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May we have the maps needed? Or will it be custom maps?
New class options
Inquisitor Doctrine for the Cleric
More Druid orders
Bloodrager Instinct for Barbarian, Rage-Based Focus Spells
Maybe get the Neutral aspects for Champions, though I can see waiting for a Secrets of Combat for those.
Arcanist Archetype, A lot of metamagic Focus Spells for any tradition.
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Archetype Bonanza. A Shifter who maters the Animal Styles of Kung Fu.
HECK YES! PFS GMing will be easier. Thank you Paizo for bringing this line off the shelf.
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I do not think he is a god, but he is the remains of one. My story is when Aroden died, he was shattered. The being that became known as Razmir is the Mortal remains. He is driven by vague memories of being a god and is driven to become one. He can never be a god again until he becomes whole.
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The spell can not be identified. If it is a verbal spell, enemies know what square to target, they just have the 50/50 miss chance.
Council of Thieves, but I am Cheliaxed out.
Legacy of Fire.
As much as I think Second Darkness could be done, I would rather a new Adventure Path that can re-define some of the Darklands.
A City in the Darklands.
Southern Garund, west coast or central.
The settlement closest to Rovagug's Pit.
I have a Universalist Wizard because Hand of the Apprentice with a great Axe is awesome.
"Kal, son of Jor-El! KNEEL BEFORE ZOD!!!"
"You just opened up a frothy keg of whup-ass"
"You are not worthy of my mercy"
Slayer for melee and Thieving skills
Magus for Arcane backup Melee
Inquisitor for healing Access, Social Skills, and good in a fight.
Or
Summoner, with Eidolon for Melee and choosing Summon Monster spells in the spells known. Summoners also have pretty good buffing.
Oracle, Life or Battle, buffing and healing
Investigator for Skills,
And allow the Leadership feat.
Without Magic, Slayer makes a great choice. The right talents and have Charisma as a decent Stat,you can handsomest. Studied Target is So useful even out of combat.
With Magic, Inquisitor. Again, Charisma and Charisma skills help out.
With either have a Merciful weapon or at least Merciful ammunition.
Taldor rejuvenated.
Explore southern Garund.
Darklands Fun, maybe involving the Quest for the Sky secrets and lore.
First world Dominated AP.
Outer Plane hopping AP.
Plants. We Need Plants.
Some more Fey, including Quicklings(I hates them so) Mites with classes.
Red Mantis Assassins.
War priests of Various Gods.
Genie-Kin races.
And if it isn't mentioned anywhere else: Plants.
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PC's Find a new system. after exploring the nifty, a ship from another solar system arrives, they too have recently acquired FTL. Rivals in exploration, but did both groups learn FTL from the same source? Go to the other system and learn about them.
A Caster can prepare or cast a spell at its minimal level.
Gravity is why the pit works.
A caster could drop a buddy, but it has to be a readied action. The ally can choose to fail the save.
sanwah68 wrote: Thanks for the quick answer, John. Though as a three star GM...*sad face* The fourth star sneaks up faster than you think.
My only issue is finding the 10 specials. I only have 1 under my belt, though I am about to earn 3 more at GenCon.
Fall Hardback, I hope for NPC codex 2. Cover APG, Ultimate Combat, Ultimate Magic.
Spring AP I would like Planetary or Planar based.
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Can we have Mythic Tiers? Because Mythic boosted Time stop can help buy some time relative to the Wizard.
Loren's Dominate person seems to be the best option, teleport to the leaders of the 8 or 9 nations with missiles and Dominate the leaders to order the abort self destruct on the missiles.
Afterwards, Tech Handbook has remove radiation spells to try to start cleaning up 15,000 Dirty Bombs fallout.
I think Barry will get his power back, but this will be the perfect time for Jessie and Wally to have their Origin event.
The Man in the Iron Mask could be Hunter's Dad. Or Jay Garrick.
Blade Ward lasts until the end of the caster's Next Turn. That means they get the protection for the Badguys' next turn which does not suck. It is a Cantrip, so a Character has it from the beginning of Their career.
True Strike is good if you are a patient player. Advantage on an attack every other round is cool. It also offsets Disadvantage for ranged attacks beyond the close increment which helps in sniping.
My Blade Singer has both and they work for him.
