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Blackjack

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Pathfinder Society Member. 132 posts. 12 reviews. No lists. 1 wishlist.

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So the adventure continued today.

Game Spoilers:
Went up against Devargo and the Eel's End. It was really awesome. First, the party Rogue tried to be sneaky and attempted to get past a guard by seducing him, instead she ended up in a one on one fight that ended when she jumped overboard, grabbed the side of the deck and kept hidden. Meanwhile the rest of the party totally messed up their conversation with the King of Spiders, and ended up fighting a whole bunch of thugs and spider creatures. They killed Chittersnap and threw Devargo into the pit where he was eaten by Dream Spiders. A fitting end.

Then we played the chase minigame (using the Chase Deck). Everyone really enjoyed this section. The Eel's End fight was epic and they needed something like this. They liked the story element of this (as the Magus is already acting like Trina's protector) and we loved the silliness of the Chase deck (falling off the rooftop and running into a befuddled baker or spooked horse was super fun). Note: I pulled all the cards that I felt wouldn't be on a rooftop and made anyone interested in a street race use the leftovers. The party Ranger rolled so well on his Handle Animal that he got on the horse and rode down the street (and kept the horse)

Here's the photos from today's game. The ship is a Worldworks Game paper ship. I've had it for forever, and this was definitely the best use of it I've ever had.

Photos


These look awesome. Really great work on this set, this one in particular and the whole series together. Can't wait to see which set Todd works on next.


We played early, 4:30-7:30 or there about. Then everyone went to watch the game.


Another Sunday, another game. More Photos.

All the World's Meat

The characters are now all level 2. You can read more about them on our website: Link

Sadly, I forgot to bring Verik's Mini, and had to go with a different one, a mini that one of my players was using, but switched out for a new one.

story spoiler:
The gang seemed to have a really good time, and they really liked Verik. It helps that he's one of my favorite NPC's. In the end, they confronted him, but never fought. They are thus far falling into all the right traps. Love it. Hopefully I'll have Eel's End next week.


I'm running this adventure right now and I have an elven ranger in the party and he's working out great. We had him come from Bloodsworn Vale, with the idea that due the events in that game, his forest has been reduced, leaving his small village a very small group of people. Then I had a group of villains from later in the story wipe out his village in order to obtain a magical item. Now he's in town looking for revenge. Don't let the city aspect stop you. Even in a major city, there are places for wilderness.


Photos from tonight's session are up.

Link to photo

Sorry the photo quality is bad. My Ipad makes a better computer than it does a camera.

The players have been loving the minis by the way. The Otyugh made the night oh so special. The map is from the Streets of Malifaux. What a great resource.

This one fight was really interesting. Started with six thugs attacking a young noblewoman, protected only by a drunken guardsman. The party was having issues with the thugs, and the Otyugh almost took them out. It was a lot of fun.

Next they went to the castle and meet some people of the royal persuasion. Next up: Joining the Guards!


Sort of. I was able to use a ton of minis for the beginning of Rise of the Runelords (multiple goblins, I added some Hellknights, the Burnt Offering set you did, and a few customs), but by the time all the sets had come out, life and school got in the way and I had to stop. Similar things happened with Legacy of Fire. I wish I had thought to take pictures.

Most of the minis I've used were from other sets on games that I've just run on my own, and I use the Battle Studio minis for PC's. But honestly I just use whatever works. This is the first time that I'm running a story and the minis should be all ready to be printed and used by the time I need them, which I'm super excited about. I'm a visually person, I really like to have something to look at and use. It both makes the game more like a board game, and more realistic sort of all at once for me. Besides, I love the looks of the minis.

And I've been super happy with all the Worldworks stuff, but the Streets/Buildings/Sewers of Malifaux and just awesome. Between them and your minis, I was really pushing this adventure. I'm so happy I decided to do this one.

The game went really well and the players are super excited to get together next week, so hopefully this campaign will last. I'm in grad school working on my MAT in English Ed, so when I'm not in class at the University, I'm in a high school teaching. It makes doing anything that doesn't directly lead to graduating that much harder to do. That said, this is what I do for fun, and I kind of need rpgs in my life.


