Raymond Lambert wrote:
This equipment load out seems really odd. Does the GM know about the wealth by level equipment chart on paper page 399 of the core rules? It says a 5th level PC.should.have approximately 10,500 gp of total gear. And why the limitations on magic items?
It's a low magic setting. Magic items are super rare and all have a backstory kind of thing.
I am getting ready to start playing in a campaign where we are 5th level with 5,000gp in starting gold with the caveat that it cannot be spent on any permanent magic items and any scrolls or potions must be less than 2,000gp. After the basics like Mwk. weapons and armor, I have about 3,000 gp left.
I am playing a Human Archer Inquisitor.
I could get a bunch of wands, potions, and scrolls but I am looking for some more unconventional ideas about what I could spend it on.
The Deathlands our Outlanders series have a lot of good post-apocalyptic sci-fi.
: On the morning of January 20, 2001 the climax of the Cold War set the post-apocalyptic stage for the series. The end game began with a pre-emptive strike on Washington. Underground nuclear bombs were detonated from within the basement of the Soviet embassy, by an elite group of Spetsnaz operatives, destroying the central command structure and political system of the United States. For an indefinite period of time a nuclear exchange between the United States and the Soviet Union devastated both countries and subsequently the entire planet (but little details are known outside both countries). All manner of genetic contagions were released infecting the survivors of the firestorm with horrible illnesses. The remaining survivors lived harshly during a time of prolonged nuclear winter known as 'Sky Dark'. The geography, climate, and ecosystems of the world had changed dramatically. What was left of the United States came to be known as the Deathlands.
100 years later civilization begins again: brutal, short lived, morally confused and crazed from mutation. Between the many hot spots are small plague pits ruled by power hungry individuals who have no limits in order to establish their rule and expand their influence. These individuals are known as the Barons. Their rabble pits are known as Villes and Baronies. Civilization unknowingly resembles the Dark Ages. Trading resumes between the villes: Jack (a regional currency), Jolt (a hallucinogenic mixture of Mescaline and Heroin) and slaves are the primary forms of currency. Life is a strange mixture of ancient history and limited technology that is scrapped from the 20th century. Military technology is the most prized possession of all; success is often measured by the number of bullets he or she possesses. A man named Ryan Cawdor leads a group of companions across the deathlands. Ryan has extremely secret knowledge of the 20th century. The understanding of hidden underground complexes, known as redoubts, that contains Teleportation technology. He and this companions guard this knowledge with their lives. The technology is called MAT-TRANS.
Each novel usually begins with the companions arriving at a frequently unknown redoubt by MAT-TRANS. If the situation is impossible or hostile the companions can use the "last destination" feature of the transporter to return to the sending location. If the redoubt is unknown then the companions usually explore, looking for weapons and supplies which they rarely find. Sometimes they are lucky and find a working shower or stored food which they always utilize or take. The story picks up speed once the characters leave the redoubt and explore the surrounding countryside. Frequently the companions are captured or forced into a confrontation with the local barons. Each novel reveals a little of the characters' history, motivations and the regional location where they arrived.
: Two hundred years after a nuclear holocaust devastated the Earth, the chaos and barbarism as depicted in the Deathlands series gave way to a centralized, despotic government ruled by nine mysterious barons.
Material taken from redoubts, secret preholocaust military installations with stores of weapons and the home of the gateways, matter-transfer devices, supplied the baronial rule in what was known as the “Program of Unification.”
Rearmed from redoubt stockpiles, the barons consolidated their power and reclaimed very advanced technology created two centuries before by the so-called “Totality Concept”.
Their power bolstered by the invisible authority known only to an elite few as the Archons extended beyond the fortified city-states into what came to be called the Outlands. There, the rootstock of humanity survived, eking out an existence in hellzones and hounded by black-armored Magistrates, the enforcers of the barons’ laws.
When Cobaltville Magistrates Kane and Grant came across a piece of misplaced technology and Brigid Baptiste, an archivist began an investigation on their behalf, they found themselves branded as sedititionists, their citizenship stripped from them and they were reclassified as Outlanders.
A Science Fiction Game Where Shaolin Monks with Bone Knives Fight 11ft 2 Ton Bone Golems at the Speed of Precognitive Thought in Space.
