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Seltyiel

xorial's page

Pathfinder Society Member. 1,382 posts (1,383 including aliases). 15 reviews. No lists. 1 wishlist. 3 Pathfinder Society characters. 1 alias.


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Shadow Lodge

Okay, I am going to back to working on my personal Eberron conversions. One of the things I am looking at is a little bit of reflavoring. This is a matter of personal choice. I am not here to argue which is better, ro so forth.

One thing I am looking to do is to not include psionics. This is a personal thing and no reflection on psionics as a system. That said, I am going to need to change the Kalashtar slightly. Just making them arcane seems to cheapen the entire flavor. I was thinking that I would make them a major source of Summoners and Witches(stealing the Dreamweaver archetype for their use) on Eberron. I was also looking to include them as a source of dream magic, as in some 3pp supplements.

I guess what I am doing is seeing what other think of this as a viable option.

Shadow Lodge

Is it me, or does Nella look like she should be a Companion to the Doctor?

Shadow Lodge

Now, from a personal satandpoint, I see them as a true, living race. From the discription, they have blood and other accutruments of being alive, with an added bonus of still having a trace of being contruct. So, for future clarification, do they benefit full from healing magic? 3pp have added Repair versions of healing spells, so are they affected by those as well? And, along these lines of being alive, are they fully affected my mutagens from the Alchemist?

I know how I would rule on this in my personal game, being a yes to all of the above, but I was wondering about the "Official Party Line." :P

Shadow Lodge

1 person marked this as a favorite.

The idea here is to use a variation of the Generic Classes, mainly having to tweak the Warrior, and use The Genius Guide to XXXXX Archetypes to "define" the characters more specifically. SGG archetypes operate a little different than Paizo's, in that they are available to all classes, barring some prerequisites. The products also define the Archetype "packages" that are part of the PFRPG classes.

Another difference in this approach would be the premise that you keep your archetype during your entire career. You could multi-class at will, but would always keep your basic character theme.

Shadow Lodge

Onc e upon a time, WotC posted stats for Nicholas the Gift-Giver aka, Santa Claus. I propose to post a conversion to Pathfinder, but I am looking for opinions about what they should look like. Giving to the fact that the original stats are 3e, not 3.5e, and all of the additions that are in Pathfinder, as well as whether we agree with the original rendition, I would discuss this first. I will be using Hero Lab, but I am willing to manually add any Mythic material by hand to the final print out. So, who is game to help with this. maybe even some input from Sean K. Reynolds, seeing as his name is in the original credits.

Shadow Lodge

I absolutely love the new ability to stop tracking new posts on threads. I don't know how long it has been operating, but I think it is relatively new. KUDOS!!!!

Shadow Lodge

I was tossing this idea around while looking at the Gamma Terra Group on Facebook. It has been done before, and I actually helped with it, a couple of years ago. Now, though, the Advanced Race Guide offers a ready system for creating mutants. Also, the old conversion really did convert much of the setting, as well as classes, to something compatible. I was thinking more of using already existing mundane classes, or even Anachronistic Adventurers from Super Genius Games. I think this would be a great conversion. Also, I had the idea that Kingmaker would be a good AP for such a setting.

Shadow Lodge

I started toying around with the idea that every class should get a version of "Action" points. Many classes have this mechanic built in, so it isn't that much of a stretch to decided to implement it in all classes. Hey, the playtest barbarian had it in the form of Rage Points. That way every class gets this mechanic & we can use it to have some generic uses that all classes use, then the class specific things each class gets on its own. Say a Fighter uses them to do combat maneuvers in place of the various maneuver feats. Give the barbarian back the rage points mechanic. make the rogue have something like the Ninja Ki pool. Like I said, I was toying with it. I wonder if anybody else has any thoughts on this.

Shadow Lodge

This is not a standard conversion thread. I am going to run the original d20 conversions using Pathfinder for my kids & their cousins. With that, I am not looking to strictly adhere to the canon of the world. More like just looking to capture the feel. They will have their own characters. They have read none of the original stories. I think I have a great adventure that doesn't have to worry about, "But that isn't they way it happened in the book!"

