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Dr. Johnny Fever's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. 531 posts. 1 review. No lists. No wishlists.


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I want a 224 pg hardcover of 'Ultimate Svirfneblin'. Does this make me a bad person? More svirfneblin in the next Darklands supplement, please!


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Bill,

Is there a trick to pre-ordering Northlands Saga Complete on the FGG website? As of this morning, when I try to add a PF hardcover to the cart it just tells me it's out of stock and doesn't give any pre-order option. I sent an email to customer support via the website's Contact Us function on Tuesday but I haven't heard anything back yet.

Thanks!


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Silverhair,

Yep I think that's the next step. I'm really kicking myself at this point for not getting the scratch together to pledge the KS when it was live. The original Northlands stuff was great and the added material in the Complete version looks like it turns it into a full fledged campaign, so it's worth the additional effort to try to get a copy when it does become available.


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GM Rednal,

I've been trying the FGG store (same link you posted) for a couple of weeks now, but if you choose the hardcover it just tells you it's out of stock (no preorder option available there AFAIK). If you try PDF only the site just tells you your cart is empty without actually letting you purchase it.


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Greg,

Any idea when the Northlands Saga Complete will be available for purchase on the FGG website for those that weren't able to get in on the Kickstarter?


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A mythic AP that has the potential to culminate in the return of Aroden. Seeing his write up in PF 100 makes me think he's way too cool to leave perma-dead. Obviously this wouldn't become canon, much like closing the Worldwound in Wrath of the Righteous didn't become canon.


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They might not be 'notorious' but I still really hope for material on svirfneblin...also duergar (and they ARE notorious).


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@Herald Frog: yeah it was more a matter of getting the finances to line up at the right time as opposed to awareness about the KS. Real Life raided my discretionary spending fund at the exact wrong time (there really isn't a good time for that).

@Greg: thanks for the info. I'll definitely keep an eye on the FGG store for copies to go on sale once KS fulfillment is finished. Keep up the great work! Between Sword of Air, Cults of the Sundered Kingdom, and now The Northlands Saga, 2015 has been a big year for FGG!


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Doh...missed it by that much (said in my best Maxwell Smart voice). Will there

a) be an opportunity to purchase The Northlands Saga through the FGG website after it releases

or even better

b) is there still any window for direct paying FGG to get a pre-order placed now?


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Lol NVM...I just found a nice 3 story floor plan (well 2 story but the text lists the 3rd as identical to second). It's the Inn of Six Candles from the awesome 'Bard's Gate' product from Necromancer Games (2006).

I knew I should have checked for another 10 minutes before starting a thread :)


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All,

I'm running a campaign where the PCs will be based out of a large 3 story inn and tavern, and I'm trying to find a floor plan to cover the place. I've looked through my usual assortment of pdf resources, as well as some Google searching, and come up empty handed. The reason I'm looking for 3 stories is that is how the inn is described in the published adventure that I'm running, but there was no floor plan provided.

The place is centered around merchant traffic coming to and from a large exterior gate in the city walls of a large city, in that city's merchant quarter. I suppose, in a pinch, I could take 2 different second story floor plans from two different inn layouts and call one the 2nd story and one the 3rd story, but I'd really like to find a single floor plan that was designed from scratch with 3 stories in mind.

Thanks in advance!


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James,

I'm GMing a campaign with evil aligned PCs in Isger, and two questions have come up as I prep for this campaign:

1. What is the Hellknight's official stance on diabolism and devil-worship? Does it vary by order?

2. Are there any PF for growing settlements when the PCs are not rulers of an entire country? My PCs will be be taking over a PF conversion of The Keep on the Borderlands, but they aren't going to be rulers of a full country...how can they grow their single community?

Thanks!


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Megaraptor: please give this dinosaur a full entry of its own, instead of merely explaining how templates could be added to the velociraptor as was done in the first Bestiary. There is a significant gap in the list of large dinosaurs. By adding the Megaraptor the book gives shapechangers who focus on dinosaurs a little love.


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Thanks for the responses so far! Mythic rules may be the exception to our house rule of no 3rd party content, as there appears to be little new or upcoming support planned (at least not major supplements) from Paizo. I'm going to take a look at both The Mythic Heroes Handbook and the mythic line from Legendary Games.