Necropunk is a game and setting that offers a look into what it means to be human. It will be, in the strictest sense, a roleplaying game set in a fantastic future where science has become indistinguishable from magic and necromancy is the flavor of the day.
Our goal is to create an approachable, unique, science fiction setting that feels like a fantasy setting. We want someone who understands the dynamics of a fantasy game to understand the dynamics of necropunk. Because of boneskin, melee weapons have made a reappearance on the field of combat. While there are no “magic” powers, we have psychic abilities that, at least in part, function in a similar way to familiar magic-based concepts (scrying, anti-magic fields, use magic device). Space travel is designed to mimic overland travel (albeit on a larger scale) in a more medieval sense. Ship to ship combat in space is designed to mimic ship to ship combat on water. We drew direct parallels that allow a wider audience to comprehend the universe we are describing.
What is Legion?
The galaxy is made of worlds rife with alien creatures, star-spanning enemies, traitorous soldiers, and the re-born Shade. On these worlds, experienced soldiers are sorely needed, if only to hold back the enemy until the Legion arrives.
I believe they are balanced, so long as you follow the cardinal rule that you can't spend more power points on a power than his manifester level. Not adhering to this is where the overpowered myth originated.
Check out this discussion on the Dreamscarred Press site for a discussion of the Psionics is Overpowered Myth:
Love CalibreDownload Link
Wish I could use it more easily for my Paizo PDFs but since the default Titles in the Acrobat files are set to the PF#### codes, I would have to rename every file.
@Saint Caleth: I don't know anything about rooting a Kindle, but with my Nook I back everything up in Calibre and just leave it in airplane mode 99% of the time. No connection = no possibility of remote deletes.
I am trying to convert races and classes from Star Wars D20 to Pathfinder using the Advanced Race Guide and need help to convert a few classes to be Jedi/Sith any ideas on how to run that?
Whenever I attempt conversions, I make a list of the powers/abilities I am trying to convert then find something that either already does what the power/ability does in Pathfinder or is similar in function and just make small adjustments and change the fluff.Example: Force Lightning is the shocking grasp spell. At higher levels, it can move up to Lightning Bolt, Chain Lightning, etc. There's no reason to reinvent the wheel if I can just put some chrome spinners on it and make it work.
You may also consider emulating some of the 'points' systems, like ki points for Force Powers.
Chef's Slaad wrote:
This has a lot to do with the fact that if any of the gate towns get too morally or ethically aligned to the connected plane, the town will actually get sucked into the outer planes and vice-versa.The examples given in the Player's Primer to the Outlands are
1) If Excelsior gets too good and too lawful it will get sucked into Mt.Celestia and
2) that if a paladin made a home for himself in the Abyss, eventually his domain would break off from the Abyss and appear in the Outlands since his alignment is so much different than that of the Abyss.
So, the denizens of the gate towns have to be very careful to keep the balance, which would explain the behavior you mention.
I have actually been working on a Planescape campaign for Pathfinder these past couple weeks. If I find a specific reference the the behavior of neutral characters in the Outlands, I will post the specific reference.
The current version of Hackmaster uses this system. I liked it because it puts the burden on the player if they roll badly. Although it makes it harder to fudge attack rolls (if you find that necessary as a GM) since everything is rolled out in the open.
As the GM it made it easier for me, since I could say "Defend yourself against the monsters X number of attacks!"
My players liked it because it makes them feel like they have more control over what happens to their characters instead of just being told, "you're hit!"
Thank you for the prompt response.
I presumed those pesky paints possibly perpetrated the protracted "Pending".
I am curious to hear others' feedback on this. I have been wanting to do something similar for some time now, but have lacked the time or willpower to do so.
One thing I have considered is removing the spells which can allow a spellcaster to step on other class's toes.
I was thinking of making a static list of available spells with a fixed number for each school per level, say 10-20, and removing the spells that are problematic from these lists. If a character wants a spell not on the master list, he would have to research it himself. This keeps those oddball spells from being common or existing at all in my game.
I have not, however, determined what affect this would have on the various power levels or spellcasting classes. Although, this also might be a good opportunity to develop different lists for each class (e.g. Sorcerer vs. Wizard).
As for the force spells you mentioned, couldn't those easily be turned into elemental spells? Fire Missle, Ice Shield, Rock Armor (thanks Dragon Age), etc. The only difference would be that monsters with elemental resistances would be able to shrug off some of the damage, but I don't know that would be a problem at low levels.
