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Azi, Gandareva

Shadar Aman's page

Goblin Squad Member. RPG Superstar 2014 Star Voter. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. 271 posts. No reviews. No lists. No wishlists.


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Downloaded my PDF today. This book brings me so much happy! I was never particularly excited by Gods or divine classes when I played in other settings, but somehow the Golarion pantheon is a never ending source of enjoyment to me. I actually want to play religious characters in Pathfinder!


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I love the changes to the subscription. Once my wallet recovers from all the Kickstarters that keep hitting it, I might resubscribe!


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Incredible art. As a huge Shelyn fan (you might even say I worship her... ha ha ha?) the Shelyn/Zon Kuthon piece is my favorite. Lamashtu is truly terrifying, and Gozreh is pretty awesome as well.

I don't suppose you guys would be interested in selling prints of these? I would love to have some awesome Pathfinder art on my wall.

Mikaze wrote:
MrVergee wrote:

I had been wondering lately when the art department would finally get some of its well-deserved time in the spotlight. We've been getting so much wonderful art from Paizo, that we're totally and utterly spoiled, while I don't really know who at Paizo deserves (at least part of) the credit for this. And it's not just the art work, but the complete lay-out of the modules and books that is just fantastic. You guys come up with amazing covers for the AP's as well, that mark these products as top of the bill! I'm very excited to see that you'll be getting a monthly blog. And even if you guys don't draw the art yourselves, do know that the extraordinary quality of your work defines Paizo products as the best in the market. So, a big thank you!

PS: I would be interested in seeing how you guys put together the cover of a product or even how you integrate art in the text on a page, or the tricks you have to pull to make the text fit a page. Maybe we can see some examples of your technical brilliance in a future post.

I think it's Art/Layout Department Appreciation Time!

Did You Know:

Were you a fan of RPGs back in the NES/SNES era? You might have seen Senior Art Director Sarah Robinson's work before Pathfinder!

Also, so much of that equipment art is very similar in style to the equipment art that would show up in manuals and guides for console RPGs back then. It feels like coming home in a lot of ways. :)

Holy crap, no wonder that felt so familiar!


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The Campaign Traits have definitely made me even more interested in playing this one. I just hope I can get the other GM in our group to run it for me....

It does seem odd to me that the "Blood of Pharaohs" trait lets you take Ancient Osiriani as a bonus language, but "Devotee of the Old Gods" doesn't.


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Jim Groves wrote:

Cheapy, "will be" is very passive language.

Jim Groves is exceptional.

;)

I think we can cut that down to just "Jim Groves is".

Maybe even "Jim Groves".

That says it all, I think.

Star Voter 2014

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Jacob W. Michaels wrote:
Actually, it's just getting ready to start. :)

Indeed!

I'm looking forward to seeing how many of the top 32 I recognize.

Star Voter 2014

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Shadar Aman wrote:
Samuel Stone wrote:
PM sent. I just figured I would note this so that you don't get 5 other people sending you a PM on the subject.

Thanks! I actually wouldn't mind if other people PMed me. I have seen that item, but it's been a while (it was probably in my first hour or so of voting), so if anyone has the full description, I'd love to see it. I'd also be interested to see if other people are thinking of the same item. I don't remember the description of that one very well, but I don't think it struck me as particularly "intimate", or otherwise 50 Shades like. I might have been too hung up on the title to notice.

Of course, I haven't actually read 50 Shades. I have read Jacqueline Carey's Kushiel series, though, so maybe my Kink-o-Meter is calibrated differently from other people in the thread. :P

I've now heard from two different people, and gotten 3 different suggestions of what item people are referring to. At least one of them seemed likely, but apparently it isn't completely obvious.

When I re-read my quoted post, it got me wondering what I would expect if someone said they had seen a Kushiel's Dart item. Naturally, I had to make one. I only spent like 10 minutes on it, so it probably has some glaring flaws, but it was a fun exercise.

Sangoire Cloak:
Sangoire Cloak
Aura moderate enchantment [emotion], transmutation, and abjuration; CL 10th
Slot shoulders; Price 20,000 gp; Weight 5 lbs.
Description
This soft, velvet cloak is dyed a deep blood-red. When worn, it transforms pain into pleasure, granting the wearer immunity to pain effects (such as symbol of pain).

Any time the wearer takes damage (including ability damage) or is targeted by a pain effect, she gains a +2 morale bonus to Saving Throws and Charisma-based skill checks for one round as ecstasy ripples through her. If the damage taken is from a bleed effect, this bonus increases by 1.

