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Hey question for the minds of the Paizo forums..my group is just about to finish the Fall of Plaguestone and I've been searching for a good adventure to take them next. They expressed interest in a more urban setting. However they will be level 5 by the time they finish Plaguestone so I can't really start them off with Edge of Anarchy. So I'm wondering two things: 1) has anyone converted Seven Days to the Grave to 2E? How's that been going? 2) I was thinking of Having the PCs arrive in Korvosa and witness the botched execution and get enlisted by Kressida Kroft to look into the blood veil. I'm wondering if there's anything key that happens in the first book that the PCs will really miss out on? 3) If anyone has any other suggestions for good level 5 ish adventures that are either already 2E or easily convertible, that would be great! Thanks!
I'm hoping to attend PaizoCon for the first time with my boyfriend this year and neither of us has been before so we are wondering how it works/what its like there? If we don't know anyone else, will we be assigned games to participate in or do we find our own? What is the procedure for this? Also in terms of food and things, I know its at the hotel by the airport, are there restaurants/coffee shops etc in the hotel or nearby? Any information you could provide would be very helpful!
I've just read through the Fires of the Haunted City book and while I love the book and Saggorak and Kovlar are very cool and well fleshed out, I found that at the beginning of the book, it just assumes that the players are going to use the Jewelgate, but unlike the previous books there is no real impetus for them to do so. Is there something I missed?
Hi all I am going to be playing Ironfang Invasion and am making a character that will be joining the main party at level 3. Basically my idea for the character is that he is an elven medium (relic channeler) who uses his great grandfather’s elven curved blade and is guided by his spirit (champion spirit) however upon arriving in Nirmathas he begins to hear whispers and voices from the spirits of all the people who have died in the conflict between Nirrmathas and Molthune in the past as well as those who have died in the more recent invasion. And he becomes tasked by Ceyannan to help guide these spirits to the Great Beyond and find the source of their deaths. To represent this change I was thinking of either taking levels as a battle mystery oracle (spirit guide) or as a battle spirit shaman. I think mechanically the oracle would more give him the abilities that I want him to have as I find the shaman hexes to be not particularly great. However one thing I want him to be able to do is channel which as an oracle he cant do until he’s level 7 (taking the life wandering spirit) but he can do at level 4 as a shaman (taking the Life wandering spirit). Any thoughts on which would be a better/more interesting build for a healer/combat focused character? Also I have one rules question regarding the Arcane Enlightenment Hex granted by the Lore Spirit. If I am a spirit guide archetype oracle and take Lore as my bonded spirit and Arcane Enlightenment as my Bonded Hex, the hex says you can add spells from the wizard spell list to my spell list, but how does that work for an oracle. If I take this hex and then the following level I learn one of the arcane enlightenment spells, if I then choose to commune with a different spirit would I lose access to that arcane spelll? And If so, would I replace it with an oracle spell? Any help on this would be much appreciated!
I have a question about the Etheric Tether ability of the Spiritualist. The rules state: "If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can't be summoned from that plane for 24 hours." Is this active any time the phantom is manifested? Or does it only apply when the spiritualist is sacrificing hp to keep the phantom alive? Any help would be appreciated!
Hi all I am a first-time gm and I'll be running Crypt of the Everflame for my some players soon and they are very keen on using miniatures so I feel I need to use a dungeon map. I have the basic flip-map from Paizo but I'm curious how people deal with exploration of the map. Do you draw the whole map beforehand and cover it up or draw it as they explore? If that, does it take a lot of time? I'm thinking that if I draw the whole map, the players will just go to where looks like the end rather than exploring the whole dungeon. Any thoughts or advice is appreciated. Cheers
So, am I understanding this correctly, a mythic player or NPC with only 3 mythic tiers can grant spells to followers? Doesn't that essentially make them demigods? Shouldn't all the demon lords and empyreal lords have this ability then? Also, wouldn't this mean that gaining godlike powers is much easier than passing the Test of the Starstone?
Hey I'm wanting to make a sorcerer that uses one of the Asian-inspired dragons detailed in the Bestiary 3 as its bloodline, eventually taking levels in the dragon disciple prestige class. Just wondering if anyone's done this or has any thoughts about what breath weapons/resistances the different races of Imperial dragon would get? Cheers!
Ok, I'm sure this has been asked a million times (maybe someone can just direct me to the answers), but if I have all of the Rise of the Runelords books, what benefit to I gain (aside from updates to PFRPG) by buying the hardcover? Like whats new? Are there any new encounters and such? New art? Thanks for the help!
