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Kyra

Skeld's page

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 3,611 posts (3,691 including aliases). 6 reviews. No lists. No wishlists. 1 Pathfinder Society character. 3 aliases.


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Grand Lodge

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I'm having fun and it's a welcome change of pace and perspective.

I usually play Bards or Rangers, But my Cleric of Cayden Cailean is proving to be very fun!

-Skeld

Grand Lodge

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Liz Courts wrote:
Removed posts and their responses. Please be civil to each other, and please remember that people play the game differently—what works for you and your group won't work for another.

Wow.

-Skeld

Grand Lodge

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I tried a little PFS with my home group (guess who the GM was?) and just was not my cup o' tea. Too much "you have to play this way and you can't change that" for my taste.

I don't want to sound like I'm complaining about my long GM stretch, I just find it funny that I went so long playing the game without "playing the game."

-Skeld

Grand Lodge

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Ok, the title is slightly misleading. Allow me to explain.

My group, in its current incarnation, has been together for over 15 years. I typically GM. From 3e, to 3.5e, to Star Wars SE, to Pathfinder. I just recently finished a long stretch of GMing. It started with the Savage Tide AP in 2006, then A Star Wars campaign, then a "monster PCs" game, then RotRL with Dragon's Demand as a mid-game diversion.

We transitioned to PF for the "monster" campaign. Since finishing RotRL, another of my group has taken up the GM reins to run Thornkeep and our first session was Friday night. Since I've been strictly GMing for my group for nearly 10 years, Friday actually marked the first time I've played Pathfinder as a player.

It was glorious. When I showed up, I told my group that I felt so unburdened because all I was carrying was a backpack with a single book, a binder, and my iPad (well,dice and stuff too, because duh). No tote full o' miniatures, or rolled up maps, or 20 pounds of books, and so forth.

My first character in forever is a Cleric of Cayden Cailean named Cass. After mulling over the options, I went Cleric because my fellow players needed one and I didn't want us to NPC a hirling or anything.

Long term GMing can be tiring and I'm going to sit back and enjoy being on the other side of the screen for a little while until I slip back into the Big Chair.

-Skeld


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thorin001 wrote:
Who said martials can have nice things?

I said martials can't have nice things.

Move along, citizen.


1 person marked this as a favorite.
zergtitan wrote:

What are agathiel vigilantes?

What are bellflower harvester vigilantes?

Spoiler:

Agathiels transform into an animal form to get their Vigilanteism on.
Bellflower Harvetsr are the front line operatives of the Bellflower network.

-Skeld


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Wolfism wrote:
What does the Teisatsu do generally speaking? Are they a ki based vigilante?

Spoiler:

Sort of. They are Minkai-themed Vigilantes that are specialized in infiltrating social situations and they can choose a single Unchained Monk Ki Power as a Vigilante Talent if they want.

-Skeld


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xavier c wrote:
What does the Ez-Azael and Hammer Archon look like?

Hammer Archon looks like a gray-skinned guy in full plate armor (minus helm) holding a big golden hammer.

Ez-Azeal look like a goat. A very fancy goat. With bloody hooves. A sidebar says that it's loosely based on the sacrificial goat from Leviticus.

-Skeld


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zergtitan wrote:
can you tell us about the new cavalier order and the new hellknight disciplines?

I'm about done for the evening, but...

Spoiler:

The Cavalier Order is called the Order of the Ennead Star and it's basically a custom-made Cavalier Order for Hellnights with a heavy anti-chaos, law and order bent.

-Skeld


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QuidEst wrote:
O spectacular, oracular Skeld, in your P-D-ineffable wisdom, could you bestow upon your humble petitioners the archetypes and bloodlines/mysteries/spirits contained within those digital pages?

Spoiler:

Archetypes:
Agathiel (Vigilnate)
Bellflower Harvester (Vigilante)
Teisatsu (Vigilante)

I didn't see any bloodlines/mysteries/spirits.

-Skeld


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KaiserBruno wrote:
Skeld, PDF Prophet wrote:
KaiserBruno wrote:
Bestiary please!

** spoiler omitted **

-Skeld

Any chance you can give a little bit of detail on them? Especially the first two.

