Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Mekuhare

Knight_Druid's page

Pathfinder Society Member. 101 posts. 1 review. No lists. 1 wishlist.


RSS

1 to 50 of 101 << first < prev | 1 | 2 | 3 | next > last >>
Sovereign Court

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!

Sovereign Court

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?

Sovereign Court

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.

Sovereign Court

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.

Sovereign Court

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

Sovereign Court

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

Sovereign Court

*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.

Sovereign Court

can't get enough!

Sovereign Court

Couldn't you use the D20 Modern rules?

Sovereign Court

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

I could only come up with 5 :)

Sovereign Court

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!

Sovereign Court

She ran away

Sovereign Court

1 person marked this as a favorite.
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!

Sovereign Court

Dotting for interest.

Sovereign Court

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.

Sovereign Court

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?

Sovereign Court

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.

Sovereign Court

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?

Sovereign Court

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!

Sovereign Court

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.

Sovereign Court

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.

Sovereign Court

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!!

Sovereign Court

1 person marked this as a favorite.

Gem!

Sovereign Court

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.

Sovereign Court

Any updates on the backorder?

Sovereign Court

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

Sovereign Court

1 person marked this as a favorite.
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...

Sovereign Court

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).

Sovereign Court

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.

Sovereign Court

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 :)

Sovereign Court

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.

Sovereign Court

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.

Sovereign Court

Dotting for future use!

Sovereign Court

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.

Sovereign Court

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?

Sovereign Court

mplindustries wrote:

Ok, so let's talk about fixing this, as there does not seem to be any real benefit to playing a Hunter over a Druid. I think the focus of the class is the pet, and there is a definite place for a class like that, so how much better can we make the pet before it gets excessive? Will doing that be enough to save the class?

The current Animal Companion chart starts out relatively strong at 2HD, but ultimately falls behind pretty quickly as they only level at about 3/4 of the speed of the their governing class combined with the fact that they are mainly just melee combatants who only receive 3/4 BAB.

Giving a second animal companion at some point around the time the pet begins to seriously fall behind is a possibility, but I think that opens the doors for action economy abuse and one player's turn taking significantly longer than anyone else's.

So, they should probably just have one pet that either levels faster, gets better BAB and attributes, or both.

What if Hunters had their own unique Animal Companion leveling charts, rather than using the Druid? They can still use the Druid companion stats as a base, they just get their own level chart, so maybe the animals get d10s and full BAB or they just gain the d8, 3/4 HD every level instead of 3/4 of them. Maybe they gain bonus Str/Dex (and maybe Con, too?) faster?

Another really minor ability that I'd really like to see that I think would add very little mechanically to worry about balancing, but would do a lot for "ease of play" and flavor is some way for the Hunter to ignore the trick subsystem and just have open communication with their companion. Just making their companion start with Int 3 and able to communicate fully with the Hunter and receive commands (and not need special training to fight undead, for example) would be huge for making the class more accessible.

Between this, the new teamwork feats being promised, and maybe the ability to count as a higher BAB for the extant Teamwork feats, I think you'd have, not a powerhouse...

1. Have the hunter choose between ranged or melee focus for attacks just like the ranger.

2. Hunters can never have more than one animal companion due to the strong bonds between them.

3. Hunter's spells can be cast on the animal companion only (i.e. buff, heal, etc...)

4. In addition to normal animal progression the hunter's animal companion gains an additional hit die, +1 to attack, bonus to AC etc...

These are just my quick thoughts.

Sovereign Court

The Beard wrote:
Cheapy wrote:

"I need three good stats and 1 piddling one, and one that's at least 10. This class is too MAD, and no one will play it."

That's basically the vibe I'm getting here.

Most other classes have only one or two stats that are of particular importance to them. For clerics, it is both their WIS and their CHA. Paladins in Pathfinder, unlike failadins in 3.5e, don't need to run their WIS up as they once did. They're good on just STR and CHA to get the job done. The warpriest, meanwhile, needs martial stats, a good wisdom score and will need a decent CHA if you have any intention at all of making its channel work as more than a heal.

Clerics can also have this weakness if you want to build one that is more martially inclined, obviously.

This is what happens with hybrids classes; you are taking on two roles (fighter and priest) so you need the stats to correlate in order to be effective. "Pure" classes don't have this problem.

Sovereign Court

1 person marked this as a favorite.

The warpriest is a hybrid class and should be created as such; war = fighting and priest = healing. The class should be able to do both effectively without outpacing their parent class. It's the same formula used in WoW, which we know our friends at Pazio play. Look at the the WoW shaman; it can heal, do ranged dps or melee dps, but by no means can it do more dps than say hunter or rogue, they class isn't built that way and shouldn't be.

A hybrid class gives an alternative to playing the parent classes for those that are looking for something different. I don't want a warpriest to do more damage than a fighter, nor do I want it to outheal a cleric, but if my group is lacking one of these two classes, then this is where the warpriest would fit in.

Personally I would try to understand the flavor of the class first, then I would worry about mechanics. What's the point of getting mired in mechanics that may or may not be there? Playtest the class, send feed back, and then move on to another class. Some of you are taking the fun out of the playtest and missing the point entirely.

