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Mekuhare

Knight_Druid's page

Pathfinder Society Member. 116 posts. 1 review. No lists. 1 wishlist.


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Sovereign Court

Veilgn wrote:

Sound dont travel.

Feel do.

Actually sounds does travel, which is why you can hear people speak and the sirens of emergency vehicles.

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1 person marked this as a favorite.

There isn't anything that prevents your GM from allowing polar bears, megaraptors, or anything else for your druid to shape-shift into. In the end the decision is up to you and your GM.

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Well my GM has stated that the Unchained Rogue is too powerful, so in order to not cause any undue stress on his part I was trying to keep it basic. And to be honest I'm trying to take every single optimized feat/skill/ weapon that I can. All I want to do is play a rogue and have fun with him. Again, the feedback is very much appreciated.

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Thanks for the advice, everyone. Looks like I'll be changing my weapons too daggers, and perhaps carry a short-sword for back-up.

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Can a rogue dual-weild rapiers? I'm playing an 5th level rogue (core book) and wanted to make sure I was doing it right.

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3 people marked this as a favorite.

I find this thread by the OP hilarious. In essence no one forcing you to use errata; it's your game, do as you wish. Also, if Paizo didn't publish errata people would complain about that too. I started gaming in 1988 using Palladium Fantasy and Rifts. We never got errata or updated books, and there was plenty of power-creep for new releases. If we didn't like a rule we changed it and moved on.

Consider yourself very fortunate that Paizo spends time correcting mistakes. If you buy the PDF the update is FREE. In fact as far as I can tell all erratta is free. It's like you're looking for a reason to complain. It's not that serious, my friend. Either use the updates or don't.

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1 person marked this as a favorite.
hasteroth wrote:

I've been encountering this a fair bit lately, the idea that a GM is basically incompetent upon the slightest mistake or smallest deficit in understanding of a rule or rules. And in some cases the slightest misinterpretation of (or disagreement with a player over) a thematic issue.

And I have to ask this general question, to what standard do you hold your GMs to?

At one extreme do you expect GMs to have a perfect recollection of the entire Core Rulebook (and perhaps the accompanying books like Ultimate Combat, APG, etc etc) and how every single rule could potentially interact with others in other books? And would you expect them to agree with you on every single thematic issue (even the Goblin Orphanage)? And would you be unwilling to forgive even the first mistake?
Or do have incredibly low standards and willing to excuse just about any problem?

Or are you somewhere in the middle? Obviously most probably go on a case-by-case basis but some may have a hardline set of standards.

Speaking as a GM who has made his share of mistakes, I'm usually quite forgiving even when the GM is wrong so long as they aren't a dick about it. (Though as both a player and a GM I prefer to keep all but the simplest and most urgent of disputes deferred post-session to minimize disruption).

I'm also interested in hearing anecdotes about disputes with GMs, both resolved positively and not so positively.

I GM and don't pretend to know every rule. With that being said I try to rule in the player's favor if possible. If I can't that's ok too because my players trust me. They know I'm going to give them the benefit of the doubt. I know how much effort most players put into creating their characters so I never try to screw them over, but I also don't hesitate in making a ruling that could kill their characters. Basically I'm like that boxing referee: "firm but fair."

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Are you asking with regard to Pathfinder Society?

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Make it a variant of the magus. Restrict the spells to healing and elemental magic, which should weapon enhancement too. Add the ability to summon elementals at higher levels and you should be good to go.

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World of Warcraft is a great setting (not to mention a pretty cool game). I've often thought of using it myself for a basis of a campaign, or at the very least stealing of few ideas.

As far as totems here's my idea: use the Summon Elemental spell, but reskin it to Summon Elemental Totem. Once summoned the totems grant access to that elements' spell list.

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SmiloDan wrote:

What do you mean by science-fantasy? Star Wars? Barsoom? Those settings that are so far in the future, they've returned to Dark Ages technology, but there are still ancient artifacts scattered around, like bomb shelters and guns and holograms and cell phones?

Something similar to Rifts or Numenera. I like the far future science-fantasy settings.

