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Tiressia

Poldaran's page

474 posts. 1 review. No lists. 1 wishlist.


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Thurmin wrote:
KBrewer wrote:

Time for a new guide, this one for the Blockbuster Wizard: https://www.dropbox.com/s/5t2af1cwekhnrkj/BlockWiz.pdf

Oh, I'm trying out Dropbox.com instead of Google Docs - I'm running into issues with them destroying the quality of images embedded in PDFs. Please let me know how good/bad the document quality is for you. If it's suitable, I may start storing my guides in Dropbox instead of Google.

I'm not able to view the file, has it been moved?

Yeah, the dropbox got inundated. Someone copied it over to another site. I think it was linked a couple pages back.

Edit:

ZanThrax wrote:
Here's a link. I copied it into my SkyDrive; that'll let people access it until KBrewer can rehost.


synjon wrote:

Magical Lineage on Shocking Grasp sounds interesting. At 1st level, you can make the range close instead of touch for free - still better than the 15' of Burning Hands, plus you're doing a d6 instead of a d4 damage. The drawbacks I saw was 1) you're still only affecting a single creature (but with more damage); 2) close range is still close enough to end up in combat. It won't be until 3rd level that you can go to medium range and 3) now you can't put Lineage on Fireball.

One other thing I'm confused about is damage caps. RAW, most of these spells have damage caps (5d6 for Shocking Grasp, for example) - yet, I see in the various guides people talking about damage levels well above the cap. Obviously, I'm missing a rule here that allows damage above the cap. Does it relate to bonuses to caster level or is it from metamagic (or both)?

Thanks again.

Intensify Spell metamagic gives you an extra five levels above the cap that your caster levels can increase the bonuses. When you also consider that people will often add in empower dice when talking about spell damages on the forums, it can make the number of dice look huge.

Also, I had another thought. Assuming I'm understanding correctly and you're GMing: If you're allowing retraining, you might consider allowing him to take something like Combat Casting at level 1 and retrain it at level 7 or so. Traits aren't technically allowed in the retraining rules, but as long as it isn't PFS, I don't see any real reason to disallow it as long as you let everyone else know that it's an option.


synjon wrote:

I wonder how it affects the build if you forego the Burning Hands spell, & just use Magic Missile/Ray of Frost for the 1st few levels, (until Fireball becomes available, at least). This way, you reduce the need for Combat Casting, as you can remain out of combat more since MM has much better range. Also, the Intense Spells ability will help at least some with the damage output for those 1st few levels, given that MM is an evocation spell. Spell Focus & Spell Specialization can wait until 3rd/5th levels, respectively then - Toughness would probably be the most likely feat choice for 1st level in that case.

Any thoughts on this idea? And any input on my earlier question regarding Magical Lineage?

Thanks

Having Magical Lineage(or the other one that does more or less the same thing, Wayang something or other) is rather huge for a blaster. I'd definitely not skip it. That said, if he has a spare feat sometime between levels 1 and 7(to use empower in 4th level spell slots), then he won't really be using it until then anyway, so picking up Extra Traits should be fine. I'm not sure how likely he'll be to have a spare feat by then, though.

Magic Missile/Ray of Frost won't make for a very effective multi-mob slayer, but it should be alright otherwise.


Scythia wrote:

Worst backstory?

"I'm the (identically statted) son/brother of my last character."

Even worse when they go from being Bob to Bob Jr., or Rob. A player in a LARP I was in pulled this three or four times. Each time just going right back to what he had been doing, assuming he knew all the same people (including being angry at whoever caused the last character to die, if it was foul play), and so on. I can only assume that the Camarilla must have decided to embrace an entire family's males en masse.

Maybe he was roleplaying Rogue Legacy. I'd just be glad he didn't roll Coprolalia.


Ross Byers wrote:
leo1925 wrote:
Majuba wrote:
Also, the 'hundreds-meter spaceship' might not have been built planet-side.
Probably yes, but what does this has to do with the power requirements?
A spaceship needs a lot less power to move around in space than it does to take off from a planet's surface. Therefore, the generator of a huge spaceship might still have a relatively modest power output if it was built in space and never intended to land.

