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Hello! For anyone interested a new gaming store is opening in Maynooth, which is esaily accessed by train from Connolly station or on the 67 and 66 Dublin bus routes. This new store which is called Gamer's Hub is opening within the next week and will be hosting all sorts of gaming, including Pathfinder Society games. http://www.facebook.com/home.php?ref=home#!/pages/Gamers-Hub/17787940895635 9]Gamer's Hub Facebook Please feel free to contact me at: pfsmaynooth@gmail.com The blog post about upcoming changes to Pathfinder Society back before Gen Con mentioned that we would be getting new, revised pre-gens. Is there any estimate on when that will be happening? Even the level 1 versions? My freind is opening a game store, and I've offered to run PFS there, but I'd like to have the pre-gens so that I can run 3-player games, etc. Cheers in advance! Okay, so I decided to run a high level game (17th level to start). I'm well aware that alot of high level problems come when you skip to them, rather than earn it, so put that aside. I wanted to run the game with a score of rules changes I've added, but I think I need some feedback on them first, for balance issues, etc. Firstly I'm going to be using an expanded point but system instead of people getting an attribute increase every 4 levels. You can spend the points gained only when levelling up (or you can save them up to buy a more expensive score between a few levels), and pay the difference in the cost of two attributes to increase a score, e.g. going from a 17 Str to and 18 Str costs 4 points. Note: No character can start with an attribute score of higher than 17, and all initial points gained at first level must be spent. Expanded Costs:
Att. Cost 19 ... 21 20 ... 26 21 ... 31 22 ... 37 23 ... 43 24 ... 50 25 ... 57 26 ... 65 27 ... 73 28 ... 82 29 ... 91 30 ... 101 You gain additional points at the following rate:
This isn't my subsysytem in truth, just my take on the expanded point buy system that appeared on the boards here a while ago. My next subsystem is a system which also appeared in the boards, that I then tailored and altered for my own use. The Heroic Distinctions system. Basically, you only gain half of typical wealth per level, and there are the following limitations on magic items. Magic Item Limitations/Alterations:
The following magic items are no longer available. Imbued: A masterwork weapon or armor can be imbued for 500 gp. An imbued weapon beats DR/magic and the imbued items hardness and hit points are doubled.
At 3rd level and every level therafter a character may take a heroic distinction which they qualify for. (NPCs take distinctions only at odd levels.) Not that most distinctions increase automatically at levels 10 and 15. These increases stack with purchased increases, so that a character can have a +5 armor bonus from distinctions, etc. This is the list of Heroic Distinctions. Aggressive
Defensive
Hardened
Heroic
Lucky
Savant
Warded
Okay, so from running the DPR math with a very handy calculating google doc (Courtesy of Ogre and a the boards), its obvious that as so many people say, two weapon fighting isn't as good as two-handed fighting, for more feats and no reason. The MAD will always kill you, despite getting between level 1-12 about +1 AC, +2 Ref, +2 Init, +2 on ranged attack rolls, and +2 on CMD, and a few skills. However you do 75% as much damage as the two handed fighter if your lucky. Also, I've seen it be a widely held opinion that Double Slice (and Two Weapon Defense) aren't gret feats. So how about:
I figure it increase full BAB classes power with TWF, but sneak attacking characters won't be using power attack anyway, so it shouldn't alter their damage. So if you two weapon fight, you'll do about 80% damage, assuming you wield two identical light weapons, you shouldn't suffer as much in feats or damage. Maybe 90% damage would be a better goal, but I think all of the little side benefits from your higher Dex are quite nice. Are there any problems I'm not seeing with this? Or more things that can be done to easily boost Two-Weapon Fighting? These are some houserules I'm thinking of trying: On Death
On Magic Items (Long! Bear wth me!)