Sovereign Court

ciretose wrote:

@Knight Druid - Dropping the armor is something I would not do. It is part of what separates it from the inquisitor. This class is actually a heavy armored class.

I think I see where you are intending, but I think heavy armor fits better.

We can agree to disagree, but as it stands now the class doesn't seem to set itself apart from the other divine classes. I would think that from a flavor standpoint it would make sense (to me at least) that their faith is what armors them (i.e. wisdom).

Sovereign Court

I wish there was more play-testing information in this thread, because I think it would go a long ways in answering some of the questions and theories that some of you have. I don't currently have a group so I'm unable to play-test the class myself, so I'm totally dependent on reading these forums for the information I'm looking for.

With that being said I would restrict warpriest to light armor, and give them an AC buff derived from wisdom similar to monk. I would also give them access to two-handed weapons only, that way you don't have to worry about deity-specific weapons like star-knives.

In addition I would drop Channel Energy in lieu of an persistent aura of some sort that perhaps aids either combat, defense, or healing, which would allow the warpriest to fill a role as needed. A few of you said something about a divine magus which I think would a great idea source for this class.

Sovereign Court

Abyssian wrote:

It's been mentioned before but I want to +1 that my expectations for this class were more along the lines of a divine Magus than a Paladin for all alignments.

For those that believe that the Warpriest isn't especially good at combat, would that help? I haven't played a WP, yet (and may not; it's my least favorite of the playtest classes) but I'll try in the near future to make some specific recommendations by altering some of the existing WP mechanics and post them here.

I too would like to see a divine magus class, but maybe that's better saved for an archetype. However, when I think of a warpriest I think of the class found in Warhammer Fantasy Roleplay (and the now defunct MMO); a divine character who wears medium armor and wields two-handed weapons. Her spells are buffs for the party and some healing. She's not a good as the paladin in combat, nor as good as the cleric in healing, but if you need someone to do a little bit of both she'll fill that spot nicely.

Sovereign Court

Some of you are taking this way to serious. The designers at Paizo have decided to restrict multi-classing for a reason. How about play-testing the new hybrids that have been out for less than 24 hours, and then send that information to Paizo. Who knows, maybe with your feedback they'll agree that multi-classing hybrids are a good idea.

Sovereign Court

2 people marked this as a favorite.

I have been waiting for a fighter that uses only hands, but doesn't have the eastern bent of the monk. Look at it this way:

Brawler = boxer, mix-martial artist, etc...

Monk = karate, kung-fu, akido, etc...

They are both VERY different in their discipline and design, but achieve the same goal; a front-line fighter that uses their body as a weapon.

Sovereign Court

I don't think Pathfinder has do much of anything beyond what they are already doing. Why try to compete with a company that you already dominate? That's like being in first place then purposefully slowing down so that everyone else can catch-up. Doesn't make much sense if you ask me. Now if they were to try and coincide any sort of release with D&DN I would like to see an alternate game world using Pathfinder rules; science-fiction, fantasy, modern, science-fantasy, something along those lines. Pen&paper gamers are an imaginative lot, get them involved by creating a submission contest which uses the CURRENT rule-system but applied to a genre beyond fantasy.

Sovereign Court

I'd love to play what do I need to do?

Sovereign Court

If you need a rogue I'd love to play!

Sovereign Court

Hey All:

I ran my first Pathfinder game in quite some time last week. The group is level 5 consisting of a bow-fighter, paladin, saurian druid, and a wizard. I followed the CR guide and set-up the first encounter; needless to say they blew through the encounter in less than three rounds. Now, as they progress threw the campaign I'm left with some rethinking of my encounter building.

Our next game will take them from one city to another, which they will travel through an underground cave system that sits at sea-level. I'm trying to figure out which hazards I should include in the cave system that will pose a challenge. Can you all suggest a few for me? Thanks in advance.

Sovereign Court

I use to have this same issue; I collect the hardback books for a few RPGs and keep them on the shelf or in a rubbermade tub. Until recently I use to lug my books around from game to game. Not only were they heavy, but because other players knew I had the books they would never bother to buy their own, instead they used mine. Now I buy the hardback book because I still love reading and owning the hardbacks, but I also spend $10 on the PDFs and keep them on a thumb drive or laptop. And if I ever lose the drive all I have to do is come to the website and download them again. It's a no-brainer in my opinion, and puts Paizo almost ahead of the game when it comes to digital content. Now if they would just make a digital character generator I would be a very happy druid (this is what seperates 4e and Pathfinder)!

Sovereign Court

Thanks for the advice everyone. The last thing I want to do is invalidate someone's character build and make more work for myself.

Cheers!

Sovereign Court

Hannah the Irin wrote:

I like having a critical hit chart for confirmed criticals+damage but only +damage on unconfirmed.

Makes the feats relevant and takes the sting out of unconfirmed.

I like this idea a lot; which chart do you use and where can I get it?

1 to 50 of 101 << first < prev | 1 | 2 | 3 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.