Oracle

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RPG Superstar 6 Season Star Voter. Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. Organized Play Member. 68 posts (73 including aliases). No reviews. No lists. 2 wishlists. 1 Organized Play character. 1 alias.




Hi guys,

All I ask is that you keep an open mind while reading this post and to leave a comment if you think this idea holds merit.

My suggestion is the Paladin needs to be reskinned and retooled into something neutral like the Cleric.

Playing a cleric is great because you can be a cleric of any god. Their disposition and domain define what powers you get given, but for whatever reason the Paladin is trapped as a GOOD character.

What I propose is the Paladin class should be renamed to "The Crusader" and be a class that can go between good or evil based on who they pledge their allegiance to. The Crusader would function identically to the current paladin, however the Anathema would change to follow the Cleric's. In addition some opposed class features should be included to accomodate the evil and neutral members of the new class.

By doing this the Crusader will offer a wider variety of character options and lay the foundations for expansions and archetypes into any kind of Divine Champion. An Aesmodean Crusader corrupting the living with contracts and tyranny or an Iomedan Crusader who fights for righteousness, both now have their feet firmly planted on a solid class foundation.

---------------------------------------------------

I believe the changes required to bring this idea to fruition would be a very minor, but would offer a very substantial benefit later on down the track for Pathfinder 2nd Edition.

If you've read this thread and like the idea please let me know in the comments below. I know everyone loves the idea of paladins and the thought of losing something so familiar is a terrifying prospect, but I honestly believe this would be such a strong move and I hope there are many others that believe it would be as well.

Much Love Gang! Happy Playtesting


Okay so here's a question.

While engaged in Starship combat several players wish to try and board a hostile enemy vessel while the remainder continue to harry the enemy ship.

With starship combat turns not having a time requirement, how would you play the boarding party's rounds compared to the phases of ship combat?

At present I'm thinking 2 rounds combat = 1 phase (so 6 rounds per full starship phase).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

RAW

"You threaten all squares into which you can make a melee attack, even when it is not your turn. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you're unarmed, you don't normally threaten any squares and thus can't make attacks of opportunity."

However if you've spent your Attacks of Opportunity for the round, do you no longer threaten until the next time you're able to make a melee attack (i.e next round or turn)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Question, When conducting your move action, do you still threaten areas around you while moving?

Player 1 is moving 30ft towards his destination
Enemy 1 has readied once Player 1 is within melee range, he will drink a potion which provokes an attack of opportunity (stupid but prudent for the example)
Will player one be able to stop his movement and take an attack of opportunity against the enemy or does he simply not threaten?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Hi I'm just posting this for a friend.

"Hey guys, expressions of interest please read the whole post before replying.

So myself and a few writers/bloggers/vloggers who are passionate about the craft of DMing are getting together in order to Live-stream a game on Roll20.
We're looking for one more player/dm to come and join our ranks. The table will be Round Robin and all players will eventually be required to DM a couple of paizo modules in time (not any time soon given first two DMs have been decided). Characters will remain the same through "Season 1" and rotate out when the GMs swap turns.

As mentioned in the title the game will be Live-Streamed so a working Webcam + Microphone is an absolute must.

System & Setting : Pathfinder
Game 1 : Wednesday 20th October 2016 (fortnightly sessions)
Timeslot : 5:00pm - 8:00pm EST

We have a lively and active crew so far comprised of
Michael Kesavan : An DM advice writer & Professional Dungeon Master from Perth, WA
Simon Munoz : A Blogger who is passionate and writes many articles pertaining to RP and Game mechanics
Timothy Ecklund : An avid and energetic contributor to various discussion pages and forum groups
Maize : A relatively new addition to the Pathfinder game, while not necessarily as experienced serves as our ever so important audience perspective.

The first game will be "God's Mouth Heresy" DMed by Simon.

The current characters are;
A Human Occult Oracle
A Halfling Rogue
An Elven Fey-blooded Sorcerer

If you have any questions please leave a comment and I'll get back to it as soon as I can. If you are a "Paid" DM via roll 20 this is also great exposure should you wish to have some concrete videos of you both playing and GMing games, so I encourage you to also throw your hat in as well.

Any expressions of interest please contact Michael Kesavan via Facebook

Hope to hear from you guys real soon.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It's all in the subject line.

If you or someone you know is interested I'd very much like to hear from you. Also if you know any reasonably priced freelancers (that is with industry credentials) I'd also be interested if you'd like to post details.

I have a great and riveting story idea that I have been working on and off for a year. It is unique, vibrant and requires a ton of work but if pulled off may create an adventure that would do for Modules what the Avengers did for films (FYI its not a ripoff, nor a fan fiction, it is an original story set in Golarion). This story is simply too big for one person and I require assistance.

There is no money involved. The exception being if it gets published in which case all profits will be negotiated. However this is unlikely given the base setting will be Golarion and as such no profit can be made from copywritten materials. I am looking for a few passionate writers to help me work on this, not for money but for the ability to say you achieved an incredible feat of skill and writing prowess.

