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Hello, I've designed a conversion for the slayer of Domiel, a prestige class from the Exalted Handbook. The holy slayer is a type of assassin that is able to death touch evil creatures, and is very potent against undead and evil outsiders. I tried to keep the class as similar as possible to the original, but adding in and editing to Pathfinder standards. How'd I do?
Hey guys, I've been having issues with this dread necromancer class. I fix it, and half my party cries out because they feel it was unbalanced. This made me take a hard look at the class, and how classes are built now. I think that the original Dread Necromancer was just... too strange of a class to be brought into the modular world of Pathfinder. I took what I could out of the class to keep the flavor, without losing (I hope) too much crunch. My goal here is to make a class in line with other classes that resembles a strange mix of spell caster and undead master. Dread necromancer spell selection is horrid. Because of that reason I've added a few more class features to make up. Tell me what you think.
Also, do people like Google Docs or PDFs more?
Hey guys! Well, I have always wanted to play all those sweet things like liches, vampires, werewolves, beholders, archons, etc. My DMs have never really wanted me to (and I don't blame them.) So I made this! Let me know if you like it, or if there are balance issues. I use the wizard as the base class to balance this against. There are some things done in here that I haven't seen. This could be good or bad. We'll see. HERE IT IS:
Okay, so I'm running a game pretty soon that's set in a similar campaign to Rokugan (Legend of the five rings). Now, I don't want to use those clans, mainly because I couldn't find any cool clan techniques or special abilities to use... so I made my own. I'm not much of a write, but I love to design. Please take a look at my abilities I've designed here and critique them seriously. I'm gonna be using them. NOTE: To take a technique you must spend a feat at the designated level. In order to get an additional tier technique, you must have the previous techniques.
I've always been weary of making magical equipment, even if I have the time and need. Now that Pathfinder has changed the exp portion of creating gear for the better (even though the costs got pretty big), I still don't feel like making magic items because it just takes too damn long. I understand why they make it take as long as it did: adventurers should be out doing quests and things, not sitting at home making items. But all they did was perpetuate that issue, not deter it. My following proposals are what I use in my game. I find it speeds up magic item creation, which the DM shouldn't and can't really stop anyhow, and instead of putting the game on hold, possibly ruining any plot time, helps let players feel useful, witty and creative without punishment. I originally got this idea from Epic Crafting (it's a feat.)
Anyone else have good rules to go by?
So, I'm playing a wizard. I'm level 11 now. I'm looking for magic items for my character -- items every wizard should have and needs, not depending on price. I'm talking things like Brazier's of Fire Control and a teleportation circle, etc. I have a pretty sick-ass Mage Tower in a prominent city, so item availability is pretty nice, plus I've got a few apprentices that work for me. In reality, I'm looking for tricks and contingencies to help in battle -- like if my rogue friend suddenly sneak attacks me. I'd like to use the spell contingency, but it doesn't last long enough for my tastes. And... go!
I found this, too, from the SRD: Druid: the druid might choose to give up her wild shape ability in exchange for becoming a swift and deadly hunter. Gain:
Lose:
That looks pretty nice, actually.
Since the wizard forums are down for quite some time, and I tend to get some info from them regularly, I'll ask here. I'm trying to make up a pretty decent summoner -- I'd prefer elementals or outsiders, but in the end it can be anything. I'm wondering what people think is a good route to becoming a good summoner, and not a necromancer. I'm considering cleric -> Malconvoker, and the "Summoner". Any tips?
This video is from Loading Ready Run, and shows the love that all the bad guys show for allowing them all the abilities that PCs get still.
Thanks, Pathfinder RPG!
Hey everyone, I'm wondering if anyone noticed any changes from the BETA to final regarding character sheet changes. To my eyes, it looks like nothing needed changing. EDIT: As I post this I notice a couple things to be changed. I'll get to work on it and have the final version released soon! If you don't already know about it, you can find my handsome character sheet here: http://www.neceros.com/downloads/pathfinder-role-playing-game/ Thanks!
Hello everyone! My character has finally gotten to the level where I get my Thrall (Psion/Thrallherd), and now I get to think about what to do with my believers! I have a few ideas about what to do with them, but I'm curious if anyone else has some ingenious ideas. If you do, please let us all know! Mind you I'm talking about the class Thrallherd, and not technically followers. However, discussion on both is fine! Thanks! http://www.neceros.com/nworks/rpg-characters/able-fierce-psion/
I know the beta is over, and I'm sure they've already chosen which spell system they are using. I doubt they'd fall from the vancian system anyhow. Regardless, I wanted to see what other people think and what you guys use normally, or mainly. I love spell points, as they resemble the closest thing to "mana" that I could find without re-tweaking the entire balance of spells. I blame psionics: my favorite system. My roommate has issues with Psionics, though. I suppose this is a two parter thread. The second question is how does psionics compares to regular magic in power? He says Psionics are overpowered, but I disagree. What do you think?
