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Inevitable

Hayato Ken's page

Goblin Squad Member. Pathfinder Adventure Path, Maps, Pawns Subscriber. FullStarFullStar RPG Venture-Lieutenant, Germany—Freiburg. 2,614 posts (6,279 including aliases). 1 review. 3 lists. 1 wishlist. 12 Pathfinder Society characters. 7 aliases.


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Lantern Lodge

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James Jacobs wrote:
ryric wrote:

I presume this AP will include GM/player advice for making evil campaigns work. It's doable and can be fun, but you need some ground rules so that players don't ruin each other's fun.

Too many players see that "E" in their alignment and use it as an excuse to be a jerk and mess with other players in unfun ways.

Absolutely. Starting with the Player's Guide and continuing with how each adventure is written we'll be providing advice for how to handle evil parties.

Evil does NOT equal party strife/PVP.

Very much looking forward to this and devious Cheliax plots!

Lantern Lodge ** RPG Venture-Lieutenant, Germany—Freiburg aka Hayato Ken

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You mean like some paladins of the silver crusade going rogue, stealing powerful artifacts and unleashing uncontrolled lawful stupid on Golarion, what threatens the whole structure of reality?
THAT would be a good plot :D

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ShinHakkaider wrote:
Hayato Ken wrote:
Wiggz wrote:

Well, the good news is that you've been getting one. A new edition that is. Its called 'Unchained' (among other things) and its being enforced via PFS, a.k.a. Paizo's canary in the coal mine.

That is complete nonsense and actually purposefully creating wrong statements. Did you even bother to look into the subject?

Doesn´t seem so.

Language clean ups, getting rid or clearing up of rules artefacts etc and simplification are most important in my eyes.
And there is a reason for that:
Old gamers are already here, but the game needs to be open and easier to understand for people who did not play previous editions.
It needs to be easier to learn and understand.
And this can be done by changing the write up of the CRB, so its easier to access.
All the environmental rules etc. A side effect is that it would get easier for new GM´s.
Strategy guide is a very good beginning there.

And something that would stress out the cooperative teamplay aspect a bit more.

Pretty much agree with everything written here. A clean up and compilation like what was done between HERO 4th and HERO 5th would be great. If you had HERO 4th books (which I did/do and ALOT OF THEM) you could STILL use them, mechanically. with a little tweaking with HERO 5th rules.

I like what Paizo has done with both the Beginner Box and the Strategy Guide and if they could put something like that together for a cleaned up 2nd edition? I'd buy that.

But pretty much a new base game with new mechanics as part of the base game and not as options? NOPE.

That would more be like a revised CRB, far away from a second edition.

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Wiggz wrote:

Well, the good news is that you've been getting one. A new edition that is. Its called 'Unchained' (among other things) and its being enforced via PFS, a.k.a. Paizo's canary in the coal mine.

That is complete nonsense and actually purposefully creating wrong statements. Did you even bother to look into the subject?

Doesn´t seem so.

Language clean ups, getting rid or clearing up of rules artefacts etc and simplification are most important in my eyes.
And there is a reason for that:
Old gamers are already here, but the game needs to be open and easier to understand for people who did not play previous editions.
It needs to be easier to learn and understand.
And this can be done by changing the write up of the CRB, so its easier to access.
All the environmental rules etc. A side effect is that it would get easier for new GM´s.
Strategy guide is a very good beginning there.

And something that would stress out the cooperative teamplay aspect a bit more.

Lantern Lodge

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A Zarta Dralneen mission accomplished mini!

Lantern Lodge ** RPG Venture-Lieutenant, Germany—Freiburg aka Hayato Ken

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Sebastian Hirsch wrote:
Damanta wrote:

Mrh. So that's 1 character illegal until I can get the hardcover.

Any idea on when the hardcovers arrive in stores in the Netherlands?

Amazon Germany and UK said something like May 12th.

May 21.

