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Thril Kreen Barbarian

darth_borehd's page

RPG Superstar 2013 Star Voter. Pathfinder Society Member. 1,411 posts (1,841 including aliases). 1 review. No lists. 1 wishlist. 3 aliases.


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How do you handle the different Pathfinder class abilities? For example, how do wizards cast spells and how do you adjust BAB for fighters?


I wonder how it would work with characters of different BAB and abilities.


I would say no, but it's a GM call.

When I GM, don't even let the player with leadership even see the character sheet of the cohort.


The bad guys have the advantage of more planning as the PCs are the one who are usually thrust into the adventure unaware of what is going on. Think about how you would plan an escape. Then think of another one. And another one. Bad guys should alway have at least 3 ways already planned out to accomplish anything.

ALso bad guys usually have the advantage of having minions do their dirty work to keep out of the fighting.


I found a mod called Mythicraft that sounds promising and has cool videos and screenshots. It says it featured D&D like stats and some character classes similar to Pathfinder. Unfortunately, I could not get it to work.

Another mod called Hexxit is part of a multi-mod launcher called Technic. It worked fine and has a server pre-configured. Unfortunately, it is more generic fantasy RPG than D&D or Pathfinder.


Paizo is losing a very talented and likable guy. Good luck in everything you do, Sean.


Anybody find a Minecraft mod that implements Pathfinder rules?


Is there a way to use Fate dice with the build in dice roller on the Paizo boards?


I was a fan of both Roger Zelazny's Amber series and the Amber Diceless Role Playing game. From the preview, this seems like a reprint of the Amber Diceless RPG with all the Roger Zelazny IP removed.


What kind of dice does the FATE system use?


I loved Dungeon Keeper too.


Somebody complained about copyright violation so it was removed. If anybody is interested, you can send me a PM and we can discuss it.


Here's something that me reach an epiphany: I actually read "The Wealth of Nations" by Adam Smith.

Then I look at the system we have now. I came to realize the United States is no longer capitalist. Maybe a new word like corporatist might fit more appropriately, but not capitalist.

Adam Smith's vision was more like what we call a local farmer's market. You have local producers and sole proprietors directly competing with each other in a local market. Adam Smith hated the idea of corporations.


2 people marked this as a favorite.

Trying this again without the bolded large text.

Suggestions:


  • Drop Spellcasting
  • Kennings are still possible as a SLA
  • Rage Song should qualify for Bardic Performance feats.
  • Full BAB/Level

What do you think?


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My bottomline is this: Drop the spellcasting.


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I don't see what's wrong with starting with the bard, dropping spellcasting, and swapping in some barbarian abilities and some of unique skald abilities to compensate.

Seem the most logical way to go.


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Sean K Reynolds wrote:

We're revising the skald.

As mentioned in today's blog, raging song will be changing—your allies will be able to jump in or out as they need to, it'll "play nice" with other rage class abilities.

We need to clarify what rage powers can be used.

You'll see an upgrade in armor and weapons, and a couple of other things that'll push it more toward the barbarian side of things than the bard side of things.

What about losing the spellcasting?


1 person marked this as a favorite.

I agree, Level 1 Commoner, with more weapon selection.

So far, we have on the table:


  • Dropping or Diminishing Spell casting?
  • Inspiration through rage
  • Full BAB
  • 4 + INT or 6 + INT skills?
  • d10 HP
  • Martial Weapon Proficiency
  • Expanding Rage Song
  • Turning Kennings into a SLA activated through bardic perfomance


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Glutton wrote:

Ok I'm going to take a run at this.

Yeah, I'm with you, Glutton.


3 people marked this as a favorite.

Moved this from a thread that was closed. Apparently, they want all discussions to happen within the same thread.

Anybody else feel that skalds should lose all spellcasting in favor of something else?

Maybe they can get more bardic abilities. I think spellcasting is just all wrong for Viking skalds.

I understand that skalds in some Viking sagas had some type of magic, but it was not like the typical bard spell list. Sorcery and witchcraft, or sejdr, were considered evil and cowardly.

The magic they had were more like supernatural abilities contained within songs.

Trickery, illusion, and charm spells do not fit the flavor.

You can keep the kennings idea, but make it part of their bardic performance.

Like the Assassin prestige class, this class is just better without spells.


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Anybody else feel that skalds should lose all spellcasting in favor of something else?

Maybe they can get a few hexes or more bardic abilities. I think spellcasting is just all wrong for Viking skalds.


Wow, this really took off when I was gone.

I want to apologize for starting the thread and then disappearing. My personal life exploded the past few weeks. I'm buying the house I'm renting, dealing with an IRS audit, and getting divorced simultaneously. It's a long story. In the chaos, this thread slipped my mind.