The kids playing are 12-14 years old. I am going to keep it uncomplicated as possible,as far as organizations. I will still have the towers of High Sorcery, but not the 3 orders. They will just be more concerned over focus. Model it more after the Towers in Dragon Age. Keeping the divine casters out as per original, though. No sorcerers or bards. Magi are the enforcers of Tower Law, hunting down those outside of the Tower. Knights of Solomnia are Cavaliers. Witches would be outlaws to the Tower. Rangers would be non-spellcasting archetypes. Gnome wizards would be left alone, well because they are gnomes & nobody wants to press the issue. lol

How does this sound so far?

Shadow Lodge

I have decided that I will be running the anniversary edition of this starting in September, sometime. I won't be running it a a Pathfinder Society campaign, but I am thinking about sticking mainly to the Society Guidelines. Other than that, does anybody have any opinions on some of the published rules that may not be appropriate for the game? Like I don't feel Gunslingers are right for RofRL.

Shadow Lodge

Has anybody tried this combination? If so, what variations did you use? What is your take on this?

Shadow Lodge

1 person marked this as a favorite.

I am presently working on this for my next campaign after I finish my present one. It will involve a Hero Lab file, so I am looking to remain close (not exact) to the original. That said, I will be changing things based on new rules in Pathfinder. Some things might be changed due to balance conflicts, such as making a Dragonfolk race (see SGG's Kobold Kings) as the replacement for most half-dragons in the game.

I have begun by making "Imperial" archetypes for all classes. Basically this will be a tech savvy version of each class, as appropriate. These archetypes will not preclude using any of the standard archetypes, provided they make sense for the character. More on classes later.

Races are tricky. I am thinking of making the new racial abilities into alternate racial abilities. I think that it is too much to add stuff on top of what everybody gets. Also I am thinking of modifying the Soulmech. As written, it is a full construct, which is too powerful an option for characters. I was thinking of maybe the half-construct racial trait as part of rebuilding the race. The background can be that they are the first attempts at truly artificial life.

Most equipment may need a complete overhaul. This can be to adapt d20 Modern stuff. I also need to take into account the damage ranges of firearms, as well as Pathfinder mechanics for firearms. That pesky touch AC attack, which I actually agree with. I am thinking that armor will just emulate their fantasy equivalents. The differences will be in armor qualities. Say like, ballistic and ablative. Ballistic can give DR, representing the new approach to armors over the "old" way. Ablative, though the word doesn't mean exactly this, could still allow the full AC vs modern weapons. This may involve having to repair such armor between encounters.

That is a start to my thinking. What parts do you guys think may, or may not work?

Shadow Lodge

1 person marked this as a favorite.

I am running an Eberron campaign, using Pathfinder rules. So far, I really think that Pathfinder represents many aspects of Eberron better than the original 3.5e rule set. Say that I am tossing an idea around concerning Dragonmarks, House & Aberrant.

I have found Eberron in Pathfinder very helpful with some ideas. I like the idea they have for each DMarked House having a Bloodline. I'm not sure if the Eldritch Heritage feat is the way to go for actual Dragonmarks, though. I am leaning to a modified Varisian Tattoo feat. Then I can use the Tattooed Sorcerer as the basis of a DMarked Sorcerer.

I said that because I am thinking that Aberrant Marks could be tied to Witches. Still using the Tattoo feat, but making a "Tattooed" Witch Archetype for Abberant Spellcasters. The thinking is that Abberant Marks supposedly come from Dark powers. Powerful Abberant Marked people are those that explore their Marks through Witchcraft.

Shadow Lodge

I guess the biggest complaint about the Monk is MADs (Multiple Attribute Dependency). How about a little fix that may alleviate this problem. Rename the AC Bonus column in the Monk Table to Zen Bonus. Now what does this mean? It means, we add the Wis bonus & this bonus not to just AC. We add it to BAB and damage as well. It allows one stat, Wis, to do the heavy lifting for the class. The other stats are nice to have a bonus in, just as it was with the standard AC bonus, but now the majority of your build can concentrate on a good Wis. the BAB & Damage won't benefit unless we are using Monk Weapons.

Shadow Lodge

I'm running a campaign that is starting out in the Eldeen Reaches, but really has nothing to do with Kingmaker. The question I have for the community is this. Do you guys think that the first Kingmaker module, The Stolen Lands, would make a decent stand-in for the Northern Eldeen Reaches? I will have to change some things, but my party will be searching the area for an object that fell from the sky. I thought the treks & quests in that module would be a great way to try to trade services with the locals, so to speak, to get help finding this object.