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I´m totally seeing some of the unchained rogue abilities applying to ninjas (i already let them trade poison use and the other one instead of trap finding and danger sense) and slayers, perhaps even swashbucklers.
Or even be it a consequence of taking weapon finesse^^

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Mark Seifter wrote:
Rynjin wrote:

Eh. I could have put that better less condescendingly, if I'm being honest. It's not precisely the product I have a problem with, it's over-reliance on it.

I've played with a few people who have kinda soured me on the whole thing. Like "Why aren't you leveled like everyone else?" "HeroLab is down, I can't level up" levels of bad.

I've also seen that, in my PFS days, but I think in those cases, those might be players who would have otherwise left the game, or else had to essentially have another player build their character for them (both of which I've also seen). Anything a player can find that helps them make the game their own and feel more independent, like they can make and play their own character without somebody else calling the shots, is a good thing for that player and for the game, in my book. Whether it's an initiative tracker or Herolab, miniatures and lots of props like altitude trackers or buff and condition cards.

Pathfinder became a very complex game by now. Complex and close-coupled if that means something to you. It might be worth considering that there are person who do not have the time to read all the necessary books several times untill the deep understanding is reached. And many players today did not play previous editions of this game before for decades.

Those "weaker" players might still be supreme players, because of the fun that can be had with them or the stories they can tell.
I´m glad for herolab, it helps me save a lot of time. And Mark hit the spot there with his description. I saw exactly those things too.
I´m also glad for the the strategy guide. As soon as that book is translated to my native language, i´ll gift it to several people probably. And, while i personaly enjoy the complexity of the game, i secretly hope there´s more coming like the strategy guide, that makes entry and expanion for many people into the game a lot easier. Disentangling rules and synergies for them.

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A FAQ that has something to do with this book and might bring joy to some: Concealment and Precision Damage FAQ.

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I do hope this book contains some halfling love.
After all, halflings are the only race beside humans that are all over the Inner Sea and Golarion!

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Did wizards ever have an alignment restriction?
That would be funny actually.
Lawful wizards, neutral arcanists, chaotic sorcerers.

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Jessica Price wrote:

Thanks! As Vic said above, a re-presentation of the Core Rulebook isn't really on the table, but that doesn't mean we're not following this feedback, and that we're not using what we learned from doing the Strategy Guide to continue to explore ways of lowering the barrier to entry for people who are new to the game.

I'm thrilled to hear that the Beginner Box and the Strategy Guide are making the game more accessible for your kids, and any feedback you have is welcome. :-)

Considering that Eric Mona just stated there are many people who start playing with Pathfinder - and therefore are a lot younger then the supposed D&D since Red Box/AD&D/etc veterans that grey out the hobby - and are of a different type, namely gamers that want a fast entry to a game, the strategy guide is definately a step into the right direction.

While the card game is a different game in my opinion, a re-presentation of the CRB in a simpified and reorganized way, also making it easier for new GM´s and taking some "angst" away, could be a very huge deal.

You already have the 10$ deal to keep the entry low, now there is the Core Campaign and with the strategy guide there´s another powerful help.

I have to say, this is not only about kids, it´s about a lot of people of all genders being scared by reading that big book or bringing up the time to familiarize themselves with the rules. Presentation is key there.

Lantern Lodge ** RPG Venture-Lieutenant, Germany—Freiburg aka Hayato Ken

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Additionaly to what DrParty06 said:

  • Strategy Guide as a non-minmax book of recommendations (without trap options) explaining the whole game and all aspects and rules to players. Contains several flow charts for initiative and surprise rounds, grappling, character sheet detailed explanations, level up procedures, a multiple choice interview helping you choosing a class, race recommendations for classes, and many more. Perfect book for new players, still good for more experienced people, great addition to Core Campaign and any table if you ask me.
  • Possibly a Society Gamemaster Screen
  • Perhaps 1-2 Scenarios with Flail Snails or if John Compton can come up with it, Year of the Flail Snail :D

Could be a good idea to have the grapple flowchart and initiative flowchart etc on that Gamemaster Screen too. Would make it more attractive to new GM´s and some old ones. Here´s an example of inlays for that great Hammerdog thing.

