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Haladir's page

RPG Superstar 2014 Star Voter. Pathfinder Adventure Path Subscriber. 2,699 posts (3,463 including aliases). No reviews. No lists. No wishlists. 25 aliases.

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GreyWolfLord wrote:
Wasn't always this niche though. Used to be much less niche.

Um, no.

I've been a gamer since the early 1980s. TTRPGs are more popular now than they've ever been. They also have a much more positive view in the zeitgeist. It's probably spillover from the popularity of RPG video games, which is a much larger market.

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I play female characters about half the time.

In fantasy/scifi games, I play human characters about 90% of the time.

Honestly, I find it far easier to roleplay my own species (regardless of sex) than I do playing a PC that's non-human. I would imagine that any non-human has some level of "other" to their mind and manerisms that far exceeds the male/female differences within humanity.

How do I play a female character? Like a person.

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An underground formal sitting garden, complete with pruned trees, well-manicured lawn, flowers, and park benches. (Bonus if you have a duck pond.)

A sentient book.

Green slime.

A viewing portal that can look at specific locations on other planets.

Prisoners that weren't what they seemed.

A mimic.

A magic fountain that has random (usually bad) effects. (Cliche, but PCs always drink from it!)

Tucker's kobolds.

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Mythic Evil Lincoln wrote:
captain yesterday wrote:
honestly i do as much as i can to dissuade from animal companions and outright forbid summoners in my games, it does make things move along better:)

But (bringing it back on topic) the addition of party-NPCs in an Adventure Path is not so easily dealt with.

Of course, you can sideline these characters during actual combat, but that's hardly an ideal solution.

It's just something for the writers to be cognizant of -- certain plot elements can interact with the system's weaknesses. I definitely count large parties as a weakness of the Pathfinder mechanics.

In those situations where there are a bunch of NPCs working with the party (e.g. "Retaking Rannick" section of Hook Mountain Massacre) my usual solution is to break up the party into two groups: the PCs and NPCs. If there's any way I can do it, I have the NPCs fight their own set of enemies. I don't roll out the combat-- that's boring and a waste of time. I just hand-wave the results of the fight, depending on how the PCs are doing and the needs of keeping the game moving. So, if the PCs are mopping the floor with the bad guys, the NPCs get into trouble and need the PCs to help them out. If the PCs are having some real trouble, the NPCs can also be having trouble, or they can win and give the PCs a helping hand.

If I do have PCs and friendly NPCs in the fight, I'll usually have the NPCs just move around to give PCs better positioning and/or flanking. I'll also have the NPCs take the Aid Another action instead of making attack rolls to give the PCs an advantage in numbers, but still rely on the PCs to do the heavy lifting of the fight. That keeps the spotlight on the PCs, and keeps the game moving.

If I run a party of 6 PCs, I flat-out disallow animal companions/special mounts/Leadership feat. (I always ban the summoner.) In that case, I will try very hard not to introduce friendly NPCs into the party.

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There really isn't a lot out there about them.

The first article that directly addresses the Dominion of the Black is going to be in Pathfinder #88: Valley of the Brain Collectors, part 4 of "Iron Gods," to be released in November 2014.

And, no, there hasn't yet been a Big Reveal about what they are. We do know the following bits about the Dominon of the Black:

  • The Dominion of the Black are some kind of alien intelligence connected to the Dark Tapestry (i.e. interstellar space) and the planet Aucturn. (c.f. Distant Worlds)
  • Desna knows of them and opposes them. (c.f. Inner Sea Gods)
  • Insanity is associated with those who have dealt with them. (c.f. Pathfinder #14: Children of the Void)
  • The Dominion had connections to Ancient Osirion, and had something to do with the Aucturn Enigma. (c.f. Entombed With the Pharaohs and Occult Mysteries of Golarion.)
  • The Dominion had dealings with the wizard-astronomers of Lirgen. (c.f. Doom Comes to Dustpawn, Lost Kingdoms)
  • Iron Gods spoiler:
    An encounter with the Dominion of the Black is what ultimately caused the crash of the Androffan starship Divinity into the land of Numeria 6,000 years ago.