Shadow Lodge

Here is a great little company that is doing some great stuff. You should check out their site at Torn World. They have some beautiful maps, an adventure or two, and a Player's Guide (that will be coming out soon).

Shadow Lodge

I guess this could be called a rant, but I really don't intend it to be. I just find it funny, frustrating, and nonsensical that many of the legends/mythology/fluff of many races fails to live up to the mechanics.

Two prime examples: Elves & Gnomes.

Elves
Myth: Can't complain too much here because elves of myth have so many varied powers & origins that anything is possible.

Fluff: The fluff of the elf seems to concentrate around fey origins. Why is it they have nothing fey-like to back this up? Nature loving? The gnomes are closer to what I would think an elf is supposed to be in RPGs. From the write ups, you would think that they elf would be the quintessential druids & rangers of the game. Fiction in D&D and Pathfinder seems to support that, but no mechanics.

Gnomes
Myth: The mythology for gnomes isn't really all that old. They are mainly form the Renaissance. Supposed to be mechanically inclined. No connection to the Fey. Sadly, they are the race that gets all of the Fey goodies.

Fluff: The fluff here says they are mechanically inclined. That said, they get saddled with many traits that are more appropriate for the fluff of Elves. The only time that a gnome has come close to myth is with the Tinker Gnomes. A little over the top, but a better representation of the myth. If I had to choose, I would want them tinker-like, along the lines of Salvatore's The Spearwielder's Tale series of books. As a matter of fact, I would like the elves to be more like the elves from these books, too.

Like I said, I really find this humorous. I am not screaming for, "Paizo to correct this oversight." LOL. I do hope that in some future incarnation of the game, that maybe we can, not so much as kill the sacred cows, but make fluff actually come closer to the myth, and the mechanics.

Shadow Lodge

Veil of Truth by Eridanus Books seems to be stepping into Pathfinder SciFi. I won't be able to get this for a couple of weeks. If somebody gets this can you please let us know what you think?

Shadow Lodge

Using the The Genius Guide to Arcane Archetypes and the Investigator Archetype I made a neat alternate Rogue class that could be used for a modern setting, or a wild west like I am running.

Occult Investigator

Kind of neat what you can do with the 3pp products out there.

Shadow Lodge

I am going to be running a Wild West Fantasy crossover adventure soon, as in New Year's Eve. I may not get what I want in time, but I wonder if anybody has done a Bard Gunfighter archetype?

Shadow Lodge

I am getting ready to start a long campaign based on the Spelljammer module Under the Dark Fist. Since the module was 2e & designed to start at 10th level, I will begin on Eberron and expand it to a full AP type campaign. Even when put on Flow maps, Eberron is pretty isolated from normal space lanes. The Vodoni discover it and start planning to add it to their empire. I'm not going to discuss rules here, much. This is to get help with campaign ideas as I run along with this.

How the campaign is planned to go, lol. We know how PCs can put a cramp into that. Here are highlights of events.

The players are starting out on Eberron. The basics are that as they adventure, they will be drawn into the fact that their world is being invaded. First the Vodoni hit Sarlona. It has worked to isolate itself from the world, so the reasoning is take them out & few are likely to notice. They accomplish some of this with an artifact created when the gods of Vodonispace where trapped. A large crystal that allows the Fleet Commander to isolate large areas of a world from planar contact. Combined with other magics, the Quori are effectively ejected from Sarlona. Next major target will be the Demon Wastes. They don’t want rakshasa trying to take over after they conquer everything. Also, the use of the artifact isolates a major part of Khorvaire from the planes. Namely Eberron's Fey from the Eldeen Reaches. Their next goal, begin invading Khorvaire proper. Open with the artifact over Sharn. Destroys the manifest zone & most of the towers crumble. A terror attack of massive proportions. Now the kingdoms can’t produce more airships. Vodoni have cannon & firearms. They have air superiority. This stage is a war. Towards the end, the dragons finally react & help drive off the invaders. Captured intel allows Spelljamming & PCs are tapped to go look for help. Pretty sure that if something isn’t done, the invaders will return. This starts the core part of the Under the Dark Fist module.

