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Pathfinder Adventure Path, Roleplaying Game Subscriber. FullStarFullStarFullStar Pathfinder Society GM. 24,658 posts (25,049 including aliases). 1 review. 1 list. No wishlists. 11 Pathfinder Society characters. 9 aliases.


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Lantern Lodge

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And again more importantly. NPC's don't generally have Paizo subscriptions to the books that would get them inside information. :)

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I'm a victim of survey fatigue. Unless I have a good reason to do so, I no longer bother. Come clean with what the survey is being used for and why it's being taken, and then I'd consider donating my time to filling it out.

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Googleshng wrote:
Well, if we're looking for proper examples to toss out as role models, no. Rorschach totally has the dedication and clarity of purpose sure, but there's that whole bit in there where you also have to rise above the evils you're confronting and generally serve as an inspiration to others, and that's where he really deviates from the concept.

Rhorshach is the cautionary tale about he who battles monsters needs to watch that they don't become monsters themselves.

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James Jacobs wrote:
brad2411 wrote:
How was Aroden able to get around the divine mandates to interact with demigods and other beings? Such as killing demon lords.

The "divine mandate" you speak of is deliberately NOT revealed to us mortals, so we don't have to track complex rules. Gods get to do what they want, and what they don't do is for reasons often inscrutable to us.

Chalk it up to "just one more Aroden mystery" if you want, but there's plenty of other deities out there who kill demon lords and demigods (Achaekek, Desna, Lamashtu, Nocticula, etc.).

It's also quite possible that ultimately he didn't "get around the mandate". He did do that unexpected thing of dying on his big scheduled coming out day, after all.

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BigNorseWolf wrote:
Well fed halfling.

That's an excersise in redundancy. :)

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James Jacobs wrote:


I'm not the one who assigns all the projects or develops all the books, so they're not all my writers.

To be quite fair, Kyonin does not come off to me as a Tolkien clone, It does however make sense in the context of their history that they are as isolationist as they are. If you allow Humans free settlement, they'd have done to Kyonin what the Texan settlers did to Mexico.

And they're not nearly as isolationist as any of the Tolkien elven kingdoms, or even as much as Evermeet. It's a bit unfair to call out the authors for a charge they're hardly guilty of.

1. There actually IS a city for half-elves in Erages.

2. And the port city of Greengold does allow non-elves to enter. And even has a Human for mayor. Even if it's as far allowed as they can go, that makes it far more open than the Tolkien Elves, the Greyhawk Elves, or the Evermeet elves.

If the situation is a copy of anything it's more closer to Arcanis than any of the other three as Greengold is more like Seremas than any other elven kingdom. It does lack that faction of elves that are out to murder any human they run across though. (Although if one knew the history of Man-Ellori relations on Arcanis, you'd understand why the Malfelan ellori feel the way they do.)

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PrinceRaven wrote:

If you have a tablet, I highly recommend this

You can apply the celestial/fiendish templates and toggle Augment Summoning on and off which is awesome.

It works well enough on smartphones, there is also an IOS version as well.

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Umbriere Moonwhisper wrote:
Jaelithe wrote:
Umbriere Moonwhisper wrote:
in fact, playing a paladin in any group in my area, for the majority of them, is bound to include a moral dilemma guaranteed to strip your powers with 100% accuracy before you reach level 5.

So the local DMs are all jackasses, eh?

Quote:
...but when i find a group like that, i will leave your traditional groups your paladins and take my crusader to such a group.
And I wish you enjoyable gaming when you do.
thank you, i have to deal with Jerkwad DMs and i thank you for your blessing.

There are a few Jerkwad DM's out there, but if you're having a problem whith every group you meet, perhaps the problem lies elsewhere? You seem to want to take everything about the game and stand it on it's side. While there are some elements of creativity in what you do, in order for two or more people to game, there needs to be common ground.

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Umbriere Moonwhisper wrote:
Jaelithe wrote:
Umbriere Moonwhisper wrote:

Roland merely protected a French King

Ichigo Kurosaki regularly puts his life along the line for billions of weak, helpless and defenseless people across multiple planes against supernatural foes.

OK. Are you seriously trivializing a thousand year old legend for not being as kewl as modern anime?