If there is still room, I would like to join! I've read all the books but know nothing about the Dresden Files RPG or the FATE system. I would need help making a character. I have a few ideas in mind, but I don't know how to format them.


Nope. I went through that book carefully. I could have missed it, but I'm pretty sure it is NOT in there.


In what book does the trait "Paragon of Speed" appear? I have searched Inner Sea Primer and Ultimate Campaign and can't find it.


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They also have been known to eat cookies, prevent those that pay them homage from getting viruses, keep tabs on things, aggressively attack creatures that pop-up, and are a known enemy of Trojan Horses and malicious robots.


I am trying to GM a pirate adventure online.

I read the siege engine section in Ultimate Combat, but I just don't see how you figure your attack bonus to fire cannons.

Is it just straight d20 or do you add the BAB of the crew leader? What is the ability mod? Do you add dexterity bonus? Or maybe intelligence?


I could run a game, but I just don't know the Dresden Files RPG system that well (I think it's FATE, but I'm not sure)000.

What if we use Modern Path rules?


I don't understand why nobody has made a "Neverwinter Nights" style game with Pathfinder rules! The best part of NeverWinter Nights was the construction set and programming language.


I'm a Dresden Files fan and would like to try the RPG, but don't have experience with the DF RPG system.

Anybody starting a Dresden Files game online I could join to try it out?


Star Wars Saga Edition but without the Jedi and The Force.


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People who complain that there is not enough realism in fantasy games just don't get the point of fantasy games.


Ninja. She uses poison, blowguns, very stealthy, good with knives, and seems to favor Sneak Attacks.


Ninja


I re-read the spell description and I would agree with Serum. There;s a 20% chance that the summoned or conjured critter shows up on th ethereal plan instead of the material.


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Changing Man wrote:

A family-friendly Pathfinder AP that would be suitable to be played with kids aged 10-15 (perhaps as an "after-school extracurricular" offering)

Something to introduce younger players to the game, yet not "freak out" anybody (especially uptight parents).

That'd be nice (and useful for my line of work...)

I also would like kid-friendly adventures like was mentioned above. Something like The Labrinth, Shrek, or the Neverending Story.


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Comedy Campaign Guide!

I am so tired of campaigns that are clones of ultra-serious fantasy worlds like Lord of the Rings and Game of Thrones. I like those too, but there are too many of them!

I want to see campaigns like The Princess Bride and Discworld.

Please.


I don't think it does.


They lost Darkvision (2 points) and picked up Low Light Vision (1 point). They also went from Specialized stat array (1 point) to Standard (0 points). They then picked up Fey Damage Resistance.

Total point value is 9 RP.

The Other Traits can just as easily come from Fey as the come from Hags.


Fey Changelings
Fey have also been known to drop their half-blood offspring off on foster parents. Fey changelings have all the same traits as changelings from hag origins but lose darkvision in exchange for low-light vision and the fey resistance to damage from all but cold iron weapons. Their fey parentage also gives them increased dexterity instead of wisdom. All fey changelings speak one language of their foster parents, usually common, as well as naturally know Aklo and Sylvan. Unlike the hag changelings, fey changelings can be male or female. Like the hag changelings, they too will start to hear a mysterious call as they reach adulthood. Those that heed the call give up their former lives to become full fey creatures. Those that resist will find their own destinies elsewhere.

Physical Description: While they appear as normal members of their non-fey parent as babies and young children, their fey heritage starts to show as they reach puberty. Fey changelings' hair color typically turns to flaxen, dark, fiery red, or even green or purple shades. Their ears become slightly pointed and they gain light and skinny builds. Additional physical features, depending on the type of fey parent, will start to show as they age.

Standard Racial Traits
Ability Score Racial Traits: Fey changelings gain +2 Dex, -2 Con, and +2 Cha.
Type: Fey changelings are humanoids with the changeling subtype.
Size: Fey changelings are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Fey changelings have a base speed of 30 feet.
Languages: Fey changelings begin play speaking Aklo, Common, and Sylvan. Fey changelings with high intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, or Orc

Natural Armor: Fey changelings have a +1 natural armor bonus to their Armor Class.
Fey Damage Resistance: Fey changelings have DR 5/cold iron.
Feat and Skill Racial Traits

Magical Racial Traits

Object of Desire: Fey changelings add +1 to their caster level when casting charm person and charm monster.
Movement Racial Traits

Offense Racial Traits

Natural Weapons: Fey changelings have two claw attacks that deal 1d4 damage. These are primary natural attacks.
Senses Racial Traits

Low-Light Vision: Fey changelings can see twice as far as a race with normal vision in conditions of dim light.
Weakness Racial Traits

Other Racial Traits
A changeling inherits one of the following racial traits, depending on the fey parent's type:
Hulking Changeling: The changeling gains a +1 racial bonus on melee damage.
Green Widow: The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
Sea Lungs: The changeling may hold her breath for a number of rounds equal to three times her Constitution before she risks drowning.


