Baron Hannis Drelev

Tsoli's page

Organized Play Member. 50 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


It's not addictive; The A'dam compels the Damane to obey every single request and desire that the Sul'dam makes. The Sul'dam forbids the Damane to move; they are compelled to stay put.

Basically, it's a Dominate Person, maybe a Geas spell, too, and also a minor telepathy spell to allow the Damane to intuit the Sul'dam's desires nonverbally. There's a reason it's an Artifact, not a wonderous item.

One interesting caveat: It can only control those with spells or spell like abilities (meaning that races like Tieflings would be susceptible).

spectrevk wrote:

This was designed to be PFS legal, though I haven't selected Traits yet. Just looking for some thoughts on the general concept. I wanted to try out an Oracle, specifically a Flame oracle, without looking like a cleric. I settled on the idea of a failed Hellknight, who can't quite make the physical requirements, but has other gifts that may serve the empire.

** spoiler omitted **

I love the idea of the Oracle, but I played the flame oracle and got very stymied on not being able to cast many "Fire" type spells.

I, too, chose Heat Aura, but I went with a light crossbow or a shortbow, I don't recall. The same curse, too. It was a fun character to play, though. It's interesting that you chose highest dexterity. The only thing you'll notice with this is the saves to resist your spells and revelations are going to be pretty lousy for a while, with only +2 charisma (Reflex DC 12 on your Heat Aura is pretty low). The gauntlet is not optimal, as a light mace or sickle would do more damage on average for the same bonus, but maybe your failed hellknight just doesn't want to wield weapons?

Okay, this has happened to me. Though one of my problems was actually having stupid players. It got to me enough that I had to break my game apart- invite the good players and grab some other friends from other groups to make a decent gaming group.

Just because people like each other and are friends doesn't mean that they will all enjoy the same games in the same way. I have friends who min/max and people who roleplay their character selection; they don't work all that well together in these games, as the Min/Maxers are playing to kill, smash, and outsmart creatures, while the roleplayers are playing to charm, interact, and create a story.

They can work, but it takes a very good DM to juggle their players' different needs, but at the end of the day, you need to have players who excite you, surprise you, in order to keep your spirits up.

There are some loopholes that have been fixed that were major issues 10 years ago, like visiting spouses in the hospital (gay couples are legally not related, unlike a straight, married couple).

There are still major hurdles, including adoption rights (some states only one male and one female may be legal parents, so same-sex couples cannot adopt a child together.), taxes (most gay couples have to file separately- a financially crippling disadvantage), inheritance, insurance (my company refuses to cover gay married couples unless they live in a state where it's legal.) and a host of other inequalities.

The moderate consensus is that the major reason people object to Gay Marriage is because their personal religious views dictate that Gay people cannot be married under their God/religion. This simply does not make any sense in a Secular, Governmental context. Lesbians and Gays (and Bisexuals, too) are contending that there is simply no reason except for long-held fears and bias that Gays be banned from entering into a state-recognized union.

I am gay. I live in a state where it is still not legal to marry my boyfriend. Were I straight, I would not want to get married in a church anyway, so all i'd like is the basic right to be acknowledged as a human who has made a commitment- it's not that much to ask for, in my mind.

The worlds that my groups adventure in are at least as progressive as our own in terms of sexuality and gender identity. While some of my groups have been fortunate enough to have a female player or two, most have been strictly male. In those cases, we have a party that is so diverse - fighters, mages, rogues, orcs, elves, dwarfs; it simply doesn't make sense that none of the adventuring party is female.

In these cases, I (a gay male) simply take the character concept I had and swap genders; except for a few obvious differences, men and women are exactly the same in terms of capacity in gaming. My apprentice wizard is as easily fleshed out female as male. The poor kid from the slums who grows up to be a paladin? What does it matter her gender? My choice is purely a cosmetic and in some ways, a balancing act to have women represented. I like to think of it as basic feminism: Women Exist and are important.

Up until very recently, I had never encountered people who had problems with gender-bending. Apparently, though, it can become tedious in "Deep Roleplaying" games like Vampire:the Masquerade, if a male player is constantly plying his feminine wiles on other PCs. I think that kind of player might be working out other issues, though (I briefly dated one such player who has since transitioned to a woman).

The point I'm trying to make is: Gender is a small facet of personality. Characters who are single-dimensionally "Female" or "Male" are boring/borderline insulting. Intelligent characters would likely act the same based off of personality, regardless of gender. When in doubt, try this test: If a character is not attempting to flirt or otherwise romantically interact, would they perform this action if they had been gender-swapped?

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I'd be surprised if it got two quarters. One, sure, because people will just buy what there is to take a look at it, but all in all, I wasn't terribly interested. They made a lot of mistakes in making 4th Edition, and they're still not really sure what it is they're trying to make; a storytelling system or a dynamic leveling up machine or a computer game.

Pathfinder succeeded because it allows people to use their homebrew, use their 3rd party and 3rd edition rules and adventures; it is entirely possible to create the story and gameworld that you want; that's why i keep picking up more splatbooks, not just to give me more options, but because I appreciate the company making them; I trust that they actually care about this game I'm spending my time (and money) on.

