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Belzken Monk

Dreaming Psion's page

Pathfinder Adventure Path Subscriber. 727 posts (738 including aliases). No reviews. No lists. 2 wishlists. 2 aliases.


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Pathfinder Adventure Path Subscriber

A (perhaps slightly reskinned?) witch might make for a good group caster. Get Improved familiar and choose silvanshee agathion and you'll have a natural group mentor.


Pathfinder Adventure Path Subscriber

Ultros (awakened giant octopus Sorcerer/Fighter/Eldritch Knight)


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Pathfinder Adventure Path Subscriber

152. You always longed to fulfill the dreams your parents set out for you. Sadly, they were killed when you were very young, too young for you to fulfill those goals. Now that you're older and wiser and have made your way in the world, what better time to call them up and get reacquainted with them?


Pathfinder Adventure Path Subscriber

150. You're a creature of habit. You're jokes are so aged you they're mummified. Your complaints are so old beating a dead horse is out of the question- you have to move on up to beating an undead horse.


Pathfinder Adventure Path Subscriber

For example, I think there wily be at least a few LN types who would (perhaps reluctantly) throw in with the rebels simply because of how much of a perversion of law and justice the Thrunite system is.


Pathfinder Adventure Path Subscriber

Personally, I would also like to explore the possibility of being Chelaxian loyalists to its preThrune/devil-worshipper phase. Just because the empire is ruled by jerks and villains now doesn't mean it always has been or that it has to be.


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DM_aka_Dudemeister wrote:

I would like to run this with an all female group:

The Hell's Rebelles

And if you ran it during the winter holidays, you could have Jingle Hell's- okay I've taken it too far with the horrible puns now. I'll stop, and I'm sorry.


Pathfinder Adventure Path Subscriber

Invulnerable Rager barbarian archetype, and then pick one of the rage powers that adds to jumping (can't recall any names.) Speak doesn't have to be anything special or animal companion-worth, just the stats for a domesticated dog or perhaps a dire rat and you're good. (If you really want to make him a familiar or something, you can go with Eldritch Heritage into Arcane Bloodline/arcane bond.) I think there might also be some variant archetypes with animal companions in the Animal Archive Player Companion, but not sure for any compatible with the Invunlnerable Rager


Pathfinder Adventure Path Subscriber
James Jacobs wrote:
Dreaming Psion wrote:
What I would like to to know is if the Festering Spirit (p. 98) is the PF analogue to the Onionhead Ghost (aka "Slimer") from the Ghostbusters media franchise as I suspect it is.
Nope. That monster's source is actually a lot more bland. We made an alternate paint of an allip or spectre or something and painted it green and called it a festering spirit as a promo mini, and decided that it needed its own monster. No real inspiration here from anywhere else than minis and our imaginations.

Well, even if not, it serves well as is, so thank you all for making this critter. (And for all the other neat things all of you at Paizo make/do.)


Pathfinder Adventure Path Subscriber
Thac20 wrote:
Simon Legrande wrote:
Holy Roller (Cleric/Bard) Gets to use the new class skill Perform:Holy Spirit. Take the Faith Healer archetype for some extra healing goodness.
Dwarf would be a good race for this, given their poison resistance to snake bite.

Give him a few ranks in Acrobatics and the aesthetics of a Bloat Mage and you might have a Wild Cards character reference there too.


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What I would like to to know is if the Festering Spirit (p. 98) is the PF analogue to the Onionhead Ghost (aka "Slimer") from the Ghostbusters media franchise as I suspect it is.


Pathfinder Adventure Path Subscriber

What are the others interested in playing as or in?

Maybe with this in hand an easier decision can be reached.


Pathfinder Adventure Path Subscriber

Besides the physical materials, don't forget you can do a lot with the thematic elements of art (such as what inspires art.) Doppelgangers, mimics, intellect devourers, and ghouls can make for thematic monsters metaphorically representing the evils of stealing others' work and passing them off as your own, for example.