Now, what the PCs will be doing during this:

Campaign Overview
1. Crypt of the Everflame - Normal adventure - Tomb actually disturbed by Vodoni scouts - Pathfinder tracking sightings of mystery airships Recruits players to help at the end

2. Gnome Droppings from Dungeon # 63 - Gnomish sidewheeler crashes. Vodoni shot it out of the sky & come looking for it. Gain an autognome

3. Go to Zilargo to learn more about Ergo the autognome - Vodoni Conquering Sarlona as the adventure starts. Characters know nothing.

4. Place holder - Worldwide nightmare caused by the Quori being banished from Sarlona

5. Lhazaar Principalities & Lyrandar losing ships (PCs investigate) - Vodoni consolidating Sarlona. Attacking ships at sea that gets too close to their shores.

That is it so far. I'm showing the adventure first, or the idea for one. After the dash is pretty much what is going on behind the scenes. Adventures may not deal directly with the invasion. When Khorvaire gets hammered, they will run missions & stuff. Maybe go & try to reach the dragons in Argonessan. I should mention that I will be using more blackpowder stuff that is normal in Spelljammer. More akin to what is in Freeport.

Anyway, I would really like some ideas. Or, even just discussing this. Going nuts not able to brainstorm with anybody.

Shadow Lodge

I am getting ready to start a long campaign based on the module Under the Dark Fist Print Edition. It will begin on Eberron. Even when put on Flow maps, it is pretty isolated from normal space lanes. Vodoni discover it and start planning to add to their empire. I'm not going to discuss rules here. This is to get help with campaign ideas as I run along with this.

How the campaign is planned to go, lol. We know how PCs can put a cramp into that. Here are highlights of events.

The players are starting out on Eberron. The basics are that as they adventure, they will be drawn into the fact that their world is being invaded. First the Vodoni hit Sarlona. It has worked to isolate itself from the world, so the reasoning is take them out & few are likely to notice. They accomplish some of this with an artifact created when the gods of Vodonispace where trapped. A large crystal that allows the Fleet Commander to isolate large areas of a world from planar contact. Combined with other magics, the Quori are effectively ejected from Sarlona. Next major target will be the Demon Wastes. They don’t want rakshasa trying to take over after they conquer everything. Also, the use of the artifact isolates half of Khorvaire from the planes. Their next goal, begin invading Khorvaire proper. Open with the artifact over Sharn. Destroys the manifest zone & most of the towers crumble. A terror attack of massive proportions. Now the kingdoms can’t produce more airships. Vodoni have cannon & firearms. They have air superiority. This stage is a war. Towards the end, the dragons finally react & help drive off the invaders. Captured intel allows Spelljamming & PCs are tapped to go look for help. Pretty sure that if something isn’t done, the invaders will return. This starts the core part of the Under the Dark Fist module.

Now, what the PCs will be doing during this:

Campaign Overview
1. Crypt of the Everflame - Normal adventure - Tomb actually disturbed by Vodoni scouts - Pathfinder tracking sightings of mystery airships Recruits players to help at the end

2. Gnome Droppings from Dungeon # 63 - Gnomish sidewheeler crashes. Vodoni shot it out of the sky & come looking for it. Gain an autognome

3. Go to Zilargo to learn more about Ergo the autognome - Vodoni Conquering Sarlona as the adventure starts. Characters know nothing.

4. Place holder - Worldwide nightmare caused by the Quori being banished from Sarlona

5. Lhazaar Principalities & Lyrandar losing ships (PCs investigate) - Vodoni consolidating Sarlona. Attacking ships at sea that gets too close to their shores.

That is it so far. I'm showing the adventure first, or the idea for one. After the dash is pretty much what is going on behind the scenes. Adventures may not deal directly with the invasion. When Khorvaire gets hammered, they will run missions & stuff. Maybe go & try to reach the dragons in Argonessan. I should mention that I will be using more blackpowder stuff that is normal in Spelljammer. More akin to what is in Freeport.

Anyway, I would really like some ideas. Or, even just discussing this. Going nuts not able to brainstorm with anybody.

Shadow Lodge

I know, I know. Not another one. Well, thanks to the new playtest, there is another one. Also, this is about finding the original poster of the document I am going to link here for Eberron Conversion & House Rules. If you recognize your handywork, please let me know. I have edited the file, but not that much. I used the ARG Playtest, but some of the racial abilities had no analog, so I had to wing it. It would take a long time to explain all of my reasoning, but suffice to say I like them & will be trying them out soon. If you have specific questions on the races, I will answer them, but I am not changing them. LOL, your reasoning may be different. I am waiting to see what happens in game play. Maybe you will offer your takes on these races instead, because somebody may like yours better.