Lantern Lodge ** RPG Venture-Lieutenant, Germany—Freiburg aka Hayato Ken

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The Fox wrote:
Lord Fyre wrote:
I think you need to post this build.
I respectfully disagree.

Well done!

Perhaps there can be a new culture of not posting and boasting about the strongest build that makes the most damage and is essentially a one person army with no need of companions.
That might just encourage people to actually read the CRB and come up with their own stuff.

Said elven rapier fighter could just be effective enough with a cooperating team. Same as rogues and monks can be quite effective.
One shoting encounters will happen in core too with the right (or wrong) characters. Only that solo attitude makes for suboptimal experiences there. And even if your PC is strong enough to finish the encounter alone, there is no need to do so.

Lantern Lodge ** RPG Venture-Lieutenant, Germany—Freiburg aka Hayato Ken

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BigNorseWolf wrote:
Benjamin Falk wrote:

Yeah, yeah, yeah. And then you go and check what´s actually in that handy haversack. Just to find some unsheathed daggers or similar stuff next to things that don´t really fit in there or would destroy it....:D

Swords and whatnot come with the appropriate sheath, its one of the reasons the weapon weights are absurdly heavy for something you could swing without getting a hernia.

Cost: This value is the weapon's cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon, such as a scabbard or quiver.

This is why I'm really wary of DMs who play "Godtcha!" to mess up players. Chances are pretty good there's another rule somewhere that stops something really bad from happening.

I would definately point this out, but never ever note down the item destroyed. It´more of a joke. As a GM i´m very forgiving on players making mistakes and actually i expect the same when i play more or less.

Having fun together is a clear focus in this game and PFS and should never be forgotten.

Lantern Lodge ** RPG Venture-Lieutenant, Germany—Freiburg aka Hayato Ken

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How about a sign on the outside?
Having a code with some letters, A like Alcohol, D like Drugs, Ad for adult content, etc would be an easy way to mark things without spoilering too much and costs no place, since you could do it on the cover and a guide on the back.

Lantern Lodge ** RPG Venture-Lieutenant, Germany—Freiburg aka Hayato Ken

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Hi there!
I´m looking for a group to either play or GM scenarios.
While that is per se nothing special, it gets a bit more special now.
Due to schedule i have often time in afternoons and in this season the weather really sucks around here, so i´d love to have some games there.

I´m at UTC +1, that means this is more interesting for european or australian based people probably.

Either roll20 or really fast paced PbP here with maps is both fine.
Someone interested?


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Half-Elf AC 13(17)/12/10(14) | hp 30 | F +5, R+5, W+5; +2 vs. enchantments Immune sleep | Init +4; | Senses low-light vision; Perception +17 | kn:x +9; engineering +16;

I see. We were quite active yes.
Roleplay was also quite good.

Auehda asked for the map and i would like to use a map too.
Theater of mind can be good, but for orientation maps are just better.
Makes a lot less confusion for movement, positioning, flanking and also a lot easier job for anyone who wants to cast.

Since the map is freely accesible, everyone can move herself.
Really not much work...

Lantern Lodge

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I once witnessed some players who did not plan their characters.
That was really bad on several levels:
-The characters had no real character concept besides being an alcoholic or something similar useful.
-One evolved around a ring of invisibility after some time, meaning he was invisible most of the time but did not much else.
-Same character also a 3PP race, what made him a tree and monk.
So there was an invisible tree who had no plan what to do in combat or most other situations. While this made for good slapstick, the player was not happy after some time, because he was not good at anything.
-Another was a ranger that could not decide between ranged and melee, but didn´t want to "plan" a switch hitter either. After some levels he really sucked.

