![]()
![]()
![]() goldomark wrote:
I did a quick look through of Occult Adventures but I didn't see idols. Do you happen to know where abouts in that book idols are described? ![]()
![]() The Malice Binder Investigator archetype in Blood of the Coven. It has such good flavor, having it seem more steeped in folk lore/hedge wizardry. Plus, it is a solid archetype as well for a solid class. All of the Razmiran content from Inner Sea Magic. I just love that there was content put out to support a false deity, as that has been used so much in fiction and fantasy but now we have rules as how it works in such a setting. I love it. ![]()
![]() The NPC wrote:
Do you know the names of any of those books by chance? ![]()
![]() We haven't played any of the adventure paths yet, but we may start soon. I've been wondering, how did you feel about the mythic rules while playing/running this game? Is there anything about them you would change? Were their certain aspects you enjoyed? WotR is one I was very interested in running. If the players succeed, then we had a great campaign. In the chance they failed, I would run a follow up campaign where the new characters are veterans of the crusades and spend the game witnessing the major events of the failure and eventually are the ones who help put together the two coalitions that try to fight off the new spread. ![]()
![]() Zolanoteph wrote: If you really want to do something it may be a good idea to create a forum orb Facebook group Forum orb? Also, I already have a Facebook group for this. Send me a private message and I'll send you a link, unless I can post it here. I'm not sure how that sort of thing is viewed on here. ![]()
![]() SilvercatMoonpaw wrote:
Yes. I prefer being able to pick your abilities better, since if there are two of that class in the party, they more than likely will be different due to their choices. Plus, some of the set abilities they give you with some classes (I'm looking at you, gunslinger) are next to worthless. ![]()
![]() SilvercatMoonpaw wrote:
I can come up with a bunch of these. Are we doing these similar to Oracle mysteries with abilities tied to them? ![]()
![]() Thedmstrikes wrote:
Gonna reply to your points. Not trying to fight or anything, I just wanna explain my point of view on it. Some may think the class is fine as is, but my group and myself feel it is lacking and want to spice it up a bit, so to speak. 1) I understand that their casting will be different than an arcane caster. They can't have as powerful a spell list since they get medium BAB. Their big thing is buffs (I don't like the term either, but it is what it is), but my issue with buffs is that they take rounds in combat because most of them last minutes or rounds, and casting outside of combat may be a waste since time is subjective out of combat. Most buffs don't give multiple bonuses so if you want to get really prepped for the fight, by the time you get ready combat is over since combat lasting over 10 rounds is rare and combat lasts around 4-5 rounds on average depending on the fight. So every round counts and no one wants to buff for 3 rounds, swing for 2 and be done. I'm fine with their spell list being as it is, but I don't agree with people thinking the class is fine as written based on it has 9th level spells. Their spells aren't as powerful so they still need something to help them out. Oracles get some spells that only appear on arcane lists based on their mystery. I think this can be done for clerics as well. 2) Druids can still be powerful casters, and having looked at their spells and having played a lot of arcane casters, I believe they have a good spell list and are capable of some great things. Imo, they have a more powerful spell list than clerics, and yet they still get a bunch of abilities on top of that. Sure, trackless step isn't something that will come up a lot and overall is pretty minor, but it is still a cool and favorable ability and can be a saving grace in some scenarios. 3) Channel energy is a good ability, I'm not knocking it at all. It is a giant upgrade from Turn Undead they got in 3.0/3.5. Sure, it can be used offensively, but only against targets that take damage from positive energy (assuming the cleric is of good alignment). If you are fighting multiple humanoids that aren't damaged by positive energy, the cleric has to be careful popping CE cause he will heal everyone, not just his party, and it's highly unlikely they will be in the right position to get the benefit and not give it to their enemies. While it is a good ability and a wonderful upgrade from previous versions, it isn't by itself enough to limit giving them other abilities. 4) I love Oracles, and I would play one every time over clerics due to that I prefer spontaneous casters and I love the flavor. I don't understand what mainstay abilities clerics get over oracles, since I don't think they NEED channel energy to be an effective healer. I would consider oracles better healers than paladins when it comes to healing the party. 5) Thanks for explaining that. I think the history is cool. I don't think clerics need lay on hands, but I was curious why the "quintessential healer" of the game didn't have it. I agree that skill challenges from 4E were a good implementation, and I wouldn't mind taking a closer look at those and maybe putting together some rules. I'd like to hear what rules inconsistencies you want us to look at, since that's what we're doing here. ![]()