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I like running Eberron using the Pathfinder rule-set; it's a great world with plenty of room to campaign in. I've run Forgotten Realms too, but lately I've grown bored of the Realms. I'm still looking for a science-fantasy setting but haven't found one for Pathfinder just yet.

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The Ultimate Psionics book is a great addition to the Pathfinder line, but every time I read it the same thing sticks out like a sore thumb; the artwork. It's the Achilles heel of the book for me. I find it inconsistent and subpar with most other third-party publishers, and it's the main reason I bought the book in PDF form only. If the artwork had been close to the other Pathfinder books I would have gladly paid the asking price of $79.99.

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SmiloDan wrote:

How would you use it with PF? Would you replace all the little +1 and +2 bonuses you with PF? Or just for some things? How would it work with other PF rules, like ability damage/drain and the different conditions? How does it work without Bounded Accuracy?

I really like 5th Edition, but miss all the class options from PF.

Exactly, which is why I intend to go back to Pathfinder; 5e is a good game but the classes are very generic and there's too few options for them. However, I really enjoy the Advantage / Disadvantage mechanic and wanted to implement it in my game.

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Is anyone using the above mechanic from 5e for their Pathfinder game? I'm running a 5e campaign but eventually plan to switch back to Pathfinder. I want to include it if possible but want to see how other groups handle it.

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Vic Wertz wrote:

Just for a little technical clarity here... Wizards released their SRD 5.0 using version 1.0a of the Open Game License, which has been around for 15 years and is the exact version of the OGL that we've been using all along. Which means if our designers see anything in SRD 5.0 that they think would be a good addition to our game, they can put it in. (I'm not saying they will—I'm just saying they could... and assuming Wizards is going to put the OGL into their future 5.0 products, it's just as easy for Wizards to use any Open Game Content we've created.)

That said, I don't expect any major changes to come out of this for us. Our focus is the Pathfinder RPG, and we don't currently plan to create content for 5E.

Thanks for the reply and clarification!

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Herald wrote:
Signs point to doubtful. It would be a mine field to try and cross over all the rules. But that's just my opinion.

Do you think it changes the direction of Pathfinder since it was originally based of the d20 era SRD?

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I'm a fan of Pathfinder, and have a lot invested in the game, but I wonder if Paizo is considering working with the 5e OGL. Perhaps a conversion document? I wanted to get other player's opinion on the matter.

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GM Rednal wrote:

If you're running Mythic games as a GM, I strongly encourage picking up the Mythic Mania trilogy:

-The Hero's Handbook offers feats, class abilities, and fixes for problems that appeared in the original book. Your mythic games will be unquestionably better if you use it.
-The Spell Compendium is JUST a collection of mythic spells. These enhanced powers offer new ways for existing villains to challenge mythic heroes, and your players probably won't expect most of it. It's also good for players who want to do mythic spellcasting and aren't sticking solely to, like, CRB spells. XD
-The Monster Manual is a bestiary with mythic versions of many existing monsters. Also good for challenging mythic heroes.

Aside from these important supplements, be sure to talk to your players and encourage NOT trying to break the system by stacking absurd numbers. If the players go more for thematic abilities than higher numbers, I think it'll go better for all of you.

(Also, try to set up situations where they can't retreat and be fully healed anytime they want. This helps with players going 'nova' and stomping all over every challenge.)

I've picked up the Mythic Trilogy by Legendary Games. The books are great and offer a lot of useful advice. The next step is to figure out how and when I want to add in the mythic tiers during play.

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Are there other evil Iconic character out there? This is the first I've seen of them.

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Why don't the characters hire an NPC lawyer to represent them? Who knows where it could lead...

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*1. Every fight feels like a boss fight.*

High level combat should feel epic, however, too many fights during the game can water down their impact. Make the fights matter to the story and most importantly the PCs.

*2. I need to be constantly reminded of PC abilities.*

As others have stated it's up to the PCs to track their character's abilities, not yours. If the PC's didn't add a bonus or a save to roll then they didn't get that particular benefit. Player's should be prepared and ready to play when they come to the table.

*3. I announce things but not all players hear me, sometimes no one hears me and they deny I ever said it, making me question if I said it at all.*

This one is easy; when you speak everyone else should be listening, not talking, not joking, etc... This can be hard on Roll20, but you have to set the expectation up before play begins.