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Pathfinder Adventure Path Subscriber

I find the concept of doctrine for a god changing over time interesting because it tells me that gods, like people, can and do develop over time. (They're not static beings.) I like the idea of fallible gods in RPGs that can change over time- make mistakes and even learn from them. (Or conversely, turn evil from good like Dou Bral-> Zon-Kuthon.) A god may be good today, but that doesn't necessarily mean he was always like that. (This is how I explain the events of a certain controversial 3.5 module.)


Pathfinder Adventure Path Subscriber

I'm almost seeing this as like one of those really tough-to-call borderline cases that people trot out to discuss paladin alignment issues. But obviously there are at least some cases that do play out in reality. It seems like one would almost have to be there in the flesh to put a judgement on this thing it's that close. All the difference would be made by how the situation played out and how the actions were executed. This is a case of how you do it being almost as important as what you do.

On one the one hand, "come with us or die" may have been unnecessarily provocative (essentially a threat on her life) and prompted the spellcaster to defend herself. Perhaps it could have been worded in a more discrete, less threatening, or less ultimate fashion. And the paladin may not have had the authority to take her into custody or to render judgement upon her (at least from her perspective.) An unarmored old person probably wouldn't have been that hard to hit for nonlethal damage.

On the other hand, it sounds like the paladin did do a fair amount of investigation on this person. It's not like he JUST cast detect evil on her and then struck her down in cold blood. He also did give her a warning (even if it came off as merely a threat on her life) and initiated violence as a response to her almost certainly hostile act. In the heat of the moment when potential life or death were at stake (especially the life of children), a more rational plan of action (striking her for nonlethal damage) may not have made itself apparent. One can make a strong case for self defense.

I would be VERY hesitant to make the paladin fall- it's a gray enough case that it's sounds like it's almost a question more of tact and execution than right out breaking the paladin code. Legally there may be some ramifications, but unless some kind of moral lapse can be established (wanting to go around some legal process to take her in and deliberately invoking death threats to force undue cooperation), then I'd be relatively merciful. The god may even be angry, but any serious punishment from the divine perspective should be handed out only after the strongest consideration of alternatives has been made.

That being said, there's obviously a mismatch of perceptions here. Some discussion between the OP and the rest of the group is needed regardless of who was in the wrong and who was in the right. Probably preferably once tempers have had time to cool down.


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Captain K. wrote:

Queen Abrogail Thrune II will most certainly not be stepping down from the throne at the conclusion of this AP.

How dare you Marxist scum even debate such a thing?

No, I'm afraid you have it wrong. It is CAPITALISM that marked the end of feudalism. Therefore, the heroes of this Adventure Path can be no other than the LUMBER CONSORTIUM!


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EvilPaladin wrote:
And Question Evasion.

All right, the Super Sayin' is broken! Question Evasion is what kept the Politician viable!


Pathfinder Adventure Path Subscriber

The Blowhard
(air elementalist wizard/bard)
Power through being a windbag.

The Everyman Survivor
(barbarian/monk)
Strong defensive focus, otherwise just a normal Joe. No alignment restrictions.

The Super Sentai
(cavalier/summoner)
Teamwork focused character with gimmicks such as summonable weapons, power suit (ala synthesist), and eventually even a mecha.


Pathfinder Adventure Path Subscriber
Triphoppenskip wrote:
Wrath wrote:
However, when I was DM ing, it was frustrating a little, given you'd prepped a game and players weren't focusing.
That could be why I feel a little more frustrated with the Carrion Crown campaign. I'm DMing that one and trying to establish a good horror feel but it's hard to do when the rest of my group keeps cracking jokes. I'm a player in Second Darkness so I'm going with the flow of the other players in that one, often playing the straight man for our groups summoner. Kinda feel I should discuss it with the GM of that group now and make sure we're not throwing him off his game.

