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Harsk

Lord Fyre's page

RPG Superstar 2009 Top 32. Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber; GameMastery Superscriber. 4,033 posts (4,280 including aliases). No reviews. No lists. 1 wishlist. 4 aliases.


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(RPG Superstar 2009 Top 32)

White Wolf's website lists nothing for future releases, and I haven't heard anything elsewhere?

Does anyone else know something about this>

(RPG Superstar 2009 Top 32)

Does anyone know if Paizo's printer buys its paper from Asia Pulp and Paper?

(RPG Superstar 2009 Top 32)

I'm sorry, but I just cannot stop myself ...

Would an awakened Caryatid Column be a natural "support" type character?

(RPG Superstar 2009 Top 32)

Page 4 of the recently released Pathfinder Player’s Companion: Blood of Fiends has a sidebar discussing tieflings arising from races other than human. It says “They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic.”

From a balance standpoint, this is reasonable. But, with the trait system, I think we can do better then that. So I offer …

Tiefling Racial Traits

Dwarf-Blood: Dwarf tieflings are virtually unknown and, outside of the Duergar, are usually smothered at birth. Should one survive, the tiefling would be short and heavily built, much like their dwarven parent. Hair (and beard if male) would be of an unnatural color.

  • Requirement: Tiefling
  • Benefits: A dwarven tiefling’s build enhances the characters stability. The tiefling gains a +2 trait bonus to all uses of their CMD when on solid ground. Dwarf Tieflings receive Dwarven as an additional starting language.
  • Special: Determine Height and Weight as a dwarf, but do not reduce the characters speed. Determine Age as a Half-Elf.

    Elf-Blood: Despite their strong connection to nature, elves have a strong lecherous streak that can lead them into liaisons that would have been better avoided. Elf blooded tieflings tend to be tall, with the same long ears, almond shaped eyes, and large pupils that elves commonly have.

  • Requirement: Tiefling
  • Benefits: Elven Tieflings share some of the strong magical connections that Elves do. Eleven Tieflings receive a +2 trait bonus on all Spellcraft checks. Elf Tieflings receive Elven as an additional starting language.
  • Special: Determine Height, Weight, and Age as a Half-Elf.

    Gnome-Blood: The chaotic and experimental nature of gnomes leads some to ill-considered matings. Fortunately, while they must endure suspicion, gnomish tieflings are not generally rejected out of hand by their communities. Disturbingly, gnomish tieflings tend to have white hair.

  • Requirement: Tiefling
  • Benefits: Gnome Tieflings with a Charisma of 10 or higher may cast prestidigitation once per day. Their caster level for these effects is equal to the tiefling’s level. Gnome Tieflings receive Gnome as an additional starting language.
  • Special: Small Size: Gnomish tieflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. They must also use Small weapons and compute their carrying capacity as small creatures. Do not, however, reduce their speed. Determine Height and Weight as a gnome. Determine Age as a Half-Elf.

    Half-Elf: Use “Elf-Blooded” above.

    Half-Orc/Orc-Blooded: Vile and destructive creatures, Orc readily offer themselves for dark mating rituals in a mad pursuit personal power. With their magical powers and mental gifts, Orc-Tieflings often find a place of honor in Orc tribes.

  • Requirement: Tiefling
  • Benefits: Fiendish traits only add to the creatures already terrifying mien. Orc-blooded tieflings receive a +2 trait bonus on Intimidate checks. Orc (and Half-Orc) Tieflings receive Orc as an additional starting language.
  • Special: Determine Height and Weight as a half-orc. Determine Age as a Human.

    Halfling-Blood: Halflings rarely mate with fiends voluntarily, As Halflings are frequently slaves, the sometimes find themselves forced to do so. Hafling Tieflings often find some sympathy, but rarely acceptance from normal haflings.

  • Requirement: Tiefling
  • Benefits: Halflings Tieflings are still somewhat lucky, and receive a +1 trait bonus to one save category (Fortitude, Reflex, or Will) of the tieflings choice. Halfling Tieflings receive Halfling as an additional starting language.
  • Special: Small Size: Halfling tieflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. They must also use Small weapons and compute their carrying capacity as small creatures. Do not, however, reduce their speed. Determine Height and Weight as a halfling. Determine Age as a Human.

