Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Blackfire Adept

cartmanbeck's page

RPG Superstar 2014 Top 16. Goblin Squad Member. RPG Superstar 2014 Star Voter. Pathfinder Comics Subscriber; Pathfinder Card Game, Companion Subscriber. FullStarFullStar Pathfinder Society GM. 2,068 posts (2,182 including aliases). 8 reviews. No lists. No wishlists. 14 Pathfinder Society characters. 2 aliases.


RSS

1 to 50 of 2,068 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Silver Crusade RPG Superstar 2014 Top 16

Here's a question for you guys that I'm curious about... will there be some way of personalizing the cards in your character deck so that they don't get mixed with anyone else's? I'm sure you could initial the edge of the cards or something like that, but it would be nice if there was a little box on each card specifically for putting your own initials or symbol so that they won't get mixed with other players' organized play decks.

Silver Crusade RPG Superstar 2014 Top 16

I'm so excited about this new play style! Once they announce some more info, I'm planning to do an interview about organized play with Vic and/or Mike for the Pathfinder Adventure Card Game Facebook page, so also keep your eyes peeled for that! :)

Silver Crusade RPG Superstar 2014 Top 16

I'm not seeing a single thing in the rules that suggests that a Paladin can't worship Cayden Cailean. As long as his own alignment is LG, he can absolutely worship a CG god, perhaps worshipping the GOOD aspect of the god while ignoring the inherent chaos that he represents. There's also no reason that you can't be a paladin of Gozreh, worshipping the inherent beauty and balance of nature, while still being LG.

Silver Crusade RPG Superstar 2014 Top 16

andreww wrote:

Hi there, thanks very much for doing this. I have started a similar guide several times but never had the time to finish it so finding an up and running one is great. I do however have a few comments/suggestions on the bloodline spells:

Aberrant: This is fairly obviously a pretty awkward bloodline, focused as it is around enhancements to melee. My issue here really is the rating for Veil, Plane Shift and Mind Blank. Veil is an amazing long duration multi target buff which can affect your entire party for the whole day. This is absolutely a spell you will cast every single day and makes any form of stealth or infiltration mission much easier. Plane Shift is quite simply the best Will based save or lose spell around. Sure you don't want to use it on an NPC with PC level wealth but things like Purple Worms, Giants, Krakens and the Tarraque have terrible will saves and sending them to the positive material plane is hilarious. Rating it red, especially on a bloodline which is better at delivering touch attacks is just wrong. Plane Shift is solid blue. Similarly Mind Blank is a cornerstone of high level caster play. It doesn't grant immunity to mind affects now which is a buff as it means enchantment remains a viable school. However it's ability to allow you to remain undetected by see invisible or true seeing is huge. Most others forms of invisibility detection (scent, bllindsense/sight, tremorsense) have very short ranges and this allows you to unleash hell from a position of much greater safety.

Abyssal: Unholy Aura is a complete stinker of a spell. At the level you get it (17th) you most certainly have bought at least a +5 cloak of resistance and probably the ring of protection as well. The other effects simply aren't worth a level 8 spell slot. It's only use is likely NPC spellcasters with NPC wealth who cannot afford actual real gear. No PC should really be casting this. On the flip side SMIX is a solid blue especially with the additional summons. 1d3+2 level 8 summons...

WOW I totally missed this post! You've obviously put a LOT of thought into these, so I'm going to go through and try to update my guide with all the suggestions you've put in here!

Silver Crusade RPG Superstar 2014 Top 16

I've actually been working recently on a tutorial for how to get your gaming group set up with playing the Pathfinder Adventure Card Game online using OCTGN. It involves scanning in all of your cards, which can be annoying, but is worth the time and effort required in my opinion.

The first two parts of my tutorial can be found here: PACG Facebook Page

Silver Crusade RPG Superstar 2014 Top 16

Man, this seems like it's going to be an awesome group of characters! How close are we to getting started?

Silver Crusade ** RPG Superstar 2014 Top 16

Teo the Tiny Archer wrote:
ok so i understand that to play a Dhampir i need a boon. of which i have no idea how to get and if you know what i have to do to get that boon please share, but what i really wanted to know if society allows necromancers. i understand that a lot of DM's consider summoning undead is evil but is it a legal play style? i ask because i'm interested in playing the Dhampir only archetype for the wizard.