Shadow Lodge

Downloaded. I have to wonder, is this going to create a new spat of race conversions on the boards? :P

I can see them converting Eberron, once again.

Shadow Lodge

Is there a supplement from any publisher that has rules/guidelines for handling such things?

Shadow Lodge

Do you guys & Super Genius Games compete back & forth on who gets a specific product out first? lol. Both of you are trying to kill my bank account.

Shadow Lodge

What does anybody think of this conversion? Thinking of making the AP linked to the ancient giant empire in Xen'Drik.

Shadow Lodge

A comment on some boards (can't remember where) got me thinking. Take the abandoned Maztica 2e setting. In the Forgotten Realms 4e history, this continent (basically the entire western hemisphere) of Toril is shunted to somewhere else. Spellslinger is a fantasy based wild west type setting. Take the shifted Maztica setting & place the Spellslinger setting north of the original setting. Then forward the timeline about 300 years.

Shadow Lodge

I am working on a different take on magic. Not really a new system, as a new approach. My approach assumes that some spells come more naturally to casters than others. To reflect this, I have divided the schools of magic by the associated casting stat, rather than spell lists by school. This approach has every caster with a prime stat for casting, which is used to determine bonus spells. Otherwise, his different stats determine the max level of spell that he can cast in a particular school. This leads to built in specialization. I know that this will have many screaming about MADS. That is true, but probably not as bad as some other classes. Also, there are many players out there that neglect certain schools to a greater or lesser extent anyway.

At the most basic form of implementation, you should just use wizards, bards, and magi as the casting classes. Implement archetypes for the various neglected classes. I would eliminate clerics as a class. Take a lesson from Monte Cook’s Arcana Evolved setting & have priest be a calling available to any class, not a class unto itself. All spells would be available to any that have the appropriate stats to cast them.

I am making a couple of classes that are built with this approach in mind. I will be using a spell point system pretty much identical to psionic power points. Before I finish it, I think I will be running a few games with just the base use implemented.

The schools of magic & casting stats are as follows

Abjuration (Intelligence)

Conjuration (Charisma or Wisdom) (This is a dual stat school. This represents 2 differing approaches to casting these spells, as well as making each stat able to draw from 3 schools apiece).

Divination (Wisdom)

Enchantment (Charisma)

Evocation (Intelligence)

Illusion (Charisma)

Necromancy (Wisdom)

Transmutation (Intelligence)

Universal (Any)

I admit that this would basically create a different feel for any campaign that uses this. It is really a flavor mechanic, as much as a different approach to magic.

Shadow Lodge

Two products have put a burr in my saddle, so to speak. Anachronistic Adventurers: The Enforcer and Modern Heroes (go to downloads for product) have inspired me to consider running a campaign that starts with modern characters transported to a fantasy world. I know, been done. Well, I haven't run such a campaign before. My question is if there is a AP/campaign/product that would make for a good fit for this idea. I have been considering running the Red Hand of Doom. There are plenty of Pathfinder conversions out there to support it. I was seeing if anybody had a better idea.

Shadow Lodge

Two products have put a burr in my saddle, so to speak. Anachronistic Adventurers: The Enforcer and Modern Heroes (go to downloads for product) have inspired me to consider running a campaign that starts with modern characters transported to a fantasy world. I know, been done. Well, I haven't run such a campaign before. My question is if there is a AP/campaign/product that would make for a good fit for this idea. I have been considering running the Red Hand of Doom. There are plenty of Pathfinder conversions out there to support it. I was seeing if anybody had a better idea.

Shadow Lodge

I was wondering if you guys had thought of setting up a chat area? I only ask because that would be a better 'forum' for some of the ranting (not bashing anybody, just pointing out the style of posts) that goes on in some threads. I know people need to sound off, but it is getting ridiculous reading the same rants over & over. Prime example: The whole Sinister Coast fiasco. I know people are upset. I agree with their pain. BUT, their rant threads are getting monotonous. Not because I don't sympathize, but because it doesn't need to be aired out on the boards for the umpteenth time. That said, I thought that in the future that such discussions could be in a chat room, or even a special "RANTS" section of the boards.

