Ekmule's page

Goblin Squad Member. Organized Play Member. 28 posts (30 including aliases). No reviews. No lists. 1 wishlist. 1 Organized Play character. 1 alias.




Hello everyone,

I finished my first rpg book and sent my request for the right to have the pathfinder compatibility(First edition). Awaiting their response (I hope they will accept), I have three questions about this compatibility.

Is it necessary to make the product available on the paizo platform in pdf format even if it is not in English?

My rpg book is not in English (I do not have the money to translate it), can that block the authorization of compatibility?

If I get compatibility, I have put the necessary texts in the book and the logo on the back of the cover but in the description of the book on a commercial site, do i must to add the compatibility or add the logo in the description ?

Thank you to those who read my post and my rusty english. I can't wait to print my first book after receiving Paizo's response!


(Sorry for my English but i want to help the Paizo team then i try to do a feedback)

Hi guys,

My table (5 players and me) plays lot of games and tests all classes. (We play a game with level 1

To be simple

What we like :

- The concept of the psychic class from paizo it's good. We like all classes except the spiritualist (Not the mechanics but BG)

- They like the concept of all classes but... (See "we hate")

- The concept of Burn but... (See "we hate")

- The BG of all classes except the spiritualist

What we hate :

- The spiritualist. The concept of this class, it's just... To be haunted, it's not a class, it's a state. you gain power from the haunt but before the haunt you are a farmer, a warrior or something like that. (I hope ou understand what i try to explain)

- All classes have problems like :

The psychic with the Discipline of Pain and Painful Resurgence. You take 10 damage and you gain 1 point in your phrenic pool. Totally useless when you are level 1 or 2.

Kineticist with the burn system : Complex to use because it's like a new pool of something etc...

The medium and the system of the spirit number and influence on the character. (My players are really confused whe he tries to use him)

- All class need a little boost.

- They want a psychic warrior who can create weapons (Somone says he wants to create balista...)

- Class like mesmerist is just too gadget.

- The medium after 2 years. It's over 9000 spirits !!

Conclusion :

Today, the system it's too confuse. Rule need to be clear

No mesmerist...

They like all classes (Except the mesmerist) but a lot of capacity are really strange or difficult to use during a game for my players.

I hope it's useful and if it's not well we try :)

P.S : Again sorry for my english


Hi !

I create an object with a penality but i don't see in the rule how to calculate the price of this magic object with a penality.

Somone can help me ?

my regards,

Ekmule


Hi all !!

I'm a beginner and I hope to learn to be a good author.
It’s my first scenario for paizo and maybe a good soul can give me any advices? :)

Title

The evil winter of Falcon’s Hollow

Introduction
In this winter in the small village of Falcon’s hollow, the day of the father winter will be celebrated. Many travelers stay here because they are blocked by snow or are attracted by the festivities. However this year, the winter is unnatural hard around this village and the fear can be perceived on the face of peasant.

Summary

The PC is dispatched by the pathfinder society to find any clue about the eternal ice idol in the Falcon's Hollow. The adventure starts with a festival of winter father in Falcon’s Hollow. A pack of wolf with a satyr attacks the village. They discover that this satyr has a bond with the artifact and the daughter of mayor has been kidnapped. The village peasants give some informations about the mountain and a cursed woodcutter camp.

After a day of travel, the group encounters a band of gobelin. They try to destroy the bridge and gain time for the satyr master. The combat have a limited time and if the bridge is destroyed, they must make a detour to continue the chase.

Near the woodcutter camp, the curse of snow attacks the group. An enigma and a fight with ice zombie are started. All zombies continue to attack if the group doesn’t find the word to cancel the curse temporally.

After they find the word to cancel the curse, the group must defeat the ice elemental in the woodcutter. He discovered the ancient book of the woodcutter chief. They know the position of tumulus.

The group continues to travel and maybe encounter a creature during the travel (test of random encounter). The tumulus is guarded by satyrs but PCs have the advantage of the surprise to defeat them.

For each encounter, the group has a penalty if they have been too slow. The ritual is finished if the group is too slow but they can defeat him before he takes the news ice witch in the mountain.

Summary of each encounter
Encounter 1 The wrath of wolfs

A Fire starts during the festival of the winter father and a pack of wolf with a satyr attack the group.

