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Depora Azrinae

kevin_video's page

Goblin Squad Member. Pathfinder Society Member. 2,203 posts (2,204 including aliases). 8 reviews. No lists. 1 wishlist. 7 Pathfinder Society characters. 4 aliases.


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Grand Lodge

captain yesterday wrote:
You think he's gonna give you money after you slap him, have you tried asking nicely? or even asking what the delay is about? life happens.

He's not saying a word. Even the artist, Mike, is having issues with him going hermit. All we know is that things are being worked on, and commissions are being sent out.

Grand Lodge

Okay, just re-read the scenario, especially the first encounter, and given how blank that Chronicle Sheet is, are we SURE that it's correct? It seems to be missing a LOT of treasure from just the first fight.

Grand Lodge

Gullyble Dwarf - Lvl 7 DM wrote:

Try PFS Map-Mat List.

Hmmm, I just looked and it only shows Swamp. Don't have access to the PDF right now to verify.

I have that file downloaded. Yeah, it only says Swamp.

The pdf doesn't mention a name on for the map other than Azlant Ridge.

Grand Lodge

I know that Swamp is one of the maps, but what's the other map for the Azlant Ridge?

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TriOmegaZero wrote:
I look forward to picking this up when it is complete, much as I did with Way of the Wicked. (I was lucky enough to meet him at PaizoCon and get all six copies autographed.)

I'm pretty envious of that. I would love nothing more than to meet the guy. He seems pretty fun.

Grand Lodge

Unfortunately, there's not "underline" ability on the forum, which is why the [u] can be seen.

Interjection Games wrote:

Interjection Games is looking for writers for class expansion material (APG or ACG preferred), as well as for writers for magic items based on Strange Magic subsystems: ethermagic, musical composition, truename magic.

Project Length: Class Expansion - 1700 words; Magic Items - However many words it takes
Pay Rate: Class Expansions of Paizo Classes - $0.012 per word; Class Expansions of IG Classes or Magic Items - 40% of after-storefront-fees sales for the first 30 days, plus copies of all relevant IG products
Additional Details: Send all queries to interjectiongames@gmail.com with the word "freelancer", "freelancing", "writing", or similar amongst the words in your subject line.

Given the particulars of the IG style, applicants will be subjected to a "boot camp" wherein I help you design something and then you walk away with rights to that item or ability. Just to pick your brain and see if we're compatible.

Respond By: Ongoing.

Can you define "Class Expansion"? Like, archetypes? Making prestige classes into base classes? Giving base classes 21st and up levels?

Grand Lodge

Like everyone else, I too am patiently waiting for the rest of the releases.

Grand Lodge

Itchy wrote:
kevin_video wrote:
If anyone's looking to add more treasure to their group's party, check out Dragon Magazine 323. There's a section on "Treasures of the Dwarven Holds".

This one?

Dragon #323

Yup. It's under the "Magic Shop" section.

Grand Lodge

Sharaya wrote:

We just had some technical issues that made it take longer to get things posted than we would have liked. The GM's Day Sale items should be listed now:

http://paizo.com/store/sale/gmsDay2015Sale

Thanks!
Sharaya

Appreciate that.

Grand Lodge

Last year there were some pretty sweet deals for Pathfinder, but this year I'm not seeing anything list. Is Paizo no participating?

Grand Lodge

1 person marked this as a favorite.

If anyone's looking to add more treasure to their group's party, check out Dragon Magazine 323. There's a section on "Treasures of the Dwarven Holds".

Grand Lodge

So today it was discussed that if I'm going to try this again with another group, a few things definitely needed to be changed/added so that the next group wouldn't be as miffed come Book 2.

The PCs are able to get a decent amount of treasure over the course of the book, but what value is it to them if they can't wear it? Why should the monk and wizard do without when they're fighting only warrior types? It's more than possible to go back and forth to town, but it's too obvious to sell the gear to the town, as they'll have likely seen it. There's always the black market, but that's kind of limited too, and something you're going to want to do later. And what if the players have the cash to upgrade themselves. How can they go about doing that?

