GregH wrote:
I'll certainly have to check it out then. Any specific album you would suggest to start with? Ganryu wrote:
Ok, that was some really fun stuff. :) Not only was your Metroid cover pretty sweet, but your Lounge Jazz-esque version of Marble Zone was awesome. Bravo!
If you end up getting a bandcamp page going, let me know. I really enjoyed the song you posted. It has a very classic feel to it; all the way from the instrumental choices, to the filtering/programming. I'll have to check out Samla Mammas Manna, but I do enjoy Beardfish. I first was introduced to Beardfish through their album "Sleeping In Traffic: Part Two". I was listening to Morow a while back, and "The Hunter" came on, and I was quite intrigued. It is quite awesome that you were able to play together with them. :) As well, Thinking Plague is very interesting, but definitely the acquired taste you mentioned it to be. GregH wrote:
Haha, there is a lot of love for Marillion here (and in the Prog Community). Admittedly, the only song I can recall of the top of my head is "Lavender". Perhaps I should remedy that.
Ganryu wrote:
I was a little scared that no one had mentioned Genesis yet. :) I'd personally like to throw Cynic and Frost* on there. I'll have to check out Trettioåriga Kriget. I thoroughly enjoy some of Swedish Prog bands, namely Kaipa. By the way, do you have a band page? Or some Youtube videos? I'm always interested in finding new stuff. Pan wrote: I have a friend who is Prog fan #1. Uh I am not a fan. With that said the one band he can put on that doesn't make me want to leave shortly after is Spock's Beard. It sounds like your friend and myself would get along on a musical level. Spock's Beard is fun business. Neal Morse tends to be part of really good stuff. limeylongears wrote:
Yeah, I was a bit surprised to see the new album, which is very good by the way.
Just thought I would ask. On top of that though, who are some of your favorites? As well, What's your favorite album of the year so far? Many people cited 2011 as the year of Prog, and I would admit that there were a cavalcade of releases that were/are pretty good. The new Anglagard and Big Big Train albums seem to be getting a lot of recognition (rightfully so). Personally, my favorite so far seems to be "Map of the Past" by It Bites ("Fog Electric" by North Atlantic Oscillation is in a close 2nd though).
I am commenting here not so much for advice, but for empathy. I think this is a topic that deserves a healthy dose of advice. I've witnessed it in other GMs and experienced it myself. It befalls us all at sometime I think. Whether it's just the mid-session state of doldrums, player choice influenced , or the want to be doing something else, though you've already put so much work into your current game. GM/DM guides cover this topic a bit, and have good suggestions. However, I'd personally like to see more. There are some really good options already here. Personally, I think a bit of self assessment helps a great deal. Looking at your expectations, and deciding what changes would be most necessary to help you get out of the rut.
It's somewhat funny, that you post this, and I immediately thought of Lysa Arryn(Tully) from game of thrones. blackbloodtroll wrote:
^ This is fantastic. By the way, are you going for strings of various madness, or are you going for the truly twisted and demented?
asthyril wrote:
That is a very interesting thread indeed. That will take a bit of getting used to if I ever try to get in on running a PFS game. I admit, I would probably rule otherwise in a personal game, being that Pathfinder factions play in quite a bit less, generally. Very good to have the solid source though. Thanks for the link!
Kayerloth wrote: Might just be me but a Paladin using Infernal Healing which carries the 'Evil' descriptor might be setting themselves up for issues (using ... errrm ... devil's blood or unholy water as components etc.).Kayerloth Though I believe this should be a separate thread, (does anyone have a link to one?) I completely agree with Kayerloth. A Paladin taking on Infernal healing creates class issues. This would be especially so if using Greater Infernal Healing, as then the Paladin detects as an "Evil Cleric". I believe something like this would fall under the "etc." in the Paladins Code. Though, for more dictation on this matter, I would suggest making a thread in the Rules Questions forum. If such a post does not exist, that is. That way, this thread could stick to advice.
Normally for newer players, I don't recommend class archetypes. However, there is always the Hospitaler option for the Paladin. Paladin "Hospitaler" Archetype There are only three changes, all of which are pretty straight forward, and in a party with no healer I like to believe that aura of healing is a fair trade off for aura of justice (even if aura of justice is rather nice). So really, you could go with whichever player you feel more comfortable with. Of course though, as others stated before: Wand of Cure Light Wounds, Cure Potions, etc... Personally, I would pick whichever player you feel would mesh well with the group. Especially in a group of that size, it gets a little more difficult to keep things straight forward (especially if one player ends up being a disturbance for the others).
