|
|
|
|
|
Joey Virtue's page
Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber. 2,318 posts. 1 review. 1 list. 2 wishlists.
|
The investment in hero labs really helps with conversion and helps you make them the right power and CR for Pathfinder.
I converted all of 2nd darkness (and made alot of personal changes) in a week or two
We are going to take copius notes.
Or do you want how im setting up each encounter?
SithHunter wrote: I wonder how well a Gunslinger will do with a Ninja, a Cleric, and a Samurai. All in the same group.
We are doing that playtest tonight we are using a healbot oracle
We made 12th level characters and they will be going through escalating encounters starting at CR 12 and have 2 CR 12 encounters then 2 CR 13 Encounters but im not letting them rest they have to deliver the Oracle before midnight so they must press on
There was no problem with "Splat" books just how they were executed their was a difference of thought on what was powerful and not powerful so some things in the books were way off.
Thats the great thing about Paizo they accually playtest all their classes, how do we know this we do the playtesting
I think people dont have enough faith in Paizo and what they are doing and are complaing about what they are doing in their books
Its crazy to think that an RPG company is not going to release more books and what sells
Adventure dont sell that great
Campain Setting only sells to people who are running that campain.
So new rules classes, feats spells thats what most people want and buy
So I have created the encounters for this playtest tell me what you think
4 Cr 8 Ogre Mage
1 Cr 12 Purple Worm
2 Cr 11 Stone Golems
1 Cr 13 Storm Giant
4 Cr 10 Fiendish T Rexes
2 CR 12 Adult Green Dragons
2 CR 13 Iron Golems
2 CR 13 Glaberzu (If they make it this far I would be amazed)
1 CR 16 Night Walker
I threw a little story together to go along with this and them set up in differnt environemnts
And I think There is a trap or two also in between some encounters
Why on the samurai didn't u give him the bastard sword katsna u are cuttin out free damage and they said the katana is a basard sword
This class you linked to seems like its a base class not a Alternate Class
And I dont see all gunslingers as being lawful last time I checked most gun slingers died from a shot in the back from a fellow shootist who knew they were not as good with the gun
Stephen Radney-MacFarland wrote: Shar Tahl wrote: The point of limiting the weapon selection is to remove that as a variable. If everything else is constant, then the one variable (the class) is easier to evaluate. Ding, ding, ding. We have a winner! There are already more firearms in the Inner Sea Guide, and there will be even more in UC. But thank you, Firewrath, for those awesome links. I'm sure they will be helpful in the further development of the firearms section of UC. Thanks This will hopefully stop all the posts about we need more guns
Maybe you should put this in its own thread by you or jason so people can get back to the playtest
I need to learn how to read I was thinking Samurais could qualify for Weapon Spec tree with out and fighter
so I had to change Showgun to a Samurai 11 Fighter 1
The sad thing is for being Playtest characters I have half ass back stories for each of these characters
I think few people have gone nuts with these play tesys we are getting a chance to colaborate and playtest for this great game. Let's work together aand not b**#~ that they are all wrong and idiots and u are right. Let's remember they are the profesional game designers and have put out a greatgame
Only within the first 20 ft so its can be difficult
Human Ninja
Hanzo
25 Point buy
Str 14
Dex 18/22
Con 14
Int 10
Wis 12
Cha 16/20
Weapon
+2 Katana +11/+6 1d10+4
+1 Wakizashi +10/+5 1d6+2
+1 Composite Short Bow +16/+11 1d6+3
Magic Items
+3 Mithral Chain
