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What is the weirdest thing you've been asked about pen and paper gaming when it's come up in conversation with people who don't really know what it is?

(I have no stories because pretty much everyone I know plays...including my parents.)


If she's willing to try it Inquisitor's can practically be a one man party, the deal out good damage, get cleric spells, and plenty of skill points.

For a single player all you'd have to do is switch out the teamwork feats they get in their progression for normal feats.

Just a suggestion!


Detect Magic isn't broken because while it's a cone you actually have to focus on an item or particular area for a round in order to figure out that it's magical, then another round to see what kind of magic it is (for example you may find out it is evocation.) That it's a general scan for magic items is a total misconception, it's only a cone because that's your range of vision and therefore you can focus on anything within your vision.

Terrible Remorse my party just changed, and it is totally not better if you fail - you're still frozen with remorse if you fail you just also have to start killing yourself. We just changed it, if you don't fail you simply don't fail.

In general though I don't worry about it. I encourage innovation in my players. They want to win, and they want to do it with unique tactics. So let them.

Sometimes they will pull off the most insane things and really it's just cool that they thought of it, or they do strange things just for fun.

Once I had a guy use a feather token redwood to launch himself at a flying wizard they were fighting, he had to make some tricky skill checks and saves, and took a bit of damage - but he killed the wizard.

Another time when I was playing I fell into a lava pit trap and survived because I melded with the stone around the lava and then launched myself out shortly after, at this point we took a rest since I (the cleric) was injured rather badly and use the lava trap, stone shape, and create water to make ourselves our own hot spring in the middle of the dungeon.

These are the things you remember, sometimes...often I think, you should let them abuse the spells if it increases the fun factor.


lastspartacus wrote:
Nadreth wrote:
Jumping on a Dragon's back and seeing how long you can stay on! XD Honestly I have no ideas - this just popped into my head and I thought it was funny.
Dragon Rodeo? :D

Hells yes!


BigNorseWolf wrote:
Quote:
But do you really think that certain individuals tend to roll better or worse than others - regardless of the dice they use?
well, with 6 billion humans on the planet some of them are going to have worse random or semi random events happen to them than others.

While I realize that there is no proof scientifically for it I totally believe in luck. For example one guy I know rolls at least five 1's every single game and might get a 20 every four games regardless of the dice he uses. Another guy I know generally rolls fifteens and upwards I've seen him roll three 1's in the entire six years of playing with him.

Mind you if you want a more...scientific possibility it is concievable that we affect the outcome somehow mentally. I'm basing this on that they've discovered matter changes depending on if it's being observed by someone.

I've found that since placing all my dice on the highest number when not rolling them that they actually have rolled higher more often.

Anyways I'm going to stop yammering and meander off now.


The Shaman wrote:
Nadreth wrote:
I'm going to guess no one has ideas then eh?
Pathfinder doesn't seem to have any epic material yet, and most people I've spoken say the system starts to fray around the edges around level 15 or so. However, for a start, you should check the update of the psionic classes Dreamscarred press did for PF. You can find the crunch of it on the pathfinder SRD site (http://www.d20pfsrd.com/psionics-unleashed/classes/soulknife)

Yup been there! I think maybe I'll try to work out an epic progression with my DM.


I meant you could do something like make Glibness a +10 to bluff and a +10 to sense motive or something like that - it's equivalent to what it was before - just less disruptive to the game.

My group are total power gamers though so for the most part I just let it go because they'll usually just come up with a new way to do the same thing.


Jumping on a Dragon's back and seeing how long you can stay on! XD Honestly I have no ideas - this just popped into my head and I thought it was funny.


The DC for your domain spells is the same as it would be for any other spells of similar level. So as a cleric raise your wisdom and the DC goes up. Other than that I'm not sure, I have not really touched Cleric since 3.5.


I'm going to guess no one has ideas then eh?


I let them roll everything pretty much, there are a couple situations where I don't in order to keep something secret - but other then that, they get to roll everything. They're pretty good about not a meta-gaming and if it seems like they are then I just ask them how they know to do whatever it is they're doing and they usually realize what they're doing and do something else.


Just make up something.

Choose a quirk and work up from there.

For example I once had a character who worshiped all the gods and blamed everything bad she did on Vecna, she also had Craft: Puppets - I had all kinds of fun with crafting Cthulhu puppets and so on.

Another character of mine I decided she used to be a Cook in a major city, and when a paladin killed her brother she sold her soul to get the power to kill the paladin. Then after killing the paladin felt remorse and was trying to redeem herself.

Basically you can choose anything as a starting point and then just make stuff up until you get your characters story to the point where they are now. It's not that hard.

Writing things in first person helps with characterization and then you can make the background story very one-sided since it's entirely from your character's point of view.

You could start with something like this:

I was never liked by the other Drow, they were just jealous of my brilliance of course, but none-the-less it built to the point where...

And then just keep going.


Part of being a Bard is getting to fool everyone else. I saw one Bard once convince enough people he was a God that he actually attained godhood.

But I mean there are definitely spells I've modified as a DM.

For example Terrible Remorse is a Cleric spell from Ultimate Magic. It causes you to still be frozen with remorse even if you make the save for a very long time. We've modified this to if they make the save it only lasts one round because we decided as a group that it was far too broken.

So you could always discuss it as a group and decide from there what you want to do.

Keep in mind players want something almost equally as cool if you take an ability away. For example I took away any instant deaths from the game, so instead if they get multiple 20's their critical multiplier increases by one instead of getting a Coup de Grâce. Or with the Monk's ability to cause a save or die I changed it to save or take 10 damage/level.


In general I'd say your players can just deal with it if they die.

When I DM or someone else in my group does it's generally a 50% chance your character will last the game.

In the end no one cares that much especially if the character manages to go out in a particular epic way.

But if you're dead set on letting them have their way on the living thing you could always write up a cleric NPC, have them run into it, and then if they manage to pick it up as a group member tell them if they want to keep the cleric they'll have to run it as a group because you don't want to have to.

Or just straight up tell them they should hire a cleric and if not their deaths are their own fault.


Okay so my DM is running a 40th level campaign where we are supposed to play a character we have played before.

The character I would like to play is from a 3.5 campaign and she was a Soul-Knife. So of course I'm making her as a Soul-Knife again, just in Pathfinder this time.

Now you might guess where I'm running into the problem.

Soul-Knife in Pathfinder is different enough that the epic level progression from 3.5 for Soul-Knife doesn't work at all.

You might say - hey kid - just go Multi-Class, which I would totally do if it wasn't for the fact that it would make Soul-Knife entirely pointless.

The whole point of Soul-Knife was that you have a weapon that levels with you - by 20th level your blade is on par with anything the other classes will buy. But of course if I stop taking Soul-Knife the blade stops leveling up.

I imagine you see my problem.

So does anyone have suggestions for how to convert the 3.5 Soul-Knife epic progression or do you know of any prestige classes that would keep my weapons counting as useful.