Shadow Lodge

Has anybody done much in converting iron Kingdoms material? Specifically the Gun Mage. I found one document that does a lot of conversions, but I am not sure with their take on the Gun Mage.

Shadow Lodge

Looking over the revised Gunslinger has gotten me thinking of running a new campaign that takes a little bit from the d20 Past Shadow Stalkers campaign model. More inspration actually comes from 4e Forgotten Realms. They replaced Maztica with a new continent. Ignoring what WotC CLAIMS happened to those people, why not have most of them cross the Shadow and end up in the Old West?

Shadow Lodge

I know that the likelihood of a computer game based on Pathfinder is slim for the near future. Saying that just let people know I am not going off the deep end on this.

My suggestion is, in the event Paizo license such a game, that they insist on a game that is more like the original Neverwinter Nights. By this I mean that owners can create their own custom content. I would thin that maybe the game actually be modular so that it is mainly the game system. Then 'modules' could be released. Basically a core game, then adventures, much like a normal Pen & Paper game.

Shadow Lodge

Would there be any possibility of you guys getting a PaizoCon that is East of the Mississippi? I live in Tennessee and it is next to impossible for me to get to Seattle, as much as I would like to go. The US is a big place, so I really think that a second convention for the other half of the country would be great.

Shadow Lodge

This is an idea I have been tossing around in my head.

Most agree that the main reason gameplay becomes problematic at higher levels, meaning much above 15th, is the math becomes problematic. I mean from an attempt to maintain some form of balance. I don't have a complete solution, but I thought about is you borrow from 4e, and Star Wars SAGA, a bit and add a couple of twists. Let us take the classes as written. Now treat BAB, Skills, and Saves as just skills. Everybody progresses one ran every even level, similar to the poor BAB now. Certain classes get 1st level bonuses to skills, attacks, and saves. That would be similar to the save bonuses for classes in Star Wars SAGA. We could then add 10 more levels to the classes, for Epic play, while maintaining the math at the apparently magic number of a base of +15.

Shadow Lodge

I am batting around some ideas for a campaign, but thought I would get some feedback on some of the basics. Some of this may not even affect the players, at least at first.

Major breaks from standard:


  • Templars instead of Paladins.
  • No chromatic or metallic dragons, just the primals from Bestiary 2.
  • Barbarians as a trait. The class renamed Berserker. Have a primitive fighter archtype for non-berserkers.
  • Some archtypes and classes very restrictive as to represent cultures. Kinda done already, but I am really wanting to use this to drive different cultures home to players.
  • And the rest slips my mind, lol. Will post more of them later.

Shadow Lodge

I prefer tabletop RPGs to computers, but I have a problem. I am having difficulty finding somebody to GM a Pathfinder game, besides me. I would LOVE to see a Pathfinder CRPG just so I could possibly play a magus.

Shadow Lodge

Look, I am a PFRPG GM, so this isn't a flame war. I am doing some personal project research. I have mainly read 4e books, so I have no play experience. What I am trying to find out if the general system seems to keep pretty well balanced all the way thru the levels? Does it seem to stay playable into the Epic tier? If there are any problems with playability, what are they?

Shadow Lodge

My Big Fat Varisian Wedding

What do you think?
Got a better idea?

Shadow Lodge

I know this could be interpreted as a rules question, but I really am thinking of a House Rule possibility. I wonder if it wouldn't be better to change the SR system to be a bonus to saves made against appropriate spells. This would make it on roll instead of rolling against SR then Rolling a save. It just seems that is where SR is more appropriate.

Shadow Lodge

Has anybody converted the 3.5e version of Expedition to Castle Ravenloft?

Shadow Lodge

OK, so I like the magic system tweaks that Monte Cook made in his AE setting. I am considering using the same system, changed for Pathfinder. I am wanting the method of casting, such as laden spells, spell weaving, heightened & diminished effects. I'm not looking to convert the casting classes. I happen to like what has been done with the wizard, sorcerer, cleric & druid classes. The question comes down to how to handle the classes, though. I am leaning to keeping it as is, such as preparation casters & spontaneous casters. I have considered though how the Magister is presented. He prepares spells, but then can choose any of the for the slots used. My thought was if I used that method for all casters, how do I differentiate between the former spontaneous casters & such. I was thinking if I did this, I would just make, say sorcerers, use bloodlines as a 'focus' for casting. Then require , say the wizard, to use a focus. The specialist wizards can learn an extra spell from their school each spell level learned, and the sorcerer gets to keep the extra spells known from their bloodline as a a bonus spell that is always prepared. Anybody have any ideas for this?

