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The Mad Priest (Ghost)

neceros's page

Pathfinder Society Member. 521 posts. 1 review. No lists. No wishlists.



Hey guys,

I'm trying to get the ability to cast darkness on myself somehow at will, preferably many times in a given day. Items, class abilities (Can't dip too many tho), feats, etc.

I am a Warforged Rogue/Holy Slayer level 13.

I was considering making an item I can activate/deactivate, but I would really prefer a class ability or a feat.

Advice?


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.

The Holy Slayer

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.
The Dread Necromancer v3

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:
PC'd: The Lich


Here's a link to my version of the warlock by Wizards, updated to Pathfinder. If you find any bugs, or wish to leave feedback please let me know.

To the PDF!


Hey guys,

I love the artificer, but It's sooo out of date. Here's what I've done to try and fix it. Also, I need a lot more schemes for it to work. Anyone got some ideas?

Any questions let me know. I was hasty through it.

http://www.mediafire.com/?tjmjozxtms4pi36


Hey guys,

I decided to release my adobe indesign file so others can have direct access to the source of my Pathfinder RPG sheet.

See the details here.


3.5 Private Sanctuary released a podcast regarding rangers recently. After listening to it I've decided to play a ranger for the first time. I've always kind of ignored them in lieu of the more exotic classes, but now I've felt I need to rectify that.

I've always been up on the Swift Hunter information from Wizard's boards and found it interesting, but a lot of work. Well, now I want to try one, but I've run across a problem.

Pathfinder made Rangers really, really good. I'm now debating whether or not swift hunter is even necessary in power comparison. Let me get this straight, I'm purely looking at this from a mechanics point of view. I know the flavor I want for my character and have his back story in mind. I just want something that goes along with it.

Swift hunter states that if you have 4 Scout class levels then your ranger and Scout levels stack for various things, like Favored Enemy and Skirmish. I've never really liked Skirmish because it forces you to move at least 10 feet (or 20 with Improved Skirmish), and thus giving up your line of attacks from BAB and rapid shot, etc. The trade off was using Manyshot to get your many attacks even though you moved.

Now that Pathfinder has changed Manyshot, I'm not sure the best route.

Has anyone made a Swift Hunter or ranger archer and have any advice? I'm really interested.


Hey everyone,

I've been watching some movies again and was inspired to make a class devoted to telekinesis. I've always always been a fan of tk, so it was fun to make what I have.

Please critique it as best you can. I want this to be balanced and not too powerful, though I don't think it is.

The Mover


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.

Eastern Lands - Hijo Highlands


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.)

  • Reduce the time required to make an item to 10,000gp = 1 day
  • Partial days are just that: Average the time by hours, not days. Potions shouldn't take a day to make.

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!


We're starting up a new campaign. I want to make a monk, but I've also been dying to play a druid, too. So I'm stuck.

What do you guys think? Do you have any favorite builds for such a character?

So far I'm thinking Monk 2/Druid 18, but then I think I'd really like to just go monk due to the flurry increases and AC increases, etc.

Any advice?


Everyone's been digging on the release of Pathfinder RPG, including all of the custom character sheets developed by my peers.

I present yet another option for a customized character sheet to those who haven't seen them: Neceros' Character Sheets.

I have sheets for many systems, but I like my Pathfinder sheet the most. Built with realty and function in mind I've tried to keep things simple, effective and sleek while still enabling you to copy as much information down as you can. I don't use colors and I don't put heavy images in the document, meaning you can print it easier and don't take up much space where ever you store the sheet digitally.

Also, I've just released a simple spell storing sheet to help wizards and other casters keep their spells in order.

Take care!


Hey guys,

I really like the idea of a spellblade as a class. However, as much as I like the Tome of Secrets I don't think they did much justice to the classes. Here's my revision of a spellblade.

Please critique it Honestly.

http://www.neceros.com/files/Spellblade Revised.rtf


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.
http://www.youtube.com/watch?v=Hx4jse6US5E

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:
http://www.neceros.com/nworks/rpg-characters/able-fierce-psion/

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
* Elf Dread Necro
* Human Artificer
* Halfling Monk

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.
Let me know what you think!


