ckdragons wrote:
I've started to play Savage Worlds, not too shabby at all! I've been a backer of the their "Pathfinder for Savage Worlds" and it has turned out realy nice. Got the Core pdf, bestiary and companion. he pinted books are due in september. So far it's a blast and Rise of the Runelords plays better I think, than in the original (freer and faster). But I would still buy Pathfinder AP's - *they are great*
mikeawmids wrote:
I ran the first two books of Curse of the Crimson Throne - but the campaign died due to practical RL issues. Now I'm a player in Curse and enjoying it. My only problen is that fights can drag out over several sessions. We're playing online now, because of Corona and it is Ok, but it's more rollplay than roleplay. I've started to read through your campaign and having fun - SWADE would be awesome for this.
Thanks, Mikeamids, I will go and read your take on the campaign.
SPOILER-ALERT!!!! The first three chapters are (for me) the best, as oposed to "another room, another giant", which this is what almost killed it for me. That and the great backstories to enemies who enemies that the players will never know. Now I would probably run it as "Save Sandpoint from Lammasthu" with material from the first three (brilliant) books.
gnoams wrote:
I would have liked to play Blood Pig, but we started fighting as soon as we got near the You Know Who and his Little Nasty friend ...
I don't concern myself with being fruitful in the moment of the debate, the debate is like tilling the fields and planting the seeds, it's hard messy and painful even, and it's only later when the return comes in can you determine if the debate was valuable to you. I generally contest the idea that casters are better than martial classes at high levels, as that has never been my experience. Except for that mythic sorceress that dominated everyone, still it wasn't hard to block her spells. Perhaps, but I'm a mechanical kinda guy so I judge that on mechanical proofs. Please, be fruitful, and multiply your posts ...
Melkiador wrote: I think a “book” should probably be dropped entirely. PF1 suffered too much from issues of spacing and formatting. We’re living in the future. The rules should be all digital. Nah, books are cool and nice to read:-) For me, that is - people differ, but I like to touch and feeeel ....
Claxon wrote:
Not an option for me though, as we only play with Core and APG. I probably should've said that from the start.
Hi there,
The ranger has gone up in strength, so he can now shoot a str. 5 bow. my question is: can I have the bow go from str. 4 to str. 5 for 200 gp AND still keep the +3 enchantment? OR, do I have to have a completely new bow?
thanks in advance
Reckless wrote:
I'm happy that I can still play Pathfinder First Edition ...
MercLordDeadboy wrote: Feeling a little sad as well as I continue working through 2e. Not liking a majority so far. Multiclassing, spells, etc. To me it feels they took alot from 5e but didn't make it better. They could have taken the saves from 5e. That would have been a nice change. Most likely will continue to buy the 1st edition mini books and play with what 3pp bring out and start converting to 5e. Although on a bright side, this gives me a reason to try a level less game. Thanks for listening to me rant. So much anticipation and I feel it was dashed. +1
nighttree wrote: So I just purchased the last two items on my wish-list.....a wish-list that has always had a large number of items on it for many years. It's going to be strange to not constantly look to see what is coming out....not anticipating the next months release, and realize the game I loved is no longer producing content. I get it:-) But, our group has so many AP's to go through and with the Pathfinder Cthulhu book we're looking at a looong happy run!We wont be playing the new system, but are hoping for someone to tweek Pathfinder (Looking at you, Stealth and Light!) Good Gaming to all of you
Uncle_T wrote: Why was a 2nd edition created when Paizo said they would never do this? "Smells trolling" (sorry, if I'm wrong, OP!) Paizo said nothing like that. Ever.
I'm not a fan of the new system - but nobody got cheated, or lied to -
Lord Fyre wrote:
Ha ha, that was fun:-)
Lord Fyre wrote:
"THAN", not then. those are different words with VASTLY different meanings ...
Joana wrote:
Thanks, Joana. I'll just have to be patient
Steve Geddes wrote:
Absolutely! I have enough screens in my life and creating the visuals in my head is a big part of why I love pen & paper:-)
I dislike having my levels handed to me by the GM. Earning my XPs is a source of satisfaction for me and I have to feel that I EARNED each and every one of them:-) We never let anyone lag behind the rest of the group by more than one level. Works for us - but then again, we ARE old farts. Our sons play the same way, but that's probably due to them being influenced by us ...
