|
|||||||||||||||||||||||
|
Of the top of my head, I think the PF fighter grants a lot of the "special" abilities that the Dark Sun gladiator had ("armour specialization" anyone?). I think the only real conversion issue would be on how to handle the arcane spellcasters ... there was a suggestion in a Dragon magazine about utilizing Defilement as a quick way to harness metamagic feats, has anyone tried that and found it to be doable? I ran the "Incursion" campaign (from Dungeon, where the Githyanki attempt to conquer a world) a few years back, with evil PCs. The players wanted to play an evil group, and took it as a challenge to play through an adventure by finding motivations where a more heroic group would do "just because". (btw, evil groups are more likely to throw minions/undead at something until it's weak enough for them to take) I think that some of the adventure paths would work as written just as easily for evil PCs as more heroic ones (Kingmaker itself almost seems keyed for the power-hungry). Curse: my dice rolls aren't very great; stats are usually in the 7-12 range, initiative is rarely in the double-digits Blessing: as a DM, my attack rolls aren't very good either; as a player, being creative with what I have has made some very "poor" characters last longer than high-powered ones (I have a DM who I joined for a one-shot night who apparently still talks about a druid I had who wiped his opponents out, after I refused to reroll my stats and had him try to talk me out of being a druid because they were "too weak") At the level that they're casting disintegrate, there are a few monster options that can notice the rope trick via true seeing - having opponents spot the party, then set up defenses (or casting dispel upon the rope trick for a mid-rest ambush) can help you deal with this.
I'm looking for some help with referencing. I have an artificer in my group who is just getting to level 21, and I know I've seen the 3.5 rules for epic artificers somewhere, but can't seem to locate the source. Anyone know? Was it an issue of Dragon? I thought it was the "Magic of Eberron" book, but that doesn't seem to be the case. Help please? Captain Sir Hexen Ineptus wrote:
How is the DR not significant? Considering how many attacks they receive, it saves a lot of damage over the course of a gaming session. cappadocius wrote:
As a DM, if there was an outsider's corpse behind, I would allow it to be animated as a zombie or skeleton - so I would also stick with the "rat zombie swarm" idea. Libris Mortis also had some interesting ideas on undead swarms (such as a "swarm" or body parts, like hands and fingers). ElyasRavenwood wrote: I have a quick question. What is the difference between a zombie, and a flesh golem? Zombies are corpses, animated with necromantic magic and are either free-roaming (unintelligent) or controlled by their creator (or someone that has gained control of them). Flesh golems are animated constructs, built from the bodies of various corpses and animated with an "elemental spirit" of some kind. Flesh golems are under the control of their creators, or have gone 'beserk' and lash out at anything near them. Both are resistant to damage, though a flesh golem is tougher than a zombie of the same hit die. Flesh golems have more resistances, but are harder to repair (as zombies can be "healed" with negative energy). Dragnmoon wrote:
I bought my DVD here from Paizo; just go under "DVDs" and "Fantasy Flight Games", and the Team here have copies. It also comes with a 4ed conversion adventure as a bonus (though I have not checked that out yet). VagrantWhisper wrote:
+1, Welcome Jenny 1) There is a movie based on Midnight, which was supposed to be a series pilot; my son and I watch it semi-frequently, it's pretty good for the budget it was shot on. I'd sign up for a sequel, for sure. 2) Another factor in the demise of Kindred:The Embraced was the death of the actor who played the Prince of the City; between the feelings of cast and crew, as well as how the show revolved around him, also caused the show to stop being shot. I think that after 15 years, we could revisit the World of Darkness, either version (there was some legal dispute when "Underworld" first came out about copywrite infringement, though I don't know how that case was finalized) 3) I'm looking forward to the proposed "Rifts" movie, should it get past the planning/screenwriting phase. Done well, it's got blockbuster potential written all over it. ("Nightbane" also has good movie potential) 4) As there is a play production based on Pathfinder, if the creative team behind the product was involved with the story, it could be done ... uniquely over-the-top in a "Lord of the Rings" kind of way, not a "Bruce Payne has purple lipstick" kind of way. :D cyrusduane wrote:
+1 It's been a long time since my group's played it, but oddly enough we just started up again last month; dang, those books are hard to find to replenish, shouldn't have given mine away back in the day (but at least I traded them with someone else in my group). I'm on the fence with fumbles (since that's been a common discussion on this posting); it's Ok for some games (d6 Star Wars anyone?), but not suited for every style. One house rule that I disliked, from the group that taught me DnD (2ed) is "mulligans". Between dice rolls they didn't like, or actions they regretted, they were allowed one mulligan per game session to undo a choice their character made (or get a reroll). The rerolling I didn't mind, but I think it's more fun to roll with the bad choices as much as the good ones. #1 Denizens of Leng - love their concept/niche, feel they are much more usable than illithids for an aberrant mastermind #2 Cold Rider - am using an advanced version of these bad boys for my epic-level campaign right now #3 Kytons - specifically, the hinted-at members of this race from the Bestiary, that the minor chain-demons commonly known are only one breed of the kyton race .... Honorable mentions: Blessed Ones, Doru Div, Wendigo, Akata (and Void Zombies), and the Carrion Golem. 