What is also to say, AP´s are quite often very thematic, focusing different types of foes and challenges in different books.
"Growing" around that would very often mean players adapt after level up, go to the next place and have a bunch of useless abilities and gear, which let´s them suck and become frustrated.
As a GM, i always try to avoid something like that.
Better the players know what they are doing, are into the game, have fun and be effective. I even go so far as to tell them what could be usefull and if i see someone going a route that will end in being useless or not able to do a lot, i tell them and ask them to change it.
If the difficulty is too low, you can always raise it a little afterwards.


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Half-Elf AC 13(17)/12/10(14) | hp 30 | F +5, R+5, W+5; +2 vs. enchantments Immune sleep | Init +4; | Senses low-light vision; Perception +17 | kn:x +9; engineering +16;

That´s because a german word sneaked in there, meant eyeing up^^

My name is Ibuki Surtova. I hope you will spring your sword at the right time, in our favor though.

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This sounds very promising!
What i can´t understand is the sales rate of this book and the cries about technology in PFS scenarios though. Seems kind of weird.

Whilw i myself was fairly sceptical in the beginning, the implementation is really good though. Once i made the connection to the all time classic Wizardry series from Sir-Tech, only win-win was left.
What we do need now are several new races:
-a rhinceros race
-a spider race
-a bigger ape like race
-a dog race
-a pixie player race (so i can have my pixie ninja^^)
Catfolks are already here.
Maybe i forgot something. Oh yeah a valkyre class!


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Half-Elf AC 13(17)/12/10(14) | hp 30 | F +5, R+5, W+5; +2 vs. enchantments Immune sleep | Init +4; | Senses low-light vision; Perception +17 | kn:x +9; engineering +16;

heal untrained: 1d20 ⇒ 3

Ibuki shakes his head at Yvell running off alone after the merchant.
One highly suspicious and the other one a tick too bold to stay alive very long. Alkenstar mh, might as well be a technic league agent or worse.
He knees down next to Bran pumping Auehdas stomach and tries to help too, lifting her heada bit, forcing open her eyes to get a look.
Women are known to have low iron in their blood sometimes, probably that´s the reason. Phylla should share some red food with her.

Lantern Lodge ** RPG Venture-Lieutenant, Germany—Freiburg aka Hayato Ken

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Pathfinder translations into other languages go at a fast pace and normaly the translation companies try to get the new books while catching up with older ones.
And then internationaly, a lot of people just use the english source material, which makes no difference at all.

Not sure why, but the term "bloat" seems like one of that awfull trends on the board here at the moment. Now and then some topic pops up and everybody joins in on moaning about it. Nobody is forced to buy all the books or use all material, not even on PFS. This is a pure player decision. There are also rules in the guide that clearly state no GM has to own or know everything, that´s why the players need to bring their stuff.
If the players are beginners, that´s one thing.
If players are too lazy to look at their characters and the sources beyond some powerplay guide on the internets, that´s really their problem and boarderlining on the don´t be a jerk rule. Strangely, a lot of those "don´t have to play or GM" complaints fall in line with the bloat stuff and hints at powergaming. Now i seriously wonder how one can play and GM through all those scenarios, all the while perhaps even powergaming or seing powergamers, and not be familiar with so many classes and felt rules?
For a new GM this might be a lot, especially if new to the system yes.
But then this is an attitude thing too, as in just how welcome are people to new GM´s...and what do they expect from them and how are they treated.

And if you don´t like tech stuff, here´s a hint:
Without the proper feat and knowledge, your character really doesn´t know what´s encountered there. For all is known that is dark numerian sorcery and it actually pretty much looks like other magic.
The words laser, robot, etc don´t need to be used and untill identified should not be used. The machine men look like animated armors, what is possible with normal sorcery. You can play through all of the tech scenarios without any tech reference actually, because it could as well all be some magic stuff. And if you are a wizard, probably it´s magic stuff beyond your grasp. That´s why those numerians are so weird.

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The thing with the gunslinger is that quite often such high damage outputs come from not going by the rules.
OP already said the GM let him have touch attacks beyond the first weapon range increment and probably they also neglected misfire chances etc.