Seriously?

not intentionally, but i guess i was fan girling, for a bit, but i sometimes forget in our own world, we don't have the supernatural occurences that could threaten multiple entires planes of existence, so it is really an unfair comparison.

i guess it is pretty hard for something that happened 1,000 years ago to reach the exaggeration of factor of something that came 1,000 years later, in an era where people crank up the epicness to 11.

i understand that Ichigo is a Mary-Sue, as are the protagonists of most works, and i am sure if such circumstances would have had a chance to affect Sir Roland, he would have done something similar

but maybe i shouldn't have compared the grandiose part of an exaggerated legend to an exaggerated modern anime where the protagonist is probably 15th level instead of 3rd level and up against CR20+ foes that would only appear in anime in anime exclusive situations.

not that some of the heroes from ancient legends weren't epic, it is just that anime of specific genre take what they think is epic and make it more so by improving the scale and the power level all around.

my issue with the thousand year old legend of Sir Roland is not a lack of kewlness, but the fact it still shapes an entire character class designed in a modern game where the characters basically run around performing feats on a shonen scale and completely neglect modern works with characters that also fit the class to a less extent and would if the behavioral restrictions were loosened a bit.

my issue with paladins, is the game shoehorns them into being lawful good, though mythology, anime, and most modern medias, have...

The thing is Umbriere the OP is asking for examples of Paladins as the game designers intended the class to be, not your desired version of it.

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Mischief Mondragon wrote:
My worry (hinted at by the GM) is that this WtW will have hidden away some of the worms as would a lich with its phylactery. Thus the need to hunt them down. I would prefer to have outsiders do that part of the work rather than our party.

I don't think it works that way.

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richard develyn wrote:

Just going from the specific to the general, and at the risk of derailing this thread completely, but it is important, do you think therefore that we live in a plutocracy, and that the principal means by which we are controlled by the wealthy is through fear of litigation?

Richard

The principal means of control is by the fact that the wealthy have... the bulk of the wealth. More so now at any time since the end of the Gilded Age.

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I like the race, I hate the origin. Anatomically improbable Mix and match half races are way too common on these boards.

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richard develyn wrote:

Gosh - lots of really quick answers!

Fair enough, though, and I can certainly live without it.

When you look at the idea and mechanics, however, it's basically a short-range spell that does 1d4 points of damage per level to a single creature (with bones) with a fortitude save for half.

It wouldn't surprise me in the least if someone hadn't already written something similar in blissful ignorance that the Ghostwalk version existed. Even Paizo - I mean, how could anyone know everything that's ever been written? There's no master database anywhere. And can you really copyright that sort of mechanic?

Still a bit puzzled, to be honest with you, but thanks for all the answers.

Richard

By bringing it up, you've proven that you're not someone in blissful ignorance.

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phantom1592 wrote:
aegrisomnia wrote:
shenanigans wrote:


Defending Weapon Property: Do I have to make attack rolls with the weapon to gain its AC bonus?

Yes. Merely holding a defending weapon is not sufficient. Unless otherwise specified, you have to use a magic item in the manner it is designed (use a weapon to make attacks, wear a shield on your arm so you can defend with it, and so on) to gain its benefits.
Therefore, if you don't make an attack roll with a defending weapon on your turn, you don't gain its defensive benefit.
Likewise, while you can give a shield the defending property (after you've given it a +1 enhancement bonus to attacks, of course), you wouldn't get the AC bonus from the defending property unless you used the shield to make

...

Honestly, I think that example was the first one that came to mind, when i said I wanted Paizo to stay silent on the subject.

Soooo I made a weapon that is especially awesome at parrying other swords... but i'm not allowed to just parry with it? The very idea of rapier and Main-gauche uses one weapon for blocking and the other for attacking...

The idea that every six seconds I have to attack in order for the magic of 'not attacking' kicks in... is a bit ridiculous to me.

Also, what is considered 'an attack'? Can I randomly swing at a 5' square on the 'chance' that there is an invisible person there ready to backstab me? Would that be enough to activate the magic on my stuff for a round?

Do we really want a game a where for no other reason than to activate a weapon property people are swinging every round whether they 'really' want to hit or not??

Needless to say I was VERY disappointed with that ruling. It goes against the whole idea of the property in my mind...