So, I've been playing this Psion in a Pathfinder game. I'm lovin' it pretty well, but I'm curious if I could do anything better. Also, I'm wondering if anyone has good rules on a Psion conversion. Admittedly, I didn't make this character with OP in mind, so I doubt I hit anything on the head in that department. Still, I'm curious. Here's a link to my character:
Able is CN, leaning towards evil. He's an Elan and will be taking Thrallherd next level (That's a set requirement for this character: I don't want to change it, and I want to go up most of the way, if not to level 10.) I don't have a thrall yet, but I've stated her out and she's on the page, too. I have access to Core books plus one extra book, plus one more book every 5 levels. So far, I've obviously chosen XPH, and I chose CPsion for level 5. My basic role is Caster Support/Damage. Here's the rest of the party: * Human Barbarian/Cleric
I intend for my Thrall do be front line melee, as the barbarian is mostly cleric. Any questions? What do you guys think?
Hey everyone, I haven't seen any threads on character sheets in a while, and it's been some time since I've shared this with anyone. If you are looking for an efficient, universal Character sheet visit my website here Neceros.com.
Hey folks, I'm curious if anyone has ideas on ways to keep your gear while appearing, or actually being, naked. For instance, a spell that lets you put your stuff in another plane or demiplane until you retrieve them. Or an item, a feat, an ability, anything that will not be confiscated upon capture that would let one keep some or all of their gear. My character idea revolves around being caught on purpose, then taking out the enemies from the inside. This would be easier if I could retrieve my gear while captured. Thanks.
Hey everyone, Weapon Swap doesn't feel like a valid thing to include as a feat. Taking realism as a meta-quality within the D&D world, we still need some sort of basis of thought in order to immerse ourselves. Regardless, it just doesn't make sense for balance reasons as well. Here's the feat: Weapon Swap (Combat)
Why not just finish those extra attacks from Two Weapon Fighting with your main hand? It would take more time to switch your weapon to your off-hand then to just finish them up without a switch. It's just an odd feat. Discuss.
Hey folks, My group and I have been talking about Pathfinder for some time now. We've finally got a couple games going to test and support the rule set. For the most part, we love all the changes, as they are good upgrades, balanced revisions and just plain smart thinking. However, the changes are conservative and don't really help balance the core system. It's still 3.5. Granted, Paizo never promised they were going to fix the system of it's flaws, and instead vowed to help balance the core system at it's heart: It's classes and races, plus some additional goodies like skills, etc. This got us to thinking, and me writing. I'm not a writer. I give you a fair disclaimer that what you see below has not been edited to much any great extent, and I have a chaotic mind. It's hard for me to put my thoughts down on paper. Below you'll find some revisions to the core 3.5 system, which Pathfinder is base upon. These changes, so far as I notice, do not remove backwards compatibility. There may be instances where you will have to alter some aspects to fit it better with these new rules. For instance, monsters may need to be altered to fit. Then again, add a couple more hitpoints to each monster and call it good. 1. Save DCs
2. Armor Class
3. Magic Items
4. Death Effects
Alternatively, someone suggested that death effects be replaced with rules similar to the Death Domain, from 3.5 PHB special ability. 5. Caster Levels (Manifester Levels)
6. Saving Throws
If anyone has additional thoughts, or corrections please don't hesitate. However, if you disagree I'd love a friendly response in your reasoning. :)
Hey Folks, I've been wonder what most people do to generate their abilities scores. Do you keep the same method, or do you change it up depending on the situation? One of my favorite is, Roll 21d6, remove three dice. With the 18d6 arrange them into groups of three. Add up the groups of three and these are your scores. If all of your abilities added together are below a sum of 60, start over. It's a fun method and seems to give you a lot of power, but in reality you are still going to mostly get average/above average stats. It's a mix of rolling and point buy. How about you?
NOTE: This is a cross forum post from the skills board. One thing that no game I've ever seen, except Conan the RPG, got scholars or wizards correct in the skill system. These people are supposed to be book worms with lots of knowledge, yet they always get 2 + int in skills. Granted they have a high INT usually, but that doesn't make up for it. I purpose the following as a class ability: Scholar (Ex)
I'm not sure on the wording, but that's basically what I suggest. If you directly increase the wizard skill point total then they can put the skills anywhere, so it wouldn't work as well. Any thoughts?
One thing that no game I've ever seen, except Conan the RPG, got scholars or wizards correct in the skill system. These people are supposed to be book worms with lots of knowledge, yet they always get 2 + int in skills. Granted they have a high INT usually, but that doesn't make up for it. I purpose the following as a class ability: Scholar (Ex)
I'm not sure on the wording, but that's basically what I suggest. If you directly increase the wizard skill point total then they can put the skills anywhere, so it wouldn't work as well. Any thoughts? |