Spoiler:

Hammer Archon - CR18 LG large outsider (it's an Archon)
Ez-Azael - CR12 LG large Outsider (it's a goat thing)
Nehushtan - CR2 NG tiny Magical Beast (it's a snake thing)
Spellgorger - CR12 N large Ooze (it's a spellcaster-hating, floating ooze sphere)
Zana - CR14 NG medium Fey (humanoid-looking fey warrior)

-Skeld


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UllarWarlord wrote:

a list of the archetypes, feats if you have time, and tell us if there's any psychic signifer support!

the hype is real

Spoiler:

Archetypes:
Circuit Judge (Cavalier)
Faceless Enforcer (Vigilante)

Feats (feats are scattered about; there may be some I missed):
Caster's Champion (Combat)
Extended Scrying
Gate Breaker (Combat)
Censoring Critical (Combat, Critical)
Traditional Weapons (Combat)
Scrutinize Spell
Relic Breaker (Combat)
Hellknight Aegis
Hellknight Obedience
Hellknight Obsession
Signifier Armor Training

I didn't see anything specifically for a Psychic Signifier.

-Skeld


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Luthorne wrote:
Skeld, PDF Prophet wrote:

I have PDFs if thee are any questions...

-Skeld

What rituals and/or sacrifices do you make to get access to them so quickly and consistently? Do they have any adverse effect on your alignment?

Also, what are the alternate uses for skills?

Luck is the only explanation.

Spoiler:

Coercion (Intimidate)
Inconspicuous Action (Bluff)
Intentional Mishap (UMD)
Palm Weapon (Sleight of Hand)
Recall Intrigues (Knowledge)

-Skeld


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I have PDFs if thee are any questions...

-Skeld

Grand Lodge

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It's pretty clear, once you account for giants, that the scale is supposed to be 10'/square. The main problem with using a drawn map or a model is the size. Mine ended up being ~4.5'x6' with 3D elements almost 1' tall. That's a lot to table space to eat up before making room for players, character sheets, books, drinks, etc. It worked out for us ok because our table space was ping pong table sized. If you can tolerate a map that size, the 10' squares are the way to go.

Part of the problem with my model was that I used thin cardboard to make the ramps. The ramps also had a glossy sort of finish that didn't hold minis are well. If I'd gone with a thicker standard type of cardboard, it would've worked much better. And a little double-sided tape on the bottoms of miniatures on the ramps wouldn't hurt.

As far as flying, I put myself in Karzoug's shoes and decided that denying the heroes the ability to fly or teleport would force them to play the terrain. Karzoug placed the symbols at key intersections that the heroes would have to pass in order to get to him. Flying around the Eye of Avarice is sort of a cheap tactic IMO. Flying and teleporting trivialize what is otherwise a very unique combat area and make it waaay easier than it should be.

The fight is much more interesting when the Fighter can't simply dim door next to Karzoug at lay into him. Instead, he has to run through a gauntlet of difficult terrain dodging spells/arrows and battling a dragons and giants the whole way.

-Skeld

Grand Lodge

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No, you're not correct.

-Skeld

Grand Lodge

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My players skipped all the Xin-Shalast encounters except for Ghlorofaex and gamigan. I have 7 players, so there were 2 without rings or medallions once they started up the mountain. I think they found the Occluding Field more annoying than dangerous.

-Skeld

Grand Lodge

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Erylium - Escaped the Catacombs and joined up with Naulia in Thistletop, then survived that fight and escaped to parts unknown.

Malfesnekor - Heroes closed the door and left a big "do not open" sign.

Arkrhyst - Fledafter battling the heroes at the Sihedron Circle.

Delvahine - Escaped the heroes and Runeforge to set up shope somewhere else.

Jordimadus - Cut a deal with the heroes that left him the only surviving Warden of Runeforge.

It's worth noting that my players completely skipped the following sections: Skull Dam, Shimmerglens, The Spared/Hidden Beast, Gyukak at the Giant Encampment, and Heptaric Locus (although the did fight Gamigan).

-Skeld

Grand Lodge

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The following is a summary of my group's final battle with Karzoug. It's not a round-by-round breakdown of the fight; it's an overview.

First, my Players/PCs. I have seven players. Six started the campaign and we picked up one along the way. Of the seven, five were able to attend the last few sessions. The other two (separately) had babies recently and were unable to make it.