Discussion is good. One thing that might be worth exploring is the context of the humor. Whereas a humor response can be a sign of not taking something seriously, a humor response can be a response to fear because it's something of a defense mechanism. Particularly if it's a morbid or gallows sense of humor.


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The Load
(fighter/monk/rogue)
Sometimes the whole is less than the sum of its parts.


Pathfinder Adventure Path Subscriber
mechaPoet wrote:


Honestly it seems like the most common link between serial killers and mass shooters (to say nothing of killings performed by military or police) is less frequently mental illness and much more often that they tend to be white guys.

This is interesting. If this is true, I think it could suggest an idea potentially usable for rpgs: the dangers of assumption. That when a certain level of power, influence, or worldview is taken as a given and then significantly thwarted or thrown into question, then that can make people become alienated and bitter without having to be mentally ill. If one's self identity is based on some strongly held but skewed viewpoints and these are subjectively threatened, then this could be a reasonable explanation of motive without having to necessarily include things like mental illness.

Perhaps this might explain the conceptual connection between the paladin, antipaladin, and why the two are so closely linked? Specifically, the paladin is commonly with a fairly limiting, black-and-white code of ethics. The potential trap with black-and-white ethics is that it can involve an "all-or-nothing" style of thinking that doesn't allow for a lot of shades-of-gray in between the black and the white. So you have some paladins that are really, really Good but partially due to an understanding of reality that may be somewhat biased. And when circumstances throw that worldview into question for a significant enough amount of time, some will cope by embracing the opposite of what they formerly knew to be true. So they fall, and they fall hard, turning over fully to the dark side without necessarily having any of the other behaviors associated with mental illness.

Generally speaking, a lot of the time RPG antagonists show a level of rationality and organization that is not strictly in step with their supposed irrationality. I seem to recall reading somewhere that visionary killers (serial killers that are driven by psychotic delusions and impulses such as a deity telling them to kill) can be fairly disorganized and sloppy in the execution of their crimes because their perceptual/cognitive distortions inhibit or prevent their ability to conceal their crimes. OTOH, you have cultists of Lamashtu not only self-organizing in secret but also in co-opting other groups and institutions.

Therefore, my understanding of "madness" within an rpg world is that it's not so much an individual quality but an elaborate social construct, a fabrication on the one hand to explain the inexplicable and on the other to rationalize bad behavior. This is in character, the former viewpoint is held by many of those who don't embrace "madness "as self-identity and the latter is embraced by those who do. Of course, The key part of this is the fabrication part- it's a lie and untruth, people truly functioning well enough to embrace "madness" as a concept aren't truly mad- they're just participating in a more or less consensual social lie. A lie to where metaphysical beings like demonlords, Great Old Ones, etc. can exploit to their advantage (or themselves be exploited).

We don't have a lot of people praising "madness" as a concept to live by in the real world because of the lack of:
a) Entities that represent metaphysical concepts don't exist to grant spells, exist in physical form, or otherwise overtly encourage/exacerbate them like they do in D&D
b) Spells that enable and encourage the spread of such ideologies
C) A cosmology where concepts have a directly observable physical quality to them.

However, in the context of an RPG, "madness" cults can be explainable because of these things. And since "madness" isn't really mental illness but instead buying into a social myth (a lie), it's associated with chaos and evil. (I use "madness" in quotation marks because this is merely pseudo-madness.) Basically these madness cultists are merely grandiose malingerers.


Pathfinder Adventure Path Subscriber

My take on Rovagug, Old Ones worshipers, etc. is that they're not really insane/mentally ill but instead bitter to the point of hating the universe. They've experienced tragedy and they've concluded the universe is evil enough to be destroyed. The existence of Rovagug and other similar entities just gives them a rationalization for their bitterness and a way for them to come together and organize.

Another model for cults devoted to totally evil gods is for the cult leaders to act as antecedents- intermediaries that appease the deity for now so that it withholds its wrath for a little while longer. Or the deity they worship battles another (perhaps even more hated?) entity and the cultists look to their deity to protect them from this other one. Basically, worship through the lens of fear and/or despair.