And that's before you consider that it might be getting its primary power by using a smaller generator to create some kind of technobabble phenomena that it then uses to power its primary processes.

Like compressing a bunch of dark matter into a black hole and using that as the main power source. Or something like that.


Bandw2 wrote:
Alleran wrote:
Bandw2 wrote:
still no weapon you create will have charges it is simply incapable of doing so.
There is nothing in the rules that says this. Please don't make unfounded assertions.
there is even less to suggest the weapon CAN be made with charges. Normal is a relative term, and I think a weapon does normal damage as an unpowered variant of it's weapon.

Based on what I linked above, unless you can use the spell to make a Sun Blade(insert whatever magic weapon you want here), I think you're out of luck entirely.


Poldaran wrote:
Alleran wrote:
Bandw2 wrote:
a technological weapon only does normal damage of it's type when on, thus the shadow weapon would have to be turned on, same if you used shadow weapon to create a frost weapon, you then have to spend a standard action to turn frost on.
Correct. You cast the spell, you get the weapon. You activate it, it works per normal. If it did not then it would be violating the text of the spell, because the copy has to be capable of doing the damage of a normal weapon of its type when summoned. The copy is not timeworn unless you're creating it that way, so those rules don't apply.

Depending on how you interpret this part of the Tech Guide, it could be moot. You might not be able to do it at all.

Quote:
technology from the future (or even the present-day real world) in a fantasy setting should be handled in a manner similar to magic items elsewhere in the Pathfinder Roleplaying Game.

If not, then I would have to ask how it also plays with Fabricate, since it seems if one works, the other should as well, in theory.

And that might be for the best, since using Shadow Weapon to get a monowhip, for instance, you're effectively getting the option of a 70,000g weapon for free for minutes at a time for the cost of a standard action and a 1st level spell slot.

More or less what I figured.


James Jacobs wrote:
Poldaran wrote:
Because it came up in another thread, here's a question for ya. How do technological items interact with spells like Shadow Weapon and Fabricate?
They should interact as if they were magic items, since they're balanced and priced as if they were magic items.

That's more or less what I thought. Thanks.


You know, it took me three mentions of 20 page backstories to realize that you all were saying that they were too long. I kept thinking "Yeah, that's kinda short." :P

Sadly(for purposes of sharing entertainment), so far I haven't seen any truly horrible roleplaying yet. I've had experiences where the guys I play with(when RL doesn't somehow preclude our ability to game) do things that make absolutely no sense from a meta perspective but end up being entertaining roleplay. Like the time a guy threw a Runestone of Power at a giant floating eyeball because he couldn't identify it but was told by a mothman sent by the party's patron that it would be helpful in the upcoming encounter.


Because it came up in another thread, here's a question for ya. How do technological items interact with spells like Shadow Weapon and Fabricate?


chaoseffect wrote:
What is the most ridiculous name you can think of for a mercenary company?

Another thought occurs. You could seek a name in a commercial campaign. I once ran a WoW guild with some friends that we called "Messin' With Sasquatch". So maybe a mercenary company called "Hangry Moments", "The Men Your Man Should Smell Like" or "The Most Interesting Men in the World".


chaoseffect wrote:
What is the most ridiculous name you can think of for a mercenary company?

We used the Gamemaster's guide's random generation table to name a mercenary company. Our first attempt yielded "Potent Rainbow Lions".

Alleran wrote:

Debauchery Tea Party?

(Note: I cribbed it from something else. Internet cookie if you know what.)

I'd have gone with DDD, since the in-universe history of the name is great.


Alleran wrote:
Bandw2 wrote:
a technological weapon only does normal damage of it's type when on, thus the shadow weapon would have to be turned on, same if you used shadow weapon to create a frost weapon, you then have to spend a standard action to turn frost on.
Correct. You cast the spell, you get the weapon. You activate it, it works per normal. If it did not then it would be violating the text of the spell, because the copy has to be capable of doing the damage of a normal weapon of its type when summoned. The copy is not timeworn unless you're creating it that way, so those rules don't apply.