The Heroes:

Ryll - Female Aasimar Paladin 16 of Sarenrae
Soril - Male Human Evoker 16
Tolgun - Male Dwarf Fighter (Weapon Master) 3 / Cleric 13 of Angradd
Gorm - Male Dwarf Fighter 16 (joined at Chapter 5)
Lai'ki - Female Elf Ranger 16
Epshi - Female Elf Magus 14 / Duelist 2 (replaced a character killed during the giant raid on Sandpoint)
Nala - Male Tiefling Alchemist (Chirurgeon) 16

Changes I Made Toward the End:

  • Since I had 7 players, most very experienced, I made some changes to nearly every encounter. in additional to rebuilding most of the name enemies, I added extra minions, added a class level to some named enemies, updated many bad guys using the latest PF options, and maxed HP for staying power. Additionally, I kept the heroes ~1 level behind the level the book suggested, and I throttled back their WBL. In fact, when they went into the final encounter, they were level 16. As a result, they didn't have access to 9th level spells.
  • Starting about eh time they exited the Ice Fen, I had the being to encounter the Occluding Field (which extended over all of Xin-Shalast). Teleportation magic didn't work and neither did magical flight. Also, any summoning spell would summon a pig (oink!). This forced the heroes to engage the environment, instead of just teleporting/flying around. Nevertheless, the heroes decided the best course of action was to try and get to Karzoug as quickly as possible, and so they ended skipping many of the adventure/encounter areas within Xin-Shalast. The only enemy they sought out along the way was Ghlorofaex.
  • I trimmed down the number of enemies in the Pinnacle of Avarice. I cut The Thing From Beyond Time altogether.
  • Throughout the campaign, i made information about Thassilon had to get. This kept up a sense of mystery and the heroes never knew exactly what to expect. In fact, going in to the final encounter with Karzoug, there still weren't completely convinced he was a Transmuter. Some of them thought he might actually be a Conjurer.
  • The seven experienced players time to prepare, and their characters will ROFLstomp nearly any opponent, high-level of not. One of the effects of the Anima Focus was that it would strip away temporary buffs. This keeps the heroes from showing up on round one with everything in the spellbook already cast on them. My players suspected this and held back a good number of their buffs in reserve, which turned out to be a smart move.
  • I built that cool battle map of the Eye of Avarice. I initially included all the gold pillars noted on the map. Once I put the whole thing together (a few weeks before the players go to see it), I realized there are waaay too many pillars. I only used half the ones called out on the map.
  • Karzoug had been watching the heroes (through their Sihedron devices) for some time and used that observation to study tactics and prepare his lair in the event they made it that far. As a result, he was ready when they stepped through the portal. He had also set up a number of symbol spells (death, pain, weakness, revelation, etc.). I also described the floor as being covered with thousands upon thousands of runes, such that in order to find the symbols, they would have to search for them.
  • The Eye, like the Xin-Shalast environs, was warded against summoning, teleportation, and magical flight (Karzoug was prohibited from using those as well). Instead of high-level combat turning into, "Hi melee guys, I'm 150' off the ground and you can't touch me!" it forced the heroes to consider the terrain and think tactically about the ground. It also made the symbols more dangerous because they never knew if they were going to trip one.
  • Having watched a good number of his Material Plane minions flail impotently against (some of) the heroes redonkulous AC, Karzoug crafted a brilliant energy greatsword for his Warden of Runes and brilliant energy bows for his two Wardens of Thunder. The Adult Blue dragon, being a product of the Runewell, I left unchanged (aside from maxed out HP).

Highlights of the Battle:

  • The heroes had an "oh poop" moment when they arrived in the Eye and realized they couldn't teleport/fly and had Wardens of Thunder on those platforms to either side. That's a lot of ground for a melee character to cover to get to those guys. In general, I think they just knew they were in for a tough fight when they saw how much ground they had to cover to even engage Karzoug.
  • Karzoug, being a smart opponent, knew that Soril (the party Wizard) was very dangerous. During his first round time stop, he used a time stop and trapped Soril inside a prismatic sphere. This provided the heroes' second "oh poop" moment when the realized that Soril, who had done an excellent job all campaign of shaping and controlling the battlefield, was effectively out of the fight (prismatic sphere and dim-locked by the "no teleport").
  • The heroes' third "oh poop" moment happened when they started to move from the gateway platform to the first staircase and tripped a large, 30'x30' symbol of death. That took Lai'ki (arguably the party's most lethal character) out of the fight for a while. She shrugged off death by using two Hero Points, leaving her with only one.
  • The party had a love-hate relationship with their Alchemist, Nala, all campaign. He liked to bomb things and he was just as likely to hurt the party as he was the bad guys. I was NPC'ing him because his player couldn't be there and, unbeknownst to the others, he'd picked up Healing Bomb with his 16th level Discovery. There was a collective groan at the table when I told them, immediately after Lai'ki had gone down and Hero pointed herself back to life, that Nala was throwing a bomb at her. Nala's healing bombs turned out really handy in the last encounter.
  • The heroes had to fight tooth and nail for every inch (or 5') of terrain they took from Karzoug. It was a slugging match, especially with Soril out of the fight. Karzoug used time stop (quickened and not) to buff while the heroes dealt with ranged attacks from the Wardens of Thunder, harrying attacks from the dragon, and seemingly random, annoying symbol[i/]s. Meanwhile, Karzoug would unleash some nasty on them every round: [i]horrid wilting, finger of death, etc.
  • Lai'ki did a good job of readying an action to shoot her domineering bow at Karzoug when he would cast. Her attack/damage rolls were high enough to hit and make it difficult for him to make the concentration check. As a result, he lost some good spells and compensated by using a quicken rod to spell attack Lai'ki. Since Lai'ki had a domineering weapon, she absorbed another three of Karzoug's targeted transmutations with no effect. She proved invaluable when it came to denying Karzoug's actions.
  • Ryll, in additional to be a powerful melee Paladin, also used a good tactic when she cast [some spell] on the heroes that granted them Pally smite. She also used her own brilliant domineering weapon to hurt the Warden of Runes.
  • Gorm and Tolgun, along with Ryll, headed straight for the Rune Giant. They suffered when he Rune Giant readied an action to use his spark once they were within range. Soril spent most of the fight buffing before taking his chances and moving through the prismatic sphere. He emerged no worse for wear (not turned to stone and not banished to another plane) just in time to hit the Warden of Runes' weapon with a successful dispel, rendering it non-magical for a short time. This was enough for the four of them to take the giant out.
  • Meanwhile, coming up the ramp on the other side, Epshi was exposed by a symbol of revelation[i]. Epshi had a habit of using invisibility and the [i]symbol prevented her from hiding. Once she hit the symbol of weakness, just before making it to Karzoug, she was sapped of all strength and fell to the floor next to the Runelord. Nala was also affeced by a symbol of weakness. Conscious and unable to move, he lobbed bombs until he was killed by the dragon.
  • As the heroes reached Karzoug, he cast unwilling shield on an unconscious Lai'ki. This forced Gorm, the first hero to reach Karzoug, into killing Lai'ki when he attacked Karzoug. Ultimately, she died as a result of the damage split from Karzoug.
  • The death of the Warden of Runes freed the wardens of Thunder from the Rune Giant's domination. Ryll made an impassioned full-round Diplomacy appeal to the Storm Giants for help. Realizing they had been influenced for evil, the Wardens turned on their former allies and attacked the dragon.
  • By this point, Nala and Lai'ki are dead. The remaining heroes have begun surrounding Karzoug, but they are being harassed by the dragon. Karzoug cast caustic eruption. It initially damaged some heroes and Karzoug was defeated (the final blow landed by Ryll) before his next turn. Karzoug had the last laugh however, because his spell dealt acid damage on the next round, which killed Tolgun.
  • The Soul Lens was destroyed, the Rune Well exploded in a burst of positive energy and healed or resurrected the heroes. But not the bad guys because it was 2am by this point.

And everyone lived happily ever after.

Or did they?

-Skeld

Grand Lodge

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You're complaining that a licensee is working closely with their licensor so the licensee can provide something that supports the licensor's main product?

-Skeld

Grand Lodge

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I'm going to plant myself in the "dubious" category for now, at least until there's more information or a better look at what this is going to be.

However, I think if anyone can pull this of and make it successful, it will be Paizo.

-Skeld

Grand Lodge

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Tonight, in epic fashion, my players defeated Karzoug the Claimer.

It was a battle worthy of song. They fought bravely and three of the died before Karzoug was finally defeated.

It's late (it was a 9 hour gaming session), so I'll have to write more later, but here are some of the interesting tidbits from my RotRL campaign:
* Tonight was out 53rd session of the campaign.
* Our first session was January 6th, 2012.
* We took a couple breaks along the way for various reasons. One of the breaks was so we could play through Dragon's Demand.
* We started with 6 players and finished with 7, adding 1 along the way.
* This is the 4th campaign I've GMed for this group.

