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Goblin Squad Member. 32 posts (65 including aliases). No reviews. 1 list. 1 wishlist. 3 aliases.


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Goblin Squad Member

Being wrote:
Everyone wants to be the 1%.

Better than being part of the 47%!

Goblin Squad Member

Caldeathe Baequiannia wrote:

Hi Fnatk, I don't remember the post that explained it, but a private message to Lee Hammock is what you need.

Ah! There it is

... and done.

Thanks.

Goblin Squad Member

Hi Forumites!

I want to change my Guild Name on the Leaderboard in the Land Rush to our Settlement Name.

Who do I need to email? or
How do I go about this?

Need Advise.

Fnatk

(Qyck Majere - Golarion Liberators)
Settlement: Quadrivium

Goblin Squad Member

Just wanted to welcome you to the forums and Pathfinder Online.

Goblin Squad Member

1 person marked this as a favorite.

Ladies and Gentlemen of Pathfinder Online. I would like to take a moment and introduce to you the Settlement of Quadrivium. Sponsored by the Golarion Liberators, it is and will be a Lawful Neutral Oligarchy within the lands of the River Kingdoms.

Quadrivium will be a center for the schools of magic, both arcane and divine. In addition Quadrivium will support our crafters through mutual alliances and trade to better secure our borders and protect the populace of Quadrivium.

Quadrivium is currently located in the South West area just outside the gates of Fort Inevitable. We hope to remain there and utilize the earth provided to strike out alliances with our neighbors mutually benefiting both settlements on our path to growing into a great Nation within the lands of the River Kingdoms.

We open our gates to like-minded individuals who enjoy the casual atmosphere of gaming while pursuing lofty goals of creating a civilization that will stand the test of time. If you desire a home, and share these ideals, I say to you to contact us, and perhaps we can include you, and your company, in our plans as we move forward.

With Glory and Honor through Freedom,

Qyck Majere
Golarion Liberators
Appointed Trustee of Quadrivium

Goblin Squad Member

All Hail Brothers and Sisters of the Roseblood Accord:

I extend my gracious thank you to bigmancheatle of TEO for the warm welcome and invitation to the Roseblood Accord and its exclusive membership.

I am Qyck Majere, leader of Golarion Liberators, and I humbly thank you for your considerations. In that many of the tenets of the Accord fit well within our play style, I feel our guild would accept such a charter spot within the Accord. It will be something worth discussion. I shall let you know the Liberators' decision soon.

I also welcome the opportunity for development of alliances with the Accord's membership through and beyond EE for trade, training, protection, and eventual growth in the River Kingdoms.

For now, I bid thee all well in my absence, for I shall soon return.

Qyck Majere
Golarion Liberators

Goblin Squad Member

All -

We are the Golarion Liberators. We are a last minute guild backer for the Kickstarter. We are in the process of discussing names for the future release, but I wanted to have a presence out in the community to relate a name to.

Currently we stand at 4 people, all with previous MMO experience ranging from Star Wars Galaxies to World of Warcraft and Star Wars: The Old Republic.

We have not determined our specific role in the River Kingdoms, but I as the lead backer for GL have expressed interests in several of the Player Settlement Communities: MAGI and TEO.

As we develop our future, we will decide on which settlment/Kingdom to place our guild, whether through an alliance, active participation of its kingdom, or what-not.

Just taking an opportunity to say Hello Pathfinder Online Community!

For I am Qyck Majere, and look forward to a terrific game in the not so distant future with our successful funding!

Goblin Squad Member

This thread should be closed! I think everyone knows, if they have follwed this kickstarter, that the daily deals where meant to be vanity items. What a waste of time to sit here and read these spoutings of the uninformed.

As for LeeSW I am still looking for the answers Ryan has asked you about, it seems you won't receive any benefits for chucking this kickstarter project under the bus, other than the satisfaction that you got to see yourself talk.

As for Chazbazz, I am sure that thousands of Pathfinder players, both online and table top, will appreciate that you aren't going to be wasting their time playing these games. I know I am already glad!