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So I'll be DMing a homebrew campaign coming up where the PCs will attain 10 mythic tiers over 20 levels. One of the players is considering a druid who focuses heavily on wild shape. Looking at the mythic rules I see two major holes in the Paizo mythic rules (we don't allow 3PP content) as they pertain to druid's wild shape ability.

1. There is no way for the druid's wild shape, to my knowledge, to attain the benefits of the mythic beast shape spells, since there is no path ability that gives this benefit and the beast shape spells don't show up on the druid's spell list (so they can't get short duration access to the mythic version through mythic spell casting either).

2. There is no Hierophant equivalent of the Archmage path ability Shapeshifting mastery, which gives extremely useful abilities to shapeshifters by setting their natural attack base attack bonus equal to their caster level.

Proposed changes:

(Note: I specify beast shape above and below, but the same problems/proposed solutions exist for elemental and plant wild shape.)

1. Add a tier 1 hierophant path ability called 'mythic wild shape'. Prerequisite: the character must have wild shape as a class ability. Benefit: By expending one use of mythic power as a character wild shapes into a form granted by beast shape I-IV, that use of wild shape provides the benefits of the equivalent mythic beast shape spell.

2. Add a tier 1 hierophant path ability called 'shapeshifting mastery'. Benefit: Your ability to magically adopt other forms is unparalleled, and you can expertly translate your divine might into brawn. You add half your tier to the caster level of spells or abilities from the polymorph subschool. While under the effects of a spell or ability of the polymorph subschool, you can use your caster level instead of your base attack bonus when making natural attacks that rely on your new form.

Does anyone see any problems with the above house rules? Are there other issues that I haven't picked up on with mythic wild shape rules?

Thanks!


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Most of the eidolon type-specific abilities I like, with the exception of the devil. Bonus' to bluff and diplomacy, while tying nicely into the devil theme of conniving tempter, lends itself to the eidolon now being the face of the party. Anything that takes away from the players actually communicating to NPCs using their own skills feels <weird?/not good?> to me.

Certainly it could be house ruled into being something else, and/or the GM could very reasonably expect that the player directly speaks as the eidolon during these times, but a different non-social interaction based ability would have worked better for me out of the box. Skill focus (UMD) maybe (edit: can eidolons use wands/scrolls w UMD...I forget)?

But overall the rest of the type-specific powers for all the types seemed pretty useful and logical.


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Lord Fyre wrote:
Serisan wrote:
Dr. Johnny Fever wrote:
The class really deserves to have a 9 level spell list with this new reduced eidolon; I believe it would be very in line with the power levels of the other 9 level 3/4 BAB classes (shaman, cleric, druid, oracle).
I only want to focus on this statement as I haven't seen the book yet. Because the summoner is an arcane caster, keeping it at 3/4 BAB and moving to 9 levels of casting would be breaking the design rules.

True. But I doubt Dr. Johnny Fever would have complained about making the Summoner a 9 level spell list if he then had to have a d6 hit die and 1/2 BAB. :)

Fixed your post for you. ;)

The balancing factor here is that, in a world where 3/4 BAB arcane casters had 9 spell levels instead of 6, those spell lists would be much more limited than the wide open list available to 1/2 BAB arcane casters: wizards, sorcerers and witches.

Summoners would have summoning and buffing spells. Bards would have mind control, utility and buffing spells. Magus' would have direct damage and little else (buffing too probably).

Just to bring it back around to the topic of this thread: I didn't particularly like the APG summoner (eidolon left itself open to troublesome levels of min-maxing and a spell list that led to item creation loop holes and spells gained earlier than on the wizard list) but PU results in something worse...a class whose mechanics don't seem to adequately fill a niche in the stable of available PF classes.


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Matthew Downie wrote:
Dr. Johnny Fever wrote:

The eidolon types get some abilities baked in, but the point value of them, combined with the level provided column totals, heck even extra evolution included, results in an eidolon that's pretty much on par with a druid's animal companion, especially after the animals 4th or 7th level advancement.

Now compared to the Druid: it gets 9 levels of spell casting, two strong save columns and wildshape (a very powerful ability).

Had the PU summoner been rewritten as a 9 level caster it might have been balanced against the druid (summoning SLA being IMHO of equal value to wildshape) given the now reduced power level of the eidolon.

The druid's generally considered to be at the far upper end of the power spectrum, though. In a party consisting of, say, Bard, Unchained Summoner, Alchemist & Ninja, would the Summoner seem weak?