*4. I forget abilities of my own monsters.*

This part is solely on you, and again goes back to being prepared and ready to play. Read the abilities of the monsters before hand. If possible make a few cheat sheets. This also goes back to my point above where you have fewer combats but make the ones you do have matter more.

*5. I hide all of my rolls, sometimes I roll for a PC and they don't like it.*

Hiding your rolls is fine, but most players want to roll for their character if possible. Think about it this way; would you want someone to roll for your character that you spent hours putting together? Most likely not.

*6. I'm too slow.*

This one I don't understand; what do you mean by being too slow? Does this pertain to combat, or the game general? I'd like a little more clarification if possible.

*7. If I create my own monster, or create my own ability they feel cheated.*

Creating your own monsters and abilities is fine, but just be sure to be consistent, and try not to make up an ability on the fly just to prevent the players from defeating your creation.

Being a GM is a constant learning process. My best advice is to make sure you sit on the other side of the table as a player. This will give you much needed perspective as a player, and will allow you to see how other GMs handle the same issues that you encounter while running games.

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can't get enough!

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Couldn't you use the D20 Modern rules?

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1. Eberron
2. Forgotten Realms (3.0/3.5)
3. Dark Sun
4. Rokugan
5. Golarion

I could only come up with 5 :)

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I'm creating a campaign world which uses mythic rules for character creation, think Exalted but for Pathfinder. I'm reading the Mythic Adventures book to get a better understanding of the rules, however, I also want to hear from the community too. Is anyone running a campaign, or have run a campaign in the past, have any insight as to what I should expect? I've been in the gaming hobby since '86 and have a pretty decent grasp of the Pathfinder rules.

Thanks!

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She ran away

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TheRealHoratio wrote:

I suppose this is an opportunity to expand my skills as a game master. I do realize that I have unlimited license to make the game as easy or as challenging as needed. After my initial post and reading the responses, I guess I am overthinking it. I can't really make any decisions if we haven't played any of the campaign yet.

Basically, what I wanted advice on from the community, is do the types of gamers that make these characters do so because they want to be able to breeze through the content, or because they want the challenge of seeing what they can survive? I guess it could be both, or something else entirely. Either way, thanks to the folks that actually contributed something meaningful to the thread.

The best advice I can give as a GM for many games (including Pathfinder) is don't be afraid to throw out your pre-made notions on what your game/campaign should be. Think on your feet and be flexible when running the game. Pathfinder can be intimidating, but like most things it's only intimidating if you allow it to be. No matter what happens in the game you have the ultimate say-so. Good luck and welcome back to fold!

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Dotting for interest.

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Look up the RPG from Fantasy Flight Games called "End of World: Zombie Apocalypse." You create characters based on your own abilities as a person, and gain equipment that you have on you when play starts. Of course when playing a game like this you need a group of mature players who don't take the game, or themselves, too seriously. If not you can have players with some hurt feelings.

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Pathfinder is the fantasy version of RIFTS. There's nothing that you can change that would make the game better or worse. It's based on a very old engine that most modern games no longer use. The only thing I would do is use another game's mechanics like 5e or the Cypher system; but then it wouldn't be Pathfinder, now would it?

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Is there any chance that Paizo will move beyond the Dragon Empire Gazetter and publish a full hardback book? The ideas and concepts were great, and I would personally like to see more.

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I wasn't sure about this book, but after reading more on this thread my interest is definitely piqued. I understand this book is for newer/ beginner players. However, I do have one question: how does this book interact (if at all) with Pathfinder: Unchained? Do the rules contained in the two books counter each other, or somehow mesh together?

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Lord Gadigan wrote:
Caliphas is described in an article in Ashes at Dawn, which is the 5th part of Carrion Crown. You're probably seeing the map from that support article.

Thank you!

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Hello:

I found a map of Caliphas online that had the city mapped and numbered, with a title to go along with the numbers. Where can the actual description of these numbered places? I have the Carrion Crown map folio and Rule of Fear campaign setting, but neither of those have the descriptions that I'm looking for. Thanks in advance.

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1 person marked this as a favorite.

