Dr Davaulus

Exiled Prince's page

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Just as it says. I'll be picking one to play in a game this Sunday.


Someone said something about a class that gives you extra animal companions. Is there a feat? At this point I'm thinking straight ranger.


GeraintElberion wrote:
Well, tell us the story then?

. Story? It's more like a novellia. Lol. I'd have to draw charts. Personally I like pathfinder until you get to about 12th level.


well see this was a Castles and Crusades game until SOMEONE just had to switch to Pathfinder. Though I've never played it, I do own all of the main books and I did play 3.5 til we were 16 th level so I do know how drawn out the turns can be. Now in the book there isn't much to choose from for the animal companions to do what you are saying though. Is there a feat to let you pick something else? I was going to go with wolf( they can trip my enemy to make him prone). I'll look into the Master Summoner. What book is that in?


Either 1/2 elf or human starting at 7th level, taking the two weapon bonus preferred, but if you can sell me on the bow I might go for that. Oh and I guess I have to be honest in what I want to achieve, long drawn out turns. Yea don't ask. I'm thinking two weapon fighting


page count?


http://farm9.staticflickr.com/8184/8142153393_547f8569ce.jpg


well why roll at all? why not make it part of the buy? I'm doing this for Castles and Crusades which has beauty for the 6th attribute. Having an 18 is like having charm for free. Well worth the buy.


I was wondering how many points a high level campagin would have for 7 not 6, Attributes. This is using the point buy in the 3.5 Dungeon Master's guide.


So someone in a Castles and Crusades game I'm playing in wants to play a Alchemist. This is not a literal translation. What should I do, what am I doing wrong (if anything) and last Where the heck is the Philosopher Stone in the Advanced Player's Guide. It's mentioned in the class, but not where is it described.

THE ALCHEMIST
The Alchemist is not a spellcaster as is the Wizard, nor is his powers ingrained as a Sorcerer. The Alchemist is one who through the development of their own personal Philosopher Stone, is able to create magical effects.
By use of his personal Philosopher Stone the Alchemist is able to wield magic. Since his path to creating The Stone is an arduous one , he learns along the way many other skills that can come in handy.

Prime Attribute : Intelligence
Alignment: Any
Hit Dice : 4
Weapons : Bows, club, dagger, dart, scythe, sling, sickle, spears, staff
Armor: Breastplates, Chainmail hauberk & shirt, cuir bouille, Greek
Ensemble, Chain Coif, Leather coat, Padded, Ring Mail,
Scale mail, Studded Leather & Leather Armor.
Abilities Philosopher Stone, Alchemy , Use Magic Device

Philosopher Stone
The Alchemist begins the game with his own personal Philosopher Stone that he has created by a process of long study and self discovery. In order to imbue his Alchemy the Alchemist must be in possession of his stone. Each Philosopher Stone is unique to the Alchemist that created it. The form and look of the stone reflects it maker. No matter the form and look, The Stone goes through a list of
Colors as the Alchemist advances in levels. The Philosopher Stone is unique to each Alchemist and will only work for him.
If the Stone is lost or destroyed, then the Alchemist must create a new one that takes one day per level of the Alchemist. The cost is 100 gp per Alchemist level.

First thru Third : Orange
Fourth thru Sixth: Purple
Seventh thru Ninth: White
Tenth thru Fourteenth : Transparent

Alchemy
This ability has a wide range of things covered. They include:

Continue next page

Identify And Work Natural Material : The Alchemist is able to identify any common mineral or plant.
On plants with an extraordinary nature he must roll and Intelligence roll, including his Alchemist level in the roll. He’s also able to create mundane items such as Greek Fire with a roll.

Poison
An Alchemist is able to create and work poison as an Assassin of the same level.

Longevity and Health
For every level the Alchemist gains, he gains 10 years to his life. So at 20th level he has gained 200 years! If the Alchemist stops advancing in his class (and takes another) he stops adding years (though he does not lose the ones he gained) even if he later starts advancing again in the class. Alchemy is a hard path that demands constant progress.
Also, for every five levels (starting at 1st) he gains a +1 to his Constitution rolls.
So it’s 1st +1, 5th +2, 10th +3, 15fh +4, 20th +5 etc. This advancement has the same rules as Longevity in that if he stops advancing so stops the increase.