    Human-Blood: Human blooded tieflings really are the default for the race. They should take their traits from other sources.

    Let me know what you think. :D

  • (RPG Superstar 2009 Top 32)

    This piece of artwork needs to be a Wallpaper!!!!!

    Yes, I do mean the Hottie on the cover. :)

    (RPG Superstar 2009 Top 32)

    Is a CR2 [Lvl3 Summoner + Eidolon] actually a more difficult encounter then a CR3 [Lvl3 Conjurer Wizard + Lvl1 Fighter]?

    (RPG Superstar 2009 Top 32)

    Ms. Frasier,

    Since you wrote this adventure (admittedly 2 years ago), I have some questions about using the adventure (and its sequel) outside of the context of the Pathfinder Society Organized Play. Levels would be equivalent to Tier 3-4, with purpose created characters.

    Any thoughts on what supplies the PCs need to acquire while in Bloodcove (or at least what the combined mass of the supplies is)?

    Would slowing down awareness gain and allowing the PCs to rent lodgings in the city make the scenario more realistic?

    Would you even bother with the Factions? Do they add to the adventure?

  • If so, what would be a good replacement for “Prestige Awards”?
  • Qadira Mission what are the trade goods that would be in surplus next season?

    The Sanguine Pit (pages 17-21): Would it be worth it to rebuild Lura Ichon and Bellu as APG legal? (As I believe that this encounter has provided the most controversy?)

    Any thoughts on these that you (or other posters) could supply would be most helpful

  • (RPG Superstar 2009 Top 32)

    Dear Paizo,

    I got a phone call that my Credit Card/ATM has been compromised.

    So, hopefully, this does not cause any problems with my billing before I can get a new card.

    Carl Flaherty
    (a.k.a., Lord Fyre_

    (RPG Superstar 2009 Top 32)

    Disclaimer: I am not yet a member of the Pathfinder society

    Because of this thread, I have become concerned about having a "reasonalble" character for the Pathfinder Society.

    -------- -------- --------

    Idunna Lagmadr
    Human (Ulfen) Female
    CG Barbarian (Core Archetype)
    Taldor Faction

    Appearance

    Spoiler:
    Tall, athletic, and beautiful, Idunna carries her herself with confidence and strength. She keeps her long bright golden blonde hair in two tight braids to keep it out of the way so that she can survey the battle field with her shining blue eyes. (She is 5’11’ tall and weighs 167½lbs.)

    When dressed for adventuring, she prefers heavy boots, leather breaches, an undyed linen tunic and a front-laced leather bodice. Over this she wears her ring mail hauberk, girded at the waist with a heavy belt. She completes this with a heavy grey hooded cloak.

    When relaxing, or in a more social environment, she prefers a long blue dress, with white embroidered trim, worn over a bright white blouse. Of this she will wear a blue bodice embroidered to match the dress.

    Background

    Spoiler:
    Idunna was born in the Linnorm Kingdom of Halgrim. Growing up on the island of battlewall, she learned the use of weapons and the womanly arts of cooking and home-making. Still, she realized early that the drudgery of being a wife and mother was not for her.

    When her brother, Thorgrim, was making ready to leave for the distant lands of Taldor, she joined him. Her head filled with visions of service in Emperor’s Ulfen Guard (not to mention the armload of gold she would bring back). During the long voyage, Idunna was exposed to the many cities, lands, and customs of the many peoples of Avistan and northern Garund.

    Finally reaching her destination, she and her brother headed straight for Oppara to seek entry into the Emperor’s Guard. As fate would have it though, Idunna’s obvious beauty and intelligence caught the notice of Princess Eutropia. Knowing well, her father’s debauched tastes, she summoned Idunna and suggested a different way of serving Taldor to the warrior woman.

    Idunna was instead sent to Absolom to join the Pathfinder Society. Once her membership application was accepted, she then took the letter of introduction given to her by the princess to Lady Gloriana Morilla.