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Pathfinder Adventure Path Subscriber

I think seriousness and humor can actually complement each other pretty well, in that each can offer a change of pace from each other when things start to go stale. They can also offer emotional release/catharsis when it's needed. So I guess, both?


Pathfinder Adventure Path Subscriber

Wasn't there a jolt cantrip somewhere around in a web enhancement or a blog or something? Maybe a wand of that, or shocking grasp/lightning bolt/call lightning?

Using Planar Binding (and variants) for Lightning Elementals (or even the raiju) might be another solution.

Finally, for a more mundane solution, you might take a look at Go to Battery of Babylon for inspiration and extrapolate/fantasy-fy it a little bit.


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Troodos wrote:


Xanatos needs stats as a deity

I'm pretty sure Asmodeus already has stats, doesn't he? Domains and what not, anyway.


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The Mobster
(summoner, gunslinger)
Uses guns, has a few teamwork feats that can loan to underlings, and can summon a seemingly endless number of lesser goons and flunkies to fight for him in combat.

The Penguin
(Aristocrat/Druid)
Odd bird-focused class with avian animal companion and speak with avians (as the wizard discovery feral speech). Only proficient in special umbrella weapons that character makes. The lemon of this supplement. Oh well, you can't have them all.

The Poison Ivy
(alchemist/druid)
Plant/poison/pheromone based alchemist. Plant empathy ability.

The Psycho
(Invulnerable rager/rogue)
Not quite a good a fighter as a barbarian, but just as damage resistant thanks to unnatural craze. Uses stealth and Intimidation based tactics before going into a madness-induced rage.

The Scarecrow
(Bard/Alchemist)
Focuses bombs around mind-affecting gases and neurotoxins, particularly those that involve illusions or fear. Also has a Joker archetype that focuses more on madness, death, and some of the offensive Bard aspects.

The Two-Faced
(master chymist/gunslinger)
Can transform into a darker personality at the drop of a coin. Gets two saves vs. any effect, inborn proficiency with dual pistols.


Pathfinder Adventure Path Subscriber

The Pretty Prince/Princess
(aristocrat/druid)
Power comes from implausibly purity of character and sickeningly sweet demeanor. Can speak with and charm animals just through being so darn nice (Friend to All Living Things class ability). Has an intelligent animal companion of some sort (a feat can turn it into a unicorn or a pegasus.) Can perform fairy tale-like minor miracles (remove the Eternal Slumber hex with a kiss, for instance.)


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The Freak (Robot, mutant, cyborg, etc.)
(fighter/eidolon)
Picking up evolution points to make your custom abomination/kick butt fighting machine.


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EvilPaladin wrote:

Scientific Debunker[Alchemist/Investigator]:Use logic pool and knowledge bombs to scientifically disprove magical effects, because they violate the Scientific Law. Theoretical Physicist archetype augments your knowledge bombs with effects such as blinding.

Unrelated mechanics wise, but Atlas Games' Occult Lore (3.0) had a Skeptic PrC that was pretty much anti-magic- you could have all sorts of nasty effects on magical creatures using the Logic skill.


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FOR THE HORDE!


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Ross Byers wrote:
They could keep Abrogail at Aristocrat2/Sor16. That's CR 16, and still lets her contribute 8th-levle spells. That plus Gorthoklek is shy of CR 21. Gives you room for some mooks or that Erinyes inquisitor.

Isn't there some rule that if you have both NPC and PC class levels, then the NPC class levels count for full?

Presumably as a BBEG she would have PC level wealth and at least a 20 point buy array. That's good for another +1 CR.

So put together that's CR 18.


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The Denier
(Envy Thassilonian specialist wizard/barbarian with the superstitious/spell sunder/etc rage power tree)
It's all about shutting down everybody else's cool stuff. Because if you can't have nice things, NOBODY should.