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Hama wrote:
I like to keep my anime from my Pathfinder. There are Animesque RPGs out there much muhc better suited for that role. Exalted being the best.

Well, for anime-inspired RPGs, it's hard to beat Panty Explosion. Yes, its a real game. No, I don't own a copy-- I played it once at a con.

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Kthulhu wrote:
In a rigidly-codified game like Pathfinder (ie, the type of game where system mastery is actually a thing), often the less system mastery one has, the more creatively they play.

Totally true. One of my players in my Pathfinder game is an old-school D&Der who hasn't played any TTRPGs since a few months after AD&D 2nd ed came out. He is by far the most creative player in my group. He's not afraid to try anything!

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I was playing in a GURPS Space Opera game about a decade ago. The theme of the campaign world was a hodgepodge of classic SciFi tropes. I was playing an "Adept of the Grymmoedyrrch" (forget the spelling- it was an actual Welsh word that meant "spirit of the universe" or something like that.) she was effectively a Jedi knight, and she was fiercely loyal to her her homeworld: Earth, which was the capital of the Democratic Federation of Worlds.

After a few sessions, we are on a spy mission, and have infiltrated the much larger Barogen Empire, which had been the former imperial overlords of the Federation before the rebellion 75 years earlier. We'd encountered another Jedi, an older woman, who was working with agents of the Imperial Psi Corps, who blew our cover. The enemy Jedi wore a vowel, and had a scarf over her face.

We get into a fight, and it isn't going well. I get into a light saber duel with the other Jedi, and try a telekinetic trip maneuver, coupled with a saber strike. Critical successes on both: She trips and is unable to take defensive actions, then I roll max damage on the saber strike, but that's doubled for the crit. Combat in GURPS is deadly, and the light saber does a ton of damage normally. What I roll is enough to cut a person in half! The players cheer and start high fiving.

The GM gets a look of shock on his face, "Uh, she's dead. And you really weren't supposed to kill her. Sorry for this..." He went on to describe her beckoning me to her side, which I did. "So proud of you... sorry it has to be like this... love... you..." She shook her head and the scarf fell away. It was my character's mother, who I had thought was dead, who we later learn had been a sleeper agent for the Federation. She was supposed to have been a major NPC ally.

The GM said we were supposed to have been totally outclassed by the "bad guys", who were supposed to win the fight and take us into "custody", but it was really going to be a briefing and a way to bring us deeper behind enemy lines.

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You could also say that Numeria is what's left of Sarkoris. Replace the gazetteer of Numeria with new stuff inspired by the Sarkoris article from Lost Kingdoms of Golarion. The Worldwound swallowed up much of the land, but the southern province survived more or less intact.

That way you can have your barbarian lands, and no tech.

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TriOmegaZero wrote:

I don't expect any mastery, and thus am pleasantly surprised when I get savvy players that know their characters and how they interact with the game world.

Part of my enjoyment of the game is watching my fellow players improve as we continue to play, on both sides of the screen.

This, 100%.

I've been GMing for over 30 years, and Pathfinder isn't the only game I play. I've GMed every version of Dungeons & Dragons from AD&D 1st ed through 4th, including d20 Modern. I also GM other game systems, like GURPS, Call of Cthulhu, FATE, and HERO System. Those are a whole lot of rules to keep in your head-- especially the crunchier systems (like PFRPG) with lots and lots of supplements.

Sometimes, during a game, I recall the rules from a different edition, or just don't know what the rules say for an uncommon situation. Usually, I'd rather make a table ruling in the moment to keep the game flowing rather than put on the brakes and start flipping through books, especially when the stakes aren't very high.

That said, I would like my players to be generally familiar with their characters' abilities. I do recommend that players calculate the stats of their most-often used abilities (e.g. a barbarian's greataxe modifiers for normal, power attack, raging, and raging power attack.)

At the same time, I'm fine with players declaring, "OK-- I want to run into the bad guy and body-slam him, knocking him off the ledge. What dice do I roll for that?"

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Ah, Zardoz...

I've described this movie to several people who were convinced I was making it up!

"Well, there's this flying giant stone head that spits out guns...and then it gets weird."

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Add The Dragonriders of Pern by Anne McCaffery and The Chronicles of Morgaine by C.J. Cherryh as fantasy/sci-fi blends.

