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golem101's page

Pathfinder Adventure Path Charter Subscriber. 979 posts. 9 reviews.

Profile | Recent Posts | Recent Reviews


Recent posts by golem101:

FantasyCraft Hardcover
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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MrkMllr wrote:
I will be using FC as a system but PF as a setting when I don't want to put the work into my homebrew as (you well know) most of the PF Campaign materials border on genius.

I've been really tempted to do the same.

Unfortunately (for my tastes) the races/classes/divine-arcane magic system weren't so fitting, and being unwilling to devote so much time and resources to custom building alternatives, I've resorted to plundering heavily from FC to upgrade my own d20 homebrewed system (loosely based on PFRPG).
The heavy emphasis on action dice - even for DMs! - is a very nice mechanic to defuse the magic items stockpiling bomb.

The one thing I'll sorely miss is the upgrade/downgrade "on the fly" system for creatures, which is unbeliavably brilliant. Maybe, one day I'll have the time and hubris to try a conversion. A man can dream. ;)

However, if you're looking for a good, robust fantasy system without the clutter of the 3.X and if 4E isn't of your liking, FC is the way to go.

Pathfinder Roleplaying Game Bestiary (OGL) Hardcover
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Thanks for the excellent price tag for the PDF. Highly appreciated by us poor oversea customers.

[LPJ Design] Coming Soon -- Horrific Terror: The Fear and Terror sourcebook for Pathfinder Roleplaying Game
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Yummy.

No Demogorgon in PFCS?
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Shadowborn wrote:
Cuchulainn wrote:
Paizo could host a Demogorgon Design Derby, and judge the best submission for his new incarnation.

Guidelines: No two-headed Baboon/Hyaena with tentacles, otherwise, whatever.


Ooh, I know! He could be this big, hairy, sort of panda-like thing...only with a starfish for a head.

A good idea for a far-spawn thingie I'll likely throw at my players soonish. *grin*
With less panda and more tendrils.

Pathfinder Chronicles: Council of Thieves Map Folio
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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James Jacobs wrote:
We're still several weeks out from finalizing the contents of this map folio though, so contents are subject to change. I'll post here once I see things in a more final state and let everyone know.

Please, don't skip maps such as in the LoF MF.
Even if it's the case of a few locations missing from the pack, I found the incompleteness of the product quite annoying.

Pathfinder Terrain: Ruined Undercrypt of Kelmarane PDF
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Very nice build.

I see some elements from Chunky Dungeons and Cathedrae Noctis, which seem to fit perfectly.

Crypt of the Everflame [GM Reference]
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Thanks!

Who uses bits from Monte Cooks Book of Experimental Might?
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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TriOmegaZero wrote:
Right now I'm planning on using the grace/health system with slight modifications, and I've offered my players the paladin and ranger disciplines. Since I haven't gotten the game started yet, no feedback to report.

golem101 wrote:
crits are not multiplied but the old value goes straight to bonus damage.

I am curious but do not follow. Explain?

A-yup.

A longsword threathens crits on 19-20, and on a confirmed crit deals 1d8+2 base damage to Health points (the old x2 multiplier).
Any extra damage (strenght bonus, enhancement bonus, sneak attack, magical properties such as flaming, extras from feats such as power attack or weapon specialization) is calculated as normal, but is subtracted first from Grace points, and from Health points only if Grace is already zeroed.

So, a 4th level fighter with a +1 longsword, weapon specialization and strenght 17 critting on a 2 points power attack (the PFRPG version of it) deals 1d8+2 points to the adversary's Health points and 10 points (1+2+3+4) to the adversary's Grace points.
If the adversary has armor for 3 points of DR, this value is applied both to the damage dealt to Grace ([1d8+2] -3) and to Grace ([10] -3).

Who uses bits from Monte Cooks Book of Experimental Might?
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Werecorpse wrote:
And what bits?
why?
and how do they work out?


I am using elements since quite some (a grace/health+vitality/wounds variant, the magical healing option, the "taking a breather" action) others I introduced more recently (cleric/paladin disciplines related to undead turning, healing/damaging touches, etc instead of the standard PFRPG energy channelling), and I'm currently considering changing the whole spell progression levels to the 1-20 listing instead of the 1-9 standard, to better fit the class caster magic rating from UA which I'd like to use.