Depending on how you interpret this part of the Tech Guide, it could be moot. You might not be able to do it at all.

Quote:
technology from the future (or even the present-day real world) in a fantasy setting should be handled in a manner similar to magic items elsewhere in the Pathfinder Roleplaying Game.

If not, then I would have to ask how it also plays with Fabricate, since it seems if one works, the other should as well, in theory.

And that might be for the best, since using Shadow Weapon to get a monowhip, for instance, you're effectively getting the option of a 70,000g weapon for free for minutes at a time for the cost of a standard action and a 1st level spell slot.


James Jacobs wrote:
I don't honestly know how much real-world power is needed to power a nuclear resonator or a vortex gun. :-)

A lot, if I had to guess. :P


chaoseffect wrote:
Ashiel wrote:
Helcack wrote:
It's great and honestly I enjoy it so much more than the boring magic weapons that Paizo puts in a lot of it's books. Just don't tell the munchkin's about shadow weapon spell as now it can summon Monoblade's and Monowhip's
Hahaha, that's a funny thought. :P
As a munchkin I find this to be very relevant to my interests. Thank you for that.

Not to rain on your parade, but wouldn't they be non-powered ones and thus relatively useless?


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I was doing a little wiki walking tonight that made me think about this thread and the sub-discussion about heredity and sorcerers.

Quote:
Sorcerers are very common on the island of Hermea,[3] where pervasive social engineering by the gold dragon Mengkare nurtures the development of arcane abilities.

I don't have the books referenced, but following the links to Hermea, Mengkare and the Glorious Endeavor, it sounds like there is at least a way to nurture the growth of sorcerous talent to some degree through a breeding program(!). I'm still processing what I read, so I can't say just how much bearing it has on the discussion here, but it sounded interesting.


Chris Kenney wrote:
Aelryinth wrote:

Continual Flame is at will ability of Torch Archons. it costs NOTHING to do massive amounts of Continual Flames. You could light a city in a day or two by Calling up an Archon or two and having them drop CF's where instructed for a nominal fee.

==Aelryinth

In addition to the above, you also can't actually do this - Summoned creatures can't use spell-likes with an expensive material component (or, more likely, won't.) Continual Flame requires 50 gp of ruby dust.

That's why he said "Called", not "summoned". He's proposing using one of the longer lasting binding spells that actually bring the creature to you.


richard develyn wrote:
Certainly two humans (say) who do not have any of a particular bloodline in their genes cannot produce a sorcerer of that bloodline.

Unless you're exposed to a particular catalyst while pregnant(or the baby is later). Or the baby is destined for greatness. Or one of the many things that cause sorcerers to pop.

I think it's like Aasimar. Having it makes it possible, but there's absolutely no guarantee, even if both parents are Aasimar.


Zark wrote:
We disagree on some stuff and that is cool. I think we should drop this.

We are derailing things a bit, perhaps. Aight for now, though I reserve the option of discussing this particular topic further in other threads if it's brought up there at a later time.


Zark wrote:

I meant using the abilities on their own. Counterspelling may not seem to be terribly OP, but regardless of Dispel Checks this ability is very powerful, especially when the PC faces a Boss with this ability (boss being higher levels than the PC’s) or when the PC’s fighting creatures that cast spells that can easily be Counterspelled. This ability can easily kill a blaster that mostly relies on adding meta magic to low level spells such as fireballs.

As for Quick Study, we seem to agree. I just want to point out that I’m in no way saying it is too good to use in battle. It is actually rather awkward to use in battle, the problem is more that it can be use before and after the battle. The balancing factor of the class is its limitation. Removing the limitation is to remove the balance. Pearls of power are cheap and add Quick Study and you have a full arcane caster that is far better than the Sorcerer. As pointed out by Deadmanwalking, the wizard is still probably just as good as the Arcanist (or even more powerful).