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Oh, how could I forget this one...

Back in the early 1990s, I was GMing an AD&D 2nd Ed. tournament adventure at a small gaming con in my home town. These were the days before organized play, so tourneys were either run with pregens or were bring-your-own-character.

This was an individual-advancement, bring-your-own-character event.

One thing about that type of tournament is that many players built thier characters around a memorable schtick-- something that would impress the GM, or at least make the character particularly interesting.

In this case, the schitck backfired, big-time: the character stuck in my mind all right, but as a character that was obnoxious and difficult to work with.

The character was a mime called "The Silent Bard." He built his character around the concept that he never spoke. (In 2nd ed. bards cast their spells by playing music-- he did this by playing panpipes.)

The player decidided to really play this up, and after play began, ne never once spoke. He wouldn't even speak to describe what his character was doing-- he frantically scribbled notes and handed them to me. This really, really bogged down the flow of the game. I did give him some kudos for going all-in, though: the player really played the panpipes at the table, and really did try to do some mime. Unfortunately, he was terrible at both: his "miming" was more like playing charades, and his mastery of the panpipes was... limited, shall we say.

(As an added bonus, everyone called him "Zamfir." If you get the reference, you're old.)

He didn't win the round.

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Orthos wrote:
I consider that addition to that line a mistake and thus ignore it/remove it.

That's how I run it in my game.

IIRC, somewhere in James Jacobs' Ask Me thread, he said that he had lobbied to remove the "appearance" line in the Charisma description when PFRPG was in development, but got overruled because of history and compatibility.

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In my game, I consider Charisma to be a purely mental stat, which has no bearing at all on a creature's physical appearance. I say that Charisma measure's a character's force of personality and ability to exert that force upon others.

I allow PCs to describe their physical appearance in any way they want. (Strikingly beautiful/handsome, plain and nondescript, scarred and hideous, whatever.)

If a player wants her character's physical appearance to affect game mechanics, she'll need to take appropriate feats and/or traits, and define their looks in those terms. (e.g. the Charmer trait, the Persuasive feat, Skill Focus: Bluff, etc.)

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I'm fundamentally lazy, and not much of a cartopgrapher. I prefer to steal adapt other people's maps for my own use.

Check out The Cartographaers Guild for a gallery of fantasy and sci-fi maps.

I've plucked many a map from that site, and then filled in my own key.

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I really once had a player show up to an open game with the following character (AD&D 1e):

The character was named Bill. He was a fighter. His name was "Bill the Fighter."

His back story was: "Bill is a fighter who likes to fight stuff."

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I posted a list of appropriate side-quest modules for Runelords a couple of years ago.


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RMcD wrote:

While you've raised a lot of good points that I never fully considered before, I really don't want players to be building characters with the concept of being mechanically superior. It's just not something I'm interested in facilitating. I want real characters who aren't so 1 dimensional to be only invested in a plot so they can smash giants...

I respectfully disagree with you on this point.

I think you're confusing optimizing/min-maxing with building an appropriate character for the campaign. There is nothing more frustrating for a player than to realize that the way-cool detailed backstory and related feats/skills/class features they picked for their character will rarely or ever come into play. That's only going to build disdain for the campaign, and animosity toward you as a GM.

You're not exactly doing a bait-and-switch, but if your players have one idea of what the campaign is going to be, and you have something drastically different in mind, there's going to be a problem.

Here's a (non-Pathfinder) example. Several years ago, I was invited to join a GURPS: Space Opera campaign. I asked for some details about what it would entail, and the GM said to just build a sci-fi character for GURPS: Space, at Tech Level 10. (That's roughly Star Trek level technology). I specifically asked for more information about the campaign, and again was told, "It's a space opera game. Any sci-fi character concept should do."

So, I built a trader/smuggler character, loosely based on Han Solo. I spent a bunch of my character points for my own starship, and a whole lot of time with the ship system building the ship. My character was optimized as a ship's pilot, with lots and lots of ship-specific skills (weapon systems, starship repair, astrogation, etc.) He also had a few social skills, specifically Fast-Talk and Gambling. I figured my character would be the party's transportation to the series of space adventures that we'd go on. I would be the ship-to-ship combat specialist, and I told the other players what I was going for, so they wouldn't do the same concept. I handed the completed character to the GM a few days before the adventure, and got a "Wow! That's really detailed! Good job!"