Great topic and thanks for posting this. I would love to see more characters in the pages of Paizo products and other game publishers feature more people of color. Exalted (White Wolf) was the first game that I can remember which had an African-American character featured on the cover of the core book (Harmonious Jade). Everyone wants to be a hero, which is why we play RPGs, but it would be cool to see heroes that look like me in the pages of the books that I play.

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4 people marked this as a favorite.

Can it be true? I can finally run my Pathfinder rules based science-fantasy campaign without doing lengthy (and painful) conversions from previous D20 products?? I'm in!!

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1 person marked this as a favorite.

Gem!

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I'm running this Adventure Path, and can't wait to start reading it. Science-Fantasy is my favorite genre (Rifts) but very publishers can pull it off correctly. I have faith that Paiso's will get this right.

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Any updates on the backorder?

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I'm looking forward to this book; will I be able to buy it my local game store?

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mbauers wrote:
Are the playtest discussion threads still visible? I can't find them

I think they have all been removed, or maybe it was just a dream and they were never there at all...

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Can warpriest duel-wield? If so this could make up for some weapons not being as viable as others (i.e. daggers and other small one-handed weapons).

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I like having the hunter's animal companion the strongest in the game. Also, if you decide on spontaneous casting I hope it's not for damage dealing spells (i.e. lightning, flame strike, etc...); it should be only effect buffs for the hunter and their pet.

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Kalvit wrote:
Knight_Druid wrote:

I like the idea of the shaman, but as others have said the class seems to be all over the place. How exactly does the spirit companion work? Is it an arcane familiar or an actual animal companion?

Spirit Animal (Ex): At 1st level, a shaman forms a close
bond with a spirit animal tied to her chosen spirit. This
animal is her conduit to the spirit world, guiding her
along the path to enlightenment. The animal also aids
a witch by granting her skill bonuses. This spirit animal
functions like a familiar using the wizard’s arcane bond
class feature, except as noted in the Spirit Animal section.

I'm thinking it's an animal companion that aids with bonuses and aids in physical combat, but I'm not sure. If it did this would probably be my new favorite class.

It's a familiar, though a Nature spirit focused shaman could turn it into an animal companion at 16th level. Sorry if that disappoints you.

So then my next question is this: why not have the spirit companion have the ability to manifest on the material plane and aid the shaman in combat? Perhaps the spirit companion is able to deliver touch attacks via the shaman? If not in the shaman class now then maybe an archetype later on? Just my two cents :)

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I like the idea of the shaman, but as others have said the class seems to be all over the place. How exactly does the spirit companion work? Is it an arcane familiar or an actual animal companion?

Spirit Animal (Ex): At 1st level, a shaman forms a close
bond with a spirit animal tied to her chosen spirit. This
animal is her conduit to the spirit world, guiding her
along the path to enlightenment. The animal also aids
a witch by granting her skill bonuses. This spirit animal
functions like a familiar using the wizard’s arcane bond
class feature, except as noted in the Spirit Animal section.

I'm thinking it's an animal companion that aids with bonuses and aids in physical combat, but I'm not sure. If it did this would probably be my new favorite class.

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Warpriest = avenger or runepriest from 4th edition D&D. This is not to start an edition war, rather I want those who are play-testing and those who are designers to look at these classes and see what worked and what didn't work. Both were divine classes and filled their respective niches quite well. Again, the heavy armor proficiency needs to be thrown out the window and instead limit the class to light armor only. In turn give them a defensive aura similar to the monk class.

I think the main problem with warpriest is that the designers are trying to blend fighter and cleric together, which in all honesty we already have (i.e. paladin). Instead, why not blend bard and cleric?? Then you would have a fighter that could do damage and buff/ debuff without adding a bunch of crazy mechanics.

This is just my two-cents.

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Dotting for future use!

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You have to remember that these are NOT new classes, instead they are hybrids of existing classes. Honestly speaking I don't see how another set of spells will benefit the game, and at the end of the day that's why we are all participating in the play-test; the push the game forward.

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How about having the hunter use a swift action to give his pet a boost dependent on level;

1. Armor Class and saving throws, or

2. Bonus to hit and damage

This along with specific spells that can only be cast on the pet (i.e. magic fang, barkskin, bless, cure light wounds, etc...)

Thoughts?

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