Ultimately, a boss with the ability will be ridiculously powerful even if you put a limit on the number of times per day. Bosses are generally by default the highest example of the 15 minute adventuring day. Even with a limit of 1+Cha/day, that's still 3-5 spells a higher CL boss will be able to semi-reliably shut down. On the other hand, they're giving up the ability to Quicken spells against you. Balancing for use by a nova-ready boss seems silly to me.

As for blasters, I hadn't considered a possible interpretation that it would be the level of the unadjusted spell that determines the level of the spell needed to be expended as part of the action. If so, then that might screw over blasters a good bit. But I'm going with the interpretation that it's dependent on the spell slot used to cast the spell. If that's incorrect, then that's something that needs to be addressed. If not, you're still expending a valuable resource(spells) to only have a chance at countering something. It does incentivize the heck out of boosting your caster stat if you're building a counter-spell focused arcanist.

Are pearls of power usable by the Arcanist? I thought that they'd be forced to use the Runestone of Power instead by the way their spells work. Not much better, but twice the cost, so at least there's that. That said, if they put an X+Cha/day limit on Quick Study, I don't think it would significantly weaken the class. Realistically, how often will you need it more than 2-3 times a day anyway?

Aside from that, if it doesn't represent power creep over the wizard, I can't really call a full arcane casting class power creep.


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LazarX wrote:

The only opportunity you'd likely be able to get that as a deadite would be when you're up for Pharasma's Judgement.

Which means at that point, no matter what happens, you're not coming back to tell the tale.

The epicness of the tale is in defying impossible odds. You don't get remembered forever for going quietly into the night, you get it by running like hell and getting lucky enough on a res to escape in the nick of time.

Or you hope it amused Cayden enough that he tosses you a resurrection in the nick of time and makes you into his new champion or something.


Zark wrote:

I specifically thinking about the Counterspell and Quick Study Arcanist exploit. Both need a nerf.

At limit to how many times per day Quick Study can Counterspell can be used would be a simple fix.

Edit:
Actually, I think a lot of the Arcanist exploit should come with a limit of uses per day. Just like the Oracle.

Doesn't the action on Quick Study prevent it from being used with the Counterspell Exploit(or did you just mean using it on its own)? Also, successfully countering still requires a Dispel Check, does it not?

Counterspelling doesn't seem too terribly OP, especially since you're using up your limited number of spell slots on a less than sure thing. As for quick study, it might be a bit powerful if you can find a way to get the points to use it often, so I'll give you that one.


I'm not sure if this is meant to be a compendium where we all discuss our house rules or if it's supposed to be about the specific rules a particular table has come up with, but here's my addition. If it was meant to be the latter, please accept my apologies.

raverbane wrote:
Overall, I really enjoy the Technology Guide and I think it will add a lot to our games. There are a few things that I don't see eye to book spine with and making a few house rules.

In ours, the tech is being adapted by an Earthling who has only read about it. Along the way, a few adaptations are being made, including the addition of power displays. We're also considering bio-locks to prevent enemies from stealing our weapons to use against us.

The first is Aetheric Batteries. These are built into the device and recharge once per day as long as you aren't in a null-magic zone. Still debating price, but leaning towards 10x the cost of a regular battery. This is to adjust for the fact that we don't really have access to generators.

The second is a spell accessible only to one character at the moment which allows the creation of temporary extra-dimensional technological crafting lab. It also allows for faster crafting of all magic or technological items since the GM for the campaign wants to allow crafting to be viable without adding in too much extra downtime in game.

The third is a whole new class of construct: Magitech constructs. Based on a hybrid of clockwork and robotic constructs, they're highly modular, allowing the implantation of numerous technological gadgets. This was purely for making an Iron Man suit, more or less.

Some of these might show up as artifacts when we run Iron Gods. The GM for that hasn't decided.

Out of curiosity, has anyone worked out a system for creating and pricing AI? We're leaning towards using Leadership as the way to get one, but constructing one has also been discussed, though we haven't come up with a pricing scheme we're happy with.