Anyone done this? I really love parts 1 and 2 and 6 of the AP but once the scroll of Kakishon gets involved, it loses some of its lustre. I guess I really like the desert/Arabian theme of the first couple books and I like the idea of Jhavul trying to awaken Xotani and all that, however I don't like that the PCs have to leave Golarion to find/deal with him. Just wondering if anyone's found a way to run this AP without parts 4 and 5 as written?
Hi there, I'm trying to create a villain that operate within or near a large urban center and uses animals as both informants and assassins. Now the druid seems to be the most obvious route but I was looking into the witch which could serve a similar function. If the witch took the right hexes, he would be able to mimic many of the abilities needed to use animals in such a way.
Hey All, I'm looking to create a water-themed villain for my campaign and I've been going back and forth between oracle and wizard and was just wondering if anyone had any recommendations for such a character? She would be level 10. Ideally, she'd have the ability to breathe water and control water, as the room she'll be occupying is largely filled with water. Cheers!
I'm creating a villain for my campaign and I started making him as a witch, but I'm struck that alot of the hexes aren't that useful at high levels. Here's what i have so far: Trelixian Ardorsholme
Str 11
Any suggestions for how to make this guy better?
Hey All, so i've just finished statting up the major villain for part of my campaign-a cannibalistc human bones oracle of Zura and I'm just looking for some advice as to what spells she should know and what her tactics in battle should be. Any help you could give me would be great! Her stats are as follows: Vastya CR 9
OFFENSE
Spells Known (CL 10th) 0 (6/day)-bleed, detect magic, detect poison, light, guidance, mending, read magic, spark, virtue
TACTICS
STATISTICS
SPECIAL ABILITIES
Hey so i have the first 3 Serpent's Skull adventures but i stopped subscribing after the 3rd came out--recently i've been getting back in to Pathfinder and was wondering whether its worth it get the remaining three volumes? I stopped after The City of Seven Spears, because, while its a really cool adventure, I prefer APs with really strong storylines (less sandbox) and I reading through the blurbs of issues 4 and 5 seem to indicate a continuation of this open endedness. So i was wondering if the last 3 volumes are as good as the first (wish I loved) and better the 2nd and 3rd (which i was a little iffy on) Cheers!
So it says in the Book of the Damned: Princes of Darkness that Malebranche are powerful generals of hell sent to mortal worlds to conquer them. It then says that there are 12 Malebranche, 1 for Golarion, 9 for the other planets and 2 for the planets that once were.
Cheers!
Hey I'm pretty new to PFPRG and i just have a rules question regarding oracles and their spells known. Do they get their mystery spells added to their spells known list or to their pool of possible spells to know when they next gain a level? For example, if i had a 10th level bones oracle it would have 3 spells known: slay living (from the bones mystery), mass inflict light wounds and say flame strike. Is that correct? Cheers!
Hey, i've been thinking about using a cannibalistic cult of Zura to menace the town my PCS are going to pass through and i've been somewhat stumped as to what class i should make the leader of the cult. I don't want a vampire or necromancer, but I want soemthing that emphasizes the madness associated with this cannibalism, i was thinking of making her an oracle, but i couldn't really think of a mystery that would be appropriate. I was just wondering if anyone had any suggestions? Thanks!
It says in the APG that oracles don't follow any specific deity and that they receive their powers from some mysterious power. For each mystery, there are number of deities listed as being associated with the mystery. Like a Heavens oracle receives her power from Desna, Sarenrae, Pharasma and Gozreh. Can you have an oracle specifically devoted to Desna? Like would an oracle be able to take the Spherewalker prestige class that requires the PC to worship Desna?
I was looking over the Red Mantis Assassin PrC in PF 9 and I noticed that they cast arcane spells. I thought this was a little strange and that it would be more suiting for them to cast divine spells as they are essentially religious assassins correct?
Thanks!
So I'm a really big fan of Paizo and of (almost) everything they do, one thing that just didnt do it for me was Legacy of Fire AP, I have the first four adventures for it and while I really loved the first one, the third and fourth were rather lackluster in my opinion, I was just wondering how the last two are compared to the rest. I really like the idea of the players travelling to the City of Brass and the whole awakening of the Firebleeder idea, but if these adventures are similar in design to the third and fourth adventures I dont want to fork out the 19.99, I was just wondering if anyone has any thoughts on the last two adventures, The Impossible Eye and The Final Wish. (PS no disrespect meant to any of the paizonians/authors, they're great adventurers, just not up my alley!) Thanks! Organized Play Characters
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