1) I'd be OK with either being Loyalists or dissidents. I can see fun roleplaying opportunities in either ("dissidents" could be political, religious, or even Titan-servants, right?). 2) Whichever forum you want to run it on is fine by me. 3) The APG playtest is available off Paizo's site for free. The Oracle is (dumbing-down the description) a spontaneous divine caster with boons and curses. The Witch is (again, simplified) a specialist arcanist who's familiar also somewhat acts as a spellbook. Oracles are chosen (not always willingly) by the gods for a special purpose, while Witches interact with "unknown beings" (and sometimes purposefully avoid learning who provides their powers ...). I think I'd like to play an Oracle if we are going to be Calastian Loyalists, and a Witch if we go the "dissident" route. Set wrote:
Heh. I was thinking of an Oracle (since the Gods are somewhat united against the Titanspawn, Oracles would fit the setting well); I'd like to try a Witch, but presume Witches would be presumed children of Mormo the Titan, and would face quite a bit of persecution - though not much more than Sorcerers or Druids, I guess. Faves: Pathfinder- do not currently have a campaign totally using this system, but we've begun incorporating elements into our 3.5ed game World of Darkness- Vampire/Werewolf/Mages/Mummies/Demons oh my! Monte's d20 version of the updated WoD is also a blast to play. Big Eyes, Small Mouth- highly customizable character creation, highly memorable games d6 Star Wars- been recently reacquainted with this one; used to play it back in the day, very fun and cinematic, personally see it better than the d20 version Palladium- Rifts and Nightbane in particular, though have had fun with Heroes and would love to give Dead Reign a go sometime soon I actually have run "evil" based campaigns, using regular adventures. The alignment-twist makes some encounters more challenging, while others become more challenging for the DM as "morally flexible" characters can find more novel solutions to problems. Probably the best "evil" campaign I ran was using the "Githyanki Incursion" plotline and adventure hooks from an old issue of dungeon - the evil party ('united' under the same church's banner) took an attitude of "this is Our Realm to dominate, so back off!" attitude, so they 'defended' the world from Githyanki occupation out of their own selfish reasons. Look also, any adventure or AP with Selytiel would probably be doable with an evil party, given his not-too-nice nature. :D Just put this class to use. I'm running a long-term campaign that just got into "Epic" levels (party is level 20-22), and my 20-level Knight just chose to multi-class into the Dragonrider. His current mount was a griffon, and while at first glance his new mount is weaker than the previous one, he sees that the class progression will have payback for the short-term adjustment. Sigurd wrote:
I agree, the Priest class I thought opened up many roleplaying opportunities, as would the shaman. Ben Adler wrote:
As an afterthought, I was similarly thinking of using the eidolon and alchemist as a starting point for abilities. As for alternate names, though it may suffer similar comments as the "oracle" class, but "changeling" may be appropriate, especially if it allows multiple forms? Ben Adler wrote:
+1 It takes some of the concepts of the Bear Warrior PrC (from CW), druid, and alchemist and spits it out. What would be a good thought-process behind the class? Something more substantial than "non-spellcasting druid" or "shapeshifting barbarian", perhaps a "Totemist"? I'd rather see them have a variety of different forms available, but maybe with enhanced bonuses when they take their preferred form? seekerofshadowlight wrote:
I'm with you on that; I've played "Ninja", and "Samurai" (both OA and CW versions), and frankly I've had monk/rogues make better ninjas, and paladin/fighters (or ranger/monks) make better samurai. An asian setting doesn't require unique classes, though perhaps some cavalier orders could be produced with a more bushido-esque mindset ... Tom Baumbach wrote:
The Athar of Planescape had similar beliefs, where they held that the Gods were basically just High-high-level outsiders, and not worthy of worship. There were benefits, ranging from spell resistance to divine magic on up, as well as drawbacks such as resistance to being raised or healed. I believe the Planar Handbook updated the faction for 3.5, with a prestige class that encompassed some of their bonuses. I don't think that in a fantastical setting one could be strictly athiest, as in denying the existence of Gods. The Athar's route of "they are there, but not worthy of worship because they're not that special" would hold up more water in a philisophical debate. After all, even a benign deity's clerics would be sorely tempted to flame-strike someone who continuously argued that "their god is just a figment of their imagination". While being mounted is a staple of fantasy (and historic) knights, etc, as the cavalier's abilities aren't tied intrinsically to being mounted, I agree that there should be an alternate option. Knights/samurai are just as often depicted storming fortresses or dueling with their opponents.
