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Shade of the Uskwood

StarMartyr365's page

213 posts. Alias of steve stringer.


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Grand Lodge

I really didn't care much for the brawler until I read this. Now I can't wait to roll one up. I think I'm going to make a Varisian with a bunch of really crappy tattoos and a unfathomable accent who is legendary for his ability to get the stuffing kicked out of him and yet still end the match by landing a one punch knock out that breaks his opponent's skull.

SM

Grand Lodge

I've been wanting to see Unearthed Arcana for Pathfinder for YEARS! I can't wait to have this in my hands. I'm hoping for a Grit/Panache pool for fighters and rogues, class defense bonus, complex skill checks, a true spell point/mana system (I like words of power but it feels incomplete.), incantations or non-caster magic. I think the first one is already in the book so I hope for the rest.

Edit: I'd also like to see a better wealth by level system. One of the few things I liked about D20 Modern was the wealth check system. I'm not sure how that would translate into Pathfinder though. I doubt this will make the book so I'm just throwing it out there...

Off Topic Rogue Thoughts:

ikarinokami wrote:

as for the rogue, all i think it really needs is a slight modification.

full BAB when flanking or sneak attacking and +1 to hit for every 2 sneak attack die you apply.

Combat Tactics:

The rogue is much more dangerous when combat conditions favor his fighting style. The rogue gains +1 to his attack rolls any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This bonus increases by +1 at 5th level and every 4 levels thereafter to a maximum of +5 at 17th level.

I cribbed this from Trailblazer to boost rogues.

What the rogue really needs is a way to be effective in ranged combat and a way to mitigate the effects of concealment, etc. It would also be nice if they had a better way to either flank without needing a buddy or deny a target their Dex bonus to AC that doesn't cost them an action.
I changed TWF to so that you got the off-hand attack as a part of the standard attack. You still have to use full attack to get iterative attacks. This had the knock on effect of boosting TWF rogues.

SM

Grand Lodge

Dragon78 wrote:
We will find these elves and make them work in Santa's sweatshop... I mean workshop:)

I say we send them to the Keebler sweatshop...

SM

Grand Lodge

A Bloodrager that uses the "Controlled Rage" alternate rage of the Urban Barbarian archetype would be a lot of fun.

SM

Grand Lodge

Star Wars Saga made iterative attacks a feat chain. You get a total of 3 attacks if you take the entire chain. I rolled the TWF feats into one scaling feat back in 3.x so I think that I'll do the same with iterative attacks for my next homebrew.

I also liked the way Trailblazer suggested giving each attack a flat penalty that improves from -2 to both attacks at +6 BAB, to -1 to all three attacks at +11 BAB and no penalty to any iterative attack at +16 BAB.

I blended the two together but have no had a chance to playtest them.

Iterative Attack:
Iterative Attacks
You can make an additional attack during a round of combat.
Prerequisites: Base attack bonus +6, proficient with chosen weapon.
Benefit: When you use the full attack action, you may make one additional attack. However, you take a -5 penalty on all attack rolls until your next turn. The extra attack and penalty stack with those of Two-Weapon Fighting.
Normal: Making a single attack is a standard action.
Special: When you meet the following prerequisites you gain another attack. You must use a full attack action to get the extra attacks.

Prerequisites: Base attack bonus + 11.
Benefit: When you use the full attack action, you may make one additional attack. However, you take a -3 penalty on all attack rolls until your next turn. The extra attack and penalty stack with those of Two-Weapon Fighting.
Normal: Making a single attack is a standard action.

Prerequisites: Base attack bonus + 16.
Benefit: When you use the full attack action, you take no penalties to you attack rolls. The extra attack and penalty stack with those of Two-Weapon Fighting.
Normal: Making a single attack is a standard action.