Zark wrote:
Arcanist –I like the concept and it fills a much needed niche, a more flexible spontaious caster, but my gut feeling fells that is overpowered.

While the exploits seem stronger than Bloodlines and bonus feats/generic school powers to me, I'm not sure I'd call it overpowered, at least not compared to the sorcerer or wizard.

The lower number of spells per day(unless you go school specialist) really feels like it could hurt a fair bit.


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Conumbra wrote:
So, a friend proposed an interesting wrinkle to this problem. Why hasn't someone (a government, an extremely wealthy individual, etc.) contracted out a caster (or cast the magic themselves, assuming said wealthy person is an arcane caster) to create permanent teleportation circles to link various parts of the world in exceedingly rapid trade? Surely they'd make their money back long term.

Convenience vs. Security, I'd imagine. If there's no physical way to block it(like Stargate SG1's iris), there'd be nothing to do to prevent a hostile army from porting over en masse short of a garrison large enough to neutralize each wave before the whole area is overrun.

Edit: That said, you could mitigate the threat by having the terminus be outside of a city, preferably far away enough to allow a smaller garrison to put out an alert and give the city time to respond. You'd still end up with a hostile army in the middle of your nation, but at least it wouldn't be too bad. Other options include having a central outgoing terminus in a trade hub that has teleportation circles that output inside the same nation's borders, but near the edge, since they're one way devices. It wouldn't be quite as convenient, but it would address the security issue.

In a modern setting, the sheer volume of freight would make it impractical to use since you'd have to transport to the circle, load into smaller conveyance(a cart of some kind, probably) and then load back into a larger freight vehicle. In that case, circles would be relegated to personnel transport(and the occasional overnight type package). You'd need something on the level of an elf gate that you could drive whole trucks through.


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Tiny Coffee Golem wrote:
Poldaran wrote:
Splode wrote:

<snip>

Gods don't have to like everyone.
So what you're saying is that slapping Pharasma's backside as you get resurrected may be a bad idea even if it's totally in character?
Totally worth it

"Let me tell you about how I got my first mythic tier..." :P


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Splode wrote:

<snip>

Gods don't have to like everyone.

So what you're saying is that slapping Pharasma's backside as you get resurrected may be a bad idea even if it's totally in character?


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deusvult wrote:
Kill off enough of Golarion's peasantry and serfs, and the labor will have to be made up by SOMETHING. Magical technologies would be a ready answer for every day applications once there are no longer enough slaves/peasants/serfs to go around to empty all the chamber pots, harvest all the grain, etc.

That would make for a great arc villain for a larger campaign.


Latrecis wrote:

"No, you are not torturing that goblin for information."

"No, you are not lying to the merchant about what you did to his daughter. At least I am not lying for you."
"No, you are not animating the dead bugbear to help us fight <blank>"
And so on.

That's why you never ask the paladin for permission. Forgiveness is easier to get.


chaoseffect wrote:
I don't really see how it's any more viable then roaming around killing s*#& for their money as per most adventurers. And those guys end up richer than Bill Gates in the long run, as per the rules.

I don't know if I'd say it's that far. They seem like they'd be more along the lines of a Powerball winner at 20th if we're comparing their ability to buy bread at retail price.

And while you might have to murderhobo quite a few villains to get there, at least you wouldn't be selling your own children.


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On a semi-related note, the redesigned PRD looks rather nice. Now I can work on stuff at work without having to drag my Tech guide with me.


Since you're hinting at all sorts of things for the AP, I'm curious if there are plans to have the gravity and radiation based rocket launchers hinted at in the weapon's description make an appearance.


James Jacobs wrote:
Poldaran wrote:

Yay! It's here. I'm saddened that power armor is an artifact, but at the same time, the ASF was too high for me to use it for my plan anyway. I'll have to talk to my GM about using the section about making tech versions of magical items to reskin my previously planned clockwork construct armor into "power armor".

