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I hope it's not a farewell, there is so much intrigue and fun to be had and written about in the nation of cheliax. Even if it leads to or even begins with the boys escaping from the house of Thrune deciding they were more trouble than they are worth. There is also the possible joy of whatever happens in Ustalav if/when someone discovers radovans heritage.
Just so many stories left to be told. I'm still hoping to read more of them.
Soooooo, Varian and Radovan are headed back to Egorian. Are we gonna see that book(or whatever book comes next for them) anytime soon? Many of us I am sure are wondering this and looking forward to any glimmer of hope concerning a continuance of this fine tale of friendship and adventure. Has anyone seen or heard any news concerning such an event? Can we get some info/news from Dave himself or anyone with paizo in the know on such things?
Just putting this out there and hoping =). Love the Tales line in general and look forward to more.
Though recently I've been running alot of premades, I really do love running and being in home made games and settings. Or even just taking an existing setting like golarion or forgotten realms or iron kingdoms(my 3 favorites) and just tossing your party in with no plans whatsoever except to help them write the best story possible.... That is truly the best kind of fun
I'm in a group that runs the type of games your looking for, online but with scheduled sessions just like an in person around the table type of game. We've used roll20 on occasion but mostly we use a program called maptools instead with skype used for voice. We don't have anything going on fridays atm but if your free and interested I'm running Reign of winter on sundays at 6pm mountain standard time, session length is around 4 hours give or take.
If your interested in the current game or just wanna be on the list next time we start a campaign hit me with a private message with your skype name and we can hammer out some details.
As the party gathers around Vesper, wondering how she fell to such a seemingly superficial wound, when something odd begins to happen. The flames wreathing her armor begin to shift and grow, Finally convalescing into the image of a flame wreathed young woman not dissimilar to Vesper herself, but wearing strange garb unknown to the other members of the group.
"Do not worry children, Vesperia will be returned to her family. This was not her time, and not her place. You have many perils ahead of you, but fear not, I see that another of worthy abilities will join your cause very soon."
With that, the flames enshroud and seem to consume Vesper's corpse and then fly out the nearby open window, hurtling in the direction of the winter portal.
Greetings and welcome.
This is going to be someplace where the characters of my campaign can have a little in character chats with each other as necessitated as we progress through the story. I will begin by introducing our cast and then bring you up to date on the majority of events that have transpired thus far.
First we have Ilgam, a long time native of Heldren, longer than the memories of any of the current residents as a matter of fact, as even Ilgam doesn't remember how old he is being an Elan and having forgotten his past exploits, he is now a mind blade of some power.
Next we meet Tatiana, transplanted to sleepy Heldren from the glories of Whitethrone herself due to some dispute her mother had with a more influential Jadwiga. Not quite settling into her new surroundings and circumstances. Whether trained by her mother or learning the craft of her own volition she has become a winter witch as her heritage seems to demand of her, and with enough promise to outshine her mother and many others she would be compared to.
Vesper was born to the simple life, daughter of farmer, and marrying into a family of farmers after being orphaned by a plague. Her husband could not quite settle for farming, and such became a ranger, a ranking member of the sentinels who protect the region. But vesper has a secret, the same plague that claimed her parents nearly claimed her, only the intervention of Sarenrae saved her marking her as an oracle, a chosen of Sarenrae.
Randt comes from a small community of Maenads that lives on the fringes of Heldrens community, mostly keeping to themselves but also friendly and willing to contribute for the greater good of the whole. A bit of a hothead, he began manifesting psionic power with his emotional outbursts. He now focus's his outbursts of rage into potent blasts to augment his melee skills with the falcata he inherited from his grandfather.
The group is rounded out by Gren, a halfling druid who has been known to wander the wilds riding his tiger Tralfar. Gren is well known over a large portion of southern Taldor, but seems to favor Heldren as more than just a village. He is respected and listened to when he speaks, and always seems to be where he is needed.
These noble adventurers whe called upon to rescue a taldan noble and investigate the strange wintry weather affecting the region. They rescued the noble, then set back out and found a portal to be the source of the unusual weather, when out of the portal rode a rider all in black upon a black steed. He urged them go thru the portal to stop the plot of Queen Elvanna which imprisoned his master, Baba Yaga, and now threatens to cover all of Golarion in an eternal winter.