Construction
Requirements Craft Wondrous Item, delay pain, eagle’s splendor, resistance; Cost 10,000 gp

Star Voter 2014

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Samuel Stone wrote:
PM sent. I just figured I would note this so that you don't get 5 other people sending you a PM on the subject.

Thanks! I actually wouldn't mind if other people PMed me. I have seen that item, but it's been a while (it was probably in my first hour or so of voting), so if anyone has the full description, I'd love to see it. I'd also be interested to see if other people are thinking of the same item. I don't remember the description of that one very well, but I don't think it struck me as particularly "intimate", or otherwise 50 Shades like. I might have been too hung up on the title to notice.

Of course, I haven't actually read 50 Shades. I have read Jacqueline Carey's Kushiel series, though, so maybe my Kink-o-Meter is calibrated differently from other people in the thread. :P

Star Voter 2014

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Hey, I finally caught up on this thread. That's what I get for not starting to vote until after the cull, I guess.

I've seen a lot of the items mentioned in this thread, both good and bad. Still haven't seen the 50 Shades item(s?), and I'm kind of curious. Anyone want to PM me the name of the item (or the whole thing, if you have it)?

I'm kind of glad I didn't end up entering this year; I was going to submit a lantern that affected undead. :P


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Kajehase wrote:
Axial wrote:

On Ahriman...

1) How do you pronounce "Usij"? Oo-siege?

2) What would motivate someone to worship Ahriman anyway? Would you have to be insane or something?

3) Ahriman is CR 26. Akhans are CR 20. Couldn't a bunch of them gang up on him and take his position? Eh tu, Akhan?

4) I know that Ahriman, the Divs, and the Usij are taken from the ancient Persian faith Zoroastrianism. What sources were used to research and adapt them to PF?

5) Ahura Mazda, the main god-figure in Zoroastrianism, isn't in PF but Ahriman is. if he was, what domains and favored weapon would he have?

I'm no James, but a really good (and flippin' disturbing) source of inspiration for Ahriman-worshipers is the third of Jacqueline Carey's Kushiel books: Kushiel's Avatar.

*Shudder*

I love the series, but that book was among the most disturbing things I've ever read.


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Adam Daigle wrote:
Don't read too much into my statement. I was just trying to Kajehase the snow-covered sphinx he requested for Christmas. :)

Oh I know. Before, a Winter Witch just seemed silly. Now, it still seems silly, but there is a compelling* reason to play one.

*Not guaranteed to actually be compelling.


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Adam Daigle wrote:
Well, regardless of our individual preferences for frozen water (my preference is for it to be in my drink and nowhere else), the Mummy's Mask Adventure Path will not feature snow on a sphinx unless a PC makes that happen. Consider this something to add to your player's achievement board. ;)

I had pretty much decided that a Winter Witch wouldn't be a good choice for this AP. You have convinced me otherwise.


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As a native Idahoan living in Seattle, I really miss snow.


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Adam Daigle wrote:
With or without snow?

Everything is better with snow.


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Scavion wrote:
Joe M. wrote:
Quandary wrote:
But it's not important for Clerics?
I think it's important for Clerics, too. My Clerics all try to use their gods' favored weapons. But if it's not a very combat-oriented weapon I focus on something other than rolling attack rolls. But since the Warpriest is all about rolling attack rolls, I'd like to be able to do that with the favored weapon without *too* much of a handicap for a non-martial weapon.

I can't believe you just said that if your deity doesn't have a good favored weapon, you focus on doing something else.

I don't wanna drop the wall of text explaining why the Warpriest shouldn't be 100% focused on his Favored Weapon. But heres the TLDR.

Warpriest- As a member of the holy warriors, due note that the Paladin, Inquisitor, and Cleric all don't heavily depend on their favored weapon to function in combat.

Favored Weapons- Close to no explanation is actually given for a Deity's Favored Weapon. Examples of those choices being meaningful actually tell us not to use them, or to use other weapons in combat. I find it hard to believe they're a central point to your roleplaying.

I might be wrong, but I think he was talking about Clerics there.


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Rynjin wrote:
Jiggy wrote:


Why would you check a FAQ on a related subject before checking the rules on the actual subject?
Core Rulebook; Glossary; Ability Score Damage, Penalty, and Drain wrote:

Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.

For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability.

That's pretty explicit.

Because the FAQ is clearing up pretty much the same wording, except for bonuses instead of damage. Carrying Capacity isn't explicitly stated to increase with temporary Str bonuses, like Rage, nor is it stated to decrease with damage (it just exchanges the word bonus for penalty and then has the same examples).