As people have been saying, the witch has an amazing spell list. In fact, in my personal opinion, they have just about the best spell list. Not only do they get quite a bit of the best of all worlds (and then some once adding their Patron into the mix), but they also get an excellent combination that isn't restricted by alignment or class function issues. On top of all that spell feats start to play in a whole new manner of effectiveness with the witch, because not only are you receiving the bonuses of your feats, but you're most probably intermittently taking bonuses away from those you're casting your spells on. Top notch class, I say.
mike h 846 wrote: Hi, This is my first attempt at playing Pathfinder and I would really like to build a spellcaster type. However the schools and archtypes confuse me. Not quite sure where to go after determining ability scores honestly. A big thing, since it is probably your first character: don't choose an archetype. Just pick a standard class (the aforementioned Sorcerer would be an excellent choice for a beginner). Archetypes themselves first appeared in the Advanced Player's Guide, so just cut that portion out until you get a feel for the game. Hawktitan wrote: Arcane Bloodline is arguably the best/easiest I know I could catch a lot of flack for this, but I'm more on the "arguably" side on this, especially for a beginner. You probably won't want to even worry about metamagic feats until you're much more comfortable with the game. Pick a bloodline you have a good understanding of, and that doesn't cause you any stress when putting your character together. Peronally, as a first bloodline, I would recommend something like Destined or Starsoul. Also, I stress this part to players who are new and want to play spell casters in my games: Read the Magic chapter in the Core Rulebook. You may not want to read all of it, but it is there to help you out. All in all though, don't stress, do your studying, don't feel uncomfortable asking questions, and most of all: Have Fun!
Just to throw in a little suggestion for merchants sticking with a little more classic macabre with the Castlevania theme Agreeing with you folks though. I as well have considered constructing a Castlevania themed campaign. blackbloodtroll wrote: The Carrion Crown AP. This is a very good adventure path for this theme if you want to go with something solidly marked out. Very fantastic actually; I had a lot of fun playing in this AP mostly due to the Catlevania feel it brought about (though I may have accidentally caught a few villagers on fire with a web spell...accidentally of course). RuyanVe wrote: Start with (Castle) Ravenloft and expand on it. Count Strahd Von Zarovich... so prolific that his name is enough. With all of this stated though, I always personally thought the toughest detail would be role-play to battle balance once you have actually entered the castle (due to the lack of NPCs mostly). Though I suppose there are ways to flesh it out.
ButterKnife wrote:
Thank you kindly. As well, you're very right, and maybe I should do a little give and a little take. I could probably make some adjustments to maintain some of the detailed spell slots, while at the same time, providing generic slots for less frequently used spells. It might make it a more viable option for wizards; especially for those who only play in short term campaigns. Any recommendations?
Derfmancher wrote: Not too bad, but I would say there are far too few spells per sheet. I have found another spellsheet that has 34 per sheet and I use quite a number of them for my Wizard in Rappan Athuk. I've seen a few different spell sheets, and noticed that they do have higher numbers, but they lack sufficient area for spell details. This spell sheet is suppose to be a counterpart to those sheets, by attempting to provide more information and variables into each spell. Unfortunately, spell numbers was a sacrificed area. r-Kelleg wrote: you should go and see spellgen instead. I'll have to check it out. I really don't prefer generators personally, but I like to keep an open mind about things. :)
So, I created a static, printable spell sheet for Pathfinder. I did this mostly because of the lack of a decent "Do-It-Yourself" option. Personally, I do not favor pregenerated spell cards, and wanted the option to add specific class abilities and such (granted through Bloodlines, Mysteries, Etc.). I won't consume your time with too much talk though, I'll provide a link through Google docs. If you go to print, it displays the document fine. I noticed that in Google docs, I saw some lines that were not in the originally formatting. (Saving the document prevents this issue as well.) Let me know what you think, if you think there should be anything added in subsequent versions. I've also submitted this for consideration to PathfinderDB.
That is an incredible shame about Bewildering Koan. Thank you, and I can say the same for what you're trying to do here. Sorry about that on the Vow of Fasting. All in all though, you have done just about everything I would do personally. Oh, but one thing I would definitely make some investment in would be Sense Motive. Although, you have the Focused Study alternate racial trait, so I suppose the emphasis on that would already be taken care of. :) I have to say though, it seems a shame that there isn't a style feat-tree that isn't more condoning of such a build.