Goblin Squad Member

To add to this is the fact of tactical combat in and of itself... I hate games that allow you to go full bore on a target dropping your fireballs and lightning bolts at the enemy with no damage resulted to your party members. Unlike in the table top game, when a fireball is dropped on an enemy who takes it in the face, any of the party too close will get the same effect as well. This should be in the game for its tactical accuracy. Let the mage go first to light em up then the fighters charge in and gain the aggro with a taunt or special move peeling the aggro from the mage who can then stay in the back and properly play the burst utility they are expected to be...

but this is probably best for another board...

Goblin Squad Member

Dakcenturi,

Do the members have to be true magic users? can they be hybrid users and knowlege seekers such as bard types or rogues utilizing (hopefully) a use magic device skill? is this better answered once we know more about the game.

To any end, I am interested in your chartered company.

Goblin Squad Member

Banecrow wrote:
Trust me if I can get a couple more people together I will go from buddy to the guild pledge in a heart beat.

Ditto for me.

Goblin Squad Member

I could volunteer to assist you with any details that might need testing. Although I desire a guild, I have been unsuccessful in tempting my TT gaming group nor my MMO guild to respond, as of yet. With this weekend being a payday, I hope (and pray) I can get one more backer for a guild!

But to that end, Dak, let me know what you need from me and I can send it to you in a PM.

Goblin Squad Member

I have played in several different MMO's and all of them have had some kind of PVP content within them. PFO is based upon a world that has many different types of personalities in it as determined by the 9 different alignments. Not everyone is going to be LG but, conversely, not everyone is going to be CE. The Devs have stressed that this is going to be a community based game and that the "solo" type will find things very difficult to get accomplished simply because of environmental factors as well as the possibilty of player interaction. Since the game is only going to be on one server, they are not making a pve only server. Conflict is part of human nature, and the Devs are trying to assimilate that into their game as much as possible. Even in today's society, conflict exists! It is a fact of life. Those people who shy away from it, tend to lock themselves indoors, and find other ways and methods of existing. To demand a pvp free society is to the point of ludicris as just not possible. Polling the nearly 5200 backers of this kickstarter, I am sure that 50% of them agree with you about the pvp issue, but of that 50%, maybe only 10% (like you) find that the inclusion of a pvp factor is a deal breaker.

Like you, I didn't like pvp when I first started to game; mainly because I sucked at it and got no gratification at being killed. But it was what it was. So I joined a pve server. To be honest, I think that it sucked even more. It was just me and the environment, and as I leveled, I noticed that the environment was no longer a challenge. I wanted more... pvp fills that void. Joining that first warzone and engaging that first "dark Jedi" (SWG), or that "Horde" (WoW), or that player of "Order" (Warhammer), or "Sith" (SWToR), and beating them, brought such an adrenaline rush, and accomplishment knowing that I can do it.

I don't pvp all the time, and I only do it in sanctioned areas, for I feel as you do to that regard, that wanton killing without reason is detrimental to the underlying purpose of the game - entertainment for all who are playing!

Conflict is good for you... it will make you a better player, and bring you some satisfaction of accomplishment.


TheHairyAvenger wrote:

I got the pathfinder beginner box for christmas and I am playing as GM quite soon but I was just wondering if it is better to draw the rooms in the map when the PC's enter them or if it would be best to draw the entire map of the dungeons for them to see.

Also when they go into a town such as sandpoint should I draw that for them also.

if you have the time, and the resources, graph paper and card stock, you could "tile" the rooms of the dungeon in pieces and lay them out as the party travels through the dungeon. by doing so, it would allow you the opportunity to only uncover the portion of the tile that their light or darkvision would allow them to see.

I did this for my first 4e game, and although we don't play 4e anymore, I still like the concept, and my next "dungeon" game will be done in the same way.

but just an idea.


Raker_ wrote:
i am thinking about making a barbarian that fights with a two handed weapon and i was looking at taking the vital strike feat but want some clarification before taking it it say i can do double damage on an attack action. is it referring to a full attack or a attack that is just a standard action such as after a move action?