Encounter 2 The bridge

This fight start when the group see a group of goblin want to destroy the bridge that go to the tumulus of eternal ice. The fight during 6 rounds and each round, a little joke with a goblin try to break the bridge with different object. (All objects is useless to cut this bridge)

Encounter 3 The curse of snow
Player heard a strange poem and the curse are started. Each character fight ice zombie but he can stop the curse if they discover the title of this poem.

Encounter 4 The ice avenger
A tempest comes and all players need to go in the camp of woodcutter. Some ice elemental come to fight.

Encounter 5 Guard of Dolmen
A little group of satyr defends the dolmen and try to stop the group.

Encounter 6 Atrish the druid satyr
The boss tries to accomplish the ritual. The satyr is a specialist of invocation and tries to submerge the group with them.

Tier 1-2
Atrish CR 4
Male satyr druid 2
CN medium fey
Init +3; low-light vision, limited word
DEFENSE
AC 19 (+3 Dex, +4 natural, +2 armor)
hp 42 (5d6+10 + 2d8+4 )
Fort +5, Ref +5, Will +8
DR 5/Cold iron
OFFENSE
Spd 40 ft.
Melee : +4 masterwork scythe (2d4 +2)
Distance +5 Icicles D6+1
TACTICS
Before Combat limited word
During Combat limited word
Morale If brought below 8 hit points, he tries to escape in the mountain and contact his master an ancient white dragon.
STATISTICS
Str 12, Dex 16, Con 14, Int 12, Wis 15, Cha 13
Base Atk +3;
Feats Alertness, Dodge, mobility, Nature bond(domain water), Nature sense, orison, wild empathy, Woodland Stride.
Skills limited word
Spells Prepared (CL 2rd)
1st – summon natural x2, entangle, cure light wound, obscuring mist,D
D: Domain spells Deity: Ice totem Domains: Water Languages Common, Sylvan
Gear Potion of light cure wound, Bracers of armor +2

Conclusion
If the daughter of mayor is possessed by the artifact. She tries to join the pathfinder society and want to gain some power with it.

If Artrish is not killed then he goes to inform the situation to an ancient white dragon in the mountain.

Thanks.


Hi all

I post a new system for pathfinder. This system is based on rules from tome of battle. For me, the long list of feat is an error because you have 200 feats (all books) but you have a very limited number of feats. If you don’t take a combat feat, you are really penalized in your adventure.

It's very difficult to add a system with this forum and i hope you can read it.

Well my system: (Sorry for my English)

IF you use it, delete all feats for combat.
- You gain a combat gift for each 2 BBA point (A fighter level 20 gain 10 combat gift) and a table show when you can take a gift of a level (The “x” mean you can take a gift of this art martial level)

I hope you can see the table with this link:

Free Image Hosting

In this system, you have a new type of combat feat. It’s Art martial technique. Art martial technique gives different capacity and increase the fun during a fight.

When you want use an art martial technique, you need to do a roll versus the art difficulty with D20 + BBA + wisdom modifier. If you fail, you can’t do it and you take the effect of the aftermath.

You have a little list of feats for this system and some art martial technique art. I know it’s not perfect. But I have a big list of art martial technique but I don’t post it now because I must translate it in English. But I can do it if paizo (or users of this forum) need more examples.

Well now an example with feat of pathfinder with this system :

Martial art level 1:
List:
Blind-fight
Combat reflexes
Dodge
Improved initiative
Improved unarmed strike
Point blanck shot
Power attack
Quickdraw
Two weapons fighting
Weapon focus

Blind-Fight (Combat)
You are skilled at attacking opponents that you cannot
clearly perceive.

Benefit: In melee, every time you miss because of concealment,
you can reroll your miss chance percentile roll
one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting
you in melee. That is, you don’t lose your Dexterity bonus
to Armor Class, and the attacker doesn’t get the usual +2
bonus for being invisible. The invisible attacker’s bonuses
do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move
at full speed while blinded.

Normal: Regular attack roll modifiers for invisible attackers
trying to hit you apply, and you lose your Dexterity
bonus to AC. The speed reduction for darkness and poor
visibility also applies.

Special: The Blind-Fight feat is of no use against a character
who is the subject of a blink spell.

Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of
opportunity equal to your Dexterity bonus. With this feat,
you may also make attacks of opportunity while f lat-footed.
Normal: A character without this feat can make only one
attack of opportunity per round and can’t make attacks of
opportunity while f lat-footed.
Special: The Combat Ref lexes feat does not allow a rogue
to use his opportunist ability more than once per round.