Bombs
Bombs have a throwing range of 20’ and affect only one person plus anyone within a 15 ’ radius that does not make a Dexterity saving throw. A bomb can do any TYPE of damage the Alchemist wants (depending on level) , but that must be determined when they are made for the day.
The damage done with a bomb is 1d4 at first level + 1d4 for every other level. So at fourth level the bomb does 3d4 points of damage.

Orange : Fire Damage
Purple
Red
White
Transparent: Magical Damage

Formula
Mutagens

Use Magic Device
Though a Alchemist does not cast spells per say, the magic flowing through his
Philosopher Stone allows him a chance to use magic items that are reserved for
Spell Casters. The Roll is 1d20 +Alchemist level+ Charisma bonus (if any).


Forty-Two Dollars for a PDF? I'll pass.


Axebeard wrote:

Use a lot of the Trailblazer rules.

They've done things like reduced the actions that provoke AOOs and simplified iterative attacks. For example, here's what a full attack looks like at BAB 1-20.

1: +1
2: +2
3: +3
4: +4
5: +5
6: +4/+4 (two attacks at -2)
7: +5/+5
8: +6/+6
9: +7/+7
10: +8/+8
11: +10/+10 (two attacks at -1)
12: +11/+11
13: +12/+12
14: +13/+13
15: +14/+14
16: +16/+16 (two attacks at -0)
and the rest are just two attacks at full BAB.

It really speeds up a lot of the combat and makes the players do a lot less math by keeping every attack at the same bonus. It also makes the fighters deal more damage than they do with the +20/+15/+10/+5 system.

--Edit--

One of the simplifications they made to the movement system is that any time you only move 5 feet, you don't provoke. This is much simpler than figuring out whether or not you took a five-foot step, and removes trying to determine effects of difficult terrain and forced movement. Five feet = no AoO. Ten or more? Gettin' whacked.

I'm 100% behind this. I played in a game with 16th level characters. The ranger (who had the two weapon fighting tree) took forever. Everytime it was his turn, everyone but the dm would get up for a break. I think though that everyone but the fighter should have only one attack a turn.


Skeld wrote:
Exiled Prince wrote:
Other detailed examples?

Remove options like the aforementioned attacks of opportunity.

Remove iterative attacks. Make non-spontaneous casters (wizards, clerics, etc) abide by the spontaneous casters' number of spells known/level table (reduces the analysis paralysis of players deciding which spells to prep - much easier when you only have 5 to choose from).
Skip traits, pare down the list of feats.
Remove special attacks like sunder, grapple, trip (or simplify them).
Simplify bonus stacking. Remove swift actions and immediate actions.
Simplify skills by making all skills a "take 10" (on other words, use 10 + ranks + ability mod as the skill score and judge all skill checks against that number without rolling).

These suggestions will need massaging, but your group can flavor to taste.

-Skeld

What are iterative attacks?

What do you mean by the spells preps?
Are traits in the main rulebook?


"Most importantly, change the feel. Make it more wondrous, more magical. Worry less about Here's exactly how it works...and tell a good story."

Of course those are important and we do that already (believe me, you need a lot of imagination with 1st ed).

Another thing I thought of was you get all of the skills listed in the class, and you roll 1d20+ attribute mod+level. If you want another skill not on the list, it's a feat called Extra Skill.


So here's the situation.
The DM:Only wants to play 1st ed /2ed D&D
Me: It's all good.
Everybody else: We want to play Pathfinder.

I've been the only player of the last four months. It's ok, but there needs to be at least two more players.
The DM is very loose with the rules .
I would like to play Castles and Crusades only because it has n old school feel while also cleaning things up.

I suggested a compromise. Try keeping Pathfinder simple.
So my question is how?

Things I've already thought of:

Stick to Main rule book only. No other classes, feats etc. MAYBE Spells from other books.

eliminate time wasters, like say Attacks of opportunity. Of course that means other things will change like maybe feats and what not.

Other detailed examples?


yea but there's feats in it so it can't be that slim. :)


So I have the playtest and I'm not certain what I can and can not say about it, but I feel I can say this: From what I've read, it's pretty much a simplified 3.5. In fact it reminds me (again from what little there is) of Castles and Crusades.


http://www.youtube.com/watch?v=qYVPqBs2pls


Ah thanks.
I really don't like the aspect of the game. It seems cheap as regards to the storyline. I was thinking of doing it different somehow. Like say Every level you get a new card.