(Really... a defending shield, needs to be attacked with in order to work.... which unless you have a feat, means you LOSE the AC bonus of a Shield that round....) O.o

The problem is Phantom is that you had people claiming that they could have the defensive bonus on all the time, and in some cases even while the sword was still sitting in it's sheath.

And really, what would be the point of putting the defending property on a sheild beyond rules abuse?

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James Risner wrote:
Simon Legrande wrote:
As long as you ignore the FAQ.
Quote:
Update 10/16/13: In any case, you cannot use rule elements from a prestige class to meet the requirements of that prestige class.
Notice the "that" in the line. You are free to use a PrC to qualify for another PrC. However cheesy that is.

You however have to qualify for THAT PrC in order to get it FIRST before you can use it to qualify for the other PrC. You can't use the unquaified PrC to qualify for it back.

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MichaelCullen wrote:
At least in my opinion RAW and RAI differ here and without a FAQ or a Dev ruling the debate over this and similar items will continue..

I see you're of the naive opinion that a Dev ruling will end debate. You must be new here.

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Buri wrote:
Yup, pretty sure. This is a templated summoner though. Natural lycanthrope. His shenanigans are ridiculous.

I've read that thread, I think. It just shows how idiotic things can be when GMs let players get hold of templates without considering the potential impact.

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fel_horfrost wrote:

I just thought it might end the 15 minute adventure day as is.

In combat it's not that important as most monsters will out shine this healing at first level. But after a life saver and useful for dms too.

There are MUCH better ways of ending the 15 minute day then by using a game breaking mechanic.

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If it's not open content, it's not open content. Period, end of story. If you want to dance in a legal minefield, you might get lucky. Then again one day, your feet might get blown off.

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You might want to read Darkover Landfall for some insight. It did not take long for the descendants of the Terran colonists to forget virtually everything about Earth, it was simply not relevant in the struggles first to survive, than over dominance of each other. And they were a lot more equipped than your ragged mob of misfits. Once the batteries wore out and the vehicles broke down, there was no support system for maintaining a high technology. The farsighted among them knew this would happen, and expedited the rediscovery of basic survival skills primitive style.

I also think you're worrying too much about details.

The only thing you have to decide is what the setting is going to be when the game starts. You can justify any path you want to arrive at that point from an undefined past. (when civilization falls, there really isn't going to be anyone that's putting a high priority on keeping a calendar after a generation or two.)

You can pretty much justify any "present" you want to. The big advantage about large time scales is that no one is alive to call you out on details. History can be as fragmented and as unreliable as needed. It would really be hard for it to be anything else.

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MattR1986 wrote:
anthonydido wrote:
Just my opinion here but the problem probably stems more from the fact that it's online. I personally don't care for online play because I don't feel as involved or interested as when playing in person. There are too many possible distractions as well
This. I don't really agree with the idea of online games except out of necessity like if you live in a town of 100 people in the middle of nowhere. Many people, especially if they're under 30 are used to doing at least 3 things at once on a computer. They're likely playing the game as just another thing to do while watching tv or playing a game. There's also the issue of losing social interaction but that's a whole other discussion. I've considered giving onlinr/pbb a chance but haven't felt a strong pull to find one yet.

There's nothing inherently wrong with online play. We've switched from face to face to using Roll20/Google Hangout because everyone in our group lives so far apart. It's given us much more flexibility in setting meeting times and saves us all a good deal of expense in travel.

Online play is exactly the same as face to face, aside from the initial technical difficulties, the bulk of the problems are what people bring to the virtual table, not inherent in the form itself.

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Rerednaw wrote:

Sadly...Per the Guide to Play wyroot items are not allowed.

I heard about the stuff years ago but never played a magus. Now that I'm considering one, looks like it was banned though I don't know when.

In home game though something to consider. Though even as a player I'd probably only use it 1/day per item. Otherwise it is way too cheap when compared to standard items for what you may get.

They were banned pretty much as soon as they showed up and tons of posts appeared on the messageboards on how to exploit them.

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Katydid wrote:
So knowing how much relative cash you'd be getting would be the first step. The second step is forming a plan on how to spend that money, and you should have a very good plan.

If this is the way I'm supposed to be playing my characters, then I made a major mistake coming back to D20.