I really like this idea, just to let you know. It is a great concept, and I am currently trying to mull over your options, and think of anything that would fit the scenario. I must admit though, that I think the Vow of Fasting might be a little bit of a stretch. Personally, I think it seems more along the lines of his ascetic times. I know that it states you may eat a small bland meal every so often for nutrition. However, after his fall into the river, it is told he concluded that depriving himself of health could not be the right way. Also, on a side note, I seem to remember reading a discussion about a feat, or archetype which stated something to the effect of "You ask a foe foe one of the many impossible questions you ask yourself when you meditate"... It's something along those lines, but causes the creature to lose it's next attack. I can't remember the source, but it may be a choice worth looking into (especially with the concept of Zen koans being derived from the Buddha's teachings).
Very well then. Here is a summary of the Druid I was considering. Eider Da'mok: The stats would be - STR: 14 DEX: 15 CON: 12 INT: 10 WIS: 18 CHA: 10
Alignment: Neutral Good AC:15 HP:9 For.+3 Ref.+2 Wil.+6 Concentration:+9 Base Attack:+0 CMB:+2 CMD:14
Feat/s: Combat Casting Equipment:Leather Armor, Light Wooden Shield, Sickle, Backpack, Spell Component Pouch, Belt Pouch, flint and steel, holly, mistletoe, iron pot, mess jkit, soap, Torches x10, trail rations (5 days), waterskin, 37 gold
*edit* The additional skill point is from favored class, of course.
Hello there, I'm a long time player, but new to the online campaign style of play (just to give you the heads up). If it is alright with you, would you consider a Human Druid with the Dual Talent alternate racial trait? Everything else would be standard, and I am leaning towards the earth domain Nature Bond.
Hello everyone, I am making this thread, because I am curious about the tips and tricks of the trade for online campaigns. I have many years of experience in pen and paper RPGs, and have been in love with the Pathfinder system for about 2 years. However, I have no experience in running, or playing in an online campaign. The reason for an online campaign arises from the fact I am currently on an island located in The Great Lakes, and will be here till the beginning of November. Unfortunately enough to say, the number of people I have to play with on this island is relatively zilch. So I figured this would be a good opportunity for something new, and might open up a door I hadn't thought of until now. I've reviewed some of the campaigns currently running for a basic idea of what is going on. I've viewed the Messageboard formatting. So I am kind of curious of where to go from here? Any suggestions? Any tips that are not explicitly expressed, but are implied? Any help would be greatly appreciated. Thank you!
GeraintElberion wrote:
You know, I was thinking along the basics of Fighter, Sorcerer, Paladin even. However, I really like the point you display here. From a level 1 perspective, it is almost perfect for introducing players to the game. Well done!
Marthian wrote:
I came across this thread, and thought the exact same thing about the Tank Caster possibilities. Using combinations like Eruptive Postules, Inflict spells, and Twilight Knife. All the meanwhile, being able to take the hits that would make these spells more effective. I think it's brilliant!
Grick wrote:
In the beginning of this section on pg. 198 it also states: Quote:
The Plate arm armor piece being on of these. I'm not trying to get into the problems of cost, or the weaponizing or de-weaponizing of the piece. Only it's material construction. I understand that there are issues, however. As well, the adamantium construction for all pieces should very well apply. Otherwise, a set of Dragonhide Full Plate would bear a generic steel set of gauntlets; thus rendering it unusable by druids, which isn't the case. Haha, after all the back and forth on the thread here though, I'd be surprised if Paizo didn't release some errata on the subject.
wraithstrike wrote:
Page 198, under Armor Pieces and Armor Suits. My point is that this is a piece of plate armor, and is inclusive of the gauntlet. That paragraph explains it in more detail. The gauntlet is part of the arm: the arm is part of the armor: and the armor is made of one specific material, unless specifically stated that separate pieces are composed of different materials.
Not to post it yet one more time,but: Quote:
If the armor purchased specifically is "Adamantine Full Plate", then the armor's material is adamantine. The only other material specifically listed in the description is leather boots. As well, to quote one last time: Quote:
One might seem to imply that the suit is incomplete without all of it's components. As for the matter of weaponizing or de-weaponizing the gauntlets that are included with the suit is a completely separate matter. The description however indicates that the suit is complete with it's specific pieces. From that point, if you purchase "Adamantine Full Plate", you get gauntlets that are made of adamantine, unless specifically stated otherwise.
I would like to say the Advanced Player's Guide. I loved a lot of the options that became available. Everything from class archetypes, to brilliant new classes (Summoner, Witch, you all know though), to a wealth of new items and options for player purposes (Muleback Chords, I'm looking at you!). However, every time I open that book, or any other for that matter, I almost always open the Core Rulebook. Core is where it really took off and became something grand, and proved it's worth amongst the cavalcade of books out there. It really is an amazing foundation to stand on, from both the perspective of a GM or player. |