Given the power level of alchemists (very powerful, they somehow get a pass on touch attack -bombs- that gunslingers get crucified for -guns-), massive utility of bards (though I could make an argument that they should be 9 level 3/4 BAB arcane casters as well) I think a 9 level caster summoner would do well in the party you described; I have little practical experience with the ninja, although I've read the class description.

Really any class should examined on its own merits IMHO, not in a party of x,y,z...that's very difficult analysis to do given the large number of classes that PF offers.


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Serisan wrote:
Dr. Johnny Fever wrote:
The class really deserves to have a 9 level spell list with this new reduced eidolon; I believe it would be very in line with the power levels of the other 9 level 3/4 BAB classes (shaman, cleric, druid, oracle).
I only want to focus on this statement as I haven't seen the book yet. Because the summoner is an arcane caster, keeping it at 3/4 BAB and moving to 9 levels of casting would be breaking the design rules.

While I certainly see your point, I believe that design rule was broken by the design team itself when they allowed fireball as a divine spell and gave it to Druids clerics shamans and oracles. Numerous other examples abound (ice storm stoneskin spell turning etc).


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Having read the Unchained version, and having played two APG summoner previously (1 to 9th level and one to 12th), here's my opinion on the PU version:

Too much reduction in evolution points. The eidolon types get some abilities baked in, but the point value of them, combined with the level provided column totals, heck even extra evolution included, results in an eidolon that's pretty much on par with a druid's animal companion, especially after the animals 4th or 7th level advancement.

Now compared to the Druid: it gets 9 levels of spell casting, two strong save columns and wildshape (a very powerful ability).

Had the PU summoner been rewritten as a 9 level caster it might have been balanced against the druid (summoning SLA being IMHO of equal value to wildshape) given the now reduced power level of the eidolon. 9 level caster summoners also removed the complaint they get stuff earlier than other 9 level casters. They both get 3/4 BAB so that's a wash. The Druid still has 2 strong saves to the summoner's 1, but that could have been understood as being similar to oracle's will only save vs the cleric fort and will.

As it stands, the PU summoner comes up pretty lackluster in terms of party rolls it could fill. Lol looking at this analysis, the original one, with all its warts (overpowered eidolon, wonky 6 level spell list that was a constant source of contention) also failed to achieve anything other than allowing players to free form create eidolons in any form they could imagine, and cheat the item creation rules using the bizarro 6 level summoners spell list.

The class really deserves to have a 9 level spell list with this new reduced eidolon; I believe it would be very in line with the power levels of the other 9 level 3/4 BAB classes (shaman, cleric, druid, oracle).


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So as I look at the Sacred Summons feat I notice it has a requirement of an aura, like a Cleric's Aura. Is there any (Paizo Published) way for a Druid or an Oracle to get such an aura and qualify for this feat?

Thanks!


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Oh man the multiclassing and stamina rules in PU might actually get me to take my unplayed fighter 20 build out of mothballs and give it a go!

There now I've made a statement concerning the topic of this thread, so I don't feel bad about adding an off topic bullet point:

Because I don't have nearly the RPG preparation time in my life that I used to (being a husband and father), my opinion of HL is this:

Hero Lab is the greatest thing to happen to RPGs since dice and imagination.


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Personally? I'd remove the eidolon altogether, leave the summon SLA as is, give summoners strong fort and will saves, and let them quicken self buffs like a warpriest...make them a magus that summons instead of blasts...


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I'm mostly stoked to see the monk (love what I'm hearing about full BAB and d10 hp) and summoner rewrites (please don't nerf the spell list...nerf the eidolon if you must but not the spell list!) and I'm mildly curious about the rogue reboot. The barbarian is already playing out really well in our group as is so I don't think we'd jump on a new version of that, but who knows...


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I was wondering...has anyone statted up STAP conversions using Hero Lab?


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Aren't we only like 6 weeks from the pdf dropping for PU? Some weekly previews of the new class redesigns would be nice. At least give the people who play summoners that long to enjoy their class before the hammer drops.

The Doomsday Clock is ticking louder and louder...


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Greg A. Vaughan wrote:

Thanks, Doc!

City of Brass...Mythic Rules...you just made my head hurt. :-)

You can even tell Skeeter I promise not to b$&@h and moan for Hero Lab files if City of Brass got the conversion go ahead heh heh heh


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This book seems like a pretty big deal, a la The Advanced Class Guide, and we're only two months out from its (scheduled) release. Will we see previews soon?


