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Cruel Devotee

Guy Ladouceur's page

Goblin Squad Member. Pathfinder Adventure Path, Maps Subscriber. 220 posts (221 including aliases). No reviews. No lists. 1 wishlist. 1 alias.


1 to 50 of 220 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

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Psychic Warrior (Dreamscarred Press)
Psion (Dreamscarred Press)
Aegis (Dreamscarred Press)/Battle Scion (kobold Press)

For the most part I love versatility in the classes I play and these along with the Alchemist, Ranger, Investigator & Hunter are what classes I am enjoying at this time.

2 people marked this as a favorite.
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I am buying this do to Endzeitgeist review and deadly plants can be surprizing fun when screwing with your players. So here's to opening some creaking doors to "Rusted Iron Games".

1 person marked this as a favorite.
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Psychic Warrior is truly my favorite class but unfortunately not an option.

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Please cancel my Pathfinder Roleplaying game ongoing Subscription as the Canadian dollar is so low its killing me. I will be buying only the pdf's for now.

Guy Ladouceur

Goblin Squad Member

I have a Crowdforger Pioneer account that I am interested in selling due to the fact that I have only used it a handful of times.

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I pledged (and have received the PDF's) of the Mythic Kicksarter, hosted by Legendary Games and am waiting for the hardcovers to arrive, and am wondering if they both host the same content.

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This is my biggest grip with Paizo, for when you put out a product, especially one as rule heavy as this game, the follow up should come a lot quicker then it does. Yet to date that has not been the case as far as I am concerned and by no means am I exclusively talking about the ACG.

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Thanks everyone

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I am looking for a way in which the Monk class has the ability to sustain his/herself threw Ki points, feats or any other means so as not to need food and/or water.

Pathfinder Adventure Path, Maps Subscriber

8)Taking control of characters away from players.

To me if you remove this from the game, I see it as not about taking away from the players, but from removing a intricate part of the game that affects PC, NPC and Creatures alike. This is part of our game and to remove it because it can affect you negatively just bothers me.

7) "Required items." (Silversheen, Alchemist's Fire, etc.)

I like this part of the game because some creatures are harder to kill then others and this is the mechanic that reflect this. You as a party can always retreat, re-plan then repeat you attack.

6)The perception skill.

I agree with this being the most used skill but with that said you still have the ability to add points to this skill with no negative implications. Yes it is not a class skill (lose 3 ranks) but by being human and having it as favoured class you can gain two so it's all in the choices you make.

5)Stuff you can't fix (at your level)

I do agree with you on this one, for within a day (24hr period) your typical party should have the ability to cure at least partial damage to PC's of whom were injured in previous battles.

4)Required magic items

Does not bother me at all, basically always been there and I want it to stay. It's another choice thing, customize your characters the way you want and let others do the same. Your forcing people to have it removed from their games instead of giving options to those that want them.

3) Monsters with debilitating abilities on every attack.

This can be a problem for sure and for many reasons stated already that I do not need to repeat.
The only answer I can see right now is make it only work for bite attacks with creatures that have this ability and get 3 attacks a round (ghoul)for it is within your groups ability to make it happen as a house rule. I just don't think it is fair to remove options from all peoples games when you have the ability to remove it from yours.

There are mechanics in the game that allow the party to investigate what they will be fighting and prepare themselves for that combat.

2)"Save or suck" & 1) Save or die

This really come down to preference and balance. For why is it not a problem to be able to cast one spell and bring someone back to life yet you reverse this and it becomes a deal breaker. By this time you are high enough level to fix the problem (being dead) and move on.

What our group does, is each party has six characters which allows for an extra PC or two in each session thus taking away the person twiddling there thumbs at the table.

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So it is basically treated as a spell that needs minimum concentration (fly) when under the affects of the Confusion spell. It stays up but may not be useful until a time when your senses are working regularly.

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What if you are the owner of the Collective and are confused as I asked (forcefully dropping the Collective) do you not think at that point it is dropped, or would the character just not be able to participate during certain behaviors.

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Reading the rules for being removed from the Collective or actually forcefully dropping the Collective seem to be clear, but I am just wondering why if you are Confused would the collective not automatically drop.

For confused I could see if the role was "act normally" you would have no problem not being ejected or not having to drop it, but if the character were babbling incoherently how could it truly keep up or participate in the collective.

I ask because if confused are you truly a willing participant. For that matter if you attack the closest creature and that creature is the Vitalist or Tactician how could you truly be a willing participant if your are attacking that creature in which you are part of their collective.

