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The Barbarian probably has the highest STR score in the group, and with that either wants to be able to carry more then everyone else or due to lower then average STR scores, wishes to be the parties pack-mule. As long as your using common sense and they aren't carrying the Empire State Building around on their collective backs, I'd say keep up the Hand waving, as LONG as that is the consensus of the Majority.
Your so called "Perception Disease" can be flipped and used against them quite easily. It sounds like they our all New Players and there fore wanting to make the best of it, and are afraid to miss the littlest thing. But with their noses to the ground they may fail to see whats above them. Eventually they will grow past this.
Good Luck and Welcome to the Game.


Starting a game soon at 5th lvl. I'm looking for some kind of opt. cleric build. The DM is very lenient so just about anything would be aloud. So give me whatcha got, races, multiclass, whatever..


Ran a group through the Ravenloft hardcover, last year, using the Pathfinder setting. It worked out pretty well, with a few conversions of course. Had to tweak the lower powered undead of course, they were just to easy to vanquish.


The Erinyes does have a Minor Image (DC 17) ability, as an at will.


gnomersy wrote:
It's called an Incubus CR 6. Different stat block and no kiss though.

An Incubus, is the male form of a succubus.

The only truly female formed Devil's I can think of are the Erinyes. Beautiful, Angelic forms, but generally not seducers, though the occasionally anomaly does happen.


I can see so many uses for Xin in this form. My PC's are so screwed. Thank you much.


Aeroraver wrote:

How about some marvel characters? :)

Hulk: Barbarian (obviously)
Captain America: Fighter
Hawkeye: Ranger
Iron Man: This one's tricky, any character wearing a construct as armor?
Thor: Fighter or Barbarian
Black Widow: Gunslinger or Monk/Ranger

Wolverine: Barbarian or Ranger (maybe a multiclass or gestalt of those two)
Spider-Man: Rogue/Monk or maybe Ranger
Storm: Sorcerer (Elemental/Stormborn) or Oracle (Wind)
Dr. Strange: Sorcerer
Human Torch: Sorcerer (Elemental) or Oracle (Fire)
Invisible Woman: Sorcerer i think?
Jean Grey: Sorcerer (Elemental)/Psionic gestalt?

___

Garnet/Dagger from Final Fantasy IX: Summoner/Cleric
Ryu from Breath of Fire: Magus

ok can't think of anything else atm

Ok for the most part. But I'd list Captain America as a Paladin.


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Bond, 2 Cello's, Vitamin String Quartet, and Yiruma


It all depends on the group, where the game is going, and perhaps the determination of said group and their collective villians. Do I make use of the Book of Vile Darkness. Hell yeah. it gives our good guys something to worry about. Is it used "every 20 mins.", NO. But when needed its there. The same with politics and such. I don't force it down anybodies throat but its there in the background always.


As you guys have pointed out, yes Mounts are easy to kill and/or wound. So in the midst of combat with just a skill check, a rider can evade an attack on his/her mount, and immediately retaliate with no detrimental effects.
It just seems to much for so simple a feat. Yes its a game, but for even a bit of realism, it makes no since. Your doing something that's saving your mount yes, but there should be some cost in time.
With it the way it is anyone with a mount just dumps a bunch of skill points in to Ride, an then wade into the fray without a thought in the world. There's no risk, no sacrifice.


Found it! It's the " Chronicles of the Necromancer ", by Gail Z. Martin. Currently re-reading the "Wheel of Time" series, on book 10 as of last night. Catching up on a lot of things that I'd forgotten.


The Dread Pirate Roberts, Ged (Earthsea), Zed (Sword of Truth, Thom Merrilin (Wheel of Time), Durzo Blint or Azoth (The Way of Shadows)


The Mounted Combat feat reads as follows,
You are adept at guiding your mount through combat.

Prerequisite: Ride 1 rank.

Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Now personally this is amongst one of my hated feats out there. Now here is my question.
Would using this feat actually require you to draw rein on your mount, there fore moving it so that it isn't injured in the attack. An if so, would this be an action taken, since it would be doing something that you chose to do?


