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First and foremost I must say that I think that the beastmaster is well balanced as is. But I agree that the companion looks like a mindless automaton. I do understand why did so and I can live with it. But, for those who see it as a show stopper, I was trying to find a solution on how to get the companion more "lively" without tipping the action economy balance. What if the companion could act independently but couldn't take the attack action on its turn unless the Beastmaster spend himself his action to give him the order to attack? It works pretty much the same as written in the PHB, but the companion, will be able to dodge, disengage, help, dash on its own. Unfortunately, the 7th level ability becomes irrelevent. In such case, what new ability could replace it? Allow the beastmaster ranger to get an aditionnal companion? Increase the CR allowed? I think an additionnal companion could be nice. Each will require its own attack command in order to attack, but spending your attack action and your extra attack could be used to commande both... What do you think, could this be an interresting alternative that will get the animal companion feeling more like living creature without giving too much a power up to the beastmaster ranger, as letting the creature be totally independent as it is often proposed?
I'd like to have your comments on these new sub-classes: Arcane Tradition - Universalist:
Universalist
Instead of specializing in a school of magic, you decide to explore magic in itself. Advanced Learning
Arcane Research
Greater Arcane Recovery
Greater Arcane Research
Arcane Tradition - Elementalist:
Elementalist
Elementalists are spellcasters with access to the powers of the elements. It works out pretty well for them. Elemental Survival
Elemental Affinity
Air lightning or thunder (select only one when you choose this element)
Timelessness
Elemental Traits
Roguish Archetype - Scout: Scout
Any force on the move, whether it's an army or an adventuring group, needs information about what's ahead, what's behind and, more important, time to prepare for battle. A scout can navigate difficult terrain at good speed and she specialized in seeing her foe before the opponent ever detect her presence. In a dungeon or in the wild a scout is only seen when she wants to be. Natural Explorer
Alert
Fast Movement
Land's Stride
Vanish
For my homebrew E5 campaing, I'm considering having only 4 base classes (Fighter, Cleric, Thief and Mage) from which all other stereotype could be built. In order to do such a such a thing I'm either considering applying an archetype on top of the base class (Paladin, Ranger, Druid, etc.) which would give a set of new abilities to the base class, or creating talent tree for related abilities from which the character can choose from, or finaly putting all the abilities into a talent pool where the player can cherry pick the ones he'd like for his character. I'd like to have your comments and opinions on the different options presented here. If you ever seen this in play, or what could be the advantage and disadvantage for each. Thanks
I'm working on a player package for the Beginner Box which would include all the core races and all core and base classes. I really like the small summary for each races and classes that are on the "Creating your character" section (page 12) which goes like this: Dwarf: You are tough and hardy ! Dwarves can see in the dark and are skilled at killing monsters. Fighter: You master all weapons and armors ! Fighters are brave and skilled in wars. I'd like to get you ideas for the missing races and classes. Thanks
Please can you cancel my subcriptions to the following lines: RPG, Companion & AP just before August release. This mean I want to complete Reign of Winter AP and get both Dragon slayer Handbook and Pathfinder society Primer, but I don't want to get the Mythic Adventures hardback, the new AP and the following Companion products. Thanks
I've been reading through Ultimate Campaign and decide to roll up some pregens as backups. I'd like your inputs and suggestion to flesh out a bit more these characters. Cleric #1:
Cleric (Human) LG (15 8 14 12 16 13) Age: 37 Domains:
Trait:
Flaw:
Background: - Conflict: Forced as a captain to severely beat a close friend of arm for desertion. That person is now incapacitated. Had sincere regrets from then, but only a few know about it.
Cavalier:
Cavalier (Honor Guard) (Human) LN (16 9 15 13 10 16) Age: 16 Traits:
Flaw:
Background: - Conflict: Betrayed a figure of authority (parent, mentor, benefactor …) out of jealousy. Had shameful regret and won’t talk about it.
Wizard:
Wizard (Universalist) (Human) NG (13 14 8 18 9 15) Age: 20 Traits:
Flaw:
Background: - Conflit: While still at the academy, trespassed into the director private tower, in order to find rumoured secrets. Even though she said she repent, she actually liked the experience.
Cleric #2:
Cleric (Human) NG (10 8 14 14 15 18) Age: 26 Domains:
Traits:
Flaw:
Background: - Conflict: Told a lie to a young crowd in other to advantage his religion. Had mixed feelings about it.
Rogue #1:
Rogue (Halfling) CG (12 18 10 14 16 15) Traits:
Flaw:
Background: - Conflict: Stole several object from family for money. Repentant
Rogue #2:
Rogue (Scout) (H-Elf) CG (14 16 12 13 15 11) Age: 25 Trait:
Flaw: none Background: - Conflict: Minor failure to an adventuring party while scouting. Party was ambushed, but manage to get away safely.