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Greg, the list of upcoming FGG stuff for 2015 looks really good; I'll be backing/purchasing almost everything you've listed. I've said it plenty of times before but it bears repeating: FGG really is a credit to the RPG industry. Content, maps, customer support...just good stuff all around.

Now about 2016 and a PF conversion w/mythic rules for City of Brass... ;-)


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Once upon a time in the halcyon days of yore, I owned the paper copies of the Savage Tide Adventure Path, and life was good.

Now, years (and several moves around the country) later, the paper copies are gone and I find myself trying to purchase PDFs of the issues.

However, when I went to the product pages in order to purchase the PDFs, most of the issues seem to only offer the paper copy and some, not even that.

Because I now play PF online, a PDF version is MUCH preferable to the dead tree version.

How can I purchase PDF versions of these issues? Am I not looking in the right place on the site?

Thanks in advance!


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Good to know...thanks!


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I'm gonna show my ignorance here...what book has this archetype? A board search on it was negative for me.


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@Claxon: Very nice, sir. Though i do own the Monster Codex I had glossed over the Hurtful feat.

Thanks for the reminder!


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I'm inclined to agree with everyone that's posted so far; it makes sense that a second hit is required (and successful intimidate from CS) before the sickened condition would be applied. I might have to do a search on any ways to perform intimidate as a swift or free action without requiring a successful attack.


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What is the order of operations when applying the effects of Cornugan Smash and a Cruel weapon? Does the first swing inflict both the shaken and sickened conditions (assuming a successful intimidate check) or does it only apply the shaken condition, and then a successful second swing on the now shaken target causes the Cruel weapon's ability to trigger (target is then also sickened)?

Thanks!


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Nefreet wrote:

They do stack. One is an enhancement bonus on the weapon, the other is an enhancement bonus on your attack rolls.

Similar to how a Barbarian can benefit from both Rage and Bless (despite them both being morale bonuses).

Probably dragging this thread off-topic, but I don't think your reasoning is correct. Both the blessing bonus and a magic weapon bonus are enhancement type to attack rolls; I don't believe that they stack.

A morale bonus to attack rolls is different than a morale bonus to strength which results in an increase to attack rolls, that's why they work together in your rage example. I wish the blessing DID stack with a magic weapon (I have a ranger with the strength blessing from the divine tracker archetype) but I really don't think they do.


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Jeffrey Palmer wrote:
Dr. Johnny Fever wrote:
The back of the Cyclopean Deeps HC has the 'powered by Hero Lab' logo...are there HL files available for CD? If so, I'm all over them!

You know I read the same thing and wondered this too! Bring on the files, it'll make the d20Pro conversion less of a headache!

I'm actually doing the exact same thing (d20Pro conversions).

<off topic>now I just have to hope the d20Pro Unlimited Kickstarter fixes the outdated Hero Lab export/import utility</off topic>


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The back of the Cyclopean Deeps HC has the 'powered by Hero Lab' logo...are there HL files available for CD? If so, I'm all over them!


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Any new oracle curses? The current list is getting kind of stale...


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If you listen closely to your cable modem you can hear people clicking Refresh on their email inbox, praying for the download links email to appear :-)


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Sara,

Any idea when those who are NOT doing the Gen Con pick up might start seeing shipping emails (and, more importantly, PDF download green lights)? Fingers crossed for Friday or sooner (got a big gaming weekend coming up)...

Regardless, good luck with what has GOT to be one of the craziest times of year for you (if not THE craziest)!


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Semi off topic...does PF even have an official half giant race that's not 3rd party or a 3.5 conversion?


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I gotta ask, how are the LCoB HeroLab files coming along for those of us who purchased the add-on?

The LCoB PF conversion is really a great product, btw. This is coming from someone who DM'd it in 3.5 as well as played through it once...a great conversion of a classic adventure/setting.


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If a creature has Spell Immunity (or Greater SI) cast upon them, can the caster choose to have them immune to a divination spell? Personally, I don't think they can since what Spell Immunity does is effectively gives the recipient unbeatable SR against the chosen spells, and most divination spells (See Invisible, Analyze Dweomer, etc) do not check SR.