Well, you add a mercane. Easy peasy. Of course he won't be around 24/7. That's just breaking things. No, I'm going to have it that he only shows up a few times a year, and it's scheduled with the black market specifically. Getting items from the mainland takes way too long, and there's no way the black market's not going to have some kind of contingency plan. They'd lose too much money.
The first time the mercane shows up is the day before the Baron's birthday, and again on the day of. These are the only known times that the public is aware of. He'll show up for a couple of hours, take orders, leave for the day, then come back for six hours the next day. This would be when most people take advantage of his being there so that they can get the best, and hopefully rarest possible, of gifts. According to the timeline, that's Feb 21st and 22nd that he'll be there. Other than that, he shows up every three months to do an order for the black market. If the PCs can get on their good side, they may just allow them to add some funds to the pot for more items. Recommend to a rogue or ninja player, or anyone that can access rogue talents, to take the Black Market Connections trait. They can always retrain it later.

And of course, you'll want to put some urgency on it or else it won't feel like a proper ice cold businessman. Here's how he deals:
1) You show up on Day 1, with a prepared list. You don't have a list, it'll cost you 5 gold for him to write it down. However, if you're obviously lacking in the intelligence department, and can't read or write, he'll only charge you 4 gold. He won't penalize the obviously stupid. Life is already doing that.
2) He will always get you want you want. However, his time is precious. If you stiff him on the bill by trying to steal it or killing him for it, you are forever blacklisted and will never do business with him again. At the same time, if you don't show up to pick up your item before he leaves, he will charge you an extra 20% from that moment on.
3) There is no haggling on the price. You need it, he's got it. End of story.
4) He is always willing to trade. He can always find someone to buy what he finds. That, he will haggle on.
5) Only the most trustworthy of frequent buyers, have access to his Chest of the Mercane. So far, no one does.

And because the black market wouldn't dare want to lose an ally like the mercane, he is always with two bodyguards for protection purposes.

Grand Lodge

Got a question about the "Being Comfortable in Your Armor" manual. Do they all stack with each other? Like, if you read the elementary, advanced, and expert, and already have the proficiencies, would you have +3 to your Dex max bonus, -6 to armor check penalties, and -30% to spell failure?

Edit: Same question, but with regards to "Drawing From the Divine" and the 'treated as having a Charisma 2 points higher' for the elementary and expert manuals.

Grand Lodge

1 person marked this as a favorite.

James,

Apologies if you've already gotten this question, but it's in regards to the Simple Class Templates. If you add a spellcaster template, does the creature's ability modifier add additional spells to what's on the chart? For instance, does a creature with 21 Int and 13 HD have +1 5th level wizard spells?

Grand Lodge

stormcrow27 wrote:
Must get conversion. Could you post a link to version 23 for a poor GM that so wants a pathfinderized variant on one of my favorite 3.0/3.5 books. I can see my Way of the Wicked Players being interested in devil PCs...

You'll have to PM Jeffrey. He can't post the link on here any more.

Grand Lodge

Awesome. So this race is essentially good to go then. Thanks for the assist everyone.

And at the suggestion of the person I'm making this for, she suggested that Low Common be swapped with Undercommon. I'll do that as well.

Grand Lodge

Nyaa wrote:
Is there snow in Aldencross? It's not mentioned anywhere, but it's Watch Wall during November and December.

Not in his initial notes. The country is basically like the US, or Golarion. The South is temperate all year round with pretty much no snow ever, while the North is essentially a frozen wasteland. Only certain areas actually have actual snow, while the other areas might have low temperatures, or no temperature changes at all.

Grand Lodge

So, would the Deathless Spirit ability of the aasimar be what it would best be swapped with?

Deathless Spirit:
Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.

Or, would it better fit that the first sentence is ignored (gain resist 5 negative energy), as well as the "do not lose hp", and just go with everything after "+2 racial bonus"?

Grand Lodge

Just thought of this today, and thought I'd add it to the thread. It goes with Gary's suggestion that if someone's playing a PC that's resistant to fire, then they'd use acid instead of fire to brand them with an "F". And if that didn't work, then you'd tattoo them. That got me thinking. Being burned at the stake, even at first level, would take forever. Your basic fire does 1d6 of burn damage. This might be a bonfire, but that's still only about 2d6. Then I remembered something from the Highlander: End Game movie (yes, it's a bad movie). Gun powder. The priest put explosive powder around Conner's mother's neck. This way when the heat got to a certain point, it'd ignite the powder, essentially killing her instantly.

I'm adding this for three reasons:
1) If you've got a gunslinger in the party, there's the powder for their starting gun.
2) It's a spell component for arcane casters, and for alchemists. It makes sense that the warden would have it on hand. If there's a arcane caster or alchemist in the party, they can make use of this. Even a divine caster could likely find use of it.
3) This damage is not negated or reduced by fire resistance. They've probably executed a few tieflings and infernal priests in their day, and have learned over time what works. They're not going to want to sit there for 5+ hours stoking the fire until the creature's dead. That just takes way too long.

