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My team was good. They trashed the behir... The surge were really help. They all take the rituel. There no indication it is dangerous aside from the language and it was Ezren who have used his scroll to read it so I forgot to tell it was written an aklos. The do not like the boon from it
When the traces separeted they tries to convinced amenopheus to not separated (I was also thinking it was right, but scenario :() (I would have accepted if someone would have the had the display of charisma) I wish that being mythic would bypass the line of the scenario
Need a fourth player Played a little Ezren like the image from the mythic adventure. Buff. With the chase, some compared it like superman.
At start, they convinced from the start Kafar and Nftit to not attack. Lucky dice. And then to join the pathfinder society.
They have create the signs from each god for the golem and then I pass the pussle because. With the danger pass. The puzzle was easy.
The final scene was special. They neither support the dragon or amenopheus. They proposed that members choose their leader and he rest from a number of year with the a new election after that. (They have not vote who will be the leader thus)
We had a player who had only the subtype. He was convinced that his surge was different than the one who will have this because of the wording (he was thinking that his surge have to be before the result.)
Pharasma is the goddess of the cycle of life. She's is not the one who would give immortality. For her, immortality is a curse. We stalk in time and pharasma is trying to end it. Kill doesn't work because the souls can't came to her. Maybe because we can't connect with her. The plex-like should reconnect with pharama and temporary weaken the curse. The cycle of life (and experience) would continue.
I propose the name Soul Link Spell (SL) or Remove eternity Curse (REC) or Delay Eternity Curse (DEC) because if this is the pharasma domain. This is something that she would want to stop not cause.
(Sorry for the vocabulary, English is not my first language.)
I am playing a varisian pilgrim of Desna with travel and fate domain.
A Varisian pilgrim has the following class features.
It said that you need one of your domains to be that and the other one could be anything. I wonder if the first is really important for the next ability.
Caravan Bond (Su)
That is the center of my problem. By how this power is spelled, it seem that it's could all of the domains granted power. (so in my case fate and travel) But my DM argue that it could be only for the first domain I chose. So which one is the good version?
Also does that also mean that my companions will also +10 foot? or that I could ''cast'' agile foot on all my companions in my turn?
Tavern have become more useful. I also expect that they will have messageboard for quest.
Question: does some until the end of combat spells could be use to initiate a combat?
At the end, twenty actions? It will take a lot of mastery to use all of them.
I think it the first thread I start that keep going on. Yeah!
@ Gaskon I want that too.
It seem to me that the solution, it's not an another big town. It is a another big town and their allies. Because differents factions will a have different aligment, number and specialisation, the balance of power will shift to them.
From the blog 02/13
Commoners, Experts, and Aristocrats
We've talked a lot about the roles of the game that are derived from Pathfinder's adventuring classes, but we haven't yet mentioned that the same idea also extends to reusing some of the NPC classes from the tabletop game. Specifically, players may pursue three additional roles:
Commoners focus on gathering and harvesting skills.
3 step from raw to the item is enough. no enchentment. Wizard could have some crafting skill requiring for the role. But the expert should be the expert and anyone should could do item without magic. Execpt for spell completion or spell charged item. Like wizard. But high level in spellcasting should not be requiring.
This spark the subject.
Ryan Dancey wrote:
How powerful you would be the link character-settlement?
Just a training center and a market?
Or they will be benefits and disadvantages with affiliation (something more close)?
There an another con that you forgot for the barter system (also call troc).
Because ressouces are infinite (more than one person could stach lot of good) The price for a rarer item will be more and more high. Because the common ressources will be more and more available. This is the reason why GW will have a control currency.
I have look in the official map... in term of... i don't what name to give, the mosswater region shouldn't have more monster hexes? I mean they have a invasion of mutant morrow and this is why the crusader road is no longer pratical. I would expect a lot more monster. Because it is more easier just recreate the crusader road than going to thornkeep.
Simple, it doesnt encourage confrontation. If there a rule of one artifact by settlement They will be:
A) a augmentation of little settlement inside a player nation. (because more power)This will decrease interaction between settlement because all will know it a trick for bypass the system.
B) A battle for only the most ''powerful artifacts'' The other will be cast off and their value will decrease to a price that isn't consider a artifact, just a 'maybe good item'. If GW want to introduce a new artifact, it should be more ''powerful'' or it will be cast off and if it is. We will have the same war for item who will be more game-breaking for those who don't have a artifact.
This two effects should devaluate the immersion to pathfinder online and have a pressure by players to devlopper to have more ''powerful' artifact to counter balance the power they have. becoming just a item.
P.s don't hate me for my bad english.
I don't like the idea of monster hexe if they are random. It will be easy at long term to just know where they are and always throw adventurers at them.
What i will like it is the monster hexe to be have extreme rate of spawning high level monster and spreading easy to the closest hex but more difficult the more it is far from the monster hex. I wish that they will be lore known.
I dont think it his a good Idea. It seem that you want to justify killing people for harvesting. Also we don't know how destructive the camps are.
They were (most of time) always attacking first. This is very annoying when you are a rogue. :)
But don't return to the alignement discussion. The description of alignement are vague to the subject of the DM. In my sense, GW respect the alignement description.
Maybe we need to know the actions that make us good and lawful before anything.
also, Bounty became more an assasinate contact now.
Andius... You need to wait that they attack first. it his all.
I'm starting to think that to this alignment system make sense people should all start as true neutral...
But people who want their first acheviement in paladin or monk will have to work a certain amount of time before they got it.
Maybe the starting alignement should be lawful good because you won't have any flag yet.
I like that.
I imagine the scene. You are transporting good. You have been ambushed. The bandit say: ''Give me your or die!'' You think you can beat him. You wait that he attack. Surprise there more than one and they are powerful. You try your best, But the hp jauge is becoming too low. The bandit repeat : ''give me your gold or die!''
On the losing side. You accept.
The bandit have your money and he just have a shift to chaotic and not evil. It will have the possibility to have access to better equipement if he was evil. He is just chaotic.
Even if you don't do dommage, You should have an attacker flag. (I think.) You have use a done something against an another player.
The grey about that is this situation: You use not web to attack the player but for giving you cover. The web don't touch the other player.
If the other player or anybody else who come by touch (don't attack it ) it, does the player who had cast the spell will have the attacker flag?
The other player could have just touch it because he want the first player having the flag and not him.
The same question goes in reverse. Do you have a flag if you attack the web that bloking you?
You are right. It could be a inventive to being attack. It all to take the risk. But the aspect of taking the gear should follow the idea for looting. (Less than they actually have and threading)
For your other idea. I think that they don't have confirmed the presence of physical Npc (maybe in the starter idea) and attack a settlement is more a mass combat.
But those who will protect camp or some house. It maybe a good idea.
It a point system.
"We're working on a Stamina system that somewhat mimics the rounds of the Pathfinder RPG. Every six seconds, players will receive a pool of points they'll be able to spend taking various actions, breaking down combat into a number of tactical decisions.
Players who plan out their attacks to maximize their abilities in terms of Stamina will be better off than those who rely on straight speed to spam abilities as quickly as possible. The "planning player" will end each six second interval with no excess Stamina, while the "spamming player" will end up with unused points in their pool."
With that, I don't think that a fatigue system will be necessary.
I just have a idea.
Miner with adamatium pick.
The production will double!!!!!!
This CAN be a Way to invest money in your job. Tavern with a heroes's feast permanent .
All those thing that item who are more not combat focused and more ecnomic driven could be give the NPc. Of course the deterioration would continue but the gain will surpast the cost.