Quote:

Temporary Bonuses: Temporary increases to your Strength score give you a bonus on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The bonus also applies to your Combat Maneuver Bonus (if you are Small or larger) and to your Combat Maneuver Defense.

...

Ability Damage: Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The Ability Damage penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense. See Ability Score Damage below.

I figure the FAQ clears that up all around, since "statistics" is a bit ambiguous/open-ended.

If "statistics" includes carrying capacity, then you would lose 1 carrying capacity for every 2 points of damage, which doesn't make a lot of sense. If you want to apply the wording of the FAQ in reverse, that would mean that temporary decreases to your Strength score would affect all statistics associated with Strength. This is exactly what happens, but Strength damage isn't a decrease to your Strength score.

But this discussion probably doesn't belong in this thread....


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Rynjin wrote:
Shadar Aman wrote:


Note that Ability Damage is not Ability Drain. Your strength score is not actually reduced by damage, and so your carrying capacity is probably not affected. At least that is my understanding.

Ability Drain would be just as terrible as you are suggesting.

That seems to be untrue if this FAQ can work in reverse (Which I believe is the intent).

Here.

I think that's the same FAQ that Googleshng linked. That is still describing an actual increase to your ability score, whereas Ability Damage is explicitly defined as not changing the associated score.

I admit I'm not totally confident in my interpretation, but the way I read it, ability damage wouldn't reduce carrying capacity.


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Googleshng wrote:


There was a crazy rules forum debate a while ago where someone was insisting that spells that increase or decrease your strength don't really increase your strength, and that the only effects they have are bonuses/penalties specifically laid out as examples, as a crazy swarm of independent modifiers. After a weird amount of debate, including direct developer quotes to the contrary, eventually an FAQ post was written specifically to address this. Temporary str scores do, in fact, change how much you can carry. The list of things in the book they modify are just a quick list of reminders for when you're in a hurry and don't want to miss a bonus when it comes up mid-combat.

Note that Ability Damage is not Ability Drain. Your strength score is not actually reduced by damage, and so your carrying capacity is probably not affected. At least that is my understanding.

Ability Drain would be just as terrible as you are suggesting.


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Quandary wrote:
BTW, as currently written Warpriests have all Martial proficiencies but don't get proficiency in Deity's favored weapon(s) like Clerics do, which is relevant for Exotic Weapons. FYI.

That was left out by mistake. The correction is in the first post of this thread.


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Stephen Radney-MacFarland wrote:
Trout wrote:

Someone pointed out "Leadership" can be a dirty word at some tables. I agree.

I was hoping an Investigator side-kick talent-tree/archetype could give some unique uses for the companion (like storing inspiration, or acting as a spell book, or providing daily-re-rolls) that apply in clever ways for the investigator. Not just to improve upon Leadership. Most agree leadership is too powerful unless house ruled appropriately.

There are of course other ways to do it (as you mentioned above)--but if it's class specific we might see even more fun (and balanced) additions to game play.

I think that the reason that Leadership is a dirty word in some tables (and doesn't work will with organized play) is that multiple characters tend to slow down the game and hog the spotlight. There are other reasons why that might be the issue (power level depending on build), but those go a long way for giving something the ban hammer in some play spaces.

While I'm not ruling out potential archetype options, for the most part I think we will just let Leadership do its job and not create a group of talents that does a similar job that would have most of the same problems that Leadership has among some groups.

A talent does seem like a strange way to do that, but what about a variant leadership feat like Squire or Torchbearer? A restricted version that can be taken at lower levels, and offers some flavor specific to "assistants" or "apprentices". Maybe, as mentioned above, let this feat use int for leadership score, since it seems appropriate for Wizards as well.


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Drachasor wrote:
Excaliburproxy wrote:
Snorter wrote:

In answer to the calls that the Arcanist is fragile at low level, and that the blast exploits are weak;

Instead of increasing damage, to compete with the spells of [caster level/2] she has available, and making the class more of a glass cannon, how about if the blast exploits provided a corresponding temporary resistance to their own energy type?

Using flame arc therefore causes small fires to erupt from her skin, dying down in the next round (or two?). During this time, she gains fire resistance of [level], deals [level/2] fire damage to grappling creatures, and is immune the automatic damage from fire-susceptible swarms.

It adds a small amount of survivability, to the low-level arcanist, at no extra cost. Very useful when she has only one or two exploits to her name.
It protects them from some low-level spell damage and other attack forms that are bad news to a caster. A goblin may not know the flames are temporary, and would hesitate to pin her for a coup de gras, and swarms are bad news for any low-level group.