Despite the arguments I've made for the archetype, the one and only reason I chose to do so...was that it was a fun and cool thing to do, and it seemed rather timely when fate mysteriously delivered onto her a free Tien weapon feat.

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The Vulture wrote:
Rylar wrote:

It seems to me that it's later levels that the archetype falls short. It gets +4 2 levels later than someone purchasing their sword normally (assuming ~ 1/2 wealth on a weapon) and +5 5 levels later. After that it never gets higher bonuses than +5.

So, at 17 a normal magus is swinging around a +5 keen/ holy/ flaming burst, while the bladebound magus is swinging a +5 weapon that can talk to him as his class feature.

Except you can still enchant your weapon with your Arcane Pool, and with the money you've saved by not purchasing a weapon normally, you should have plenty of magic items (such as pearls of power) to make up for your somewhat smaller pool. Especially since, at 13th, you can start draining the points your blade has in its own pool for yourself (it does require a Will save vs. its ego, though). Or you can have a wyroot club and a bag of rats like many other magi do already, and as long as you're not running out of points every battle, you'll be fine.

Actually if you've stuffed your weapon with +10 worth of enchantments, you're DONE. You simply can't do ANYTHING with it with Arcane Pool points at the time because you've hit the ceiling.

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Extra Evolution is gravy. It's a feat no summoner in his right mind would refuse. But then again, even without it, you're still an extremely powerful character. So it's far from mandatory.

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Create Mr. Pitt wrote:
Here's how these arguments seem to work. A restatement of the facts of the situation and a summary opinion asserted as if an obvious fact. This is why the alignment system is terrible. When is killing justified? Must I be threatened? Must the attacker be aware it's threatening me? What if a group of babies combined once a month into some sort of zombie baby construct, would it be justifiable to kill it if you know it is completely mechanical and out of their control. There are different notions of justice than the ones we specifically believe in on both a cultural and personal level. Pathfinder is, in part, a same of self-expression. If you must use alignment, which I strongly suggest not doing, the only arbiter of alignment should be the player themselves. Feel free to provide real world consequences to actions; that's the fun of the game. But alignment should be up to the person embodying the character.

Alignment is the 800lb gorilla in the room. You can't simply ignore it, because too much of the game is built on it. I do think the problem is people are trying to analyze it on a more granular basis than the game is intended for. D20 was never meant to be Storyteller, with it's grey on grey morality plays. Sure you CAN build unsolvable alignment problems in D20, but it's really not supposed to be the activity you're engaged in. The game's premise is heroic fantasy. It'll operate best if you don't stray too far from that motif.

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jesterle wrote:

Based on the responses I have seen so far the character of Dexter would not be considered evil! Really!

In case you do not know the tv reference:

"Dexter is an American television drama series. The series centers on Dexter Morgan (Michael C. Hall), a blood spatter pattern analyst for Miami Metro Police Department who also leads a secret life as a serial killer, hunting down criminals who have slipped through the cracks of the justice system." from Wikipedia

We've had the Dexter discussion before. And unquestionably he's evil, perhaps not by choice, but evil, nonetheless.

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Rylar wrote:

It seems to me that it's later levels that the archetype falls short. It gets +4 2 levels later than someone purchasing their sword normally (assuming ~ 1/2 wealth on a weapon) and +5 5 levels later. After that it never gets higher bonuses than +5.

So, at 17 a normal magus is swinging around a +5 keen/ holy/ flaming burst, while the bladebound magus is swinging a +5 weapon that can talk to him as his class feature.

It's a +5 weapon that has some neat tricks of it's own, and can take on any property you grant with your Arcane Pool, as your +5/+5 weapon doesn't have room for anything else.

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aegrisomnia wrote:

@James, LazarX

My point was that the distinction drawn between weapons and slotless magical items in-game is the unusual one: in real life, no such distinction really makes sense, so it's not really so unnatural to think that maybe "stat sticks" aren't so far out there as a concept.

Quote:

Guarding Blade

...
This +1 dancing short sword automatically rises up to defend a fallen or sleeping wielder. To activate the sword, the wielder must fall unconscious or die while wielding the weapon or holding it in her hand. Thereafter, should any creature other than an ally of the wielder attempt to touch or strike him with a melee attack, the sword attacks that creature for up to 4 rounds. After 4 rounds, the weapon drops in the wielder's square. Unless the guarding blade is an intelligent item, it lacks the wits to make decisions about which is the best opponent to attack, and when confronted by multiple opponents attacking the wielder, it tends to select a random target each round.