The paperback is supposed to be released Oct 3, 2013. But on another note, I downloaded an app on my phone that has books 1-12 and a Prologue as well. That way I can reread everything and catch up.


Question. I've been looking for a series of books that I read a few years ago. It was a fantasy series, that actually had Vampires co-exsisting some what peacefully with Humans. There is magic, but its kinda limited. Story line starts with an older prince with the aid of the Royal Advisor ( a Vampire Warlock ), an placing the blame on his younger brother. The young prince goes on the run and of course meets up with interesting characters to include a princess promised to his brother and a roguish guy (kinda Han Solo-ish). All in all they beat the badguys and the Prince is restored. The new King then places the roguish guy in charge of the Vampire controlled area, which of course some don't agree with.
I'm needing the name of the books or the authors name. If someone could think of it, i would be very thankful.


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Has someone been watching Supernatural again?


Aaron Bitman wrote:
Kendella Nightly wrote:
And don't get me started on why I have to pay the same for my quarter sized meals and rations, as the fighter does for his super-sized ones.

Indeed. I have very few house rules for PFRPG - only 9 rules, in fact. And one of those 9 is that rations and meals for Small characters cost one quarter the amount those of Medium characters.

As for the original question, I've been using this avatar for 3 1/2 years now. Tas was my favorite Dragonlance character. (Well, OK, I can't decide between Tas and Raistlin.)

What other house rules do you have? If you don't mind me asking, that is. I'm always curious about the way others run their worlds.


Tiny Coffee Golem wrote:
JStep wrote:

Why not just blast it into space or transport it to some other plane of existence?

I like the space idea for campaigns where the DM doesn't allow extra-planar travel. He can implode and regenerate for eternity. Fun stuff.

Here's a campaign idea!

Your planet is subject to massive tremors that you are sent to investigate. much action and investigation later you come to find that the tarrasque is the core of your homeworld. Apparently someone long ago threw the thing into space and it went into hibernation. Over time it became covered in dirt and eventually developed life (or life was transplanted. Flavor to taste). Now some wacky cultists are trying to wake the sleeping beast and sunder the world.

Nice idea, Coffee


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The whole WOW factor. It's called Role-playing, not lets see how powerful I can get no matter what. With the MMO's that's all it's about and its bleeding over into the core games.


Just because the AP or module or whatever says that this happens this way with this, this and that. It doesn't mean that you as the DM/GM have to follow it word for word.
When you read through it try and think of things that the PC's might think of and then use some little twist here and there to work around the path that they have chosen, leading them back to where you wanted them in the first place.
As mentioned above, Have them followed back to town, you've just created a whole other issue to deal with and now the towns people are preoccupied. If they do get back up adjust the numbers here and there.
The PC's are the Hero's not the villagers otherwise they would be out there doing it themselves instead of hiring the PC's to handle it. Look at the real world for a sec. Almost anybody can fire a weapon, but are they trained in the use of said weapon to take down a bank robber or a terrorist cell? Very doubtful. So if you drag them out there more people are going to get killed.
I'm not familiar with the AP but what if it were zombies (Res Evil, Walking Dead), again if you bring the townspeople out to deal with it, you've just increased the numbers of the enemy.
To use Kimera757's line, "In short, when the PCs throw you a curve ball, come up with a plan to counteract it." You are in control no matter what. keep your head and think ahead of time of what they can do, and be ready for it.
But remember, just because your ready for plan a,b,c,and d. The PC's will come up with E-Z. Just adapt and roll with it.


Faiths and Pantheons is what your after.


Have you guys even read the description for the Tarrasque in the bestiary or on the D20pfsrd site. Dam near everything you guys have mentioned, He's immune to it.