    Attributes (20 point build)

  • 15 Strength (7 points)
  • 12 Dexterity (2 points)
  • 16 Constitution (5 points & Racial Bonus)
  • 13 Intelligence (3 points)
  • 10 Wisdom (0 points)
  • 13 Charisma (3 points)

    Feats

  • Alertness (Racial)
  • Exotic Weapon Proficiency: Bastard Sword (1st Level)

    Traits

  • World Traveler (Human Racial) - It is a LONG way from the land of the Linnorm Kings to Taldor
  • Impressive Presnce (Taldor Faction)

    Skills (4 + Int + Race)

  • +6* Climb
  • +5 Craft (Cooking)
  • +5 Intimidation
  • +6 Knowledge: Local (World Traveler trait)
  • +6 Perception
  • +4 Survival
    Languagues: Common, Giant, & Skald
    * - drops to +1 with Armor and Shield

    Gear

  • Scale Mail Hauberk, Light Wooden Shield, Bastard Sword, Light Mace, Dagger, Short Bow, and Quiver (20 arrows).
  • Explorer's Outfit, Backpack [Bedroll, Winter Blanket, Tail Rations (7 days), Soap, Whetstone, Flint & Steel, Shovel, Torch (x4), Silk Rope (50ft)] Waterskin [Ale - equivelent to 2 mugs worth], Belt Pouch [4gp, 2sp, 6cp]

    Note

  • Favored Class (Barbarian) bonus applied to hit points.

    On a different Note: "Is it easier for the other player's at your PFSOP table if your character is the same gender that you are?

  • (RPG Superstar 2009 Top 32)

    Specifically near the Eye of Abendego?

    Or have the Sahuagin successfully extirpated Skum from the region?

    (RPG Superstar 2009 Top 32)

    Is it true that Nothing will be shipped in March of this year?

    (RPG Superstar 2009 Top 32)

    When game mastering, one is supposed to try to involve all five senses to help create verisimilitude.

    So when describing Golarion, how do you address these questions:

    • What do people eat? Is there a culinary style? (If so, what is it like?) What crops/foods are available?
    • What do the people dress like? Specifically, what do the upper class dress like? What about the merchant class dress? What do the poor dress like? What about hair styles? Are beards common? What kinds of materials are used? etc. This is, of course, for both genders.
    • What does the area smell like? Do the people, especially the upper class, bath frequently? How much is perfume used? (If so, what kinds?) In a city/town, are characters in danger of being splashed when people empty their chamber pots)?

    Why yes, I have been influenced by the Fashions of Golarion thread?

    (RPG Superstar 2009 Top 32)

    This is the encourage the Geniuses of SGG to write a couple more of their wonderful One Night Stands series!

    One idea, pioneered by Legendary Games would be to write them with possible tie-ins (at least so they could be easily plugged into) existing Paizo Adventure Paths. :)

    (RPG Superstar 2009 Top 32)

    One of the most successful innovations of the Pathfinder Adventure Paths is the "Campaign Trait." But most Campaign Traits are built around the first adventure (and often the first encounter of the first adventure).

    This can create an unfortunate dilemma. If the campaign needs to either add a new player after starting or replace a killed hero, this means that the existing campaign traits don’t work so well.

    So how have GMs been handling this problem?

    (RPG Superstar 2009 Top 32)

    This cover art really wants to be a Desktop Wallpaper! :D

    (RPG Superstar 2009 Top 32)

    My search-fu is weak.

    I am not finding the definitions of what a "Large", "Medium", or "Small" creature is.

    I can find the modifiers easily enough, but no actual definistions of what those catagories really mean.

    (RPG Superstar 2009 Top 32)

    Now that they have been introduced in the Dragon Empires Gazetteer, can any of these races be found in the Inner Sea region?

    (RPG Superstar 2009 Top 32)

    Numerian Machine-Man
    While the Gearmen of the Technic League make excellent servants, their infrequent disobedience remained troubling to some within the League. A means of replacing, or at least better controlling, them was sought. Recently, a possible solution may have been found.