Our brave heroes proceeded thru the portal, receiving gifts of power from their new patron. On the other side they made contact with the native irreseni and not long later, ran afoul of the authority of the region. This led them to deduce that the source of the portal was likely within their place of power, the pale tower.
Our discussions begin shortly after the heroes have made entry into the tower and defeated some of it's defenders, as the last of a squad of guards from the first of 2 barracks attempted to surrender Tatiana impaled him with an icicle flung from her magic, an act that Ilgam takes offense with, and the young and impulsive Randt suggests a somewhat controversial plan to attempt to force the residents of the second barracks into a surrender.
Taking an exotic weapon prof for a double weapon is very effective, and double weapons themselves open up some slight improvements over twf with normal separate weapons as well. Primarily being able to have it 2 handed for str and a half when you can't full attack, and keeping the same damage dice on both hands without it having to be 2 light weapons or the like.(small concerns but it does matter to some people)
Well, the early level examples I can think of because I've been running encounters with them recently is skeletons and zombies. As to the morningstar and sibat, can they actually be used with weapon finesse?
I've seen a reference or 2 to slashing grace, where is it from and what does it do exactly? Does it just allow slashing weapons to count as piercing for class features such as swashbuckler or duelist?
Edit: just had another thought, using swashbucklers finesse, does a weapon actually have to qualify to be used with normal weapon finesse, or can any 1 handed weapon that just happens to deal piercing damage have dexterity used for attack rolls?
As the title says. Swashbucklers finesse only works with light or one handed piercing weapons. Now my finesse based characters usually just have a light mace for bludgeoning at least, and something else for slashing, but not only would that give up all of the swashbuckler nifty bonus's, but it would lose the ability to finesse it as well. Am I stuck either just sucking it up and hoping I deal enough to punch thru the dr, or is there a loophole to let me add weapons to the list?
the mind blade acts in all ways as any other manufactured weapon until you let go of it, then it vanishes. The exception is when you throw it, and then it basically just sticks around long enough to hit and do damage unless you have some feat or affect that would require it to stick around. Only thing I can think of there is a feat from 3.5 called pinning shot, where you cound impale someone to the wall with a ranged attack, but it was pretty specific and limited.
As for archtypes, gifted blade is pretty useful, lots of handy buff/utility powers out there. Cutthroat is a bit on the weaker end of the spectrum but if you want to fill the rogue skill monkey trapfinding role it can be pretty useful.
I've built and played a grand total of 3 clerics in my gaming career. This isn't to say I don't like them I just haven't had much need to play them and the ones I have played I've reused a few times when I have because those were the types of clerics I needed at the time. the first was an IK dwarven cleric focused on efficient healing, a necessity of the setting, who spent plenty of time shoulder to shoulder on the front line bashing away with the warhammer of choice. The second was an elf not suited for the front line, but she contributed by sending arrows at the enemy as often as a useful spell for the situation. The last and most favorite is a front line combat monster with a big 2 handed hammer thru most fights. this is an older character, most effective in his first existence in a VERY high magic game with lots of toys making it work.
I know this isn't exactly on the topic, but reading thru all this arguing brought in memories of these fine and helpful types and how they each contributed to their respective parties they have attended. Just remember, adjust your tactics to fit in place the best you can.
I had a group gearing up to run Reign of winter, and it became too big to run without way too much re-balancing and with that big of a party there would be too much shadow for everyone in the party to shine. To resolve both issues I decided to split things up into 2 parties in the way it made the most sense to me. To round things out the second group needs 2 more players who are looking for a good time in a relaxed and fun gaming group/environment. We are currently planning on running the game every other sunday starting at 4pm mountain time. Our usual sessions have been between 4-6 hours in length. We play using Skype to talk and Maptools for the Tabletop and combat.
the knitty gritty of character builds and such can wait until we meet up and chat a bit. The current party members are a switch hitter ranger with ties to the north, and a sorceress of unknown background. A healing focused party assistant can be on hand if needed so no need for anyone to feel compelled to play a healing class. We have a few house-rules that we think make a bit more sense and help everyone have more fun, those can also be gone over easier in person. I tend to run and enjoy a slightly higher power game.