Callous Jack wrote:

That's a good idea! He could try recruiting them for a 'business venture' he's coming up with. He'd probably be happy they got rid of back-alley competition like Lamm.

You could also have the Arkonas or the Carowyns show up earlier. Maybe spread rumors about the Cinderlander or the Cindermaw as early as you can too.

Yeah I think I'll have Arkonas be at the palace when the party shows up with the brooch. Cindermaw and Cinderlander might be too far for them to hear about, but once they leave the city, maybe. But that's a while from now. Due to a background idea of one of the players, I got to introduce Lady Andaisin. I had the cult of Urgathoa attack the ranger's village and kill his leaders, stealing the Crucible of Life, a holy object that they can corrupt and use to create various plague based badness later in the story. I thought this would be a good reason to bring him to the city and sets up that section a little better.


Okay, so I was talking about posting photos in the most recent set, but since these are from this set I wanted to post this here.

Photos from tonight's super fun adventure: Photos

Hope I did that right.


Yeah I'm starting with Edge, but I'm going to try to bring elements from later sections in early, such as Pilts from Old Korvosa. He's just going to show up and talk to one of the PC's. I haven't figured out what they will talk about yet.


Looks great Jack. Tomorrow I'm starting this AP again. I barely got going with it last time, but I feel pretty confident this one will stick. I'll bring my camera and take pictures of the paper minis in action.

The Cindermaw looks amazing by the way. Can't wait to see the next set. Scarwall should be a lot of fun.


Wow. This set of minis just gets better and better. I had forgotten how many great creature there are in this one. Really outstanding.


I guess it could work, as long as their really careful to work together in what each witch can do. One focus on healing, one of damaging and so forth.

If they fight anything with magic resistance they'd be in a lot of trouble, I'd think.

My big question would be for the story, I guess a coven could care about the plight of Ameiko and the Jade Regent, it just feels weird to me. Maybe they could be Varisian Caravan witches?

Overall, I feel when players get cute, the ideas only last one or two sessions before they get bored with it. That would be my concern. Do you see this witches coven going to 16th level?


If I were you and your friends, I'd return to the beginner box and do the adventure as written one more time. One thing to keep in mind is that the adventure is not a traditional adventure, but a rules tutorial. It's not trying to give you a strong motivation of why you are looking for Black Fang, instead it's trying to teach you how to play.

Also, even though I think it's great that you had access to the Core book, not using the beginner box premade characters on this adventure most likely is a bad idea. The Monk for example is a much harder class to play than the Fighter. And I'm not going to say that the premade characters are perfect, but they are solid characters and I love the rules sidebars on the character sheet. Where the rogue character comes with the rules for Flanking for example. If nothing else, have those rules right in front of you. Not only do they speed up play, but they remind you to do other things than just roll dice.

The next part goes into the stats of the premade characters and the goblins. It talks about how the premades should work against the goblins and gives away some DM information about the adventure.

Spoiler:

The fact that you guys had so much trouble hitting sounds like something was off. The first two Goblins you fight at the entrance only have an AC 13. The premade Fighter has a +5 to hit with his longsword (in the character sheet the have a +4, they forgot his Weapon focus feat --a silly mistake on Paizo's part). He should be able to hit these guys with a roll of 8 or higher. Now he's the best combat character, but the Rogue has a +3 to hit and it's highly suggested on his character sheet to flank, giving him sneak attack damage. But it also gives him a +2 to hit. So when flanking, the rogue is as good in combat as the Fighter. And if he's flanking with the Fighter, both characters gain a +2 to hit. So in the first combat the Fighter might be able to hit these goblins with a roll of 6.

Now I will admit that the next goblin fight is harder. Not only are there more to fight, but the AC goes up to 16, the only AC higher in the adventure belongs to the main boss. But the fighter should still be able to hit on a roll of 11, lowered to 9 with Flanking or Charging. And as mentioned above, this fight can be avoided.

Also all these rolls are with normal weapons, the adventure has masterwork and magical weapons that give at least a +1 to hit.