Dodge (Combat)
You have mastered a defensive stance that allows to you
easily react to your opponents.
Prerequisite: Dex 13
Benefit: As a swift action, you gain a +1 dodge bonus to
your AC until your next turn. If you have 10 or more ranks
in Acrobatics, the dodge bonus increases to +2.

Improved Initiative (Combat)
Your quick ref lexes allow you to react quickly to danger.
Benefit: You get a +4 bonus on initiative checks.

Improved Unarmed Strike (Combat)
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—
you do not provoke attacks or opportunity from
armed opponents when you attack them while unarmed.
In addition, your unarmed strikes can deal lethal or
nonlethal damage, at your option.
Normal: Without this feat, you are considered unarmed
when attacking with an unarmed strike, and you can deal
only nonlethal damage with such an attack.

Point Blank Shot (Combat)
You are especially accurate when making ranged attacks
against close targets.
Benefit: You get a +1 bonus on attack and damage rolls
with ranged weapons at ranges of up to 30 feet.

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing
accuracy for strength.
Prerequisite: Str 13, base attack bonus +1.
Benefit: Add an amount equal to your Strength modifier (or your base attack bonus, whichever is lower)to your melee damage rolls for 1 round (in addition to the normal damage modif ier from a high Strength score).
Subtract the same amount from your melee attack rolls for 1 round. If your attacks are made with a two-handed
weapon, add an amount equal to double your Strength
modifier (or your base attack bonus, whichever is lower)
to your melee damage rolls for 1 round (the penalty remains the same).

Quick Draw (Combat)
You can draw weapons faster than most.
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead
of as a move action. You can draw a hidden weapon (see the
Sleight of Hand skill) as a move action. A character who
has selected this feat may throw weapons at his full normal
rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be
drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a
move action, or (if your base attack bonus is +1 or higher)
as a free action as part of movement. Without this feat, you
can draw a hidden weapon as a standard action.

Two-Weapon Fighting (Combat)
You can fight with a weapon in each hand. You can make
one extra attack each round with the second weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with
two weapons are reduced. The penalty for your primary hand
lessens by 2 and the one for your off hand lessens by 6. See
Two-Weapon Fighting in Chapter 9.

Normal: If you wield a second weapon in your off hand,
you can get one extra attack per round with that weapon.
When fighting in this way you suffer a –6 penalty with
your regular attack or attacks with your primary hand and
a –10 penalty to the attack with your off hand. If your offhand
weapon is light, the penalties are reduced by 2 each.
An unarmed strike is always considered light.

Weapon Focus (Combat)
Choose one type of weapon. You can also choose unarmed
strike or grapple (or ray, if you are a spellcaster) as your
weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base
attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make
using the selected weapon.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take the feat, it applies to a new type of weapon.

Martial art level 2

List :
Heavy weapons dancing stance
Two weapons dancing stance
Karate stance
IMPROVED BULL RUSH
IMPROVED DISARM
IMPROVED GRAPPLE
IMPROVED OVERRUN
MOBILITY
RAPID SHOT
WEAPON SPECIALIZATION

Heavy weapons dancing stance (Art martial technique)
Prerequisite: Power attack
Art difficulty: 13
Aftermath: you take a –2 penalty to Armor Class during D4 rounds.
Benefit:
Choose one effect for this turn:
Wind dance: you gain +4 in initiatives during 1D4 rounds
Fury dance: all enemies around you must do a will save with a DD equal to 10 + intimidation bonus check. If the enemy misses the save, he move back and can’t attack you for 1 round.

Two weapons dancing stance (Art martial technique)
Prerequisite: Two weapons fighting
Art difficulty: 13
Aftermath: you take a –2 penalty to Armor Class during D4 rounds.
Benefit:
Choose one effect for this turn:
Aggressive dance: You can do a jump at 2 cases and you strike your enemy wit one attack with each weapon
Defensive stance: You can use this dance with a move action and you move 4 cases with +4 at your AP.

Karate stance (Art martial technique)

Prerequisite: None
Art difficulty: 13
Aftermath: your enemy can do an opportunity attack.
Benefit:
Choose one effect for this turn:
Rapid attack: You make one attack and you add your wisdom modifier to your damage for this attack. After this attack, you can move 5 feet around your enemy (this move don’t provoke an opportunity attack.
Defense stance: The next attack on you, you do an opposite strike and if you win you can move your character behind or a side or you enemy and the attack of your enemy is ignored.