![]() SilvercatMoonpaw wrote:
I really like this concept. I would like us to expand on this some more. ![]()
![]() SilvercatMoonpaw wrote: Do we really need to keep the Cleric? Lol. I think we do. It fits a niche none of the other classes do. I like the concept of the cleric, but I dislike the execution. It's always been a class that bothered me and I always looked at players weird when I hear they are playing one. If it's for character purposes, I understand, but when it comes to mechanics, I don't see why they would want to. I just think they need something more. ![]()
![]() Well, for those of you interested, should we begin listing what we would like to trim and fine tune? Also, would people be more interested doing this on here or on a social media outlet (face [cough] book)? I have a few people not on the forums that I know of that are interested in this. I'll start. I'd like to see a reworked cleric. Druids get up to 9th level spells and have all kinds of abilities as well. Imo, the divine spell list is subpar to the arcane list, so I understand why sorcerer and wizard don't get abilities every single level. The domain powers, and most of the spell for that matter, aren't that good so that's no a big factor, and all they get other than that is channel energy. So I would like to see a reworked version to bring them up to par. Oracles are so much more flavorable and have a number of abilities other than spells so I think we may need to have a feature similar to mysteries for the cleric (maybe church backgrounds or some other name). Also, not that we need to give it to them, but why do paladins get lay on hands and clerics don't? Just a thought. ![]()
![]() Zolanoteph wrote: I fully support your decision to try and continue 3.5/3.75. what kind of ideas have you had? My group has a number of ideas we want to compile into a new pdf so we have a solid product to pull content from. I am also very keen on cleaning up and trimming the fat on some of the things that still need it to make a more fine tuned complete game. For example, a complete cleric rework as I think they are lacking in a lot of areas. I'm up for ideas that people would like to see trimmed up so we can "get to work." Throw some ideas out there, people. ![]()
![]() DaveMage wrote:
I don't really NEED new content, but there are things we have made that we would like to compile in a completed form for future reference. We also want to "cut the fat" as Gulthor said above and fix some things in the official rules that we would like to see fix/expanded/improved, like the cleric for example. We just want to actually make an actual pdf for our changes and fixes for future reference. I have done pdf projects for community projects on the boards as well as my own in house tinkering. I just hope there will still be people interested in helping balance those out as well as people who would be interested in free pdfs that I compile so that my group isn't the only one benefiting. Honestly, when I heard about 2nd edition, I was saddened. I still don't think we need a new edition, as a soft refinement like Unchained was fine. As I have looked at the second edition rules, I'm not impressed and it's not 3.x anymore; it's a new entity and I'm not looking for a new rpg. The 2nd edition community will not be getting my services in the future (not like anyone cared), but there are still things I want to make and I don't want it to be just for 5 other guys. I'm going to miss this community, but I hope it sticks around for years to come. ![]()
![]() I have been playing Pathfinder since it came out, and I played 3.5 and 3.0 before that. I love the system and when I heard about Pathfinder and saw how it improved the game I loved, I couldn't get enough. I have bought almost every product and been a big supporter of the game and of Paizo. Now we have 2nd edition on the horizon, but after looking at it, my group and myself aren't interested, as we aren't liking the changes and overall, it doesn't feel anything like 3.5, which is why we got into Pathfinder in the first place. We have a lot of game concepts and a lot of character ideas we still want to play out, and I find it a shame to have all this material for 1st edition and most people are going to disregard it and play 2nd ed. I wanna get more than my money's worth out of the books I've bought and the material I've created. That being said, I know there are others in the community that also are sticking with 1st edition, and I'm wanting to get a group of people together who feel like compiling, creating, and playtesting new material for 1st edition even after 2nd edition hits the shelves. I know that most companies are going to jump on the 2nd edition train so it'll be up to the community to keep the game going with fresh new ideas. I'm also planning on converting new campaign setting material that comes out to 1st edition to expand on the Inner Sea setting. I have worked with others in the community before, and I have compiled and created pdfs for new material that we have created. My group also has a ton of other material we want to compile into another book in the next year. Please let me know if you are interested in being part of a group that is interested in continuing to create, convert, and balance new and old material for the game we all love to keep it alive. I would love to hear ideas and thoughts on this as well. I look forward to hearing from anyone interested (hopefully there's more than I'm expecting). ![]()