I ran the first game, a bare bones encounter. And questions came up.
1.What does 1[w] mean? it concerns damage but don't know much else.
2.So alpha mutations are suppose to be not mutations per say, but abilities that you have from other time lines/ realities. Ok got that.
I also understand that they come and go.
But wtf is it about omegas? A weapon just pops into my hand? or am I suppose to believe I had it all along but am only know using it?
How is it that humans get alpha mutations? would it not be better that they instead get omegas only?


I would like to see the plans for this statue. Where is it going to be? How much of the book's money goes to the project? And yes. I would like to have the original covers too. In fact I think it would have been better to have reprinted the box set that started it all.


the game is here:
http://www.obsidianportal.com/campaigns/changeling-the-lost-dream

you do have to have an account, but it's free.


So I gave them the box set at xmas and they opened it and put it aside in about 2minutes. I thought that was the end of that and would not be hearing anything about it again.
The next day the older (10) one asked if we could play. I was suffering from bronchitis,had not read the whole adventure and we had no privacy as my mother was hoovering around the kitchen. To make matters worst the younger one (6) in no way shape or form wanted anything to do with it and came over to the table and knocked down the minis. After the 6 year old was whisked away we started playing and at the end the 10 year old said he liked it, but with no enthusiasm. And so I thought that was the end of that. We didn't even get to finished the game.
But then the next day he asked me if we could finished the game and I said of course. At the end he started reading the books and said "Being the DM is the most fun right? I said it could be. He then said, and I have NO idea were it came from, "I would like to run a game in the city instead of the wilderness ." Now believe me when I tell you that I told this kid nothing about this game. In fact the only hard fast rules I taught him was rolling dice. But he had the concept of the game and more importantly how far you could take it, down. He said " Yea in a city you can buy the magic items only I think I would lower the prices on some of them. " I said " Tyler it's your game you can do whatever you want. That kid is so smart. He even was planning on who he was going to get to play it with him.


Which markers (wet, Dry ,,) would work best on the map?


well it prob was for the best. I thought about it and either I'm going to mail it or take it on the plane with me. Either way I've added some other goodies to the box. So far I bought the "Nights of Wundagore" graphic novel for the older one who's bat s#+~ about comics now. I was telling him about the stories I read when I was his age and he wanted them. Might throw in the Original AD&D Players handbook. I think it'll fit.


humm it seems I love and Hate you. I hate that it's only 63 pages but I love that it's only $20. If I buy the book from you do I get a discount on the pdf? I forgot how that works.


Exiled Prince wrote:
Nukruh wrote:
What if there is a printing error that needs to be fixed before you give it away? Open it up, just to be sure...
You would say that and I know of at least two others on here that had the errors.

Ok. I did it. No errors, but now I feel dirty. Still I gently put everything back as was and it's not going to be touched again till xmas.


Nukruh wrote:
What if there is a printing error that needs to be fixed before you give it away? Open it up, just to be sure...

You would say that and I know of at least two others on here that had the errors.


So I bought this for my nephews and I plan of bringing it over for xmas and playing them through the first time. I have it on pdf so I should be able to read it ahead of time.
Now the question. To open it there or here? If I open it here I can look everything over and have no surprises. But opening it with them would make if more fun (I think).


I saw this at the game shop but the box was very different in shape and size. One here and amazon it looks to be about 81/2 x11 but in the shop smaller. Is there two types?


NotMousse wrote:
I was under the impression that a Kindle was friendly to PDFs. What have I got wrong?

I have not thought about that. I'll have to give it a try.


Will this really be good for a 10/11 year old ? It seems a little complicated.


Well if I were to do it it would only be for myself. Though I think it would be too labour intensive for one person.
As for format from what I've seen of the ones on Kindle, it would not be all that different from the Pathfinder srd site. Though it might have to be several "books".
In fact to be honest, this thing has become attached to my hip. Just the rules in plain text would have me buying the whole rule set over again. I'd easily pay 10-20 a book AGAIN (I buy both hardback and pdfs)just to have it on the Kindle. Not just for "at the game table" in fact it would be so I could have the books to read in my free time to prepare for the game.
I would even go so far to say that by not tapping the Kindle market you are missing out on a lot of money making potential since you're just putting something that is free online and reselling it.


Is there a text version of Pathfinder (like the srd) for kindle 3? If not, what would you have to do to make it? Could you make one on your own? I just bought one and it would rock to have the rules with links to certain sections.


Well maybe I've just had different experience. In the last game I was in we ended up hating the Ranger with two weapon fighting tree and two different magic weapons with two different bonuses to it.
He used different color dice,had the bonuses all figured out and it still dragged on when his turn came up.
And don't get me started on animal companions.