About Wicker One-ShotStatistics:
Male Tiefling Rogue (Sniper) 5
N Medium Outsider (Native) Init +6; Senses Perception +8 ------------------------------ DEFENSE ------------------------------ AC 20, touch 14, flat-footed 16 (+5 armor, +4 dex, +1 natural) hp 37 Fort +2, Ref +8, Will +1 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee Bite +4(1d6+1(x2)) or Dagger +4(1d4+1(19-20/x2)) Ranged Silence +8(1d10+1(19-20/x2))
Non-Standard Skill Bonuses
Languages Common, Abyssal, Elven, Dwarven, Infernal, Halfling, Gnomish, Goblin, Orcish, Gnoll Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Maw: Bite primary natural attack at 1d6. Replaces the spell-like ability racial trait. Scaled Skin: +1 Natural Armor, +5 Fire Resistance. The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance. Sneak Attack 3d6 Evasion Uncanny Dodge Accuracy: Range increment penalties are halved when using a bow or crossbow. Replaces Trapfinding. Deadly Range: Sneak Attack range increased by 10ft at 3rd and 10ft every 3 after. Replaces Trap Sense Snap Shot Surprise Attack Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ 4lb Silence (+1 Darkwood Heavy Crossbow) 1lb Bolts (10) 1lb Dagger 10lb +1 Mithral Shirt 0lb Hat of Disguise 5lb Handy Haversack Contains: Bedroll (5lb), Bolts (90) (9lb), Dagger (4) (4lb), Crowbar (5lb), Grappling Hook (4lb), 50 ft Silk Rope (5lb), Trail Rations (10) (10lb), Everburning Torch (1lb), Alchemist's Fire (1lb), Acid Flask (1lb), Smokestick (.5lb), Potion Cure Light Wounds (2) (2lb) 5lb Bandolier Contains: Potion Cure Moderate Wounds (1lb), Alchemist's Fire (2) (2lb), Wand Cure Light Wounds (50/50), Acid Flask (1lb), Potion Invisibility (1lb) Carrying Capacity Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb. Current Load Carried 26 lb. Money 571 GP 4 SP 0 CP
Background:
Wicker, being a tiefling, has lived a rough life. People tend not to take kindly to devil-kin, and Wicker has lived his whole life trying to rebel against his heritage, though whether he is doing it to prove something to himself or endear himself to others is something even he isn't sure about. Despite all the years of abuse for being a tiefling, Wicker never let that get him down. He spent years eking out an existence as a thief, stealing to feed himself and any others less fortunate than he. When he was twenty he became an apprentice bowyer to a human named Tir in Maiden's Wharf, where he spent a year learning the craft. It wasn't to last, however, because eventually word got out that Tir was harboring a devil-kin and his business was burned to the ground. Wicker parted ways with Tir, for Tir's sake. Tir gave Wicker a gift before he left, a battered silver ring. Tir never explained what the ring was for, but the old human wouldn't hear of the tiefling refusing it, no matter how much he protested. That was five years ago. These days, Wicker works for the Consortium of Light. He idolizes Xavius and strives to live up to the expectations he has created for himself. Maybe someday, he thinks, he will be able to live down his heritage. Appearance and Personality:
Wicker One-Shot is a relatively average height man with a slimmer than average build. His sharp cheekbones and chin combined with his sunken, piercing ice-blue eyes, which seem to glow from within, and wispy black hair give him an otherworldly appearance. He often wears a wide-brimmed hat, a worn, grey traveler’s cloak, and breeches and a tunic that bear patches in several places of different colors. This is a mostly accurate representation of what he actually looks like. Without his precious hat, he clearly shows his heritage with blue scales covering most of his skin and a prehensile blue tail that ends in a spear point. Three pairs of small horns poke from within his hair. He also has a mouth that is filled with sharp rows of canines and is wider than normal. |