To answer how to get a dhampir boon, you pretty much have to trade for them at this point. There is a boon-trading thread somewhere around here, which is where I was able to secure my dhampir boon which I'm now using on a neutral cleric of Urgathoa. :)

Silver Crusade RPG Superstar 2014 Top 16

I'm so in for this! I need to build me a level 9 character though... I'm thinking a channeling-focused character using a bunch of the new Neutral-alignment rules in Champions of Balance.

Silver Crusade RPG Superstar 2014 Top 16 , Star Voter 2014 aka cartmanbeck

Mike Kimmel wrote:
Tyler Beck and James Casey, one player has stepped out of the Doom Comes to Dustpawn game, and you two are next on the list. Let me know if you're still interested. I could take both of you (and then that's it... for real...!)

I'm so in, Mike!!

Silver Crusade RPG Superstar 2014 Top 16

I've updated my Guide to Sorcerer Bloodlines with the new Impossible Bloodline from Paizo's Champions of Balance!

Let me know what you guys think of my suggestions!

Silver Crusade RPG Superstar 2014 Top 16

Man, I can't wait for this one to ship so I can get my PDF!!

Silver Crusade ** RPG Superstar 2014 Top 16

1 person marked this as a favorite.
Adam Daigle wrote:
Yoshimi wrote:
Robots arent hard to fight, if you train hard and take lots of vitamins.
They don't believe me, but you won't let those robots defeat me.

The fact that you know this reference just put you up another peg on my cool-o-meter, Adam. :-P

Silver Crusade ** RPG Superstar 2014 Top 16

Dhampir Neutral Cleric of Urgathoa (likes to spread diseases, but always politely gets permission first)

Nagaji Naga Aspirant (has a level of Monk as well)

Silver Crusade RPG Superstar 2014 Top 16

Honestly, making the eidolon tiny makes it MORE powerful than if it were Small size (because of the huge bonuses to skills and not having to use any ability points on Strength), which is a current option available, so I agree with Diego that you can't just drop in extra spells on top of it.

Silver Crusade RPG Superstar 2014 Top 16

A slam attack generally takes both arms (from a descriptive perspective). That's why an eidolon can only get a single slam attack from each set of limbs(arms) you gain on it.

Silver Crusade RPG Superstar 2014 Top 16

taldanrebel2187 wrote:

I really dislike making threads like this, but I've been looking at making a ranged Rogue build and frankly it seems like they... well, basically suck completely. Paizo seems to have sort of dropped the ball on this.

Let's look at classes that can do archers:

Fighter:

Free bonus feats. 6 free bonus feats by level 8. Viable archetypes. Full BAB. Heavy Armor proficiency allows mobility in mithral full plate.

Downsides: Only 1 good save. This is sort of off-set by Bravery, and correctable entirely by taking Iron Will.

Barbarian:

Full BAB. Rage keeps you alive with the CON boost. D12 hit die plus High CON keeps you in the fight for the long haul. Superstition keeps you form getting CC'd. Fast Movement plus Swift keeps you out of combat. Medium armor is still beating Rogues butt here. Taking invulnerable rager seems to make the most sense with this build. Surprise Accuracy line makes bow crits HURT a lot.

Downsides: Few Rage powers lend themselves to this.

Ranger:

Unlike early versions, Rangers get d10 HD and Full BAB. Basically made for ranged. Free combat feats means getting Rapid Shot without taking Precise Shot. Getting Pinpoint targeting 6 levels early is awesome. Lots of archetypes keep the Ranger fresh. Nice class skill list

Downsides: Are there any? Rangers seem like a solid choice for archer builds.

Monks:

Zen Archer is pretty cheesed out. Perfect Strike from level 1. Free feats. 3 good saves. Nice hit die. Auto-high AC from Monk levels. Fast Movement is a real winner here. Perfect Strike becomes even more broken at level 10. If starting level is 3, you can build an archer and dump dexterity altogether. This allows for a focus on Constitution. Still better HP than Rogues and all sorts of free toys.

Downsides: MAD, especially before level 3. No full BAB.

Paladins:

Paladins are tough as nails. With divine grace, d10 hit die, heavy armor, swift action healing and free immunities... Yeah, Paladins don't die that often. 2 good saves is a real winner as well. Oath...

Short answer to your title question: No. I'm not going to take the time to provde a long answer to this question AGAIN. It's been re-hashed way too many times. You can make a viable rogue build, if you do it right. Is it a little tougher than some other classes? Sure. But Rogues don't just flat-out suck.