I don't think blasts are so bad now that the save does not reduce the damage (it only stops the secondary effect, right?). However, that does little to help them at low levels when they have so few AR points.

It is bad damage. Ask anyone that ever played a Warlock.

At 10th level you are going to do 5d6 with fire (best one). That averages 17.5 damage. That IS really pathetic damage for a 10th level character, especially since other classes will be doing more than one attack. Further, at higher levels you have more spells, so the likelihood that crappy damage is ever going to look appealing becomes less and less. You also have better ways to spend those AR points, such as increasing the DC on a spell by 2.

I'd rather see them as unlimited use, spend an AR for an additional effect. You'll see them replace Crossbows at low levels, but the use will still peter out to little to nothing at higher ones....

How would you increase the damage to make it viable? Maybe add your int modifier to the damage? That would boost it, but it wouldn't improve the scaling all that much....

I would also love to see them unlimited. I'd also be fine with boosting the damage and compensating by targeting regular AC (though there's not really much precedent for that, so it probably won't happen).

I like the blasts a lot, conceptually, so I'd love to see them turned into a desirable choice.


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Rysky wrote:
Hmm I wonder what Domains Cosmo grants.

Madness and Trickery, at least.


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Throne wrote:
Knick wrote:
(as an aside: is it odd that critical miss options rarely seem to make you "confirm" the critical miss).

Most games I've played had some form of confirmation.

My current TT calls for a reflex save after a 1 to avoid a fumble, one before that was attack roll again, if it misses, you fumble.

It's interesting; I don't actually have an official fumble house rule, but whenever my players roll a 1 on an attack, they immediately roll to "confirm" the fumble. If they roll a second 1, they generally expect something bad to happen. It's rare enough that I don't even remember what I did the last time it happened, but apparently the players like the rule.


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Tels wrote:
Tels wrote:
Shadar Aman wrote:
Tels wrote:
AndIMustMask wrote:
monks would cry for a great many things that let them actually pull off the unarmed combat bit (or really any combat bit, zen archer and tetori notwithstanding), tels. decent crit range is just one of them.
I'm well aware, but I felt someone had to point it out. I don't know if it will factor into the Warpriest design, but it should at least be mentioned.
We just need some kind of archetype that loses armor proficiency and gains wisdom to AC, and we could make some pretty awesome Warpriests of Irori.

-_-

You must be one of Cosmo's minions.

I have successfully discovered a minion of Cosmo!

For the record, I blame Cosmo for wanting more things taken from the Monk.

If we blame Cosmo for all problems, does that make us all minions of Cosmo?


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Tels wrote:
Shadar Aman wrote:
Tels wrote:
AndIMustMask wrote:
monks would cry for a great many things that let them actually pull off the unarmed combat bit (or really any combat bit, zen archer and tetori notwithstanding), tels. decent crit range is just one of them.
I'm well aware, but I felt someone had to point it out. I don't know if it will factor into the Warpriest design, but it should at least be mentioned.
We just need some kind of archetype that loses armor proficiency and gains wisdom to AC, and we could make some pretty awesome Warpriests of Irori.

-_-

You must be one of Cosmo's minions.

What's Cosmo's favored weapon?


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Tels wrote:
AndIMustMask wrote:
monks would cry for a great many things that let them actually pull off the unarmed combat bit (or really any combat bit, zen archer and tetori notwithstanding), tels. decent crit range is just one of them.
I'm well aware, but I felt someone had to point it out. I don't know if it will factor into the Warpriest design, but it should at least be mentioned.

We just need some kind of archetype that loses armor proficiency and gains wisdom to AC, and we could make some pretty awesome Warpriests of Irori.


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Arae Garven wrote:
Jason Bulmahn wrote:

So, question for the crowd concerning Sacred Weapon and crits...

A. All sacred weapons have a standard crit range and multiplier (19-20/x2 or maybe 20/x3)?

B. Whenever a sacred weapon scores a crit, all of the additional damage is based off the original weapon damage?

C. It works as is (weapon damage scales, crit stats are drawn from the weapon, which means some will crit more often, but only for x2, others rarely but for x3)

So....

1. Which is easiest to use?
2. Which is the most balanced?
3. Which is the most fun?

Jason Bulmahn
Lead Designer

That said, now that we get the freedom to choose, I think it might be reasonable to scratch the damage increase. Since we get to pick what we want, nobody is in a tight spot they can't get out of, unless they put themselves in that spot. The problem with the original class was that it pretty arbitrarily stuck some warpriests in a tight spot, while others got on fine.