Fighter:
Fighter (H-Orc) NG (17 12 15 14 10 13) Age: 19 Traits:
Flaw:
Background: - Conflict: Corrupted a prison guard to look away while liberating a brother in arm.
Ranger:
Ranger (Elf) CG (14 16 13 12 17 9) Age: 136 Trait: Flaw: Rogue #3:
Rogue (Burglar) (Hill Dwarf) CG (13 15 11 16 14 11) Age: 58 Trait:
Flaw:
Background: - Conflict: when attempting to retrieve a magic item from an evil temple, accidently set ablaze the temple which was entirely destroyed. Magic item was retrieved and all is good.
As you can see some are more developped than other and some looks more cliché as well. N.B. Stats were generated with 4d6 drop lowest, then reajust to be closer to a 25 point-buy while still feeling organic. All stats presented already include the racial modifiers and more than often the highest roll isn't assigned to key attibute for class nor race. So feel free to give me any suggestions, comments, advices, critics...
While working on my house roules for my homebrew campaign, I had a nostalgia attack and remembered about weapon speed factor use in earlier edition. I liked the way that smaller or finess waepon would strike faster than bulkier one. I'm now considering to add speed factor to my game, but I don't know how to implement it and what could be the problems that might arise. For discussion matters, let's say it will apply to a Core Pathfinder game from level 1 to 20. So, how would you implement speed factor in your game?
I've been thinking for a while about removing skills from my game and only reverting to related ability check instead. i.e. want to jump over to the next roof? roll strenght against DC X, want to decifer a criptic text, roll int, etc. This would let the player try to do anything they want as they won't fall back on the skill description to see if it's possible or not. Also this will simplify character creation. Feat that give a bonus to a skill will apply to the related ability check if it make sense. I also plan to incorporate background traits that a character must choose that defines what he was before beginning his adventuring carreer as the professions background in d20Modern. These background will give them permanent bonus to specific task, i.e. an athlete might have a +3 when trying to jump or when swimming, etc. Now what I'm wondering, what would be the impact over long term character developpement? Should I allow the a progression for the background skills, like +1 every level gained? I'd like to hear your thoughts on the matter as I never had chance to play high level character and don't know much how this will affect the game at higher level. Thanks
Unless I misread, but the holiday discount should stack with the Pathfinder advantage discount. When I look my shopping cart (after I entered the holiday promo code) I see only the 15% discount from the Pathfinder Advantage applied to the item price. In my cart I have the Thornkeep book, a PF core sub (which the holiday discount don't apply) and several Paizo pdf. Is this a bug, or will this be applied when I'll hit the "Place your order button"? I'm asking, because I'm waiting for the People of the North pdf to come out before placing my order. Thanks
Sorry to ask, but PFO is the first MMO to raise any kind of interest in me. Last computer game I played was NWN1 and played only the solo campaing.
So let me ask you, what's the purpose of guilds in a MMO, and what are the rules/guidelines implied being associated with a guild? Thanks
I must admit I'm not a MMO plyer, but I do keep an eye on the Pathfinder Online Kickstarter, and I've just find out about "Daily Deals" I really like the background description of the items so far, and would like to incorporate some into my home Pathfinder game. I also realized that previous deals are gone from the kickstarter page. Is there anyone who copied, or kept track of all the items so far? If not, can we use this thread to keep a list of all the items (with pictures) as soon they are online so for those like me that wat to add a little fluff to their game can get all the Daily Deals in one place? Thanks
I'm looking to prepare an E5 campaing using PFBB and after reading through DnD next playtest, I got this idea; instead of managing all the skills as we do since 3e, what about having the character pick a number of skills(equals to his skills point) from is class skills and just had +3 to checks related to these skills, and as per DnD Next, have ability checks for actions you don't have skill for. And +1 to theses skills on leveling. What do you think?
Again, as I did for the Magus, I'm asking you playtesters to describe how you liked playing one of the playtest alternate classes. As I believe that a class or alternate class need to be fun as well as mechanically balanced. So please keep to feelings and describe what aspect you like or dislike and why. Thanks
Hi all, I'm designing a homebrew campaign and I'm looking for some ideas. The geography is roughly shaped like north america with a mountain range crossing from east to west along the Canada/US border and an other mountain range from north to south along the borders of N. Dakota, S. Dakota, Nebraska, Kansas and New Mexico. The continent was inhabited mostly by humans which followed deities along the Old faith of Greyhawk or the Green faith of Golarion. At some point easterners conquered what would be the equivalent of new england and the part of the mid-west. The conquerors worshipped a pantheon like the one from Golarion with the exception of a LG god akin to Pholtus in Greyhawk. To the west is now a large kingdom of the native which have tense relations with the new kingdom of the easterners. To the north (Quebec and Ontario) is a native nation who have allied themselves with the conquerors. To the south east is a baronny of easterners. and to south (texas) is a an other nation that pay respect to the easterners. The twist is that all kingdoms are good or neutral but still have hard relation due to different political and religious view. I'd like you to give me some ideas for each kingdoms. Thanks P.S. The states and provinces names are for geographical reference only, it's not exactly how the map is done.