For that matter what about Feeblemind.

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Mine also came apart at the front cover within the first month I received it,and I used white duck tape to put it back together and it has been fine since.

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As I read the Steel Hound Archetype, I want to be clear on the use of deeds in relation to this class. Do to receiving Amateur Gunslinger feat, it allows you to receive one 1st level deed immediately. Then at forth level you receive the "Shot in the Dark" deed in which you can use as long as you have one grit point. Finally, you can start to choose deeds at 11th level, as long as you switch them for an investigator talent but the deed is at the Investigators level -4.
Is this the correct interpretation of the rules or am I reading something improperly.
Also the "Packing Heat" Steel Hound Archetype ability says you lose poison use @ second level but it states under the investigator that you receive "Poison lore, poison resistance +2" at second level, so do you lose both abilities or just one for the switch out.

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I meant "Quick Sheath" From Flaming Crab Games.

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There is a feat called "Quick Draw" from Flaming Crab Games and the PDF is called "Forgotten Core feats" and it is well worth everyone taking a look at. Though to use it you do need "Quick Draw" as a prereq.

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I am playing a Slayer in "Rise of the Drow" Super Module (Adventure Path) and my character and his brother's back drop involves being a slave of type, that was ultimately rescued. Though not privy to all of their background to date, the twins will end up finding out much more with the help of the GM, so let me explain.
Our party has a Dwarf that has in the passed been open to adopting various races that have been rescued, by some of his own race. This has lead him to adopt two Tiefling twin brothers, that were rescued a few years back. Both with their own personalities and some baggage, as they are privy that they were at one point under the tutelage of the Drow (for their own greedy reasons yet to come out).
Well the one I am playing has some anger issues and for this reason has took up the Slayer(Deliverer) Archetype, due to the nightmares and some torture that have stayed with him visa vie the Drow.
As time goes on the twins will learn that they were experiments of the Drow, in which the Drow had summoned demons and give these demons helpless slaves to rape and impregnate. Then they would train and use them for some secret weapons that would be a lot harder to trace directly back to Drow themselves.
I will be adding some more as time goes on but am looking forward to expanding this storyline and using some of the new feats from The Advanced Class Guide such as "Seething Hatred" and eventually "Extreme Prejudice".
For anyone interested the other Party Members are:
Dwarf:Psychic Warrior

4 people marked this as a favorite.
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Plane and simple,Ultimate Psionics is considered as a Core Rulebook at our groups table.

1 person marked this as a favorite.
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If this is to be a book of variant rules, I would love to see new systems for spell casting other than the Vancian (spellpoints, etc.).

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I do believe with all certainty that the fighter should receive some love, as do many out there.
With that said, this is not just an options book as per advertised, it is a reset of the rules that are in place at this time in which many think of as problematic. These rules should not be thought of as optional like many to date. No, these rules are a fix for what democracy has clearly stated as a flawed rule set in the areas in which are being re-developed. In my mind this is a book in which the foundation of the game is gauged, and therefore a mandatory guide line for the future of our game in which we have come to respect and rely.

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What I really would like is a Talented book done on Kickstarter, that was handled like the Mythic Kickstarter done by Legendary Games. With a group of top quality 3PP's working together to put many of the great classes into the Talented line. Matter of fact if the same group could come together that would be great (though I could think of a couple more I would like included) and would be the top, must have product, that I am interested in at this time.

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We already did this but here we go again.


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What program/programs are considered quality products when it comes to printing extracting and printing of this type of product.

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What are group is trying right now to give the fighters (monks) a boost, is allowing their bonus feats, in which they are give, to be taken from the Feats Reforged (TPK Games) rules. This allows their feats to scale with them as they level, thus giving them an extra power boost that they are known to need.

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Make one of the AP's into a trilogy say "Rise of the Runelords" or "Wraith of the Righteous" and spare no resources.
Even if they made it as a computer generated movie like "Avatar",as long as it was done well, I would be happy.
The only other thing I would like to see, but probably would not happen is it being for an audience that is 14+ years of age. This way there could be some violence, swearing, etc. which makes for a better movie in my opinion.

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Psion (egoist)
Psychic Warrior
Slayer (beta)

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In are group we always have 6 characters, even if it means playing multiple PC's. We all believe it makes for a better (though more time consuming) overall gaming experience.

We usually role the dice (4d6) when we make the PC's for it just seems to start the overall AP with a build-up of excitement you don't get with the point buy system (maybe because it's a role paying game). Though if we are making character's to test and see how much enjoyment we get out of that class, we will use a 20 point buy.