XP 1,638,400
N Colossal magical beast
Init +7; Senses low-light vision, scent; Perception +43
Aura frightful presence (300 ft., DC 27)
DEFENSE

AC 40, touch 5, flat-footed 37 (+3 Dex, +35 natural, –8 size)
hp 525 (30d10+360); regeneration 40
Fort +31, Ref +22, Will +12
DR 15/epic; Immune ability damage, acid, bleed, disease, energy drain, fire, mind-affecting effects, paralysis, permanent wounds, petrification, poison, polymorph; SR 36
OFFENSE

Speed 40 ft.
Melee bite +37 (4d8+15/15–20/×3 plus grab), 2 claws +37 (1d12+15), 2 gores +37 (1d10+15), tail slap +32 (3d8+7)
Ranged 6 spines +25 (2d10+15/×3)
Space 30 ft.; Reach 30 ft. (60 ft. with tail slap)
Special Attacks rush, spines, swallow whole (6d6+22 plus 6d6 acid, AC 27, hp 52)
STATISTICS

Str 41, Dex 16, Con 34, Int 3, Wis 15, Cha 14
Base Atk +30; CMB +53 (+57 grapple); CMD 66
Feats Awesome Blow, Blind-Fight, Bleeding Critical, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Run, Staggering Critical
Skills Acrobatics +3 (+43 when jumping), Perception +43; Racial Modifiers +8 Perception
Languages Aklo (cannot speak)
SQ carapace, powerful leaper
SPECIAL ABILITIES
Carapace (Su)

The tarrasque's scales deflect cones, lines, rays, and magic missile spells, rendering the tarrasque immune to such effects. There is a 30% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated.
Powerful Leaper (Ex)

The tarrasque uses its Strength to modify Acrobatics checks made to jump, and has a +24 racial bonus on Acrobatics checks made to jump.
Regeneration (Ex)

No form of attack can suppress the tarrasque's regeneration—it regenerates even if disintegrated or slain by a death effect. If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be banished or otherwise transported as a means to save a region, but the method to truly kill it has yet to be discovered.
Rush (Ex)

Once per minute for 1 round, the tarrasque can move at a speed of 150 feet. This increases its Acrobatics bonus on checks made to jump to +87.
Spines (Ex)

The tarrasque can loose a volley of six spear-like spines from its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine—all targets must be within 30 feet of each other. The spines have a range increment of 120 ft.

Paizo Core

This content is from
the Paizo Core Rules.
See here for more details.
Public Domain Image courtesy of Timothy Green
Miniature sculpted by Amanda Green, Painted by Timothy Green donated to the Wikimedia Foundation
ECOLOGY

Environment any
Organization solitary
Treasure none

The legendary tarrasque is among the world's most destructive monsters. Thankfully, it spends most of its time in a deep torpor in an unknown cavern in a remote corner of the world—yet when it wakens, kingdoms die.

Although far from intelligent, the tarrasque is smart enough to understand a few words in Aklo (though it cannot speak). Likewise, it isn't mindless in its rampages, but instead focuses on targets that threaten it, and is difficult to distract with trickery.


I use it only when making higher level characters or PC replacement.Other than that they pretty much go by the code of "Keep what you Kill". If they get treasure heavy, as DM I can always think of ways to liberate the funds or Magic Items.
As to adjusting CR's that's simple enough if necessary. But really guys if they go in and slay the Bad Guy, then they should get the rewards. As to how long I let them keep it....Well that all depends.


I'll jump on the Bandwagon and ask for a copy as well.
dornofcitadeladbar@gmail.com


Piccolo wrote:
Grollub wrote:


I disagree.. it doesn't matter how evil you are, SOMEONE will always do business with you. When everyone else shuns you, even 1 guy will see the potential for mass profit by being THAT guy.

The nature of Evil alignment is that you know this person will try to cheat, or kill, or whatever they want as soon as they figure they can. Still wanna deal with someone like that? You take your life and livelihood in THEIR hands each time you do it. No sane person would be dumb enough to be okay with that, at least none I have ever heard of, and I happen to be in the psych field.

Do you know what a psychopath is? I do. Check out wikipedia, and then imagine the implications of someone with NO conscience or sense of empathy/sympathy for living creatures, plus toss in some sadism etc.

