Search Posts
Hey everyone, just before christmas I usually do a special christmas adventure with my group. Usually this includes my group playing as evil fey/undead or similar creatures. Sadly I didn't have enough time this year to prepare anything and thus I would like to ask if someone knows a module/adventure that could be converted to something like that. Of course an adventure for an evil group would be best, but basically any adventure including a lot of "cute" opponents/allies to butcher will do. Thanks in advance for any suggestions.
Hi everyone, I have a druid in my group who is able to wildshape into a stegosaurus. Since they are usually on a ship we ruled that a standard stegosaurus would weigh too much for the normal deck to support. Would you allow the druid to cast airwalk and just make himself light enough for the deck to support, but not actually fly, since he would not be fast enough to catch up with the ship in that case.
This item should not be confused with the wand rifle from "Entombed with the Pharoahs", since it should act in a totally different way. I am starting my Golarion campaign in the more sci-fi influenced parts of the world and wanted to have the following item, for which I could need some help with the pricing. Thanks for any comments. Wand Pistol
Once loaded you can activate it as a standard action and it fires one ot more magical missiles, each activation drains one charge. You need to make a ranged touch attack for each of these missiles and they deal 1d4 points of damage. The missiles are a force effect. The range is 25 ft. plus 5ft./2 caster levels and you may fire each missile at different targets, if they are all within 30 ft. For each two caster level above 1st you may fire one additional missile. For each spell level above 1st you may also fire one additional missile.
Example: If you load the thing with a 9th level spell wand with a caster level of 19, you could generate 18 magic missiles (1 + 9 (CL 19th) + 8 (spell level 9th)) each requiring a ranged touch attack and gaining a +4 bonus on the attack roll.
For my ongoing savage tides campaign, I use the pathfinder beta rules with most of Jason's already mentioned modifications. I have a few magic items that I am not sure on how to price them properly and would like some insight from others on how valuable they think they are. Ring of Greater Defense +x
Ring of Superior Defense +x
For both rings, x is between 1 and 5 as usual. I am quite unsure on how to price these two and if for pathfinder DR x/- stacks with similar damage reduction (like the one from a barbarian) as this greatly influences the costs of these rings. Gauntlets of Wrath
As mentioned above, I use Jason's barbarian proposal that does not use rage points any more.
Since I am running the Savage Tides AP in a world were dinosaurs are quite common in the whole reagion, I want to spice up the population of the isle of dread. I started to "cross-breed" different species of dinosaurs with various demons (as a result of the close connection of the isle of dread and the abyss), but have since run out of ideas for more combinations. So does anyone has some suggestions on what would be good "mutated" dinosaurs or prehistoric beasts that fit the isle of dread? By the way, they can be quite nasty, since I am running the AP for 6 Players using high powered Pathfinder characters.
As we are now already in the playtest phase for Wizard and Sorcerer, I was curious, if there will be a revised version of the Beta or at least a web enhancement that sums up all the changes that Jason has decided on? I would like to see a more official write-up of the new animal companion rules, the new paladin abilities, or the modified rage system with all the changes that Jason decided on.