Two-Weapon Fighting:
Two weapon Fighting (Combat)
You are adept at fighting with two weapons and double weapons.
Prerequisites: Dexterity 15.
Benefit: You may attack with two weapons or with both ends of a double weapon as a standard action, you take a -5 penalty (instead of a -10 penalty) on all attack rolls until the start of your next turn. You only gain this reduced penalty if you are wielding a weapon with which you are proficient.
If your off-hand weapon is light, the penalties are reduced by 2 each.
An unarmed strike is always considered light.
Normal: If you wield a second weapon in your off hand or a double weapon, you get one extra attack per round with that weapon. When fighting in this way you suffer a –10 to all attacks for the round. If your off-hand weapon is light, the penalties are reduced by 2 each.
An unarmed strike is always considered light.
Special: When you meet the following prerequisites you gain another off-hand attack. You must use a full attack action to get the extra attacks.

Dex 17, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it. You take a -5 on all attack rolls until the start of your next turn. You only gain this reduced penalty if you are wielding a weapon with which you are proficient.
If your off-hand weapon is light, the penalties are reduced by 2 each.
An unarmed strike is always considered light.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Dex 19, base attack bonus +11.
You get a third attack with your off-hand weapon. You take a -3 penalty to all attack rolls until the start of you next turn. You only gain this reduced penalty if you are wielding a weapon with which you are proficient.
If your off-hand weapon is light, the penalties are reduced by 2 each.
An unarmed strike is always considered light.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Dex 19, base attack bonus +16.
When you attack with two weapons or a double weapon you take a -1 penalty to all attack rolls until the start of you next turn. You only gain this reduced penalty if you are wielding a weapon with which you are proficient.
If your off-hand weapon is light, you take no penalties to your attacks.
An unarmed strike is always considered light.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

I have no idea if these are really balanced. The writers of Trailblazer noted an increase of 15% in damage with the changes to iterative attacks. I have used something close to this version of two-weapon fighting since 3.5 with no problems. Note that the base TWF feat gives you one extra attack as part of a standard action.

Any feat that requires you to burn an iterative attack to trigger adds "Iterative Attacks" to its prerequisites.

SM

Grand Lodge

Now I have new problems. I deleted all of my billing info and updated it according to what I have on record with my bank. The update page repeatedly asks for a "billing address" even though I typed the information in several times. Each time I clicked "use this address" it asked for a "billing address". I never get a chance to confirm or continue to place my order.

I cleared out my browser, closed chrome and started from scratch with the same results.

I'm not sure how to proceed at this point.

SM

Grand Lodge

Yes, please reverse the authorizations. Banks are notoriously slow to release funds back to their customers and anything that can speed up the process is greatly appreciated.

I'll check my billing information and update it as necessary. If all goes well I'll resubmit the order after midnight eastern time.

Thank you so much!

SM

Grand Lodge

Should I dispute the charges with my bank and try again? I was really looking forward to reading PURESTEAM over the weekend.

SM

Grand Lodge

I tried to order the PURESTEAM pdf but my card was declined. I checked the info and tried again and was denied again. I logged onto my banking site to see what was wrong and there are 2 charges for $9.95. So the bank processed the order twice.

Worse, the pdf is not in my downloads.

Help!

SM

Grand Lodge

Wands, potions and other disposable magic items are easy buy or create and don't require any or very little training to use. A small troop of low-level shock troops with wands and maxed UMD could wreak havoc on enemies or save you from certain defeat.

I'm more interested in siege weapons that could take the place of cannons in campaigns that don't have gunpowder and firearms. Magical, mechanical or alchemical siege engines that could be crafted without a spellcaster would ft the bill.

SM

Grand Lodge

1 person marked this as a favorite.
brad2411 wrote:

So are we going to have a hover bike cavalier archetype?

This and a Ford Velociraptor 900 with thrusters and anti-gravity propulsion.

I know. I know.

Maybe next time.

SM

Grand Lodge

"Why can't it be one man with six guns?"

Also, Hall's Breech pistols..

Grand Lodge

"There’s a lot more in Unspeakable Futures as well, including vehicle combat rules..."

About the vehicle combat rules you alluded to in the interview...

Will we see them in Iron Gods or any other product?

SM

Grand Lodge

Ambrosia Slaad wrote:
Oceanshieldwolf wrote:
Can't believe Iron Gods already needs an obituary thread.. ;p
Maybe they're using character creation rules from the Traveller RPG? Supposedly, your PC can die during character creation.