Pre-emptive warning I treat this story and intellectual property very seriously and all people involved will be required to sign a non-disclosure agreement before working on the project.

Must be ok to communicate both via text and call correspondence. I look forward to hearing back.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It seems that these characters are all gestalt characters, as such are not suitable for play with core classes.

For those unaware a Gestalt was a variant rule created for use when a party was underpowered or there were few players. When levelling up one selects two classes and takes the best attributes of both and gains both of the classes powers. These classes are distinctly gestalt and the key thing to note about the Gestalt rules was that they are not designed for use with core play. I would not recommend anyone play this unless everyone is playing an advanced class.

Arcanist : Interesting concept of both prepared and spontaneous spellcasting, but makes current arcane casters redundant. As this class is simply the sorcerer with the versatility unique to wizards and the added ability to enhance their spells with points.

Bloodrager : A class that particularly frustrates me as it currently contains two capstone abilities, both the sorcerer bloodline up to 20th level and the Might rage of a 20th level barbarian...sorry guys I don't think Trapsense is a valid trade off for Spellcasting and six bonus feats.

Brawler : Not overpowered but very uninspired. There is a monk, the fighter who can specialize in unarmed combat, and the pugilist.

Hunter : I actually rather enjoy the concept of the hunter, what would be cool is if there was something different from the animal companions.

Investigator : A great idea but 9d6 sneak attack is way to much damage for someone with most of the kit from alchemist and rogues, with Inspiration points also thrown into the mix.

Shaman : A great mix of witch and oracle, but kind of unfair to not give them a curse also

Skald : a good mix of barbarian and bard.

Slayer : Fantastic and masterful, all the other classes should be like this.

Swashbuckler: Same as the brawler, there is a gunslinger and a fighter to specialize in firearm combat. Its very uninspired as a base class.

Warpriest : A really great combat cleric, an idea might be having something that protects as well as heals. Like those that are healed by a warpriest get sanctuary for 1 round, or something. I also can't believe I'm saying this but the cleric needs a capstone, Level 20 is the most boring level in the cleric.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Hi I noticed there are a fair few of the older Pathfinder books like
Elves of Golarion which are no longer available in hardcopy.

Is there ever going to be a reprint of these books. I checked on ebay the next price is about $140 for a copy.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Hey all,

I currently run a Ustalavian horror game and one of the party's major villains are the Whispering Way, however they started also dealing with cults of the Dark Tapestry. As a bit of fun I made and threw in Illithids/Mindflayers as outworldly heralds of the dark ones.

Their plan is to help the Whispering way revive their lich master and then implant him with a flayer (alhoon) to then conquer enough of the world to allow their own masters entrance to the Material Plane.

However the Whispering Tyrant is too cunning, powerful and dangerous for that kind of plan.

Any thoughts on this exchange or even ideas for Tar Baphon to swing the machinations of the mad heratics in his favor?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

*Note* This is a draft edition of my Pathfinder version of the Warforged from Ebberon, called the Runeforged. I hope you enjoy, please leave feedback.

The Runeforged are a servitor race of sentient constructs born of an ancient and extinct empire. They existed as enforcers, guardians, labourers, servants and when called upon an unending and tireless army of steel soldiers. However with the extinction of their masters, the Runeforged tried to find their own purpose, establishing their own colonies and settlement.

The Runeforged are proud of their heritage, and easily offend when someone refers to their masters negatively. Very territorial in nature they do not allow any outsiders into their lands. They do, on occasion deal with oceanic tribes that have lived near their island home but turn back all foreign or unfamiliar vessels.

After thousands of years some of the Runeforged have gained a deep curiosity of the world beyond their native shore. Some with the goal to learn and adapt to the ever changing world, some seeking their lost masters, others believing that conquest of the other countries is what will revive their masters.

Rune forged Racial Traits
+2 Con, +2 Str, -2 Cha

Half Construct
-+2 Save vs Disease, Mind Affecting, Poison, Exhaustion & Fatigue.
-Can't be Resurrected or Raised.
-Don't breath, eat, or sleep unless wanting to gain benefit from activity.

Medium

Normal 30ft move speed

Languages ; Azlant, Common. If Runeforged's intelligence is high he may choose Elven, Draconic or Aklo

Metal Skin : +2 Natural AC and take a -2 on all climb and swim check.

Natural Attack Slam x2 - 2 slam attacks

Runeforge Charge - x2 damage die & 1.5 Str on Slam made after charge attack.

Vulnerable to Rust : Rust effects deal 1d6 dmg per spell level unless the spell states otherwise.