This problem only really needed one of two fixes, and I think giving them both is a mistake, as it leads to new problems.

Except that then Warpriest who actually want to use their favored weapon (when it's an "underpowered" choice) are back where they started. I suggested this earlier in the thread, but I think it might make sense to put the damage increase only on your actual favored weapon, and let other sacred weapons fall where they may. Then you're encouraged to use your favored weapon, but other weapons are still a good choice (greatsword still smashes faces).


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Xaratherus wrote:
3. I started to put C, but that was my mind assuming that 'optimal damage output = most fun'. I'm not really sure how to answer this one.

This is a good point. C is the most fun if you're using a weapon that takes advantage of it. Otherwise, A is probably the most fun, because it frees you up to choose a weapon because it's cool or thematic, without caring what the stats on it are. A friend of mine plays a D20 variant (I don't remember the name) where this is just a fact of weapons. They all do the same damage, so weapon choice is purely an aesthetic decision. He speaks very highly of this feature, and to a degree I can see why.


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Jason Bulmahn wrote:

So, question for the crowd concerning Sacred Weapon and crits...

A. All sacred weapons have a standard crit range and multiplier (19-20/x2 or maybe 20/x3)?

B. Whenever a sacred weapon scores a crit, all of the additional damage is based off the original weapon damage?

C. It works as is (weapon damage scales, crit stats are drawn from the weapon, which means some will crit more often, but only for x2, others rarely but for x3)

So....

1. Which is easiest to use?
2. Which is the most balanced?
3. Which is the most fun?

Jason Bulmahn
Lead Designer

A is definitely easiest (I would suggest 19-20/x2 for slashing and piercing, with 20/x3 for bludgeoning, or maybe allow you to choose when you take weapon focus). A is also probably the most balanced; in general, if everyone is the same, it's more balanced than any alternative.

C is the most fun, and I don't think it's at all game-breaking. It's not completely balanced, but weapon selection never has been. This just changes how it's unbalanced.

EDIT: The more I think about it (and as I explain in my next post), the more I think A is the most fun. It would be even more fun if I could choose my crit range/multiplier, and get a damage progression to match, but that might be too good/complicated.


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James Jacobs wrote:
Shadar Aman wrote:
James Jacobs wrote:
Shadar Aman wrote:


Thanks. On a completely unrelated note, have you ever played any of the Fatal Frame games?

I played the first several hours of Crimson Butterfly or whatever one that was. It was VERY cool. I still go back to it now and then and the control scheme is really non-intuitive and awkward, but I love the concept of being in a haunted village and using a camera to capture unquiet souls. Especially since you do more damage to the souls the more in danger YOU are.

Crimson Butterfly was the first one I played (apparently there's a Wii version now). I played through it with a group of friends, and it was a ton of fun. We're playing through The Tormented now, and it's also pretty cool, though I don't think it's quite as good. It's still consistently terrifying us, though. Having your foot nailed to the floor by the ghost of a small girl is creepy.

Overall, they're probably my favorite horror games that I've seen. Do you know of any other games in a similar vein (spooky, but not violent)?

On a somewhat related note, I've been wanting to watch The Wicker Man since you mentioned it in another discussion. It looks like the sort of movie I might enjoy, but everything I've read suggests that the easy to find version (the 88 minute version) is not the right one to watch, and I should try to find the original, longer version. Do you have an opinion on this? If the long one is the right one to watch, do you have any idea where I could find a copy?

Yeah... I played Crimson Butterfly with Wes watching, and we'd play for about an hour or so before we had to stop because it got to be too overwhelming.

Sounds about right. We usually have one person play until something scares them enough to throw the controller at the next person, and then stop when no one is willing to pick it up.

Quote:

Finding a spooky video game that's not violent can be a tricky thing, but try the Penumbra series by Frictional Games. They went on to make the Amnesia games, which are also really good. I don't REMEMBER the Penumbra games being violent—they have no combat elements in them really—but they're intense.

Another good choice would be Slender: The Arrival which MIGHT get violent. I dunno. I haven't played beyond the first level, and that first level was really spooky but no violent at all

Thanks for the suggestions, I'll check them out.

Quote:
The Wicker Man is really good... AS LONG as you watch the original, not the Nicolas Cage remake. The same director of the original went on to make a sort of sequel to it only a few years ago... and that one is, alas, even worse than Nicolas Cage's remake. The original is excellent though, and if you've never seen it before, watching the shorter version is better than not watching it ever. Looks like a blu-ray release is coming early in January, but it looks like that one's the 88 minute cut. The version I have is the deluxe version that comes in a wooden box; it's on Amazon, but it's kinda pricy.

