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Boggard Hunter

darth_borehd's page

RPG Superstar 2013 Star Voter. Pathfinder Society Member. 1,580 posts (2,147 including aliases). 1 review. No lists. 1 wishlist. 3 aliases.


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I would like to try this, but like other RPGs based on specific fictional worlds, players are typically limited to fans of the stories.


We tried making some chits but they turned out irregular shaped--so much so that we got to be able to recognize the values by touch.


LazarX wrote:


yet somehow they've got the internet access to post idiot questions like this.

Since they've got the internet access, they can use one of many online dice rollers.

I'm waiting for someone to post the next iteration of this question.

"What do I do when I and everyone else in my group have forgotten everything needed to play... books, dice, character sheets, maps, the adventure, and brains?

Hey, this is long after the fact and I just thought it would be fun to see what kind of ideas other people could come up with in that situation. No need to be rude, right?


1 person marked this as a favorite.

"Saber!"

"No, Mr. Connery."

"But it begins with a bloody 's'!"


You guys have some very interesting ideas.

We tried many different things while stuck there in the middle of nowhere.

First idea was to use paper-scissors-rock.
It was an idea borrowed from LARPing. GM and player play paper-scissors-rock best two out of 3. If player wins, he adds 6, if he loses, he subtracts 6. If player wins them all, he rolled a "20", if lost them all, he rolled a "1". If they were all a tie, then he just takes 10. Turns out, paper-scissors-rock isn't as random as some people think and we had a couple people who were eerily good at it and some people who sucked at it. So it was scrapped.

Next idea was to use coins.
d20: Start with a value of 10 and toss 4 coins. Each coin is worth 2.5 (drop the fraction). Heads are plus and tails are minus. All tails is like rolling a 1 and all heads is like rolling a 20.
d12: Start with 6 and toss 4 coins. Like above, heads are plus and tails are minus but each coin counts as one.
d10, d8, d6, and d4 are done similarly. It sort of worked but some players complained they weren't hitting high numbers often enough.

So we tried some other things that I will cover later.


Rynjin wrote:

They're too far from any store to go to get something, and are apparently cut off from any form of communication.

What makes you guys think they have d6's and cards lying around?

They're obviously being held at some secure government facility in the middle of Bumf&*#, Nowhere. Why would they have these?

Not too far from the truth, but they did have Monopoly and cards. Yes, this situation really happened.


There are no game stores nearby. That includes practical driving distance.


OK, so here's the situation.


  • You are away from home and no game stores are nearby.
  • You have your rule books and your character sheets.
  • You have no electronic devices of any kind.
  • You forgot your RPG dice (as in the standard set of 7 polyhedral dice). Your traveling companions have too.
  • There is a small General Store (think 7-eleven) nearby.
  • Nobody else plays games other than checkers, chess, monopoly, or cards.

What is the best way to simulate d4s, d8s, d10s, d12s, and d20s rolls so you can get a Pathfinder game going?


Where can I get stats and a mini for the iconic shaman?


Swashbucklersdc wrote:

When will we see that sequel to The Harrowing, with Brambleson escaping?

How about a Brambleson mini, or, even better, a set of the whole The Harrowing cast?

As a note, the Nightpeddler is known to have found a secret path out of The Harrowed Realm. Does this indeed mean that storykin with great force of will can actually leave the realm and continue to exist?

Thanks! Your number one The Harrowing fan!

Hey! *I* am the number one fan of The Harrowing.

Seriously, I think The Harrowing could become a campaign setting itself. Sort of like how Ravenloft was a module that turned into a campaign setting. What do you think?


Muad'Dib wrote:

Thinking back to 2nd edition D&D I had a follower who was a fighter/apprentice blacksmith.

I was focused on RP'ing my character so the GM handled running my follower's personality and spoke for him when necessary. But I always ran the character in battle.

It was so long ago that I don't recall why we broke up the duties like that but it worked for us.

Has anyone else had a similar arrangement?

Only in the case when their was a hireling or cohort with the party connected to that PC.


2 people marked this as a favorite.

It's a conflict of interest. Even if the GM is totally fair and free of bias about the GMPC, it still has the appearance and potential of abuse.

It's like being a judge at your relative's trial. Just don't do it.


Anybody play this?


1 person marked this as a favorite.

This is not in the rules, but I don't think it would unreasonable for the GM to allow you to use the Improved Familiar feat to give your regular familiar more hit dice.


7 people marked this as FAQ candidate. 1 person marked this as a favorite.

I know other casters that prepare spells, like wizards, can spend a few minutes preparing any spell they know into an empty spell slot as the need arises.

Can arcanists do that too?


1 person marked this as a favorite.

Find the Path

Why has nobody else mentioned this one? This can ruin entire adventures.

"We must embark on an epic quest to find the lost City of The Ancients. But where in the world could it be?"
<Druid casts Find the Path>
"It's that way."


chbgraphicarts wrote:


It's pretty unreasonable to ask the DM to bend over backwards so you can do something that's patently not legal.

If it was patently not legal, it would actually say "You cannot intentionally miss".

Quote:
The other thing is: you need to be Flanking in order to use that Rogue Talent - WHY would you purposefully miss and not just hit the enemy

Because like you, the designers didn't seem to foresee situations where you would want to give up your attack so another can get one.

