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So I’ve started with a conversion to use the Critical Role setting with Pathfinder and I started with the Prime Deity list and the Devotee Benefits. I’d love to hear what y’all think. Avandra
Bahamut
Corellon
Erathis
Ioun
Kord
Melora
Moradin
Pelor
The Raven Queen
Sarenrae
Sehanine
EDIT: Reposted from my original thread in Rules Discussion because I’m a doofus and didn’t see Homebrew was a option. So I just talked my players into switching over to 2e, but one of them was playing a Gloomblade Fighter and I wanted to preserve his character idea. I’ve done a little work so far and cribbed a bit from the Magus, but I’d love input as we’re new to this edition. I also have plans to cover the rest of the Gloomblade abilities and even add some new stuff, but let’s see what y’all think of what I have now. Gloomblade Archetype Gloomblade Dedication - FEAT 2
Potent Shadows - FEAT 4
Dual Shadows - FEAT 8
Runic Shadows - FEAT 8
It was pointed out that there is a Fetchling feat that does a similar affect, but that’s at 9th level and has more versatility than just some weapons, so hopefully this isn’t unbalanced. Gloomblade was an official 1e archetype, so I think it should be good? Idk. Also I don’t want to make this limited to a single ancestry.
So I had this idea to set up my cork board with a bunch of posts as if it was a job board in a tavern (The Rusty Dragon) so my players could gather around it and pick their next job. I’d love both serious quests and little stuff like lost dogs. They are starting at 1st level, so keep that in mind. Bonus points for anything that directly ties into the Sandpoint book.
I tried searching for this, but does anyone have a full specific list of the spells that are the issue for those who feel the wizard is unbalanced? Preferably including the issue with each spell? A lot to ask I know, but I'm hoping someone has done this already and I just need to be pointed in the right direction.
I'm looking to make up a mega-dungeon for the Cult of Razimir going from around 9 to about 15 or so. My real concern is how to keep it interesting so it isn't just "room, monster, room, monster, hallway, random" etc. Backstory & Future Plans:
I ran the party first through the Price of Immortality trilogy and I'm starting the Realm of the Fellnight Queen tomorrow as a break, but want to get back to dealing with the Cult after that.
The idea is for them to briefly encounter Razmir himself at the end of the mega-dungeon, discover he isn't from this world and take off after him on a world hopping chase using the Distant Worlds book. Any suggestions?
I'm thinking of running a campaign where magic items are nigh unheard of and was wondering if anyone had any thoughts on how much to adjust the encounter levels by. I plan on starting at 1st level and going as high as I can. I'm going to avoid incorporeal creatures where magic weapons would be a necessity. DR will stay and the party will have to rely on high damaage, spells & class features to bypass it. Is there anything else I need to consider that removing magic items will cause a problem with?
I'm planning on using JR to test out the Mythic rules, starting with the 4th book, which calls for 10th level characters. My group only consists of three PCs, so I'm thinking of doing 9th level with 3 Mythic tiers. Any thoughts? Also if you're familiar with JR, any suggestions of events that would work for Greater Trials, I'd greatly appreciate it.
So I have books 4-6 and wanted to run JR with native Tian Xi heroes. Two things come to mind; do I need to know anything about the previous books in the AP that will affect the second half? And does anyone have any suggestions on how to start the story off? I was thinking of having the PCs serve some kind of noble lord and be tasked to defeating the Five Storms and freeing Minkai. Thoughts? Suggestions?
So I had this idea to run a Pathfinder game with a "Science Hero" spin on it. The big thing will be to figure out how to make the magic using classes still viable. Magic items will still be available, just with a "gadgety" re-flavoring. NO CHANGE
CHANGE or RE-FLAVOR
Cleric -
Does anyone have any ideas of which (if any) official Pathfinder adventures would work well in a DL game? I've got a game this afternoon and don't really have time to plan for it, so being able to grab one of the many fantastically written PF modules would be a godsend. If anyone is willing to give me a hand with this, but isn't familiar with DL, let me cover the basics. The big changes I'd look out for are no orcs, drow, lycanthropes, or spontaneous casters.
Using the ARG for the races and cribing a fair bit from other conversions and the 3.5 books, I've made up a conversion for use in my DL game(s). Mind you I only did these with the WotL era (and pre/post) in mind. I also plan on using the Wounds & Vigor rules (though I have PCs regain all Vigor from sleeping) to make the lack of divine healing not be so bad.
Lets say for example that I (the GM) build an Advanced race that comes out to only 12 pts. By my understanding, even though its an Advanced race, it rounds down to the 10 range of the basic races and thus no increase to the APL is needed. Does being an Advanced race make them unbalanced compared to say a dwarf which is 11 pts? Or are the Adv/Mon categories only there for GM-guided player race creation?
When splitting up loot from their first adventure, my group got into a little argument over how to divide up the treasure. Basically the issue was whether or not to treat items kept (not sold) should count as their full price or the sell value. IE. if someone kept a masterworked sword out of the loot, does that count as ~150gp or ~300gp worth of their share? As small aside, how much do you normally put aside for a party fund to use for healings, bribes, and other group expenses?
So I've recently got back to work on my conversions and I've decided rather than convert the Artificer class (which feels a little clumsy to me), I am going to make it an Archetype for the Alchemist class. Part of what I like is that the Alchemist's Extracts could fairly easily be re-fluffed to be miniature devices. Here's what I'm thinking and I could use some suggestions: - drop all poison related abilities
Not sure what else to give them.
