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Thesing the Vampire

Warboss666's page

34 posts. No reviews. No lists. No wishlists. 2 aliases.

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You need to select it from the base class, as the ability to pick from a archetype would make that ability overpowered, and with certain combinations, broken.


You can travel to the demi-plane but there are certain restrictions:

1. You must be aware that it exists
2. You must know which plane is its origin plane
3. The demi-plane's creator can bar people from travelling to the plane

I hope this helps. I have played a Psion that has a power that creates a demi-planes, so I have dealt with this before.


The side he picks doesn't really matter


This is the sort of campaign where the party will make a choice whether to side with the landowners or the serfs.
I have run this style of campaign and paladins were no problem because the serfs, have been murdering landowners and the landowners have commited crimes.
Regardless of which side they choose, the paladin is going to be fighting for one side of justice.

Tell your Paladin player that because both of them have valid sides and both have commited crimes, he doesn't need to worry about which side to go on. The serfs are trying to gain a better social standing but are murdering people to get there. The landowners are legally right but have been commiting crimes within the law.

Long story short, if your paladin complains about being picked on, tell him this. It should explain it pretty well.


I have always just made up my homebrew one.

Goggles of Vision (Version I, II and III)

Cost:
Version I - 2000gp
Version II - 4000gp
Version III - 8000gp

Effect:
Version I - You can see 60ft with only half penalties to Perception checks (rounded up) due to weather effects
Version II - You can see 120ft with only half penalties to Perception checks (rounded up) due to weather effects
Version III - You can see 120ft with no penalties to Perception checks due to weather effects

Most games the I play let me use this since it is pretty fair for the cost.


This is the style of game where a wizard does have the spell component pouch, but will have to search for other materials.


Krass Kargoth wrote:

D&D/PF is a horrible system for these kind of games. Are you trying to make the game fun? Or aggrivating to play? Because punishing people for rolling a 1 in this manner is anything but 'fun'. Imagine playing a dual-wielding fighter, double the chance to lose a weapon.

.. and yes, I played Star Wars with a DM who'd make your battery run empty on the roll of a 1. It's a tiresome and rather stupid mechanic. Instead, make it so that the weapons deteriorate over time and through combat, forcing the players to take care of it and if they can't, they know they'll need to find new weapons eventually. At least this gives them a chance and choice in all of this instead of a random roll being the decisive factor :)

This is supposed to help people run this style of game not say it is a terrible system for it


A friend of mine is also running this style game, so it is for his benefit also.

In the game, the fighter may have his greatsword broken but the wizard still needs his spell components, which will put a cramp on his ability to cast high level spells.

At the moment we have the following characters which will need special attention:
1. Psion Dual Disciple (Shaper/Kineticist)
The psion can create matter and do lots of damage without material components.

2. Shinigami (Bleach Homebrew)
He has his Zumpukto which is a magical weapon he can reforge every 3 days.

How can we control these characters?

The advice has been great, especially from Psion-Psycho and Laarddrym


1 person marked this as a favorite.

I am trying to run a game where the characters are marroned on an island with danger all around them. I want some rules to make the game more realistic.

I have come up with the following rules:
1. When you roll a natural 1, you have a 50% chance of your weapon breaking. Magic weapons get a save against this.
2. When and opponent confirms a critical hit against you, your armour has a 50% chance of breaking. Magic armour gets a save against this.

Does anyone have any other rules like this to add to the realism of the game?


Thank you for the advice


The cognagen helps minorly, and I don't want to invest discoveries into boosting the cognagen, becasue I need the discoveries for bomb altering ones.


I am looking for ones that can be used with the standard races. It would also be helpful to have what book it is in.


The person using the dispelling effect chooses what spell to dispel as long as they know what they are dispelling


I am an dedicated player of the Alchemist class. I like to focus on using bombs because I like to blow enemies and buildings up.

Unfortunately, I can find only 1 archetype, the Grenadier from Pathfinder Society Field Guide, that actually supports the use of bombs.

Has anyone know of any books that have a bomb-focused Alchemist Archetype or have made one themselves.