Shadow Lodge

Battle Bloodline

Fluff I haven't came up with yet.

Class Skill: Knowledge (history).

Bonus Spells: shield (3rd), protection from arrows(5th), keen edge (7th), fire shield (9th), interposing hand (11th), forceful hand (13th), mage’s sword (15th), clenched fist (17th), crushing hand (19th).

Bonus Feats: Any combat feat that you qualify for.

Bloodline Powers: You are destined for great things, and the powers that you gain serve to protect you and fulfill your destiny.

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your battle sorcerer level. This bond can only apply to a martial or exotic weapon you are proficient with.

Eldritch Armor (Su): Starting at 3rd level, you generate an eldritch field around you gaining a +1 deflection bonus on your AC. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum +5 at 19th level.

Channel Spell (Sp): At 9th level, you can channel any spell he can cast into your melee weapon. Using this ability requires a move action, and the battle sorcerer uses up the prepared spell or spell slot just as if he had cast the spell. The channeled spell affects the next target that the battle sorcerer successfully attacks with his weapon (saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold another spell. A battle sorcerer can channel his spells into only one weapon at a time. Spells channeled into a weapon are lost if not used in 8 hours. At 9th level, you can use this ability once per day. At 12th level, you can use this ability twice per day. At 15th level, you can use this ability three times per day. At 18th level, you can channel a spell as part of a full attack option, and the spell affects each target you hit in melee combat that round.

Spell Parry (Sp): At 15th level, you are able to parry a spell with a melee attack. Instead of a standard counterspell attempt, you can make a melee attack in place of a caster level check, against the DC of the incoming spell. The attempt must be made using your bonded weapon. On a confirmed critical hit, the spell is parried back at the caster. You add your Charisma modifier in addition to your normal attack modifiers when attempting to parry a spell. This ability is usable against only one spell per round. This ability is usable two times per day at 15th level, and three times per day at 20th level.

Eldritch Champion (Su): At 20th level, eldritch power surges through your body, making you a true combat gestalt. You gain immunity to sneak attacks and critical hits. You are also able to wield you bonded as if you were a fighter of equal level to your battle sorcerer class level. Gaining the appropriate base attack bonus with your bonded weapon only.

Shadow Lodge

Just wondering if anybody has converted Monte Cook's Mage Blade from Arcana Evolved. Plan on doing it myself, but want to see if anybody else has given it try first.

Shadow Lodge

I'm not saying that I would run this, though I am definitely leaning towards it, I think this Kingmaker could be adapted to Eberron. The primary area I am looking at is the Eldeen Reaches. Towards the end of the Last War Aundair pulled out of this area & it went to bandits. With a little rewrite of history you could make it where the bandits became an even larger problem, driving out citizenry. This could then make the area ripe for Aundair to sponsor the expeditions to reclaim this area. The Great Druid Oalian could be under the Nymph's control, which is why the major druidic sects don't exist yet.

Shadow Lodge

I was thinking if anybody else was considering the letting the PCs start the AP above 1st level. I'm not talking about rolling the up as higher level, but maybe running them thru a starter adventure. I'm thinking of relocating Crypt of the Everflame into southern Brevoy. Run the PCs thru it & that is what brings them to the attention of Restov. This way they will be from the same hometown & still use the campaign traits upon creation.

Shadow Lodge

Guess not.

Shadow Lodge

I'm thinking of lowering some of the PrC requirements in order for my players to enter the PrCs earlier. Things like Eldritch Knight and Arcane Archer. I am going to start running the Rise of the Runelords. Players have a concept in mind. Sometimes the only way to get that concept is to enter a PrC, but some of them take so long to qualify for. Players end up playing most of the AP without being able to play their concept. I was thinking of modifications to allow them to get into some of the PrCs no later than 5th level. For example, Eldritch Knight being 2nd level arcane spells and all martial weapons. Even the sorcerer can start upon entering their 6th level. Lets the players maybe finish the AP with the PrC completed.

Does anybody see any BIG problems with this?

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