Grand Lodge

Diodric wrote:
When I did my conversions I made Fel Energy into Negative Energy.

That makes some sense.

Grand Lodge

So I've got a new player that loves WoW, and currently has a draenei priest. She'd like to convert it over to Pathfinder and make a draenei cleric. No problem with that, minus a slight one.

Just before the 2nd Edition Warcraft book lost its licensing, I was in talks with one of the authors and managed to get a beta playtest of the race, and the racial class. Most of it won't be hard to convert (ie. spirit is wisdom, so that's easy), but the languages and the bonus vs. fel energy I don't know what do with.

• +2 racial bonus on saving throws against fel energy spells. The Draenei have attuned their bodies to be almost immune to the demonic energies that have plagued their brethren.
• Automatic Languages: Common and Eredun. Unlike other races, knowledge of Eredun causes no Spirit damage, and does not force the draenei's alignment to change. Bonus Languages: Darnassian, Low Common, and Orcish. The Draenei use to live in harmony with the orcs and have learned the orcs language, as well as the lesser languages of the universe. They also learn the language of their closest allies, the night elves.

I've looked up "fel energy". It reads as "corrupted arcane magic" that's usually cast by demons. To me, that seems similar to the "vile" damage from the days of 3.5's Book of Vile Darkness. I was thinking that either you get a +2 vs. spells with the [evil] descriptor, or just a straight up +2 bonus vs. arcane spells and spell likes. Something along the lines of what the 3.5 Hexblade had.

As for the languages, I'll remove "low common", and change orcish to just orc. Darnassian is the night elf language, so change that to standard elven. Eredun is the language of the demons, so technically that means I should go abyssal. I was thinking of maybe adding infernal to the bonus languages as well, just to cover both bases.

What would you do?

Grand Lodge

I'm sure I'm just misreading this, but could you elaborate on the Flint and Steel ability?

How I'm reading it this:
1) You are always carrying a metal weapon and a flint (as a dagger), so essentially have two-weapon fighting on the character or you can't make proper use of it.
2) The sneak attack damage is fire damage instead of precision damage.
3) When denied Dex/flanking, the goblin requires a standard action to activate the fire damage sneak attack and light the creature on fire. And this damage does not include the flint or other weapon damage?

Yeah, not sure I get how this works. Are you only ever able to take standard actions for fire sneak attack to work? Or is it a normal sneak attack and they take fire damage on every attack? If the latter, what's the point of using the standard action if "whether ignited or damage normally" they make the same Ref DC? I would think it'd be better to stab them because the DC would higher for the "damage dealt" total.

Grand Lodge

I know that this is for the print version, but I couldn't find the pdf one. I just had a question about the new pyromancer spell "Blazing Ray". It says it's evocation [fire] but in the description it says it does 1d6 COLD damage. Is that a typo?

Grand Lodge

Aelryinth wrote:
Kevin, my point on the Healing Reserve is in response to the poster above who lets Healing Reserve heal ALL HP.

Ah, fair enough.

Grand Lodge

Aelryinth wrote:

The Healing Reserve Feat will heal 9 hp a round at high levels. That's 90 hp/minute. They aren't going to be burning much time at all. It's better then a CLW wand.

You may as well give everyone 1 hp/round regen, and use the 'takes time' argument. It's the SAME THING. Only the cleric isn't being forced to shoulder the burden of healing.

I believe PC's should want to heal to full between encounters. I also believe they should burn resources to use so, i.e. move HP from wand to person.

==Aelryinth

Except regen and a CLW wand maxes you out. The Healing Reserve Feat stops at 50% healed. Unless the person you're healing has 180 hp, you're not spending a minute healing that one person, but rather getting the party to half.

With regards to wands and healing in general, I hate it when you're in desperate need of healing, and you continually rolling 1's. Yes, it happens. Believe me, I've been there. Even had the cleric change dice, and begged the DM to let us roll instead of him because it was too painful. So for me, when I run games, you re-roll all 1's. The lowest you can get is 2 hp back. A friend of mine took it one step further. Instead of healing 1d8 per level of cure, you do 2d4. This way you don't need to re-roll. His players mostly use dice generators so it doesn't take as long to do.

