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Fnipernackle's page
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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.
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.
The League Of One
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.
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.

So the Swashbuckler class in the ACG has left many of us unimpressed, uninspired, and bitter. For many, it doesn't deliver in the areas people feel it should, and there has been much discussion on what it should have and be able to do. Yet, no one has come forth to try and fix it. I would like to get some input from the Pathfinder community to revise this class into what they feel is a Swashbuckler worthy of being played at the table.
Now I for one do like the class as is, and I have plenty of 3rd party content to make this class amazing, but many in the community (I as well) feel that a class should be good without needing to give up character advancement choices to do complete their intended task. For those of you who don't know me or haven't seen some of the projects that I have created/worked on in the past, I created The Armored Engineer base class a few years ago, I helped compile and created content for the Pathfinder community's Sorcerer Aid Project: Sigils & Talents, I created the Primal Magic Sorcerer archetype, and most recently I finished The Lost Arts which is a conglomeration of new mechanical options for the Pathfinder rpg. The path in which I would like to take is one similar to a Gunslinger rewrite that Christopher Delvo created and posted a year or so ago which I love since I'm not a fan of how the original gunslinger class came out to be. I understand that regardless of what we revise, some people won't use it or can't (for PFS), but I would like to do this anyways. Any advice/thoughts people have on this are greatly appreciated so that we can come up with a Swashbuckler class everyone (for the most part) will be happy with.
So let's get started. What are some of the changes you would like to see made to this class to help it accomplish its intended purpose?

I have heard many people ask over the years, "Why is it a wizard may have prepared a fireball spell everyday for years and not recall it on the fly?" Sometimes, I feel that people lose the sense for fluff explanations for how Pathfinder works mechanically. Now these may not be exactly how the creators intended for things to be done, but I'm gonna run with it anyways. Also, many should note that these explanations were created with Golarion in mind, since it is the only setting I play anymore.
Concerning Spellcasters
*General Spellcasting for Humanoids - Unless they have a tie to some sort of magical power, humanoids (mainly humans, others may be an exception) are unable to cast arcane spells innately, although there are some methods to get around this (see below).
*Sorcerers - Having ties to magical creatures through a bloodline is one way humanoids can break this rule. The blood that courses through their veins have magical properties that allow them to create magical effects through seer force of will. For the most part, arcane spells cast by a sorcerer are the original version of the spell (see the Wizard explanation below for further info).
*Wizards - Wizards are another exception to the rule. Yet, instead of being able to cast spells due to a bloodline, they instead study the finer workings of magic, breaking down the essential parts to recreate certain effects. Each spell they learn they scribe into their spellbook, yet, what they scribe in their book isn't actually the spell. Instead, it is a minor ritual that allows the wizard to create the spell's effect and store the energy in their body to be utilized later. As the wizard progresses, he is able to hold more magical energy in his body to release as spells. This is the reason a wizard, no matter how many years he's been preparing it, can't cast a spell out of no where (at least not without specialized training such as feats and such). If he did the minor ritual for fireball twice, he contains within his body the energy to create the fireball spell's effects twice. He can't cast it a third time due to that he didn't summon up the energy necessary via the ritual to hold a third fireball. In addition, the effect that the wizard releases isn't actually the spell in question. Instead, when he prepared the minor ritual, he learned that if regent A mixes with regent B, a certain effect will take place, and if that conglomeration mixes with regent C, an effect similar to fireball will be created for use. For all intents and purposes, the wizard just uses the fireball spell.
*Alchemists - Alchemists go about creating spell effects in a similar way to a wizard. They have spell effects listed in the form of a recipe. They know that if plant A is added to plant B to create mixture A, and if solution A is added to solution B to create mixture B, and the two mixtures are put together, they create an extract whose effects are similar to whatever spell (let's say cat's grace). The extract is not exactly cat's grace, but for all intents and purposes, the alchemist just uses the cat's grace spell.
Concerning Hit Points & Attacks
*Regular Attacks - When a character attacks a creature or another humanoid, they have the chance of doing damage. Let's use modern day martial arts for example. In the ring, you will notice that not every attack hits the target. When an attacker does hit their target, sometimes it's not exactly the target they were aiming for. Nonetheless, the attacker deals damage. Now, the attack, although it dealt damage, may not have hit flush. This may result in the attacker rolling bad on the damage roll. When the attacker does hit flush, this would be akin to the attacker rolling high damage or max damage. If we were to apply this to weaponry such as the type prevalent in Pathfinder, the attacker could either miss entirely or connect but not do any damage; the fighter's sword connected but was minorly deflected off the opponents armor. A minor hit would be a fighter hitting his target and although the fighter connected with the attack, the opponent moved slightly and the attack didn't do very much damage (think of a martial artist throwing a jab and connecting, but his opponent moved back just milliseconds before the attack landed and it only grazed his nose); the target was hit but the attacker rolled poorly for damage. A solid hit would be the fighter hitting his target and the opponent was in a prime position to feel the entire force behind the attack.
*Critical Hits - A critical hit would be akin to a fighter shoving his sword through a body part or torso of his opponent (this is dependent on the weapon). In a martial arts match, this would be akin to a blow that either rocked the target (making him wobble a bit) or knocking him out cold (if the attack knocked the opponent unconscious).
I would like to hear the Pathfinder community's thoughts on fluff explanations to mechanical rules. Feel free to change mine or add to them to further explain, or go into detail about other aspects of the Pathfinder role playing game. I'm very interested to see everyone's thoughts.