All of the above are quasi-magical effects in nature, measuring the heroes march from humanity to something closer to a demigod. As such they can be dispelled like magical items, returning after 1d4 rounds, and do not function in antimagic zones. The exception to this is the deflection bonus which is of a higher order of power than the other effects and cannot be dispelled or cancelled. Disjunction does not destroy these abilities, but they take 3d6 days to return. Finally it mentions above that there are no magic weapons and armours. This is not entirely the case. There are no more +1 bonuses to either. However you can still make a weapon magical so that it overcomes damage reduction. This is done by making a weapon ‘imbued’, a quality that costs 500 gp to add, and can be done by any person with Craft Magic Arms and Armour. An imbued weapon can then be further enchanted with special qualities as normal. An imbued weapon counts as a +1 bonus quality however for the purpose of calculating the final price of the magic weapon. Imbuing an armour simply increases its hardness, etc as normally making it +1 would. It only costs 250 gp and functions the same as the weapon with regards to adding magical armour enhancements to it. On Monsters
Against the Few (Teamwork)
Legionary’s Defense
Against the Many
Last Laugh
So, I was hoping I could get thoughts an feedback on these changes, and how they change the way the came is played before I encounter unforseen consequences in games. Any is appreciated, though I'm aware some of the above is not to some people's taste. That's fine, it is to mine though. Please keep that in mind. I've been fiddling around with maps alot recently, especially big ones. Which require the understanding that the world isn't flat. So for fun I thought it would be interesting to scale everything depending on its lattitude for the Inner Sea Region map. Here is my effort: Map NOTE: The upper parts are pretty much impossible to read, and this is far from perfect or smooth. It starts at about 15 degrees north and the bottom and goes up to 65 which is roughly the artctic circle. I broke into it 2.5 mile per degree longtitude decreases. So they're closer together the further north you go. Anyway just a bit of fun! In eager anticipation of the world map coming in Feb/March! Hi, I got my issue a while ago, but only recently started reading the physical copy in preparation for upcoming games. Only to find that my copy is missing pages 17-32. There doesn't seem to be any torn out pages, or that their misplaced, their just not there. Is there anything that can be done? Kind Regards,
As the thread suggests. I mean people are born gay, just as we are evolved from ape-like ancestors, just as some people are are born with various differences in their chemical and physiological make-up. So is it like a part of original sin? Can you be born a sinner? Who does it hurt and why is it a sin? You finally feel the heat and sweat and buzz of mosquitoes leave your body and mind after a few weeks, the Isle of Dread, and Southern Arcadia now months behind, your mission successfully concluded and your stipends collected. You have arrived back in Avistan, at the open port of Magnimar, the City of Monuments. However, the tales of your heroic exploits from facing down demon-posessed pirates to saving your ship from a mighty sea monster composed of Sargasso, have preceded you and you find yourself attending a small banquet held by Mayor Grobaras, a fat balding but well-dressed man, with a loud commanding voice. Around you the wealthy and influential of Magnimar make small talk and judge the worth of the heroes called to the Mayor's side. Make Diplomacy checks to see how well-regarded you become in the city. After the meal, the Mayor invites you to a reading room, a giant library in it's own right. He offers you all pipes and smoking tabacco. 'Well, my lads. Now that the pleasantries are dispensed with, let us get down to business. I have lost contact with a fort under my city's control, near Turtleback Ferry, we don't know whether it is simply the oncoming winter, Korvosan interference or something more sinister. As old hands like yourself may have guessed, I want to you to investigate and will compensate you duly. What say you?' You are location 8 on the map. Below is my estimate of what the magus will look like, and just a fun pre-playtest version of the magus to have fun with. Please feel free to critique and discuss. I think its nice in that it's the only character that relies on Str and Int, and hopefully infused strike and talents (might rename them 'arcana') make it worth staying in the class rather than losing two levels to go into eldritch knight. (It only has one martial weapon, so will have to dip to take that prestige class.) Note: No tabs on the boards, so the table is a formatting mess. This class is far from fully realised or finished, especially after level 10. I'll continue to update the spells known, though I need suggestions on talents in particular. and what the capstone ability will do. MAGUS
Table X–XX: Magus
Class Features
-Spells known as the bard/inquisitor- Cantrips: Magus’ learn a number of cantrips, or 0-level spells, as noted on Table x–yy under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
more to come Improved Arcane Strike (Su): At 7th level, when using the Arcane strike feat the magus gains the bonus on his attack rolls aswell as damage. In addition, you can instead apply up to half (rounded down) you bonus to applying a special weapon property to your weapon, for example at 10th level the magus gains a +3 bonus to attack and damage with Arcane strike, he may choose instead to get a +2 bonus to attack and damage, and gain the flaming ability instead of the extra +1. Once this ability has been used to redistribute the bonus, it cannot be changed again for one minute.