I'll try to come back later with more details. Feel free to ask questions about our campaign.

-Skeld

Grand Lodge

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It's disappointing that you guys aren't doing blog posts this year. Nothing against facebook or twitter, but on those platforms, it's really hard to separate the wheat from the chaff. There are some nuggets of real information, but you have to dig for them. The blog posts usually put the good announcements front and center.

(I'm busy tonight anyway; my players are going to have their final battle with Karzoug!)

-Skeld

Grand Lodge

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I don't think this is a mistake. It's just a unique, dangerous creature with a one-off ability. It's a real threat against high-level characters.

-Skeld

Grand Lodge

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TOZ wrote:
I'm incredible ungrateful to my GMs, I drink their milk and everything.

For all those that are new here or don't othwise get this reference, you missed out on a truly epic thread.

You should stop what you're doing and go find it. You can thank me later.

-Skeld

Grand Lodge

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Took off some time from work yesterday to,watch it; loved it.

Of all the Marvel movies the Cap movies have been my favorites. Civil War is my new fav Marvel movie.

Without going into too much detail, I really liked all the characters. And I have renewed hope for a proper Spiderman movie.

As to the debate over Tony Stark and his decision making process, remember that he was not recommended for the Avenger Initiative: SHIELD liked the armor tech, but thought Tony was too emotionally damaged to participate as anything more than a consultant. Over the course of all his appearances, he's gotten demonstrably worse at making reasonable decisions.

Also,

Spoiler:
I thought for a second there at the end, they were going to reintroduce Cap as Nomad.

Grand Lodge

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I use Goodreader. The PDF downloads in Safari, the Goodreader unzips and opens it. Taa daa!

-Skeld

Grand Lodge

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This is an unworkable problem, from a practicality standpoint. There are too many uncontrolled variables.

-Skeld

Grand Lodge

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Make him the GM.

-Skeld

Grand Lodge

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I had Karzoug take note of the PCs when they killed Xanesha.

He started observing them in earnest when they fought Mokmurian.

He started watching them closely once they entered Runeforge.

When they arrived at the Spires of Xin-Shalast, he started watching them obsessively around-the-clock.

They're battling Karzoug next session. He's ready for them. :D

-Skeld

Grand Lodge

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thorin001 wrote:
Skeld wrote:
thorin001 wrote:
Skeld wrote:

I make these kinds of rolls for my players. I also make Disable Device and Sense Motive checks for them, oftentimes. There are some saves I'll roll for them too,,such as the Fort save versus disease they get when they're hit by a diseased creature attack. In fact, I keep a post-it note on the inside of my screen that has all their saves, Perception, Sense Moytive, and Disable modifiers so that I don't even have to ask for them.

Some checks/rolls are, by the very act of rolling and seeing the number that appears, can be metagamey.

-Skeld

Why do you even have players then?

Even though this question is utterly dumb and I'm not sure it's even a serious inquiry, I'll treat it as such and give you a serious answer.

My players (all 7 of them) are there to have fun, play their characters, and make the other 95% of the rolls involved in the game. That includes almost all active rolls, saves, checks, attacks, spells, etc.

In my experience, no matter how good you think you are at being a roleplayer and/or separating character knowledge from player knowledge, there's no substitute for maximizing dramatic tension than the player not knowing the result of some rolls. The next level is when the player doesn't even realize there was a roll to begin with (disease is far and away my most used case of making a save for a player without their knowledge). When you roll a d20 and you see the result is a 3 or a 16, there's an immediate connection in your brain that says "16 is good!" or "3 is bad!". It's even more so on saves when a 1 or 20 means an automatic fail/pass. Of course, many of these concerns die off at higher levels when the modifier drives the result more than the roll does.

-Skeld

It is a serious question because it is a major sign of an overly controlling GM. And they do not want players, they want an audience to ooh and ah at their amazing story.

Also, what makes you, or any other GM, more immune to metagaming than the players? Don't say that it is not metagaming when the GM does it, because that is a bald faced lie. GMs may not do it with skill checks, but they do it with PC abilities and tactics.

It sounds like you've had an experience with an overly controlling GM and you feel the need to take your frustration out on me, for some reason.