So, in the first session, the GM has my character dock at a particular space station, and the authorities immediately sieze my ship for no good reason ("Unpaid docking fees" or something). My character stumbles into a firefight on the station, and he meets up with the rest of the PCs-- including a retired space marine, a telepathic alien, a robotics expert, and a space treasure hunter (based on the character Vash from ST:TNG).

So, after the firefight, we end up on the run on the space station, and use the teleporter to head down to the planet below. We then go on what was essentially a dungeon crawl, as the treasure hunter PC had the adventure hook: we met up with an archaeological expedition to the formerly-great alien civilization that once inhabited this planet.

So, my spacer character was COMPLETELY USELESS in this adventure. He had ZERO relevant skills (with the sole exception of gunfighting, but the space marine was WAY better.) Because I'd used so many character points on my own spaceship, I was significantly weaker than the rest of the party. My role essentially became the guy who was always cracking one-liners and failing skill checks that I had no ranks in. For me, this game was a real drag.

After a few sessions of exploring this underground complex, I asked the GM if and when we'd get to space. He said, "I'm not sure. I was planning this as an 'explore the ancient powerful civilization' game." I asked him point-blank why he hadn't warned me when I showed him my character, and he said, "Well, it was really creative, and I didn't want to spoil your fun. I also didn't want to give away what we'd be doing."

I wasn't the only one either: This ancient technological civilization apparently didn't believe in robots, so our robot expert didn't have much to do either. We both asked the GM if we could retire our characters and replace them, but he said, "No, you're already underground in an ancient civilization, and I can't justify your leaving on your own and replacement with someone else. Let's keep going."

Unfortunately, the GM just couldn't understand why we weren't having fun in this campaign, and that our asking him to let us make new characters was our way of trying to work with him. After being told, "no," both Robot Expert and I then quit the campaign, which promptly ended.

Moral of the story: Let your players know what kind of game you're going to run, so that they can make appropriate characters for the story. Not overpowered characters. Not min/maxed characters. Not statistically optimized characters. Appropriate characters-- characters that will be fun to play in the situation.

Your players will be happier. You'll be happier. Your campaign will have a much greater chance of running until conclusion without players quitting in frustration.

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Labor Day family cookout for dinner tonight. I grilled sweet corn, potatoes, and New York strip steaks. Mrs. Haladir made an amazing salad of fresh tomatoes, blanched beets, and fresh peaches. And our kid made peach cobbler with real whipped cream for dessert.

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barry lyndon wrote:
Anyone had their group fixate on The Old Light and just make it their mission to go explore? What do you do?

Sure did. My party totally fixated on it, and I ad-libbed about half a game session on exploring it-- and I had nothing prepared for it at all.

Here's the campaign journal for that session.

Note that I was running the original 3.5 version of Burnt Offerings at the time. The Anniversary Edition hadn't yet been released. I also hadn't yet fully realized how many resources were available on this board.

Hope that helps!

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This goes back a LONG time...

I was 16 or so, and the game was AD&D (1st edition). I had only been playing for a few years. I joined a new group, guys that were a little older than me, and had been playing together a while. I had so far only played with heroic groups, and was not yet familiar with evil murderhobo style play. I brought a NG ranger to the game, at level 1. The rest of the party were level 4 or 5 already. (In those days, you always started play with a L1 character, as there was no concept of balanced encounters or APL. But I digress.)

The party got to a town, found the inn, and almost immediately started a brawl-- which turned deadly, as the PCs drew swords and attacked the patrons, staff, and town guards that cane in to restore order. I was shocked, and my ranger died in PvP when he defended the bartender.

After the encounter, we had an out-of-game chat, and they said they always played evil characters and did stuff like that. But I could tell from the DM that he didn't really approve. So I then rolled up a 1st-level NE assassin. I slipped the DM a note, asking if I could find some poison, he rolled some dice and told me "yes."