Improved Bull Rush (Combat)
You are skilled at pushing your foes around.
Prerequisite: Str 13, Power Attack.
Benefit: You do not provoke an attack of opportunity
when performing a bull rush combat maneuver. In addition,
you receive a +2 bonus on checks made to bull rush a
foe. In addition, increase the DC of performing a bull rush
combat maneuver against you by +2.
Normal: You provoke an attack of opportunity when
performing a bull rush combat maneuver.

Improved Disarm (Combat)
You are skilled at knocking weapons from a foe’s grasp.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity
when performing a disarm combat maneuver. In addition,
you receive a +2 bonus on checks made to disarm a foe. In
addition, increase the DC of performing a disarm combat
maneuver against you by +2.
Normal: You provoke an attack of opportunity when
performing a disarm combat maneuver.

Improved Grapple (Combat)
You are skilled at grappling opponents.
Prerequisite:Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity
when performing a grapple combat maneuver. In addition,
you receive a +2 bonus on checks made to grapple a foe. In
addition, increase the DC of performing a grapple combat
maneuver against you by +2.
Normal: You provoke an attack of opportunity when
performing a grapple combat maneuver.

Improved Overrun (Combat)
You are skilled at running down your foes.
Prerequisite: Str 13, Power Attack.
Benefit: You do not provoke an attack of opportunity
when performing an overrun combat maneuver. In addition,
you receive a +2 bonus on checks made to overrrun a
foe. In addition, increase the DC of performing an overrun
combat maneuver against you by +2. Targets of your overrun
attempt may not chose to avoid you.
Normal: You provoke an attack of opportunity when
performing an overrun combat maneuver.

Mobility (Combat)
You can easily move through a dangerous melee.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against
attacks of opportunity caused when you move out of or
within a threatened area. A condition that makes you lose
your Dexterity bonus to Armor Class (if any) also makes
you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types
of bonuses.

Rapid Shot (Combat)
You can make an additional ranged attack.
Prerequisites: Dex 13, Point Blank Shot.
Benefit: When making a full-attack action with a
ranged weapon, you can fire one additional time this
round. All of your attack rolls take a –2 penalty when
using Rapid Shot.

Trample (Combat)
While mounted, you can ride down opponents.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent
while mounted, your target may not choose to avoid you.
Your mount may make one hoof attack against any target
you knock down, gaining the standard +4 bonus on attack
rolls against prone targets.

Weapon Specialization (Combat)
You are skilled at dealing damage with one weapon. Choose
one type of weapon for which you have already selected the
Weapon Focus feat. You can also choose unarmed strike or
grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon,
Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you
make using the selected weapon.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take the feat, it applies to a new
type of weapon.

Martial art level 3:

Comet strike impact technique (Art martial technique)
Prerequisite: weapons focus (a Bludgeoning weapons), Two weapons dancing stance
Art difficulty: 15
Aftermath: you take a –4 penalty to Armor Class during D4 rounds.
Benefit:
Your strike does a powerful chock wave and destabilizes your enemy. The target roll fortitude saves or he fall and take the maximum damage with each of weapons.

Martial art level 4:

Magic combo strike (Art martial technique)
Prerequisite: caster level 1rd
Art difficulty: 17
Aftermath: You take the level spell x ½ HD of your character
Effect: You can use a spell and give a special damage strike at your weapons:
Type of the spell:
Fire => your weapons gains Fire Damage.
Acid=> your weapons gains Acid Damage
Air => your weapons gains Sonic Damage
… (The list is too big)

Damage: You gain the level of spell x wisdom modifier damage of the type of the spell. If you do a critical strike, you multiply by 2

Martial art level 5:

Invulnerable skin (Art martial technique)

Prerequisite: Iron will
Art difficulty: 19
Aftermath: You are fatigued
Effect:
You obtain a reduce damage of a type equal at you wisdom (minimum: 1) during constitution modifier rounds.

Martial art level 7:

Improved total defense (Art martial technique)

Prerequisite:Dex 15
Art difficulty: 23
Aftermath: You are fatigued but you in simple total defense
Effect:
Does an attack roll with the better attack bonus you have. You block all attacks lesser than your attack roll.