Silver Crusade RPG Superstar 2014 Top 16

Oh man, I would be so in, but it looks like I missed out! :-(

If anyone else in the group wants to run a game as well, I'm definitely in.

Silver Crusade RPG Superstar 2014 Top 16

The only way to pull this of by the rules currently is to choose to start your eidolon off as a Small creature and then cast reduce person on it.

Another option would be to have him be another class that grants a familiar, such as the Magus (use an arcana to gain the familiar) or the Arcane bloodline Sorcerer, and then spend some feats on Evolved Familiar to give it a few evolutions.

I think the campaign-specific archetype would be the way to go though. Starting it off at Tiny size should give it a +4 to Dex, a -8 to Strength, and a -4 to Con, so I would drop the Con penalty to keep its hit points decent.

Summoning another creature while it's present would be fine, it won't be a combatant for the most part anyway.

The summoner is already a spontaneous caster, so just adding elemental spells to his list depending on the element type of the eidolon would accomplish that goal. If you're trying to give the eidolon itself some spells, these should be at the cost of evolution points.

Giving the elementalist arcane school powers should replace several normal Summoner abilities, so make sure you decide what gets replaced before you let your player run wild. I would suggest replacing Life Link and Transposition.

With your permission, I might use some of the general ideas you've come up with here to create an archetype and publish it in a near-future CLASSifieds supplement from Fat Goblin Games. I would be happy to drop you an acknowledgement in the credits if you're cool with it.

Silver Crusade RPG Superstar 2014 Top 16

Dot dot dot.

Silver Crusade ** RPG Superstar 2014 Top 16

Faskill wrote:

Well, depends on how you read it I guess :

The ability to (cast animate dead) or to command undead.

The command undead feat enables you to command undead, so it should be legal. It's really some heavy rule nitpicking you're doing here, as it's pretty clear the feat should enable you to qualify.

I actually agree with the others... you need to be able to cast the spell to take this feat. It's really more of a level restriction than anything... you need to be able to cast at least 2nd level spells.

Silver Crusade RPG Superstar 2014 Top 16

Kvantum wrote:
zergtitan wrote:
Kvantum wrote:

The new bloodline isn't an Inevitable one, but it is... Impossible.

Champions of Balance wrote:


Impossible Sorcerer Bloodline
You can see beyond the mundane, and are capable of visualizing the improbable, and even the impossible. This ability derives from an equally unlikely source, such as the godmind of the axiomites or the monad of aeons. If this expanded perception doesn't drive you mad, you may learn to make the impossible into reality.
Basically, you've looked too hard into the math and found power in the hidden mysteries of the Universe

O.O ..............Mind blown.

What abilities does it give?

Class skill: Knowledge (engineering).

The Bloodline Arcana allows you to affect constructs with your spells as if they were living creatures, and Enchantment (compulsion) spells as if they were not mind-affecting.

Disorienting Touch basically grants them some of your insight to the Beyond, leaving them sickened for (1/2 class level) rounds.

Spontaneous Generation grants Craft Wondrous Item, as well as an increasing ability to ignore spell prerequisites for item creation.

Distracting Pattern lets you grant yourself a 20% miss chance for several rounds a day.

Relativity lets you transcend gravity. You can't fly, but you can walk on any surface capable of supporting your weight regardless of its orientation, including walls or overhangs, without issue. Also, you're immune to Reverse Gravity.

Living Paradox is when you gain control over your internal matter as well. Your outward apprentice doesn't change, but inside you're not flesh and blood anymore, rather nothing but stardust, microscopic gears, or something similar. This grants most of the physical immunities of a construct.

OMG... I can't wait to make a sorcerer with this bloodline!!!

Silver Crusade RPG Superstar 2014 Top 16

2 people marked this as a favorite.

Alignment: Chaotic Good - I like it when my players get excited about things, even if they're not strictly within the rules, so I'll let them pull something off they might normally not be able to do if it's RP-rich. I also am well-known for giving too much loot.

Class: Alchemist - I'm a geneticist, and I brew beer. No other choices on this one.

Silver Crusade RPG Superstar 2014 Top 16

Andyr wrote:
Do you two understand the reason I ask, or am I completely worrying too much about it?

I totally get why you're asking, but I think it's clear-cut enough that there won't be an official clarification or anything. It's a full-round no matter how many metamagic feats you're applying.