Aside from that, loving much of the stuff in here.

It's basically an artifact because the total gp cost went over 200,000 gp. Same reason we made the autodoc an artifact.

I figured it was probably something like that. It's not like I could get the ASF down enough to make it viable for a wizard anyway without just investing in an ungodly number of still spell rods.

James Jacobs wrote:
Rocket launchers should have the touch ability.

And the rocket launcher goes back on the table. Just when I thought I'd made a decision.


Askren wrote:
Now here's the important part: I really need to make sure that no matter what, the PCs don't decide to hunt him down between Book 1 and Book 2. We all know that them checking his house in Magnimar or his family manor before they should is the easiest way to bring the entire narrative crashing in on itself, so if they do head that way, I'll need to rope them back in with the murders.

You'll want to make him seem a bit off right now, but not dangerous. Not yet. Definitely a bit creepy. But if you play it off as him just being a bit strange since his wife died, you'll make it sound like you're setting him up to do something crazy to try to bring his dead wife back.

Alternatively, set him up as an obvious red herring. Aldern was too forward, maybe even a bit grabby or something. She kicked him out. A few days later, she noticed that someone was following her and whatnot, but never got a look at who it was. At the same time, from a different source, mention that Tsuto(or his body) has escaped(gone missing). Make it sound ominous, but don't give them anything more than that.

If done right, they should dismiss Aldern for now, figuring he's just a red herring. They should spend the between books 1/2 looking for Tsuto, who is conveniently hard to find. And later, when the letters start appearing, let each of them contain a single symbol from the Minkaian script. Symbols for words like "Love", "Eternity", "Family" and such.

Then, when the time is right, they find Tsuto's body. With another note attached. "Now, no one will stand between us, my love." or something like that. And the Minkaian symbol on that one? Regardless of what it means, someone remembers..."Wait. Didn't Aldern Foxglove have that symbol tattooed on his arm?"


Drakol wrote:
- Personally, there are a few deeds that do not work with Slow Firing (Dead Shot for example), however the Techslinger gives the ability to use Deeds with Heavy Weapons. Did they really think about this at all?

Some deeds will work with slow firing weapons and others won't, I'd imagine. Also, I could have sworn that at least one heavy weapon wasn't slow firing.


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Troodos wrote:
Guess I'll have to house rule it in, whats the point of getting to be a cyborg if you can't be General Grievous?

You could just start out with a Kasatha to get the required number of limbs.


James Jacobs wrote:
Once you have the laser pistol, you can make it a +1 laser pistol using Master Craftsman.
James Jacobs wrote:

An inferno pistol can't deal "weapon damage." It deals fire damage, and any additions to that from Deadly Aim or sneak attack or whatever is the same type of damage as the type generated by the weapon.

So in this case it's all fire damage.

Is the possibility of a +1 Flaming Laser negated by the fact that it's not technically a projectile weapon(ditto for the other elemental enchants and the other technological beam type weapons)? Because if not, I could actually see sometimes using the elemental enchants now.


Yay! It's here. I'm saddened that power armor is an artifact, but at the same time, the ASF was too high for me to use it for my plan anyway. I'll have to talk to my GM about using the section about making tech versions of magical items to reskin my previously planned clockwork construct armor into "power armor".

Aside from that, loving much of the stuff in here.


Steven "Troll" O'Neal wrote:
jimibones83 wrote:
Poldaran wrote:
I just want to know why UPS is holding my package in a small town in Arizona for this long.
I noticed the same thing a few times recently and then I'd just get my package all of a sudden. It seems like Paizo is shipping them UPS but then UPS hands it off to another carrier at some point if it will save them cost. I'm not positive, it just seems kinda like that's whats going on.
UPS sometimes uses the USPS for some deliveries when it's cheaper.

I don't have a problem with that. I just wish they'd post when the handoff was made in a timely fashion and give me the new tracking number.


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StarMartyr365 wrote:

I may have to do questionable things to get this and the ACG now because waiting until payday next week is out of the question. I put a bunch of campaign development on hold until this came out so I could follow Piazo's lead and not reinvent the wheel.

