Hello all, I received my Pathfinder Battles: Iconic Heroes 4 shipment today and found that my Hakon was missing his right arm. It looks like the figures were not taped down into place and two of them had gotten loose, I assume this caused his disfigurement. Is it possible to receive a replacement? Thank you for all you guys do... love everything Paizo. Jan Beighley, Jr.
Just to clarify, they weren't missing, just poorly shrink wrapped which I think caused major damage to several cards and minor damage to the bulk of the pack. I counted it as an 110 card pack that had all the monsters, barriers, weapons and most of the spells. I'm sure you guys know what I meant, but just wanted to make sure. As always thanks for everything!
Hello all, I just received my Wrath of the Righteous base set and the pack of cards that starts with Wight and ends with mirror image was pretty badly dented. The shrink wrapping was very loose on that particular deck. I can provide images if needed. Is there any way I could get that portion of cards replaced? Sorry for the inconvenience. Jan
Katina Mathieson wrote:
Thank you so much!
Hey everybody, I was doing an inventory of my Skull and Shackles set cuz you know, it's Thursday and all and I noticed I was missing a copy of Magic Weapon. As much as I do not want an additional basic spell in the box, my OCD is asking if I may have a copy sent to me. Thank you muchly,
Myfly wrote:
Chaos Orb anyone?
Myfly wrote:
That is Black Friday in the US. I bought presents for the kids last night for half price. New items.... It's an American phenomenon uses to increase sales to end the 4th quarter. You should not think it reflects some sort of decreasing popularity for the product.
I think Lini has to be included in any optimal party. Her ability to add a d4+4 to any check allows her to close any location in RotR. I think I would run Valeros, Seoni, Lini and Merisel and feel very confident. I could be convinced to go Seelah over Valeros or Ezren over Seoni, or Harsk over Merisel, but that list is what I'd run with.
Its all a balance of how streamlined they want our decks to get over the course of OP. I do agree that some of the characters (Zarlova in particular) could use some fleshing out, but I don't think we need to be at a point where every single upgrade is the perfect one for the character you are using. If that were the case, then we would end up with characters that would surpass anything that could be created through the "normal" adventure path. For example, I always wanted one of Seoni's items to be the Necklace of Fireballs in RotR, but everytime I had it come up, it was Valeros that encountered it and he always flubbed the check, no matter how many blessings might have been played. Anyway... I do think there are opportunities, but I wonder how much of it was intentional.
Hey guys - This may be clear, but I'm not getting it. I checked the guid and I didn't see any mention of how card feats are handled. You handle your upgrade at the end of the scenario as is normal, but what cards do you have access to in relation to your card feat? Do you have to pull a basic item to fill the slot?
Its all a matter of how you look at it. Say in a 4 player game where there are no effects that allow you to discard a card off the blessing deck, in that case players 1 and 2 will get 5 turns, players 3 and 4 will get 4 turns. The experience for player 2 and 3 under the old system are different. Player 2 can not exhaust their resources the same way player 3 could in the pre FAQ world. I really have no issue with making player 2 and player 3 have to play the same game. The problem now is that players 1 and 4 still get to play under the old rules. I really like the idea of making all players have to reset their hands at the conclusion of a failed scenario. It makes it so that everybody has to play the same game and that last ditch efforts to finish a scenario before time runs out are risky. Anything that provides a little more risk in this game I am up for.
Myfly wrote:
I don't want to roll any more dice, but I do want to be able to use my ap 6 cards that I didn't really get to use... And I'd rather get new, harder scenarios than pay for slightly reworked henchmen that I already bought. Just my two cents.
Mike Selinker wrote: Why do you guys think you should you be able to use all your resources regardless of consequences at the end of the game, when that applies to no other part of the game? I was thinking this as I was catching up in the thread. I have no problems with something that makes us have to think about how we use our resources, even if it is more of an edge case. It adds one more thing that we have to be mindful of, there is nothing wrong with that.