Most people would argue that these should be locked up, for the good of society itself. Worse, they are highly resistant to any form of treatment.

Plenty of people dealt with Hitler, Stalin, Mussolini, Hirohito, Saddam Hussein, Osama bin Laden and Farrah Aidid.

Not to even mention weapons dealers, slavers, drug dealers or Govt. Politicians.
Just because someone is evil doesn't mean they are straight out "Psychopaths". The world is full of evil and people deal with it on a daily basis in one form or another.
So like Piccolo wrote, someone will always deal with the darkness, if they believe the gain is worth while.
Evil doesn't necessarily mean that the guy eats babies for breakfast, he just might be more self serving then the status quo is comfortable with.
There are numerous lesser and greater forms of evil.


Sean H wrote:
VRMH wrote:

Dying and going to Heaven?

Immortality without becoming undead is available to anyone with money though:

  • Get a ring that'll cast Magic Jar once a day. Better yet: get two.
  • Have a Simulacrum made of whatever body you'd like.
  • Have the Binding (Minimus Containment) spell cast on you.
Your real body will be inside a bottle and does not require any food or air, nor does it age. You can Magic Jar into your Simulacrum for hours on end, since the spell doesn't require any Line of Effect and the creature cannot disobey an order never to resist.

Neat. I've never heard of that before, but it's kind of like a non-evil way to create a phylactery(only instead of storing your soul, it stores your body).

There is the drawback of only having half your hitpoints, though.

And a good Dispel would ruin your day.


I've loved this world, did I have problems with it? Yes. An seeing it with the Pathfinder rule set would be great.
As a DM I have used a version of the Warders for years, they were basically humanoid familiars, that was more or less a linked bodyguard. The only exception was that I made them available to all casters both divine and arcane.
But seeing this updated for PF if great. An to have the Warder as a Template is a great idea. That way he/she can continue to improve his/her base class to better protect their Ward.
Having just looked at the GoogleDoc, where are the WolfBrothers and other PrC'c?


Granted, You cease to exist on this Time line.

I wish for control of the entire universe.


See #8

Ultimate Campaign: The Total Game Changer

Thursday, February 7, 2013

If you heard the trumpeting and roar of cheers last week, that was us, as we just sent our first hardcover of 2013, Ultimate Campaign, off to the printer. This is just the beginning of that book's long journey from the realm of electronic files into the real world, but now that it's out of our hands we can start sharing some of the secrets locked away within this guide to greater gaming.

So, without too many spoilers, here are ten tantalizing teasers about Ultimate Campaign to tide you over while it's printing.

10. Do Over! Ready for something different? Wish you hadn't taken that one suboptimal feat at first level? Eager to test out the newest base class? The choices you made yesterday don't have to sour the game you're playing today now that you have complete rules allowing characters to retrain class features, whether they be feats and skill ranks or entire class levels!

9. There's a Table for That. How many siblings does your dwarf character have? What were your parents' professions? What has your alchemist character been up to before you started playing him? What is your relationship to your fellow adventurers? You'll know, because with the background generator, there are tables for all that and much, much, much more.

8. Build a Legend. The downtime system unlocks awesome new challenges for your character to take on between adventures, like creating a headquarters for your adventures, starting a tavern, or even building a castle. With downtime, use your wealth, influence, and magic to shape your game world like never before.

7. You're the Boss. Downtime isn't just about building structures; it's also about building groups. Once you've constructed a temple to your own glory, you're going to need sycophants to staff it. Cults, mercenary companies, thieves guilds, ships crews, and more are ready and awaiting your orders.

6. Alain Is a Jerk. Sutter and I tackle the fiction snippets at the start of each chapter, and this time around you'll love to hate our pompous iconic cavalier.

5. It's Going To Be Good To Be the King. Are you the heir to a lost dynasty, seeking to reclaim your throne? Of course you are! And now you can turn your quest into a benefit for your character with story feats, a new breed of feat that helps drive you toward a character objective and that gets even better once you achieve your goal.

4. Play Harry Potter. Or Arya Stark, or Aang the Last Airbender, or whomever your favorite young hero might be, with rules for playing young characters.