Let me give you an example: If you, as a rogue, and your party member are fighting a creature that has high DR and you don't have a weapon that can bypass the DR, but your party member does. It would be better to "give" your attack to your friend in that case.


Any character generators that have the hybrid classes that are free to get?


OK. How about the GM can just assume that the character is doing everything possible to miss but sometimes in combat it just can't be avoided, so therefore the player must roll and misses on any result other than natural 20?


Yes.


They are not villains, they are anti-heroes.


All this piling on penalties seems like it is getting very silly. Can't you just cut right to it and say you intentionally miss?


0-level chaarcters?


I suppose you can also fight defensively to get a penalty to help you miss?


What about just forfeiting your attack that round?


Byakko wrote:
Byakko: Where does the "consumes your off hand" rule come from? That FAQ they posted. It an unwritten rule they came up with, so you aren't going to find it anywhere else.

Isn't that the same thing as saying there is no rule, it's just good manners? Seems odd when discussing combat.


Byakko: Where does the "consumes your off hand" rule come from?


Chess Pwn wrote:
darth_borehd wrote:
So no to kicking if you are dual wielding but yes if using a 2-handed weapon?
no it's no to both with the FAQ that blackbloodtroll linked

The FAQ was talking about hands, not feet. It said you could not use your hands for unarmed attacks. No mention of feet, elbows, knees, or headbutts.


So no to kicking if you are dual wielding but yes if using a 2-handed weapon?


1 person marked this as FAQ candidate.

Can a rogue using Assault Leader intentionally miss to grant his ally an extra attack?


What are the penalties for adding an extra unarmed attack in with your regular weapon attacks?


We are using the Hero Point system and one or two players want to play antiheroes. They have pointed out the anti-hero option of getting an extra feat is not a fair trade.

Any suggestions on how else they can be compensated for giving up hero points?


1 person marked this as FAQ candidate.

Is a character allowed to attack with a two-handed weapon or make two attacks with dual-wielded weapons and then also add a kick attack?

Would that be treated as two weapon fighting as if the kick was another "off-hand"?

Would Unarmed Strike be required?


I want to make sure I am reading this correctly.

So a witch with Prehensile Hair and +4 Int mod uses the Natural Attack rules with the Int mod instead of the Str.

Assuming the witch does not also take claws or some other natural attack type, does that mean the witch, because Prehensile Hair is her only natural attack, adds 1.5 times her "Strength" (now Intelligence) modifier so that her bonus is now +6?


Can Rime spell be used with Ray of Frost? If so what is the duration?


What about the Elemental Arcane Schools?


Pathfinder's version of Unearthed Arcana?

I'm very concerned that the "new take" on the barbarian, monk, rogue, and summoner will become due facto replacements for the existing classes. Will Paizo products after Unearthed Arcana use these versions or the previous ones?


Anybody know if they kept the "undercast" mechanic? I thought that was a little off.


I'm not sure if wildblooded counts as an archetype for determining whether or not the arcanist can take it.


Larkos wrote:
There's already a magic item for that so the hex would be redundant.

Items can be stolen or broken, hexes can't be taken away.


What if, for every wish you get, one of your friends has to die? Ruthless, but it might curtail somebody trying to be clever and break the game.


What should happen to a character who tries to wish for more wishes?


I would say that drugs require a large amount, relative to most poisons, that takes time and effort to consume so can't be delivered through combat.


It seems weird but I could not find a rule that says elementals are immune to grappling.


3 people marked this as a favorite.

Maybe consider a broom "the perfect tool for the job" and grant a +2 to the Fly skill when using a broom and magical flying?


Maybe this is a question for the designers:

I'm just wondering why witches don't need a broom to use the Fly hex. It seems to be the most iconic thing about a witch. Why the omission?


Witches have no limit to the number of spells their familiar can learn.

Hexes are a witches main feature. You want as many hexes as you can get.

Here is what I suggest for First level:

Human Witch

Highest Stat: Int
2nd Highest Stat: Cha
3rd Highest Stat: Dex
4th Highest Stat: Wis
5th Highest Stat: Con
Dump Stat: Str

Traits: Fast Talker, Reactionary

1st Level Feat: Extra Hex
Bonus Human Feat: Extra Hex

Skills: Bluff (from Fast Talker trait), Intimidate, Knowledge (Arcana), Heal, Use Magic Device

Hexes: Evil Eye, Misfortune, Cackle

Cantrips: Light, Detect Magic, Mending

1st level Spell: Summon Monster I

Bonus Spells from high intelligence/spells to learn next: Cure Light Wounds, Burning Hands, Ear Piercing Scream, Adhesive Spittle, Mudball, Ray of Sickening

Weapons: Crossbow or Sling, Heavy Mace, Dagger, Wooden Stakes (10 of them)

Note: Stay out of Melee. Focus your abilities on debuffing the enemy leader. Witches are weak vs the undead so avoid them. Cackle as a move action to extend evil eye/misfortune and use your standard action to cast a spell or use your missile weapon.


What about abilities that "work like" a certain spell?

For example, could Shadow Dancer or Horizon Walker fulfill the requirements for Dimensional Agility?


Designer. I like making things.

Would you rather your house be attacked by 16 banshees or 1 jabberwock?


1 person marked this as a favorite.

Hmm... I can only speculate that somebody pointed out to WOTC that they don't own Pathfinder.

Well, I'm glad the Pathfinder one is back up now.

So are they going after the Excel spreadsheets like Heroforge next?

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