Grand Lodge

Because 3.5/PF doesn't have healing surges, I actually like the idea of reserve points. It's not the greatest, but it gives you back a few hp based on how long you rest between encounters. This can also help the 15 minute day as the healer's not needing to channel as much. And the nice thing for the GM is that it's a double-edged sword. Sure the players can heal, but if they take CON damage, it comes off both pools, and comes off their hp twice if the reserve pool is empty. So if the players are constantly relying on it instead of actual healing, it could get pretty dicey.

Grand Lodge

Personally I'd boost it to 3/4. At high levels the fact that you can heal up to half hp is all but useless. What good is being healed to 150 hp when you max at 300? The wizard is going to want more than 30 of his 60 hp.

If you're looking to combat the 15 minute day, I'd suggest looking at the recharge magic rules of 3.5 D&D as inspiration.

Grand Lodge

Gerald wrote:
You all are much more confident that I that we will ever see a completed project. I think Gary has done about all he is going to do on this project. Really hope I'm wrong.

Mike won't let him be done, if for no other reason he at least wants to keep his reputation intact. Mike's been pestering him to do updates, and doing all the art he's commissioned, but that's about all he's been capable of so far.

Grand Lodge

One thing that I'm really looking forward to, if Gary still ends up doing it, is a "other races" option. We know the standard dwarf and drow path, but he had mentioned that it was possible to put in other races as well, hence the darkvision trait. He did mention kobolds that would try to usurp their drow oppressors. I was thinking about it tonight while going through the various race books that Kobold Press has been releasing, and I was thinking that the lesser derro would be an interesting idea. They're a messed up version of the dwarves, but they would fit in just fine. Duergar are also an obvious choice. Probably some not so obvious choices would be fetchlings, goblins, oread, ratfolk, and dhampirs. And that's just from official Paizo. That doesn't include creatures like the squole and obitu form Alluria Publishing. Then of course there's the high goblins and umbral kobolds from Jon Brazer.

Just a thought.

Grand Lodge

Alzrius wrote:
kevin_video wrote:
How's the Sisters of Rapture: Beauties & Beasts coming along? I did a Google search today and couldn't find anything as of yet.
It's currently stalled, though not cancelled.

Good to know.

Grand Lodge

How's the Sisters of Rapture: Beauties & Beasts coming along? I did a Google search today and couldn't find anything as of yet.

Grand Lodge

For those GMs who truly want to be a real bane to your players, I present the false phylactery trap, courtesy of Adventure-A-Week.

Grand Lodge

1 person marked this as a favorite.

For those looking for more than just your standard dwarven classes, Necromancers of the Northwest have come up with a few archetypes just for this race.

Grand Lodge

Appreciate the link.

Grand Lodge

Got a brand new player that's looking to get involved with PFS after having played a D&D game since 2nd Edition. He bought the core book, but he's not sure how involved he wants to be quite yet, which I told him was perfectly alright. Showed him the Organized Play 6.0, and imagine our surprise when I couldn't find the free WE for character traits at paizo.com/traits as listed in the pdf.

Page 9 of Organized Play 6.0 says:
Complete trait rules can be found in the Advanced Player's Guide or online in the free Character Traits Web Enhancement at paizo.com/traits.

Using the link, it just took me to the main page. Thankfully, I happened to download it a long time ago and found it on my external, but that's a bit problematic for other new players.

Was this a hiccup caused by the last maintenance? Is there a new link that should be added to the Organized Play?

Grand Lodge

Pnakotus Detsujin wrote:
kevin_video wrote:
Pnakotus Detsujin wrote:
On that regard, since i'm mastering a Mythic Way of the Wicked, my assassins shall be none else that the dread halatula host depicted in Book of Vile Darkness, with a few modifications (less HD)
I think you mean hamatula. What page is that on? I couldn't find a reference to it. I saw the spark hunters.
Yes, i mean those. You can find those after Asmoudes stats, as servants, i think. Sure, as written they don't go well, but is the concept that should terrorize the players

They'd work well enough, if you're referring to the spark hunters. Just change the mortal hunter PrC to the new slayer hybrid class and that should be sufficient.

Grand Lodge

Pnakotus Detsujin wrote:
On that regard, since i'm mastering a Mythic Way of the Wicked, my assassins shall be none else that the dread halatula host depicted in Book of Vile Darkness, with a few modifications (less HD)

I think you mean hamatula. What page is that on? I couldn't find a reference to it. I saw the spark hunters.