If your interested you can post here, shoot me a private message using the forums, look me up on skype (colemanstrykr), or send me an email at PSYCHO_DIRE_WOLF@yahoo.com
I look forward to meeting some new players and sharing some stories with you.
shield master is probably the feat he means, and that is really the only reason to take the sword and board style for ranger. I would also argue with the DM over this ruling, The early access of a few very important feats from the rangers combat style is one of the few benefits of playing a ranger over any other full bab class. The early access is not game breaking in any realistic way, it is just a little bit of style that is unique to the ranger.
From a DM standpoint I can kinda side with reserving the ability to introduce a houserule for something mid campaign, but only for extreme cases of things that would actually break the game and/or ruin the fun of multiple parties involved. In such a case(it's happened once or twice in my own games) I've done it between sessions, made my reasons clear and thankfully(because I play with a very reasonable group of guys) gotten agreement and offered to let them either just make a different choice or allowed a full rebuild or character change.
I have 2 solutions, both very similar, but dependant on how the mass of 25 bombs is dropped. the 2 ways I see 25 bombs being dropped that I see is either dropping a bag full of them either closed or open, or using said bag to pour them out so they kind of carpet bomb the ship or at least land in a nice decent sized cluster. My answer as a GM to either scenario involves almost no dice rolls, no initiative, and no combat rounds. The whole scene gets described out in possibly gruesome detail as if it were a cutscene in a video game. Unless you somehow manage or decide that the firebombs immolate the entire crew of said ship, they will quickly begin putting out any fires that happened to start. Best case scenario, you kill off a few important crewmen or have some of the crew still busy putting out fires when you board.
In my opinion the whole thing would better be done not from some exotic flying mount but from the deck of a ship either in pursuit or being pursued by the target ship. The best of both of those options could be accomplished with a fireball or 2 and some very handy archery. Though the archery could very easily be done from the back of said exotic flying mount.
I'm with the OP on one small point, I also prefer rolled stats to point buy. The rest of his post being angry at organised play for using point buy however is just out the window. Organised play is meant to be fair and all characters are meant to be balanced and roughly around the same power level or at least potential power level, that is why they use point buy.
What the OP should be looking for instead of joining society games is a group that plays regular old home games. Where GM's are free to alter, cajole, or even ignore rules in the interest of fun. I am currently running one such home game and my group regularly does 2 games a week with different GM's so that everybody gets some play time. Anyone interested in some regularly scheduled weekly or bi-weekly gaming feel free to PM me to inquire about our schedule and openings in the group.
P.S. I apologize if I just fed a troll because I didn't read all of the posts in the thread but I felt I had an honest point of view that was not overtly hostile.
I'd say it's a pretty good alternative overall to the other options I've seen for AA. Definitely leaning more towards archer than arcane which is fine, you'll still have some good utility spells and such to keep yourself rolling.
I will say that you probably don't need the mounted archery feat. it's one of those weird things where it sounds good but you don't take any minus's while shooting from horseback unless your mount moves more than it's speed. I've found it's very rare to need to go more than 50ft(most mounts base speed) during a regular turn. The big exceptions are when your basically in full retreat or trying to chase down someone trying to run away from you. If you just couldn't find another more useful feat to fill the slot with then cool, but if you can move some other feats to earlier levels to get more play time out of them it'd prolly be a good move.
Just my few thoughts and opinions from a quick browse.
I'd like to throw Caiden in for consideration. Caiden is a Half-Dragon who until being thrown into this strange world spent most of his time in or around a monastery high in the mountains, where he learned the ways of the wild during his frequent excursions to escape the monotony of his cloistered upbringing.
Mechanically he is a Half-giant base race with the half dragon template for 2 levels lower than the party and he will be starting off as a ranger but with a desire to explore the mental powers of his forebears at later levels.
This campaign sounds like a whole lot of fun and I would be honored to join, please let me know if you like my idea and I will begin the actual mechanical construction =)
Edit: I also have a more involved backstory I only included a bit here on how he developed his skills as a ranger.
