Chaos Arrow

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Calgary Canada


There is a game called Gary grisby world at war that is similar and can be played and emailed around. Highly recommend it


I find lots off people put time in the dungeon but not the story. My most memorable adventures isn't beating up things or doing the damage its the story. Might be the same with your players


Two weapon fighting feats for combat. Look for items to add to diplomacy


maybe they could do a adventure path that finish the adventures (like they have at the end of the last books). One ap for each adventure that has gone before. That would be high level, and an easy finish for the first 6 aps.


Skulls and shackles is easier with evil or neutral than good


noting for future reference


Noticed there lots off people who design or like to write up monsters. I am writing up an oriental campaign and could use some help with 1st edition d&d oa conversions. If your interested please convert the monster to pathfinder, try not to do ones that have been converted (like kappas for instance). Thanks in advance.


We play 3 books of one with a gm,then switch to 3 off another then go back. Helps with burn out


Quandary wrote:

Given the new material granting bonus spells known that came out parallel / subsequent to Oracle (favored class, extra arcana, pages of spell knowledge, mnemonic best, ring of spell knowledge), the traditional limitations of spontaneous casting are a lot less tight. But yeah, most of the wow factor for Oracles revolves around class abilities.

Honestly, I'm not really super hot on Oracles, myself.
Ok, fine, Life Mystery's Energy Body (changing to Elemental with all associated abilities/ immunities) is da bomb.

I would say that over all I like Shaman much more, even if it isn't about POWER per se... but then I would have to admit that there is only 2 Shaman Spirits I can ever see taking as primary (Heavens and Life). While not perfectly balanced, I could at least see playing most Oracle Mysteries.

Just wanted to reply so I can look this stuff up later


dm kingmaker, all the way
played jade regent, serpent skull, skulls and shackles all the way through.
Currently book 5 of carrion crown and and will finish it as a player.


just posting so I can look this up later.


We change systems to when we're board. Role master, or play orintal adventure kind of thing. Might be fun to dust off your first edition dd stuff and play some of that again.


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Boooooooo, no pathfinder 2


nothing wrong with casual gaming if that's your thing. Perhaps you should meter your expectations and try having a bit more fun?


your animal companion needs to take the feat right? intelligence 13, has the ability to get a companion? Is this written right?


Is there any way to add to your sneak attack dice (ie a 3rd level rogue doing more than 2d6 for example). Are there any items that add to it. If not, what would it cost?


Revenge for slights is very big for them, he could be the goddess hand in this for her weaker priests


I meant 10k, just typing and not thinking. What would your balanced swords do when you wanted to get improved two weapon fighting?


we houseruled you could make one item for feats (5000 gp like the ioun stone). It really doesn't say what is a good feat and what is a crap feat. More than one and your out of luck however.


Twf not two


Can you make items that give you feats? For example an ion stone that gives you alertness. Can you make one that gives you two?


Has it been considered to republish the campaign guides in hardcover for 6 or 7 off them together at one time( maybe broken up geographically)


Summoning monsters just is to much work to do all the time, so even though there a good class, summoners


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Most of these issues are not the gms to deal with. They are the pcs. If his actions cause death and damage so be it. It is the responsibility of the group to sort that stuff out. Let them play there characters and suffer if they don't want to stand up for themselves.


Slings were mainly used in ancient times. I bet armor was inconsistent at best during those times. Crossbow is much later and could go through most armor. Not even in the same time period really, and hardly a fair comparison.


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She looks awesome. I like the red cape. She holds it like she going to be a bull fighter, and get some fool to charge past her when she is playing with him.


44 here


the hook for reign of winter is terrible, I think the hooks are really where a gm needs to do his work to make the ap's work well and be memorable.


I don't mean to hijack this thread but what does it mean when it says stacks beside the ioun stones? Stack with other similar bonuses, or with other ioun stones? I am not sure.


where do you find the list of cracked ioun stones?


Chaotic good or neutral. I like to champion freedom


Lots of stuff here! Thanks again to everyone, I will definitely be making some purchases soon.


Thanks


Also more monsters?


You would have to adjust for ki abilities, or local knowledge for yakuzas for example? How about adventures?


I would like to run an oa adventure for my group. I know some classes are on pathfinder (samurai, ninja) but I am looking for shukenja, yakuza, bushi, and any adventures that are out there. I really liked the old honor system, families, and the like too from 1st edition. The whole ki abilities for everyone were also cool. Anyone seen anything that I could pick up?


also do they plan on writing up more oriental monsters?


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I really like the flavor of the old oriental adventures from 1st edition. Does paizo have any thoughts on flushing out the east with Yakuza, wujen and the like, or would it be up to the dm to just find the archtypes that fit?