We went on to the dungeon, and after some tough encounters, got to the treasure trove. But the other characters said I didn't deserve any treasure because I hadn't really contributed, they were higher level, and I only had about 4 hp. So I didn't get any treasure.

So that night, as the party camped out, I said I'd take last watch. Which they accepted (the trusting fools). I slipped the DM a note saying that I was poisoning every PCs' waterskin with the poison he let me get. He rolled my Move Silently check and slipped me a note that said "OK." Remember that, in those days, pretty much all poison was save-or-die.

Next morning as we break camp, the DM says, "OK, everyone except Hal make a save vs. Poison." Everyone failed. Everyone died. I looted their corpses and left them to rot.

We played heroic characters after that.

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GM says: As you approach the bridge, you see a single kobold standing in the middle, holding a sword. It appears to have a smug grin on its reptillian face.
GM means: I bet this group has never heard of Tucker's Kobolds...

GM says: The path leads out of the forest into a clearing. It appears to be a circular manicured lawn. A gazebo sits in the middle.
GM means: OK, let's see if anyone knows that old story...

GM says: You all suddenly feel the strange forces of teleportation, and find yourselves in an stadium, its stands filled with cheering crowds. A voice booms, "You have been summoned to the Arena of the Gods and will now fight each other to the death for our amusement."
GM means: F*ck it. I'm not even trying anymore.

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Back in the AD&D 2nd Ed days, I played a gruff, no-nonsense, cigar-chomping, lightly-armoredd, crossbow-specialist paladin. He wandered the countryside defending the weak against the striong, according to his own sense of justice.

The character was was loosely based on the Clint Eastwood character "The Man With No Name" from the Sergio Leone spaghetti western trilogy (A Fistful of Dollars; A Few Dollars More; and The Good, the Bad, and the Ugly.)

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No, let's not.

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Triphoppenskip wrote:
I would like a hardback rerelease of all the APs like they did with Runelords. I could go back and get some old ones I missed and clear up some shelf space by replacing the ones I already have. I could then take the individual extra copies I have a trade them to one of my friends who also DMs.

Don't expect Paizo to publish more re-release AP compilations like the Rise of the Runelords Anniversary Edition.

While they never say "never," the Paizo executive team has gone on-record NUMEROUS times saying that even the perception that they would be releasing AP compilation products could seriously hurt sales of Adventure Path subscriptions. Why subscribe when you can just wait for the compilation, after all?

The Adventure Path is their bread-and-butter product line, and has more subscribers than any other line. Paizo relies on regular subscription income as their economic baseline, and they have been very successful with that business model. Don't expect them to change it.

With that out of the way, I really don't see this kind of product to be a huge seller. For the most part, I buy products that supplement the APs or other adventures that I plan to run. It takes my group 2-3+ years to play through a single AP. At this point, I have more Adventure Paths than I will likely ever run in my lifetime... and I'm still subscribing!

Why do I still subscribe? While I may not run through APs, I regularly grab encounters, maps, game mechanics, NPCs, themes, monsters, items, etc from APs to use in the adventures I'm running.

For example, right now, I'm running a homebrew urban campaign set in Korvosa. About 80% of the encounters have been from published sources, although all of them tweaked a bit here and there to make a coherent storyline. I'm mostly using TPK Games' The Reaping Stone, but I've also pulled in elements from...

* PFS Scenario Rise of the Goblin Guild
* The set piece "St. Caspieran's Salvation" and gambling games from "The Golden Goblin" article from Shadow in the Sky (Second Darkness #1)
* The maps from "Four Faces of the Father," one of the Missions in Magnimar from The Asylum Stone (Shattered Star #3)
* "The Shingles Chase" and "The Ambassador's Secret" encounters from Edge of Anarchy (Curse of the Crimson Throne #1) -- including a deadly game of Knivesies.
* "Lavender's Cure-All" and the maps from "Body Count" encounters from Seven Days to the Grave (Crimson Throne #2)
* The library research mechanic from Shifting Sands (Mummy's Mask #3)
* Several traps either stolen from or inspired by traps appearing throughout Mummy's Mask.
* Part Four, "A Legacy of Wrath" from Shards of Sin (Shattered Star #1)
* Several magic items from The Emerald Spire

So, I'll continue to subscribe, even if I never actually play through all the APs. They're a gold mine of gaming inspirationn... or a trove of gaming teasure to steal from.

