests should also go in this thread, but keep in mind the bare-bones design goal.) Edit: The privacy policy has been updated to include information about private messaging. H'okay, Azlant. As far as the defunct civilizations of Golarion go, we've probably been given the most information, but it's scattered around various sources, and in nowhere are we given a clear picture what life was like or a clear extent of the empire.
The Azlanti People
Azlanti Culture/Relations
Azlanti Architecture
The Azlanti Language
Azlanti Magic/Studies/Technology
Known Azlanti Sites/Ruins
Azlanti Religion
Sources
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