Salazar wrote:
Tsoli wrote:

Two friends yesterday, for whom I have a great deal of respect in their system mastery, seemed to agree on something that I had never heard, and recited it like it was Gospel.

As I understand it, you cast summon monster/ally spells at close range, and Voom! the creature appears, and then can go do whatever task you desire, and could conceivably just run as far and as fast as it can until its summoning time is up.

They both believe that there the second a summon monster goes beyond its caster's close range, it is unsummoned. As though there is an invisible desummoning field that surrounds each caster that the creature must be aware of and never stray too close.

Other than the creature appearing at close range, is there any credence to there being any distance limit on summons? My cursory googlefu did not get me any obvious hits.

Thank you.

No. Core Rulebook Page 209:

A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

The creature or object must appear within the spell’s range, but it does not have to remain within the range.

Seriously, thank you so much. That fight would have gone a lot smoother if i could have found that paragraph.

Two friends yesterday, for whom I have a great deal of respect in their system mastery, seemed to agree on something that I had never heard, and recited it like it was Gospel.

As I understand it, you cast summon monster/ally spells at close range, and Voom! the creature appears, and then can go do whatever task you desire, and could conceivably just run as far and as fast as it can until its summoning time is up.

They both believe that there the second a summon monster goes beyond its caster's close range, it is unsummoned. As though there is an invisible desummoning field that surrounds each caster that the creature must be aware of and never stray too close.

Other than the creature appearing at close range, is there any credence to there being any distance limit on summons? My cursory googlefu did not get me any obvious hits.

Thank you.

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I am a cis-male, gay, white/Native American; I play with mainly straight cis-male white players. I've noticed that most of them play Straight, White Men (usually Human, sometimes elven).

I balk at this lack of diversity, and usually try do a randomized gender/skintone. Basically, half of my characters are male, half female. While a setting can vary racial considerations, in most settings, I will choose a Real-world ethnicity and look for interesting google images for a character concept photo. A few of my characters are biracial humans, and in science fiction (Star Trek) campaigns, I have been an Asian Trill, a Latino Vulcan, and an Arabic Bajoran.

These backgrounds never really come into play; they are simply a nod to the fact that there are people who look and are different than me.

Huu-Yuu wrote:
There are also games every Saturday at Ancient Wonders. Check out the forums for the North-West region at You'll need to send an E-mail to Tony Lindman, or PM him on Paizo's site to gain access after signing up so that he knows the account isn't a bot.

Also, where is Ancient Wonders? I haven't heard of it. Gamestore/comicbooks/freeplay?

My campaign (Friday nights @ Guardian) is on the lookout for two players- I PM'd you already, but as a general call, anyone interested please contact me.

Bumpity Bump Bump

Hello all. I'm thinking up a world-hopping campaign that is, ostensibly, a lot like Sliders meets DnD, with a little Stargate thrown in for good measure.

PCs would perhaps be from Earth(?)or golarion and excavating an ancient artifact, accidentally activate it, and then be transferred to an entirely different world. Some I'm thinking of using are from literary or entertainment sources; for example, the Wizard of Oz or Airbender. Where ever the players go, they will have access to new options to retrain or pick up when they level (for instnce, the spell flurry of snowballs would be available when they've met someone who can teach them it)

My question is, have you ever played in/gm'd a world-hopping campaign, and if so, what worked well and what fell flat on its face?

Also, ideas for non-earth worlds? They could be anywhere from the stone age to the far-earth future. What sort of resources are there out there?

203. A summoner whose eidolon is a humanoid and a little mischievous. The summoner took a rather rough hit to the head and is now convinced that she is the eidolon and her eidolon the summoner.

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+2 to Fortitude. But, i don't know that I recommend this, as it is entirely situational; how long does it last? Why wouldn't the character just always eat a full course meal all the time? A cleric can cast a spell to create a full course meal, so he just gets a pearl of power and boom, a constant-on trait bonus.

Maybe something more like

Benefit: Gain a +2 trait bonus to fortitude. This benefit is temporarily lost if you haven't eaten a warm meal in the last 8 hours.

This will make stopping and camping more strategic. Assuming you're looking for more roleplaying from dwarves than just lopping off shins and swilling grog.

One of the most memorable 'rewards' for my backstory I've received was the equivalent of a trait. Not quite as powerful as the feat, but still helps to differentiate my character from others. My rather savage character spent a lot of time in her youth climbing, and, because I had limited skill points at creation that had to be spent in Knowledges and other sundry adventurer skills, I couldn't actually spend one in a non-class skill, and had a low strength to boot. So I said she got scraped a lot, was okay with the occasional fall from a tree; just liked to spend time in the limbs. I got the made up trait, Branch Jumper, which gave me +1 to climb and made it always a class skill. A level later, I took advantage of this (I still have only a +2 to my rolls, but she's roleplayed to be the type who just keeps on climbing that tree, no matter how many times she falls.