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I've been thinking this week about the Intimidate skill, and I'm finding it a bit confusing concerning it being based off Charisma. It's not that I don't like Charisma (most of my characters are Charisma based), but that I can and can't see this skill being tied to all ability scores. So I broke it down.
Strength - I can see someone breaking a beer mug or a chair over their leg as a means to intimidate someone (forgoing the hardness of the object for story's sake), but I have known people that aren't physically strong that are pretty intimidating.
Dexterity - Not really sure how you would use Dexterity to intimidate someone, so this is problematic.
Constitution - I can see someone using their physical build to intimidate someone, but like the Strength conundrum, I have known some people who's stature isn't intimidating, yet they are in other ways.
Intelligence - I can see how intelligence can be intimidating, but there are people who are dumber that a bag of hammers that are pretty intimidating.
Wisdom - Same as Intelligence, but there are people who aren't too wise that are intimidating.
Charisma - I can see how this ability is the one used for the skill currently, as you are forcing your personality on another individual, but the same goes for Charisma as with Wisdom and Intelligence; there are people out there that couldn't influence a dog with their personality, yet they are still intimidating in some sense.
Anybody have any thoughts on this skill? I kinda wanna know what they Pathfinder community's thoughts are on this skill.

I want to start by quoting from a blog post a while back. Link
"Mythic Adventures is more than an ordinary sourcebook. It offers players and GMs a new way to play the Pathfinder RPG, from the humble beginnings of 1st level, to the lofty realms of power of 20th. You can use these rules to run a campaign where the players are mythic from the first session just as easily as you can use them to run a campaign where they are only mythic for a single game. The mythic rules can be used how you want, at any point in the campaign.
Put simply, the mythic rules allow characters (and monsters) to break some of the fundamental rules of the game."
1st-Tier Archmage Path Ability - Flexible Counterspell (Mythic Adventures pg. 16)
"Flexible Counterspell (Su): Your mythic power enhances
your ability to counter others' spells. As an immediate
action, you can exp end one use of mythic p ower to
attempt to counter a sp ell. This ability otherwis e works
like readying an action to counter a spell, except instead
of using the exact s p ell or dispel ma.!Jic, you can instead
expend a spell or spell slot of a level equal to or higher
than the target spell."
Arcanist Exploit (Advanced Class Guide Playtest - Part 2 pg. 5)
"Counterspell (Su): By expending one point from her
arcane reservoir, the arcanist can attempt to counterspell
a spell as it is being cast. She must identify the spell being
cast as normal. If the check is successful, the arcanist can
then use an immediate action and expend an available
arcanist spell slot of a level at least one higher than the
level of the spell being cast. To counterspell the spell, the
arcanist must make dispel check as if using dispel magic.
If the spell being countered is one that the arcanist has
prepared, she can instead expend an available arcanist
spell slot of that level and she receives a +5 bonus on the
dispel check."
Am I the only one that sees a problem with this?
On page 275 under regeneration it states, "It can be banished or otherwise transported as a means to save a region, but a method to kill Spawn of Rovagug has yet to be discovered."
Does this mean that Ulunat (the Black Dome) in Sothis isn't really dead and could come back to completely devastate Osirion?
Also, if Ulunat is truly dead, the one wiki says Nethys killed him before he became a god, while another states the first pharaoh Azghaad killed him. Which is it?