And probably something is amiss with action economy and reloading too.

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Finn Kveldulfr wrote:
magnumCPA wrote:
Finn Kveldulfr wrote:

Although I do see that Paizo has taken some elements from real-world history and used them as inspiration for parts of Golarion... I do not see any of the nations/peoples of Golarion as a direct analog for any real-world nation or ethnic group-- and I'd prefer to keep it that way.

While I like complex themes and social issues in my fantasy games, I still prefer to keep them fantasy, not something overly tangled up in reality. Draw on history-- yes. Mistake fictional places as stand-ins for real nations, no.

I'm actually quite tired of hearing this statement because unless we're doing something where every single thing is completely alien, there are real world analogues. I consider it a good thing. The only time people like to bring out this statement is when somebody else is complaining about a culture not being represented. The rest of the time, I think everybody knows the score.

Nope, you're not getting my thought at all. Yes, ideas and things and bits and pieces of real-world history and cultures have provided inspiration for the nations of Golarion, and I'm okay with that. BTW-- if there are ideas and events, things one wants to draw in from cultures that we haven't drawn on yet-- I'm all for it. That's not what I'm reacting against (contrary to your "everybody knows the score" assertion, although you have my apologies if I didn't express myself well on my previous post in this thread).

However, Andoran is NOT America-- it does draw some ideas and parallels from historical America, but it is not the same place. It's clear that Galt drew heavily on the history of Revolutionary France, in the era of the terror-- but it is still NOT France in 1793-1794, and shouldn't be taken as an exact analog with the serial numbers (names) scraped off. Likewise, leave any harmful baggage you've got regarding China, Japan, Vietnam, Korea, Thailand, etc, when you play in the Dragon Empires-- there are themes drawn from each of these places, some...

I can totally agree on that. Dragon Empires draw a lot of things from the real world, just like the rest of Golarion, but having been there and having studied some of that cultures i can assure you that they are not the Golarion equivalencies of real world China, Japan, etc, just like Andor is not the U.S.A.. And having people in a game who do behave in such a way and bring whatever packages to the table then can be a real downturning weight of it´s own. Be it disturbing "patriotic" behavior, racism, prejudice, overdone fandom of anime, etc.

If you read up those nation entrys in the respective books, they are actually very different. At least to me an asian country where actual krakens rule is unknown.

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Who knows to what entities the tribes of Arcadia pray and what they get in return? Perhaps the colonists will be the ones suffering unknown plagues, altered by plague demons so all the clerics and paladins despiar of it?

Or maybe there is even something worse...somethings that drove off the old Azlanti to leave there?

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Like i said, i would welcome "your" culture into the game, although i think there also should be original indio and other native american myths.
As a cold comfort, one could see Cheliax as portuguese and the mwangi expanse or the shackles in that way, since it has references to the colonization theme, although it´s a bit more oriented in an african way probably.

You see, i´m from germany, and i´m totaly tired of nazi settings, tolienesque/celtic medieval settings and similar things. I´m also really sick of the Andor = U.S.A vibe. Especially true for PFS. Not because i don´t like U.S.A. people, but more because i feel it brings a very different and sometimes disturbing vibe to the game and also breaks my personal immersion, since it´s changing the games atmosphere a lot.

That´s why i hope Golarion will, at least in parts, take a step more into the fantastic and bring more cultures and empires that are decidedly not-human, and at least equal or more advanced than the human empires.
For a company like Paizo, that does a lot for inclusion on many levels, such an approach could also be very fitting in many ways, since it opens whole new opportunities. Like an empire where humans are only slaves or maybe the tolerated, but excluded minority. There is an empire in Tian Xia with Kraken despots, i´m hoping for that to make more experiences a long time^^

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Even though u absolutely don´t understand the "i have to see myself and my nation represented on Golarion" (not only from a latinoamerican view, much more on other behalfs), i´m totally looking forward to Arcadia!