Although it has been mentioned many, many times, Vital Strike is effective for those characters who are forced to move and make an attack action, not for full round attack actions. I find that beasts get the best effects from the vital strike chain, especially the dragons I have been playing. However, for those classes the rely on multiple attacks per round,rangers and fighters, it is not as effective, unless the creature you are fighting limits that ability to make full round attacks.


If there is no challenge or no risk of death, is there any fun? My best games as a player and a DM are when I am on the edge of my seat praying for the next roll to be a hit. The excitement of escaping death is by far the allure with this type of game. Death should be inevitable. It will be either at the hand of a monster or the dusty shelf of retirment.

Without this risk, I don't have the fulfillment of accomplishment. there should be at least one instance per game, that if a roll should go bad, it has major/dire consequences, maybe not outright death, but close enough to it, to make a player or myself sweat a little.

In designing some dragon fights, these are the parameters I am trying to insure with my play tests. For without them, I have discovered that the players don't fully get engaged to the task at hand. and when that happens, distractions become a major role in lack of satisfaction when sitting at the table.

It is the DMs responsibility to ensure fun is being had by all, and by all means, if the party does a stupid thing, a consequence should be expected, and if it fails to happen, I feel that your game has lost a valuable concept and may not be worth playing anymore.

Just my 2 cents.


Another problem that you and your mates might be faced with is amount of magic and gold piece worth of your items. For instance, you have several items that you use regularly that when added together are greater than what a character of your level should have. For instance, the belt alone is worth 40,000 gold pieces which far exceeds 1/4 of the 108,000 of your total allotment for "misc. magic items". Your ring of protection is 18,000 gold pieces, which is the majority of your 1/4 allotment recommended by the core rule book. Your celestial armor, although within your 1/4 allotment, still is a costly magic item at 22,400 gold pieces. these three magic items totalling over 80,000 gold pieces have essentially elevated your character to one, maybe even three levels higher than your normal party. If I were the DM, I would look at all the magic items, and determine what could be "toned" down. Not necessarily taken away, but toned back a little bit. Make the belt a +2, change your armor, reduce the ring to +2, just these couple of changes and your ability to hit and damage will drop some, as well as some of your utilitiness will drop, increasing the opportunity for your mates to assist in the defeat of the challenge ahead. Other things that the DM needs to do, is challenge your character more with will save spells such as dominate and charms.

Remember a 12th level character should have no more than 108,000 gold pieces of value, this includes the hordes of coins, gems, artwork, jewelry, and potions one owns as well. At glance, your 5 magic items total 97770 gold pieces, putting your toon at the utmost highest extreme for magic items. By the book, it recommends no more than 1/4 of your total value placed in Armors and Shields, Weapons, Wonderous items, and miscellaneous magic.

Just 2 cents. Perhaps toning back your character's magic for the next game session and see how it goes. perhaps it will restore the group balance you (and your DM) are looking for so as not to need to "buff" the monsters so drastically to keep pace with you.


To disregard Use Magic Device as a Rogue class, any kind of rogue, is eliminating about 30% of its overall effectiveness. The Rogue is one of the few classes that has enough skill points each level to put into Use Magic Device as a class skill, for using either divine or arcane magics.

If this campaign is an urban style campaign, then the need for gathering information will far outweigh the need for combat productive damage. If this campaign is more rural oriented, the role of scout will fall to the rogue. If more dungeon oriented, scout will still be emphasized.

Combat expertise, improved feint for lower level rogues is huge especially with high CHA to benefit its bluff abilities. Eliminating dexterity of opponents means additional damage no matter what weapon or size modifier you suffer from.

Having a decent dexterity already gives a better than average AC at low levels, and since you don't have a +1 BAB at 1st level you have to get those feats as above, or those that better enhance your skill abilities such as skill focus, magical aptitude (Use Magic Device increase)and if you are playing with traits, dangerously curious helps.

You have to get more information from your DM as to what the setting may be, if this is an adventure path type of game, where you are 1/2 in town, 1/2 out of town, then take a good mix of those skills, and an overall balance to your abilities. You won't be particularly good at any one thing, but decent at everything.