3. Theater of War. A dramatic system for running massive battles gives you a way to quantify your tales of battle. Lead skirmishes between war bands, decide the outcome of legendary battles, or even take your nation's knights toe to toe against the towering tarrasque!

2. On Your Honor. Honor points allow your valorous knight, your noble samurai, your rogue with a criminal code, or any other character with rigid guiding principles to gain benefits from their strict lifestyles. Choose a code to live by or create your own!

1. Kneel Before Me! The Kingdom Building rules popularized during the Kingmaker Adventure Path have been revised and expanded, allowing you to found a dynasty, build cities, and chart the course of your nation in more depth and with more control then ever before!

Look for more about Pathfinder Roleplaying Game: Ultimate Campaign in the weeks leading up to its release this spring!

F. Wesley Schneider
Editor-in-Chief

List This Entry
More Paizo Blog. Link. Tags: Pathfinder Roleplaying Game


I agree with you Meteo 9999. They both have great points and of course different points of view. But I believe it all comes down to the individual groups wants and needs.
Yes, Ye olde Magic Shoppe, is in itself a quandary of sorts. I believe alot of people may be viewing it as, if the town size is so big, then no matter what x,y and z will be available. I don't think that's it necessarily that way, and that's leading people to think there is no work or history to the said items. I don't know, maybe.
Then we have the view point of the ever benevolent DM, that if said PC's need x,y or z then of course those items will just happen to appear in the next 2 or 3 item dumps. That in itself is no different IMO then letting them get what they want.


Had a player, that upon entering the great cave, see a Dragon skeleton, walk up to it, as everyone else was filling bags of treasure, and say "Look a dead Dragon". Whack the dam thing on the nose, with his sword. An of course, waken the resting Draco-lich, an get Blasted in to the wall of the cave. By an enraged Blue Draco-lich. Needless to say because of Dudley's dumb move half the party was slain, before they could get the Hell out of there.


Correct me if I'm wrong, which I probably am. But don't you lose the AC bonus provided by the shield, if you use it to attack with?


So if you feel "Walmart" would make it to "common" for you, then instead make it to where your magic type shops are more like a "Bergdorf's" or a "Neiman Marcus". That way it truly wouldn't be available for every lowly peasant.
With the store's I listed, to even enter, there are certain social requirements let alone heightened security. So to wonder why the local Thieves guild haven't cleared it out, would be redundant. They would of course have all kinds of magical security measures, not to even mention any of the mundane traps and counter-measures.
I don't think that over-all they should just be able to run down the street and automatically grab what they need. Make them shop around a bit. Just because the stores are there, that doesn't automatically mean that everything they want will just be sitting there on the shelf.


Linkin Park, live in Texas


I agree with Mark. And yeah Deaths can be kinda lame, but that's the way the cookie crumples. Not all of us get those awesome show stopping death scenes. That's just the way it goes.
But at the same time death needs to feared and respected, which the average PC doesn't. And having the only drawback to dying being linked to a financial drain. To me is just ridiculous.
Stripping the PC of some cash after a while is no big deal. But you strip them of some abilities, then you get their attention.
If death is just a revolving door, linked only to cash and a possible quest type situation, whats the point?


It is a fantasy game that we all play for fun and entertainment. But at the same time we expect a certain amount of realism in the game. I don't view my self as a PC killer DM, but if they make some seriously stupid mistakes, sorry they are going to die. Whether or not that is a permanent thing generally depends on level and resources.
But at the same time with all of the optimizing and power-builds out there, and Honestly everyone, this is the way a good 90% of everyone plays now. The DM using a standard module or adventure path is over whelmed because everything is built to cater to the PC. And in some aspects I can live with that. But when they start cake walking through everything which they generally do. Then you just tweek it here and there so that all partied involved can have a good time.
Overall I think that they (The PC's) should be responsible for their actions. If they step on the Dragons toes and run and he follows them to the city they run to and lay waste to the surrounding areas. THEY are the reason this happened.
Also, how or why is it that almost every group that I've seen as of late think that just because they are a 5th level party they should only run in to CR5 or lower encounters. How does that work? Is that all that's supposed to be around due to your awesomeness? That nothing else will wander through because you aren't of a high enough level? Bullsh!t.
Ok there's my rant.