![]() The World of Darkness, both new and classic, have given us some very rich ideas and powers surrounding classic monsters for the past 20 years. I always find myself drawn back to the settings every once in a while due to the richness they provide. I have two questions. 1) What are some of your favorite powers throughout any of the game lines and/or settings? 2) What powers do you think would be interesting for a super hero setting? I'm looking for ideas for a project I'm working on, so any input people can provide is greatly appreciated. Thanks in advance. ![]()
![]() Fuzzypaws wrote:
Seeing as how Oracles are given their powers against their will, it makes sense they have what they have and can't prepare. Seeing as how a cleric prays for what he needs from day to day, it makes sense he prepares spells. ![]()
![]() Erik Mona wrote:
Please tell me this means a Razmiran book, as that is my favorite aspect of all of Golarion. I really wanna see a Magus archetype for a Paladin of Razmir, needing a lawful neutral alignment, and gets a version of lay on hands that grants temporary hit points instead of spell combat. A smite ability that deals illusory damage would be fantastic too in place of spell strike. ![]()
![]() BeefSupreme wrote: Hey All, is there a PF book that fully details the Cult of Razmir? I would like a very detailed one, not one that just glazes over the subject. I was hoping for one similar to the Hellknight book that came out. Ty Beef, my favorite part of Golarion is Razmir and his "church." That being said, I have many theories, ideas, Magic items, spells, etc, about Razmir and his "priests," the methods in which he indoctrinated them, and what they do afterwords. Most of these are typed up and incorporated into my home games. I'd be more than willing to share and/or post if you are interested. ![]()
![]() Sundakan wrote: A mystery without an answer isn't a mystery. It's just a thing that happened. I'm sorry, but when I read this and saw how so many people liked it, I couldn't stay quiet. An event without and answer is the exact definition of a mystery. It becomes just a thing that happened when you solve it. ![]()
![]() mplindustries wrote:
The reason I dislike the spell list is not due to how powerful the spells are, but my own play style. It just doesn't mesh well with how I play. I do still love the oracle, but it's a class I will only play with my core group where we allow third party content to help me flush out the character better. My other group is a little hesitant on 3rd party so I would almost never play it in that group. ![]()
![]() Melkiador wrote:
I like to think of an oracle as one who was touched by the gods. The reason for the curse is that the mortal form cannot hold even a tiny fraction of the deific power that comes with being touched by a god. Therefore, you gain a hindrance, but the energy is still divine and directly from a god so it grants abilities as well. That's just how I view it. ![]()
![]() Ravingdork wrote:
This is exactly how I feel about the cleric. I think it is missing something, the spell list is lackluster in my opinion, and most of the domain abilities suck. Oracle I do like, and while I like the mechanics, it's the flavor of the class I enjoy more. ![]()
![]() I really like Awaken from 101 0 Level Spells. I also like the Echo spells from Headless Hydra's Eldritch Secrets. There's one for each element and do 1d6 damage on a ranged touch. Only thin is you have to have a 1st level or higher spell prepared that deals the same type of damage to be able to use it. Better for sorcerers than wizards. Finally, Omen Casting is another one of my favorites. ![]()
![]() I've been wanting to start a discussion for a while now in which you share an aspect of the Mass Effect universe that you not only think is bad ass, but that could also be used in some way in the next games. If you have a link to the Mass Effect wiki page, even better. I'll start with one of my favorites; The League of One. ![]()
![]() Razmir & His Church The following is my take on how the Church of Razmir operates and is by no means cannon. This is just what I have come up with to expand on my favorite aspect of Golarion and to aid myself since my next character is a Razmiran Priest. Hope yall enjoy. Introduction Razmir appeared in the lands of the River Kingdoms in 4661 AR, claiming that he achieved divinity through the use of the Starstone. Since then, he has established a nation bearing his name, expanded his kingdom at the expense of others, and has established his own church, complete with a well trained clergy. What no one realizes (save a few Visions of the 15th Step) is that Razmir is not a god, but a false god. In reality, he is an aging man looking for a way to stop his eventual demise to old age. Why the Visions of the 15th Step don't reveal his false divinity is a mystery. Maybe Razmir has paid them off in some way. Maybe they believe that one day Razmir will truly gain divinity and will make them his heralds for supporting him even when they knew he was a fraud. Maybe Razmir has powerful magic keeping these individuals from revealing his secret. Whatever the case may be, Razmir is believed by most in his kingdom that he is divine, and many of those outside his kingdom have little reason to doubt his claims. It is therefore believed by most (if not all) that Razmir is in fact divine. The Church of Razmir Although Razmir is not a god and is incapable of granting divine