I'll lay it out for you as clearly as I can: There are some circumstances where, for the purposes of creating dramatic tension, I find it advantageous to make some rolls for the players. The vast majority of rolls, players can and do make for themselves.

Certainly, you understand that the GM has a completely different function within the game that the players. Because of that, the GM has a clearer understanding of what's going on in the game and has a different set of constraints than the players. I never said anything about GMs being immune to metagaming (those are words you're putting in my mouth), but the GM has to be more cognizant of metagaming and approach it from a different angle because the GM is playing literally every other character in the game.

wraithstrike wrote:
As an example, a disease does not show its effects until the next day after the save. If you roll a low number vs a disease carrying monster you should not be looking to cure a disease. The character does not know he failed the save.

This is exactly the kind of thing I'm talking about.

-Skeld

Grand Lodge

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thorin001 wrote:
Skeld wrote:

I make these kinds of rolls for my players. I also make Disable Device and Sense Motive checks for them, oftentimes. There are some saves I'll roll for them too,,such as the Fort save versus disease they get when they're hit by a diseased creature attack. In fact, I keep a post-it note on the inside of my screen that has all their saves, Perception, Sense Moytive, and Disable modifiers so that I don't even have to ask for them.

Some checks/rolls are, by the very act of rolling and seeing the number that appears, can be metagamey.

-Skeld

Why do you even have players then?

Even though this question is utterly dumb and I'm not sure it's even a serious inquiry, I'll treat it as such and give you a serious answer.

My players (all 7 of them) are there to have fun, play their characters, and make the other 95% of the rolls involved in the game. That includes almost all active rolls, saves, checks, attacks, spells, etc.

In my experience, no matter how good you think you are at being a roleplayer and/or separating character knowledge from player knowledge, there's no substitute for maximizing dramatic tension than the player not knowing the result of some rolls. The next level is when the player doesn't even realize there was a roll to begin with (disease is far and away my most used case of making a save for a player without their knowledge). When you roll a d20 and you see the result is a 3 or a 16, there's an immediate connection in your brain that says "16 is good!" or "3 is bad!". It's even more so on saves when a 1 or 20 means an automatic fail/pass. Of course, many of these concerns die off at higher levels when the modifier drives the result more than the roll does.

-Skeld

Grand Lodge

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I make these kinds of rolls for my players. I also make Disable Device and Sense Motive checks for them, oftentimes. There are some saves I'll roll for them too,,such as the Fort save versus disease they get when they're hit by a diseased creature attack. In fact, I keep a post-it note on the inside of my screen that has all their saves, Perception, Sense Moytive, and Disable modifiers so that I don't even have to ask for them.

Some checks/rolls are, by the very act of rolling and seeing the number that appears, can be metagamey.

-Skeld

Grand Lodge

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Why does this thread remind me of a katana thread?

-Skeld


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Eric Hinkle wrote:
Skeld, PDF Prophet wrote:
Marco Massoudi wrote:
Who are the (9 other) creatures, what are their CRs and where are they based?

This is what i found with a quick scan. Some of the places might need fine-tuning.

** spoiler omitted **

-Skeld

Yikes on that CR for Andoletta.

And just what does she look like in the art? I always had this idea of her being a crotchety old country woman in appearance, as well as a good potential patron for LG witches.

She does indeed appear as a crotchety old woman in her art. There's also a shadowy crow spirit/figure rising off of her, belying her outsideriness.

-Skeld


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Now I'm really done for the night. ;)

-Skeld


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Eric Hinkle wrote:

Can someone please share the basic information on the Molthuni Defender archetype?

And based on what I heard here, I'll be loving this book when I get it.

Spoiler:

Molthuni Defender - Gains: Armored Defense (armor-dependent bonus to CMD versus some maneuvers and to DC on Acrobatics checks to move through your threatened spaces; add half armor training bonus to a selected maneuver while wearing medium/heavy armor).
Replaces: Armor Training 1-4 (but still counts as Armor Training).

-Skeld


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David knott 242 wrote:

If the Guardian Armor spell lacks somatic components, it would make a great way for a Spirit Dancer Medium in Archmage mode to get out of his armor quickly -- or as a way for a relatively squishy character keeping watch to armor up the party tank quickly when they are ambushed during the night.

If the spell has somatic components, then it is a bit less useful for characters who might risk spell failure for the armor they want to teleport onto somebody else.