I will say that what I would definitely drop 20 bucks on would be a module styled continuation - AP 7 if you will... I definitely have very little interest in buying the same banes with a slight make over, but new villains and scenarios that I could use my conquering heroes against and in? That would be awesome.
This is a edge case being blown up out of proportion. Ranzak getting additional explores is a benefit, if you want to limit that, then don't check off the 3... if you want to have the option, then it is stated above that unofficially you are free to use the explores as a you may ability. I really don't understand this line of argument.
Myfly wrote:
Sigh... this thread clearly went off the rails. I don't think there is an instance of those of us in the US being scared or not brave enough for the Myfly Hardcore Bane set, however, you have not even remotely suggested anything as far as what that kind of set would encompass or why it is really needed. What kind of different abilities or monsters/barriers are you suggesting? How much S&S have you played yet? Perhaps you might find that what you are looking for is already there. The current setup in S&S and especially in OP is definitely a step up in difficulty from RotR... and it isn't a matter of just increasing numbers or adding abilities. The new difficulty comes from subtle combinations of increased difficulty on banes and more punishing locations. Your resources get put more to the test and there are more skills that are tested. At first glance you might not even notice that the difficulty has changed as most of the numbers appear to be similar, but I am finding that these devs might... just might... know what they are doing. And that being said, I believe your suggestion is not something that would really benefit the game at current time and as was stated above, might actually be quite damaging to OP. Also... I, and many people, yourself included, love this game and this community. I think the community and especially Paizo and Lone Shark, which give us all of this, deserve more than to have suggestions that amount to giving something for nothing (additional promos, updates - free of charge). We all want this to be successful, we all want the game to grow and to offer additonal opportunities for us all to enjoy more... I would be willing to pay MORE to ensure that would happen... I do not expect, nor would want, Paizo or our retailers to take a loss on anything.
ryric wrote:
I get what you're saying completely, and maybe it's my own overreaction to launch this year, but it would seem that the timeframes separating themselves for launches of new rpg ap's and card game ap's might help overall and give an overall better consumer experience. Or maybe the 4th set will be expedited. Whatever works best for the overall good of the game itself I shall support.
It seems as though the devs have hit a sweet spot in S&S where the difficulty level is increased enough that you are forced to expend resources throughout the course of each scenario making it harder to make some of those anticlimatic rolls at the end. There are still some situations where it may happen, but I'm finding the clock to be a greater factor in the regular game and a major factor in organized play. I'd rather the team continue to try to focus on giving us different variants of in game play and continue with the class decks (with 31 iconic classes there is a long way to go). Even of more importance than generating more content is to be able to consistenly deliver the content that currently exists before trying to do even more.
in a span of 14 months two base sets have been released, five additional AP's for RotR, an additional AP for S&S, numerous promos, seven class decks, and we have another base set scheduled for release ~ February. We have unique boons that will be released with the Iconic Hero minis, there is an adventure mat, character mats, a forthcoming adveture case and branded sleeves. We are not hurting for content. We are presuming there will be more class decks. Myfly - bro - buddy... You are clearly very enthusiastic about PACG, as is everybody that is on these boards I think. But I think you may want to pump the brakes a bit. The game and its system are growing. Its great... I love it. I personally play 4-6 times a week and am anxious for every bit of content that comes out, but how about for Christmas we let Mike, Tanis, Chad, Vic, Gaby and anybody I am forgetting enjoy some holiday time themselves before pumping out the next wave of PACG goodness....
It would be pretty much unprecedented as Paizo doesn't generally combine these products into one physical product as was mentioned previously. I think the only compilation that was put together ever was The Rise of the Runelords Anniversary Edition - and that was to celebrate the company's anniversary and the first full fledged adventure path published. So in short, I wouldn't anticipate anything beyond the PDF's on this product.