I built a 20pt NPC Esoteric. Dex Build Grappler. With the buff spells she whupped up on the party with a bit of Back-Up
Currently, in my Tuesday gaming group, we have a female player at the table. No issues at all. we edit ourselves because the player hosting it has 3 kids.
My Friday group once had a female player before she moved away.
In Pathfinder Society we have female players of varying numbers.
A Cavalier Archetype for Sea based adventures
A Cavalier Archetype with Bardsong like abilities to further buff the party
Monk with Kinetisist mojo
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Because if you are player and the DM Goes, "Hey, you are under the effects of a Dominate person. Well, the bar was crowded and you were looking the other way at the barmaid/man when the wizard cast the spell. No , none of your other friends saw him either, crowded bar and all that."
You might complain that you should have gotten a chance to have seen it.
It must be fair for both sides, Good thing there are feats that can help hide magic
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do it once in a while is a good tactic. I think the Nemesis should be aware of the item either in use or previous interaction before you start taking away the items.
Doing it every battle makes you a bully and a jerk and other words we all know but I will not type out.
what spells are you looking at?
What Teamwork feats?
If Heavy Armor is your goal, The level of Fighter is a good way to tweak it. Power Attack and another feat at 1st. I think you should look at Shield Focus since AC is a priority.
Item wise, boots of striding and springing is a good choice. Ghost touch on one of the weapons. Keen the Scythe maybe unless Improved Critical at 8th or 9th level is on your plan. Ring of Shielding when you have to use the warhammer.
Feat wise, Cleave is good for the visual of the Scythe. Vital strike is good. Tripping will be challenging since you sold off Int. Combat Expertise and 13 Int are needed for Improve Trip.
I hope we will get a Woodlands theme one day. Plant and fey creatures. I suspect some occult minis will make an appearance.
I believe only A2 will get the AoO as they are the only one flanking with A1.
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For me, based off PFS, Base success (10+monster CR) Name of the monster, type, and one piece of information. For every 5 over the base DC, another question.
Types of questions I have used and recommended
HD of Creature
Lowest Saving Throw
Special Defenses in general
Specific details on a special Defense
Special Attacks in General
Specific details on a special attack
Weaknesses/Vulnerabilities
Spell-like abilities
Templates
I have no problem sharing information, provided the players ask the right questions.
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well, I would not be a cleric so I would be Panthiest. Abadar for work, Cayden when I hang out with friends, Desna before I go on a trip, etc.
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So do you have the make-up for the Razimer Party? Classes, Stats, etc.
Their secret is at risk, they might risk more in the short term and get personally involved.
Hiring Red Mantis assassins to strike at the party as a distraction, Calling powerful outsiders.
Imagine the warrior type getting his/her hands on some Sun Orchid elixir so he/she would be in peak physical prime to attack the PCs.
Maybe find a Godkiller weapon that can permanently destroy the Demipower, but the price is the weirder is utterly destroyed.
I think it has been mentioned before, but Mercenaries of the Inner Sea would be nice. Small bands and large companies. How to start one, get contracts, types of jobs.
Law enforcement on Golarion, Courts, prisons, other punishments. Inquisitors could get love here.
I would like to see a Monasteries of Golarion/Inner Sea. Have it focus on Monks, Slayers, Brawlers. Have it be more of a stealth update for Unchained Monk Archetypes.
Maybe a book of the Entertainer. The lone traveling entertainer, Troupe, or circus. Also, set play and opera houses in cities and towns. Maybe even gladiators.
So many caster options.
Do you want to be a 6th level spell caster or 9th?
Prepared spell or spontaneous?
Arcane or Divine?
Do you to do other stuff outside of casting spells?
My all time favorite class is wizard. Good variety of spells and if you have an inkling of what you will be facing, you can prepare well to deal with the situation.
Having read bits and pieces,
Don't stand in front of the paladin if you can help it.
If the game lets you split up, do your blatant evil when not in the Paladin's presence.
Never share details of what you do if you cab help it.
Get scrolls and wands of healing magic and help others in the presence of the Paladin.
In a campaign, I played a wizard who went Evil, the Paladin-like character never evil pinged me because he never saw my worst actions.