Yeah, I'm definitely looking at the original, not the remake. I'll probably end up watching the short version, unless I can find the full version for a cheap price, or find a friend who has it and would loan it to me (I'm assuming you don't want to lend that out to a stranger on the internet :P).


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James Jacobs wrote:
Shadar Aman wrote:


Thanks. On a completely unrelated note, have you ever played any of the Fatal Frame games?

I played the first several hours of Crimson Butterfly or whatever one that was. It was VERY cool. I still go back to it now and then and the control scheme is really non-intuitive and awkward, but I love the concept of being in a haunted village and using a camera to capture unquiet souls. Especially since you do more damage to the souls the more in danger YOU are.

Crimson Butterfly was the first one I played (apparently there's a Wii version now). I played through it with a group of friends, and it was a ton of fun. We're playing through The Tormented now, and it's also pretty cool, though I don't think it's quite as good. It's still consistently terrifying us, though. Having your foot nailed to the floor by the ghost of a small girl is creepy.

Overall, they're probably my favorite horror games that I've seen. Do you know of any other games in a similar vein (spooky, but not violent)?

On a somewhat related note, I've been wanting to watch The Wicker Man since you mentioned it in another discussion. It looks like the sort of movie I might enjoy, but everything I've read suggests that the easy to find version (the 88 minute version) is not the right one to watch, and I should try to find the original, longer version. Do you have an opinion on this? If the long one is the right one to watch, do you have any idea where I could find a copy?


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James Jacobs wrote:
Shadar Aman wrote:

Anyway, I have a question (unheard of, I know). I've been reading through Reign of Winter and some of the associated supplements (People of the North, etc), and there are, of course, a lot of options for cold based casters. There's the Winter Oracle revelation, the Winter Witch archetype and PrC, and there's the Boreal Bloodline in the APG. For Wizards, though, there doesn't seem to be anything cold/ice/winter specific. There's the Water school, which gets some ice spells, but the abilities aren't all that appropriate for an Ice Mage (and the Irriseni Ice Mage feat is Sorcerer only). Any idea why this is? I'm assuming it's just something that hasn't happened yet, rather than a conspiracy directed entirely at me, but I thought I'd ask just in case.

If you were making an Ice Wizard, how would you go about it?

I'd look through the books allowed by the GM for the campaign and compile a list of all the cold spells and ice spells and then either make a water elemetnalist wizard and take the Elemental Spell (cold) feat and pick other feats and magic items to supplement the theme and eventually take Improved Familiar to get an ice mephit familiar.

As for why there's no "ice wizard" option... because we had X number of words to present those options, and that meant some things weren't covered.

Thanks. On a completely unrelated note, have you ever played any of the Fatal Frame games?


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James Jacobs wrote:
Shadar Aman wrote:
James Jacobs wrote:
Malachi Silverclaw wrote:

Now that the revised playtest swashbuckler is out (after feedback from you), which parts of the new version reflect the feedback you gave?

What are your thoughts on the latest version?

Not gonna say anything. I'm not interested in fueling the playtest with any "James Jacobs says this!" ammo to use against the design team, since no matter what I'd say, some folks would use my words for that exact purpose, unfortunately.

James Jacobs thinks the design team is wrong in some vague, unspecifed way! This must mean...something!

** spoiler omitted **

Thanks for being on the spot to prove my point!

That's what I'm here for! :)

Anyway, I have a question (unheard of, I know). I've been reading through Reign of Winter and some of the associated supplements (People of the North, etc), and there are, of course, a lot of options for cold based casters. There's the Winter Oracle revelation, the Winter Witch archetype and PrC, and there's the Boreal Bloodline in the APG. For Wizards, though, there doesn't seem to be anything cold/ice/winter specific. There's the Water school, which gets some ice spells, but the abilities aren't all that appropriate for an Ice Mage (and the Irriseni Ice Mage feat is Sorcerer only). Any idea why this is? I'm assuming it's just something that hasn't happened yet, rather than a conspiracy directed entirely at me, but I thought I'd ask just in case.

If you were making an Ice Wizard, how would you go about it?


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AndIMustMask wrote:
Squire feat covers partways that i think.

Or Torchbearer. It would be nice to have something with more Investigator flavor, whether it's a feat or a talent.