Ring of Force Shield
Ring of Protection +3
Headband of Charisma +4
Goggles of Night
Amulet of Natural Armor +1
Cloak of Resistance +3
Vest of Escape
Belt of Dex +4
Boots of Elven Kind
Wands
Invisbiility greater Charges x3
Silence Charges x5
Invisibilty x5
Fly X4
Feats
Two Weapon Fighting
Dodge
Shadow Strike
Mobility
Spring Attack
Improved Two Weapon Fighting
Extra Ki
Ninja Tricks
Fast Stealth
Shadow Clone
Vanishing Trick
Bleeding Attack
Ghost Step
Evasion
Dwarven Samurai
Shogun
25 Point Buy
Stats
Str 19/23
Dex 14
Con 18/22
Int 10
Wis 12
Cha 8
AC 30
HP 175
Saves
Fort +17
Reflex +10
Will +10
Weapon
+1 Corrosive Shocking Adamantine Katana +21/+16/+11 1d10+11 +d6 Acid +d6 Electricity
+1 Corrosive Shocking Adamantine Katana +17/+12/+7 1d10+19 +d6 Acid +d6 Electricity (One handed Power Attack)
+1 Compsite Longbow (+4 Str)+15/+10/+5 1D8+5
+1 Compsite Longbow (+4 Str)+11/+6/+1 1D8+13 (Deadly Aim)
Magic Items
+2 Mithral Full Plate
+2 Heavy Shield
+2 Ring of Protection
Efficent Quiver (bunch of special metal arrows)
Amulet of Natural Armor +1
Cloak of Resistance +3
Belt of Physical Might +4 (Str & Con)
+2 Ring of Protection
Boots of Striding and Sprinting
Feats
Weapon Focus Katana
Iron Will
Power Attack
Weapon Specialization Katana
Deadly Aim
Greater Weapon Focus Katana
Improved Critical Katana
Greater Weapon Specialization Katana
Order of the Warrior
She started treatments monday and says they are going well
Thanks for asking
We made some 12th level character for a playtest this weekend
I really like that my thoughts were right when comparing ninjas to rogues Ninjas are cool but dont dominate the rogue
Bestiary 3 has not even been announced
Human Gunslinger 12th level
Gunman
25 point buy
Stats
Str 13
Dex 20/24
Con 14
Int 10
Wis 16/20
Cha 10
AC 28
HP 125
Saves
Fort +12
Reflex +18
Will +12
Weapons Fire and Ice
+1 Flaming Pistol +16/+11/+6 1d8+11+d6 Fire 19-20 x4 at point Blank
+1 Frost Pistol +16/+11 1d8+11+d6 Cold 19-20 x4 at point Blank
(Deadly Aim worthless)
Magic Items
Headband of Wis +4
Belt of Dex +4
Cloak of Resistant +3
Handy Haversack (hold all the gunpowder and Bullets)
Ring of Protection +3
Boots of Levitate
Amulet of Natural Armor +2
Mithril Chain Shirt +3
Ion Torch
FIRE
ICE
4500 Gp for Bullets and Gunpower
Feats
1st Weapon Focus
Bonus Rapid Reload
3rd Point Blank Shot
4th Weapon Specialization
5th Two Weapon Fighting
7th Lightning Reload
8th Point Blank Master Pistols
9th Improved Critical Pistols
11th Signature Deed Lightning Reload
12th Improved Two Weapon Fighting
Yeah Deadly Aim is worthless
I was thinking hell its only within 20 feet it doesnt work but it puts you at minus 8 with the two weapon fighting guess in my build I will use Point Blank Master
Two Weapon Fighting Doesnt Work Either neither are light weapons
But you get two pistols for free and the iconic has two pistols
The Iconic Character is Dual Wielding guns
Since Pistols are not light weapons but one handed you take mad minuses for fighting two handed is this true or am i reading things wrong?
Its not a touch attack
When firing upon a target within a firearm’s first range increment, the attack resolves against the target’s touch AC
It just uses the touch AC so deadly aim should work
So my group gets together every friday, this friday we are missing some players so we were thinking of doing some playtesting
We are going to make a party of 4
We are going to make them on the higher level side we will make them 12th level
We ussually role dice for stats but I want to make this a little more uniform so we will do the 25 points buy
We will give them 110,000GP worth of Items
The party will be the three new classes plus a healing oracle
Im going to create a "dungeon" where the challenges will keep going up starting at CR 12 till the party dies (no rest)
Does this sound useful and how should I make the encounters or characters differently?