While I like 3.5/Pathfinder there are some things that I hate about it. The first and I think most crippling is multiple attacks. At low levels not so bad. BUT hit 10th-16th and the game comes to a crawl. No matter the shortcuts involve(using different color dice, random generators etc)it's still a drag on the game. My question is simple: Would it kill the game if every character had a base of one attack with higher up and maybe certain classes getting maybe one extra attack or something in that ballpark? Alot of people say "well the spellcaster would out do a fighter type in damage. But if the fighter type is doing +16 damage is that still the case?


Brianfowler713 wrote:

I'm having trouble using the whole website. It keeps resetting and won't let me log in.

Not that I don't like these boards but I was really getting into some of the posts there.

I tried today (3/9/11) and it will not let me on. To make matters worst, there is no contact link and even when I go on the facebook page no one answers. So sad.


I was/am at a crossroad my self. I've played every version of the game (except 4e which I will not touch for MANY reasons.) I'm conflicted about Pathfinder. First off I've bought all the main rule books. They're good. really good. The problem though is the system at high levels. What do I mean? Make a 16th level npc. go ahead. I'll give you 1/2 an hour. What's that? you need more time? you need a calculator?? Oh come on!Make a 16th level fighter. That's easy..no. It's not. At high levels the game falls apart. That's not an opinion, it's a fact. I know because I've been there. At the moment I'm running a Castles and Crusades game. It's Very rules light and relies on imagination more than stats. I miss the feats and skills but at the same time I realise that they are like the cake that I as a diabetic should not have.


PDiddy wrote:

Played Master of the Fallen Fortress with it just the other day.

I like C&C and like some of the changes with the 4th printing but I think I prefer the illusionist and barbarian from the 3rd printing.

What is differnt about them? I heard the Barbarian was made better.


Do you mean the 4th ed of Castles and Crusades? If so, than yes. I plan on running it this week and need another player. I'm in San Diego.


This Will be 4th ed C&C with the world of Greyhawk as the setting. the time and place is depending on peoples schedules.


Ok! a complete 180. He's going to be a warlock(non evil) and something else. I was thinking either Ranger or rogue. Please chime in.


thanks guys. Ranger/Sorcerer or Paladin/Sorcerer (either with Dragonbloodline) Decisions decisions. I was also thinking of Monk/Sorcerer. while it does nothing for the dragon part.


So I'm going to be a guy that rides around on a dragon that I'm bonded to. According to the DM this dragon gets animal compainion class features SO if I'm a wizard it can be my familar etc.
Oh and we're playing Gestalt and we're using pathfinder books. I would like to have a fighting and magic using combo. Any suggestions?


cranewings wrote:

You know, using the middle experience table, a party of four can level up every couple of games, every two or three really, fighting absolutely nothing that has an honest chance of killing them. If you start stacking on experience for talking to people characters will be leveling every other session.

Which leads to one logical conclusion of the game: 17 year old supermen.

Another one is the 9th level town mayor, which is by my count stupid as all hell, because if he got those levels by being great at leading his people by talking, he shouldn't have such awesome killing ability for no reason. I guess sense he lives in the D&D world, all that talking gave him the drive to do two finger pushups and the superhuman reflexes to kill a dozen men.

You would be right if going up in levels didn't actually confer killing ability, but a 9th level town mayor is awesome at fighting. If it said he had 12 hit points, an AC of 12, and a +14 to Diplomacy, sure I'd buy that. If it said he had 2nd level fighting and 9th level talking, I'd buy that as a basic write up as well. That isn't how Pathfinder works. 9th level fighting, as a regular mayor of a regular town? That is a lot of 9th level fighters all over the world, a lot of Huma Dragonbanes.

what you are complaining about is the rules system itself. while I like pathfinder/3.5 for it's STRATIGIC rules, it kinda sucks because if it's level system. I prefer WoD storyteller system that is more organic. But I think that is the problem. NOt the book itself.


Adam Daigle wrote:
Back on page 13, Deanoth was kind enough to type up the list.

Thank you.


BubbaBugbear wrote:
Kthulhu wrote:
Exiled Prince wrote:
Is the table of content out? I would like to see what's in it.
MONSTERS!!! That's what's in it.
Can I kill them yet boss?...

Yes! And do it quick. They offend my royal airs.


Is the table of content out? I would like to see what's in it.

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