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James Jacobs wrote:
Malachi Silverclaw wrote:

Now that the revised playtest swashbuckler is out (after feedback from you), which parts of the new version reflect the feedback you gave?

What are your thoughts on the latest version?

Not gonna say anything. I'm not interested in fueling the playtest with any "James Jacobs says this!" ammo to use against the design team, since no matter what I'd say, some folks would use my words for that exact purpose, unfortunately.

James Jacobs thinks the design team is wrong in some vague, unspecifed way! This must mean...something!

Spoiler:
Sorry, I couldn't help myself.


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Malachi Silverclaw wrote:
Dizzying Defense: can someone explain this to me? This ability allows you to fight defensively as a swift action instead of a standard action, but the choice to fight defensively doesn't cost any action at all! It just allows you to fight defensively while attacking or full attacking. Does this ability allow you to attack (defensively) as a swift action? That'd be great! But I don't think that's what they mean! Help me!

Huh...you're right. That makes no sense at all. Fighting defensively can be a standard or full round action, since it's just a modified attack. It would be cool if you could make an attack as a swift action and get an AC bonus until your next turn, but this looks more like a mistake to me.


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Xaratherus wrote:

Again, sacred weapon should normalize crit range and multiplier. I think 19-20 and x2 is fair.

That said, I do think there could be some benefit for those Warpriests who choose to wield their deity's chosen weapon specifically. Perhaps they could get a free use of their sacred weapon enhancement ability per day?

As one of the more vocal people who requested freedom to choose weapons...I agree that I would like to see a little bit of encouragement towards using a favored weapon. Personally, I would prefer to see that in the form of applying the scaling weapon dice only to the favored weapon. The purpose of the scaling is to make strange favored weapons (like daggers) more viable, but that really only makes sense when those weapons are being chosen for you by your deity. If I want to choose another weapon for whatever reason, I'm ok with dealing with the same issues every other class has to deal with when making weapon decisions.

That said, I'm also really happy with where the Sacred Weapon feature is right now, so I would probably prefer it just not be messed with. Otherwise there's too much chance of making it not as much fun.


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Sara Marie wrote:
TjRuLz wrote:
Ok I get it. Thanks for the clarification Sara!
No problem. Your questions are illuminating some areas I think I need to address in the FAQ when I get a chance and some areas I am going to file some feature requests for.

Sounds like you need more Software Developers! Too bad I don't have as much experience as you guys are looking for. :/


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Nicos wrote:
AndIMustMask wrote:
Mikaze wrote:
alchemicGenius wrote:
+1 on needing more skill points. it's incredibly hard to do anything outside of combat with the meager 2 skill points per level that your average warpriest will be getting. it's troublesome for a paladin who actually cares about finding a peaceful solution to solving problems, and it's just as troublesome for warpriest.
I'd honestly extend this wish to every 2+INT class that isn't already INT-focused, for the same reasons.
likewise.
We are 3 then.

You have my...glaive?


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Stephen Radney-MacFarland wrote:
Shadar Aman wrote:
Stephen Radney-MacFarland wrote:
Shadar Aman wrote:
That's disappointing, but totally understandable. I admit that I'm mostly asking because I was hoping to try it out on some other classes. Do you expect this feat to be broadly available, or Swashbuckler only?

Not entirely sure yet. Still hammering out the details. If I were a betting man I would say it it will be as open as Dervish Dance is...so other classes would be able to use it as well, but it will have more utility for the swashbuckler.

In that case, I only have one remaining question (for now):

Can I buy you a drink sometime?

Sure. But keep in mind I'm not going home with you.

Even if it's just to play Pathfinder?

I think my girlfriend would complain about anything more than that.


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Athaleon wrote:
Stephen Radney-MacFarland wrote:
Prince of Knives wrote:
So...can we talk about the bit where Swashbuckler could use some meaningful mobility to feel like its tropes?
If by meaningful mobility, you mean something like free Spring Attack, then no. But I have been listening to the conversations about mobility and appreciate the input.
Something like the Mobile Fighter's 11th-level class feature would do the trick.

Here's a link to that archetype, for anyone else who is curious. Actually, several of those abilities would be appropriate, I think.


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Prince of Knives wrote:
Stephen Radney-MacFarland wrote:
Prince of Knives wrote:
So...can we talk about the bit where Swashbuckler could use some meaningful mobility to feel like its tropes?
If by meaningful mobility, you mean something like free Spring Attack, then no. But I have been listening to the conversations about mobility and appreciate the input.
There's quite a few ways they could do that! Being able to charge in non-straight lines.