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That I'm a cranky old guy who yells at the kids with their web-pods and their e-phones and their rap-hop music to get off his lawn!

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Steel_Wind wrote:
Haladir wrote:
Steel_Wind wrote:
Mummy's Mask is not suitable for out of the box play - it just looks that way. There are, in fact, a number of lurking issues in that AP where the problems are latent and potentially pernicious. Don't go there for an out of the box campaign. I am not saying that the issues cannot be dealt with readily, but the design has latent deficiencies which may not be readily apparent to many GMs.

I haven't yet run Mummy's Mask, but I have read it pretty closely. It looks pretty tight to me as-written. I'm strongly considering running it when my current homebrew campaign set in Korvosa winds down.

What are the "latent and potentially pernicious" problems you see with it?

I discuss the potential problems at some length concerning Vol 1 in the latest episode of the podcast. The latent difficulties in Vol 2 will be discussed on the next episode. We also have Rob McCreary on the podcast to discuss the design issues in the module and the changes to the module during development as well.

Right Click and save Here

Hmm. I downloaded your podcast, but was somewhat dismayed to see that it's almost 3-1/2 hours long. Frankly, I don't have time to listen to a podcast of that length.

Would you mind hitting the high points for us here?


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GM says: Floating in the air before you is a red, scaly, spherical monstrosity with a mouth full of sharklike teeth. The thing is at least eight feet in diameter. It has one large eye in its center and ten tentacles growing out of its top. Each of the tentacles ends in another eye. It casts is baleful gaze upon you and roars. What do you do?
GM means: I don't care if we're playing Pathfinder, you're gonna fight a g*dd@mn beholder, d@mmnit!

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The Shining Fool wrote:
He opted for febreeze instead of a shower

Febreeze is preferable to Axe Body Spray.

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I'll agree with the Runelords anniversary edition and Mummy's Mask. Crimson Throne is also very solid, but as mentioned, requires a fair amount of work to convert from 3.5 to PFRPG.

One AP that just doesn't get much love is Shattered Star. Its very heavy on the dungeon crawling, and is a clichéd "collect the artifacts" adventure, but it's very solid, and those dungeons have lots of puzzles and RP opportunities. It also works very well out of the box with little extra work needed.

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This very Anglo guy from New England made his internationally famous Baja-style fish tacos for dinner.

They were awesome.

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Years ago (when the Core Rulebook was the only hardcover), I ran a a "paladin of Gorum." He was a cleric/barbarian. His "smite" was really rage. His alignment was CN.

You could do something like that, but with Beamara.

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It's funny, though... Whenever I wear it, I feel like I'm being watched...

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I posted the same in this thread before the nnecromancer cast animate thread...

I've played scores, if not more than a hundred PCs over the years, in various game systems. Probably about half have been female.

I'm very much a cisgendered man: six-foot-two, kind of burly, shaved head, and a goatee.

I've been told by male and female players that when I play a female PC, you can just tell. (I use some of my acting training.) Vocal inflection, body language, etc, all come into play. It helps that my groups always play in first-person, and our games tend to emphasize narrative over game mechanics.

My female PCs run the gamut, as do my male PCs. Some are bookish, some flamboyant, some no-nonsense, some flighty, some noble, some flirty, some honorable, some who'll sell you out for a pack of cigarettes.

Bottom line: People are people. That's true of men and women. It's impossible to role-play "a woman"...the art is in playing a character.

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Haladir wrote:
Drops back in thread to repeat same troll bait from days/weeks/months ago.

Pedantic critique of poster's use of language, focusing on a shade of meaning that clearly was not intended by poster.

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Creates sock puppet account to say how smart/insightful/handsome the "real" poster is. Also denigrates any who disagree.

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No. Mammy Graul is far more evil, disgusting, and disturbing than Jabba the Hutt.

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So the OP is thinking of running a D&D 5e game with the basic rules? ;-)

I could totally have fun in a game like that. I'm generally of the "less is more" approach.