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PFWiki wrote:

At the height of Imperial Azlant, the Knights of the Eastern Star was one of the two sects of the shining order of armored magi known as the Knights of the Ioun Stone. The Knights of the Western Star served the emperor and the empire's Throne of Glass while the Knights of the Eastern Star searched the lands beyond the empire's borders for secret lore. The few Knights of the Western Star who survived the Earthfall eventually came to serve the living god Aroden while the Knights of the Eastern Star never believed that Aroden was truly the Last Azlanti. When Aroden died the Knights of the Western Star faded from history but the Knights of the Eastern Star have remained scattered throughout Avistan and beyond, since Earthfall, ever searching for secret lore and the new ruler who would restore the glory of Azlant..[1]

The strongest faction of the Knights of the Eastern Star is centered in Oppara. The knights focus their attention further to the east, in the Windswept Wastes of Casmaron. This chapter of the knights, known as Apotheosis Almorain, believe that a resurgent cult of the Ninshaburian hero-god, Namzaruum, will produce the leader destined to become the next emperor of Azlant.

source: http://pathfinderwiki.com/wiki/Knights_of_the_Eastern_Star

PFWiki wrote:
Ninshabur (destroyed -632 AR) was once a great and powerful empire, constantly expanding across Casmaron, until disaster struck in the form of the Tarrasque. Its previously grand structures are now little more than dust-choked ruins, and its people are now only wandering ghosts

source: http://pathfinderwiki.com/wiki/Ninshabur

Suspicion: The Knights of the Western Start didn't simply "fade from history", they were ELIMINATED. A faction within the Knights of the Eastern Star (one led by at least one Veiled Master) saw them as rivals and had them wiped out so that the Knights of the Eastern Star (and the Apotheosis Almorain in particular) would be the ones to find the new ruler to bring about New Atlantis, one that would be squarely under the thumb of the Aboleth.

The conspiracy doesn't end there. The "leader" they are seeking may merely be a cover for their true goal: freeing the Tarrasque (or one of the other spawn of Rovagug) and then controlling it via unknown but incredibly power means that exceed most forms of mortal magic. (A Mythic Veiled Master? Perhaps...) The aboleth would then use the Spawn of Rovagug to wipe the Inner Sea clean of anything they didn't like and then start over again.


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Chris Lambertz wrote:
How about right now? :)

Thank you. It's much appreciated.


Pathfinder Adventure Path Subscriber

Hmm, a Squeally North Punter archetype for the antipaladin seems awfully specific.


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"For all that and a bag of chips!"


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Dreaming Psion wrote:

The Dungeon Master

(wizard/summoner)

Specializes in creating dungeons from nothing and populating them with all sorts of summoned critters that couldn't logically fit in there.

The Pungeon Master)

(Dungeon Master/Bard)
NO! Oh gods please NO!


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The Dungeon Master
(wizard/summoner)

Specializes in creating dungeons from nothing and populating them with all sorts of summoned critters that couldn't logically fit in there.


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Kildaere wrote:

Zen Farmer (Monk/Commoner)

Their flurry of vegetables class ability is way OP though.

Yup, a 1st level zen farmer with the young template can do 1d8 with just one radish alone!


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Pathfinder Adventure Path Subscriber

So we have the thread on what would happen if all the bad things happened in APs would come true in the same continuity. But what about the GOOD things? With the revelation of the AP after Giantslayer, I think it might be an interesting exercise to picture a Golarion after all these monumental events occur.

Where as "All the bad things happen..." might be fun for a post-apoc scenario, I think a "All the good things happen..." might be fun for a gilded age type scenario. Glory has been won across the Inner Sea (and in some places beyond), but now that many of the more overt threats have been nullified, Golarion must deal with picking up the pieces that the conflicts left behind. When an evil is destroyed, there is always a power vacuum to fill. Whereas most implications of the heroes winning might be good, there could be ripple effects that might down the line might not be so good.