The kicking of the HPs system and related magical healing option is due to me being very tired of such a catch-it-all value (for the same reason I use the DR option with some other bits thrown in instead of a flat AC value). The whole criticals system is reworked a bit for balance: crits are not multiplied but the old value goes straight to bonus damage.
It works quite good: criticals are very scary, and large damage dealing creatures have a nice boost in performance. The toughness feat is now extra yummy, and characters without good armor tend to stay out of chaotic melee, supporting from afar or going for the flank/specific target.
Characters and creatures are more vulnerable, but as there are class based bonus to defense and parry/dodge active defense maneuvers, the whole combat scene is not exeedingly lethal, just more tactical and potentially scary.
As this changes three critically important elements of the game (hit points and healing, defense system, damage dealing), it's also quite complex to introduce, as it takes on a lot of stuff from basic rules and spells to basic equipment to magical items bonuses/properties.

The "taking a breather" action is nice for more tactical options and very easy to introduce.

Cleric/paladin disciplines are concepts that I liked a lot since the beginning, as class features that improve by spending resources as the character goes up in level and only if the player wants that.
I also did not like the energy channelling rules 100% - while a nice improvement over 3.5 rules, they were not really my taste.
Disciplines work out fine both in regards to the aforementioned healing system and also in terms of ease of use and character flavor. Very nice.
Not really difficult to introduce - just come up with a small subsystem of class improvements available to the two classes (and maybe for rangers/druids too), not different from the availability of rogue talents or barbarian rage powers in PFRPG.

The spell progression changes are related to the changes I'd like to make to the magic system: I'm tired of the reduced flexibility of the vancian slot system, I don't like spell points, I positively hate skill based or encounter-based systems. So I've come up with my very own super-hybrid system, taking bits from Arcana Evolved, Iron Heroes, the options from UA.
A rather large undertaking as I'll need to rework a lot of spells...

Golarion - The Best Of All Possible Worlds - Our World (at least in part)
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Twings wrote:
golem101 wrote:
vagrant-poet wrote:
Cheliax is more italy/rome (heavy venitian flavour in Westcrown the former capital) gone terribly, terribly wrong, twisted by diabolical influence.

So it seems I'm living in Cheliax right now. I'm in Italy, the government has gone terribly, terribly wrong, the twisting by diabolical influence is quite a logical possibility. :D

BTW, I think you're quite right: Cheliax has always given me the feeling of the late Roman Empire, with some fantasy-based tyrannical thing going on.
Moreover, the names I've seen in the first adventure of the CoT AP are heavily influenced by italian-sounding noums (even if some are a bit funny).


For proof of diabolic influence in Italy, see today's Il Manifesto, Italy's communist daily. The picture of Berlusconi says it all.

Il Manifesto always have the best first pages of them all. Or at least, the most funny ones. ;-)
I remember with a never-ending smile the titles for the current pope's election and when Berlusconi was elected prime minister in 2001.

[/threadjack]

Golarion - The Best Of All Possible Worlds - Our World (at least in part)
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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vagrant-poet wrote:
Cheliax is more italy/rome (heavy venitian flavour in Westcrown the former capital) gone terribly, terribly wrong, twisted by diabolical influence.

So it seems I'm living in Cheliax right now. I'm in Italy, the government has gone terribly, terribly wrong, the twisting by diabolical influence is quite a logical possibility. :D

BTW, I think you're quite right: Cheliax has always given me the feeling of the late Roman Empire, with some fantasy-based tyrannical thing going on.
Moreover, the names I've seen in the first adventure of the CoT AP are heavily influenced by italian-sounding noums (even if some are a bit funny).

FantasyCraft Hardcover
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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My pleasure. I'm that much of a compulsive collector when it comes to rulesets. :D

Pathfinder Module: Crypt of the Everflame (PFRPG) Print Edition
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Karui Kage wrote:
Anyone know what Experience track this uses? I didn't see any mentioned in the module. I did a quick calc of all the experience the party can get, and it looks like they just barely hit 3rd at the end on the Fast track, wheras with Medium they are about halfway to 3rd by the end.

Since the 2nd adventure in the series starts at 3rd level, should this use the Fast track? Or is Medium the default?


Medium, they said.

FantasyCraft Hardcover
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Pop'N'Fresh wrote:
Does FantasyCraft use iterative attacks or spells per day/spell slots?

I'm thinking no, but can someone with the book confirm?


No iterative attacks, spells are "per scene" (sort of per encounter) and based off a single skill check.

Villian Preview for upcoming Sinister Adventure
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Me needs Razor Coast now. Glad I preordered it... a while ago. ;-)

Urge to preorder Ebon Shroud... rising...