True story.

SM

Grand Lodge

This and the Tech Guide come out less than a week after I started working on converting Spelljammer again. I feel loved! Thanks, Paizo!

SM

Grand Lodge

1 person marked this as a favorite.

I'm resubbing for this! I've wanted something like this since about 1986. Will this have new vehicles?

SM

Grand Lodge

3 people marked this as a favorite.

I'll be resubbing for this one. This is the campaign that I've wanted to play since the 80s.

SM

Grand Lodge

Vehicles.

I'd like to see a book that expands on the rules in Ultimate Combat. More vehicles and customization.

SM

Grand Lodge

Drejk wrote:
Distant Worlds Campaign Setting hardcover, then Great Beyond Campaign Setting hardcover.

I think that it is just a matter of time before we see something like this. Afterall, the only thing Paizo loves more than Lovecraft is Sword and Planet.

SM

Grand Lodge

Swiftbrook wrote:
blog wrote:
Will their mythic power be enough to finally seal the Worldwound (?)
I don't see that happening. To many real-life products tied to it's existence. Why by book The Worldwound from Paizo if it no longer exists?

Even if the Pcs could close the Worldwound to further incursions it would take centuries of work to repair the damage to Golarion and make The Worldwound obsolete.

Swiftbrook wrote:
blog wrote:
will the forces of the Abyss gain a greater control over the world?

Doubtful. This has a small chance of happening. If they gained greater control then most the PC who played the AP failed. That leaves an open ended story that begs to be ended. There are too many other places on Golarion to be explored before devoting more time to the Worldwound.

All of the demonic hordes trapped here when the Worldwound is sealed would just dig in for an extended siege. They would gain more control of the Worldwound but lose the ability to bring in reinforcements on demand. Perhaps the area that they control shrinks to those areas closer to the actual closed Worldwound where their will is absolute while the areas closer to the edges fall to the crusaders.

Even that scenario does not fix the damage done in a day. The evil of the Abyss has permeated the very essence of Golarion and the symptoms of that will ripple through the land for a long time. The Worldwound will continue to fester and the reclaimed lands will still be toxic for hundreds, if not, thousands of years. The demons have all the time in eternity to work their plots while the mortal races have an attention span of decades or centuries at the most.

This is how I will go about when I finally get a chance to run the AP.

SM

Grand Lodge

1 person marked this as a favorite.
Wrong John Silver wrote:
Adjule wrote:


- The goblins. I just do not like how Wayne Reynolds drew them. It's one gripe I have about his art, and that is the way he draws mouths on various creatures (and the fact that many of his humanoids have no wrists). But they chose the right Wayne to recruit from those who contributed to 3rd Edition. SO glad they didn't bring on Wayne England, and I hope I never have to see anything of his again.

Oh! Wrists and ankles! Wrists have their problems, but I'm constantly amused at how many tricks are used to make sure that not a single ankle ever gets shown--and thus drawn poorly.

I feel for him, though. Ankles are hard to draw.

Ignoring the body parts that you suck at/just hate drawing worked just fine for Rob Liefeld...

SM

Grand Lodge

1 person marked this as a favorite.

I never liked the way D20 Modern was set up but I really liked the supplements for D20 Future, Apocalypse, Past and Cyberscape settings. I wanted to marry all those together for a massive Star*Drive campaign but it was too much work. I would love to have a PF supplement that addresses how to handle the elements of SF with the PF rules. I hope the Iron Gods AP opens this can of worms and gives us an idea of where to go. I fear that Piazo will take the "a laser pistol is just a wand of scorching ray" route that completely short changes the awesome technology of science fiction. I don't want full blown tech manuals and layouts like BattleTech. Just a good selection of gear from various tech levels from early Info Age to Far Future that is easily modifiable. Throw in some pointers on how to run a SF campaign with the various SF genres and you've got my money!

SM

Grand Lodge

*COUGH* Skull & Bones *COUGH*

SM

Grand Lodge

Skull and Bones.

Psychics Handbook.