Grand Lodge

Speaking of suggestions, I've got one as well.
When Thorn first sends out wave after wave of bearded devils, wouldn't he start to get the picture that maybe, just maybe, they don't cut it compared to the PCs? I mean, he knows their power. Wouldn't he want to maybe send something more frightening after them?

I present, the Mercenary Devil.
It's 3.5, but it's still worthwhile. I made a few changes to make it closer to the Pathfinder monster rules.
1) Change d8 HD to d10, and add 1 HD, making it 14.
2) Remove the track feat, and give it the ranger's track ability instead.
3) It says 6d6 sneak attack, but at 13 HD it should have been 7d6.
4) Give it the Critical Focus, Improved Critical (two-bladed sword), and Iron Will.
5) Will save is now slow progression.
6) The AC is too high for a CR 13. Reduce by 4. If you want to keep it, add in an amulet of natural armor +4 to the treasure.

Mercenary devils enjoy being paid with living beings more than gold. Thorn could make it that anyone knocked unconscious can be its reward.

If you feel the feats should be different, let me know. I'm debating on the Critical Focus one. Part of me thinks it should have been Rapid Reload, but the tactics are to fire both shots at its opponents, then move into melee. Makes sense to have it as-is.

Grand Lodge

Jeremy Hart 363 wrote:
link

Fixed that for you.

Grand Lodge

carborundum wrote:

Oh, I did...between that and the saves for Kilkiletz' breath weaponand a negative energy burst, I rolled seven ones in about 18 rolls last night. Open on the table too :-)

Spooky eh?

I think you and your d20 deserve this pic.

Grand Lodge

carborundum wrote:

Well, my group have given Captain Odenkirk and crew a special bonus in recognition of their good work.

** spoiler omitted **

That is probably the best write-up I've seen for the captain in a long time. Granted, I probably would have given him a Sense Motive check, but still. Good job.

Grand Lodge

Teiidae wrote:
Have they stopped printing the books? I hope not, I really want to get them all.

They haven't stopped. They're just on hold right now.

Grand Lodge

1 person marked this as a favorite.
carborundum wrote:

Did you guys give your players the Gazetteer (or parts of it) from part 1?

Is there a players Gazetteer of Talingarde or has anyone made one?

There originally wasn't one, but Gary put a "Common Knowledge: Talingarde" write up in Book 7.

Grand Lodge

There were templates back in 3.5 that allowed you to add 2-4 extra arms to a golem for a relatively decent cost. Looking over the modifying constructs rules, I don't see anything about adding more limbs. What if I want a centaur flesh golem? How about a spider stone golem? A two-headed iron golem? What's the new cost? Do they gain new abilities (trample, two breath weapons, multiple attacks) like their original versions? Where can I find Pathfinder specific rules for this?

If it's just a simple "you missed it here" or "you didn't quite read far enough", then that's cool too. Quick apologies if I did, but still grateful for having them pointed out. If they don't exist at all, then that's unfortunate.

Grand Lodge

Tim, sent you an email.

spoiler:
Sent it earlier in the week. You said we could, and I feel that before I go ahead with anyone I might want to send for #14 that I should know where I went wrong with the #13 submissions.

Grand Lodge

Michael Eshleman wrote:
Negative Zer0 wrote:

[Deleted]

Is there a reverse of this?
Each scenario followed by all the maps it uses.

Done. It is on the second tab, Maps by Scenario.

I see the second tap named that, but when I click on it, it's just filled with blanks. ???

EDIT: Nevermind. Just took forever to load.

You have my deepest gratitude.

Grand Lodge

Negative Zer0 wrote:

Is there a reverse of this?

Each scenario followed by all the maps it uses.

That's actually what I was originally looking for. What we have is a good close second.

Grand Lodge

The list is very much appreciated.

Grand Lodge

Nefreet wrote:
Flipmats?

Sure? Every scenario has a listed map used, but I'm not aware if all of them are flip mats are not.

I'm not too well versed in the matters of PFS. I just show up, and starting next week I'll be GMing too.

Grand Lodge

We have a list of adventures that can be made into a campaign using certain scenarios in a particular order, so I was wondering if there was a list of maps that are used in PFS for those of us who want to make the pdf or hardcopy purchases.

The best version would be the scenarios and the maps that go alongside them, as opposed to just a listing of the maps by themselves.

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