Honestly, I usually limit myself to options from the Core Rulebook when I design my own characters. I find the background and personality the most fun part of character design. When playing, I usually prefer role-playing encounters to combat. I prefer to play out RP encounters rather than rolling social skill checks.

The game I GM is a "Core Only Plus" game: Anything in CRB is allowed, anything from a non-Core source requires GM approval. And I'm not afraid to say "no."

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5. Brownie bars (old product from Hood Dairy in New England, sadly not produced since the early 1970s. Chocolate-covered ice cream bar, but with orange sherbet instead of vanilla ice cream.)

4. Cuttlefish peanuts.

3. Maple-frosted doughnuts.

2. Biscoff spread.

1. Moxie.

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Pathfinder Adventure Path Subscriber

In City of Strangers, there are a few lines about undead prostitutes. Specifically, there's a brothel in Ankar-Te called The White Lady that specializes in undead courtesans. (page 10)

Kind of makes me think of the Alice Cooper song "Cold Ethyl."

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Pathfinder Adventure Path Subscriber

Well, I stayed up past 2AM last night reading the PDF of Fires of Creation on my laptop.

It has pretty much every single element of the first D&D module I ever bought: AD&D Module S3: Expedition to the Barrier Peaks, but with a more compelling plot, amazing NPCs, and ties back to the regular campaign world.

Fires of Creation had this fortysomething guy squealing in glee like the 13-year-old he had been when reading Expedition to the Barrier Peaks for the first time in 1982.

Spoilers for both:
Color-coded access cards? Check.
Vegepygmies living in a hydroponics lab? Check.
Alien habitat dome? Check.
Deranged medical robots in a sick bay/torture chamber? Check.
Stange and deadly alien monsters roaming around? Check.
Stange and deadly alient plants? Check.
Table of random effects of pushing buttons? Check.

I'm sure there are more Barrier Peaks easter eggs that I missed.

Thanks for letting me re-live my childhood!

I am so looking forward to running this AP after my current campaign winds down.

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I just watched a very moving short (~15-minute) documentary over at The Atlantic, and I though folks over here would appreciate it.

Transmormon, the story of a Mormon family who embraced their transgender daughter.

It's way too dusty in here.

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Wylliam Harrison wrote:

So my homebrew is thusfar proceeding decently.

The group is a 5 members party. The lone guy is a mobile fighter, with the 4 women being a monk, sorceress, oracle and bard.

What are spells that are, for this party, hilarious against this sort of party?

Frankly, this is an extremely bad and incredibly immature idea.

This kind of thinking is emblematic of the misogynistic undercurrent that unfortunately suffuses much of "geek culture."

Be a bigger man and stop feeding the misogyny.

Don't do it.

Wylliam Harrison wrote:
@All female players reading this; this is solely for humor. No offense meant.

That's like saying, "I'm not a racist, but <offensive racist joke>."

Not cool, man. Not cool.

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Slate just ran an article on whether the LGBTQ community needs gay resorts, like Provincetown MA. I found it really interesting because I was just in P-Town with my family a few weeks ago.

My heteronormative family and I loved the vibe of the place. It was one of the few places I've been where LGBT people appeared to be in the majority.

And the drag queens out advertising for that night's show looked FABULOUS!

(And gaming-related note: There is a game store on Commercial Street. They don't have a lot of PF stuff, but I did buy an oversized d20 that I'm using as a counter die.)

Anyway, just thought I'd share, and I wondered what others thought.

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A paladin has to be lawful good to remain a paladin.

Worshiping an evil god is a voluntary evil act.

If a paladin were to try to worship an evil god in a manner that doesn't violate her lawful-goodness, then she's not worshiping the god correctly by the religion's practices. That's a chaotic act.

Ergo, no, a paladin can't worship an evil god.

And if you're looking to figure out how to play a paladin that can worship an evil god... I think you missed the point of the paladin class.

But that's my interpretation. Do what works best in your game.

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Pathfinder Adventure Path Subscriber

I have thrown "six orcs" or "fifteen zombies" at the PCs before. Sometimes, especially it's an impromptu encounter, you just don't have time to stat up special individual monsters with character levels.

This is one of the reasons I'm looking forward to the Monster Codex!

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Honestly, I think it's generally a good idea to wait for all six parts to be released before starting an AP.

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