So much for needing to be able to attack with a weapon to be its "wielder".

Actually if you READ the text that's EXACTLY what it says. The guarding blade's function is activated ONLY if the wielder had been using the blade in combat before they fell.

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Thanael wrote:


As for using Ustalav as a Ravenloft stand-in, one problem is of course the domains and darklords who are shackled to them. On the FoS there has been discussion about making a less artificial Ravenloft world by dropping the domain borders, i think it's called Ultimate Ravenloft.

I think the OP is referring to Ravenloft as it was originally made, the castle/dungeon, not the demi-plane by the same name that was created later.

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Three seem to be quite a few games that the gamemasters get really gung ho on recruiting getting characters created, but as soon as the play starts, for various reasons they just die. The one I'm in now looks like it's headed that way, in fact.

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Shimesen wrote:


got a link to this FAQ? i know there are many ways you can reduce a spell level lower than its original level. for instance, casting a spell with an intentionally lower level for DCs/spell resistance purposes, etc. you can do so at will with no cost if you, for example, casting a harmful aoe spell near an ally and know they have SR that will be high enough to prevent spell effect if you reduce it, so you cast it lower for this purpose. this doesn't change the spell slot you prepared the spell in, but it does change its level when it is cast.

also simply being a different type of class reduces the level of a spell in some cases. like being a magus/summoner and copying your summoner spells into magus spellbook now gives you a spell that is on the magus spell list at a level he normally gets it 2 higher. perfect example being haste going from level 3 to level 2 if he scribes it into his magus book.

Save that you can't do ANY of this by rules that you're not completely making up.

1. You can't cast a spell at a lower level unless special specific rules apply. You can't cast say Fireball at level 2 or level 1. Period.

2. You can't "copy" a summoner spell into your magus spellbook. Even if it's the same spell by name, it has to be learned separately. There is no interaction between spell acquisition by two different classes.

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There's nothing ambivalent about the ability.

It just means you get to choose two classes to get favored bonuses instead of one. If you aren't multi-classing, the ability has no effect.

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EvilPaladin wrote:
Well, a dip into crossblooded Draconic/Orc sorcerer is typically advised for most damage dealing casters, and I'm rather partial towards an Admixturist1/MagusX for the ability to use different damage types, since electricity immunity isn't too uncommon.

Haven't played Year of the Demon much, have you?

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Kent Nelson is definitely a hero, but Naboo is a complete and utter bastard.

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I always read this question as being about the rights of BARD players.

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aegrisomnia wrote:
Quote:
I have a question, does anyone think it was ever intended for any weapons to be used as "stat sticks?"
Why not? There's such a thing as a ceremonial sword, worn and "wielded" for its "effects" but never intended for actual combat. In fact, if wearing a pair of boots can give me magical powers, why can't wearing a sword slung across my back do the same?

The Sword of Station, isn't really a stat stick. It's essentially a slotless wondrous item that gives you bonus on sense motive, casts discern lies and happens to take the shape of a blunt improvised sword because that's the traditional shape of a court implement in the country it comes from. It does not boost stats, saves, or any other kind of bonus that's akin to what we're talking about.

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FavoredEnemy wrote:
Sounds more like neutral evil to me. Stealing a person's body against their will, and potentially burning it up in the process. Seems a little harsh for lawful neutral.

Sidekick describes, somewhat incompletely one incarnation of Dr. Fate.

Dr. Fate the hero isn't the Helmet, he's the composite of Naboo. the really bastard Lord of Order who takes the form of the Helm whose actions are moderated by Kent Nelson the human he posesses.

At some point Nelson decides that Naboo isn't worth working with and goes without the helmet.

Another incarnation of Fate is the merger of Kent and his wife with Naboo,

A third is Inza alone.

The Lords of Order are pretty much as nasty as their Chaotic counterparts, both sides pretty much are set on victory no matter the collateral cost.

Compared to Naboo, Judge Dredd is Clark Kent.