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I have used Maneuvers more as a GM than as a player, though in PFS I have 2 characters that used them a lot, but one was a fighter that I designed to be a tripping Machine and the other is a Brawler so combat feats are are always available.
Maneuvers work best for me when you are part of a team and act like a team (re-position the enemy into a flank with the rogue) or fend off a number of opponents when outnumbered(trip and disarm).
Only if the new combat begins immediately after the previous. That is gaming the system otherwise.
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While I don't truly think the next AP will be this, I still want it to be.
Planet Hopping campaign fighting against the things beyond the Dark.
AKA Flash Gordon vs Cthullu.
I love this scenario. I loved it when I played it.
I ran the optional encounter and was able to Bestow Curse on one of the Barbarians.
The Vault nearly killed 2 PCs, only through teamwork were they able to save them.
Lastly, Lord Rybos is so awesome. The reveal is so worth it to never spoil it for future players, especially when he shows he has a wand and is able to use it.
I ran it High Tier with 4 player adjustment because the 6 players requested High tier as the APL was very close.
Then simply run the encounters. Use the core book.
Build the 20th fighter 3-4 different ways, build the party the same way because you can get a variety of attacks and tactics with a party of 4.
Run it in a small room or cave with the bathing area and a wide area like a river or lake and just run it.
Snowblind wrote: Mr_Outsidevoice wrote: here is a question that might have been asked in this long thread already
Who is the PC in this encounter?
If it is the Fighter, that is an EL 13, assuming the Fighter was equipped, maybe an EL15(Higher since the Fighter is solo)
If it is the 10th level, the base CR is 19, probably CR 16 since he is bathing.
I would just build the encounter and run it, but I am crazy that way. I would just use the Core Rulebook to build the bad guy(s), but that will be sufficient.
The bath water provides cover and when submerged the water breaks line of effect for most spells
It doesn't actually matter who the PC is, since everybody is using CR. The only difference between a PC and a typical NPC is that PCs usually use slightly different build rules and have more wealth. The level 20 fighter is CR20 if they have PC wealth(gearless isn't defined by the CR rules afaik), and the party is CR 14 given PC wealth.
Also, where are you getting water blocking line of effect. All I can find on that is that fire spells get blocked by the water surface. Everything else works fine unless the spell description says otherwise. If you are underwater, you are considered to have Total Cover which breaks line of effect.
As for the Fighter, his equipment available is figured into his CR, if has no or very little immediately on hand, his CR is significantly lower.
here is a question that might have been asked in this long thread already
Who is the PC in this encounter?
If it is the Fighter, that is an EL 13, assuming the Fighter was equipped, maybe an EL15(Higher since the Fighter is solo)
If it is the 10th level, the base CR is 19, probably CR 16 since he is bathing.
I would just build the encounter and run it, but I am crazy that way. I would just use the Core Rulebook to build the bad guy(s), but that will be sufficient.
The bath water provides cover and when submerged the water breaks line of effect for most spells
Full Name |
Nixxie |
Race |
Ifrit Boon HP 13 | AC 18, T 13, FF 15 | F +4, R +3, W -2 | +5 Fire Resist | Darkvision |
Classes/Levels |
Init +7 | Perc -1 |
Special Abilities |
Abilities |
Languages |
Common, Ignan, Polyglot, Vudrani |
Homepage URL |
Adventure Journal |
About Nixxie
Nixxie
Ifrit fighter 1 (Pathfinder RPG Bestiary 2 160)
CN Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +3, Will -2
Resist fire 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee greataxe +4 (1d12+4/×3)
-- w/PowerAttack +3 (1d12+7/x3)
Ranged shortbow +4 (1d6/×3)
Spell-Like Abilities (CL 1st; concentration +0)
. . 1/day—burning hands (DC 10)
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Statistics
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Str 16, Dex 16, Con 14, Int 14, Wis 7, Cha 9
Base Atk +1; CMB +4; CMD 17
Feats Improved Initiative, Power Attack
Traits armor expert, wanderlust
Skills Acrobatics +0 (-4 to jump), Craft (shoes) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Perception -1
Languages Common, Ignan, Polyglot, Vudrani
Other Gear scale mail, arrows (20), blunt arrows[APG] (20), greataxe, shortbow, 47 gp
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Special Abilities
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Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Wanderlust Treat speed as 10 feet higher for determining overland speed.
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