Alternate Racial traits

Adamantine Skin : These heavily built Runeforged were often used as enforcers, treat as though they are wearing masterwork heavy armour. +4 Natural AC, 3DR/Adamantine, Max Dex +1, move speed -20ft, Arcane spell failure 20%, armour check penalty -5. At 4th level and every 4 levels beyond they may add a single enchantment to their skin. You may not use armour if you possess Adamantine skin. This ability replaces Metal Skin

Immovable: A rune forge that decides it isn't going to move an inch, generally doesn't. +4 CMD against Bullrush, Trip, Drag, Overrun, or any other combat manoeuvre that would otherwise move the Runeforged from their location. This ability replaces Runeforge Charge

Hated Enemy : The ancient enemies of their dead masters still live in the world and their eternal grudge is brought to bare. +1 on all attacks against humanoids of the elf subtype and Aboleths. This ability replaces one slam attack.

Favored Class Bonus

Monk : +1/3 when confirming a critical threat with an unarmed strike. This does not stack with Critical Focus

Fighter : +1 on CMD against Bullrush and Drag attempts

Paladin : +5ft/6 on aura of courage

Wizard : +1/5 to caster level on spell school of your choice

Racial Archetype

Watchers of Azlant (Work in Progress)

Runeforged Juggernaut (Work in Progress)

Clockwork Artificer (Work in Progress)

Racial feats

Iron Jaws : Prerequisite : Runeforged, Benefit : Gain Bite attack

Overdrive attack : Prerequisite : Runeforged, +3 BaB, Benefit : Sacrifice X hp (Max is double HD), Every 4 hp sacrificed add 1d4 damage to your next unarmed strike or natural attack. Usable 1/round.

Clockwork body : Prerequisite : Runeforged, Benefit : Heal from spells such as Mending, as though healed with a cure spell of equal level.

Rustproofing : Prerequisite : Runeforged, Clockwork body, Benefit : Damage from rust effects only deals 1/2 damage.

Runeforged in Golarion

The Runeforged were loyal servitors to the Azlanti, when the Aboleth wiped out the land of Azlant, the remaining Runeforges that survived the cataclysm attempted to restore everything to the way it was, as a way to prepare for their masters eventual return from wherever they had gone to. With their natural ingenuity they managed to create a small dilapidated clockwork paradise in the ruins as a place to call home.

So they waited, guarding the shattered remnants of the Azlanti empire. It wasn't until thousands of years later, that the first of the Runeforged decided to journey to locate their beloved masters. However fortune did not favor these gentle people, when they arrived in Avistan they were taken in by the kings of the Thalassion Empire, the Runelords. The Thalassion kings captured the poor creatures and subjugated them to terrible tortures, and used their life force to fuel some of their wicked experiments including the process which transformed the Taiga Giants into the servant Rune Giants (named to add insult to injury) and deep in the vaults of the Runewell their remains were cast aside.

Fearing the worse for their pioneering kin, a rule was passed that no outsiders would be permitted near the islands of the Azlant. Save for the Mordant Spire Elves who frequented the waters nearby to also keep it free from outsiders, and the Gillmen who would pilgrimage there. The Runeforged have a deep grudge against the elves, believing them as responsible as the Aboleth for their extinction. As for the Gillmen, the Runeforged share a respect for them as they had once with their masters. In the year 7645 the Runeforged decided that if they wish to continue their existence they need to accept the rest of the world, and once again journey to Golarion.

Image of a Runeforged (for those not familiar with source)
Runeforged


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

So here is my take on the Warforged;

The ancient Azlanti once had a race of enforcers, sentient constructs that acted as guardians, laborers, servants and when called upon an untiring army. However with the extinction of their masters, the warforged tried to find their own purpose in the ruins of Azlant.

The warforged are proud of their heritage with the Azlanti, and easily offend when someone refers to them negatively. They are very territorial and do not allow any outsiders onto their masters land. They do, on occasion deal with oceanic tribes that have lived near Azlant but turn back all vessles.

After thousands of years some of the warforged have gained a deep curiosity of the world beyond the Azlant shore and set sail to the east. Some with the goal to learn and adapt to the ever changing world, some seeking their lost masters, others believing that conquest of the other countries is what will revive the Azlanti.

(Also I need a new name, Warforged is cool but I'd like something Pathfinderesque)

War Forged

Half Construct (7RP)
-+2 Save vs Disease, Mind Affecting, Poison, Exhaustion & Fatigue.
-Can't be Resurrected or Raised
-Don't breath, eat, or sleep unless wanting to gain benefit from activity.

Medium Size (0RP)

Normal Speed (0RP)

Specialized Ability Point (1 RP)
- +2 Con, +2 Str, -2 Cha

Xenophobic Language (0RP)
-Azlanti
Extra Languages; Common, Elven, Dwarven, Orc, Giant, Draconic, Aquan

Racial Traits
Natural Armor (2RP) +1 Natural AC
Natural Armor (1RP) +1 Natural AC
Natural Attack Slam x2 (2RP) - 2 slam attacks
Powerful Charge (2RP) - x2 damage die & 1.5 Str on Slam made after charge attack.