Consider Mendev, for instance. Now that the Worldwound is closed, Mendev must look inward to purge its own ranks of the corruption the crusades have allowed to seep inside it. And what about its relationship with Taldor. Will Taldor call them home now that their work abroad is done? What if Mendev resists being called home to help restore Taldor to its former glory? And will Sarkoris recover- possibly coming back with a vengeance?

For the purpose of this discussion, we will assume any player characters defeated the final BBEG and stuck around just long enough to stabilize the immediate chaos left behind in the aftermath of an AP. After that, they ran off to other planes or otherwise became occupied by other things that more or less take up their time. So the world's more or less able to develop on its own. What do you think would happen and what ideas would you have for an age that is not as golden as we might like.


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Mikaze wrote:

:D

Cheliax rebellion!

A masked ball is involved!

Now wouldn't that be cool if there was a big plague involved here? And then the horsemen come in all dressed all in finery.

The devil worshipers can hide themselves away, but nobody can escape Death! And I must say, Death looks mighty fine in Red!


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The Politician (antipaladin/bard with rumormonger rogue talent thrown in)
This should be obvious.


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Now we just need a countdown clock.


Pathfinder Adventure Path Subscriber
Headfirst wrote:

What if we, the players and DMs, are responsible for some of the balance and general design issues we're constantly pointing out in Pathfinder? Let me walk you through a timeline of the last few games in which I've played.

1. Minimal Exposition - No player input whatsoever, just some NPC telling us what the adventure is going to be about.

This would be total user error, correct.

Headfirst wrote:


2. Perception Checks - We walk around town or travel somewhere, and the only skill ever called for is perception. Whoever rolls highest gets their name attached at the beginning of "___ notices [plot point]."

This would also be user error.

However, the existence of Perception makes it relatively easy for an inexperienced, improvising, or simply tired GM to bring a game to a grinding halt by withholding plot informations necessary to keep the pace moving. Although there is some advice on introducing clues in a mystery investigation when everything else stalls, I don't see any GMing advice on how avoiding this trap.

Still, on the whole, this issue is probably more of a user error.

Headfirst wrote:


3. Vanilla Battle - A long, drawn-out grid battle against a bunch of statistically identical enemies. 12 orcs with greataxes. 10 town guards with longswords. 6 wolves. It's really just a two-hour-long tennis match of BAB vs AC.

In my experience, combats like that aren't too common, because PF is such a rules heavy system that it makes fights with that many combatants too unwieldy.

Headfirst wrote:


My point here is that I think a lot of us either ignore or simply aren't proficient enough with the whole game system to really use all it has to offer.

This may relate to the individual user's capacity or the system's complexity that might induce the user to throw aside or forget. More than likely, what's at play is an interaction of player style and system.

Headfirst wrote:


<SNIP>
Think about all the combat maneuvers that rarely get used

Again this may be due to user playstyle, system rules, or the interaction of the two. Combat maneuvers require investment or luck- there's a lot of disincentive from using them in general (provoking attacks of opportunity w/o feat, many are standard actions, PF breaking the previous Improved Feats into two separate ones, arbitrary feat taxes and ability score requirements, and the many separate maneuvers each having its own feat chain, etc.) OTOH, user style may have something to do with it. (Stealing or sundering an enemy's material component pouch or holy symbol is a potentially powerful tactic that I don't think is often thought of.)

Headfirst wrote:


the rules for weather, settlements, and light levels.

One of the most lobbied criticisms of PF is the versatility (and therefore power) that spellcasters have over nonspellcasters. All of those issues are much more easily dealt with by spellcasters (teleport,area effect spells, darkvision, light spells, etc.) than nonspellcasters.

Headfirst wrote:


If your DM thinks stuff like that slows down the game, what he's really doing is altering the balance to favor some playstyles and trivialize others. A DM who never bothers with traps is really saying "I'm making the decision to devalue rogues."

I think if that trapfinding is the primary thing that keeps rogues afloat, then there might be an issue with the system here. Especially if a a trait can give that to you.