Now as the GM it adds a little bit of work at my end, but I usually just add 2 points to either one stat or 1 point to 2 stats, along with a bonus feat. Then when the NPC's come into play I will give them a couple of traits to sweeten the pot, and in the end it all comes out in the wash.

I have even brought in a couple more reinforcements at times, if the group plows through the initial encounter.

I just find that when the players get most of what they want they seem to be more excited to be there to play at every session and for the little extra time it costs me, well worth it.

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Do you need a masterwork arrow to imbue the bows magical properties on the arrow in which is shot.

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There are 128 figures + 10 rats in all, I plan on going to the local gaming store to see the costs new, which would give me an idea. Though you can make me an offer and I can go from there.

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My page is
I have four different folders
Unfinished Miniature
Miniatures box#1
Miniatures box#2
Miniatures box#3

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I have just counted the figurines (roughly 600 in all) with each box having a number to it. What is the best way to put the pictures up for all to see.

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I live in Windsor, Ontario, Canada just across the river from Detroit.

I do not remember the names associated with any of the miniatures, but I can get some pictures up so as to give anyone interested an idea of what I am selling.

I would say 2/3 of the figures are painted while the rest have not been touched by a brush as of yet.

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I have a couple hundred miniatures that I am looking to sell if anyone is interested

Pathfinder Adventure Path, Maps Subscriber

In truth I really don't want to see a 2.0, but what would be nice is a supplement rule book with fixes for all the rules that have been found to be unclear or lacking. This would include re-made versions of the weaker classes, different rule systems such as scaled feats and/or a point based spell system. That to me would be the next good playtest for Paizo to move forward with.

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All classes being built off of a talented line (Rogue Genius Games) type system. The reasons being for personal customization, instead of the typical cookie cuter class build used today.
Oh, and do not forget to power up some classes , we all know of whom you are.

Feats that scale as you level, (TPK Games) just due to the fact that as you level, your abilities in all other areas get better, except feats where they flat line.

Last but not least a point based spell/power system (Dreamscarred Press) that allows versatility on the fly. This allows for so much more freedom when utilizing your mystic spells/powers. You can bring the spells DC up, if you spend the points. You can mimic a meta feat when counterspelling verbatim, if you spend the points. Overall in my view it is a far better system, all things considered.

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1 x Pathfinder Adventure Card Game: Fortress of the Stone Giants (Rise of the Runelords Adventure Deck 4) @ 16.99 = $16.99
(Moved to sidecart)
Can you remove this from my side cart I am going to go with a subscription of the card game instead.

thanks, Guy

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I agree with RAW stating it to be how the game is played. I just questioned the rules due to time (quickened spell=swift action vs spellcraft check=free action+ready/counterspell=standard action) and power output quickened spell=spellslot+4 vs counterspell=standard spell slot. All in all it is very unbalanced to say the leased, but I guess the Wizard vs the Fighter is also at the end of the day. Though there is a lot of complaints about that as well.

I bring it up as another part of the game that may need some tweaking next time around at least in my mind.

The Vancian spell slot system used for most casters in the Pathfinder gaming system allows this to be the problem. Where as other systems such as a point based system would allow for duplication(counterspelling) to be far more fluid. Just my two cents.

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I am here to stat my argument on the rules in question and ask for opinions and clarifications if need be.
Rules: Quickened spell
You can cast spells in a fraction of the normal time.

Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.

Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell's actual level.)

Casting a quickened spell doesn't provoke an attack of opportunity.

Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time.

Counterspell:Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell (see Magic).
How Counterspells Work

To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing to ready an action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. You may still move at your normal speed, since ready is a standard action.

If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell's level). This check is a free action. If the check succeeds, you correctly identify the opponent's spell and can attempt to counter it. If the check fails, you can't do either of these things.

To complete the action, you must then cast an appropriate spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (or have a slot of the appropriate level available), you cast it, creating a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.

Ready Action:Ready

The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).

So here is the question, that in my view the rules are grey (at best) in their explanation of the interaction of quickened spells interacting with counterspells when the quickened feat has been added to any given spell in question.
Can a standard spell counter a quickened spell when you incorporate the time factor into the equation.

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I am very interested in anything Psionic, pre-gens included. I will be watching for these products with anticipation.

I am wondering what the page count will approximately be per pdf?

1 person marked this as a favorite.
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Ken Pawlik wrote:
Guy Ladouceur wrote:
Is Paizo going to sell this product or should I go elsewhere to buy it. This looks like something something are group must have and I have trusted Endzeitgeist on a couple of products to date, and he hasn't let me down.