Spoiler:
It does have somatic components (and verbal and a focus, which is the armor worn by the caster). It teleports armor from the caster onto the target as an Immediate action and the target gains immediate benefit.

-Skeld


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I'm done for the evening.

-Skeld


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David knott 242 wrote:

What classes have Guardian Armor on their spell list? That might give me some ideas as to who can make good use of it.

Spoiler:

Antipaladin 1, Bloodrager 1, Cleric 1, Inquisitor 1, Magus 1, Occultist 1, Paladin 1, Sor/Wiz 1

-Skeld


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Devastation Bob wrote:
The Spring-Heeled stuff sounded interesting, what's that about?

Spoiler:

It focuses on mobility to gain bonuses on attacks and defense while wearing light armors.

-Skeld


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Corbynsonn wrote:
In summary, what new Combat Stamina tricks do we see?

Spoiler:

Ambush Awareness (Combat)
Armor Focus (Combat)
Armor Material Expertise (Armor Mastery)
Armor Material Mastery (Armor Mastery)
Armor Trick (Combat)
Armored Athlete (Combat)
Artful Dodge (Combat)
Covering Shield (Combat)
Cushioning Armor (Armor Mastery)
Cushioning Armor (Armor Mastery)
Defended Movement (Shield Mastery)
Defended Movement (Shield Mastery)
Feint Defender (Shield Mastery)
Got Your Back (Combat, Teamwork)
Greater Ironclad Reactions (Armor Mastery)
Greater Ray Shield (Shield Mastery)
Harrying Partners (Combat, Teamwork)
Imposing Bearing (Armor Mastery)
Improved Armor Focus (Combat)
Improved Shield Focus (Combat)
Ironclad Reactions (Armor Mastery)
Just Out of Reach (Combat)
Knocking Blows (Armor Mastery)
Leaping Evasion (Combat)
Mirror Move (Combat)
Poised Bearing (Armor Mastery)
Porcupine Defense (Combat)
Quillbreaker Defense (Combat)
Reach Defense (Combat)
Secured Armor (Armor Mastery)
Shield Brace (Shield Mastery)
Shield Snag (Combat)
Sprightly Armor (Armor Mastery)
Tandem Evasion (Combat, Teamwork)
Toppling Bash (Shield Mastery)

Corbynsonn wrote:
What are the Armour and Shield mastery feats like

Covered already.

Corbynsonn wrote:
and finally can someone summarize the various Shield styles.

Spoiler:

Mobile Bulwark Style - Tower Shield focused.
Shield Gauntlet Style - Use your gauntlet as a shield or sorts.
Upsetting Shield Style - Shield Bash with Bucklers.
Vanguard Style - Use your shield to help others.

-Skeld


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Sharkles wrote:
What are the Armor Mastery and Shield Mastery Feats and what do they do?

Spoiler:

Armor Focus - +1 to AC when wearing selected armor type.
Improved Armor Focus - -1 ACP with selected armor type.
Armor Material Expertise - Grants a 2/day special ability based on armor material type.
Armor Material Mastery - Use special material ability 2 extra times/day.
Cushioning Armor - Armor absorbs some falling damage.
Greater Ironclad Reactions - Use Ironclad Reactions more than 1/round.
Imposing Bearing - Treat your size category as 2 higher for Bull rush, etc.
Intense Blows - Power Attack bonus to CMD.
Ironclad Reactions - Allows you to avoid an hit from an AoO by taking a 5' step and sacrificing your AoO.
Knocking Blows - Successful Power Attack versus creature >1 size larger than you causes a -4 penalty to creature's CMD.
Poised Bearing - Treat your size category as 1 higher for Bull rush, etc.
Secured Armor - Basically Light Fortification versus crits/sneaks.
Sprightly Armor - Armor enhancement bonus to initiative.

Cushioning Shield - Shield absorbs half of falling damage.
Defended Movement - +2 versus AoO's.
Feint Defender - Shield's AC to Feint DC against you.
Greater Ray Shield - Shield not affected by ranged touch attacks.
Guarded Charge - No AoO when using Charge or Bull rush (if you have Imp. Bull Rush, you gain a +2 bonus).
Shield Brace - Use a 2-handed polearm/spear while using a shield.
Shield Material Expertise - Grants a 2/day special ability based on shield material type.
Shield Material Mastery - Use special material ability 2 extra times/day.
Shielded Mage - -15% to ASF.
Shielded Stand - Swift action prevents AoO for standing up from prone or picking up object.
Stumbling Bash - -2 AC penalty to foes who take Shield Bash damage.
Toppling Bash - Swift action to attempt a non-provoking trip with a Shield Bash at a -5 penalty.
Tower Shield Specialist - -3 ACP for tower shields; treat them as armor for the purpose of Armor Training class feature.
Unhindering Shield - Various buckler-related things.