I do hope it won´t all be somehow conquered and colonized territory, but rather offers some new and independant cultures! Having indio and other native american influences there would surely be a win-win situation for the game and Golarion!
But, having more alien fantasy things mixed in might also be a good choice. Perhaps even empires and nations that are not human? *gasp*

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Untill Unchained comes out i can recommend this:

Eclipse: The Codex Persona.

Might be a bit older and a lot to read, but i guess it functions good with Pathfinder. There are also lots of comments on this at the Intelligence Check blog and it´s for free.
So much for doing your own classes or costumizing them....

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That might be true^^

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Animal speaker/song healer bard?


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Half-Elf AC 13(17)/12/10(14) | hp 30 | F +5, R+5, W+5; +2 vs. enchantments Immune sleep | Init +4; | Senses low-light vision; Perception +17 | kn:x +9; engineering +16;

Ibuki screams in pain as the skeleton tries to tear the flesh from his bones and seems quite injured. He releasers another burst of energy at the skeleton that attacked him and then hides behind a comrade.

Disrupt Undead Touch Attack: 1d20 + 2 ⇒ (6) + 2 = 81d6 ⇒ 4

This character seems blessed by low dice rolls^^ Better not take a lot of direct attack powers....

**

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A Pathfinder Society Scenario designed for levels 5–9.

For years a Pathfinder team has surveyed Qadira’s Zho Mountains in an attempt to reconcile its twisting valleys with a series of old maps recovered years ago on the Silken Way. When the team disappears soon after reporting a strange illusory effect in a mountain pass, the Society sends the PCS—funded by an unusual benefactor—to uncover whatever is hidden in those peaks and rescue the agents.

Content in “Valley of Veiled Flame” also contributes directly to the ongoing storylines of the Liberty’s Edge and Silver Crusade factions.

Written by Nathan King.

For 4-6 players, all characters need to be legal according to the PFS rules.

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I think bloodline development depends very heavily on what you want to do actually and which bloodline you take.
Depending on that, it might even be worth to take a level in sorcerer.

I´m playing a crossblooded impossible/air sorcerer 1 atm and will advance in arcanist, going into technomancer eventually.
This build is heavily tailored to the Iron God´s AP.
There it should hopefully be very usefull, even i do loose out on two casting levels overall and can take technomancer one level later as normally.
The clue is though, i´ll be advancing impossible bloodline as if i were a sorcerer, levels stacking, which will give me craft wondrous item and a spell focus.
Also i did take the level 1 air ability to change damage spells to electricity. Quite usefull in a robot heavy campaign, just as the arcanist electric lance would be though.
On the first levels i can also daze robot´s pretty fine for free, which is always a good combat contribution.

Things like that make for best builds in my eyes and provide a lot more flavor than just the most maximized damage.

For PFS play, best orient yourself to be able to contribute as much as possible on several fields, having answers for diverse situations and specializing in one or two things.


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Half-Elf AC 13(17)/12/10(14) | hp 30 | F +5, R+5, W+5; +2 vs. enchantments Immune sleep | Init +4; | Senses low-light vision; Perception +17 | kn:x +9; engineering +16;

Councilor Freddert, i have personal reasons to go searching for Khonnir, as some others here like Bran. Nodding to Bran. I assume Bran and Ibuki know each other and may be friends. I´ll also look into that thing with the flame. Waited long enough for a chance to study it directly. Who knows, perhaps i can make myself a name by relighting it. His expression grows strange, eyes glowing with anticipation, yet still clearly worried about the fate of Khonnir, he rubs his hands together.
Can we go or do we need to wait for you finishing that? Pointing at the papermountain.

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Gorbacz wrote:
Ssalarn wrote:

I expect Occult Mysteries to be amazing though, because so many of the people at Paizo love the concept. They've been planning and ruminating on something they love and are excited about, and love is where the real magic comes from.

Fear not, your damning praise will be quickly silenced by all the "ha ha Failzo hates point-based psionics so they're giving us another vancian system where casters rule and martials drool' people ;-)

How good that there are droolbags so nothing get´s spilled on the floor.