Silver Crusade ** RPG Superstar 2014 Top 16

Acedio wrote:
Chris Mortika wrote:
It's interesting to imagine what the Healing Domain's "Rebuke Death" domain ability does to an unconscious dhampir. It doesn't heal him. But undead "die" at 0 hit points, so they're never at a negative hit point score. So, as I understand it, "rebuke death" would have no effect on an unconscious dhampir at all.

Hm, not sure about that.

prd wrote:
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

The only caveat is that it works on a living creature with negative hit points. It is possible for a Dhampir to meet both of these requirements. Additionally, the language on Rebuke Death does not state it is positive energy. I would make the argument that RAW, Rebuke Death would work on a Dhampir with negative hit points.

Edit: Removed bit about justifying that dhampir being able to have negative hit points; i misunderstood your post.

Yeah, since Rebuke Death doesn't have an option for targeting an undead creature, I would think you still treat the Dhampir as a living creature. If that ability could target undead creatures and harm them normally, it would harm the dhampir.

Silver Crusade ** RPG Superstar 2014 Top 16

Yeah, the FAQ needs a bit of a revision to specify that dhampir are treated as undead for any effect involving the use of positive or negative energy to heal or harm creatures. That would clear most of these issues up. C'est la vie.

Silver Crusade ** RPG Superstar 2014 Top 16

kinevon wrote:
Nefreet wrote:
cartmanbeck wrote:
The truth.
I can't favorite your post enough. So many people interpret NEA incorrectly, when it's really so simple.

The real issue is that, even with the FAQ, NEA is treated in an extremely counterintuitive manner.

In other words, it is not simple, it is not clear, and it is about as transparent as the bottom of the bayou.

See, some of us interpreted it as negative to affect living, and positive to afect living, as compared to having a non-undead creature affected, against the basic rules of the game, as if they were undead in all respects, which I think that FAQ says that they are, now.

Which also leads into the law of unintended consequences, where a living creature can now be controlled via Command Undead, which I still don't think was th eoriginal intention.

But, it is a dead equine, even though it was killed by a stake to the left forehoof instead of a knife to the heart.

You're right, and GMs should take advantage of this with dhampir characters, in my opinion. It's one of the risks of playing a partially-undead creature... an evil Cleric could totally command you.

Silver Crusade ** RPG Superstar 2014 Top 16

1 person marked this as a favorite.
DM Beckett wrote:
Dragnmoon wrote:
Yes it is.... I am not sure why the question though?

It's probably because what NEA actually says and how PFS interprets it are nearly opposite. Or rather, Paizo didn't seem to understand how Channeling worked when they converted NEA to PF, and assumed it worked a different way that what it acally says, both originally and after the revisions.

For example, if a Cleric channels to heal the living, (which also means Positive Energy), the Dhampir, (a living target) would be hit, but because of NEA, would actually be harmed.

Said Cleric attempting to harm the dead would not affect the Dhampir, who is a living target that reacts to Positive and Negative Energy are harm as if they where undead (that is, they are healed by negative and harmed by positive, like an undead, but are not actually treated as a different creature type for any reason).

This is very much incorrect. Negative energy affinity says to treat the Dhampir as if it were an undead creature when dealing with positive or negative energy. This means that a channel to heal the living wouldn't have any effect at all on the dhampir... it's being treated as undead. A channel to harm undead would absolutely hurt a dhampir. Likewise, a channel negative to heal undead would heal him, and a channel negative to harm the living wouldn't touch him.

Negative Energy Affinity wrote:
Negative Energy Affinity (Ex) The creature is alive, but is treated as undead for all effects that affect undead differently than living creatures, such as cure spells and channeled energy. Format: negative energy affinity; Location: Defensive Abilities.

Relevant FAQ

Silver Crusade RPG Superstar 2014 Top 16

Mike Selinker wrote:

Spoilers!

Oh, wait, you can say that.

:-P I wouldn't say anything truly spoiler-ish without permission from you or Vic, trust me.

Silver Crusade RPG Superstar 2014 Top 16

Hmm, let's see.

So, I'm starting with an Iron Door as the base for this, which has a break DC of 28. This is based on 10 hardness and 60 hit points. The hit points are almost identical to the magical sword, so that helps.