    Deep within the Bowels of Silver Mount, a chamber was unlocked that possessed the ability to merge the strengths of a Gearsman with a human being. To test the process, they Technic League kidnapped some of the local population (including some of their own apprentices). The wizards then brainwashed these victims to be staunchly loyal to the Technic League and then forced these people to undergo the process. The resulting creature is both half-human and half-machine, which the League members have dubbed “Machine-Men”
    Physical Description: Both genders of Machine-Men stand between 6 and 7 feet tall, with heavy builds and obvious mechanical components. Their clearly unnatural appearance of Machine-Men makes them frightening to normal humans (and often to animals as well).
    Society: Machine-Men exist solely to serve the Numerian Technic League.
    Relations: Rare to begin with, Machine-Men normally under the military structure provided by the Technic League wizards. Thus they are almost unknown outside of Numeria.
    Alignment & Religion: Due to their mental conditioning, most Numerian Machine-Men would be considered Lawful Evil. They are not inherently so, however, and a “rogue” Machine-Man could be of any alignment. Machine-men are not, generally religious. Clerical Machine-Men have never been encountered, but may be possible.
    Adventurers: In a very rare instances, the brainwashing breaks, and the Machine-Man attempts to flee. None have yet to have escaped successfully. Due to their training, most Machine-Men tend to be Fighters, but members of other character classes are not unknown.

    Machine-Man Racial Traits
    +4 Strength, -2 Dexterity, -2 Charisma: The integration of mechanical systems into their flesh greatly strengthens the Machine-Man’s Body, but makes him less flexible and somewhat inhuman.
    Medium: Machine-Men are Medium creatures and have no bonuses or penalties due to their size.
    Normal Speed: Machine-Men have a base speed of 30 feet.
    Gender: Despite the name, a small number of Machine Women do exist. However, enough of their body has been replaced that they do lose their ability to reproduce.
    Darkvision: The augmented visual sensors of a Machine-Man can see in the dark up to 60 feet.
    Half-Contruct: As half-constructs, Machine-Men gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
    Artificial Components: The mechanical components of their bodies do provide partial protection, giving a +3 Natural Armor Bonus. This also allows the Machine Man to make a Slam Attack for 1d4 damage (Strength modifiers are added normally).
    Life Support Systems: Machine-Men do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a Manchine-Man can drink potions and can sleep in order to regain spells, but neither is required to survive or stay in good health.
    Human Components: Machine-Men cannot be raised. Resurection can be used on a Machine-Man, but produced a normal human (i.e., they lose all their construct properites).
    Languages: As former humans, Machine Men begin play speaking Common and Halit. Machine- Men with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

    Spoiler:

    Numerian Machine-Man
    Type
    Humanoid (Half-Contruct, Human) – 7RP
    Size
    Medium – 0RP
    Movement
    Normal – 0RP
    Ability Score Modifiers
    Greater Paragon (+4 Strength, -2 Dexterity, -2 Charisma) – -1RP
    Languages
    Linguistic Array – 2RP
    Racial Abilities
    Darkvision 60ft – 2RP
    Natural Armor - 2RP
    Improved Natural Armor (+2) – 2RP
    Natural Attack (Slam) – 1RP
    Total RPs: 15pts

    Notes:

  • Power-Level wise, this race would be of the same tier as Aasimar, Fetchlings, Suli-Janni, and Tengu.
  • A player character of this race would likely be a unique individual. He or she would be that rare “rogue” Machine-Man who successfully escaped. He or she would also likely be hunted by the Technic League, but the league’s resources outside of Numeria are limited enough to make the character playable.

  • (RPG Superstar 2009 Top 32)

    And the winner is The Penguin!

    Who would have guessed?

    With a special thanks to Dragonsong.

    (RPG Superstar 2009 Top 32)

    This young woman has a slender frame and a beautiful face, yet there’s something vaguely unnerving about her appearance. Her skin is unnaturally pale, her hair is dark, and each of her eyes is a different color.

    This is a stab at rewriting the Changeling Race from pages 84-85 of Pathfinder #43: The Haunting of the Harrowstone. In the interest of Brevity, I am not going to repeat the entire description of the race provided there.

