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I've finally introduced my 10 year old daughter to the wonderful of role-playing games. We played the heck out of Basic Fantasy, but now she's ready to try something a bit more involved. So now we're playing Pathfinder. She's created a 1st level Vudrani Monk from Jalmeray. She's fascinated with indian culture, so she was immediately drawn to the vudrani humans in The Inner Sea World Guide.
My question is, what kind of adventures should I run for her? I need ideas. Any help would be greatly appreciated. Also, we're starting off in Osirion. I have all the hard back books for Pathfinder and most of the smaller soft cover books as well.
On page 206 of Ultimate Campaign in the Edict Phase section, Step 3 was left out. It goes from Step 2 to Step 4. Should Step 3 have been "Abandon Hexes"? If not, what was Step 3 supposed to be?
I posted this in the Rules Questions section but no one seemed to know, and my thread got jacked by someone asking other rules questions about that didn't relate to my question. So I thought I'd try it here. Sorry for the second posting.
Sorry guys, but I've been away for quite awhile now. Just getting back to the forums after about a year's absence. Is Paizo making changes to the core rules? More than just simple errata? I saw that the monk is being reworked.
Not sure how I feel about this if that is the case. I mean, WotC did stuff like this with 4E and it got so out of hand that the corebooks were pretty much unusable after get monthly "revisions" for over a year. If this is what the future of Pathfinder holds, I may have to stop buying products from Paizo. I hate to be that way, but I don't want to have to buy the newest printing of the core rules everytime they go in and change something.
This really bums me out.
What are the biggest pitfalls when altering the Alignment restrictions of the Paladin / Antipaladin?
I'm thinking of allowing Paladins to be any Good alignment and Antipaladins to be any Evil alignment in my campaign. Can you, my fellow Paizoites help me examine the potential pitfalls in doing so? I know that one of the minor changes will be changing the spell lists to match the alignment of the character. For example, Adding Detect Law and removing Detect Chaos for a Chaotic Good Paladin.
I'm planning on running a campaign for my wife. I don't know what character class she is planning on playing yet. But she will be only playing one PC.
I have a basic idea for the start of the game. Basically a group of Cultists who worship a Deity of the Dark Tapestry have gotten their hands on a minor artifact that has the power to stop the wind from blowing. It would only stop the wind from blowing in like a 10 miles radius.
So I turn to my fellow forumites. Why would these cultists want to stop the wind? I'm thinking it's in preparation for summoning something nasty. I humbly ask for your assistance in developing this idea.
Some thoughts that have been running through my head.
I noticed the other day that the Iconic Wizard is an Atheist. I was wondering how one could come to have this point of view in a world where some of the Gods themselves were once mortals who ascended. Could it be that the atheists of Golarion just think of the Gods as really powerful, albeit long-lived beings, but still essentially mortal?
Also, could an Atheist/Agnostic wield Divine Magic or be a Cleric?
What about the Shoanti's (and others) Ancestor Worhship? Could you be a cleric and get your spells/Domains from your Ancestors?
And before anyone says "Check with your GM", I just want to add that I am the GM. :P
I guess what I am looking for also, is an official answer. Barring that, I'll settle for advice on how my fellow forumites handle or have handled these situations in their Golarion games.
Hello fellow forumites. I'm gearing up to run a one player game for my wife. She's playing an Oracle of the Heavens, with the Haunted Curse.
What I'm needing is adventure/campaign ideas. She's going to be playing just the one character, and I am thinking of making a stable of NPC's that adventure with her from time to time. I only want to run one NPC at a time. So it will essentially be a party of two, and the NPC's will swap out between adventures or during downtime. Any help or ideas would be greatly appreciated.
How many of you run games for one player?
Unfortunately we don't all have large gaming groups. I do good to get more than two people together at a time. I'm wanting to start a new campaign for just my wife though. Anyway, there's the topic. Running for one player.
One of the things that has always bugged me about the Mummy entry in various books (Monster Manual, Bestiary, etc) is that its never a template. Compared to other undead templates (Skeleton, Zombie, Vampire, Ghost, etc) shouldn't the Mummy be one as well?
Also, whats the best way to advance a mummy? Adding Class Levels, or a simple template?
I've been GMing for 18 long years. In my recent Kingmaker game, one of my players refuses to take part in any combat encounters. When combat breaks out, he retreats and tries to flat out leave the area. The other players are getting pissed because he's not helping out in the combats but he still thinks he deserves EXP and Treasure. Last time, I had enough of it, and decided to not award him any EXP for the combat encounter. At which point he crossed his arms and plainly said he didn't care.
He loves to be the "self-proclaimed" leader when Roleplaying encounters happen, and just refuses to participate in the game otherwise. I've spoken to him about this, and the other players have expressed displeasure at how he abandons them during combat. For the record, he's playing a LN Monk.
How would you handle this situation?
Hello all. I am currently running Burnt Offerings for my wife as a modified solo mini campaign. Both of her characters are female. I don't want to pass up the opportunity to run this encounter as it usually has amusing results.
I could could always make Shayliss a bisexual or even a lesbian. Or I could turn the NPC into a teenage male, and give Ven a son.
Any suggestions on how to modify this for a female PC?
Question. Do you think allowing Anti-Paladins of the other two Evil Alignments NEED (not, allow at your discretion, but actually NEED) changes to its abilities? I say no, that the current abilities and class features NEED no changes.
Also, pose the same question to the Paladin Class if the other two Good Alignments are allowed.