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Je pense (I think) que c'est juste dans l'esprit des river kingdoms. Tu aimes, tu prends et si tu n'est pas capable de le garder, c'est que tu ne le méritais pas de l'avoir.
Les 6 libertés des River kingdoms
Say What You Will, I Live Free
I think that because I have fall to my regional dialect.
I said that in time zone we have a problem. I am in Québec and he is in France. So we will met up. When it late night for me.
C'est aussi ce que j'ai l'impression. J'ai essayé de les contacter mais rien. En tout cas, pour ma part je suis le seul qui est ouvertement francophone dans mon groupe (TEO). Tu peux venir te joindre à nous si tu veux. Mais côté fuseau horaire. Je suis au Québec donc... On se rejoindra tard le soir. (pour moi)
J'ai aussi essayé d'amener mon groupe d'amis avec moi mais le manque d'information comme le système requis les rebute.
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.