According to the table found here, add +3 to the DC for every 5 hardness the object has (approximately) so I'm thinking we're looking at 28 + (3 x 6) = 28 + 18 = 46, which is almost as high as a 3-foot thick stone wall (break DC 50) so that's where I'd put it.

Silver Crusade RPG Superstar 2014 Top 16

As far as grumbling about the increased release schedule, let me just say this: I helped with the playtest of the Skull & Shackles set, and I promise you that the quality of the game (and the difficulty, at least in the playtest) has only gotten higher. I expect that trend to continue as the PACG team gets more and more feedback from players and playtesters.

Silver Crusade RPG Superstar 2014 Top 16

I agree with others, this guide will be extremely useful for players of the AP!

The only thing I was hoping to see and didn't was some type of new rule for desert treks or desert combat or something. I guess I was spoiled by the Skull & Shackles player's guide, which has tons of rules for pirating and ship combat, etc.

Silver Crusade RPG Superstar 2014 Top 16 , Star Voter 2014 aka cartmanbeck

Mike Kimmel wrote:
Invites to the "Freelance Forge" forums are out to everyone who has voiced interest. (Let me know if I missed you.) The community is in its early stages right now, with only a few members. If you are a current or former RPG Superstar contestant and you're interested in checking it out, please let me know.

Could you toss me an invite as well? I think it would be a great place for all of us to toss ideas around and critique each others' work.

Silver Crusade RPG Superstar 2014 Top 16 , Star Voter 2014 aka cartmanbeck

Amber Scott wrote:

Tyler: The book is 64 pages but not the adventure. The rules state "Paizo’s Pathfinder Modules are 64 pages. The winning adventure will be approximately 32-40 pages in length. The remaining material for the book will be filled with additional content appropriate for the adventure and its location, such as monsters and magic items. (Paizo will provide this additional content. Some of this additional content may come from earlier rounds of RPG Superstar 2014; if so, the authors of that content will be paid for their work and credited in the module!)"

I really enjoyed this proposal and its scope didn't immediately knock it to the bottom of my list. In the end there were others I liked more. :)

Ah, fair point, Amber. James' review mentions the 64 pages several times, and I had just read his review before yours, so I got thrown off. :)

Silver Crusade RPG Superstar 2014 Top 16 , Star Voter 2014 aka cartmanbeck

Amber Scott wrote:

Hi, Robert! I enjoyed reading "On Fertile Ground" and thought it was an excellent proposal. I have a few comments for you to consider, both for this proposal and for future writing. I’m approaching my judging from the perspective of a freelancer who’s had to learn some hard lessons over the years. I hope my comments encourage you and help improve your writing as you continue in the RPG industry.

REVOLUTION! Your first paragraph got me seriously pumped up. Yeah! Fires of rebellion! It’s a great opener and full of zing. Then I got to the last sentence—the characters are supposed to reach 7th level by the end? This is just one module. I think you’re promising a bit more than you can deliver in 30-odd pages. The ability to estimate level advancement comes with experience, but you can also track the XP your adventure delivers in a spreadsheet or on some scratch paper.

Then I got to the Introduction (which should be “Adventure Background”) and, wow. It’s long. Background is important but what’s really important is where the PCs come in and what they can do. Keep the background as simple and straightforward as possible. For example, your first paragraph could read,

Quote:
Savradamas, a student of the 8000-year-old philosophy of Jistkan at the Jistkan Academy, believed great suffering led to ultimate perfection. Her dedication to this unusual philosophy earned her the ridicule of her peers and eventually her expulsion when her inhumane experiments came to light.

This is by no means better writing (quite the contrary), but paring down serves two purposes. First, it focuses your prose on what’s really important so the GM can easily understand what’s going on. Second, it frees up word count for more exciting parts. My proposed change saves you 66 words; do that three or four times and you’ve got room for a whole extra encounter!

You can still use interesting prose as you edit your work, just be mindful of how much space you’re giving to each element and how vital it is to...

Amber, remember that these proposals are for 64-page adventures, not 32. Even still, this proposal is probably still too ambitious. I love the story, though, and it's a possible winner for me.