-Skeld

Grand Lodge

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justaworm wrote:
Especially in the higher level books and especially with the artifact in Jorgenfist in play. Holy cow that is one of the most useful artifacts of any AP, even though you can't move it.

The Arcane Anvil isn't part of the AP. That's a GM Special that I put in there so that you guys could gain some of the benefits of the more off-the-wall magic items (re: Ogre Hooks) without having to just sell stuff because that's boring.

Otherwise, I'm glad you like it! :D

-Skeld


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Marco Massoudi wrote:
Who are the (9 other) creatures, what are their CRs and where are they based?

This is what i found with a quick scan. Some of the places might need fine-tuning.

Spoiler:

Place - Creature (Type) - CR
The 77th House of Judgement - Tzyduk (Movanic Deva Angel Oracle 7) - CR 13
Pulgari Estate - Ambithas (Male Variant Gate Archon) - CR 17
Heavenhearth - Andoletta (Outsider) - CR 28
Saruhk - Anwigasi (Male Unique Half-Celestial Couatl) - CR 13
Forge-Sanctuary of Torag, Maheto - Cadathiel, The Zealot (Variant Cassisian Angel) - CR 2
Chapel of the Argent Shield - Urunmwi Glabrant (Female Human Cleric of Iomedae 8) - CR 7
The eternal Watchtower - Avanostryx The sentinal (Unique Paragon Empyrean Angel) - CR 24
Avrossi - Raina Rennold (Female human Paladin f iomedae 5 / Knight of Ozem 1) - CR 6
Ruins of Fort Benebthus - Uaphraet (Male variant Hound Archon) - CR 4

-Skeld


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zergtitan wrote:

what are the details for Arachnid Harness, Iron Tyrant,

Knight of Arnisant?

Spoiler:

Arachnid Harness - +1 leather armor that can sprout spidery legs and let you climb without taking a bunch of penalties for climbing. Taa daa!
Tactician, Expert Trainer,
Iron Tyrant - Gains: Iron Fist (Imp unarmed Strike feat plus bonuses with gauntlet), periodic bonus feats (every 3rd level), unstoppable (not slowed by terrain when wearing heavy armor, unless the terrain is magical), Fiendish Bond (with armor instead of weapon).
Loses: Touch of Corruption, Cruelty, Channel Negative Energy, Fiendish Weapon.

Knight of Arnisant - Gains: Shield Expertise (Shield Focus feat), Deflective Shield (shield bonus to touch AC), Heraldic Banner (use shield as a banner), Soul Shield (shield bonus to saves versus curses), Defensive Challenge (-2 to foes attacks versus anyone but the Knight while threatened), Heart Shield (shield bonus to saves versus death effects).
Loses/Changes: Tactician, Expert Trainer, Banner, Greater Tactician, Demanding Challenge.

-Skeld


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Sharkles wrote:
How about a list of feats instead?

Spoiler:

Advanced Armor Training (Combat)
Armor Focus (Combat)
Armor Trick (Combat)
Bulette Charge Style (Combat, Style)
Bulette Leap (Combat)
Bulette Rampage (Combat)
Improved Armor Focus (Combat)
Improved Shield Focus (Combat)
Mobile Bulwark Style (Combat, Style)
Mobile Fortress (Combat)
Mobile Stronghold (Combat)
Shield Gauntlet Attack (Combat)
Shield Gauntlet Style (Combat, Style)
Shield Gauntlet Master (Combat)
Spring-Heeled Reaping (Combat)
Spring-Heeled Sprint (Combat)
Spring-Heeled Style (Combat, Style)
Swift Iron Style (Combat, Style)
Swift Refuge (Combat)
Swift Sprint (Combat)
Upsetting Shield Style (Combat, Style)
Upsetting Strike (Combat)
Upsetting Vengeance (Combat)
Vanguard Hustle (Combat)
Vanguard Style (Combat, Style)
Vanguard Ward (Combat)

-Skeld

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