The best description I've heard to explain how normal +X enchantments are applied from a character point of view is just that the blade seems to respond better/faster/easier to the wielders actions. so the blade will feel lighter in the hand, and when it strikes it will slice thru things a little easier or hits a little harder when the character connects. Of course these things are also from the point of view of a meager fighter who doesn't have detect magic or identify to simply tell him how the blade is enchanted in the novels I have read.
hey, nice work overall, I was a big fan of arcanis even though I only had a pretty limited exposure to the setting early in my gaming career. The one thing I don't think you did justice to is the val bloodlines. Instead of just giving them eldritch heritage or meager psionics I think you should have simply updated the bloodlines as they were. They all had a very distinct flavor and situational usefulness. While mages could get the same powers thru use of spells, I think eldritch heritage makes it seem a little too mainstream and easy to get non val that have exactly the same abilities in seemingly the same way.
next time the rogue or whoever wants to go off on his own, have him meet a mysterious and horrible end, maybe even an encounter that wouldn't be a problem with the party around.
Personally I've heard that piece of advise more often given to players than GM's. in building your own encounters or dungeons you should take some minor precautions against tempting the party to split up too hard. But generally unless your GM is actually inviting you to have some lone RP time(which should be handled out of session if done right) the party should learn to stick together or at least within shout for rescue distance =)P.
maybe the first attack you ever make against the opponent. your not likely to forget you just got scratched just cause the claws retracted after it happened. the same goes for any recurring bad guys, you might have them retracted and hidden, but if they know they are there than they won't be suprised.
Yes though, this is definitely something to talk with your GM about.
probably the GM applying a modicum of common sense if somehow the rules as written could possibly allow that. But I'd assume normal unarmed strikes are limited to once per iterative attack. have you ever seen someone try and hit you with every part of their body simultaneously? it either doesn't work out too well, or was just a tackle and not an attack to begin with.
I'd like to point out that there is at least two magic items, though one is slightly pricey, that solve this problem. Glove of storing, free action to safely stow your bow in a nice "little" place, you then quick draw the greatsword as normal and swing away. the other option is Gauntlets of the weaponmaster, pricey at 110k but possible, lets you store up to 10 weapons that allow you to pull one out or swap between active weapons as a swift action and have the added benefit of letting you pop greater heroism on your self 3x/day.
Just pointing out that there are alternatives to dropping your bow before going into melee.
I have the honor of playing as a psion in a game that is dabbling in mythic rules. Now last I heard dreamscarred said that their mythic rules would be out in november. I don't know if that was for playtest or really get them out but I was hoping to use them instead of either bending the rules for archmage to work or switching to a martial class. Anybody hear any more recent updates or know anything more?
and now I'm envisioning a fighter type wearing one of these as an all in 1 golf bag of weapons. to me this cuts both ways, on one hand once you strap your armor on or if your happy enough to be able to sleep in your armor without penalty you grab one thing to grab all or at least most of your weapons and combat gear, on the other hand, getting surrounded/taken prisoner, it's one thing the bad guys can take away to take all the same stuff from you.
As to the question, I'd allow most weapons to fit in one of the sections as long as it isn't totally impossible to fit at least most of the way thru the opening.
without changing how the class works it would make things difficult. Personally I wouldn't have a problem with making the magus into a Cha based spontaneous caster using the bards spells known progression. This would however change one of the usual tactics magus players tend to use. Since spontaneous casters take longer casting metamagic adjusted spells it would somewhat make high metamagic play untennable.
As a simple swap over it's something you can talk to your GM about if it is a home game. As far as I know there aren't any feats you can take to make a prepared caster into a spontaneous one.
OK, so I've got enough people to properly get the campaign moving finally. I'd like to thank those of you who showed interest but didn't end up playing for whatever reasons. Anyone else who wishes to join may still post here though you won't be dropped into the game right away but for lack of a better term wait listed.
I'll also be making a thread to keep track of the action and let anyone interested see how things are going. I'll post a link to that thread here once I get it set up and started with our cast of characters and thier back stories.
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