I want to use this thread to talk about possible rules for multiclassing two caster classes more efficiently. We all know that BAB, Skill and HD advance in some way if you take a second class in addition to a first martial oriented class, especially with the new Pathfinder rules on Skills and the increased HD of some classes there are far less limitations as before. Thus I would propose that there should be some way to increase the casting power of caster classes when you multiclass. Another reason is the fact that with the new Cleric, Wizard and Sorcerer we have far more class abilities that are not tied to spell casting anymore, thus the old Mystic Theurge PrC is far more useless than before. Of course one could upgrade it to say it also increases the domain/school/bloodline powers for the first class on all odd levels and for the second on all even levels, but this would not take into account the druid, who might not even have domain powers. In addition there might be other caster classes that player want to use that have totally different types of powers and the multiclass system should still be consistent (like a bard or even ranger and paladin). Hence let us look at a standard Multiclassing build using SRD stuff (no CharOp Board tricks): Wizard 5/Cleric 5/Mystic Theurge 10. This class has the class features of a 5th level cleric and of a 5th level wizard plus spellcasting abilities of a 15th level character in both classes. I do not want to judge if this is sufficient or not, but possible multiclassing rules should be able to achieve at least the same result. Thus the first change would be to say that if you have a caster class A, half the levels in all other classes count for your spellcasting abilities for class A (both caster level and spells known/per day). Thus we could take a Wizard 10/Cleric 10 and have the same spellcasting abilities as the combination above, but would even have better class features in regards to domain powers and school specialization. If we would now take the comibnation fighter 10/wizard 10, we would have a class that has the spellcasting abilities of a 15th level wizard, which would be comparable to its "fighter-like" with the BAB of a 15th level fighter and even better skills and HD. I know that many would argue that the above combination of wizard 10/cleric 10 would still not be viable at high levels. One possibility to deal with this, would be to create feats to improve on this. Lets say a feat that increases the spellcasting abilities of one caster class by one level up to a certain maximum (I know there is Practised Spellcaster, but I want the Pathfinder rules to be able to accomplish this without old WotC stuff). This fix would of course mean a heavy investment in feats to increase the power of the combination, but as a character could gain casting abilities in two full caster classes some degree of sacrifice should be needed, althought the above way may be to harsh. I would like to hear other suggestions for the multiclassing of casters.
We will probably have to wait quite a while until we see the Pathfinder Monster Manual.
This could of course also be done for other stuff, like important critters from the Tomes of Horrors or the Advanced Bestiary.
Hey everyone. I am gonna start a new ST campaign in the near future and a lot of my players are die hard lizardfolk fans and finally want to try to play some. Thus i would like to enlarge the number of lizardfolk in the AP and introduce more interactions with them as well as a larger variety. First thing, there are three lizardfolk races in the MM and MM3, but are there any other? I know there is a very old dragon magazine with a number of lizardfolks in it, are they converted to 3.5 anywhere? Or are there other lizardfolks somewhere? I will substitute the Bullywugs for some kind of lizardfolks, so i need some varieties that might act as allies and some that are possible enemies. Second, with the exception of Serpent kingdoms (i know its an FR book) are there any other sources for lizardfolk stuff?
As mentioned by James Jacob in a recent live chat, when converting ST to the Pathfinder world of Golarion, one could substitute the south-american style of the Olmans to an african-style. This would seam to be quite interesting, as i haven't seen much adventures with that kind of style. So here are a few questions, as i would like to here the communities opinions on these: 1. What would be the gods of these native tribes? Are there real life sources like for the Olmans and their gods? 2. Which weapons would you use instead of the typical Olman weapons? 3. Were to find fantasy artwork, including african-tribesman? 4. What other parts of the campaign would one have to change?
I am trying to expand the Savage Tides Adventure Path to a real explore the new world campaign, for the first 10 levels, thus I need maps for lone islands and coast lines, can anyone here point me to a place where I might find such maps. I already own the old Scarlet Brotherhood Boxed Set, so I have the two maps for the Amedio Jungle and Hepmonaland, but on the old Greyhawk maps there is a big island in between these two areas, just east of the pirate islands, does anyone know anything specific about this island or even has a map of it. Thank for any help.
Has anyone tried to remove the markings on the map of mystery series that started with Woodland Shrine, Ancient Fortress and Forgotten Tomb. I would like to use these maps in my Savage Tides campaign, but those markings on the map really make them unsuitable for use as maps with Fantasy Grounds. I tried to remove them with various programms but failed miserably.
I would like to see some empty item cards as a web enhancement, to suplement the ones I already have. It is strange to hand out item cards to the players for their items and not be able to do it for every one, as there will always be items for which you have artwork from somewhere (either drawn by yourself or for example in the Dragon/Dungeon magazine), but no item card matches. |