Dear Paizo: Please "Pathfinderize" D20 Modern
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Erik Mona wrote:
I'm curious.

Please choose one of the following. I'd appreciate it if you could elaborate a little bit on your thoughts on the following question, if you would.

1) I am interested in a "Modern" Pathfinder RPG because:

A) I specifically prefer the rules conceits of d20 Modern (Fast Hero, Smart Hero, etc., talent trees, other mechanics stuff).

B) I am excited by the idea of a "Pathfinder" Modern RPG, regardless of mechanics.

If the game becomes as successful as it appears it may, something like this is definitely within the realm of possibility in the medium to long term.

Please pick one of the choices above and expound a bit on the way you voted the way you did.

Thanks!


Mostly B. Although some concepts which are "staples" of a d20 fantasy RPG (long term classes and the whole 20 levels progression, the AC and HP "catch-it-all" values) must go.

To me the real discriminating element will be the flexibility of the whole system to adapt to space opera, high-tech (cyborgs and mechs), cyberpunk, old school pulp sci-fi, etc.

We need a Character Optimization forum...
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Set wrote:
The Outlaw Josie Whales wrote:
I would not favor a character optimization forum mainly because I don't believe there is such a function. The sole purpose of having a role playing character is to have fun so what is optimized in that context?

The term 'role playing game' doesn't end at 'role playing.'

There's that pesky word at the end, 'game.'

Some people stop reading at the end of 'role playing' and cast all sorts of aspersions on those who read the entire phrase.

Other people see only 'game' and ignore the 'role playing,' and decide that the entire point of the exercise is to 'win' (and, more importantly, make sure that everybody else *loses*).

Both sides are like blind men grabbing opposite ends of an elephant, and coming up with radically different ideas of what it is. It has it's roots in wargaming. It also has roots in fireside storytelling of mythic tales. But it's not 100% either.

It's both chocolate *and* peanut butter. Mixed together. You can try to separate them out again, and turn your nose up at the peanut butter fans, as they similarly deride your love of chocolate, but as long as you both are having fun, neither of you is 'doing it wrong.'

The only time someone is 'doing it wrong' is when they crap all over another person who loves the game, telling them that *they* are 'missing the point' or 'not doing it right.'


Emphasis mine.
Unfortunately, in my experiences with various forums (in various languages!) dealing with RPGs, this is a most common event.

I do remember some examples that happened on this very boards, mostly regarding the optimal fighter builds and Valeros...

Help me Pathfinders! I got lost in Ancient Thassilon...
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Thanks a lot.

I think I'll keep some contradicting sources (for the PCs, that is) regarding the Gastash area and current status, as I like to add some "gygaxian realism" in confusing historical reports- IIRC Elaine Cunningham explained this same idea a lot better in another thread.

May I suggest a future Chronicles product dealing with the past of the Inner Sea region? It could keep the big secrets just for Paizo to use, while giving the DMs out there a whole bunch of "lesser mysteries" to use as inspiration/flavor/mcguffin.

FantasyCraft Hardcover
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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ComicJam wrote:
Pop'N'Fresh wrote:
This game looks pretty cool. I wish Pathfinder did something like this instead of sticking a tiny bandaid on the gaping chest wound that is 3.5 :P

Fantasy Craft addresses all the things that I've always thought needed sorting... mostly. Here are the biggies:

- Vitality and Wounds (being wounded actually gives penalties!)

- Defense bonus as you increase in level (why was it only BAB in D&D?)

- Armour as DR (well, this is an odd part. IMHO armour should add to AC/Defense AND give DR)

Cheers! :D


Hey, I've already done this basing my HR on the options of UA! And I've added the parry/dodge active defense maneuvers on top of that, too!

Minimum casting time is one round
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Seldriss wrote:
If you want to know, i actually use a chronological initiative, in a round of 10 segments, and actions take place according to their initiative in the round.
Initiative is rolled with 1d10 (10 segments).
To act first, you have to roll low.
Bonuses are "-X" as they make act faster in the chain of initiative, and penalties are "+X", as they delay the action.
To take the same example, the caster rolls 5 on 1d10, -2 (for Dex 14), +3 (3rd level spell), which gives him initiative 6.
Between the 3rd and 6th segments of the round he is casting and could be interrupted.

Nice. It has a distinct feeling of the AD&D 2e mechanic - which I like, BTW.

May I ask how quickened spells and immediate/swift spells (such as feather fall) work in this system?

Crypt of the Everflame [GM Reference]
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Steve Geddes wrote:
Can someone point out if there is a way to unlock the door in the southwest of room 6?