magic to his worshipers, the clergy of the Church of Razmir have been trained extensively to hide this truth and to disguise their magic and use of magic devices to make it appear as though they are true clerics of the Master of the 31 Steps. Razmiran Priests are not aware that their god is not a god at all, yet they have been indoctrinated to believe that he is. Razmir is trying to spread his influence across the Inner Sea Region, as well as find a method to keep himself from dying, and he will resort to any measures necessary to achieve his goals. He has also indoctrinated his priests to do the same. To spread his influence, he must win the hearts and minds of people from other lands, and his clergy are required to do good deeds to make it easier for his influence to spread. Yet, some things that Razmir require would take far too long to obtain if he were to have his clergy remain pristine. Therefore, he requires his followers to also engage in less than noble activities to obtain things that would otherwise never be obtainable in a timely fashion. Razmiran Priests are given a mask when they complete their training at Thronestep and some are sent out into Razmiran to spread the will of Razmir and bring more followers to his call, while others are sent out into the Inner Sea region to help run temples of the Living God. It is their duty to not only spread Razmir's word, but to also enact deeds of charity and assistance. The priests heal the sick where they can and offer assistance to the town guard, governors, politicians, local businesses, etc. Razmiran Priests are always required to wear their masks and priestly uniforms when enacting such deeds. Yet this is not all they do in their day to day lives. Razmiran Priests are also required to engage in a number of illegal and immoral activities to assist the Church of Razmir. This can be anything from extortion, information gathering, assassinations, kidnapping, and any other activity that "needs" to be accomplished. When enacting these activities, Razmiran Priests are required to disguise themselves so as never to be directly tied back to the Church of Razmir. Priests do not question their orders or activites since they have been indoctrinated to believe that they are fulfilling a greater service. Since Razmiran Priests are indoctrinated to engage in such activities, both good and evil, many are of a neutral alignment due to their good and evil actions. These are not the only roles the priests play in the church. Each priest may be asked to fulfill other positions depending on each individual's skill set. Some priests are sent out into the Inner Sea region not to spread the word of Razmir necessarily, but rather to strengthen political and social ties with those of importance in those particular regions. These Razmiran Priests will work with the local temples of Razmir (if there is one in the area) and also offer to provide helpful assistance to the governing body of the city if they are needed. These priests help establish and/or reinforce the Church of Razmir's standing, as well as that of Razmir himself, in that particular region. Indoctrination of the Razmiran Priests Within the Exalted Wood is a secret fortress where the would be priests of Razmir undergo their "training." The most important aspect of this process is a method of implanting ideas within each priest's subconscious called Inception. These ideas are implanted so deeply and in such a simplistic form that these ideas become second nature to the priest. The reasoning for these ideas is not necessary to implant them, and since Razmir himself performs each priest's Inception, only he knows exactly what ideas are being implanted and what simplistic form they need to be in for the priest's mind to accept the idea as his own. One such idea is that the priest must make elaborate lies when questioned about the priest's actions or the actions of the church in an effort to make the Church of Razmir appear as a beacon of all that is good. Due to their heavily indoctrinated state, Razmiran Priests have been told that their spell casting is a little different than other clergy since their god is actually on the material plane. They have also been told that they will be required to do whatever is necessary for the glory of Razmir, but depending on what those tasks may be will dictate how they go about completing it (whether they should perform the tasks in priestly garb or not). They do not question why they mask the use of wands and rings to make the items effects appear as their own, nor do they question why they constantly lie when questioned about their actions. Razmiran Priests will only use their cure spells (those granted to them through the Razmiran Priest prestige class) while in combat. These spells grant temporary hit points instead of real hit points but the appearance of the wounds healed in this manner look and feel like they've actually been healed. Since they are aware that their magic is "different" due to their deity being on the material plane, any individual that feels sluggish or falls unconscious when the temporary hit points vanish after combat is explained away by the Razmiran Priest as that target just being tired from the combat and while the priest healed his wounds, he did not cure the target of being fatigued afterwards. Resources 5 TPA, 1 CPA: Receive a Holy Mask of the Living God (Gods & Magic, pg. 57) and you may use cure light wounds through the mask twice per day.