Silver Crusade RPG Superstar 2014 Top 16

[Continuation of my review in the Product Reviews section]

Otium (Angel/Devil): This one is another forced-mating situation, and there are just too many of those in this book. Including favored class options was a good move.
The Good: I like the Duality ability, though the wording could be a bit tighter. The Manifestations ability is also really cool. I LOVE the art that came with this one!
The Bad: Mixed blood really doesn’t work on this one… there are way too many abilities that rely on outsiders of specific alignment subtypes (of which these guys count as both). Duality doesn’t help this, since it only affects their alignment, not their subtypes.
Overall: This one’s alright, and I appreciate the favored class options, but I can’t give it a high score because of the issues with alignment subtypes. 3/5 stars

Pale Elves (Drow/Elf): This one makes me cringe from the start since Drow ARE Elves already. But I know what the author intended, so I’ll let it slide.
The Good: I love the Wraithborn ability, giving low-level characters a chance to harm ghosts (though this probably should have been limited to melee attacks). Wraithsight and Flicker of Memories are both cool abilities full of flavor.
The Bad: Sensitive Skin is very cool but there needs to be a specific drawback caused by not taking the “30 minutes to recover” after being in sunlight.
Overall: Great race, flavorful and fun, I would use it! 4/5 stars

Pikos (Stymphalides/Tengu): A metal bird humanoid? Sweet! I love the descriptive text for this race.
The Good: Ability scores work. Fire resistance is perfect. Drilling Beak is a really strange but flavorful ability that seems to work (since it ignores hardness, not DR, it shouldn’t be overpowered). I also really like Razor Feathers, and can imagine a Pikos Rogue slowly going bald as he uses his feathers as weapons.
The Bad: Drilling Beak is strange, and having them qualify for Feral Combat Training with it without needing Improved Unarmed Strike doesn’t really do anything (since the feat only works with other feats that require IUS).
Overall: This is a fun one, and I like the flavor text and the abilities as well. 4/5 stars

Rust Caste Dromite (Rust Monster/Dromite) Really? Another forced-mating situation? Too much of that, guys! I’m not really familiar with Dromites, so I’ll bow out of this one.

Scintilla (Protean/Human): I also don’t know much about Proteans, so I’ll skip this one as well.

Tohrlings (Kobold/Goblin): I was looking forward to this one! Kobolds and Goblins are two of my favorite races, and these guys don’t disappoint! I love the background text, the idea of them all being fraternal twins, and the fact that they are Large size!
The Good: Large size! These guys can be the enforcers of both kobold and goblin tribes, and I love the imagery that this creates… where will they sleep? Kobold and goblin houses can’t have been designed for these guys! The natural attack and natural armor abilities make sense, I love that they don’t have a stealth penalty despite their size, and +4 Charisma when dealing with either goblins or kobolds for Leadership is just awesome. The Born of Fire trait is also excellent.
The Bad: Seriously, nothing. These guys rock!
Overall: I’m absolutely floored by this race. They get my highest possible score: 6/5 stars!!!!!!

Ular (Human/Nagaji): This seems like an excellent diplomancer race, and the physical description of them is really deep and image-provoking.
The Good: Ability scores are good, I like the Infiltrator ability, and Forked Tongue is really great as well.
The Bad: Not a lot to complain about. This seems like a great combination of human and nagaji racial traits.
Overall: Great job on this one, guys! 5/5 stars!

Vembrances (Halfling/Zuvembie): No clue what a Zuvembie is, so I’ll skip this one.

Ziphryn (Halfling/Flumph): This one made me laugh out loud when I saw it. The incredibly detailed description of what they look like is just awesome.
The Good: Great ability score modifiers, darkvision from secondary eyes is really fun and flavorful (if their main eyes get blinded can they still see from the secondary ones?). The Zeiph “wings” are just too cool.
The Bad: The bonus to Acrobatics seems really high but since it’s only for jumping it’s probably fine.
Overall: Great job on this one, guys! 5/5 stars!

Chapter 3: I wish I had the time or effort to go through all of these feats, but I don’t. There are 5 pages of feats, and most of them seem really good to me, but I’m not going to go into each one.

Chapter 4: This is all tables, and it’s useful but takes up a lot of space. Could have been shrunken down or included on the individual race pages instead.

Silver Crusade RPG Superstar 2014 Top 16

Vassago Ilsidore wrote:
I am picking up nothing since I'm a brand new level 1 PC and have no gold :P

Did you spend every cent of your 150gp you started with?? I always have trouble finding useful things to buy for martials (though for casters I usually spend all of it on scrolls, so you may have done the same)

Silver Crusade ** RPG Superstar 2014 Top 16

I had a similar thought about the Tengu Rogue archetype Swordmaster:

Tiger Trance:

Tiger Trance (Ex): The swordmaster pounces upon her opponents, striking with the ferocity and brute force of a wild tiger. While in this trance, a swordmaster can make a combat maneuver check against an opponent within charge range. If she succeeds, she may charge that opponent and make a full attack against that opponent.