I believe you would have to change the Title in Acrobat (which you can't do because of the protection).
I had this same problem trying to add my Paizo collection to my Calibre library.
I would love to have the Title in Acrobat match the book's title instead of the filename by default.
Kydeem de'Morcaine wrote:
I'll take a look at that. We're using Core and APG only right now. I didn't want to get overwhelmed by too much source material.
Fortunately for me, these are new-ish players, so they tend not to dump stats down lower than 8 and aren't optimizers, so they should all be around average Int or better.
Kydeem de'Morcaine wrote:
The only build I have seen so far is the inquisitor, it's got most of the knowledge skills covered as well as sense motive and intimidate. The player opted for the extra skill point for favored class, so that will help.
I'll make sure to mention to the players that they shouldn't skimp on skills. I was thinking of allowing the ranger to pickup trapfinding to make up for the missing rogue for finding traps if needed.
I am a new GM and am starting a Jade Regent Adventure Path this evening with 5 players, most of which have never played Pathfinder before.
The party makeup is as follows:
My question is: Can the party get along without an arcane caster?
I appreciate any feedback anyone has.
I'm looking for some advice about how to convert the classic Gold Box AD&D PC game Pool of Radiance to Pathfinder.
For those who aren't familiar with the basic story, here's a simplified version:
The PC's are recruited (and paid) to help reclaim sections of the city of Phlan which have been overrun by goblinoids, trolls, giants, and undead. The monsters are following the commands of the mysterious 'Boss'. The characters advance by reclaiming the city, political maneuvering, and finding more information about the 'Boss'.
One major aspect of the campaign is that the PC's are asked to 'clear' different districts of the city. In the PC game this is represented by clearing a set of static encounters as well as clearing 15 random encounters. There's a Slums District, a Graveyard, Mercantile District, Temple District, etc.
So, I am set on the static encounters as they are in the the module. However, the module doesn't have any suggestions about how to represent the 'clearing' part of the campaign.
Honestly, I don't think my players or I would enjoy chewing through 15 random encounters in each district, but I would like to give them the feeling of making a difference and turning back the tide of monsters.
I am looking for general advice, supplement suggestions, or references to existing adventures which have this element.
I checked out the 2e Revised Dark Sun book and couldn't find anything other than one of the original halfling cities was call Tyr'agi.
In the Dragon Magazine 319 Dark Sun Player's handbook, it just says they live in the Forest Ridge.
4e Campaign Setting only references a halfling town in the Forest Ridge called Ogo.
Hope this helps.
Go, go, gadget: thread necromancy!
I find myself without a group in the Toledo, OH area right now.
More info at:
Thanks, I even went through the thread to see if anyone else had posted the same issue and I missed it. :(
comparing to my other subscribed feeds, it seems the "paizo.com" prefix is not present. Hope that helps.
I just noticed this as well.
Here is an example of what shows up in the address bar when I click to open one of the articles from the feed.
Kelsey MacAilbert wrote:
I got as far as Tom Bombadil in Fellowship and it was over for me. I've tried multiple times to get through LotR, but I just can't do it for the same reasons you listed.
Billy Mays_ wrote:
Lets start another game here. Rate the icon for the poster above you on a scale of 1-10 and also give a description why you you think that it deserves that rating.
8/10. I think the dragon looks regal and contemplative instead of murderous or savage like blue dragons are typically portrayed. Bonus point for blue being my favorite dragon/color.
For the past few days in game, random people tell me I look pale or sickly.
I had that happen after fighting some Skeevers in a cave. People randomly told me I looked sick. After I hit a temple they stopped saying it. Since there's no Status screen for you character, I don't know how to tell if you're diseased or not.
EDIT: Corrected quote
AD&D Characters maxed out at 5 attacks every 2 rounds at 13th lvl and you had to take weapon specialization to get it otherwise 3/2 was max.
Also, AD&D character hp progression levels off after 9th level, you only get a set# of hp based on Class.
Take a look at OSRIC if you need additional inspiration, it's essentially AD&D with some updates and tweaks.
Duh. The within one step restriction totally slipped my mind. I was just thinking Evil God = Antipaladin.
Thanks for the reminder. :)