This is a pretty interesting class and seems to work.
Suggestions are:
1. Gains improved unarmed strike that applies when using staves

2. The Wood Bond ability can only apply to non-magic staves


I have been using a converted Soulnife in a game I have been playing and it does work better to use the same rules as the Magus


Unless there are certain circumstances, such as a Feat or Status, they will always provoke attacks of oppurtunity


I am a constant GM and here is my advice:
1. If your party is a group that can think about getting around the puzzles, then it is ok to let the puzzles be difficult.
2. If your group does have trouble with the puzzles and getting around the monsters, make them increase in difficulty as they progress or just make some harder areas, like a water area with a hydra or dire shark.
3. You can always dumb it down in the middle of the game or give them a little booster area, where they can get healed
4. It's all about fun and if they are having fun, keep going with what you are doing.


Yes. A creature that can be affected by fatigue and exhaustion will become exhausted if you hit with two stunning fists


I am a constant player of a grenadier and I generally choose a martial thrown weapon, one that can get higher criticals, and using something like a sling for longer ranges


I have done this and it is very rewarding and good to bring fresh blood into the RPG world.


Answer Questions:

1. It only applies to the shaken condition.

2. The attacker must make a Perception check against your Stealth Check. If he beats your check, he cannot see you and cannot attack you.

3. The spirits are very visible and having the totem spirit activated is like having a searchlight at night.

4. Concealment and Miss Chance are rolled seperately


I would say that he cannot attack the PCs as he is trying to stay standing.


To run this style of game, you need to right down a small rulebook that you can give to your players so they know what they are doing, becuase in this scenario, they may ba killed very quickly. If you need a reference guide, look at the d20 Modern Apocalypse supplement. It has a lot of helpful information, it just needs to be converted to the Pathfinder system


My opinion on Overhealing is as follows:

1. When Overhealing occurs, the player has the highest negative effect removed.

2. If there are no negative effects on the player, they gain temporary hitpoints equal to the number of hitpoints that put them over 100% health.

3. Overhealing cannot occur with a character above 75% maximum health. If I allow this to happen, people just heal themselves to gain extra defensive ability.


Depending on the GM, most non-combat trained animals cannot partcipate in combat and will flee when they are threatened in combat.


I find Pathfinder Society is annoying as their is a level limit, no item creation feats and you have to end a character and never use it again.


I run Pathfinder and I allow, within reason, material from 3.5 D&D and so I am very open in my games.


The last time I was GM. This one guy was being a complete ass.He would just use the rules, wored play and all that to get to his own end.

People thought it was funny then after a very short time, they grew annoyed with him.

I ended up asking him to stop dong what he was doing, he said no.
I asked him to leave, and he said that he still had a character and so he couldn't leave.

To give me some entertainment, I made the party go through the Tomb of Horrors. To just get him out og my hair and out of the game, I made him face the brunt of all the traps and he eventually was killed by the Great Green Demon Head.

The funny part was that he tried for ten minutes to figure out a way to twist 'permanently destroyed with no possibilty of ressurection'.

When ever he walks into the club now, he is treated like a pariah.


Hi all.

When I play with a group,I always come across two different types of people who ruin things for eveyone play.
These types of people are broken down into two groups, Power Gamers and Munchkins.

Power Gamers are people that want to just get more powerful in as much as possible until they are unkillable characters.

Munckins are people that just want to play how they want and make things difficult by exploiting rules.

How do I deal with these people?


With the Gnome Alchemist, I would take rogue. The range increment on a rogue's Sneak Attack is 30ft. Using this, I would have it so that I could add even more damage onto the bombs.


Curse of the Crimson Throne is the best out of the adventure paths I've played. Lots of intrigue and it can be edited to be better for hack-n-slash groups.


In addition to Accelerated Drinker you could take:
Armour Expert, Bullied or Reactionary.

Armour Expert allows you to reduce penalties so that you can wear heavier armour more and be more protected.
Bullied will increase your ability to just do some damage while in your mutagen form against incoming enemies.
Reactionary will give you a slight edge over other players and enemies, giving you time to drink a mutagen before you go into combat.


Hi, I am a very devout player of the alchemist class and I don't normally play a tank but if you want to maximise your damage output, take feats like 'Improved Unarmed Strike ' if you are going to be striking unarmed.
To make better use of the sneak attack from the rogue class, take the bomb discovery 'Force Bomb' when you can and with a bit of teamwork, you can keep the enemy on the ground drink a mutagen, then beat it into the ground doing extra damage.



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