Jack of all trades, Master of none! that is the way of the traditional thief.


sonny thomas wrote:
Hey I'm gonna have a game soon and a new poured wants an old school thief , pickpockets lockpicking and such can anyone help me with a quick build .thanks a lot .

the pathfinder rogue can be an old school thief very easily. An old school thief was very reliant upon its skills and its better than average ability scores. A fighting thief, will often use its ability to avoid damage (dodge, mobility) as it moves in for flanks to activate back-stab damage and two weapon attacks. A stealth rogue will obviously concentrate skills for stealth even possibly using skill focus to increase those further. The magical rogue will have a high Use Magic Device, that you can top out at 1st level at around +13 or so depending on your chosen feats and ability scores. Remember, both the stealth rogue and magic rogue are very skill dependent and require high charisma ability, while many of the rogue skills also require dexterity. These should be your two main ability scores. Int and Wis will be secondary, while con and str will be dump stats. Whether you being small or medium is more of a personal choice to make, you can be just as effective being small and using small weapons, because the bulk of your damage is going to come from flanking backstabs. In pathfinder, unlike 3.5, are rogue talents that truly offer the rogue more abilities than ever before: fast stealth, bleeding attack, and ledge-walker to name a few. It would be helpful to read through those rogue talents prior to a build.

Something else you might want to consider is build a 6th level rogue first, so as to have an idea of what this rogue will be once you have a few more abilities to use, then go back and build its first level once you have an idea of what abilities and skills you are going to need when that rogue "grows up" to be that sixth level one you built.

Hope this helps, because rogues have become quite the diversified character in Pathfinder.


FallofCamelot wrote:
Remember that summon spells take a full round to cast. Any damage during that time and it's concentration check time. Anyone with spellcraft can make a check to realise what he's doing and try to do him damage to disrupt the spell. A quick magic missile is all you need to mess up his day.

This, or use archers or ranged attacks at spellcasters, specifically the druid. Once she discovers she is a target she will have to change how she does things.

I too am in a party with a druid, and he does a lot of this too. It does seem to imbalance the encounter especially at lower levels. As they increase in level, it becomes a bit more balanced since the summoned creatures can't "hang" around for long, but it seems to be enough to give the PCs the edge.

You could also make them declare whether their summons are good or evil and take protection from good/evil spells to negate the summoned animals attacks.


daedel, el azote wrote:

Hi all,

I've just purchased the beginner box and I am absolutely amazed with it. Never tried Pathfinder before although I've played extensively D&D 3.x and d20 Modern, so I am familiar with the rules.

So basically been a noob in Pathfinder Universe, I decided to check for more products and...my. The amount of them is overwhelming! I already have the core rulebook (and what a monster it is!) but want some advice on the rest: what do I need to start adventures in Golarion? What are the "you have to have" books? Please advise!

Thanks all in advance.

I would start light, core rulebook and bestiary, and maybe pick up one of the adventure paths. It will start you off at level 1 and take you up to like level 15+.

After that first path, then start expanding, slowly. Pick up the 2nd bestiary and the advanced player's guide to give players more choices than just the core ones, and possibly the Dungeon Mastery Guide if you start to build your own realm within Golarion.

You might want to look into HeroLab which is great for creating characters both playable and NPCs, but also making sheets for your "bad" guys.

There you have it.


Douglas Muir 406 wrote:


About to run my first dragon v. PCs combat. Dragon is a Mature Adult White, CR 11. APL is 8 but there are 6 PCs, so this shouldn't be terribly hard.

Dragon description is here:

http://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/chromatic- white/white-dragon-mature-adult

Encounter setup is a large underground ice cavern where the dragon is lurking behind a false wall, a thin scrim of ice. The dragon is a recently escaped prisoner (long story). It has no magic items or allies and only limited room to fly. On the plus side, it knows the PCs are coming. So it will have rounds to buff and will get a surprise round against any PCs who don't make a DC 35 Perception check.

Party is barb, paladin, sorceror, dwarf cleric, shadowdancer, zen archer monk. So they've got pretty much all roles covered -- the paladin and barb dish out melee damage, the sorceror and cleric throw spells, the archer flurries a bunch of magic arrows, and the shadowdancer hangs around looking cool.