    Changeling Characters
    Changelings are defined by their class levels—they do not possess racial Hit Dice. All changelings have the following racial traits.
    +2 Constitution, +2 Intelligence, -2 Wisdom: Changelings often appear frail, but are uncommonly tough and possess a sharp wit. They are strangely distracted at times, as if listeng to something …
    Gender: All Changelings are always female. It is not known if male changeling are ever born, or if they are immediately eaten by their mothers.
    Unnatural Beauty: All changeling are very beautiful, and their odd appearance quirks only give them an exotic allure. She rapidly learns to exploit her good looks to get what she wants. A changeling receives a +2 racial bonus with Bluff and Diplomacy checks against anyone who might find her sexually attractive.
    Monstrous Humanoid: Despite Appearances, Changelings are, like their Hag mothers, monstrous humanoids. This changes how some spells will affect her.
    Darkvision: As Monstrous Humanoids, Changelings can see in the dark up to 60 feet.
    The Monster Within: Once per day, whenever a Changeling takes damage, she flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC. There are unconfirmed reports that when in this rage, the color of her skin actually changes (to the color of her Hag Mother’s).
    Languages: A Changeling begin play speaking the primary language of her host society and Common. Changelings with high Intelligence scores can choose any languages she wants (except secret languages, such as Druidic).
    Secondary Traits: Changelings figure their starting height, weight, and age as half-elves. If she somehow manages to avoid the “chrysalis,” she also ages as a half-elf.

    Spoiler:

    Changeling (PathfinderRPG)
    Type
    Monstrous Humanoid (2 RP)
    Size
    Medium (0 RP)
    Base Speed
    Normal (0 RP)
    Ability Score Modifiers
    Standard (+2 Con, +2 Int, –2 Wis) (0 RP)
    Languages
    Linguist (2 RP)
    Racial Abilities
    Darkvision 60 ft. (from Monstrous Humanoid) (– RP)
    Frenzy (2 RP)
    Skill bonus (Bluff) (2 RP)
    Skill bonus (Diplomacy) (2 RP)
    Total RP: 10

    Comments
    I feel that this write-up better reflects the flavor text for the Changeling Race, then the abilities provided on p. 85 of Pathfinder #43.

  • The racial abilities given in the official write-up were too overt. This should be a case of slowly realized “otherness,” rather then being so obviously inhuman. In this write-up most of her abilities now reflect a strange and predatory “nature” rather then a grab bag of monstrous racial powers.
  • The text implies that Changelings are natural Witches, but their Attribute bonuses don’t really reflect that: they were much better Bard, Clerics, or Sorcerers. Moving to a more “standard” attribute bonus array also resolves some rules confusion, and also opens up some of the more martial classes (which better fit daughters of Anis Hags).
  • And, as a nod to the optimizers out there, the abilities in the official write-up synergized poorly. The abilities I have provided, while actually less powerful, should be a bit more useful.
  • Finally, the “Hag Traits” racial ability creates some confusion. Since the concept was introduced in Pathfinder Companion #1, “trait” is a “reserved word” with a very specific meaning. So does her “Hag Trait” count for her normal starting PC trait?

  • (RPG Superstar 2009 Top 32)

    Where do “Forlorn” elves come from? I mean beyond the obvious.

    The idea, as defined in in Merisiel’s background, leads to several problems that I am have real difficulties comprehending.

    First has to do with Elves themselves:

  • From the Pathfinder Core Rulebook [p. 22], We know that Elves have strong Chaotic Good tendencies.
  • We also have reason to believe that, because their long lifespans, Elves will take more of a long term view of things. Their long lifespans would also imply a fairly low birthrate.
    … and …
  • Elves are smart, with a racial bonus to intelligence.
    So, why would not every elven baby be seen as precious? How would enough elves be allowed to grow up outside of the elven community to form a separate category? One would think that even most elven “orphans” would be found and brought back “home” among their own people.

    The other problem that I run into with the “Forlorn” has to do with the physicality of growing up without parents. Again from Merisiel’s background “Most Forlorn aren't as fortunate—they live on the streets as almost eternal urchins, watching alone as their companions age and move on to greater things.”

  • The elven life span is about seven times as long as a human lifespan.
  • This would imply that it takes seven times as long for an elf to reach physical maturity.
    In other words, it would take almost seven years for an Elf to be able to walk or talk, let alone survive on its own.

    So where “do” the Forlorn actually come from?

  • (RPG Superstar 2009 Top 32)

    When Daidian Ruel founded the Hellknights in 4576, he chose the Legions of Hell as the prefect model of order and discipline.
    Pathfinder #48 “What Lies In The Dust”, page 63

    The question is why? Are the slavish devils inherently more "lawful" then the robotic axiomites or the dutiful archons?

    If this is true, why is it so?

    If it is not true, why would have Daidian Ruel believed it to be so? Why do the Hellknights continue to believe it to be so?