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Tinkergoth wrote:

Yeah, never thought it was a d20 based one. d20 definitely wouldn't handle that sort of game well, no argument from me on that one.

There's a system coming out soon from a Kickstarter, AMP: Year One that I've been thinking I might try to use for WildCards style game. I've been pretty impressed with the creator's stuff before (Eloy Lasanta is the designer, previous games - and kickstarter campaigns - include Apocalypse Prevention Inc., Part Time Gods and a number of splat books for Part Time Gods.) He's always been good with communication, project management, and producing quality games, so I'm intrigued to see what he does with the superhero genre.

I have to eat some of my words. Wild Cards apparantly has been implemented as a Mutants and Masterminds setting. No word on how well it works though. I did know the person who worked on the GURPS Supers book though.

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Gregory Connolly wrote:
High magic is the default assumption. Even after you change all the crafting rules, no expert is gonna compete with a 9th level Wizard who maxes several craft skills and learns Fabricate. I would either start using 3pp supplements or just play Runequest instead. That game might be old but it feels like more what you want than Pathfinder.

If you're going to implement these rules, the Fabricate spell would be the first thing to be tossed over the side.

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Wildebob wrote:

In episode 157 of the Private Sanctuary podcast, Ryan points out a number of reasons why it makes more sense to have numerical enhancement bonuses to weapons and armor be a result of superior craftsmanship, not magic. This happens to fit very nicely into the vision of my homebrew setting. The purpose of this thread is NOT to discuss the validity of this idea, but its implementation. If you don't agree with doing this, great. I do. That's not the topic at hand here...

My question is this, if +x numerical enhancement bonuses were to come from superior craftsmanship ship instead of magical enchantment, how would you say that should affect the item value and, by extension, the crafting cost? Half the current cost? Leave it the same?

This would mean that a +1 longsword no longer overcomes DR/magic because it's not a magical weapon, just a superbly crafted one. Also, a +3 longsword will not overcome DR/cold iron because it's still not a magical sword...just an exceptionally well-made one. What is the ability of magical weapons to overcomes DR's worth in gold pieces? Also, any other ramifications that I'm overlooking?

Most of this is pretty much addressed by using the mechanics involving the Magical Craftsman feat.

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Ishpumalibu wrote:

Hi, so I'm going to be starting a new campaign, I'll be solo. My dm has told me I'll be up against vampires, I'm sure there will be other bad guys. Anyway, I'm wondering which would be better to play for dealing with undead, I'm guessing paladin or cleric. But i don't know which is better.

My stats are 18 18 17 16 16 13

Your DM will have to build the campaign around your character. That's imperative for solo play. So whatever you choose, it should have an equivalent chance to work.

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pennywit wrote:
I imagine Razmir would look a lot like Scientology does to us ... but in this universe, the Scientologists really do gain powers as they move up the Tonal Scale.

In our world Scientology wields a heck of a lot of political and financial muscle. They're very effective at silencing the worst of the criticisms about themselves, especially from their ex-members.

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Umbral Reaver wrote:
ngc7293 wrote:
Dr. Who: getting time travel done the right way. I think Dr. Who looked to always have the right audience and have this little bit of "scare" in each show.

Doctor Who has possibly the least consistent 'science' of any science-fiction. The time-travel and everything else runs solely on the laws of 'plot'. For example, the consequences of meeting your past self are totally different every time it happens.

Wibbly-wobbly, indeed.

Yes, I'm a bit jaded.

Season 6 was actually pretty good at it as it was planned as one continuous story. The Doctor's sudden reappearance after walking off in the Byzantium episode looks kind of odd until you see the flip side of the same scene in "The Big Bang" at the end of the series.

Season 7 also dealt with the consequences of finding out too much about your own future.

"The Angels Take Manhattan"

Doctor to River Song:

"I've got to break your hand."

"Why?"

"Because Amy read it in your book that you have't written yet."

And then of course the one thing a Time Traveler shouldn't look for.. Rory accidentally finds his own tombstone.

Lantern Lodge

Pathfinder Adventure Path, Roleplaying Game Subscriber
Rerednaw wrote:

I should add, by 6th level, you are still in light armor...is it worth to take the ASF hit and pick up a mithral breastplate? At 4200 that is over a quarter of your total wealth. If you didn't go bladebound and have say a +2 weapon, that is another 8,000 right there.