And on the flip side, the goblins (all of them) only have a +2 to hit. The Fighter has an AC 17 (notice he hasn't equipped his shield which would bring his AC up to 19 --another mistake--who worked on this fighter? grrr). That means that every goblin in the adventure will only hit the fighter on rolls of 17 or higher. They of course can also flank and charge. The rogue has AC 16, the cleric an AC 14 (note: I would have given the cleric a shield to improve this, but whatever), and the Wizard an AC 10. So while the goblins could hit the Rogue and Cleric, the Wizard is the only one that should almost always get hit. That should also tell you how close the Wizard should ever get to a creature.

So let's take a closer look at the spellcasters. The wizard has a number of combat abilities, everything from a low level area effect spell (burning hands). This spell needs to be cast early in the fight to avoid hitting other party members, but a d4 to all creatures in a fight can be significant. Many of the low level creatures only have 6 hit points. This is the only spell that the wizard has to be close to cast, with his AC of 10, you'll want to spend most of the game at a distance. And the wizard has a ton of ranged single enemy spells. Magic Missile that can't miss, Hand of the Apprentice that allows him to fight as well as the Rogue from 30' away, and Ray of Frost (which honestly will miss more often than it hits, but it hits on Touch AC, which is almost always lower and he can cast it all day long).

The cleric sucks in combat. With a +1 to hit, expect to miss. However, if you flank with the rogue, you both gain +2 to hit, which helps. And frankly, hitting with your sword isn't you goal. You can cast a group heal 6 times a day, heal the dying 6 times a day, and you have Bless (+1 to all allies) and Protection from Evil (+2 against evil and almost all the creatures in the adventure are evil). And there are at least two moments in the adventure that were designed to be defeated by this character. One involves Undead (group heal is also a group harm to undead) and the other is the large goblin fight. The cleric is the only one with a good Diplomacy skill. With a roll of 10, the character can not only avoid the fight, the party also gets a ton of useful information about the dungeon. Not to mention that the spellcasters have Knowledge skills that can help in various moments of the game.

So take a good look at your characters and see if they have stats better or worse than the premade. If your characters aren't as capable as these, try to figure out why not. What ability scores, equipment, spells, or feats do these characters have that your characters didn't.


Check out the first three Adventure Paths, early in Crimson Throne, they give more details on native Varisians (part 1, Edge of Anarchy), later they talk about Shoanti Barbarians (Part 4 A History of Ashes).

The Adventure Paths really are designed to let you get to know the Pathfinder setting slowly. The first three are the major locations of Varisia, and then they move out into other areas. And since both the first part of Jade Regent and the Beginner Box start in Sandpoint, you learn a bit more about it there as well. The Player Guides are filled with useful info, and they're all free.

The Inner Sea Guides are good, but they have more information than you will need. At least that's how I feel. That said, the section on races and gods is super useful no matter what city you start in and it will give you a stronger concept of all the areas. The recent Faiths of ____ are really great and give you a good idea of how to use the faiths in game.

I started with Rise without knowing any more than what the AP told me and me and my players had a blast. Knowing everything is great, but you won't use most of that info in one adventure.


I've never read this particular book, but I really like the setting. Orcs in Earthdawn are a playable race, so like humans, elves,and dwarves, they are just as likely evil as good. That said, they are a bit on the wild side. I can tell you that if this source book keeps with my understanding of Cara Fahd, it is nothing like The Hold of Belkzen.

What I do have is the book on Throal, the Dwarven city guide. It is mainly world building information. And some fun adventure hooks for dwarven campaigns. What are the people and cultures like. There is some rules based information, what a typical dwarven guard stats might be, stuff like that through out the book in sidebars. Then around 115 pages in, you get some short adventures, and at 125 you get stuff for characters and Earthdawn rules based stuff.

I think you could use the dwarven book with Pathfinder without too many issues, especially since this book covers one city. I would assume the same could work with the orc book. I could be wrong.

Barsaive is a neat combination of very unique and fairly general. It both feels like a standard fantasy world, but has some interesting changes. That makes it fit in with Golarion really well and then there will be some stuff that doesn't work. You'll figure it out I'm sure.