I made this using your program! I had to to add the Other Racial Traits manually, however. I also added all the b /b tags.

Fey Changelings
Fey have also been known to drop their half-blood offspring off on foster parents. Fey changelings have all the same traits as changelings from hag origins but lose darkvision in exchange for low-light vision and the fey resistance to damage from all but cold iron weapons. Their fey parentage also gives them increased dexterity instead of wisdom. All fey changelings speak one language of their foster parents, usually common, as well as naturally know Aklo and Sylvan. Unlike the hag changelings, fey changelings can be male or female. Like the hag changelings, they too will start to hear a mysterious call as they reach adulthood. Those that heed the call give up their former lives to become full fey creatures. Those that resist will find their own destinies elsewhere.

Physical Description: While they appear as normal members of their non-fey parent as babies and young children, their fey heritage starts to show as they reach puberty. Fey changelings' hair color typically turns to flaxen, dark, fiery red, or even green or purple shades. Their ears become slightly pointed and they gain light and skinny builds. Additional physical features, depending on the type of fey parent, will start to show as they age.

Standard Racial Traits
Ability Score Racial Traits: Fey changelings gain +2 Dex, -2 Con, and +2 Cha.
Type: Fey changelings are humanoids with the changeling subtype.
Size: Fey changelings are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Fey changelings have a base speed of 30 feet.
Languages: Fey changelings begin play speaking Aklo, Common, and Sylvan. Fey changelings with high intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, or Orc

Natural Armor: Fey changelings have a +1 natural armor bonus to their Armor Class.
Fey Damage Resistance: Fey changelings have DR 5/cold iron.
Feat and Skill Racial Traits

Magical Racial Traits

Object of Desire: Fey changelings add +1 to their caster level when casting charm person and charm monster.
Movement Racial Traits

Offense Racial Traits

Natural Weapons: Fey changelings have two claw attacks that deal 1d4 damage. These are primary natural attacks.
Senses Racial Traits

Low-Light Vision: Fey changelings can see twice as far as a race with normal vision in conditions of dim light.
Weakness Racial Traits

Other Racial Traits
A changeling inherits one of the following racial traits, depending on the fey parent's type:
Hulking Changeling: The changeling gains a +1 racial bonus on melee damage.
Green Widow: The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
Sea Lungs: The changeling may hold her breath for a number of rounds equal to three times her Constitution before she risks drowning.


Thanks!


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Rolling for stats always produces better average stats than is statistically possible. Nearly every player will throw away "sets" of rolls that are not high enough as "practice" and start over again.


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This whole thread is a guide on how to start Paizo message board arguments!
Here's my list. Any of which I guarantee would start at least a 50 post argument.


  • There is nothing wrong with leadership. It is not the best feat in the game. If your GM thinks Leadership is broken, its because they don't know how to GM properly.
  • All the classes are approximately equal in power level. Wizards/Druids/Clerics/Summoners are not overpowered. Fighters/Rogues are not underpowered. If you have anecdotes that show one is superior to the other it's because of a crafty player and an unskilled GM.
  • Paladins should act like knights in shining armor.
  • Evil characters suck. PCs should be heroes, not villains.


Is there a spreadsheet or other calculation tool for making new races with the Advanced Race Guide?


It seems odd to have an archaeologist that casts magic spells. I would have preferred if they had swapped out spellcasting for something else.


So you inject somebody with skinsend and for one round, their skin separates from them? (The user of Skinsend can end the spell as a standard action)


Like Deylinarr was saying you can use some Traits to pick up additional class skills.


I think the wizard admixture school ability only works when casting spells as a wizard.

Wizard/sorcerer builds are hard to work out because you are splitting your main stat between Charisma and Intelligence.

I think the Sage bloodline lets you use Int as a Sorcerer though.


Master Craftsman + Craft Wondrous Item feats seems like it would work Preserving Flask and Admixture Vial.

But constructs are still a problem. Master Craftsman says you can't make Spell Trigger or Spell Completion items. The Golem Manuals are spell trigger items.


2 people marked this as FAQ candidate.
Espy Kismet wrote:

Thematic, and other problems..

Adamixture Vial

Preserving Flask

Hey, wait a minute. You're right! Those make no sense if alchemists are not able to take that Craft Wondrous Item feat.

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