MAGUS SPELLS
James Jacobs wrote:
I know I'm interested! Who else wants to lend their voice to this cause!!! Seagulls and parrots wheel overhead, squawking and screeching, ducking occassionally and rising with fish scraps or other more unidentifiable things. Before you on the wooden jetties of Sargava's busy port stands Captain Venkalie, she's currently roaring he loudest at the men loading the ship, her height and fair hair betraying some Ulfen heritage, she is a dressed well as a Sargavan ships captain in the old Chelaxian style. A similiarly clad woman, whos clothes were of far better quality, heavily embroidered at the sleeves approaches up the docks, looking serene amidst all the chaos of the preparation for the Sea Wyvern's disembarkation. When Captain Venkalie spots her she strides quickly over to where you were asked, or rather told to wait after arriving as promised on the jetty after signing on for the Vaneo Expedition to the Isle of Dread. 'That's the boss lady, look sharp now, you can be scruffy tomb-diggers all you like once your on board,' at this she turns sharply and bows her head to the approaching woman. She is slim, pale and pretty featured with her starkly black hair tied high away from her face. 'Good evening Gentlemen, my name is Lavinia Vaneo, the primary funder of this expedition. I'm glad to see Captain Venkalie here has assembled such a competent looking group of individuals,' she smiles. 'Why don't you all introduce yourselves?' Hey all, this will kick off our discussion thread. You should create lvl 5 characters with 10,000 gp and no more than 3,500 gp on any one item. You get two regular traits in addition your campaign trait. The campaign traits are: Noble Claimant
Hunter of the Wilds
Dark Past
Pathfinder Explorer
Demon Hunter
Just to note, this campaign is set in Golarion, and you begin in Eledar in Sargava recently brought into the employ of a Chelaxian noble woman by the name of Lavinia Vaneo who is mounting an expedition to resupply a colony founded by the Vaneo's and a consortium of other nobles found on the fabled Isle of Dread. Yesterday a tall, fit looking woman with shoulder-length auburn hair and a sword at her hip approached you, introduced herself as Janiven and asked to talk with you privately, she then invited to you to a clandestine meeting in a tavern by the name of Vizio’s in Parego Spera. It was nearing nightfall, and she left quiet suddenly, but that night as monsters haunted the streets, curiosity stalked your mind, and after finishing breakfast and your morning routine, you made your way through Westcrown’s cobbled streets, the mid summer sun shining bright and hot in the sky. You arrived at Vizio’s to find the window’s boarded, but the door is open and after you entered the cool shaded taproom you soon found yourself sharing it with Janiven, and two strangers. Once all three of you have arrived, Janiven smiles and says 'Great, you all made it!' 'I have some food prepared, so please pull some chairs off the stack in the corner and sit at the main table, introduce yourselves, we’ll get down to business after we eat,' she smiles again and stalks into the kitchen, sword bouncing on her hip. Here we go, introduce your characters and Janiven will return with the food. Have fun! As the title suggests, I'm starting up a PBP, an altered cutout of the mid-to-late Savage Tide AP to be precise.