Check out the part six paper minis, there are some very large minis that look great.


Personally, I'd love to see you guys work on both ends at the same time. So a Jade Regent or Skulls and Shackles set. That would also cut down the redundancy with the paper mini line. But in the end, I'll support it regardless.

Oh and for the people concerned about bases, I hope you are aware that a number of companies have already created the exact product you're looking for. Unless Paizo is planning on putting some Pathfinder spin on it, I'd think the bases that come with the Beginner Box or Bestiary Box should cover people's needs.

Just my two cents.


I just got this card in the mail. Best Xmas card ever. Thanks.


Dude, these look great. Awesome job. I love what you did with all of the large sized creatures. They just look great. Something as simple as a Water Elemental can really make a difference.

And I love your red mantis minis. Keep it up. This was an adventure path i started and never really did anything with. For a variety of reasons we never got past the first part of the story. Your minis are making me want to revisit this adventure. Regardless, so many of these minis work in a number of urban settings, so even if I never come back to it I see them showing up in my games.

Thanks.


For the record, what impresses me the most about this product is that when the Beginners Box came out a thread was started saying how much they liked the Pawns in the box. And then they made more.

It can be difficult for a company to be connected enough with their customers that they can find out what people want and then create it for them. Will everyone be happy? No. Someone will want this and others won't want that. But as one of the people that asked for this product, I'm really glad you're making it. It's like it's for me.


I ordered the Fantasy Flight Plastic Stands and I can use them with the Beginner Box pawns with no problem. Honestly they work a bit better because they'e just a tad bigger and they are easier to get on and off. But not so much that they will fall off.

And you only need as many stands as the maximum number of creatures in one area. So for example in the beginner box adventure, you only need five-six stands to run the game.


Hmm, an art book, a buff deck, and this. Paizo, you're so good to me and so bad to my wallet. But I forgive you.


Well just the other day I used it as a pick up game. I had people just come in and play the premade characters.

Outside of that I'm not sure if it will have any more advantages to a pick up game.

Any premade characters and module would work, the simplified rules aren't that different. To be honest since we already knew the rules there were times when we got confused on what was now a rule and what wasn't. "Can I bull rush in this version?" "So wait, no attacks of opportunity?" Stuff like that.

I had fun running the game and I loved using the dungeon map and the plastic minis (sold separately). And just today they released the Bash adventures.

I guess in the end it's up to you. I have no regrets getting the Box, but if the only reason is a pick up game, I might get a few modules and make a few characters.


For a very long time I've always played in games where characters had at least one 17 in their stats. We used the roll 4D6 reroll 1's and take the highest 3. And if you hated the rolls, start over. This tended to create very strong characters and was the backbone of my 2nd Ed and 3rd Ed games. By the way, stats did matter in 2nd ED, but not to the extent that they do now. (The number of Stat based special abilities alone makes that seem clear to me) At the same time, high stats in 2nd Ed felt more rare and more awesome. I only had one Dwarven fighter with 18 (92%) Strength and he was amazing.

But over the past little bit I'm beginning to change my opinion. The main factor in this has been my enjoyment of the Adventure Paths. I like the stories and the concepts of the game. Since these are created with 15 point characters in mind, I've found that characters that are built using anything much higher are just too powerful. They defeat everything they meet without that much challenge. And since my groups tend to be five or six players, it's even worse. In order for me to make things interesting I have to constantly alter the creatures and the adventure. More of them and higher stats. I'm generally fine with doing this, but I think on my next game I'm going to try the 15 point buy. I'm frankly getting tired of the amount of work I have to do to use the AP's. Perhaps this is me being lazy, or just a by product of being an adult with little free time. Besides, in my head, the players will be more challenged, and challenge is fun.

That said, a 10pt game seems too weak. I could be wrong. I've never played one.

As far as bio's and back stories. Personally I think there are two aspects to this. On one hand I like it when a player has a sense of the character, on the other hand I firmly believe that a level 1 character has zero experience. You've never done anything beyond training. So concepts and really basic ideas are fine, and to me that's not four pages. If you wanted to write something like that awesome, but I'm not expecting it.