-- It does look like this will be over pretty quickly. The dragon can cast Shield (AC 34) and True Strike (on one claw attack, so it can crank up its Power Attack), and maybe cast Fog Cloud, but that's it for buffs. AC 34 and SR 22 should keep it alive for a few rounds, but the problem is, it just doesn't do that much damage. One breath weapon -> average 35 points of cold, save for 1/2, 1d4 rounds to recharge; everyone has at least 50 hp and the cleric can heal those who fail their saves. (Average 26 points with a Cure Serious, or average 14 to everyone with a burst heal.) The encounter is in a large ice cavern with limited space to fly, and anyway the party sorceror can spam fly spells. With 6 to 1 odds the economy of action is really weighted against the poor dragon.

N.B., this is a pretty straightforward combat -- I *KNOW* that I'm already nerfing the dragon a bit by not giving it magic items, etc. The dragon was a prisoner, something just wiped out its captors, and it's trying to escape. It thinks the PCs...

As a person who has recently run not one but two dragon fights, and have just prepared to run two more dragon fights, I have to tell you that with an APL of 8 and six players, a CR 11 is an EASY fight. If you want to make this more of a challenge, you will need to increase the CR, to roughly that of an OLD White Dragon. With this increase the dragon will acquire some beneficial abilities to better challenge the party. First, take advantage of it's special abilities. Set the freezing fog in front of the players first round forcing them through it slowly and taking damage with limiting vision, have the dragon on the other side as they exit and breathe, then HOVER just off the ground producing the 60' blinding zone against the players, then just move around taking greater improved vital strikes on one of the fighter types damaging him enough to retreat for heals, but, oh yeah, no one can see! then it is just a matter of picking and choosing whom to do a fly-by attack on, land, then another greater improved vital strike. move into a spot for a full round (preferably on the cleric) attacks (claw, claw, bite, wing, wing, tail slap)and watch the faces of your players as they move to pick up their jaws from the ground as the dragon just whipped them up. Once they regroup, then (if you don't want to kill them) take it easy as they begin to move in and attack.

that is how I would run it, it should take about 12 rounds to fully surprise the party and allow them to get over the shock.


Gimril wrote:

Hello,

Can anyone point me in the direction of the best character creation software for Pathfinder?

I have looked at both PC-Gen (free) and Hero Labs (paid). I would like to hear other options and feedback from anyone that has used the above (or other) tools.

Thanks,
-Bill

Been using HeroLab for about 10 months now, and it is an essential tool for a DM. I literally was able to create 214 NPCs for a game arc I helped run at DragonCon last year in a matter of days, while at work on lunch breaks alone. The program is user friendly and well worth the dollars for just the core set, which is what we used for the game. Adding the bestiary next opened the doors to an all new game that I am currently constructing for this year's DragonCon. I highly recommended this product to my gaming group, and already, three of us have purchased it, and most of the supplments offered. You can avoid some of the supplements, but the core book (which comes with your purchase of the program), the bestiary #1, and Advanced player's guide are a must if you are going to expand your game.

Hope this helps in your decision.


W E Ray wrote:

Browse over the PathfinderWiki.

The Shackles are a bunch of rocks sticking up from the ocean, some populated, some even on a map, where pirates live.

There are also islands off the coast of the Linnorm Kings' Lands, many uncharted.

.

I can't imagine a publisher publishing an island with a name and not adding any details whatsoever -- that kinda sounds what you're looking for.

But grabbing one of the island remains of Azlant or an unknown, small island close to the Inner Sea will hopefully work.

thanks for the assistance, it just so happens that a series of three small islands in the shackles is regarded to as "Dahak's Teeth". PERFECT!


W E Ray wrote:

[ spoiler ]

Small islands, sure.
Look to The Shackles for a more southern climate and to The Lands of the Linnorm Kings for a northern clime. Just be watchful for Hermea, an isolated island run by a powerful gold dragon.

[ / spoiler ]

.... Or just an island still above water from Azlant.

but anything with a name or a reference point within a publication that I could look up and get more information from?...


Joseph Caubo wrote:
James Jacobs wrote:
Gorbacz wrote:
James Jacobs wrote:


And the Dragon Empires, of course.