I’m putting together some campaign traits, and I don't mind if you've played this campaign before, I just ask that you don't metagame. I myself can and will post at around 10am, 4-6pm and 0-1am PST every weekday, and if everyone could post in between those times every weekday we should move along quite swiftly. This will use the Core Rulebook, 20 point point buy, two traits in addition to your campaign trait, with 150 gp starting gold and full starting health. All of the APG classes may be used, and anything else can be run by me if you want to use it, though as a warning I'm not a big fan of other base classes or races. Please post here with a race/class/alignment, any PBPs you running or even better GMing which you think exemplary of your frequent posting and/or eloquence, this does not disclude new players, though any example of writing is a boon and finally a short rundown of your character concept. The ideas behind the campaign traits are a noble seeking claim to land on the Isle of Dread, a hunter/scholar of exotic animals, a person escaping a dark past in the Inner Sea to travel 2,000+ miles across the ocean, a Pathfinder initiate, a person tasked by their church to investigate rumors of demonic activity on the Isle. Thanks in advance to all applicants! Frankenstein's Biological Ancestor This is a mammoth of an article! Very interesting, as is the discussion of other scientists goals in the same field! The intention here is to not increase the lethality of the game too much for the PCs, but for death to be a real and permanent thing. The main people that this should be killing are NPCs, the intention was so that kings could be assassinated meaningfully, etc. Nor did I want to nueter lethality, hence the negative levels gained. It's intended to incite the PCs to retreat for more or less how long it would take to travel to town and get an ally raised. Oh, and the world I'm intending this for is more or less low level, 13th level NPCs would be among the most powerful in a multi-million poulation empire. Comments? Suggestions? Death and Dying:
You can be raised from dead a maximum number of times equal to 1/4 your HD. The total increases as you gain more. After this only a wish or miracle spell cast before the raising spell allows you to be raised. This means that a creature with less than 4 HD cannot be returned from the dead without a wish or miracle spell. Basically what the thread title says, I have some Houserules, but I was wondering of any of you wonderful people can find any big problems that I haven't forseen with the changes, etc. It's a bit big, so: Link Note that I haven't entirely made up these things, etc. I just use them. Notably using some stripped down versions of Kirth's houserules, and Rezdave's split classing idea. Has anyone seen the recent George Alan Rekers story? There are lots of articles on the go, so it's easy to find out more about the story and the travel companion online. Titled and opened to just have a place where it can be discussed. It's difficult to find anything impartial on it, so research it with that in mind. Okay, in considering changing or removing alignment, one needs to know what rules this would effect. What I can think of off the top of my head is:
What other rules affects in the core rulebook and bestiary rely on and use the alignment system? I find having the players run away is mind-numbingly boring and dispiriting for them, as well as causing you to track where they have run in relation to the rest of the battle, and taking them ages to get back to the combat even when the effect has ended. So I'm going to start using the following alternatives. Frightened In addition to being shaken a frightened creature may not approach to within 10 ft. of the object of its fear, nor take any aggressive action, such as would end the spell invisbility, towards the object of their fear or affecting anything within 10 ft. of the object of fear without making a Will save against the initial DC. They can only make one Will save against each individual frightened condition per round. If a creature is within the 10 ft. radius, and fails this Will save they must move to 10 ft. away in anyway they have at their command. Panicked In addition to be shaken and staggered a panicked creature must move away from it's object of fear at at least half its speed, or 10 ft. which ever is higher, per round. If cornered they must cower, and take the total defensive action. At the end of each round the panicked creature may make a Will save against the initial DC to become frightened instead of panicked. As a side note, I've ruled that if you fail to control a mount not combat trained, it gains the frightened condition and moves 10 ft. from your enemy for that round. If it takes damaged, it becomes panicked for that round instead. So what do you think? What changes would I have to account for if I wanted to:
I think the skills and alignments should be easy enough. What if healing surges were gone, fewer encounter per day, etc? How much weaker would characters be without Paragon Paths and Epic Destinies? I thought this might be interesting, considering so many of the board members here are big into iPhones. Article: 5 Reasons you should be scared of Apple P.S. Its a company, not your grandmother, nobody lose their mind in nerd-rage of this please! Whew! Just playtested a group of four at lv8 through the Pathfinder Society Module, Echoes of the Everwar I:Prisoner of Skull Hill. The characters were;
Overall: I found the classes played at the same level of capability as the core classes, I can quite happily report. I took details, so I will be postinf more, but two extenuating details should be taken into accaount. The cavalier had awful luck. Just terrible, everything went against him. The witch's spells were muted by the fact that Spoiler:
you fight mostly undead and plant monsters, which render mind-affecting spells and other debuffs ineffective. More to come. You know what I'm finding very annoying, and maybe I'm alone in this, but people keep addressing their thread titles at the staff, James in particular becasue he's such a frequent poster. This really bugs me though, like they don't have anything better to do, the fact that they answer questions and talk to us on these boards is fantastic, and I really appreciate it, but people have to stop expecting their questions to be answered by staff almost instantaneously. Somebody actually complained when a question didn't get answered over the weekend! It's great that the staff are so open and friendly, but stop treating them like your own personal Q&A! James Jacobs, for example is the Editor-in-Chief, not Answer-Dispenser for someone who is reviled by asking for lucid advice from the community. /rant Sorry, and again maybe I'm alone in this, but it's very annoying. I have nothing against the Andoren style, the coats, etc. I quite like it. But, I would like to see it combined with a spell-caster, and a guy in armor, I'd like to see it fused with the standard baselines of the PFRPG world, I'd like to see an Andoren fighter and not just see that he's from Andoran, but recognise him as a fighter, same for a wizard. Any chance of this happening? Or will the coats remain as they are in all images, with chain shirts worn underneath in my mind? Golarion is analogous to earth in a wonderful, and subtle way, more taking inspiriation from cultures than plopping them into a fantasy world. So in order to help me do the same I began to think about, and put together, the general thematic inspirations so I could read up on the mythology of that swathe of the world, see what armor and weaponry looked like in that region, know what languages to use to make up fantastic words in those places, etc. 1 So, firstly I got a rough world map in my head. Then for the purpose of this post put it on earth. Golarion isn’t earth, and my knowledge of the world past the Inner Sea is as sketchy as yours, so think of this more along the lines of the early explorers and the Fra Mauro, or Ptolemy maps. The Vudrani are based on the people and myths of the Indian subcontinent, and a good example language is Hindi or Sanskrit, and South Asian/Hindu mythology is prevalent. Of the various Tian peoples, the Tian-La seem to be based of the steppe dwelling tribes north of the Himalyas, especially the Mongols.
Note: Minkai seems to be the archipelago stretching from south Tian Xia to Vudra, so I moved Japan south. Sarusan is probably much further away from Tian Xia than Asia-Australia, hence the big arrow. The long blue line is where there may be an ocean separating Tian Xia and Casmaron. (Hopefully, I think that would be cool). The black section in central Casmaron is the Pit of Gormuz area, eastern part of which represents Ninshabur. I'm not sure if Arcadia is the name for the south/meso-american Analogue aswell, so I didn't expand it to be so. 2 Now, lets zoom in a little, to the Inner Sea region. A big thing of import is, I think, this area is not an analogue to Dark Ages Europe, and its not entirely Medieval Europe. It’s more like an analogue of an Alt-history where neither Hellenic Greece nor Rome collapsed as completely, so the Dark Ages never happened. Taldor can be considered analogous to Hellenic Greece. Their empire spread, for awhile, then Cheliax rebelled and took most of their non-Taldan provinces. However they never took Taldor, so they were allowed a long slow decline and developed cultural similarities to late Rennaisance France, in terms of the nobility anyway.