Now what I do is give players extra XP for any creative project outside of the game. Draw a picture, write a back story, session post, whatever. Also I don't ever except bio's or back story on the first day, but I do want people thinking about their characters as we continue to play.

just my 2 pennies.


I was thinking about the Gorilla Kings contest. I wanted to know what would happen if you take the pregenerated characters and have them attempt these tasks. I will admit that the characters would be higher level by the time they face the king, but still.

spoiler:

The Test of Strength. Fighter: Modified STR of 20, with Bull's STR it bumps up to 22. I guess you could add Guidance to help a bit. That means to pass the test you'd have to roll 18, 19 and 20. That's pretty tough. There might be something else the party could do, but I'm not seeing it. By the way, the AP says that the King does it with his STR 25 to show them how easy it is. That means he had to roll an 18 too. The real test would have been to see who could do it first. But that's not as interesting I suppose.

I consider this one a Party loses. But it's the first and they still have a chance. In fact this adds some tension to the game.

Test of Storytelling: Cleric: Diplomacy of +13. If you for some reason had access to Eagle's Splendor (though why you would is questionable) you could bring that up to +15. That means success on a Natural 20. However, the party can help by adding other (+6 for three other people, even more with npc's. Is there a max on aid other?) and an additional +6 based on how you do this. So there is a possibility that the cleric with help could get a +27 without any magic to make this roll. That's very doable.

So assuming the party works together and plans this out, they most likely lose one and win the next.

Test of Combat: Hmm, Versus the Fighter, Ape wins hands down. AC 29 versus Fighter's best attack of +19. So his best attack is 50% and gets worse from there. Ape on the other, his weakest attack is a +16. That hits fighter's AC 24 with a roll of 8. His best attack of +26 hits with a roll of 2. This isn't a challenge of skill versus skill, it's about math. The odds just favor the ape.

Now Ape versus Wizard: Wizard wins fairly easily. Round one cast fly. Round two wall of force to keep king in place and then fireball and wand of magic missile until defeat. Not exactly exciting, but would get the job done. Only ranged attack the ape has is a spear.

The party would have to think about what the King is best at, melee combat and send him against someone who can get out of his area of effect and stay out of it. Any other character in the party I think would get crushed worse than the fighter. The gut reaction would be to send the fighter to his doom. So the average party would most likely fail this one.

So the right choices here and the party wins fairly easily. Make the wrong decisions and party get's the crap beat out of them. Keep in mind that just means they have to be more creative later on. The king doesn't enslave them or kill them.

I can see why some players and DM's would hate this, I like it. It should be a place for thought and planning. This could be a great moment for the players.


I had a bunch of stuff to set her up.

First I made a huge deal over the grave robbery and even a mild conspiracy over the death of her and her father. I had the PC's in charge of the investigation and so they we're already wondering about how that connected.

I took someone else's idea here on the forums and made one of the NPC artisans sculpt an image of an angel using Naulia as the inspiration. That way they knew what she looked like.

Next I added a scrying mirror to the Cathedral of Wrath, where the PC's fight the imp. I had Naulia in a mask appear and speak to them for a bit. I made sure they knew it was a woman.

And finally I used the awesome Tsuko notes on the community forum page, where someone had drawn Naulia out.

So by the time they actually faced her, they knew to hate her.

Frankly the one that kept coming back was Tsuko. They didn't kill him so I had him escape jail and had a lot of fun attacking and hiding or escaping the PC's in Thistletop.


Good day for paper minis. Another great set Jack. I love what you've done with the plague doctors and the grey maidens.

And I laughed out loud at the skeleton butler. Inspired.


Beholder = Ocular Magic Ball Creature

Mindflayers = Tentacled Brain Eating Bad Men!

I don't believe either of those names are copyrighted.


Honestly, I think you should just get this as is. I've only used these with Pathfinder games and the only change I've ever made was that I cross out Move Silently and Spot and use some other skill and use Hide and Listen as my Sneak and Perception. The rest is pretty system independent or works just as well regardless of 3.5 or Pathfinder.