Grand Lodge

Berselius wrote:
So, wait, another update to the Advanced Class Playtest? Does that mean Paizo will put out one final PDF before previewing the final versions of the classes on the site?

No, this is it. We won't see the final versions until the book comes out next year.

SM

Grand Lodge

I still hope they change the names of the Bloodrager and Warpriest. The devs themselves said they were not 100% happy with those. Regardless of what ends up in the book I'm calling the Warpriest the "Sentinel." I'm not sure what to do about the Bloodrager. I don't want to make up some faux fantasy name that is just as bad if not worse. I'm going to do some research into mythology and folklore to see if I can find anything that will fit the concept. There has to be something from the Nordic or Germanic myths and legends that is close enough to use.

Other than that I'm really happy with the way the classes have turned out and can't wait to see the devs final polish when the book comes out. I REALLY want to play an Arcanist. I was completely underwhelmed by the first incarnation of the class but love the "hacker of magic" class that evolved from that. I hope they take that concept and run with it.

Other than that, I'm a little sad that a class called "Slayer" didn't get an ability called "Shred."

Fine. I'll get my coat.

SM

Grand Lodge

1 person marked this as a favorite.

I will own this.I might have to go on a ramen diet but I will own this.

Grand Lodge

Check this out:

Hall's Breech

I was going to limit them to long arms only but I recently found examples of pistols that use the same breech mechanism. I still haven't figured out how I want to implement them in the game as to what rules effect they would have. The originals were flintlocks so they would be an excellent transition from muzzle-loaders to cartridge based systems.

Grand Lodge

Solusek wrote:

Some bugs with it I am experiencing:

When I first open the program a pop-up box asking me to select a race appears, but no matter which race I pick nothing happens. The pop-up box stays there it doesn't go away. I can bypass this by clicking on the task bar and closing that pop-up window to get to the programs main window.

However, when I do anything in the program I get an "Unhandled Exception" error. It happens every time I type in a box or select from a dropdown menu. I can ignore the error and things seem to keep working, but it just keeps popping up over and over again every time I do an action.

I'm having the same exact problem.

Here's the bug report for mine.

Bug Report:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at PathfinderRaceBuilder.RaceBuilderForm.cbxLanguages_SelectedIndexChanged(Obj ect sender, EventArgs e)
at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m)
at System.Windows.Forms.ComboBox.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5472 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
PFRaceBuilder
Assembly Version: 1.0.0.2
Win32 Version: 1.0.0.2
CodeBase: file:///C:/Users/StarMartyr/Desktop/PFRaceBuilder.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5468 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c56 1934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/Syste m.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a 3a/System.Drawing.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5476 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/S ystem.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5476 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f 11d50a3a/System.Configuration.dll
----------------------------------------
PathfinderSystem
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/StarMartyr/Desktop/Data/PathfinderSystem.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

That pop-up appears whenever I try to input any data such as typing in each letter of the name or using a drop down menu or...

SM

Grand Lodge

5 people marked this as a favorite.

It's not a real background generator unless you can die during character creation.

SM

Grand Lodge

Lyingbastard wrote:
If anyone has any questions, I'd be happy to try and answer them...

I'm not sure that I can trust you....

;)

SM

Grand Lodge

Why not?

What is or is NOT "DnD" has changed so much over the last 4 decades that to say something ISN'T "DnD" is comical at best. There was a time when Skills or Proficiencies were "NOT DnD." There was a time when ONLY Fighters and Thieves could use two-weapon fighting. There was a time when only fighter got extra attacks. All of that has changed as the concept of DnD evolved over the intervening decades. The d20 system is flexible enough that you can adapt it to your liking without having to re-engineer the mechanics from scratch or "shoehorn" something in.

I really liked how letting the attacker roll vs a defense speeds up combat. The only thing that changes is who is rolling the dice which means that the all of the relevant dice can be rolled at once. If the green d20 hits then the effect is triggered in addition to any damage from the attack. If the red d20 beats the relevant Defense then the effect happens. All with one roll by one person.