Cheliax is the analogue of Italy and Rome then, however it never fell to barbarians, so the Dark Ages never happened, instead 100 odd years ago Aroden died and the empire broke into pieces, but each piece is a whole nation, so civilisation never really imploded. This is a big point of difference. No dark ages, and civilisation being around for longer means that Golarion is more similar to Early Rennaisane Europe in most ways excepting warfare, as military science is very middle ages, but beside that there are printing presses, glass factories, rare spectacles, a burgeoning mercantile middle class in most civilised nations.
Andoran is hard to peg, and is not entirely analogous to any European nation. Ethnically and culturally they are a mix of Taldan and Cheliaxian peoples, but with their own unique veneer of freedom and democracy. North of the inner sea, nations are far less likely to have analogues, but the ethnicities still do.
The Ulfen are Nordic-esque peoples, seemily descended from the Iobardians of North Casmaron.
The Kellid tribes are loosely based on Cimmerians, who are looslely based on the Celts. Though made strange by the prehistoric fauna of the Realm of the Mammoth Lords, and Super-Science of Numeria.
All of the above feature elements of general D&D/Tolkien-esque european-inspired high fantasy, though often with an amount of its original mythology and flavour restored, and more s&s than straight high fantasy alone. The Keleshite people are Persian/Iranian largely, with Arabian influences too.
Garundi people are North Africans, Egyptians is Osirion, Saharan peoples in Thuvia, etc, and Nex/Geb may be slightly inspired by powerful Ethiopian kingdoms like Aksumite.
Mwangi are people from Congo, and Central/Western Africa.
I have thrown assimilated peoples under the name of their dominators, so Nidalese and Isgeri people are covered in the Chelaxian region. Similar to the various tribes and peoples encompassed by the term ‘Mwangi’. Note also that these aren't just analogues, its more that the mythology and cultures of certain peoples inspired them and the places they live, the monsters they face, etc. Finally, I’ve seen it written that elves, dwarves and gnomes are mainly found in the Inner Sea Region, particularily Avistan. Now this may change to allow people to play the core races in more exotic lands, but I hope not. It was suggested instead that places like Vudra and Tian Xia would have more culturally appropriate demi-human playable races. And I’m all for the idea of kitsune rather than elves in Minkai! Okay folken, I'm sure lot's of you have used a plethora of great spells and powers over the years, from many many sources. I'm looking for spells with great flavour, or that do something very different to core spells, or best of all that do non-combat/useful out of combat things! What are your favourites? the best? the ones that have a great idea but need a little tweak? And of course, where are they from. Thanks in advance to anyone who contributes! Regards,
Okay, first off. The three core books, that's good, I have access through both a friend and a gamer group. What do the other books give you, or rather the extra core books like the PHB2, etc, and the Power Series? In particular where would you get more Paragon Paths because I think my big problem with them is that there are too few in the PHB. Second, how comparable is the skill system to out of combat use, as in D&D 3e, because I like that in general, if I just have to relearn the math a bit I don't mind, but can a player decide to climb an obstacle, or jumo over it, and that be simply and quasi realistically worked out with a skill check or two. [I've heard many bad things about skill challenges, so I don't want to discuss them at the moment.] Thirdly, are there any discussions on realism in the system ala Tthis article for 3e? Thanks for any help in advance! It seems alot of the witch playtests I read say that hexes are fun, but they will often have to wait for oppurtunities to use them, etc. But you know what? A witch's main arsenal isn't the hexes, but her spells! And that seems the get little or no mention. Are people just not using that class feature because the want to playtest hexes? Because really, 10+ level witch would only be using hexes on turns where its either uniquely beneficial or they want to conserve spell slots. It'd be like a wizard complaining he can't do anything in combat because his school abilities are only 3+int per day, at any level past 5 its just silly. Has anyone else noted this trend? P.S. This is nothing to do with touch hexes, or the power of hexes, etc. I just find it wierd that witch playtests don't always seem to mention using spells.
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