I found these to be extremely helpful. I had an easy way to look over character sheets and a great place to keep notes. It reminds me that I need to pick up a new one.

Hope this helps.


Dwilimir wrote:
mike smith 853 wrote:
I couldn't find the 3mm board at Hobby Lobby today. I'll check tomorrow using the product name you mentioned.

The sales folks at Hobby Lobby probably will think of it as craft foam, not a board, as it's floppy and not stiff (but will be stiff once you glue on the paper).

Thanks. Picked some today and just did my test run. I'll see how they dry in the morning.


I used an image capture program called Jing, found the images from Bestiary and Adventure Path pdfs and then got rid of anything I didn't want with Gimp. It's working pretty well thus far.

I couldn't find the 3mm board at Hobby Lobby today. I'll check tomorrow using the product name you mentioned.


Dwilimir wrote:

I created a tutorial on how to make your own do-it-yourself Beginner Box style pawns.

Here's an image of the finished product.

The two pawns in the middle are from the Beginner Box; the others are ones I made myself using Paizo images.

If you wanted to spend the time you could create a couple of hundred for all the monsters and NPCs you might encounter. I think this technique has a lot of promise. Only thing is you have to know a little about image editing (I use Gimp, but Photoshop will do) to pull this off.

Just wanted you to know that I started working on minis for Jade Regent using your idea. I'm still looking for the 3mm board and I'm waiting on my mini stands, but hopefully they'll look great.

Thanks for the suggestion.


For the record, many pathfinder dungeons have no ladders and require no ropes. And if they did, that's why we have rope and tackle right? But as I said before, the cavalier is a good class without the horse. If you want to play it, play it. Don't let the possibility of not having the horse all the time get in your way.


And the cavalier does have more to him than just the mount. I've read the first two parts of the adventure, and even though there are no moments when I thought what a great cavalier scene, I'd still be tempted to play one in this story.


I've been a huge fan of the paper mini line and I'm very happy to hear that you might create a line of pawns. You make them, I'll buy them.


Hey, one thing. There are a few minis that don't line up perfectly. Check out the bottom four on page 7. I know that I can fix it once I've printed them out, but I wanted you to know.

Great job as always on the set.


I second the Rise of the Runelords, or more specifically a Varisian themed group. That way you can cover Runelords, Crimson Throne, Second Darkness, and Jade Regent all at once.

I'd also think about a nautical theme. Something for both Serpent and Shackles if that is possible.

As far as why I got the product to begin with. Part of it had to do with the old Necromancer games and the connection with Clark Peterson. It's the same reason I've picked up some of the Frog God Games items. I loved the old stuff and figured I'd love the new.

Additionally I feel that the adventure paths are missing that one element. I can see that players making their own characters is important. But pregenerated characters can help you figure out how to bring a party together and how to begin the adventure the right way. The pregenerated characters in the AP's (Ezren, Kyra, etc.) have backgrounds that have nothing to do with the story. I understand that as iconics they don't need to fit the story, but they aren't good models for PC's or DM's.

And it didn't hurt that I liked the art and general look of the product.

Hope that answers your question.


Thanks for all the responses. That's one thing about the internet. Never before have I felt like I could talk to a writer or artist. Between message boards, facebook, and Google+ there really is a new discourse going on. I really hope that this works out for you guys. I've really enjoyed everything I've read from all of you guys.

Looking forward to whatever you come up with next.


First off, let me say that I'm a huge fan of everything from Necromancer Games. I used so many locations from your games with my players, and now one of my players just took his game into his version of Bard's Gate. Still one of the best fantasy cities.

I was really happy with this product. I had a few questions though. I really like the idea of combining personal stories and goals with the main plots. Now the Gothic Adventure path this is based on is one I haven't read past the first part. I was wondering if any of the character backgrounds are going to come into play during the course of the adventure as written. Not that I'm against changing the story to better include character backgrounds, just wondering.

Will you continue to do this with past Adventure Paths or only the most recent ones? My idea from above seems only possible if you know exactly where the adventure is going.

I was wondering why you didn't create a mini for the Eidolon. The summoner really is two characters. Anyone who chooses this character will need a mini for Theodric as well.

