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![]() I recently was looking at Steam sales and some "programming kits for non-programmers". One allowed people to create first person shooters. That got me thinking (as I use Maptools to run a Pathfinder game with friends across the country)...it would be an interesting (and perhaps exciting) experiment to transform the game to a first person perspective. You could cast evocations, have percentile chances to charm/confuse, could buff, could melee, could be an archer, etc. On top of that, I've bought all the adventure paths since the beginning, but we've not gotten to most of them. It would be exciting to "program" a first person perspective and build the adventures so that players could go through them (admittedly somewhat linearly) perhaps with DMs running boss NPCs or being able to control groups of NPCs in real time. I'm wondering if anyone has thought of this, and if they have or haven't, if anyone has advice to someone who doesn't know how to code but is fairly savvy with computers? ![]()
![]() If someone (either a necromancer or cleric) finds an uncontrolled undead and successfully commands it, what happens if his party (who the undead can see are clearly his allies) attack it? What if he attacks it? Is the control broken automatically? Does the undead get a free saving throw (and what if mindless or intelligent)? If a save is permitted, how often? Just one? One per round they are being attacked? Is the undead forced to stand there and be obliterated? Please help, and any links to "official" rules or errata would be most welcome? ![]()
![]() The scene: It is a small vale, cut off from the rest of the world/help for 3 months of winter. Normally a very holy site, Asmodeans and their bugbear army have taken it over, seeking to slay everyone in the vale --especially any clerics/spellcasters and to prevent people from seeking help. I'm looking for what events might occur over the three months of seclusion and slaughter. Feel free to put yourselves in the place of the DM, or in the place of a player of a good priest/churchgoer seeking to survive the winter. (I didn't mention this at the start, but this is from the adventure path Way of the Wicked; the Asmodeans are the player characters.) I'm using this map for the civilized/town part of the vale.
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![]() It's a big party willing to help (also evil, so willing to do evil). I want to make a coven with either two green hags (monstrous humanoids) or two night hags (outsiders). I'm looking at potential in game ways to do this (magic items, feats, plot stuff, spells, etc. ANYTHING!) So far, all I've got is planar binding/planar ally for the night hags or charm monster (person?) for the green hags. One other potential option might be making the hags undead and then controlling them? Any and all thoughts welcome and appreciated! ![]()
![]() I'm the DM, running Way of the Wicked (Fire Mountain Games, pathfinder ruleset), and one player will want to become a lich in the future. I see the rules for the cost of the phylactery made with craft wondrous item (120,000 gp and the accompanying time costs), but no rules for a level adjustment. Is there one? Is the crafting cost meant to offset other items that could be purchased (e.g. opportunity cost)? Help appreciated. ![]()
![]() I was reading Lou's Agresta's blog (http://rpgaggression.blogspot.com/) and I found out Greg Vaughn has a third edition already written mega adventure called the "Slumbering Tsar" that he wrote for Necromancer Games. OH MY GOD! I totally want to buy that. If Paizo talked with Necromancer and got it published, I guarantee I will buy a copy at anything around the cost of "City of Brass". Plus if it thematically fits with the next Adventure path....well, that'd just be more reason to get it, wouldn't it. Anyhow, I know that things seem to be hung up on the GSL being released, but it seems sad that this is in limbo. It'd be great if Erik Mona could talk with Clarke at Necromancer Games and get this done...maybe split profits or pay Necromancer for the use of their IP in it. I'd love to even see something on it designating it as a Necro themed product (since Greg said he drew a bunch of Necromancer's products together in it). For information on the adventure, check out Lou's blog link above. I cross posted this at Necromancer Games.
I also sent an email to Erik Mona. ![]()
![]() I think that there are a few "broken" things in the otherwise fantastic Pathfinder rules. I'll start with three glaring broken spells from 3.5 (that just didn't seem to be corrected by you guys, but really need to be) 1. Protection from evil (chaos/good/law). If a conjurer is worth much at all, this spell needs to be reduced dramatically. Perhaps it requires a save vs the spell to bypass the protection and touch the target? Then monsters with higher saves, but lower BAB's could be valuable because they could counter the defense, but it would still be a defense. Additionally, a similar strategy could be used for enchantment magics. Require the enchanter/dominator to save vs the spell in order to begin any dominating. Otherwise, as we all know, a 1st lvl spell negates conjuration(summoning) and enchantment(charm) pretty well...too well. 2. Similarly, true seeing. This is a mid level spell that I noticed was available as a spell like ability for more than one specialist (or cleric...not sure I remember totally). Again we have a spell that negates an entire school of magic. It is simply too powerful for its level (negating 9th level illusions? Gimme a break!). This could/should/needs to be fixed. 3. Death ward. Okay, yes pc's need protection from powerful undead, but again, we have an "all or none" paradigm. How about some amount of level and/or ability drain provided by the spell, appropriate to caster level, and with upper limits? Even better might be a single source (glowing from caster, positive energy orb, etc) that 1. called attention to the group, and 2. spread the protection out over all in a pool rather than individual protection. Beyond that, there were two inovations that scared me personally. 1. The conjuration special power of an all day creature of any level that had max hp and better attacks. If you look at the summon monster spells, pc's can summon monsters with cr's equal to or higher than their level at very high levels. I'd hate to see my pc become the cohort to his own summoned monster. This seems to need some toning down. 2. The hp/monster question. It seems like the pc's are getting severe power boosts. I'm in agreement with that. I think that the question of hit point improvement can't really be answered unless one knows what monsters can dish out. It's my belief that if pc's are going to have so many more abilities to do damage, monsters may need some more hp (but not necessarily damage abilities) to remove the "meatgrinder effect" that is so often seen. If this is the case, I think that pc's might do well with bonus racial hitpoints. I guess the issue here is not so much "how do you make the pc's more sturdy" (as most of your solutions would be effective) as "what fluff do we want the crunch to reflect" (so is it my race that makes me tough, my con, or is it the fact that the average joe is just tougher now than in 3.x rules). |