Sooo... The DE dragons are of the "Well you remember that wacky old drunk we met two days ago? Turns out he's a dragon!" sort?

If there's going to be that kind of dragon ANYWHERE on Golarion, chances are very good he'd be in Tian Xia.

Although they're more like "Remeber that guy who was ruling the nation we were run out of as bandits? Turns out he's a dragon!"

Is he the Dragon Reborn?

/I know this is not possible.
//I couldn't resist.

Not sure if I follow... what are the Dragon Empires, and who is this Dragon Reborn?


I am kind of new to Golarion and Pathfinder. It seems to me the Inner Sea Region is just a small sampling of what Golarion as a world has to offer. I am uncertain as to how long Golarion has been inhabited, but it seems for many centuries, but much of the information as to the other continents still seems to be very vague as to say unexplored.

What I am trying to do is build an event, whether it becomes more remains to be seen, based within actual knowledge of Golarion as a world, by using information that has been created, possibly mentioned in some form or another in some publication, that can be expouded upon with this event. In other words, a vague part of Golarion that has been mentioned briefly but not yet given form that is easily discoverable by map or publication within the Pathfinder system.

I am in need of an uninhabited island, possibly within the inner sea region or possibly within the realm of Azlan that might have a name of reference to host my event upon.

Any help or encouragement from writers for Paizo to mentor a direction for me would be wonderful.

I don't know how to creat a spoiler button, but let me just explain that I have a big interest in dragons...


Gorbacz wrote:
I'd be careful with Dragons Revisited, quite a bit of this book was retconned as Paizo's vision of draconic presence in Golarion did change ever since.

So would you rely on the information contained within Rise of the Runelords? or does Paizo's stance change from that publication too?


Joseph Caubo wrote:
My mistake, Apsu is the dragon god for good dragons. Dahak (The Endless Destruction), would be the dragon god for the evil dragons.

Interesting, thanks for that tidbit.


So I have Hero Lab, and have had the ability to buy all the expansion updates available. I have been designing some dragons to use and have been allocating a diety to each of the colors (chromatics). In the creation process, I have discovered named Arch-demons: Kostchtchie, Flauros, and Cyth-V'sug which have White, Red, and Black dragons as worshippers respectively. However, I have not been able to discover the names of the arch-demons who have green and blue dragon followers, and wondered if there was anyone who might know more dieties that may have not been presented in the books released for Pathfinder.

Now, I have found some other arch-demons that have dragon worshippers: Areshkagal and Nurgal. Areshkagal is a demon of greed, which goes along with a Green Dragon's mentality, and Nurgal is a demon of deserts which goes along with a Blue Dragon's environment, and both are worshipped by dragons. Is it possible that these two arch-demons are the missing dieties of the green and blue dragons?

Any help or comments are appreciated.


Franc Crosses wrote:

in the spell description is said that "the surface of the sphere has a spongy, yielding consistency".

So the sphere has some "consistency". Can she be moved/kicked away?

Thank you
Franc

It is a spell effect, and although it has some consistency, as others have noted, it is a spongey BURNING material that, in my games, would automatically cause fire damage to anyone attempting to enter the square that it occupies to "move" it or what not. And since only the caster can move it, I would rule that it isn't moved by another's actions. Any actions to "move" it would cause the flaming sphere to diminish in size but remain in the square causing fire damage to the "intruder", until the caster moved it, at which time the sphere would "collect" itself and move as directed.


I simply wouldn't allow it. One backpack, one handy haversack (because I agree it isn't a backpack, but more of a satchel probably carried on the side for easy and quick access), one sack, one belt pouch, and one scroll/map case. Any additional bags (magical included) would be carried in the backpack up to its carrying capacity (this isn't to say he could put all he can in the bag of holding and then place it in the backpack for a lower encumberance - but that is for another post). For once you have filled those items to their carrying capacity, your character is almost guaranteed to be at least in the medium encumberance level, which effects all dex and str ability checks and movement. If you have an average str score, then you are most likely in a higher encumberance, and if over heavy, not moving. Have your friend input his "stuff" into Hero Lab demo and see how heavy he is, the program will tell you his weight and encumberance.