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)
With an acrobatic twist, you can swap your weapons from
one hand to another.

Prerequisites: Dex 17, Improved Two-Weapon Fighting,
Two-Weapon Fighting, base attack bonus +6.
Benefit: After making all of your attacks with your primary
hand, you can swap your primary weapon to your
off hand and make attacks using that weapon in your off
hand. You take an additional –2 penalty on all attack rolls
made with your off hand this round.

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 guys,

We're going to be starting an epic level game in Pathfinder. Using what we know about starting gold in Pathfinder compared to D&D, what would a 21st level character's starting gold be?

In D&D starting gold is 975,000 for 21st.


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
Any attack that opposes a saving throw is now calculated thus, including powers, spells and abilities: 10 + Half Caster level + Ability bonus.

2. Armor Class
Characters now gain half their Character Level as an unnamed bonus to their armor class.

3. Magic Items

  • Enhancement bonus to armor class may only be applied to armor, and not to rings, bracers, etc. Cloth (Robes, shirts) may be enchanted like normal armor, but must fulfill all other requirements per normal (must be masterwork, etc).
  • Miscellaneous magic items that provide a bonus to AC now provide a maximum +1 to AC (ie, ring of protection cannot exceed +1).
  • Implements may be enchanted to benefit casters in their spell save DCs and bonuses to hit when using spells. These foci must be enchanted using the same rules for enchanting weapons, with the same enhancement bonuses applying to the attacks and damages of the user's spells. Example: A wizard enchants a staff with a +2 enhancement. His or her staff now gives an additional +2 item bonus to all his or her spell save dcs. This staff costs 8,000 gold, as is normal for a +2 weapon. Enhancements may apply to only one of either save dcs or bonus to attack with spells, but not both.

4. Death Effects
All spells and abilities that have an instant death effect (save or die) are removed. In exchange, those abilities may stun or deal damage depending on a case by case circumstance.

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)
Caster level, spells know, and spells per level for spell casting classes are given a multiclass bonus equal to half the value of all classes not already giving you caster levels for that particular class. This multiclass bonus may not exceed the class level providing the original caster level. This bonus works in the same way a "+1 arcane/divine caster level" would work from prestige classes. This bonus does not give you any other benefits that you might aquire from leveling in your normal caster level class, including class abilities, only spells, spells known and caster levels. Below are examples.

  • 4 Wizard / 10 Fighter: Wizard gains +4 to caster level from Fighter class. The Fighter actually gives a +5, but this bonus is limited because it may not exceed the Wizard class level of 4.
  • 5 Cleric / 4 Druid: Gain +2 bonus for both the druid and cleric caster levels from the opposite classes. Druid now has a CL or 6, and Cleric has a 7, on a 9th level character.

6. Saving Throws
All saving throws calculated as follows: half character level + ability bonus. Classes who previously had "good saves" (a +2 bonus at level 1) give a one time class bonus of +2 to that saving throw. You may gain the class bonus to saving throws only once at first level, thus multiclassing into a different class will not benefit your 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?


Hey everyone,

Do you think when Beta is released there will be more people on the forums, or more activity? Beta is really the first whole product for PFRPG, so I hope: Yes.

Unfortunately, I'm more used to ENworld or D&D Official forums.


Hey folks,

Having actually just read the Pathfinder RPG rules for the first time recently I'm happy to present my latest in Character Sheets:

http://www.neceros.com/forum/index.php?automodule=downloads&showcat=6

Remind you the rules and sheet are still in alpha/beta stages, so please be kind and report any errors or suggestions. This will ensure we stay on top of the project as best as possible. :)

Please let me know what you think!


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)
You gain 3 skill points per Hit Dice in addition to your current skill point total granted from your class. These additional skill points must go into knowledge, craft, or profession skills. This is to represent the vast knowledge your wizard gains through study and profession.

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)
You gain 3 skill points per Hit Dice in addition to your current skill point total granted from your class. These additional skill points must go into knowledge, craft, or profession skills. This is to represent the vast knowledge your wizard gains through study and profession.

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?



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