I'm with Pan, on just letting things happen as they will. I mean yes it's a game that we are playing for fun. But at the same time we all want some realism involved. So if they happen to make bad choices, then they know that they will have to deal with what ever happens.
I'm not saying, that you should go after them with a vengeance, but there has to be consequences for our actions.


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Quick question. It may of been answered already, but here it goes. What happens if the Caliber is stolen or lost? Would the new possessor of the weapon gain a benefit from the item or would it refuse the person or even destroy the person depending on the Calibers power level?


It's looking quite plausible to me. My question still revolves around the bow. Yes it's technically a two handed weapon, but only one hand is really doing the work, kinda like a sword and board fighter. In 2E the bow had more attacks then they get now. Why? They say game balance. But seriously, give 'em some love. So what would the attack progression be?


Why the slow speed for bows?


My thing is, why would you want to take this path? For an evil character being a Graveknight would be the Sh!t. But none of a Graveknights abilities would even cross over to a good character.


SwnyNerdgasm wrote:
Why does Dr Edward Richtophen sound familiar?

COD Doc, "Doctor Edward Richtofen is a sociopath and a sadistic Nazi scientist who is a playable character in Zombies."


I'd like to know what the Code for Gorum might be.


MarkusTay wrote:

@Mikaze: Have you read The War Hound and the World's Pain? It paints Satan in a very sympathetic light. Something similar happens there to what you alluded to above. His only crime was that he was just too damn good at his job.

As I said above, I think second chances would be situational, not only based upon the 'crimes committed', but also on how the accusers know the offender. If he is someone they were just sent to capture they wouldn't be as lenient as they would to another Celestial they've known for a few millenia. An interesting encounter would be if one were the 'master' and the other the 'apprentice' Angel (and it would be interesting either way). Its a bit tropey but the idea is still fun.

As a kid I read Piers Anthony's "Incarnations of Immortality", and I like the view of the sixth book that "the Devil" was an office and that he had a job to do. That was assigned to him be God.


The whole flashlight thing was so simple back in 2ED. Shiny silver scroll tube, continual light on a Platinum or Silver piece, cap it with glass or whatever and you have a flashlight.


Azaelas Fayth wrote:
Dorn Of Citadel Adbar wrote:

Other then the breathweapon, it kind of reminds me of a Tressym.

All I can think of now is a Winged Baby Simba...

Maybe dig up the 3.5e Draconic Simple Template and Pathfinderize it.

I can even help you.

LOL, Nice.

Yeah that Template would do it I believe.


Other then the breathweapon, it kind of reminds me of a Tressym.


I like


Wiggz wrote:

The best home rule 'fixes' for Paladins I've ever seen got rid of the alignment requirement, got rid of the 'evil' part of Smite Evil and got rid of the ability to Detect Evil (something Paladins hould never have had anyway in my opinion). Instead Paladins were devoted to a particular God (you know, where they actually GOT their powers from), and their code was one of devotion to that particular God's service with their Smite being useful against that particular God's enemies. Worked much, much better and made far more sense.

Ok, here's the thing. I'm a believer that Paladins should be of any alignment that their Deity is and the great defender of his/her faith.

Here's the thing, of all of the alignments I'm pretty comfortable designing appropriate abilities. My son however wants to play a CN Paladin.
Any help would be nice. Thanks

Yes I know this isn't the thread, and I'm not trying to hijack it. Its just that with all this Paladin talk, there has got to be some help here.


While in the service this would happen to some of us on occasion. Even if we hadn't gamed in a while, due to deployment or whatever.
But as mentioned above maybe a change of venue or even genre, would be in order.
So on occasion if we were getting orced out. We would switch it up and go Hi-Tech with a Rifts game and blast some S!@#.

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