Iterative attacks only came into being with 3E. They tend to bog things down, especially at higher levels when the last of them rarely hit anyway. The SAGA system made them feats and Trailblazer simplified the penalty for each extra attack. I think combining those two ideas would help speed up combat, especially at higher levels, without nullifying feats or abilities that make use of iterative attacks. I'll definitely be using this in the next game I run whenever "Freetime" comes my way again.

I can only think of two or three groups in 30 years of gaming that DIDN'T use some form of Armour as DR. Even in the 1E/2E era where you had to cook up your own from scratch. Yes, I understand that DR didn't exist in the early editions but the concept of armour absorbing some of the damage from an attack has been around far longer than the name "Damage Reduction."

The Wounds/Vigor system just adds a layer above HPs. I like it because it evens the playing field. Even the baddest of the bad have to be careful since a timely critical can ruin their day since Wounds are set at twice your Con. It adds a level of grittiness that I like in my games.

YMMV, of course.

SM

Grand Lodge

Sirokko wrote:
I always thought it was really weird that when you're trying to hurt someone with a weapon YOU rolled a dice, but when you're trying to use a spell against someone THEY roll a dice. Unless the spell is like a beam, in which case YOU roll a dice again. This, admittedly, isn't that big a deal, especially since the "players roll all the dice" rule seems to be a really elegant fix.

This.

I played in a short Star Wars SAGA game and I really liked how that system uses Defenses(Saves).

I would also get rid of iterative attacks and make them feats but have them function like they do in Trailblazer.

I've always used some form of "Armour as DR" in my games so that is a given.

I've never liked HPs so I would use Vitality/Wounds system.

If that mythological "freetime" ever wanders back into my life I'll be making those changes.

There's a few other small things that I'd change but I like everything else.

SM

Grand Lodge

This can't happen fast enough. I'm planning on adapting Skull and Shackles to this so I'm waiting with great anticipation but greater patience.

SM

Grand Lodge

Any chance we can get RK Post, Tony DiTerlizzi and Robin Wood for the artwork?

Grand Lodge

Samsung Galaxy S2

I'll be getting some kind of Android tablet this fall.

SM

Grand Lodge

I'll add my vote for ratfolk.

Maybe a sensei monk/ninja ratfolk?

SM

Grand Lodge

Mikaze wrote:

In the face of some recent complaints:

Y'know, some of us like to have settings where goblins and other such "unusual" races are considered standard player races that aren't bound to a villain stereotype.

Really really hoping this book delivers in that area.

This.

I've played all the other "core" races to death over the last 20+ years. I'm always looking for something new to play or use as a villain. A sadist, psychopathic goblin pyro with a penchant for knives would make an excellent villain. As long as I _PROMISE_ not to cut, or burn, my fellow party members she might make a good character as well.

What really excites me about the ARG is that i can reskin any of these races and use them in the science-fantasy space opera I want to run. It will be a non-humanocentric campaign where humans are just another upstart young race that hasn't paid its dues but expects everything just handed to them because they want it. Some of the older races find the attitude to be amusing, others less so.

TssSSsssSSss:
GOBLIN GRENADE!

SM

Grand Lodge

1 person marked this as a favorite.
Ryan Dancey wrote:
Rafkin wrote:

I hope you realize that the number of players out looking to gank a wagon will far outnumber the players willing to protect a wagon.

You're effectively limiting any serious harvesting to large guilds.

Yes, I think serious harvesting will be done by large groups. But there will always be solo prospectors looking for a wildcat strike.

Getting a wagonload of resources out of the wilderness and back to a civilized area will be a challenge. It would be useful therefore to think about becoming an effective teamster able to drive fast, move quietly, detect threats, and use cover and camouflage to hide.

Or hire someone who is.

Like ninja mining, exploration and ratting in EVE. Getting the loot is only half the fun. Getting it home is an adventure in and of itself.

This game is going to be so awesome. This is the fantasy game I've wanted to play since the first Pool of Radiance.

Grand Lodge

That's what I'm doing. I wanted to know if there were any "best practices" that Paizo used when designing them. Some rules-of-thumb to consider.