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Here is The Lost Arts, a FREE pdf supplement for the Pathfinder Roleplaying Game. This supplement is the end result of over a year and a half of work on my part to compile, convert, and create new and interesting options for my favorite rpg. Inside you'll find:
*Archetypes for the alchemist, cleric, ranger, and wizard, including Uringen Soujourner, Devotee, and Seeker of the Arcane Conjunction
*1 new domain, contagion
*5 new subdomains, including chitin, naga, and scale
*2 new oracle curses, claustrophobic and skeletal
*5 new oracle mysteries, including Gold, Hell, and Justice
*5 new bloodlines, including Ghul-touched and Incandescent (Numerian specific)
*29 new feats, including Blood Magic and Extra Nanite Surge
*1 new weapon, shielded crossbows
*2 new alchemical items, gem grenades and sparkwands
*8 new special substances, including star amber, skystone, and soulsteel
*Wonderous alchemical items, including goggles of discernment and jet boots
*9 new magic weapon special abilities, including alkaline and caustic burst
*9 new wonderous items, including the philosophic scabbard and the handwraps of Irori
*112 new spells, including Tiered spells and Spells of Sin Magic
*83 new traits, including Proficiency traits
*7 new options, including the Calistrian Copulomancy, Lost Arts, Magic Sterility (a method of play asthetic characters), Ritual Casting, and Thematic Channeling
This pdf is my gift to the Pathfinder community, whether you decide to use the options within or not. Feel free to change or adapt these options into your games to help enrich your gaming experience. If you have any questions or comments, please post them in this thread or send me a private message on here and I will be happy to get back to you promptly. I hope you enjoy The Lost Arts and all it has to offer. Happy gaming!
Note: This file is virus free, and if you are having trouble downloading it, please let me know in this thread or private message me on here and I will fix the problem asap. Websites today have been doing some really weird and frustrating things.
The books been out for a good while now, and I love it, but sadly we haven't been able to use it yet since we aren't even playing Pathfinder at the moment. I was wondering who is using it currently or has used it recently. What thoughts or suggestions do you have about using mythic rules and what's your thoughts on the material after using it?
Just wondering how many people use homebrewed material, either that they made or others have made. I keep hearing a lot of people talk about how their GM's don't allow homebrewed content so I figured I'd ask the community as a whole.
My group LOVES homebrewed content, but only if it is typed up in a professional manner and made available to everyone in the group. That way we avoid the, "but you saod it worked like this 3 months ago," arguments.
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While creating a feat to give androids extra uses of their nanite surge ability, I was wondering if anybody else has come up with ideas or have designed their own options for androids.
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So there's been many times when I see a piece of art (Pathfinder or not), and I wonder, "What spell are they casting?" So I figured we could turn this into a game (hopefully this thread doesn't get moved).
In the thread, we can link pictures of Pathfinder or other fantasy art and the community can take guesses at what spell is being cast. Bonus points for why. It should be a Pathfinder specific spell, and for those of you that might have homebrewed spells lying around, if you'd like to, post your homebrewed spell for the picture in question.
Note: All pictures were found through Google so if this game in any means infringes on copyright laws, please go after the people who posted the pictures online, not me. ;)
Link 1
Link 2
Link 3
Link 4
Link 5
Link 6
Link 7

My group has decided to change the armor and weapon proficiency feats to traits instead, ignoring the feat's prereqs and allowing a little more flexibility for characters in the feat and style department.
Armor Proficiency, Light: You are skilled at wearing light armor. When you wear light armor, the armor check penalty for that armor applies only to Dexterity and Strength-based skill checks.
Armor Proficiency, Medium: You are skilled at wearing medium armor. When you wear medium armor, the armor check penalty for that armor applies only to Dexterity and Strength-based skill checks.
Armor Proficiency, Heavy: You are skilled at wearing heavy armor. When you wear heavy armor, the armor check penalty for that armor applies only to Dexterity and Strength-based skill checks.
Exotic Weapon Proficiency: You understand how to use a specific exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow. Choose one type of exotic weapon, such as a spiked chain or whip. You make attack rolls with the weapon normally (without the non-proficient penalty). You may take this trait multiple times. Each time you take this trait, it applies to a new type of exotic weapon.
Martial Weapon Proficiency: You understand how to use a specific martial weapon in combat, and can utilize any special tricks or qualities that martial weapon might allow. Choose one type of martial weapon, such as a longsword or trident. You make attack rolls with the weapon normally (without the non-proficient penalty). You may take this trait multiple times. Each time you take this trait, it applies to a new type of martial weapon.
Shield Proficiency: You are trained in how to properly use a shield. When you use a shield (except a tower shield), the shield’s armor check penalty only applies to Strength and Dexterity-based skills.
Simple Weapon Proficiency: You are trained in the use of simple weapons. You make attack rolls with simple weapons normally (without the non-proficient penalty).
Tower Shield Proficiency: You are trained in how to properly use a tower shield. When you use a tower shield, the shield’s armor check penalty only applies to Strength and Dexterity-based skills.
Thoughts?
I thought the beguiler and the healer were god awful classes. They had no finishing power. I've never looked at any other class (not including pretige classes) and asked myself, "Why would anybody ever play this? "
I hated multiclassing and prestige classes. I found myself staying with a core class even though it was the less optimal option. Now I find myself pretive classing more often because of the concept, even though in PF it is the less optimal choice.
I once played a dwarven cleric of Selune and only took the feats Toughness and Roll With It. His DR/- was phenomenal.
Your turn
PS: Again I reiterate that this is not an argument thread. Just a thread where people can say their dirty little secrets about 3.0-3.5.
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I love Evocation. I think it's the best school out there and is by far my favorite. I've used it to greater effect than any other school.
I also don't believe monks, fighters, or rogues are bad, and I think sorcerers are better than wizards.
Your turn.
PS: Not an argument thread. Just a thread where you confess your dirty little gaming opinions that may go against the status quo.
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Ice Tomb (Su): A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day. Source: Ultimate Magic
How long is the target paralyzed and unconscious barring nobody breaks him out of the ice? I've looked all over for a universal duration for hexes that don't specify in their descriptions but I'm not finding anything. I've also checked the SRD to see if there was an errata or something but again I came up with nothing. Any information on this is greatly appreciated. Thanks.
So I'm currently working on a new system for ritual magic and I'm in need of some ideas. I have a few of my own but I'm in need of more. Anything, from very gruesome to very conservative. Remember that the rituals should be something that a caster cannot accomplish with a regular spell. An example would be calling down a meteor shower (one which contained the Starstone) or turning an entire city to ash over night (like Razmir did). I'm needing rituals of all types, and ones that can be accomplished by low level characters as well as high level characters. Any ideas and fluff suggestions are very much appreciated. Thanks in advance.
I absolutely love the Mass Effect setting and no one has made an rpg for this officially. I found two versions of it for Savage Worlds but this isnt enough for me. So ive been working on it personally for the past week or so and im wondering if anybody else would be interested in this. If so id be happy to post updates on here or even make a facebook group. Please let me know if anyones interested.