Lol even as I'm writing this I'm convincing myself even further that I'm right. Has anybody got a good counter argument? I suspect this will come up in my WotR campaign relatively quickly (Analyze Dweomer is basically a big 'F U' to the DM's buffs on the BBEG) so I want to be able to have a cogent (and ultimately succesful :P ) debate when that moment arrives.


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So this morning I wake up (always a good thing) and I'm like 'hmmm....I feel like I'm forgetting something. Whatever could it SON OF A BISCUIT I STILL HAVEN'T PLEDGED FOR THE LOST CITY OF BARAKUS YET!!!'
.
.
.
Whew. That was a close one.
Pledged 55$ for the 40$ reward tier + 15$ bucks for the Hero Lab files. That is how the add-ons work, right? This is my first add-on to a KS...

Anyway, now to get back to my master plot of subversion and deception in order to convince FGG to do a mythic conversion/update to City of Brass :)


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The 6th level sorcerer/wizard spell Analyze Dweomer states:

'In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.'

My question is, if my sorcerer casts this spell on a creature that has spells active upon it whose exact parameters are chosen at the time of casting (spell immunity, resist energy, etc.) how specific does Analyze Dweomer get with its information?

In the above example, would it tell me 'the target has up spell immunity(magic missile, hold person and suggestion) and resist energy (cold) and resist energy (fire)'...or would it say 'the target has spell immunity (the effects of which can be read directly from the SRD) and resist energy twice'?


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Bill,

That is GREAT news about the LCoB revamp via Kickstarter! I've GM'd that mega adventure once and been a player on it once...both times it was tremendous fun. I'm really pleased that FGG is still touching up some of the older classics with some present day shine while still turning out newer properties also. Please keep up the mix!

P.S. Just because I haven't busted Skeeter's chestnuts in awhile, I'm gonna take this opportunity to zing him on his favorite topic: don't forget to add Hero Lab files to the LCoB Kickstarter, buddy! Bonus points for adding d20Pro maps...

Keep up the great work guys!


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I would love to see this book become reality. My gaming group is going through Wrath of the Righteous right now and really enjoying the quick-play mass combat rules. A slightly revised set of rules that added more options and pulled the whole thing just a hair closer to tabletop war gaming in Golarion would be very cool.

Back in 1980 TSR released the World of Greyhawk Folio, which not only provided a massive map of most of the known world overlaid with a hex grid (a must for Armies of Golarion IMO) but it also broke out each nation/principality/etc with its number of troops and, just as importantly, valuable resources that that place controlled. This gave potential conquerors a REASON to build up an army and attack the Kingdom of Celene (or wherever) since it had a resource that a) your kingdom wanted or lacked or b) that you just wanted to deny access to your fellow rulers.

Now imagine this: a big hardcover that had each area of Golarion described in terms of its armies and valuable resources as well as having a big hex overlaid map of Golarion that could, possibly, show per grid, what valuable resources that map grid contained. Now this last part could be done in separate follow up products that gave more geographic detail on each region of Golarion.

This big hardcover would (hopefully) have more expanded rules for mass combat than the current rules-lite/narrative heavy system that we have now. Don't get me wrong, I like the system for those times when mass combat isn't meant to be the bread and butter of the game time, but it would be nice to have the option to run something closer to table top battles between armies when we want to.


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If any HeroLab users stat up Lolth using some of the GREAT suggestions in this thread, please let us know because I'd love to have you email me a copy of the .por file for a ToEE (T1-4), Against the Giants, Descent into the Depths of the Earth, Vault of the Drow and Queen of the Demonweb Pits PF conversion that I've been contemplating, using the Mythic rules for certain uber encounters like Lolth.... since I run games using D20Pro and HL, it all comes down to getting as many of the HL files for the unique and named encounters as I can.

...and if anyone knows of an existing collection of HL files for the modules I mentioned, that would be uber also.

....apologies in advance for that minor thread derailment only tangentially related to a Lolth PF conversion.


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I'm sad. When you mentioned updated for AP 76 I thought you meant here. I'm hoping the AP gets the HL stats treatment on d20Pfsrd soon, like the other APs. They are a HUGE boon to GMs considering running an AP.

But, not to sound unappreciative. The site is literally the most important resource that my gaming group uses at the table. It's simply fantastic for cutting down on time spent page flipping. Those who maintain it deserve the utmost respect from us PF gamers.

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