And to answer your hyperlink question, I really like that you kept it to the abilities and concepts that many people might not know. I haven't noticed the need for any more. That said I doubt I would have gotten annoyed if you had hyperlinked just about everything. More information is always a good thing.

One suggestion that I think would really make this product even better. What do you think of a personalized character sheet? Something with an image and background sections filled in, but with blanks for AC, hit points, and so forth. As is, the character sheet on the pdf will be less useful once the characters hit second level.

I really like the characters you guys have come up with. They've made me want to take a look at the Carrion Crown again.

Thanks.


Hmm, you asked which races/cultures would be at the top of the list. I suppose the first thing to look at is what is needed for future Adventures: Paths or Modules. So a Shackles or a Dragon Empire set sounds like a good idea.

But in general I'd think starting with the race books (both the core ones and the new Ultimate Races) and then moving to the Human race options in the Inner Sea Guide (Chelaxians, Garmundi, Etc.) And then after all those have been done, you could think about the unique locations like the Mana Wastes, Nidal, or Numeria. Those locations would be a lot of fun, but I'm not sure how often they would get used.

Another option could be to throw in some of the unique locations every so often just to spice things up. After all, who isn't interested in Numeria Technic League Fighters?

And to throw out another cool idea: Clerics and Worshipers. Cool looking clerics specific to a God with additional classes that make sense. For example Desna could have a bunch of Clerics with Star-Knives, Bards, Varisian Merchants, etc. I suppose it could be broken up in the Faiths of Purity/Balance books. I think something like that would be great.


It seems like in the past people have expressed interest in paper minis for PC's. I know I would buy them. I think that the format that Jack created is so awesome. Two versions of all the core, NPC, and base classes, one for prestige classes, and a few named characters from the setting. Additional versions of location specific orcs like Plains or Desert. Added to that typical animal companions and eidolons. Sir, you've set the bar high.

Creating the Elves/Dwarves/Etc. of Golarion makes perfect sense. But I was thinking how you could do this with the Inner Sea Guide. Typical characters from Galt or Qadira. With what fifty different settings, you could continue to make sets for a long time. And I really think people would appreciate the effort and energy.

Regardless, if nothing else I have an awesome Hold of Belkzen game just waiting to be created.


Don't miss this one guys. Another great set. I love the adventure path sets, but these more generic creature sets can find their way to just about any game I have. Awesome.


They look great Tim. I love that you really embraced the elven eyes that Pathfinder uses. Awesome.


Hello there,

I understand that some of the items here have gone from available to back order a few times since I ordered them, but I was wondering how much longer the delay might be. It made me wonder if ordering these all at one time was the problem, since I've already received a smaller order of just the Combo Connector Pack. If I need to cancel the order and try to get them individually I suppose I can.

Just curious.

Thanks,

Mike


The previews are looking great Tim. Looking forward to printing them out to fight your Dwarfs.

Are you planning on doing the other major races as well? An Halfling or Gnome set would be pretty fun.


Well the new set looks really great. I love that you guys have been able to create so many of these. I like normal plastic minis but to be able to print exactly the number and type of minis I need for a game is so useful. Besides it appeals to my love of art too.

Great job as always.


Good day for Paper Minis. This set is really awesome. Great work. I love that you put in updates for the four main NPC's. Very smart.


Well one thing you could do is look at the SRD (Standard Reference Document)

http://www.d20pfsrd.com/

It's not as fun as a book, and can be a little intimidating on where to go, but you can look at classes, monster stats, spells, and everything else.

Then you could get an Adventure (module or path) and use the SRD to figure out what the premade characters from the adventure can do and sort of test run the system to see if you like it.

And get some dice. D4, D6, D8, D10, D12, D20 (as many of each as you want) Generally the only one you will need more than one are D6 and maybe D20.

Have fun.


You could always think about regions, cold weather elves, aquatic elves, what are the weird one in Pathfinder, Mordant Spire Elves or something like that. I think the variety that you had for the Dwarf and Human sets are the right track, even if some of the characters end up similar (two characters in different sets) it wouldn't bother me. Looking forward to this and future sets.

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