Matthew Morris wrote: By just biting the bullet, making them archtypes (well the ninja would be a long archtype) I believe that's a superior method. Give us options, without a huge number of 'base classes' All these Alternate classes are are more indepth Archtypes acording to Jason

LEGENDARY AKATA CR 12
Male Akata, Legendary
NN Huge Aberration
Init +7; Senses Darkvision (120 feet), Scent; Perception +10
DEFENSE
AC 28, touch 11, flat-footed 25. . (+3 Dex, -2 size, +17 natural)
hp 208 (16d8+112)
Fort +12, Ref +10, Will +11
Immune cold, disease, poison; Resist fire 30
Weakness Deaf, Salt Water Vulnerability
OFFENSE
Spd 40 ft., Climbing (40 feet)
Melee Bite (Akata, Legendary) +19 (2d6+9/19-20/x2) and
. . Tentacle x2 (Akata, Legendary) +17 x2 (1d8+4/20/x2)
Space 15 ft.; Reach 10 ft.
Special Attacks Void Bite
STATISTICS
Str 28, Dex 16, Con 24, Int 6, Wis 12, Cha 10
Base Atk +12; CMB +23; CMD 36 (40 vs. Trip)
Feats Bleeding Critical, Critical Focus, Improved Critical: Bite, Improved Initiative, Improved Natural Attack: Tentacle, Lightning Reflexes, Multiattack, Power Attack -4/+8
Skills Acrobatics +16, Climb +21, Escape Artist +8, Fly -1, Perception +10, Stealth +11
Languages
SQ Disease Void Death (DC 25) (Ex), Hibernation (Ex), No Breath (Ex)
SPECIAL ABILITIES
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Climbing (40 feet) You have a Climb speed.
Critical Focus +4 to confirm critical hits.
Damage Resistance, Fire (30) You have the specified Damage Resistance against Fire attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deaf (Ex) Akatas cannot hear. They are immune to spells and effects that rely on hearing to function, but they also cannot make Perception checks to listen.
Disease Void Death (DC 25) (Ex) Bite, Fort incubation 1 minute, dmg 1d6 Dex & 1d6 Con.
Hibernation (Ex) Akatas can enter a state of hibernation for an indefinite period of time when food is scarce. When an akata wishes to enter hibernation, it seeks out a den and surrounds itself in a layer of fibrous material excreted from its mouth - these fibers qui
Immunity to Cold You are immune to cold damage.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
No Breath (Ex) The monster does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Salt Water Vulnerability (Ex) Salt water acts as an extremely strong acid to akatas. A splash of salt water deals 1d6 points of damage to an akata, and full immersion in salt water deals 4d6 points of damage per round.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Void Bite (Ex) Akatas hold hundreds of invisibly small larval young within their mouths, spreading these parasitic creatures to hosts through their bite. Only humanoids make suitable hosts for akata young - all other creature types are immune to this parasitic infe
Created With Hero Lab® - try it for free at http://www.wolflair.com!
Morvik wrote: I don't think of rangers getting their name cause they do ranged. No im pretty sure they got the name because of Tolken and Aregorn being a ranger and the other rangers in the books
I think you guys are worried to much they want to give us options but dont want the 3.5 class bloat and I think the Sub or alternate class is a solid way to do it. I was worried the mechanic and the feel would not fit but I think they have some solid things going here so lets see how the play test goes and stop complaining and do some number crunching and playtesting
If you think the Ninja is so much better then a rogue build two and compare them out and play it and post the results
Has any one here played a ninja and compared it to the rogue. I bet jason and paizo guys have so give it a chance. And play it some
So do they qualify for weapon specialization?
James Jacobs wrote: Joey Virtue wrote: Did the Demoniac replace the Demonic Initate from 3.5? Im converted Second Darkness but if this the same class then I will just convert Allevrah Azrinae into ten levels of the Demoniac to me it seems like it is I just want the offical reply Yes.
Although you don't HAVE to do that conversion... the Demoniac is indeed an evolution of the demonic initiate. Thanks
Yeah I think they could make it so much meaner some 12th level fighter types with Fast Zombie Lord templats on them
The Akata I think I will make them Huge (use bulets minis I have plenty)
For their Void bite the disease will be brutal doing con onsetting in 1 minute and if you die while having their void disease then you raise as one of the super Void Zombies
Did the Demoniac replace the Demonic Initate from 3.5? Im converted Second Darkness but if this the same class then I will just convert Allevrah Azrinae into ten levels of the Demoniac to me it seems like it is I just want the offical reply
Cool I like the idea of getting rid of the planet teleportation abilities
Im going to use hero lab and build thouse characters im thinking maybe with the super advanced Akatas they could make the Elven teams into Void Zombies but full of their skills and abilities like Void Zombie Lords
Thanks
Sorry bout the car accident
Congrats on The baby
And this sounds pretty freakin cool, So did the elves dismantle their gate network?