    (RPG Superstar 2009 Top 32)

    (This is for a Serpent's Skull character ... but I am not allowed by my GM to go read that board.)

    We know that Saul Vancaskerkin had two sons: Orik and Verik. Did he father any other children (sons or daughters) that would have his last name?

    What Ethnicity was Vancaskerkin? He only lists Common as his language. Does that make him Chelaxian, Taldan, or is he something else?

    (RPG Superstar 2009 Top 32)

    (RPG Superstar 2009 Top 32)

    No battle plan survives contact with the enemy. -- Colin Powell (himself paraphasing Carl von Clausewitz)

    When the heroes go to the Brinestump Marsh in The Brinewall Legacy, they may have a reaction that seems unanticipated by the adventure.

  • For example, they could have a Goblin PC (one of the babies rescued from Thistletop in Burnt Offerings).
    or
  • (Not knowing that they have already been killed ofstage) the heroes may be reluctant to kill their own Goblin PCs from We Be Goblins.
    or even,
  • The players may even reject the idea of innate "evilness" and be of a more peaceful in nature ... (Ameiko might not be tough ...)

    What if the player heroes try to bargan with the Goblins rather then fight them?

  • (RPG Superstar 2009 Top 32)

    The player characters in my current campaign are about to enter an ancient ruin (The Runeforge) and by the flavor there should be quite a bit of lost magic treasures and lore ...

    While the adventure does what supply some, what I am looking for are some additional spells and magic items to flesh them out.

    Can people recommend a few (PathfinderRPG Compatable) 3rd Party Products that would help with this theme of "Forgotton Magics from a Lost Civilization"?

    (RPG Superstar 2009 Top 32)

    Dear Paizo,

    My order (#1750757) was supposed to have
    1 x Pathfinder Roleplaying Game: Ultimate Combat (OGL) Hardcover
    1 x GameMastery Map Pack: Shrines Print Edition
    1 x Pathfinder Adventure Path #48: Shadows of Gallowspire (Carrion Crown 6 of 6) (PFRPG) Print Edition
    1 x Pathfinder Adventure Path #49: The Brinewall Legacy (Jade Regent 1 of 6) (PFRPG) Print Edition
    1 x Pathfinder Campaign Setting: Pathfinder Society Field Guide (PFRPG) Print Edition
    1 x Pathfinder Campaign Setting: Inner Sea Magic (PFRPG) Print Edition
    1 x Pathfinder Player Companion: Goblins of Golarion (PFRPG) Print Edition

    But, instead of
    1 x GameMastery Map Pack: Shrines Print Edition (ISBN-13: 978-1-60125-363-7)
    It had
    Pathfinder Tales: Master of Devils (ISBN–13: 978-1-60125-357-6)
    (The rest of the order was correct)

    I would really like the Map Pack I ordered (through my subscription), but I would like to know how you want me to return the Pathfinder Tales book. :)

    Thank You

    Carl Flaherty

    Also: strangely, the package did not contain a shipping manifest.

    (RPG Superstar 2009 Top 32)

    I don't consider myself a "feminist" but I still find the implications of this scientific article disturbing: Sexy Action Heroines Push Dangerous 'Superwoman Ideal'

    The jist of the scientific article is that "... the number one predictor of 'is she a good role model?' is "is she pretty?'"

    The reason that this bothers me is that I like Fanservice as much (if not more) then the next guy. So, I admit that I am part of the problem. :(

    (RPG Superstar 2009 Top 32)

    Please lock this thread.

    (RPG Superstar 2009 Top 32)

    With the frustations that have been expressed about this AP (lack of sense of progress, inability to directly challenge Thrune's diabolic government), would this main plot of this AP have worked better in a non-evil realm?

    (For example: Mendev?)

    (RPG Superstar 2009 Top 32)

    Because of some GMing mistakes on my part, my RotRL campaign has kind of gone on a "Permanent" Hiatus right at the ending of the Skinsaw Murders.

    But, there appears to be some interest in finishing the story. The question is "How?"

    Which would be better:

  • Having the players start over with new characters (these would be the same players).
  • Having the players rebuild their characters to a lower point total (i.e., down to Epic Build).

    So the question then is, should I have them start at 7th or start at 1st?