Outside of a PFS environment, I'm sure I could convince a GM to allow me to purchase gauntlets that would help this specific type of maneuver, but in PFS it's much less clear-cut. I would love to pick a pair of these up for my character if it would work, though.

Silver Crusade RPG Superstar 2014 Top 16

I'm very excited about this game. Can't wait to get it in the mail from Amazon next week!

Silver Crusade ** RPG Superstar 2014 Top 16

kinevon wrote:
GM Lamplighter wrote:
FLite wrote:
Heck, Mike Brock has said you can run it in another game system if you want. As long as the story gets told as written, everyone gets a chronicle sheet. Compared to that just running it in a different forum is trivial deviation.
That would be surprising... "Run as written" surely includes the mechanics of the game!
But you aren't running a PFS game, you are running an AP or big module as a home game.

Right... which still earns chronicle sheets for you and your players. That's how running in campaign mode works. :)

Silver Crusade ** RPG Superstar 2014 Top 16

I have yet to have killed a PFS character. We'll see how much longer that lasts.

Silver Crusade RPG Superstar 2014 Top 16

GM Kyshkumen wrote:

Updating the list. Shadur posted over in my thread so I will take that as a yes from them.

Before the Dawn (DM Kludde)
1
2

Library of the Lion (GM Kyshkumen)
1 Shadur
2 Eric Clingenpeel
3 Alistus
4
5

Still waiting on a few replies before I send another wave of PMs. Kludde I should have a definite spot for you tonight.

I've never done a PbP so having someone explain the ins and outs for me would be awesome, but I'd love to jump into the Library of the lion game. I've played a ton of PFS games, just never PbP.

I'd be playing a Tengu Rogue (Swordmaster/Scout).

Silver Crusade RPG Superstar 2014 Top 16

Lloyd Jackson wrote:
Look around. That's most of what this forum is.

I don't see very many that have PbP in the title, I was assuming that would be a general requirement for PbP recruitment. Are most of the threads in this forum actually PbP?

Silver Crusade RPG Superstar 2014 Top 16

PFS would be awesome but I'd be fine with anything as long as it's using the Pathfinder ruleset. I've never played PbP before, but I've had it recommended to me by friends because I really enjoy writing, and the roleplay aspect can be much stronger in PbP than when seated at the table.

Any GMs starting up a game? :-D

Silver Crusade ** RPG Superstar 2014 Top 16

Ellal wrote:
I'm not partially to a google group than the paizo forums. Is it still possible to make get credit for a PFS GM session for running an adventure path elsewhere? It's not like I can't run one in my home, right?

I don't see why not. You should be able to play the game in any capacity you want as long as you're running your players through the adventure path. Just make sure not to alter the Chronicle Sheets other than filling things out... there have been people adding their own stuff to chronicle sheets, which causes issues with balance and consistency.

Silver Crusade ** RPG Superstar 2014 Top 16

Congrats, John! You've obviously been doing a great job!

I see you mentioned five quests... when will we be seeing those? I've had one in the submission pile for a long while, just curious where you are on going through all of those.

Silver Crusade ** RPG Superstar 2014 Top 16

Tyler Beck wrote:

A young gnomish woman with blue eyes and blonde hair (scandalous!) walks in with a Large spinosaurus wearing +1 demon-defiant studded leather. She introduces herself as Nalshene... no last name for this girl!

She starts describing the latest mission that graduated her into the rank of Seeker.
** spoiler omitted **

Nalshene and Narshala
Sorcerer (Sylvan) 11 / Oracle (Heavens) 1 with spinosaurus companion

She'll be playing in Eyes of the Ten at Owlcon in Houston, TX at the end of the month.

Update: Newly-minted Venture Captain Nalshene has completed the Eyes of the Ten arc and has taken a young Bard named Kaylee as her protege' and will be looking toward exploring new and exciting areas of Golarion, and perhaps even other planets!

Silver Crusade RPG Superstar 2014 Top 16

1 person marked this as a favorite.