Spoiler:
The key for this door is in the smoldering fire in room #5

Dungeons & Dragons -- Monster Manual Miniatures: Legendary Evils Huge Pack
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Mairkurion {tm} wrote:
Yes! It was really hard to choose between the remorhaz and the iron dragon yesterday. I really recommend these--I actually think Wizards is improving in the mini department again, so maybe all the changes won't be a total wash for us grumpy old 3ers.

The Goristro is fine too, and it's way better than what shows up in pictures seen so far.
Also, the huge sized Balor makes for a scary scary encounter. A bit of custom work and it could be a great proxy for an aspect of Orcus.

The Green Dragon... meh. It's smaller than the huge white from Against the Giants, and the new look just... meh.

The new Chuul and Hezrou are fine for those who didn't get the older rares or who are looking for some variety. The Chuul works wonders for an advanced or elite variant, as it's slightly bigger than the old one.

The Githzerai Cenobite and the Doomdreamer are good minis, but somewhat lacking in detail. Others, such as the Earth Archon thingie or the ruby golem lookalike were sent straight to the "trades" box. :-p

I can't understand the red hair on the Duergar guard. Aaagh.

Dungeons & Dragons -- Monster Manual Miniatures: Legendary Evils Huge Pack
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Remorhaz, at last!

What do you not like about Pathfinder?
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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My print copy is still on its way to the FLGS.

Crypt of the Everflame [GM Reference]
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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DM Jeff wrote:
Spoiler:
It's never addressed. It seems to me that they lead to each other, that it's a way to get from one part to the other by going under the passage they do.

I don't think that's the case, as

Spoiler:
such a passage would invalidate the whole encounter of area 8 and 2 and a bit of the trap in area 11 (which is still valid to progress to the lower level).
While it's an interesting twist for a non-strictly linear dungeon, given the nature of the whole level - testing the skill of town heroes - a bit of railroady design would not be inappropriate at all. An over/under passage would allow for a lot of "skipping".

Crypt of the Everflame [GM Reference]
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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This might really be a super-dumb question, but

Spoiler:
do the stairs in areas 4 and 9 of level 1 actually go somewhere? I've read only about half of the adventure and so far it seems that they have no real purpose.

Core rulebook dilemma
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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You get the free PDF file only if you subscribe to the PFRPG line, not just by buying the book from the Paizo store.

Careful with point A. ;-)

Question for Adventure Path Designers regarding different XP progressions
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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I have played CotCT adding a bunch of custom side-treks both in Korvosa and in the outer regions (mostly along the way to Scarwall), and while my players have loved the AP, at the end of it they agreed that the overall story felt a bit too fast paced, even considering the plot and sense of urgency caused by the actions of the BBEG.

So I'll probably switch for the future to the slow progression, working into the APs a larger number of side-treks and even some full-fledged adventures not directly related to the main plot.
Fortunately I have a large archive of Dungeon Magazines, PF Modules and 3PP stuff to use as needed, as my limited spare time would not allow for such an important customization work.

[Tricky Owlbear] Abbey of the Golden Sparrow released!
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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I failed yet another Will save (and I like it!) and along the Cheliax Companion and the latest PF Module PDFs, I bought some PFRPG-compatible stuff - Abbey of the Golden Sparrow and Heroes of Iron and Steel (Tome of Secrets and the PF Planner were already mine).

Mmmmhhh, more PF goodness...

How is Paizo dealing with Pathfinder + Golarion canon?
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Dave Young 992 wrote:
Only the writers of the world need to worry about canon. GMs, IMHO, can do what they want. Isn't that the idea?

It is indeed.
For my campaign I redraw part of the border between Taldor and Qadira, as I had to fit some locations, cities, and change the overall geography of the Jalrune river's mouth.

Elves and Secret Doors?
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Tilquinith wrote:
fanguad wrote:
I have to say, that's a really annoying way to write/organize the rules. When I read through the race chapter, I thought this had been removed. Spreading the rules for any particular unit (race/class) over several chapters is a sure-fire way to confuse a lot of people. I was happy to see the cleric and wizard schools pulled into the classes the chapter, though.

I could be wrong, but I'm guessing it was done this way to put it more firmly in the hands of the GM to keep track of rather than having the players drag the elf through rooms to see if the gm starts rolling dice. Perhaps trying to make it a less obvious choice.

You also might notice that it doesn't state in the elf entry that they are particulary immune to the paralyzing attacks of ghouls, but it does state it under the ghouls entry.