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Ashiel wrote: Given that blasting is weaksauce and this is still a single-target spell, which you've at this point invested 2 feats into (both Empower and Intensify), it bloody well better be more damaging than fireball or lightning bolt against a single target. (w.w)
I think what's really the problem is that Evocation needs more love. Damaging mage spells are fine. The problem is Evocation - the poster school for blasting - sucks at dealing damage and has to deal with both saves AND SR throughout its entire career, and takes the longest to hit any good spells (burning hands sucks forever for example).
What we need is options to increase the potency of Evocation. Conjuration has always been a great school (and more classically thematic than evokers, even in name), and Evocation has always been a terrible school. Unfortunately for Evocation, the biggest reason good damage spells end up in Conjuration is because Conjuration is an anti-Spell Resistance school (see Magic chapter).
Evocation is the most resistible school of magic 9/10 spells. If the save and spell resistance didn't drive your damage output into the ground, cheap energy resistances will (energy resistance 10 and a decent reflex save is near immunity to popular evocation spells throughout the low to mid levels). Then you have situational immunities (you like fireball!? What ya gonna do about Spike the Hell Hound?) making enemies outright ignore your effects.
This is one of the reasons why 3.5/Dreamscarred psionic blasters are somewhat viable. Being able to alter the energy type of their "spells" on the fly means that it's more difficult to simply ignore them. If you're fighting against a troll, switch to fire for Xd6+X, or cold for Spike the gargantuan hellhound, or sonic for Xd6-X for when you just need reliable damage or to break a door, or electricity for +2 to attack/save DCs if accuracy is an issue.
IMHO, the only thing that really makes the snowball spell somewhat concerning is the kicker effect (it's really good). I'll withhold final judgment until I've had more time to think about it, compare it to other rival spells, and how much effect it has on the game.
This was posted in The New "Orb" Spell thread.
I wanted to see if others would be interested in posting their ideas and thoughts on how to improve the evocation school/spells. That way we may be able to make them "better" though some would argue that there isn't anything wrong with it in the first place.
If we can get a good deal of ideas and balance them I'd be happy to type up a pdf and post it on here like I did with the Sorcerer Aid Project: Sigils & Talents.
Please keep this constructive and polite. If you have nothing to add and/or only have nonconstructive thoughts please refrain from doing so. Thanks.
What threads on here do you find most interesting? I've been perusing the site for a few days trying to figure out why some people think something is good while i think it's garbage, and now i find myself wanting to look at some more interesting threads. I'll share some I've bookmarked in the past.
Bacon
New Weapon: Gnome
New Magic Item Crafting Feat: Egg Laying
As far as I know, the 31 steps have never been fully detailed, if at all. Id like to ask people what they think the steps or at least some of these steps are. I like to think that the 31 steps are well known in the church, but just like in Imodae's case, some of them had people asking, "How in the hell did a paladin do that?" I think the same thing of Razmir. Some of the things on the list would be so grandeur that people would ask, "How in the hell does anyone do that?"
Any thoughts or ideas are welcome. Maybe we can compile a homebrewed list.