Not just in non-straight lines, but using other forms of movement, like the aforementioned swinging from ropes!


1 person marked this as a favorite.
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Stephen Radney-MacFarland wrote:
Shadar Aman wrote:
That's disappointing, but totally understandable. I admit that I'm mostly asking because I was hoping to try it out on some other classes. Do you expect this feat to be broadly available, or Swashbuckler only?

Not entirely sure yet. Still hammering out the details. If I were a betting man I would say it it will be as open as Dervish Dance is...so other classes would be able to use it as well, but it will have more utility for the swashbuckler.

In that case, I only have one remaining question (for now):

Can I buy you a drink sometime?


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Stephen Radney-MacFarland wrote:
Shadar Aman wrote:
If you come up with something soon, will you release it for playtesting, or will we have to wait for the book?
My guess is looking at our work schedule, you will have to wait for the book. This is our last push on the playtest and we have to finish this and other projects.

That's disappointing, but totally understandable. I admit that I'm mostly asking because I was hoping to try it out on some other classes. Do you expect this feat to be broadly available, or Swashbuckler only?


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Stephen Radney-MacFarland wrote:
Okay...for all you Dex damage junkies, we are looking into options that allow you to do it, but they will probably be more like Dervish Dance -- that is options that you feat into.

If you come up with something soon, will you release it for playtesting, or will we have to wait for the book?


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James Jacobs wrote:
Voyd211 wrote:
How would you portray a character who's completely off his rocker, but not evil?

By roleplaying, and drawing upon inspiration from movies and stories that portray the particular type of crazy that I want to evoke.

One good general bit of advice is to look at any situation in a game and then do the exact opposite of what you think is the safest thing to do.

I already do this. Not because I'm trying to portray a crazy character, but because the opposite of the safe course often seems more interesting, and I want to know what happens if, for example, I toss a rock into the unnaturally still pool (2 out of 2 times, undead happened). Does this mean that I am, in fact, off my rocker? My fellow players seem to think so.


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Rory wrote:
Jason Bulmahn wrote:

- Are there any other exploit ideas that folks would like to see. We've got a few that we are planning to add, but I want to see what you have to say.

- Arcane Barrier: swift action spend an Arcane Reservoir point to give yourself your level in hitpoints as temporary hitpoints, lasts 1 minute per level

I want to throw in my support for this. I'm not picky about the duration or the amount of temp HP, but I love this concept.

Star Voter 2014

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Cheapy wrote:
Feros wrote:
Chris Shaeffer wrote:

I'm thinking my strategy this year will be something like this:

1) Hit "Random Article" on Wikipedia, writing down things that intrigue me.
2) Get a list of 8 ideas.
3) Create a magic item each day for 8 days.
4) Develop the top four ideas for 4 days, one day each.
5) Develop the top two ideas for 2 days, one day each.
6) Pick the best idea and work on it until deadline.
7) Scrap all previous ideas and chase a spur-of-the-moment inspiration 2 hours before deadline, submitting 3 minutes before the submission window closes.

Ah, the traditional approach.
There aren't enough shots of whiskey in that approach for it to truly be the traditional approach.

I just got a new bottle of Hibiki. Let's do this.


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PlagueCrafter wrote:
Kudaku wrote:


Does this mean that Warpriest levels do not qualify for fighter-only feats like Weapon Specialization?

I second this query.

This is very important information to have when remembering the number of Bonus Feats the Warpriest gets.

Another question: Sacred Weapon specifies that you must select a weapon by selecting it with the Weapon Focus feat. That's no big deal, because you get it for free, right? Well, if you choose the Improved Unarmed Strike option instead, because your deity offers you Unarmed Strike, you suddenly don't qualify for selecting your fists as your Sacred Weapon.
Are you then meant to take Weapon Focus(Unarmed Strike) manually after the fact, so that you can then count it as your Sacred Weapon? Is that the intent?

The way I read Sacred Weapon, your deity's favored weapon counts whether or not you have weapon focus in it.

Sacred Weapon wrote:
Weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat...


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After playtesting the original version of the Warpriest, I was really looking forward to getting back to my Inquisitor. With the new updates, I'm actually considering sticking with the Wapriest for another session, to see how the changes play out. I doubt that session will happen before the end of the playtest, but I'll at least rebuild the character to see if I can learn anything useful from that.

My remaining concerns match those of many others. The class is short on skills (but so is every other 2+int class), and is very MAD. Given the improved combat ability, these might be acceptable. I still think I'll end up back on the Inquisitor (I do love me some skill points), but at least it actually feels like a real choice now.

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