A wand of Mirror Image is 4,500 and you are now over wealth cap.

Staying back is just as risky as dashing in.

You have 3+1 4 2nd level spells per day...do you fill them with defense? I'd prefer having some kind of offense (Glitterdust is still useful) or a multi-buff spell (Alter Self).

Assuming that I still have that wand of Shield...my AC is still 10+4(armor)+4(shield spell)+1 (dx)... which is a bit behind the curve now, even for a dash in skrimisher. A dex build would be around 23...better but still worrisome I feel.

Looking for options. Drop the magic weapon, go with a +1 weapon and stock up on another wand 4,500 or lots of potions at 300 each?

What did you magus players do? :)

Has someone who's made it to 8th level so far in PFS as my Magus, I went out of the usual messageboard box. I did have the advantage of a PFS boon that gave me a Tien weapon proficiency so I took Katana and went bladebound at 3rd level.

Now as far as my unorthodox approaches.

I got myself a str-adjusted composite bow. And I took Arcane Strike as my first level feat. (as you might guess, she's not a dex magus) In the early levels I would use it for ranged, whenever possible. I'd usually get in a couple of hits this way without using any spell resources. Then I'd pop a memorised shield spell and go melee on mooks and use spell combat on tough opponents. When I got to 2nd level spells, I'd use Ablative Armor to soften the impact of the damage I took (plus it actually makes healing spells a good deal more effective). I use mirror image to deny hits, and some of the standard spells, shocking grasp, lightning to deal damage. I also occasionally make use of things such as magic missile to deal damage to incorporeals.

I use my Arcane Pool mainly to recall spells like Shield and Mirror Image after they've been used. and sometimes to keen my blade if I think it's needed. The Black Blade has it's own special pool to make use of as well.

My main strategy is a conservative use of resources to pull my weight in an adventuring party, and I rarely ever go into Nova mode. I also prepare my spells with a view as to what my party has. If no one else has the spell available, I'll load a haste as boosting everyone is more effective than one offensive spell. If I'm not using spellcombat that round, I'll two hand the Katana. And I'll always be arcane striking.

The little bits add up. Pay attention to the little bits.

Lantern Lodge

Pathfinder Adventure Path, Roleplaying Game Subscriber

If it's not an ability score nor a feat, then it does not applyk as stated RAW which only calls out those two factors. The Staff of the Magi for instance, specifically breaks the rule, and has set DC's for it's effects.

Your GM is entitled to feel differently, and allow them however.

Lantern Lodge ***

Pathfinder Adventure Path, Roleplaying Game Subscriber
Mike Mistele wrote:

The art which I have for my PCs is the table tents, which were done by a dear friend of mine (she's a fellow gamer, as well as a graphic designer and web developer).

Here's Xan Stormblade, my rogue (pirate archetype). Those of you with whom I played at GenCon will recognize her. She died in the Temple of Empyrial Enlightment on Saturday afternoon, but she's feeling much better now. ;-)

Xan's twin sister, Catraoine Becket, is a paladin of Iomedae, and the polar opposite to her sister in most ways.

(In both cases, the model is actress Stana Katic, from the TV show "Castle".)

I could swear I've seen those table tents. Have you been to Mepacon or any of the Vinny Cons here out East?

Lantern Lodge

Pathfinder Adventure Path, Roleplaying Game Subscriber
blackbloodtroll wrote:
LazarX wrote:
Robert A Matthews wrote:
Can we not FAQ every little issue that comes up? No wonder we never get any answers to our questions.

On the contrary, I think we need a FAQ to define the term "battle".

The problem is Robert, is that every time a property comes out, that's as good as this one, you get the munchkins looking for a corner interpretation to magnify it beyond it's intended scope.

I expect the number of FAQ requests to multiply exponentially like plague during an epidemic.

Then that is a problem with the enchantment, not the term "wielding".

The only "problem" comes from selective reading that ignores the little bits of text which become "inconvenient".

Lantern Lodge

Pathfinder Adventure Path, Roleplaying Game Subscriber
yellowdingo wrote:

Hmmm...I suppose if we listed the things we want in a series and then voted on them we could come up with something.

1. Wizards who use technology like lightning.

It's official, this thread has now been Dingoed.

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