Im looking to start a brand new role playing group in Kansas City.
My ideal group size for this group would be 5-6 players. This included the GM, Storyteller, whatever you wanna call him.
I have over ten years of role playing experience. I can run games, but id much rather play in them. I can co-gm if need be and i dont metagame to gain an advantage.
The games in which I run and which Im interested in playing in have a balance of role play, story, and combat, regardless of the setting. This maximizes the potential for the game. I feel that if Im going to devote 4-5 hours of my time on a regular basis, each session should play out like an episode of a very good tv show, such as The Walking Dead, Justified, Spartacus, Game of Thrones, etc. I can help GM's in this area if they need help with storylines, connections, etc. I also like more realistic games (and yes there is realism in RPG's).
I have a ton of terrain, access to tons of miniatures, and I paint miniatures for my characters. I like to use terrain and miniatures for every RPG I play in. It enriches the experience of the combat and you dont have to go by word of mouth for where players are on the map.
The nights Im available for gaming is very open depending on the time. Im looking to do something more during the week (either in the evening or late night), or every other Friday night. Im even open to late night Sundays.
Id like mature players, ones that wont metagame, power game, munchkin, rules lawyer, etc. This helps give us the maximum pleasure out of the game and we can explore some very drak, interesting, shades of gray aspects of life and gaming, and if you havent done this before, it makes the game so much more enjoyable.
I do like to add in homebrewed material depending on what it is. It does present more options and Im very experienced in balancing these options for whatever game I play in.
I own a lot of gaming material and tons of pdfs for all the games I own. This is open for anyone to use. The list of games (and gaming material) I own is listed below.
*Pathfinder RPG (this is what I own the most of and I buy almost every product Paizo puts out, I also have access to all of the adventure paths.)
*Midnight RPG by Fantasy Flight Games (for this I plan to update it to use the Pathfinder rules set.)
*Classic World of Darkness (this is what Im craving to play the most at this point in time. I do like the SYSTEM for New World of Darkness better, but not the setting save for Geist. I do have a way to make a hybrid of both systems combining the best of both worlds, even V20 Celerity in NWOD system. At this point though, Im all for playing the straight system for CWOD. I just wanna play CWOD period.)
-Vampire The Masquerade (20th Anniversary)
-Werewolf The Apocalypse (will be getting the W20)
-Mage The Ascension
-Changeling The Dreaming (eh, prove me wrong)
-Demon The Fallen
-Wraith The Oblivion
-Mummy The Resurrection
-Kindred Of The East
-Hunter the Reckoning
-All the Time of Judgement books
-Orpheus
-I do not have the other supplements like dark ages and such but I am open to getting and playing them
*New World of Darkness (this Im not so keen on. while i love the new system, I dont care for the setting.)
*Savage Worlds
-Pirates of the Spanish Main
-Deadlands
-Necropolis 2350
-Realms of Cthulhu
-Hellfrost
-Sundered Skies
-War of the Dead (zombie apocalypse)
If anyone is interested in joining and making a brand new roleplaying group, feel free to private message me or respond in this forum. we can exchange numbers and talk more. I can also provide transportation if necessary.
has anybody gone about calculating the mass number and grams/mole of the skymetals yet? i dont need them for any reason, i just wanted to see if anyone has gone THAT far yet. lol
so its prolly no secret that i love sorcerers and that they are my favorite class. so recently i just finished painting the Seoni model from Reaper Miniatures. Im posting pictures here because i was encouraged to do so. so here you go. hope you enjoy.
note: this model has 40+ hours of work in her, the designs on the back of the dress and all the tattoos are free handed.
Seoni 1
Seoni 2
Seoni 3
Seoni 4
Seoni 5
Seoni 6
Seoni 7
Seoni 8
Seoni 9
Seoni 10

Ok so whats the deal here?
We have the Runlords, all 7 of em, Xin, Jatambe, Aroden, Arazni, Nex, Geb, Tar-Baphon, Alicavniss Vonnarc, Razmir (which from here on out in my games is a sorcerer cause this is bull s&%*), etc. All Wizards. All level 18+.
You even have Baba Yaga and her daughter and current ruler of Irrisen both level 20+.
You even have Artokus Kirran as a level 20+ alchemist.
So where oh where are the 18-20+ level sorcerers at? I mean yes theres some, SOME, sorcerers, but none at that level that have had a major impact in canon, and most of them are multiclassed. I mean does Paizo hate sorcerers so much and think that they are so sub par to wizards that we get no 18-20+ level sorcerers?
Ill put it like this. I love everything Paizo puts out. I buy every book they produce save a very small list of them, and i mean small, like two to three items. I buy many PF miniatures, game mastery map packs, flip mats, flying tiles, etc. Ive always had a disdain for anything from outer space in my fantasy games, but i love the flavor Paizo gave to Numeria and put into the Distant Worlds book, which is one of my favorites. I also have never been big on oriental themed areas nor their versions of dragons, yet Paizo again made me a believer as i love both the Dragon Empires Gazetteer, as well as the Primal dragons or whatever you call em.
But this, THIS is just getting ridiculous. I love sorcerers and the flavor they bring, yet its like they get no love. Ill bring up the fact that most sorcerer options we get are bloodlines, where as other classes, especially wizards get so much more that they can take after character creation. Call me a conspiracy theorist, but this is just too much. I really think theres something much bigger going on here.
Let me know your thoughts.

I know that in the core rulebook theres nothing about elves meditating to refresh themselves every day. yet in elves of golarion it states that elves only need 4 hours of meditation.
in my current game group we are using this rule, and this question is for those players/gms that use the meditation rule.
currently im playing an elf gunslinger and i have given the character a mild addiction to alcohol. i was wondering, if he gets ridiculous drunk, does he pass out like normal humanoids do?
i can see both sides of this. if you knock an elf below 0 hit points, he falls unconscious, not into a meditative state.
but at the same time one could argue that alcohol could give a sleep effect, although non magical.
either way i think itd be funny to either one, find an elf passed out drunk and people ask "is that even possible?"
or to have my elf, who is trying to act less elf like and more human like, keep trying to pass out drunk and gets frustrated because he cant seem to get to this "enlightened" state like humans can.
Im trying to compile a list of magical events of Golarion that have had major impacts since having happened.
i already know about the lifting of the starstone and the icing over of irrisen, and these are good and ill take them, but im really looking more of these events brought about by characters that were not above 20th level, such as Razmir destroying a city overnight, yet he is a 19th level sorcerer.
any examples that you have read about will really help me right now. thanks in advance.
I think I know the answer but i wanted to get the answer straight from the source.
On the Point Shooting deed, it says, "As long as you have at least 1 grit,
whenever you are suffering penalties to an attack roll made with a firearm in its first range increment, you take only half the total penalty. This does not offset a reduced attack bonus from a loss of Dexterity, just actual penalties specifically to your attack rolls."
Does this include attack penalties due to TWF, Rapid Shot, and the like, or only attack penalties from status effects and the like?
Thanks.