This is undestandable, but it adds (a bit there, a bit here) to the memory workload of the GM, and makes a number of game elements such as these race related bonuses somewhat easy to overlook.

I'd rather have a player with an elf character that wades in combat against undead ghouls with some added hubris rather than having to remember myself each and every time the racial immunity (OK, this is a well-known ability so it makes for a poor example, but the concept is the same for other stuff).

Spells and somatic components
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Noir le Lotus wrote:
golem101 wrote:
My rogue player strongly refuses to be the light source bearer, as usually he's armed with a shortbow, and the lantern/torch is considered by him a messy hindrance when a quick Hide check is required. Many laughs ensue.

It depends on the situation : when you are in a corridor searching for traps or hidden doors, you'd better got a light source with you !!

That's the reason of quite a number of the laughs.
Having him bossing around other characters for some light and still refusing to have his own, is a fine recipe for some good-natured verbal fights at the table (and some nice roleplaying scenes).

Spells and somatic components
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Noir le Lotus wrote:
For the torch bearer, at low levels, usually the rogue has a free hand if he's not specialized in TWF, or the wizard put a light spell on the fighter's weapon. At higher levels, everburning torches are worn around the neck or stuck on a shield.

My rogue player strongly refuses to be the light source bearer, as usually he's armed with a shortbow, and the lantern/torch is considered by him a messy hindrance when a quick Hide check is required. Many laughs ensue.

The light spell (and other similar ones) on a small item, easily hidden in a pouch, is an often used solution.

Intelligence Increases
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Nethys wrote:
It was done for ease in making NPCs or high level PCs without wondering where the Intelligence increase occurred. Same reason why they nixed cross-class skills costing double the points.

Your God of Knowledge,
Nethys


Thank you for bringing this up. It actually makes sense (a lot).

Before, I couldn't really accept retroactive increase in skill points. Thinking of NPCs calculations, is an insta-answer.
It still grates with the feeling I have of a rational RPG mechanic, but compared to the hassle it was, that just wanes away in a blink.

Spells and somatic components
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Eric Tillemans wrote:
I always allowed two handed weapons to be held in one hand while casting a spell (changing grip being a free action in my mind). And yes, druids and clerics always used light shields.

Same here.

BTW, the torch/lantern/light source bearing character(s) face similar problems.
After a couple of times I enforced the rules (with a nasty surprise), checking for free hands to bring along at least two light sources has become a standard routine before entering a dungeon.

Tome of Secrets now available for DOWNLOAD :-)
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Well, right now it's #2 on the hottest items list on RPGnow. ;-)

Tome of Secrets now available for DOWNLOAD :-)
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Mikaze wrote:
golem101 wrote:
(even for hack'n slah fans, as the magic items generator "Diablo-style" is a nice touch).

10 bucks says someone gets a Wounding Sword of Wounding within two weeks of release!

Does not seem possible, but a "merciless longsword of devastation" is quite frightening. ;-)

Tome of Secrets now available for DOWNLOAD :-)
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Just bought it.

I can see half-ogres mercenary groups in qadiran service, shamans of Gozreh and Erastil (the warlord is another winner for me), cinematic chases (great detail!).

Oh, I love the alchemical items, drawback and occupations chapters too.

Just from a very quick look, it has a boatload of useful stuff both for players and DMs, fitting a large variety of gaming styles (even for hack'n slah fans, as the magic items generator "Diablo-style" is a nice touch).

Adventure Planner for The Pathfinder Roleplaying Game -- DONE!!!
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Aaaaaaand... it's mine.

Always loved this kind of planners, I tend to scribble and note a lot of random stuff at random moments, so this "organizers" are very useful to my DMing habits.

From a quick scan, it is quite complete, covering a large number of elements and details. I miss a generic "Notes" page, but it's a very minor quibble.

Reaper to Produce Pathfinder Miniatures
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Awesome news.

I hate you Paizo, I'll have to dust off my brushes and paints.

No, I'm lying.

Inevitable Discussion: Clerics Lost Heavy Armor Prof.
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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crmanriq wrote:
1) playtested a cleric?
2) currently play a cleric?
3) plan on playing a cleric in Pathfinder?


1 and 2. And I've played as the resident DM for... cripes, 21+ years, and I've seen a LOT of clerics, from Basic (Red Box) to AD&D 2e to 3.X with a bunch of splatbooks thrown in.