Pathfinder Adventure Path Subscriber

Actually, revisiting my idea on Karzavon's resurrection in Varisia somehow involving the Shadow Plane, Zon-Kuthon/Dou Bral (article in #100), and the Brotherhood of Bones. I was doing some poking around the PFWiki just for crits and grins, I was looking around for possible replacements for Karzavon, and I found another interesting possibility:
http://pathfinderwiki.com/wiki/Kedretitas

An umbral dragon servant of Zon-Kuthon. Now it's from a novel, and I seem to recall them saying that novels aren't necessarily canon. The Vale of Shadows and Elistia might've made for an interesting place to launch an AP though.

But yeah, my guess for the most likely is the AP involves the missing PF Chronicle 5 (or possibly even 6, if 6 is merely a forgery to cover up the disappearance of Durvin Gest.) I still find it a little bit strange we have Gest reportedly describing some events that takes place after #5 supposedly relates to his rumored death or disappearance.


Pathfinder Adventure Path Subscriber

If we go by prophecy, I had a dream last night that said it was gonna be the dwarf Sky Citadel AP. But we know how unreliable prophecy can be on Golarion. ;)


Pathfinder Adventure Path Subscriber

Whereas this is by no means a representative sample or anything, it is interesting that the "Core Four" classes are so far down on the list. Cleric's the only one that makes the top 8, and even then it's in seventh place.


Pathfinder Adventure Path Subscriber

A couple of things. First, bringing martials up to speed is going to require a two-part effort: a push and pull if you will.

-pulling up the martials a bit
-pushing down the casters a bit

One or the other is not going to cut it. You're going to need a bit of both in combination, that way you can address issues on both ends and not have to go too far with one or another.

One thing I've been considering about fighters is making them more versatile by letting them "switch out" a portion of their most recently gained bonus feats each day like some of the other classes get with their specialty feats. Consider it "on the job training", if you will. This would have the added benefit of giving the fighter a few "try before you buy" sort of experience.

A partial solution to the caster over-versatility issue I was pondering was also something to make them a bit more thematic (an idea shamelessly stolen from somebody else's game I heard about). Now, this is probably solely a homebrew solution since it would require too much negotiation between the player and the DM (requiring some effort, especially for a mechanics heavy game like PF). But anyway, the thought was to give each spellcaster a "theme", a theme that governed (and to a certain extent, restricted), what the spellcaster could take relating to spells and feats that interacted with their magic (spell focus, etc.)

So for example, if a guy chose "sound caster" for his theme, he could learn spells that deal with sound/hearing. So sonic spells like shout are in, and maybe some language-dependent spells like suggestion. Certain other spells could ostensibly also be modified to fit the theme, like fireball might become a sonic-ball (borrowing the damage penalty Psionics Unleashed gives its energy powers for using sonic energy damage) and removing the "set things on fire" effect, possibly changing it to a minor sound related effect. (A little bit more damage to crystalline objects/creatures?) And we borrow a few other spells here and there to fill out that thematic spell list (sound burst perhaps.)

Anyway, the goal of this would be to narrow the scope and focus of the spellcasters while at the same time making them more flavorful and giving the player more input into how their magic works. However, this would be really fuzzy and require a lot of guestimation/back and forth negotiation, so I wouldn't think it would work as far as an official game answer. Purely homebrew/house rule stuff here.


Pathfinder Adventure Path Subscriber

Current homebrew campaign (steampunk, post apoc.) I'd go with

Alchemist
Barbarian
Cleric (cloistered archetype only)
Gunslinger
Oracle
Psion (power list altered/trimmed a bit)
Ranger (skirmisher preferred)
Sorcerer (racial bonus spells per level for humans retained but no Paragon Surge allowed)


Pathfinder Adventure Path Subscriber

727. We're going green. Well, my party's going green, zombie green to be exact. First rule of necromancy: reduce, reuse, recycle.
728. After the tavern brawl, they reply to the right internet threads.

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