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Erik Mona wrote:

On Thursday I conducted a dinner meeting with the design staff and Brandon Hodge, with the topic being Occult Adventures. We discussed the book's overall theme, its general contents, and an overview of the six new classes that will be included in it.

It was one of the most exciting, productive design meetings that I've ever had during my time at Paizo (which started on Day 1).

I learned the following things:

1) Jason Bulmahn, Logan Bonner, and Stephen Radney-MacFarland are fantastic game designers filled with tons of amazing and innovative ideas about where to take the Pathfinder rules system.

2) Mark Seifter is a FANTASTIC addition to the team. He has a fundamental understanding of the Pathfinder rules that makes him invaluable, and his extensive "real world" experience as a 5-star Pathfinder Society judge and frequent player gives him a practical expertise that I think will really aid the design team in general. We are lucky to have him.

3) Brandon Hodge is a 33rd degree occult badass. (I actually already knew this.)

4) So am I. (I knew this, too.)

5) Bulmahn is willing to let me go off on digressive riffs about the seven principles of mankind, Theosophy, reincarnation, the Astral and Ethereal Plane, and auras for about 7 minutes, but after that he starts to make fun of me.

6) Occult Adventures is going to be hugely popular, even among folks who might not think it is their cup of tea at the moment. People are going to love this book.

7) Not only will this book be a fantastic resource for ALL Pathfinder players, but it will show how much "design space" is still left in the Pathfinder rules engine. Some of the mechanical discussions under discussion are tremendously exciting.

I love the Advanced Class Guide, and I'm looking forward to Pathfinder Unchained, but the design of both of those books is predicated on existing character classes. There's a ton of innovative stuff in those books, but it's all predicated on stuff that already exists. This book is going to be full of fresh,...

Well, i had hoped for psychic magig not being vancian, but let´s see what you make out of it. There is enough room left in that system that it could be good.

Occult Adventures sounds very promising. I hope for a strong Cthulluh vibe and a rules mechanism, that finally restricts metagaming and brings a lot more respect and horror to the heroes. This could also be in Pathfinder Unchained though. Yes it would restrict player freedom, but on the other hand it could/would create a better gaming experience very often i guess. Because all that metagaming and attacking everything and cheesepowerplay can get very unatmospherical while it is extremely hard to resist. Oh and if you do something like that, please take care so it can become PFS legal!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Lantern Lodge

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Pathfinder Adventure Path, Maps, Pawns Subscriber

Now what i really would love to see would be a different magic system for Pathfinder. Something very similar to the one used in Dreamscarred Press Psionics, but only with magic.
Points up to caster level, spells you can augment with more points.
Spells you can make more powerfull or usefull with more points, like sleep for higher CR, mind-affects for undead or others, etc.

THAT would be awesome and give a much more dynamic feel to magic, expressing the power gain in a different way, but also stay in check.

Lantern Lodge ** RPG Venture-Lieutenant, Germany—Freiburg aka Hayato Ken

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Kitsune are so much more^^

Lantern Lodge ** RPG Venture-Lieutenant, Germany—Freiburg aka Hayato Ken

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Real men do cry.
Because real people do have emotions.

Personaly, if a situation makes me cry, i´ll just do it.
No matter where i am or who can see it.
Because essentially, i´m not ashamed of my emotions.

Would i see anyone cry at my table, i would try to comfort that person if i can. Because other people do deserve our support.
Exceptions there only prove the rule.

Without reading all of the above, i´m not sure why or how crying should be especially related to women. Something like that reeks of a wrong understanding of feminity and masculinity and deep seated emotional problems.

Persons should not be reduced to sex and gender, neither should the discourse be reduced like that.
If you stop seing different gender and start noticing you´re surrounded by different people, which have totally different attributes, among which gender is one of many, things become a lot smoother and easier.

Lantern Lodge

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Pathfinder Adventure Path, Maps, Pawns Subscriber

You got stuff for psionics in Path of War?

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