Martial art level 9:

Dance of the unstoppable sharp whirlwind (Art martial technique)
Prerequisite: two weapons fighting, two weapons dancing stance, weapons focus (a sword)
Art difficulty: 27
Aftermath: You do the art martial technique but when you finish your special attack, you take 2 HP by HD.
Effect:
Your character moves the max move you can and all character in the same case in your move take a unique attack. If you touch you do a critical hit with each weapon in your hand.

During this move, you obtain a +4 bonus at your AC.


Hi all,

My first post and i hope it's not to late to suggest some rules for the cleric class and the paladin.

Priest :

The priest class needs a real change because if you have 2 or more players with this class you have the same character. All priests can use all armor and shield and the list of speel don”t change really.

Well if you see this image from the forgotten realms, each priest has a special style. You can see the first priest of Mystra (Goddess of magic) with a robe and the second priestess of Baine (God of Tyranny) with a big armor.

Today with this class, you can’t do a priest with this special style. Well for me a priest of the goddess of beauty with a big armor and a big axe, it’s ridiculous 

Well, the change that I suggest is simple and don’t need a big work.

Delete the description about Weapon and Armor Proficiency and for each domain give some bonus and some weapon and armor training.

Exemple :

Earth Domain

Deities: Abadar, Torag.
Caster

Type 1:

Armor training: Gain the feat heavy armor training
Weapons training: the priest can use all weapons of hammer group (See page 27-28 Weapons training)
Special ability: N/A
Class skill bonus: N/A

Type 2:

Armor Training: Gain the light armor training
Weapons training: N/A
Special ability: Bless of the earth (Gain +4 for all save type versus poison, disease and speel with the type earth).
Class skill bonus: N/A

If you want construct other domain with the same system:

For each domain, I give 3 points:
A weapons training (See page 27-28 to see all group of weapons) : 1 point
A exotic weapons training = 2 points
Feat: light armor proficiency = 1 points
Feat: medium armor proficiency = 2 points
Feat: heavy armor proficiency = 3 points
New skill class = 1 point
Feat with no condition: 2 points
Special Faculty (Not really strong) = 2 points

I like the idea of domain power but I see a problem for the first spell level. You can use it all time. But all spell after it, you can use only a limited time per day. For me, all spell from domain power must be limited each day because I don’t want see all my priest use all time only this first spell.

Level Ability

1st Acid Dart (Su): As a standard action, you can unleash
an acid dart targeting any foe within 30 feet as a
ranged touch attack. The acid dart deals 1d6 points
of acid damage + 1 for every two caster levels you
possess.

[…]

You can increase the difference between priests with a specific list of spell with domain and reduce all general spell.

It’s difficult to see a priest of the goodness of love do the same spell of the god of war. Hey I m the priest of god of war and I can call a fire strike and a priest of the farmer say “And then ? me too…”

For heal spell, I thinks its logic if you have different effect if you heal a simple or a man who pray the same god as you. Well example :

If you heal a man who prays the same god as you, the spell heals with the maximum.

You can apply the same system on the spell “wound” if you do it on a priest or a man who pray the enemy of your deity, your spell do the maximum.

Paladin :

The paladin is only for good god and you don’t have a difference between a paladin of Erastil, god of farming and a paladin of Iomadae.

The difference between gods, it’s domain of this god.

When you create a paladin, you choose a god and you play this paladin differently if you are a paladin of justice or a paladin of freedom.

Use domain for paladin and you have different paladin. For each domain give different power for the paladin. With this system you can do a Paladin for all gods and you can create black paladin for evil god.

Exemple : the paladin choose the earth domain

Paladin domain power:

1st level: Dust bless: Your character call the earth bless and a dust turn around it. The dust blocks attack. You obtain a deflection bonus (+1 by 5 level) during 2 round + and you can use this power 1/day per 2 caster levels

2nd level: Calm of the spirit earth your character need only 4 hours to be rest and you have the faculty to speak the earth language.

4th: Tenacity of the earth: your body can be really heavy for your enemies and your body is same as earth. You gain a grabble bonus for + 1 for every two caster levels you and you can regenerate 1 hp per round during 2 + cha modifier 1/day

8th: Call of the earth friend: You can use summon a earth elemental with ½ HD for each level of paladin

I have developp this rules for my player but it's not in english. If you interest to see all domain with this modification i can translate it for you.

Well I hope this rule inspire the team of paizo :)

bye