SM

Grand Lodge

Are there any guidelines to use for developing Style feats like the ones in Ultimate Combat? I think they are an elegant way to simulate fantasy martial arts and I would like to start developing my own. I need a starting point to work from so i don't end up with a bunch uber-powerful and broken junk. I like the idea of building around a theme but I'm having trouble with what the prerequisites should be for each feat in the path and how powerful each feat should be. Also, could the UC Styles be expanded beyond three feats for each style or is it a better idea to leave them be?

SM

Grand Lodge

This is a bit off topic...

I've been using the "Armour as DR" system from Unearthed Arcana since it came out. I'll be moving over to the system in Ultimate Combat when i start running a game this summer.

I really like how the SAGA system converted Saving Throws into Defenses. I would like to use this system for Pathfinder. I think I have everything worked out but it feels like I'm missing something obvious. With the SAGA system the formula to set DC becomes the bonus to the attack to beat the target's defense.

Something like d20 + spell/effect level + class ability mod vs Defense.

I was considering making it:
d20 + 1/2 character level + spell/effect level + ability mod
since Defenses can get quite high really fast.

It still feels like I'm forgetting something and I can't quite put my finger on it.

Does anyone else have any experience with this?

SM

edit: fixed formatting

Grand Lodge

I don't see an "I Win" feat. Seriously disappointed.

SM

Grand Lodge

I didn't pre-order because of the delays and lack of information. I would STILL by this right now if it became available. Dead tree and digital.

That being said I think this is vaporware. It is not even listed on their site.

SM

Grand Lodge

1 person marked this as a favorite.

I watched the quality of both Dungeon and Dragon wax and wane over the years since I began playing in the mid 80s. Even when I lived in Germany I managed to track down issues! I noticed a definitive change after 2000. It seemed that issues were hard to come by and the quality wasn't there anymore. I also noticed that the was less useful stuff in the issues. All through the 80s and 90s I found something useful in every issue even if it was for a system that I did not play. That seemed to be less and less true after 2000.

Then things started getting better; by leaps and bounds. The issues rapidly exceeded awesome and had me waiting anxiously for every issue again. I realize now that the change coincided with Paizo's ascension. I still have a list of go to issues somewhere and the articles of interest per issue exploded. The Incursion and Dark Sun crossovers made me love you forever.

Thank you so much.

I was furious that the magazines came to and end but I was elated that they ended on a high note with some of the best issues ever.

And then you did it again by polishing by the ruleset and expanding it to go places I always wanted to take it but simply lacked the know-how to pull off. Awesome? We really need a better word for it.

Thanks again! I look forward to many more of these blogs.

SM

Grand Lodge

I had a similar character concept but I wanted to do a living mech. Something like the aliens from Independence Day. I got as far as deciding that the Mysterious Stranger would be the way to go before stupid priorities got in the way. I wasn't trying to be as abusive as the Gundolon thing. I was thinking of something more along the line of powered armour.

SM

Grand Lodge

Vehicles!

I want ships, wagons, aetherflyers, etc. Magic and mundane.

I REALLY liked Distant Worlds but the lack of crunch for all the gooey fluff was disappointing.

I'd really like a system to build your own vehicles but I'm not expecting that here. I see this book as being a really big "Whole Realms Catalog."

SM

Grand Lodge

I still use the pawns from AD&D Battlesystem boxed set. I never got into miniatures due to my lack of skill in painting them, space to store them and money to buy them so this is exactly what I need. I will be getting this!

SM

Grand Lodge

Bumping since the new PFS rules have been released.

Grand Lodge

I always felt that the warlock was what the sorcerer should have been. I had the idea to rewrite the PF sorcerer bloodlines into the warlock chassis but I simply don't have the time to pull off that kind of project right now.

I was just going to go with Smilodon's warlock but Master Arminas' version has me thinking. One of the things that I liked about the 4E warlock was the pacts that allowed for variation between warlocks. I could see keeping the invocations but allowing an extremely limited spell list based on which pact the warlock chooses. Another idea would be to have generic utility invocations and pact specific invocations.

So many ideas and so little time.

Possible pacts:
Celestial
Dark Tapestry
Elemental
Fiend
Fey
Shadow

SM

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