I tried searching for previous discussions to find an answer to my concern, but all I could find was stuff from the playtests that didn't seem to really answer my problem. In a nut shell, my concern is that action economy is a big thing in this game. After all, that's why they toned down the Haste spell so it no longer gives an extra action. Yet, the Magus seems to break this situation by being able to cast a standard action spell as well as take a full round action attack sequence, all for the measly cost of a -2 on his attacks and possibly having to make a Cast Defensive roll. I get that they aren't as good of a warrior as Fighters or as good of casters as Wizards, but they are vastly better warriors than Wizards, and obviously 100% better casters than Fighters. I love the idea of a gish type class, but this ability seems to make them overpowered. I'm not basing this on pure theory either, I recently ran a game around 10th level and the Magus dominated almost all the fights. Normally, you'd have a Wizard drop an area effect spell and then the rest would mop up those with some remaining HPs, but with the Magus, he's mopping up his own leftovers and the rest of the party seemed superfluous. I grant that particular builds and good rolls, etc may have played a part, but I keep coming back to the action economy and it just seems like the Magus gets to do more than everyone else. Opinions for either side are welcome, but lets avoid turning this into a flame war. Also, I'd be happy to hear if anyone has tried making changes to the Magus to correct this problem.
Our party is doing ok for the most part, but the Magus is breezing through each fight with barely a scratch on him. Everyone else seems reasonably challenged, so I'm not sure what to do. Here's what we have: Orc Barbarian 10 (Titan Mauler)
Part of the problem is that he has the one of the two best AC's in the party, stacked with Blur & Mirror Image, making it nigh impossible for the monsters I throw at them to hit him. I need some suggestions.
Just a random thought I had that I was wondering if anyone else had tried implementing. Would bringing down the damage output of spells help bridge the gap between being a Wizard* versus a Fighter* ? It'd be better if there was some overall ruling that could be applied rather than have to apply adjustments on a 1 for 1 basis. Maybe something like halving the rate of damage accrual? So spells like Fireball would only do 1d6 per 2 levels? Magic Missile would gain an extra missile at 4,9,13,&17? Etc. You could apply this to non-damage spells too, if needed. Or if that's too much, what about downgrading the die one type? D4's for Fireballs, d3+1 for Magic Missile, etc. Idk, just a thought. *(or whatever)
So which classes/archetypes/bloodlines/etc work well as psuedo-psionic options? Here is what I have to start: What about: Any others? Sticking to official Paizo made classes, etc. Also, beside making sure they have the Eschew Materials feat, is there any other feats or traits, etc that would help give them more of a psionic feel?
Because you know, there aren't already 1,001 threads about this, but still I wanted to throw this out and see what people thought. To be clear, I realize these may not be the RAW or even RAI views of alignment, just my own way of looking at it that helps quash a multitude of arguments that seem to arise from this hot button issue. Quote:
My feeling is that the fluff of most settings reflect that the law/chaos axis is very subjective, but then the rules assume that if you are lawful you must always follow the rules, regardless of who's rules they are.
Does anyone else feel constrained by all the options? Confused? Let me explain. When a player wants to do something cool and creative with their character that already has a rule/feat/class feature that covers it, I feel like I have to say know because what if someone else took the time to pick that option that allows them to do it? The other day, one of my players wanted to grab a zombie and throw him into another one. At first I was inclined to just have him make a grapple roll or a modified bull rush, but then I remembered there was a Barbarian rage power that allowed just that kind of maneuver (Body Bludgeon). Since he had an open rage power slot, I let him pick it and we went from there, but it brought up an issue that I didn't even realize was an issue. So what do you do when this happens? I guess I could have just allow PCs to do the things without the feat/class ability/whatever but at a penalty, but it feels like an unsatisfying solution. Though, so does just saying no, tough luck.
So I picked up Book of the Damned 3: The Four Horsemen the other day and I love it and now I want to run a campaign where instead of the Horsemen having locked away the BBEG (I forget the name), it was locked away by some ancient heroes/gods or some such. Now they are trying to free him by spreading each of their unique brands of destruction on Golarion. The bare bones thoughts I have so far are: - Pestilence (9th): the PCs are going to stumble upon a group of Daughters of Urgathoa getting ready to set loose an unstoppable plague. - War (12th): was thinking about stealing the "Blood War" premise from previous D&D incarnations and have the devils & demons waging war on each other, with Golarion as their battlefield - Famine (15th): the White witches of Irrisen spread their eternal winter to neighboring countries and farther - Death (18th): maybe a zombie rising? sky goes dark, undead supercharged, etc Looking for better or different suggestions for each horsemen and/or for the main reason behind the activities of them as a group. Maybe they are competing with each other over something, idk.
I was thinking for my next game I wanted to essentially advance Golarion to be more Renaissance or Victorian styled. I'm thinking trains! Zeppelins! High society functions! Smoke billowing factories! Newsboys touting the exploits of renown adventurers! Dueling pistols at dawn! These kinds of things. What (if any) problems or factors about the setting would need addressing to make this change?
I really like the looks of the Jade Regent AP and I've been itching to run an OA style game for a while now, but I was disappointed to find that you start in Varisia and THEN travel to Tian Xi. Has anyone revamped the opening to the AP so that you start in Tian Xi? My other thought would be to have the whole party be originally from Tian Xi but traveling abroad. Anyone know of any pitfalls or potential problems I might run into with the assumed course of the adventure with either of these routes?
Since it has been brought up numerous times that while Eberron has a similar feel to Steampunk, but is technically Magitech, I was wondering if it would be feasible to replace the magitech elements with actual tech. Here's my thoughts so far:
Any thoughts? Suggestions? I'd prefer ideas on how to make this work over reasons why it wouldn't.
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