Here's my 20-level Ultimate Multiclasser build, it might help you find some ideas (Sorry formatting sucks, copy into Word or something so that the tabs work):

Class Level Level HD BAB Fort Ref Will Feats, Ability Scores Class Abilities Alignment
Cleric (Crusader) 1 1 d8 +0 2 0 2 Traits: Magical knack (Cleric), Natural-born leader Feats: Point-Blank Shot, Rapid Shot Patron: Iomedae, Domain: War (Tactics), Aura, channel energy 1d6, orisons, spontaneous spellcasting, diminished spellcasting, Bonus feat: Weapon focus (longsword) NG
Barbarian 1 2 d12 +1 4 0 2 Fast movement, rage
Fighter 1 3 d10 +2 6 0 2 Feat: Alignment Channel Bonus feat: Weapon focus (longbow)
Ranger (Guide, Trapper)1 4 d10 +3 8 2 2 Ability Increase: +1 Dex Ranger's focus, track, wild empathy
Paladin (Divine hunter) 1 5 d10 +4 10 2 4 Feat: Deadly Aim Aura of good, detect evil, smite evil 1/day, Precise Shot change to LG
Monk (Zen Archer) 1 6 d8 +4 12 4 6 Bonus feat: Dodge, Flurry of blows, Perfect strike, Unarmed strike
Cavalier (Luring) 1 7 d10 +5 14 4 6 Feat: Skill Focus (Knowledge (religion)) Far challenge, mount, order (Shield), tactician, tactician feat: Target of Opportunity
Holy Vindicator 1 8 d10 +6 15 4 7 Ability Increase: +1 Dex Channel energy, vindicator's shield
Chevalier 1 9 d10 +7 16 4 8 Feat: Iron Will Aura of courage, recklessness
Wizard 1 10 d6 +7 16 4 10 Arcane bond (familiar), Arcane school (evocation), cantrips, Scribe Scroll
Arcane Archer 1 11 d10 +8 17 5 10 Feat: Clustered Shots Enhance arrows
Divine Scion 1 12 d8 +8 17 5 11 Ability Increase: +1 Int Opposition alignment (evil), +1 cleric
Inheritor's Crusader 1 13 d10 +9 18 5 12 Feat: Cypher Magic Champion of honor, aura of great courage, +1 cleric
Cyphermage 1 14 d6 +9 18 5 13 Cypher lore (Insightful scroll), +1 Wizard
Hellknight 1 15 d10 +10 19 5 13 Feat: Manyshot Aura of law, detect chaos, smite chaos 1/day
Justicar 1 16 d8 +11 20 6 13 Ability Increase: +1 Dex Aura of law, authority, lawkeeper
Bard (Arcane Duelist) 1 17 d8 +11 20 8 15 Feat: Combat Expertise Bardic performance, cantrips, rallying cry, distraction, fascinate, inspire courage +1, Arcane Strike
Battle Herald 1 18 d10 +12 21 8 16 Inspiring command (+1, Sound the Charge), improved leadership, voice of authority
Student of War 1 19 d10 +13 21 8 17 Feat: Improved Precise Shot Know your enemy +1
Low Templar 1 20 d10 +14 22 8 17 Ability Increase: +1 Dex Crusader +1, flag of convenience

Silver Crusade RPG Superstar 2014 Top 16

TinyTitan wrote:
This should be obvious but I rather ask for clarity. This base set does not combine in any way with RotRL? And is in now way required to buy RotRL to use this set?

The Skull & Shackles set is completely independent of the RotRL set, yes.

Silver Crusade RPG Superstar 2014 Top 16

Mavrickindigo wrote:
zumbie nelson 635 wrote:
Maybe I'm wrong but isn't it Valeros on the cover of the new skulls and shackles box. With this I hoped that maybe just maybe our characters will advance with the next adventure.
It just means they were too lazy to make art for the game and reused stuff from the actual adventure path, like most of the stuff in this game.

Man, that seemed harsh. Of course they're reusing art from the RPG... this game is based on the RPG and Paizo has already paid freelance artists for their spectacular art... why wouldn't they use it?

Valeros is on the front because there is a version of Valeros in the Skull and Shackles game. He's not very different but his two roles are very different from those found in Rise of the Runelords.

Silver Crusade RPG Superstar 2014 Top 16 , Star Voter 2014 aka cartmanbeck

I think I've chosen my character build for our PbP (if it happens): Tengu (Swordmaster/Scout) Rogue / Fighter. :-D

1 to 50 of 2,068 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.