Items Exalted Mask of the Living God
Spells Tiered Spells
Lie
![]()
![]() I for one am in love with Razmir and his church. It is my single most favorite part of Golarion, especially how Paizo developed mechanics for false divine casting. I am currently playing a priest of Razmir in one of my games, and he is on his way to becoming his herald (I am already mythic, but since Razmir himself is not mythic nor a true god, he will have to create a way through magical and/or alchemical means to unlock the herald abilities as described in Mythic Origins, and I imagine Razmir will be carefully watching my character trying to understand this mythic power I have awakened). I have created a few spells and magic items to help my character hide his identity and better conceal the lie of his divinity, and i have also expanded some fluff about the church of Razmir.I am ccurrently at the doctor's office but I will be home in about an hour or so and I willpost what I have made here so you can see it. ![]()
![]() What is this Logical Spell feat I keep seeing mentioned? No one will answer that question in the other thread and I have found it no where in the player not on d20pfsrd.com. if it is a fast that won't come out till Occult Adventures and isn't in the playtest, there should be no reason it's getting mentioned since we can't use it yet regardless. ![]()
![]() Mark Seifter wrote: Androids can either take the ability to gain emotions or take the Logical Spell feat and pay for metamagic like the NPC in Shattered Star Book 5 who has still spell on all her spells. You can't provide an emotion component if you are emotionless. What is this Logical Spell feat I keep seeing mentioned? Because I'm not finding it anywhere. ![]()
![]() I do have concerns about options being released for the sorcerer. Paizo only gave sorcerers archetypes and bloodlines in Ultimate Magic which was a huge let down for me. It was then "justified" by saying they gave them new spells as well (which the wizard could also use and most of those spells I don't find as useful for a sorcerer as other spells I could take, and I mainly play sorcerers). All the while, wizards got arcane discoveries. Why didn't sorcerers get that as well? I also agree with andreww in that most of the bloodlines are garbage. I don't need claws on my sorcerer since, even if I were to use them, I'll most likely miss with my poor BAB. The rakshasa bloodline, while having useful spells and abilities, gets shafted for bloodline feats. Just some food for thought. Not saying Paizo hates sorcerers, but the lack of good and flavorful options for sorcerers beyond character creation is pretty disheartening. ![]()
![]() Squirrel_Dude wrote:
Ask the priests of Abadar in Curse of the Crimson Throne, those stingy b&$#@!*$. ![]()
![]() My group did something similar to this. We feel that in no way should a class that has good BAB be targeting touch AC just because of the weapon. My sorcerer has hit things by rolling 2 on the d20. We changed firearms to hit regular AC, but when confirming a crit, you resolve the attack against touch AC. Misfires and such are still in the game, and you can spend a point of grit to target touch AC. We don't think that a mundane firearm should negate magical armor. You are trying to hit a moving target which is why you target normal AC. When you crit, you resolve against touch because you've hit them in a vital spot (where there is little to no armor). ![]()
![]() I picked up two products, Mythic Robots and Mythic Sci-Fi Relics, that are pretty cool, and I know there is a Mythic Robots 2 out now as well, so there is some support for mythic sci-fi. I think mythic can work great with anything so long as it's applied with flavor in mind. With the mhthic templates available to add to the monsters/robots in Numeria, I see no problem with it. ![]()
![]() Malwing wrote: Cool, but can I like, have this in some sort of document that I can print out and they're in like, alphebetical order and maybe a table... I compiled the last pdf together to have this in a pdf format and because sorcerer is my favoirrite class. Once this thread gains more traction (which is happening now) and once we get a lot of good mutations for a large number of bloodlines, I will compile these into a pdf and post it, crediting the contributors as always. ![]()
![]() thegreenteagamer wrote:
Oliphaunt is in Mythic Realms. Baba Yaga is in the last book of the Reign of Winter adventure path. ![]()
![]() This book has been out for a year now, and while I was never a fan of 3.5's Epic Level Handbook, I absolutely love this book. I love it more for the flavor than anything, but I like the mechanics it brings to the game for doing post 20th level play. This is even better due to that you can use it at any level. That being said, I have 2 questions for the Pathfinder community. 1) What house rules have you applied to your games when using Mythic Adventures and why? 2) Has anybody created their own mythic options to be used in their games that they would be willing to share? I would be willing to compile a book which lists these options (crediting their creators) and give it to the Paizo community free of charge. Thanks in advance. ![]()
![]() Actually I had a hard time seeing how you couldn't easily break the revised vanguard. I'm currently playing one and he is fun. My biggest problem was I am a Charisma caster but don't have bluff or diplomacy. I don't have trouble doing damage or hitting my target though. I like having Combat Casting instead of an ability that allows me to take even more negatives to hit to get a bonus to concentration checks. I also like having an innate scalable magic missile so if I want to be melee I don't need a ranged weapon. Sure you don't get spell combat and have to rely on just a spell strike for the vanguard, but swift spell is nice later on.
|