I don't know if a modern product would be a Paizo-required product, or if a third party would be better to provide the various options. I have enjoyed Dragonstar, Spellslinger, and MC's World of Darkness (not to mention Palladium's Rifts..). I've actually taken the Pathfinder rules, and used them to adapt the Steampunk setting from an old Dragon magazine, as well as set PF in modern setting using the "Greyhawk 2000" and MC's WoD information. The problem lies in trying to put something out there that would satisfy everyone who is looking for a "non-medieval" setting. There's too many options. If Paizo did decide to do a modern setting-specific, I think it would have to try to accomodate various "moods" and settings to be successful. Perhaps split the book up into sections: classes, tech/magic options, setting1 (victoriana/steampunk), setting2 (Y2K era), setting3 (space exploration). Have the book itself fully compatible with the PF rules will allow it to be a supplement, and GMs can refer to the core book and bestiary for race options and other nuts-and-bolts. hida_jiremi wrote: This isn't so much a request since they already mentioned it at GenCon, but more a plea that they stick with it: alternate arcane schools for wizards. I would love to see a system where wizards weren't so intrinsically linked to the eight D&D schools of magic. I second that. Perhaps the ancient Thassilonian schools (based on the 7 deadly sins)? 2ed was getting into that concept near the end (with Shadow magic, et al), and I liked playing some of the "weird" magic schools. I also really miss the Wild Mage of yore. They were a blast to play ...kroarty wrote: I, however, still have a big problem. That problem has a name. The name is Hexblade. I'd have to agree that, while I love the flavour of the Hexblade, I've never gone through with playing one because pretty much any other class (or class combination - bard/fighter?) seemed to be better at doing anything. I'd like to see a 3rd-party version of this class to appear, Pathfinderized. Zurai wrote:
That seems a fairly good idea to balance out the "bang for the buck". I wouldn't be worried about an item like this if one of my PCs came up with the idea. It should actually make it easier to run a challenging game for characters of that level, as it ensures encounters. Think of it: an item that powerful will attract attention. Gods of magic, law and order, and chaos would be interested in acquiring the staff. Evil gods and beings would covet it for it's power. Inevitables would be concerned for the ability to abuse the natural order of things. Ifrit could be jealous of such an item intruding upon their wish-granting niche. Many would want to possess it, many would want to destroy it, and some would possibly want to punish the individual who would dare inflict such an item upon the multiverse. Plus, it's only good until a disjunction spell hits it. :D hogarth wrote:
Reading this, I was wondering if another Canuck was going to let everyone in on our secret ... that we use both systems of measurement. Most people I know use "gallon" and "mile" when they're actually talking about "litre" and "kilometre" ... could be why we measure distance in time (as in, "oooh, it's aboot 3 hours away, eh?"). lojakz wrote:
I agree (being a fan of Mr. Barker); it's one of the reasons I also liked the article on Zon-Kuthon. Another good tale of Hell by Clive Barker is "Mr. B Gone", which is more along the lines of the 9 Circles mythology. Can't wait for this book ... Hail Cheliax!
|
|||||||||||||||||||||||||||||||||||||||||||||
|