But I hope this won't devolve into the usual "I've got the biggest gamer curriculum". ;-)

I like the cleric as a capable but not super-efficient melee element; with improved medium armors, shields, spells that boost attack, spells that boost defense, spells that heal, spells that damage... well, I think it's good enough.
If a player has to think twice before switching place with the primary frontline fighter/paladin/barbarian, or develop with his/hers teammates a bit of a strategy in case of emergency healing needed during a melee, that's just fine in my book.
Also, as already noted, it's easy to add but almost impossible to subtract from a given class granted proficiency.

Inevitable Discussion: Clerics Lost Heavy Armor Prof.
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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Do count another positive response for the change.

It is something I've already houseruled into my games after introducing the cleric disciplines from BoXM (which are roughly comparable to the new energy channeling rules).

It's also to be taken in consideration the upgraded availability of feats, so not really a big loss.

Couldn't really see a cleric of Shelyn or Calistria strolling around in platemail.
Clerics of Gorum, Iomedae or Torag could consider spending a feat to gain Heavy Armor proficiency as an act of devotion, just as gaining proficiency in a martial weapon sacred to the deity was in previous 3.X incarnations (and now, less taxing in character resources).

House rules you know will be going into Pathfinder RPG
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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jreyst wrote:
I created a Google Doc for this as its too extensive to really post here. You can see it here.

Note that hopefully, much of this will no longer be necessary after reading the final rules, but I doubt all of my issues will have been addressed so it is likely at least some of my keywords concept will remain in place.


Very nice.

Guess I'll borrow them for my games, the illusion/aging stuff is particularly appealing.

Please cancel my Chronicles subscription
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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I regret having to cut this subscription too (after the Companion one), for the same reasons.

I want to keep my Pathfinder charter subscription though. :-)

As a small note, my profile keeps showing that a Companion subscription is still associated with it, even though Companion products don't show up in the listed future shipments.

House rules you know will be going into Pathfinder RPG
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

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For sure:

  • armor as DR, custom system adapted from the variant rules in UA and the one from Artesia RPG (Fuzion-based).

  • parry and dodge active defense maneuvres, derived from the class-based bonus in Advanced Gamemaster's Manual and various bits from a bunch of other sources. A number of feats related to them.
    Basically, they're swift/immediate action opposed checks to attack rolls instead of a static value.

  • a hybrid between the wounds/vitality (from UA) and grace/health (from BoXM) instead of the default hit points system. Changes in the critical hits subsystem.

  • freeform combat maneuvers from the Book of Iron Might.

  • weapon groups from UA.

  • Terror and fear mechanics from Darkness and Dread, mostly for outsiders and undead creatures.

Highly probable:

  • turn undead, and various debilitating/healing disciplines for clerics and paladins from BoXM instead of energy channelling.

  • the whole magical healing subsystem from BoXM

  • a slightly more flexible vancian magic system, with the spell weaving concept from Arcana Unearthed.

  • spellsongs instead of spells for bards, from Complete Book of Eldritch Might.

Less probable, WIPs:

  • armor as DR, not based on the UA variant. Still clunky.

  • a new initiative system, which features weapon speed factors and a differentiation between turn hierarchy and number/type of actions available in a given turn. Still clunky.

  • skill groups and skill specialization, hybrid between the Iron Heroes and the Artesia RPG systems. Shaping up nicely.

Pathfinder Chronicles: Legacy of Fire Map Folio Print Edition
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

Heads 1 avatar

I downloaded yesterday my PDF copy of the map folio, and through a quick check of it, seems to be lacking the map of the Garden of the Stone Speakers area (from both PF #20 and PF #24) and the map for Grundmoch's Lair (from PF #20), as if a single page with 2 maps from PF #20 was missing.

August PDFs here.. except Core obviously
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

Heads 1 avatar

Kevin Mack wrote:
Any idea when people in Europe will be getting there's?

Well, I'm from Italy, so international (Europe) orders seem to be under way. ;-)

August PDFs here.. except Core obviously
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

Heads 1 avatar

Downloading my subscriptions right now.

Guys, you're beyond awesome.

August PDFs here.. except Core obviously
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

Heads 1 avatar

Still in the "order pending" crowd, but nonetheless heartfelt thanks to Lisa, Vic, Jeff and all the staff for their dedication to us customers.

Go Paizo!

August PDFs here.. except Core obviously
Cheliax golem101 (Pathfinder Adventure Path Charter Subscriber),

Heads 1 avatar

Aaaaaaggghhh.

Sorry. I had to vent. Will check again (anxiously) tomorrow morning.



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