So a while back, I decided to create my own homebrewed archetype, The Primal Magic Sorcerer that I was getting ready to play in our upcoming campaign. I currently had my character taken from his life on Golarion and he is now on his new journey into the spirit world, but I am proud to say that this archtype came out to be balanced.
After this, Ultimate Magic came out and I like so many others were upset about the lack of new options outside of bloodlines we got for sorcerers. So the community banded together and came up with new and innovative options, and I compiled all these ideas into one pdf, Sorcerer Aid Project: Sigils & Talents and everyone that contributed as well as others that did not loved what we created.
Not long after that I created my own core class, The Armored-Engineer and posted it here a few times to balance it out. My friend is playing one in our current campaign and although his play style is way different than mine, the class is balanced and is not at all overpowered.
So now I'm looking to branch out and create a whole new Paizo Community Project. I think there are a lot of good ideas floating around on the forums and I would like to see these compiled, professionally put together, and put into one huge pdf. Like with the Sigls & Talents pdf, Everyone that contributes will be credited by screen name with a list of what they contributed. I do also plan on putting the Pathfinder Compatible Logo on this pdf as well (if i can figure out how to do it again). But the biggest thing about this compilation is that it will be FREE to all who frequent the forums and those who do not.
So far, just from ideas that I have created or am in the process of creating are as follows:
*Anti-hero Points - Primarily an alternate rule for GM's, Anti-hero Points will be similar to Hero Points, but instead of getting benefits, they will provided negatives for your enemies. Examples of this would be the BBEG taunting the stalwart fighter to take him off his guard and make him swing recklessly, thus missing his target. Or the BBEG making a hero reroll his attack role that would have hit him. These points will not be allowed to be use against a hero that uses a hero point that round, and vise versa, with a few exceptions.
*Skillful Casting - Tired of vancian magic? Still think that power points are unblanced when the vancian system is being used? Get rid of the spell slots with this alternate casting system.
*Ritual Casting - Ever wonder how Razmir turned an entire city to ash overnight, yet he was not over level twenty? Or how the aboleths brought about the cataclysmic event known as Earthfall, yet they too are not over a level 20 CR? I'm not saying this is how they did it, but this system will allow you to harness magic and use it to create great, powerful, and devastating effects similar to some of the great magical events of your favorite campaign settings.
*The Lost Arts - History is filled with mysteries, namely how some of greatest empires accomplished what they did and just what was this form of epic spell casting or deadly martial techniques they developed to help them rise above the rest. These feats are not overpowered, but they are powerful and reflect on some of histories greatest mysteries. Not for the faint of heart and very difficult for anyone to learn, but adding an extra edge for characters who devote themselves to learning these great secrets. (More for advanced GM's to allow, but no discrimination).
*The Skurv - A new monster filled with multiple different types of aspects that come from the outer planes. Full with history, dieties, weapons and spells.
*An updated prestige class orginally created by a friend of mine for a secret organization of monks who utilize cold spells in their martial arts.
*New drugs, magical weapon properties, equipment, spells, feats, and alchemical items which will challenge even a 20th level Alchemist with full ranks, skill focus, proficiency bonus, a +7 Int modifier, and the bonus for every Alchemist level in Craft Alchemy.
This is a big project, and the things listed are only the things that I'm bringing to the table. I know there's so much more floating around out there. So if you would like to contribute anything at all, feel free to post your ideas, whether finished or newly imagined, in this thread. Thoughts on what you'd like to see done with the ideas I've posted? Post them in this thread. I welcome all ideas, and together we will balance them out and bring full flavor of them to the Paizo community.
I look forward to seeing what we can accomplish with this project. Thanks in advance to everyone that contributes.
1. what are the touch spells you use with this class and what do you use as far as spells of 4th, 5th, and 6th level?
2. The enhance bond weapon ability says you may activate it as a standard, change it as a move, and dismiss it as a free. but it says that the rounds dont have to be consecutive. how long can i have this ability on the weapon? cause right now it doesnt say anything about that so as of right now i could wake up in the morning and put one of those abilities on the gun and it stays all day until i run out of rounds of usages.
thanks
Are there any good higher level touch attack spells, specifically 4th, 5th, & 6th level. im thinking about playing a vanguard due to that its easier to be ranged with that than it is for the magus and my current party has 6 out of 8 characters that fight in melee. Yes i could go through all my books but i have a LOT of books. anything core paizo stuff is allowed and any 3pp is allowed on a case by case basis and i have a s&*% ton of pdfs from rite publishing, super genius, lpj, etc. id like to stick to professionally made products and see what i can find before i yes i can make my own homebrewed but i just lost a character that was using a homebrewed archetype and every once i. a while its nice to just stick with other peoples professional products. thanks in advance.
I had a character die friday night and im wanting to bring in a character thats big on drinking and is usually drunk, but not a drunken master. i cant really look up the rules atm and im not sure if theres anything in the core bout getting drunk. so where can i find these rules and hopefully they arent horrible like using fort save cause thatll just be ridiulous.
Ok so the playtest isnt out yet and im still going to support Paizo and their products regardless of what the new edition brings but i thought id put this unfo out there for who ever is interested.
the owner of the gaming store that i frequent every weekend got to playtest the new edition last weekend. he couldnt give me too much info but he did say that it basically gonna be 1st/2nd ed D&D combined with their best ideas from 3rd and 4th edition.
im still going Paizo all the way on this since ive invested too much money into them plus they send me a christmas card and theyhave been good to me from the get go (no one can say the same for wizards).
i think putting out a new edition is ridiculous since 4th ed just came out not too long ago. i forsee a lot of pissed off wizards customers in the near future. what are your thoughts?