I've been reading the Magus playtest report with great interest as I'm in a situation where I can't playtest myself. I've read comments on what the Magus should have, what need to be change, how you should build your Magus, but I think there's one thing missing.
Please use this thread to express your impression on playing a Magus, no hard data, just feelings. Thanks
I'd like to have your comments on the following questions. Is Loyal beyond death capstone ability still as the "Wow I absolutly need to get this ability" feel when you have the Die Hard feat available to anyone? Also, will you add acrobatic to the Knight skill list since the orignal had Jump? Thanks
Last friday I was complainig because my first installement of Kingmaker was late. Like many customers overhere, only two business day after Cosmo took a look at my problem the shipment had arrived. I really don't know how you do this Cosmo, but you have a magical touch while checking orders. Cheers !!!
Dear Cosmo, my first AP subscription item, Kingmaker - The stolen land, is missing. On March 12th, I received a confirmation email, telling me that my item should be ship on the 18th with 7-11 days of delivery. On the 18th I was then able to download the PDF file. Since then, nothing, zip, nada arrived by the post office. Can you check if the item was effectively shipped on the 18th? If still not shipped, can we combine shipment with the next installement of Kingmaker? Thanks Dan
Am I the only one who think it's look quite weird that the customers service board is the first one we see, especially when a lot of the post are "Cancel/stop my subscription" type. When I first when back to actively look at the messageboards I didn't knew how the ongoing subscrition were working and was quite disturb to see so much subcription cancelations. Had I been a new customer unfamiliar with paizo, I might have been wondering if the company was reliable or not. I know Paizo is doing great and really take care of its customers with quality product and good after sale services. Just my to cents
I'm planning to locate the Sunless Citadell below the Crypt of Everflame and I'm looking for ideas how to populate the area since most of the creatures featured in the original adventure would be too easy or their background won't fit anymore. What could be lurking into this ancient dragon cult temple that will be a good challenge for level 2 or 3 players and will bring them to level 5?
I'd like to thanks Paizo shipping staff. Even though I bought non-mint products from the last Scratch-'n-Dent sale, they took the time to prepare the shipment as thought it was brand new. This may not looks like much but small things like this show that Paizo as a whole care for their customers. Thanks again! Dan
I tried to bring the beguiler to what I always thought the bard should be, a versatile roguish manipulator. I pumped it's fighting abilities a little bit, by raising its Hit die to d8 and baste attack to average progression. Since I didn't want to convert all the spells from PHB2 I tried to replace them with other spells that I thought should be appropriate. I did not try to fill out the dead level as I thought that the class was powerful enough. Feel free to comment. Thanks Spoiler: Beguiler Alignment: Any
Class Features:
Spell list:
I really like the concept of the knigth as presented in PHB2 and Tome of secret, but I don't like all of the abilities prensent in both. So I've took what I thought make sense to me from both source and tried to combine into a single class. I'd like you to comment and help me fill the 19th level. The Knight Alignement: any lawful
The knight’s class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str).
1st Hospitality (ToS), Knight code (PHB2), Knightly presence (ToS)
Bonus Feat: At 2nd level and every four levels thereafter, the knight may take a bonus feat from the following list. The knight must meet any
Knight code: as per PHB2 but penality to breaking code of conduct is always -2 to attack roll and saves for the rest of the day
I've tought about a new approach to the skill system. Instead of using class skill, let every skill be available to all class, but create exclusive use of skill for some class. As per the ability of the rogue to disable magical trap while others can't. This add versatility to character customization by allowing you to create any kind of character without the need to keep to stereotype. I'd like your opinion and ideas in order to elaborate a structured and proof read proposition when the skill design forum will open. So what are the possible flaw? What kind of special power each class get from skill? etc.
The spire of long shadow adventure unveil the prophecy annoncing the Age of Worms. Here's a summary: 1. The ruins by fire of a city built in a bowl in the spire's shadow.
On these prophecies only the 2 last are to be fulfilled. I've notice that most of the prohecies are tied to former adventure that have been publish in dungeon mag. But I havn't been able to retrace all the references Here's what I got so far:
I'd like you help me complete the ??? part on the prophecies |