Hi Guy, I can't speak for Paizo, but I picked up the hardcover + PDF from Drivethrurpg for $22.99 + shipping (under $32 total shipped to Canada - super cheap!). The PDF only is also currently on sale on the d20PFSRD store for $6.99 I believe.

Drivethrurpg also has a huge sample of the book available so you can make a very informed decision before you buy. I know I'm eagerly awaiting my hard copy!

Thanks for the info, I to am in Canada and will be ordering this product, but I just thought shipping cheaper if ordering from Paizo because I receive a monthly order anyway.

1 person marked this as a favorite.
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Is Paizo going to sell this product or should I go elsewhere to buy it. This looks like something something are group must have and I have trusted Endzeitgeist on a couple of products to date, and he hasn't let me down.

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One of my favorite shirts that I own, just hope my two Dobermans don't ever get awakened or I might be the one on the short end of the slicer.

3 people marked this as a favorite.
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Yes our group uses psionics in all Campaigns we play.

Yes we use Magic/Psionics Transparency, makes for easy integration into any gaming group.

Yes to RAW.

As to any extra work when it comes to adding the rules set, I would say yes to consuming some extra time initially but once you learn the Power Point system it becomes just as fluid as any other aspect of the game.
With that said IMO the PPS that Psionics uses is far more enjoyable than the Vancian system has ever been and for that reason are group converts many of their characters (that are casters) to the point system.

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All in for Alchemist

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I truly don't believe we need a 2nd edition to the Pathfinder RPG but I am always interested in better rules to retrofit into my existing game. For that reason I am asking other gamers on their opinions on how to improve this great system that we enjoy playing.
I have many rules I have added/changed to make the system better(in my opinion) one being adding Dreamscarred Presses Psionic system into our groups gaming experience, please share yours.
Our group has all incorporated the Rules from Rogue Glory (Drop Dead Studios)so as to make the Rogue a viable class in which to play.

2 people marked this as a favorite.
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Owen K. C. Stephens wrote:
boldstar wrote:
I have just started a campaign of rogues, monks and fighters only, using the talented line. Very fun.

I love hearing people like the line. Thanks!

(And feel free to write that in a review form, too... )

Apparently a LOT of people are enjoying using the books as the basis for campaigns, which I think is awesome. I doubt talented barbarian will slow down that trend, either. indeed, one of my playtesting groups is now running a campaign with only talented barbarian characters, and are thrilled they can take some many different roles. It's a campaign set in the home village of a specific barbarian tribe, but the group has a warrior, a true berserker, a shaman, and a sneak, all using talented barbarians. :)

Sounds great, the Barbarians are finally being treated as a people not a class.

You know with all the great 3PPs out there, Paizo will never need to make a 2.0, for it's easy enough to plug these products into the existing game and be off and running with a much improved RPG.

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So can you use a one-handed weapon, a shield (just for AC) and a boot knife (as your second weapon).
Just like a two-handed weapon and boot knife I would think not.

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This book is in my top 3 books I purchased in the last year - Mythic Adventures and Dreamscarred's Psionic books the others.
I'm right there with you on your choices, 2013 was a great year for the PFRPG and its 3PP. Just bringing up this made me look at my purchasing of products over the past year and I can hardly believe how much I spent on gaming. The Talented line, Rogue Gallery, It came from the Stars, the Cerulean Seas products the list just doesn't stop, please keep them coming. The talent out there is just amazing, though it does tend to hurt the pocket book, and make for some lost time investigating how to best play this amazing product. I know I am off topic with this post and I could go on with the many companies and their products, so I will stop but not before I say thank you to all who contribute to the hobby I so enjoy.
P.S. in closing let me mention the people like Endzeitgeist whom take the time to review the products out there for they are invaluable to my decisions even though they may not like how they sound when taped.
Thanks again

Pathfinder Adventure Path, Maps Subscriber

As your AC trusts you unequivocally to cast spells with the "you" descriptor, so to would your companion trust you to cast any spell upon it. Even for the sake of argument the AC is still leery of certain spells being cast upon it, at that point your "link" ability allows for a free action to handle their ally and therefore receives the spell with know SR roll needed.
Link (Ex): A druid can handle her animal companion
as a free action, or push it as a move action, even if she
doesn’t have any ranks in the Handle Animal skill. The
druid gains a +4 circumstance bonus on all wild empathy
checks and Handle Animal checks made regarding an
animal companion.

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