my current group which meets on friday nights is starting to meet every other week. this is not enough gaming for me and this situation doesnt seem like its going to change for a while, if ever.
im looking to either join or start up a new group to either meet on the opposing friday nights or saturday nights around 7 or so.
once i get the group then we can figure out details for what game, version, and location. id like to have a group or join a group that has around 4-5 people. 6 would be the maximum players id want.
i have all of the core cwod and nwod rule books, and all of the time of judgement books. i can/do run games, and the game that i run and am interested in playing in have a balance of story, role play, and combat and do emphasize on individual players from time to time. i dont run/like games that start out "you get a call from this guy to meet somewhere. you get there. you see all the other players at the table." to bland.
im looking at running/playing cwod. right now i have a good campaign set up for vampire and a game idea for hunter that could be ran in conjunction with the vampire game due to its events. im open to cwod system, but i have also set up a system for cwod that uses the mechanics from nwod and it is surprisingly good.
i do like to use a battle maps and figures for my games, i do paint miniatures and have lots of 3d terrain and im constantly expanding my collection.
i also have a large collection of pathfinder books as well as all of the midnight campaign setting books and plenty of savage worlds books. i also own the dark heresy core book and have a pretty good campaign idea for that game as well.
if you are at all interested, please feel free to respond to this message. i do have a group of players that can play on the other friday nights, but not all of them can game saturday. any responses on here of interest will be read and then we can exchange emails. thanks for you time.
I havent found anything in the core book under scrolls that says you can, but it also doesnt say you cant. I would look in the archives but I cant atm. Thank you for the help.

if anybody else is interested in this type of a product, please make it known in this thread! thanks.
so there was supposed to be a post apoc setting coming out from i think adamant entertainment, but the link has been taken off a lot of the sites and theres no info on whether this book is even still getting written.
is there any other 3pp thats planning on doing a post apoc setting? im very interested in this type of product, but i really only get into settings if i have a book detailing the world. the book is something that i think a lot of people need to at least get a better mental grab on the areas in which they travel in game, as well as where their characters come from.
if you arent planning on making this, would you be at all interested in this if enough people showed interest? or for companies like super genius games who put out small pdfs, you could do like 3 to 5 small pdfs on certain post apoc themes.
im very interested in a post apoc setting and anything new and fresh that is coming out or maybe might come out would be great to know about. thanks in advance.
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ive been browsing the forums lately and have noticed a lot of new people, or ones that may not have posted much in the past. so i figured id repost this for anyone who may have missed out. we put a lot of work into this project and it should be shared. and as always, if you wish to add something, feel free to post your ideas and ill get it into the document.
Sorcerer Aid Project: Sigils & Talents
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i posted this a while back. i have made so edits in pictures and such and have fixed some of the problems, such as typos and the like.
it comes with extra feats specific to the class, a section devoted to modifications you can buy and apply to the character, and favored class bonuses for each of the races in the core rule book. the blueprints (spells) for the class also include spells from the APG and Ultimate Magic (there was nothing in UC that i thought would fit the class, but if you disagree please let me know and ill add it in).
any info on this class would be great. i have a friend playing it in our game right now and it seems to be very balanced. any feedback you have is appreciated. enjoy.
The Armored-Engineer PDF