I'm with Vic on this one. Not one token card jumped out at me as being poorly laid out, though I'm not a fan of Vika's outfit, but we can't love everything, right? Aren't they standard with the other token cards representing the adventure paths (Skull and Shackles and Rise of the Runelords instead of Rogue Class Deck?). I do know I like the logos and their placement. It makes sorting very easy and I would hate to lose inherent functionality to cater to an extreme subset (those wanting to design their own playmats) when I imagine most will either use those that are made available by Paizo or use the cards themselves.
Ilpalazo wrote:
I think this is correct, although I scoff at the "even Jirelle"... I think Jirelle is THE most underrated character in S&S. She can do anything, she may not have that one thing that makes everybody look at her, but she can do everything well. We'll see more as things play out more. One thing I do think is great about PACG is that every character is different in each player's hands with the way they play. My Damiel may not be as efficient as somebody elses for example. There were wide ranging opinions on RotR Lini ranging from she wasn't good to she was broken (she was... d4+4 on literally every check you make is beyond ridiculous). We're all looking at the same game, but we see it different. I love that.
Woah, woah woah guys... hug it out. That being said, the whole Damiel as unbelievable and Seltyiel/Oloch (to a degree) being awful thing has been completely overdone. I like Damiel, but after playing through the Wormwood Mutiny with him I'm not seeing him as being on Lini (RotR) level. He is extraordinarily prepared. With a Tot Flask and one PoHealing he should never ever be at risk of dying and without blessings to be utilized. I actually prefer Feiya in that grouping (party of Damiel, Feiya, Lini, Oloch and Ranzak - the I was waiting for the character add on crew). Seltiyel is just as capable in combat as Damiel, he only lacks the ridiculous level of deck cycling (and wisdom d4 is definitely worse than charisma d4). No matter how you cut it, Damiel has 7 potential offensive slots at the beginning and there aren't enough alchemical attack potions to give him more than 4 (1 weapon, 3 potions) at outset. It is possible, inevitiable even, that he will end up with struggling to have the right item on hand when a monster shows up. Seltiyel's group was a smaller set - 3 man party with Valeros and Alzahara - and he performed well. After having played through AD1 with everybody and AD2 with everybody but the add on crew, I'm comfortable saying that Seltiyel is actually solid with the potential to be better than that as time goes on.
Orbis Orboros wrote:
It was here. http://paizo.com/threads/rzs2rkjb?Using-Boons-from-class-decks-in-Skulls-an d#28 I don't think there is a wrong way to do it, but I do believe that makes the devs intent at least fairly clear.
Orbis Orboros wrote:
Mike has posted that the unofficial intent is that you add all or nothing in order to keep the power levels balanced, but the overall rule is and has always been that it is your game and your experience so do what feels right.
Ilpalazo wrote:
I like him way more than I thought I was going to. I hate his d4 on Wisdom, but aside from that he can do some pretty sick things in combat. He can make do past most barriers with the help of Abadar. He is interesting. He is not optimal. The fact that the average spell in S&S is not as good (IMO) than in RotR doesn't help. But nonetheless, he is fun. I play solo with every character in different parties that I put together. I like using different characters that do different things.
Calthaer wrote:
Truth. Sometimes it seems some things get blown up out of proportion and Damiel is on that slippery slope where every next alchemical thing that comes up leads to believing he is just more and more OP. I've played through Fever of the Lost Sea with Lirianne, Jirelle, Lem, Merisel, Valeros, Alzahara and Seltiyel thus far. Just put together decks for Damiel, Ranzak, Feiya, Lini and Oloch this morning, so I haven't yet used Damiel other than collecting together his basic cards, but seeing peeps talk about him I think about an old Magic article by Chad Ellis - The Dangers of Cool Things - and he seems to fit that mold. You get so fixated on doing these powerful things that you miss the simpler, easier solution right off to the side of it. Now, Damiel is capable of doing ridiculously cool things... that is very much obvious. He can make some crazy combat checks and use his tot flasks as tutors and give extra explores and buff others and he recharges everything... but I'm still not sure that all the cool factor in the world makes him better than any other character. For whatever its worth I think Jirelle is pretty ridiculous. She is well rounded and helps the party out with structural damage. Her ability to reroll bad dice is pretty awesome. She makes use of a ridiculous amount of the boons in the set. She is super functional, not fancy, not super cool, but wicked functional.