SM

There's always plasma donation. And it would be a fun kind of coincidence to buy a book with rules for donating plasma with extreme prejudice by donating plasma at a clinic.


I just want to know why UPS is holding my package in a small town in Arizona for this long.


Tequila Sunrise wrote:
Wow, didn't know that raise dead could be used on a sci-fi thread!

Sure you did. It's just not a spell. It's any number of technobabbly solutions. I can think of two just from Star Trek movies.


LazarX wrote:
It's been more or less stated in board discussion about the AP, because that's also the classic period of Lovecraft's Mythos, which is real popular among the folks at Paizo.

I guess I can see that, though I've always felt that Lovecraftian horror works best when set during the time of the reader. The contrast of the familiar with the unknowable grants it a surreal quality that I think works particularly well.

Doomed Hero wrote:
Yes that's cannon. Reign of Winter pretty much confirms it.

Yeah, that's what I was talking about, but the way they get there doesn't necessarily preclude time travel also being part of it. In the interest of not further derailing the adventure's journal, I'll just leave it at that.

I'm looking forward to seeing where this goes and what other characters are later introduced. I'm also curious as to current character plans(prestige classes, character focii and such), but I'll wait to see how those are brought about in the narrative.


LazarX wrote:
I'd have given you major points if your character had come from 1918 Earth which where Earth is currently synched with Golarion as far as it's timeline goes.

Has that actually been confirmed? I was under the assumption that it was open to interpretation, considering the magic used to travel between the two

Spoiler:
in that one AP
is from a tradition that makes it more or less not really bound to normal things like the natural flow of time(existing outside normality being a bit of a theme I seem to recall).

Also, I read the prologue title in Kirito's voice. ^_^

Edit: For the record, I really hate how spoilers don't just nest in the text.


Analise Rodhire wrote:

This is my solemn tribute to Kyle.

Playing her for Iron Gods.

And, yes, just dotting the thread.

If you start a journal for your Iron Gods campaign, please link to it.


Axial wrote:
Poldaran wrote:
James Jacobs wrote:
Implanted weapons ... one-handed firearms.

I know what I must do. It is time for me to convince the party barbarian. My technology based character could do no less.

The problem is that Guts has a cannon in his arm, not a pistol. Maybe that's the closest you can get to being him, though.

That, and playing as a Titan Mauler. :)

I have a GM that is a Berserk fanatic. And the barbarian IS, in fact, a Titan Mauler. I'm sure I could convince him to let it fly. At least a little.


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James Jacobs wrote:
Implanted weapons ... one-handed firearms.

I know what I must do. It is time for me to convince the party barbarian. My technology based character could do no less.


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Sara Marie wrote:
Odraude wrote:
Which person must I give proper virgin sacrifice speak with to make this a reality? ;)
I am also not the Dark God you must appease for that, however, as his herald, I will note you may want to double check that the order has your correct shipping and billing information.

Fidget of Impatience has warp-digivolved into Magic Dance of Happiness.


Erik Mona wrote:

After looking over the copy I just got this evening, I have to say I am now certain that we did not pack enough for Gen Con. I think this book is going to be HUGE. It is absolutely gorgeous, and contains all kinds of amazing items that open up all kind of new possibilities for Pathfinder campaigns.

You could, if you wanted to, use it as the basis for a full-on science fiction campaign if you wanted to. It turned out even better than I imagined it would.

Why must you torment me so?!

Also, time to rework one of my characters' feats. Again. On a related note, anyone able to tell me what the ASF is for power armor?


David M Mallon wrote:

CG human wizard 2 / sorcerer 2

Str 11, Dex 14, Con 10, Int 16, Wis 12, Cha 10

According to the test, I'm a pretty good candidate for the "Worst PC Ever" thread.

You may be multiclassed, but at least you've got a decent caster stat for one of them. There have been several instances in thread where folks had 10 in their primary caster stat.

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