so i have been thinking about this topic for a while now and i cant seem to find any articles online about the subject, so i thought id ask the Paizo community since as a community we can be very civil and respectful in regards to topics at hand.
so i know that realism in RPGs is a big topic for some people so im really ONLY LOOKING FOR OPINIONS FROM PLAYERS/GMS THAT LIKE REALISM IN THEIR GAMES! i do not want this to turn out to be a big argument and the devs have to lock the board (like they did when my compliment on art in a board a while back got locked due to it turning out to be an argument about charisma).
take the movie Kingdom of Heaven for example. after the first big fight scene in the movie, i could see the characters taking certain things, like arrows and bolts to replace those lost or broken, and maybe the occasional sword to sell, but as a whole, i see that they left most of the gear, such as clothing or armor, on the bodies, as a sign of respect or maybe they couldnt carry it all (that many armors can be very heavy). but thats with a group of individuals that are semi noble. so what about a group thats the opposite?
even so, why take everything? i think it can be easier explained away in fantasy games where looting was common, but even in movies and such, most of the equipment or a portion of it was left on bodies. ive seen dozens of movies where this is the case. the characters ride by, see the bodies, most of the crap is still with them, and then they move on.
then theres the argument about magical equipment. its expensive and handy. well the same can be said about electronics nowadays and in games with a modern/futuristic setting. ive come across this in games such as World of Darkness and Shadowrun (the latter i dont really like). the players seem to kill the bad guys and take every little thing they can get their grubby little hands on. but as we all know in modern setting movies and real life, this may rarely be the case, unless robbery was a main goal in the beginning.
for example, how many times have you watched a crime show (like Law and Order, CSI, NCIS, Criminal Minds, etc) where the good guys show up to the crime scene to see the body and all of the valuble stuff is missing? for me, rarely. every once in a while you see that, but usually robbery was a main goal of the antagonist. if it wasnt, that crap you stole could be used as evidence against you. you sell it? they can track it. you reuse it? its sitting in your house. thats if you even can use it if its not password protected. even if you could get by that, there are still ways to tie things back to you if those devices were ever found. and im sorry, not everyone has black market contracts. i in real life couldnt tell you where to start to find a black market dealer. and if i could, im pretty sure if the cops came sniffing around, hed tell them exactly where he got it from.
i think in modern/futuristic settings, since catching criminals is now a science, people dont want to steal things on top of their regular plans, such as murder, for fear of getting caught. so why wouldnt this be the case in those RPGs where the settings take place? the most hazy of this comes into play in fantasy RPGs. why take the stuff in the first place? to get better gear? ok, understandable. but every single piece of crap on the individual? why do groups in almost any roleplaying game bust out their crowbars to scrape the gold fleck off the desk/walls/etc into a cup to sell it later?
its not like ive looted bodies in the past, but ive been thinking about why people would even do this sort of thing. of course you have multiple different types of characters with different backgrounds. but if this was commonplace realistically, every dead body in every movie and in history would be completely and utterly naked when you came across them, and this just isnt the case.
im not saying one way or another is bad. i think its more out of place in modern settings and such due to catching criminals is now a science, but even in fantasy games, where companies, such as Paizo, put things in their cities like town guards and investigators to catch criminals. no they dont have science, but they can have magic, which can be just as good and better. so from where i see it, the town guard could try to figure out who did what and track them down, even outside of the city (they used to do that all the time in the wild west days).
im just curious to see what peoples viewpoints are on this subject in any RPG setting, but more so, fantasy. im not gonna go off and just hinder my players and say they CANT do it, but it would be nice to know what kinds of repercussions they face when they do do things like that for when i run my games, which are heavily realistic (you can blame my time in the marines for my realistic approach to things). its also nice to know to tell the players since their characters would know just what they are getting themselves into. and thats if i decide if them looting every single spec of dust on the bad guy is going to be dealt with or not.
basically i just want opinions on the topic from the community. whats your viewpoint and why? for fantasy? for modern day? for futuristic? not looking for post apocalyptic; looting everything useful in that type of setting just makes sense. please be civil. thanks. look forward to seeing what people have to say.

i was talking to my gm last night and he made the comment about when he plays PF next, he wants to play an alchemist, and i stated that my biggest peeve with the alchemist is that eventually, you dont even have to make a roll to craft anything alchemical in the game.
i said that mechanically, you might as well put 1 skill rank into the skill and then every other level pump that skill point into another skill, since youre gonna get a bonus to the skill anyways from your class, and still be able to craft anything in the game without rolling (even though this may be later on). if you DO pump a skill point into it at every level, like the alchemist did in the game i ran not too long ago, he could craft anything in the game (save a couple of things) without even rolling by level 8.
but as we know, alchemy was the original form of chemistry, and chemistry is constantly growing, new things are being discovered and implemented. alchemy should be the same.
my point is that shouldnt there be some high alchemical items that are so tough to make that really only a character that devotes his life to alchemy, ie the alchemist, can craft, and even then with his skill points every level and bonus into craft alchemy still has to roll, and i mean roll at least a 12, 13, 15, etc to create?
where are the high level alchemical items? complex things? they dont have to be game breaking or anything, but something interesting. like an alchemical item like alchemist fire that does frost, fire, electricity, AND acid at the same time? how about advanced thunderstones, tanglefoot bags, etc? new items as well?
i know the krazy kragnars pdfs have maybe one or two items, but thats not enough in my opinion. the bonus alchemists get to that craft should be something they get to help them craft that tough crap at higher levels cause hardly anybody if anybody outside the class figures its impossible to make, not to be able to make everything save one or two items by level 8. im just not seeing much items that do this.
does anybody know of anything like what im describing? is there a vast amount of these items that im not finding? do they have ideas for items (if yes please post away, ill make a pdf of them)? if these dont exists in vast amounts, i ask Paizo if they will ever create items like this, and im talking about before a Mythic Level Handbook comes out, if ever? cause God knows i dont some 13th level alchemist creating a Mythic Level item at that point.
any input on this topic is greatly appreciated. hope to see many ideas posted. thanks.
If you catch an opponent flat footed with a touch spell, do you target their touch ac, their flat footed ac, or do you subtract both the modifiers from their ac and target what's left?
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