Yeah I think the combat on the astroid will be alot of fun
Did you destroy sovereign stone to make the elves be stuck on Golarion?
You made it pretty simple and strong at the same time
Drahcir Lumiras wrote: Do we have a guarantee that this won't go the way of the 3.5 splatbooks? What do you mean?
Aktion wrote: Joey Virtue wrote: The best way I have converted things is using herolabs to remake the characters about 10 minutes each give or take herolabs?
Its a character building program it is put out by wolflair its really cool
yeah I would give up enchanment over necro
The best way I have converted things is using herolabs to remake the characters about 10 minutes each give or take
Hey a couple of us have been talking about that really cool end adventure you did
Can we get like all the outline and basics of the adventure you used when they were riding the meteror
luke vyseblade wrote: i'll put it up to them and maybe buy the first mod of each before i run just so i can understand them well enough for newbies RORL is going to be in PDF format only they sold out long time ago
My school demographic doesnt seem like most would be very interested in a gaming club, but im going to start putting our feelers
The other problem with a highschool rpg club is it takes a year or so to get to be a solid player and with all the turn over of kids and hobbies I think it would be hard to keep a solid group that would make the gaming experince fun for everyone involoved
I keep thinking about somthing like this being a high school teacher but just havent gotten all my ducks in a row yet
Great maps to bad my gaming money has dried up till my wife is better
Yeah I just did that too him on Herolabs that makes him even more brutal
Sean K Reynolds wrote:
Rather than teaching someone a different game and expect them to abandon their knowledge of that game when they switch to the Pathfinder RPG, I'd rather see a game that teaches someone the *basics* of the Pathfinder RPG so they can easily transition to playing the full game.
For example, if someone makes a fighter with the intro game, and his fighter reaches level 4, and he and his friends decide to buy the Core Rulebook, I don't want him to have to rebuild his character when he starts playing the Pathfinder RPG. His ftr4 should have 4d10 hp, a good Fort save, a +4 BAB, 3 combat feats, and 2 skill points per level... just like a ftr4 in the Pathfinder RPG.
And this is why im Glad you are a developer of Pathfinder, I dont need an intro game for myself but I see the need for one and it should easily translate to Pathfinder RPG
I have no problem setting them up for laying flat but they could just add bases for us that want them standing up.
Yeah I would expect to buy the bases seperatly and they would a little costly in the intial purchase but once you have all your need you are done
Mairkurion {tm} wrote: Hey, here's something I saw in the big Borders near my place, but I haven't had a chance to check out whether this is happening anywhere else: All the RPG stuff has always been together on the same shelving unit, but now, D&D and other Hasbro game stuff is totally segregated from all competing RPGs, which have been moved to the opposite face of the shelves, facing away from the traffic area. There's not a strategy here, is there? Does it matter what goes on at borders they will be bankrupt within the year
For somthing I didnt think was a good idea to start im going to be one of the biggest supporters of this idea
Think of all the sets you could do
- A set of counters for Melee PCs/NPCs
- A set of counters for Stealthy PCs/NPCs
- A set of counters for Holy PCs/NPCs
- A set of counters for Arcane PCs/NPCs
- A set for Giants (need own set because of the sizes)
- A set for Metalic Dragons (need own set because of the sizes)
- A set for Chromatic Dragons (need own set because of the sizes)
- A set for Primal Dragons (need own set because of the sizes)
- A set for Evil Outsiders
- A set for Good Outsiders
- A couple of sets of each Bestiary or one large set for each
- A set for each AP either small with each book or large at the end
- A set for the modules for every six months or year
- A set for the society adventures for every six months or year
The List goes on and on
Lets hope High Quality Counters are viable with already haveing the art done and just have to get the printing and right set up for the cardstock and perferated
|
|