A sorcerer doesn't share spells if he gets a companion


I find that paizo in general has excellent adventures, however the backstory or motivation in many of these are weak at best (ie the hook). If you are going to put any work into the adventure, make it on your plot. Looking at reign of winter the hook is a complete joke. I would suggest flushing out the town. Making npc interaction with the pc's a mainstay of the adventure and have reoccurring npc's that interact with the characters on different levels (sometimes friend, sometimes foil). Not just a place to shop, but rumors and side adventures, fairs (where the pcs can have a rivalry in skills with an npc), have the local thieves guild steal from them, and work that into the adventure (maybe they eventually get the rogue to join the guild, and he ends up running a part of it as he gets tougher). The backstory of these adventures are your to flush out, but don't leave it to Paizo, the adventures in general don't have that in it (except for the hack and slash). The only exception to this is the bad guys back story, top notch, just have to get them to tell the pc's it in a believable way.


we played it and I thought it was weak at best to. You have to do a lot of prep in the beginning to mold the flavour of serpents skull to fit your group to get it to work. Not a great ap by any stretch of the imagination.


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Playing pirates in skulls and shackles

My name is Richard salt
but my friends call me salty dick.


More feats would imbalance the game for the monsters. You would have to change them. Having said that, why not have more items that give you feats or even chains of feats (for monk styles), or meta magic feats attached to magic staves of fire or the like. I know an ioun stone gives the feat alertness for 10 k, could you make other items for 5k that gives you a feat (for example a ring of toughness just to say something).


Mine is when you don't have enough role playing and it gets hack and slash night after night. I don't mind a three night dungeon (we only play for 4 hours 1/week), but if none of the npcs have flavor it kind of kills it for me.


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If he is confused it is not his fault. However any good character (not nessessary lawful or a paladin) would and should feel remorse about this and try to rectify the situation. Normally if we are playing a good group we would all put in for a raise if we could as well as trying to help out the parents.


It works out for special abilities and spell casting levels the best. It stinks being a 5th level cleric/5th level fighter and having 3rd level spells, when you can be 8th/8th effectively loosing a few hitpoints gaining bab as a fighter and all the feats up to 8th level. Like I said it works pretty well for us (we have used it in two adventures now, the characters aren't over powered or under powered, and seem to have a very first edition feel to multiclassing.


We play house rules where a person can multiclass and use 1/2 xp (keeps you essentially 2 levels behind. Then you average hit points, skill points and saves from the two classes you want to play. You then get all the abilities of both classes (very first edition). Seems to be working out ok.


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It's not really just urbanisation. To much pollution, too many people. I agree that we need to curb population. The only way it will happen however is by starvation, we as a species are not smart enough to do it on our own.


We do this as well depending upon the adventure, it's good it is role playing. Greed is something that good players should struggle with on occasion. We played with a good group in kingmaker and I was the GM. I was critical of the good characters by about book 4 as there only "good" deeds happened because they got those rewards in the module (for example saving the boy). It should have a wrong feel to loot tombs of good people ect for a good party. They should have charity as a mantra on occasion. Like wise an evil group should actively do bad deeds to people.

Full Name

Domrilin

Race

Dwarf

Classes/Levels

Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 |

Special Abilities

Cure light wounds [1], Magic stone [Used]. Stone fist [1], Thunderstomp [1].

Alignment

NG

About Domrilin

Domrilin
Dwarf druid 2
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +8
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Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 dodge, +1 shield)
hp 17 (2d8+4)
Fort +4, Ref +1, Will +7; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee warhammer +2 (1d8+1/×3)
Ranged shortbow +2 (1d6/×3)
Special Attacks hatred
Domain Spell-Like Abilities (CL 2nd; concentration +6)
. . 7/day—acid dart (1d6+1 acid)
Druid Spells Prepared (CL 2nd; concentration +6)
. . 1st—cure light wounds, magic stone[D], stone fist[APG], thunderstomp[ACG]
. . 0 (at will)—create water, detect magic, guidance, light
. . D Domain spell; Domain Earth domain
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 12, Int 14, Wis 18, Cha 8
Base Atk +1; CMB +2; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Dodge
Traits highlander (hills or mountains), tunnel fighter
Skills Acrobatics -3 (-7 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb +1, Handle Animal +4, Heal +8, Knowledge (nature) +8, Perception +8 (+10 to notice unusual stonework), Spellcraft +7, Stealth +2 (+4 in hilly or rocky areas), Survival +11, Swim +1; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, highlander (hills or mountains), +2 Perception to notice unusual stonework
Languages Common, Druidic, Dwarven, Giant, Goblin
SQ nature bond (Earth domain), nature sense, wild empathy +1, woodland stride
Combat Gear potion of cure light wounds (3), acid (3), alchemist's fire; Other Gear hide armor, light wooden shield, arrows (20), shortbow, warhammer, wayfinder[ISWG], 1,725 gp
--------------------
Special Abilities
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Acid Dart 1d6+1 acid (7/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Druid Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.