    In either case, if I do have them start with new heroes, do I just ignore the previous history?

    And, if I do have them restart, any thoughts on adventures to get them back to 7th level (that will lead back to the Hook Mountain Massacre)?

  • (RPG Superstar 2009 Top 32)

    Is this a Source Book, and Adventure Path, or what?

    (RPG Superstar 2009 Top 32)

    "A MAN WITH A CONVICTION is a hard man to change. Tell him you disagree and he turns away. Show him facts or figures and he questions your sources. Appeal to logic and he fails to see your point." So wrote the celebrated Stanford University psychologist Leon Festinger, in a passage that might have been referring to climate change denial—the persistent rejection, on the part of so many Americans today, of what we know about global warming and its human causes. But it was too early for that—this was the 1950s—and Festinger was actually describing a famous case study in psychology.

    Check it out in:
    The Science of Why We Don't Believe Science

    (RPG Superstar 2009 Top 32)

    ... In an unexpected, but entirely predictable result, of dumping water from the damaged Fukushima (this was NOT profanity) Daiichi nuclear power plant into the ocean ... a 150ft tall, radioactive dinosaur has emerged from the Pacific and is attacking Tokyo!

    (RPG Superstar 2009 Top 32)

    And our plants are protecting us ....

    It has been a while since this was posted, so I brought it back!

    (RPG Superstar 2009 Top 32)

    Check it out on the Rite Publishing website!

    But, there does not appear to be a target release date.

    Hopefully, Mr. Boomer has some time to clarify.

    (RPG Superstar 2009 Top 32)

    We still need the Backgrounds for:

  • Balazar - Gnome Summoner
  • Feiya - Human Witch
  • Imrijka - Half Orc Inquisitor

  • (RPG Superstar 2009 Top 32)

    (RPG Superstar 2009 Top 32)

    I haven't seen this anywhere, so please point me at where to go if this has been dealt with already.

    Stone Giant Barl Breakbones is a Lvl 7 Necromancer (HMM p. 52).

    This is a problem because an important element of Mokmurian's background is that Wizards among the stone giants are virtually unknown. (In fairness, this information was unavailable to Mr. Logue.)

    Should this discrepancy be fixed? I feel that it should.

    If so, what would be the best way to do so.

  • Rebuild Barl Breakbones as another class? (I doubt Mokmurian would trust a sorcerer.)

    ... or ...

  • Rebuild Barl Breakbones as a Transmuter (i.e. Mokmurian's apprentice)?

    Any thoughts?

  • (RPG Superstar 2009 Top 32)

    This morning, on their facebook site, the Amarillo Design Bereau posted:

    Guys, quick question. Do you think there is a market for a Pathfinder version of Prime Directive? More importantly, would you buy it? Thanks for your help on this. -- Jean
    (link for those with FB)

    As I posted in my reply to them, this fails to make an important observation.

    What makes the PathfinderRPG great is not that it is a great rules system (which it is), but the almost unprecidented level of support that Paizo has given it.

    Consider, whould there still be so much interrest in Pathfinder if Paizo was not also putting out such amazing Adventures (including the APs)?

    (RPG Superstar 2009 Top 32)

    I have asked this before but never got a good answer. So, I am trying again.

    Were the APs designed for a point build higher then the "Standard" 15 point build?

    Rise of the Runelords, for example, is pretty brutal.
    Can "standard" characters hope to survive all the way to the end of Book 6?

    Curse of the Crimson Throne is the same way.

    With Second Darkness Paizo seems to be dialing down the lethality a notch, but there are still plenty of TPK situations.

    So, what "point base" was intended to be used for the Adventure Paths?
    Or was it actaully intended that the players would create new characters periodically throught the course of an AP?

    (RPG Superstar 2009 Top 32)

    This is actually a branching off from the [Super Genius Games] Help Plan 2011 for SGG! - specifically if was spawned by some comments made by poster Dark_Mistress. :)

    What this is is an adaption of the Tempress Class from the Mongoose's Conan RPG.

    What I did is took the style of the class and rebuilt for Pathfinder as a Bard Archetype, using the general format being used for the RPG Superstar. Let me know how well I did. :)

    Note that this could never be officially published because of flagrant plagiarism throughout the text.