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Good morning everyone, As I was laid out due to a really bad cold yesterday, my mind inevitably turned to a character concept I've been really wanting to play: a combination of Dreamscarred Press' Aegis class and their Path of War system. Since there is already a Soulknife archetype along these lines, I used it as a baseline and attempted to build an archetype along the same lines. You can find it here. The intention was to give up a fair bit of the baseline Aegis' versatility for improved fighting ability, and I'd love to hear how others think I did. I would love for any feedback I can get, especially regarding customization point costs. Information about the Shattered Mirror and Sleeping Goddess disciplines can be found here.
Someone mentioned a Paladin that gets the ability to Rage as a Barbarian does in this awesome thread about paladins, and it got me thinking about how it could be done. So, on a whim, I decided to start slapping something together. Fluff isn't done yet (I actually found out I was pretty much quoting the Oath of Vengeance word-for-word when I went to check out archetypes!) but the simplest version of the crunch is done. The intention is NOT for this to be wildly stronger than the base Paladin, so it likely needs to be tuned down a little bit. I would love to hear any thoughts, comments, criticisms, etc. that anyone may have. Hand of Wrath wrote:
Hello folks, I have an Ironborn (Large-sized Burden Carrier build) Aegis/Soulknife (Deadly Fist) that I am playing in a friend's home game. It's a really fun character, but I have one question that I honestly am clueless about. As a Large-sized Ironborn, he has a natural reach of 10 feet. The range increment on his Psychokinetic Discharge ability from the Deadly Fist is also 10 feet, the same as the daggers he is carrying around. Does this mean he can do his psychokinetic discharge attack or throw a dagger at someone 20 ft. away without taking a range penalty? Or would he take a -2 to the attack roll?
Good evening, So upon getting my copy of the Advanced Class Guide yesterday, I went digging through it to see if there was anything that looked interesting. I found quite a few neat things I'd like to build up and play, but one of the options stood out as something that I though would be super fun and flavorful: a Dwarven Sacred Fist Warpriest using Pummeling Style. So, mechanically, I have a general idea of what I want to do, but I'd like some assistance from people who might have been working on their own designs for this kind of character. Without further ado, here's my basic concept (20pb, 2 traits, no drawbacks): LG Warpriest (Sacred Fist) of Torag Str 17 (+1 at 4, 8, 12, 16 and 20)
Blessing: Earth, Protection
1 - Warpriest 1 - 0 BAB - Minor Blessings, AC Bonus, Flurry of Blows, Unarmed Strike, Improved Unarmed Strike, Pummeling Style
* = Master of Many Styles/Monk of the Sacred Mountain Feats are mostly empty because I honestly don't know what I could even take at that point. Now, my primary questions are this:
So, in my never-ending need to make new characters for fun (and sadly, very few of them ever get played), I threw together Tomag here. I started him as a pretty standard Paladin, but then I realized that with the Redeemer archetype, maybe just going straight bruiser isn't the best path. So I'm here to ask about feats and such. I'm trying to play up the nonlethal damage part, so he's a Paladin of Sarenrae with the Blade of Mercy trait. So far he's got Power Attack, which seems pretty standard fare. The problem is, where do I go from here? Should I mess around with my stats more and maybe try for 13 Int, for Combat Expertise and Improved Sunder? I'd love any input you guys can provide! Thanks.
