Cheiton

Gunsmith Paladin's page

* Pathfinder Society GM. 192 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




My friends and I just recently started playing and we're enjoying it quite a bit, but there are a few details we can't figure out.

My questions are multi-part so I'm going to tier them for ease of reading.

1a. We played through the base set adventure with the bandit guy, the Pillbug guy, and the dragon. No problems there really. Then we broke into the burnt offerings pack. Do we just mix all those cards in with the base set stuff or do we only use those cards for all the adventures in that adventure path?

1b. If so then what about future adventure deck add-ons? Wouldn't that make getting the new and better equipment/spells/allies/etc. really difficult?

1c. If so then does that mean we would have to go through and separate all the cards again if we want to start fresh?

2. We understand skill feats and power feats, but what kind of feat increases the card types that you can have in your deck? Is it some other reward we haven't seen yet or do you use a power/skill feat to increase them?

3. When do role cards come into play? I read the rule book and it mentions them but I'm not totally getting what it means. Do they come into play during Adventure Deck 3: Hook Mountain Massacre?

I probably have a couple more, but I can't think of them off the top of my head right now.


This is something I've been thinking about for a long time. We have arcane, divine, and psionic as sources for magic. What could be a new source of power that is unique and different from those 3? I'm not talking stuff like 'shadow magic' or 'elemental magic'. That could be easily described as arcane with a twist. Nor am I talking about drawing power from demons or souls or dragons or anything like that as any of those could be described as arcane or divine. I'm talking about something entirely new. Something to make a 9th level caster who isn't like a wizard, cleric, or psion.

The problem is that I'm coming up blank. Anything I do think up can easily fit under one of the other categories as simply a different spin or flavor. I'm not certain if I'm simply not creative enough or if there really isn't anything that can't be defined by the sources we have now. Maybe the categories are so broadly defined they can act as a catch-all.

I feel like there's something there sometimes. Like a moment of clarity but I fall just short and can't wrap my mind around it.

In the end I decided to post here and see what anyone else has come up with. Honestly I just hope I'm conveying what I'm talking about well enough for everyone to understand.


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This is something I have wondered about for a long time. Why are the feats dodge, mobility, and spring attack the prerequisites for Whirlwind Attack? They seem counter intuitive. The feat chain is about moving around and attacking but the capstone is a feat that's all about planting your feet and not moving at all.

It just seems to me to be a feat tax for the hell of it. To just slow you down from getting it and gimping the concept a little. It seems to me that Power Attack, Cleave, and Great Cleave should be the prerequisites. They fit the theme and provide better use overall. To be honest though I don't think it needs all that many prerequisites to begin with.

It feels like it's a hold over from 3.5 that didn't get fixed.


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I've been trying to create something entirely new for a while just to see if I could. They're meant to exist in the campaign world that I'm working on. I'm actually kind of nervous posting it. Feedback is scary, yeah?

Anyway. Here it is.

The class is the document in the main folder and the sub-folder contains descriptions of class abilities and class options.

The idea of the class was based around the idea of a character who uses common adventuring items such as tanglefoot bags, caltrops, and alchemist's fire. This idea evolved into a class that creates minor magical effects that mimic those items. Some of the effects are a little stronger than standard items to make them useful, and some are weaker than standard items to keep them balanced. The class is meant to be heavy on the personal customization. It also have some minor buffing abilities.

It might read a bit powerfully, but it honestly doesn't seem so. If anything it's a bit on the weak side. So far I've only had one session of real play with it at level 12. In that game there's also a paladin, a summoner, and a fighter. I was being handily outpaced by all of them. I barely contributed really. I buffed up some of the numbers, not by much though, and decided to post it here to see what anyone thought.

If there's any information missing or unclear please let me know. Since I know how it's supposed to work in my head I might have skipped over a mechanics description or something like that.