    --- --- ---
    Temptress (Bard)
    The temptress (or more rarely the male equivalent, the tempter) is one who uses the power of sexuality to ensnare others. Her charm is used to get men and women to do her bidding; her seduction techniques are her weapons, as keen and deadly as any blade.

    Bardic Performance (Ex) This ability is unchanged, except to note that temptresses favor Performance (Dance) above all other types for using this ability. The rare tempter however, prefers Perform (Oratory), as both poetry and storytelling, for the same purpose.

    Comeliness (Ex): A temptress is gifted with an exceptionally well-formed face and body. She also takes pride in her appearance and is naturally well groomed, and often provocatively dressed. A temptress adds a +2 circumstance bonus to all Charisma based checks where her appearance might play a part. At 10th level, her beauty becomes legendary, increasing to a +4 circumstance bonus. And at 20th level, she is graceful in her age and more attractive then ever, she increases her circumstance bonus again to a +6. This ability replaces Bardic Knowledge.

    Seductive Art (Ex): Starting at 2nd level, a temptress has gained an instinctive understanding of sexuality as it pertains to social situations. She adds half her level (minimum +1) as a competence bonus on Bluff, Diplomacy, Intimidate, Perform (any), and Sense Motive checks. This ability replaces Versatile Performance.

    Outrageous Flattery (Ex): By the time she reaches 5th level, the temptress has fact sincerity countless times. When she says that a person has a lovely physique or an impressive stance, her statements sound completely plausible. She may take 10 on any Bluff or Diplomacy check, regardless of circumstances. She may of course, choose instead to roll normally. Once per day may take 20 on a Bluff or Diplomacy check as a standard action. She may do this one additional time per day for every six levels she possesses beyond 5th, to a maximum of three times per day at 17th level. This ability replaces Lore Master.

    Savoir-Faíre (Ex): A temptress has a certain flair, dashing style, élan, or bravura that marks her as someone special. Everything she does is performed with a certain style. whether it be entering a room and turning heads, carving her initials into a tapestry with her rapier, or even savoring a meal to impress her host. She can intentionally attempt to impress others with her style in any task. The temptress makes any required checks normally, but if the result is five or more higher then the required DC to succeed, she has performed the deed with stunning flair. This automatically shifts the attitude of any NPCs witnessing the dead one step in her favor. This ability replaces Jack-of-All-Trades.

    (RPG Superstar 2009 Top 32)

    Yes, that is what we need!

    We need a good Space Opera RPG (and supporting adventure material).

    (RPG Superstar 2009 Top 32)

    Can this game even be played? TSR has had d20 Modern off the shelves for over two years now?

    (RPG Superstar 2009 Top 32)

    Has anyone actually played ether the Star Trek d20 or Star Trek d20 Modern games from Amarillo Design Bureau?

    Are they any good?

    (RPG Superstar 2009 Top 32)

    Does the base character to which the Ogrekin Template is applied still retain its own racial bonuses?

    (RPG Superstar 2009 Top 32)

    Now that I have my Pathfinder Bestiary 2 in hand, I have a question about the "near" PC level races that are presented,

    Specifically:

  • the Dhampir (p. 89)
  • the Fetchling (p. 123)
  • the Ifrit (p. 160)
  • the Oread (p. 205)
  • the Sylph (p. 258)
  • the Urdine (p. 275)

    Are these creatures suitable for Player Character use?
    If not, are they (like Tieflings) only slightly more powerful, so should they use the rule from the Council of Thieves Player's Guide p. 5?

    On a related note, should races like:

  • the Asimar (Bestiary 1 p. 7)
  • the Suli-Janni (Pathfinder Companion: Qadira p. 28)
    also use the CoT rules?

  • (RPG Superstar 2009 Top 32)

    One thing I am looking at with the Council of Thieves is how difficult the Adventure Path would be to run in any setting except Golarion (or any genre except Fantasy.)

    Cheliax has elements of:

  • Spain under Phillip II. (The zenith of the Inquisition's power)
  • Late Rome (The decadance and slow decline)
  • Nazi Germany (Their "master race" idiology and persecuion of Tieflings)

    This is a very peculiar mix.

    And, transplanting the AP to any other setting/genre loses the awesomeness of the Six Fold Trial.

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