Hi everyone. I stumbled upon the feat Thunder and Fang as well as this mini. It looks awesome, and though I doubt it's particularly good, I really want to play one. So I built the character, hopefully for use in one of my friend's games over IRC. Anyway, I threw together this build, but I'd like any advice anyone could provide. Human (Shoanti) Ranger/Fighter (Two Weapon Warrior)
1 (Ranger 1)(+1 BAB | +2 Fort, +2 Ref, +0 Will): Favored Enemy 1 (Ex), Track (Ex), Wild Empathy (Ex), Power Attack, Weapon Focus: Earthbreaker (Human)
Now, this is assuming that you can treat the Klar attacks like a Shield Bash, otherwise I'd drop Imp. Shield Bash/Shield Slam/Shield Master. Also, I was trying to consider if it would be better to take fewer levels in Ranger and go Fighter for more bonus feats plus the weapon-training-ish thing from Two Weapon Fighter. But I lose spells, skill points and a stronger Reflex save, too. Anyway, would be glad to hear other's opinions!
Hello everyone. I recently rolled up a 6th level Kobold Synthesist Summoner for a friend's campaign. Rules were 35 point buy, full HD per level, (we're pretty strapped for magic items; read: none since we started playing), ARG, PG, APG, UM and UC allowed. Originally I'd been playing a Lizardman throwing Barbarian, but I wasn't really enjoying it. So I decided to pull out a nifty RP concept and made a Summoner to match it. The problem is mostly that I have read all the related information on Eidolons like nineteen times and I'm STILL not sure if I did it right. So, without further ado, this is my Sythesist Summoner: w/o Eidolon: http://www.myth-weavers.com/sheetview.php?sheetid=432198
I'd be really appreciative if anyone could give it a once-over and see if I messed anything up horribly. Thanks!
So I imagine a handful of you folks have at least glanced at the thread about Quick-converting League of Legends Champions to be playable in Pathfinder. If not, you can find it here: http://paizo.com/forums/dmtz5t90&page=2?Quickconverting-the-League-of-L egends-Champions Anyway, a couple of my friends were playing the game over VOIP, and started talking about how a Pathfinder campaign based on it would be infinitely less infuriating than the actual game itself. To that end, they started suggesting how to roll up characters for such a campaign. I, having on had a short tenure in the game, decided I would make Nasus. In the thread I linked above, it's suggested to have him be a Cleric, then take the Pharaoh prestige class. However, he actually seems more like a Staff Magus to me. Also, I'd be playing him as a Human wearing an ornate jackal mask, though I am absolutely considering using the Advanced Race Guide to make a Anubis race, once I can get access to it. I've got the first twelve levels planned out, but if anyone could give me some pointers, that'd be great. I'm actually going to be taking a 3 level dip of Weapon Master for extra feats + Weapon Training: Quarterstaff, and grabbing some trip feats because it just sounds cool to be a big ol' jackaldude, knocking people on their asses and slapping them in the face with an electrically-charged stick. Sasun
Traits: Reactionary and Magical Lineage (Shocking Grasp) 1: Magus 1 - Combat Expertise, Improved Trip
Any suggestions are more than welcome. I'm not aiming to be restricted just to what Nasus can do in the game, but instead a character based off of him that's in the same vein as far as abilities. Thanks in advance!
Good evening, ladies and gentlemen. I am going to be starting a Pathfinder campaign in a couple weeks. For this campaign, I want to play a dwarf fighter who used to be a Town Guard, but now is an adventurer. He wades into fights with a weapon and shield, using both to mete out asskicking. My question is mostly based around how to make him as mechanically sound as possible. I found some wonderfully helpful information in Rogue Eidolon's Guide to Fighters (https://docs.google.com/document/edit?id=15x4he4WAFYNsoeYgNG8KaEjPH2OvzF2d Ujiy8BL1h14&hl=en&pli=1). However, I'm already going off the rails a bit by going Dwarf instead of Human. We're starting at level 1, 20 point buy, max starting gold, 2 traits My character's stats are
At level 1 he's got Two Weapon Fighting and Improved Shield Bash. Traits are Reactionary and Indomitable Faith. For armor and weaponry, he has a Dwarven Waraxe, a Warhammer, a Sling, a Breastplate and a Light Spiked Steel Shield. The plan, so far, is pretty much just to go straight Fighter and pick up feats as the guide suggests them, but I'd be appreciative for a second opinion from people who've given such a build a try! Thanks for your time. |