I think that mechanical benefits for crafting, professions, and performances would be very in line for good backstories. If you spent your whole childhood playing around in your father's bakery, you should be slightly more likely to know about Profession (Baker) than someone born to nobility, for instance.

I like the Half-elf synthesist. The favored class option gives you five extra evo points over the course of 20 levels. Since extra evolution can only be taken at that same speed, it's pretty awesome. Any woman, no matter what race, can be a femme fatale; especially a lady synthesist.

I personally favored intelligence over wisdom when it came time for stat building, since we get such a horribly small amount of skills.

I would also suggest putting 10 into strength and 8 into dex, since the other way around is going to hamper your ability to carry things. Seriously. I have a 7 strength, and have to make weight considerations all the time; have to count the number of potions I'm carrying when not in synth form.

No matter what you'll have fun. Play around with the evolutions- don't get married to any of them; each level you can take an entirely different set.

That being said, it sounds like you're going to want the Biped base form, for the 'humanesque' body.

Don't forget to take Acid splash if you're starting at 1st level- you'll want something you can do when your'e caught with your pants down and have to summon monsters. It doesn't do much, but you're probably only ever going to hit touch ACs with dumped physical stats.

Just worth noting: I love Talisman, but with 8 expansions (and counting), it is a very expensive obsession for the completionist. The initial game itself is actually quite good on its own; the expansions make it feel like a world where anything can happen, and you can make more decisions.

Agreed with nearly every above suggestion.

Flux ( A lot like munchkin; and as a bonus it comes in an assortment of flavors. Unlike munchkin, it's not really great to mix.)
Fleet Admiral (i've gotten mixed reactions from friends over this one, I love it though)
Puerto Rico (A eurogame like catan)

Tangent101 wrote:
Oh dear. I see "Sheriff Useless" has spread from my campaign to others. ^^;;

I may have read your previous posts, but the nickname came organically from the players. Boy, is he terrible, doomed to make really bad choices and hand-tied from actually protecting anyone.

Tried to make it seem like he and his 'hired guards' had been fighting off the goblins at the cemetary; that same paladin asked how many goblins there had been total; The book said about 50 total; but by my count, the PCs had taken care of roughly 20 on their own, plus another 5 to account for a player who couldn't make it to the first session. So I changed it to over 100 goblins total. To pretend that Sheriff wasn't quite as useless.

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My players didn't pick up on the hints about a well-worn cave after defeating Tsuto. They wanted to take explosives down to destroy 'whatever evil' might come out. So I had them roleplay the other mini-events, like the lone goblin commando, the amorous young lady, and some more RP with a certain future Bad guy. Then Sheriff Useless has Ameiko translate some of Tsuto's personal writings to lead them back to the catacombs. By the time they cleared that out, they had gone through 8 encounters, and several roleplay situations, plus they had to figure out a way to prevent the paladin from 'losing his head'. I think that's plenty enough to warrant leveling up, even if it's only due to a few day's worth of activities, and I don't worry about how many sessions I can pack it into.

Yes. Always can take any skill; Class skills only award you the +3 class bonus.

If you have an intelligence bonus, your character automatically knows that many bonus languages (chosen from the Bonus Languages section of the race description) and each point you take in Linguistics offers you a bonus language known.

It might be weird, but you could 'reskin' a similar humanoid monster to become a super-goblin or whichever creature you wish. Explain that the chieftan cast a spell to make them much more deadly. Add in class levels to bump them up and keep them relevant (Fighter levels are super simple to add to any creature.)

You need a race description. What is the flavor of the race? In other words, why did you create this race? You should include (as Icyshadow suggests) the appearance and what makes them unique other than their crunch.

Are they an offshoot of X? Did the Goddess Y create them for Z purpose? They live in the North; but is the North cold? is that why they have these particular racial adaptations?

No problem. As for your other worlds, I think that the most interesting part for me on Bawia would be the lands that have been conquered and reconquered. Say "Subjugatia" is a province, currently in The Empire's control, but fifty years ago, it was Imperial; and twenty years before Empire again. The Subjugatians are likely sick of both powers, and maybe some of them are ready to rise up and declare independance?

For Geruth, it's hard to imagine why an entire world would prefer nomadic life to the easier life of domestication in small villages, at the least. What makes Geruthians cling to the nomadic way of life? In our own world, nomadic tribes have mainly switched to at least a small amount of village life; the few that I know about live in deserts where crops cannot grow, and they raise herds of animals by grazing on sparse vegetation. Is it a religion that keeps them wandering? Hostile climate? Maybe the world spins flat on its axis around the sun, shifting from severe winters on opposite poles that take up the entire hemisphere, so the tribes must be on the move throughout the year?

Quasslam is interesting because of its potential risks. What happens when you become dependant on a miracle and stop teaching your children to think? What happens to the Quass when a virus or other disease begins to spread that is 100% resistant to all forms of Magic? or if a species of monsters comes that has powers much like Leech from the Xmen? The beautiful cities are so fragile because they haven't faced a challenge in so long.

Cereaph and Duazzo (Durazzo?) seem a little... planet of silly hats and difficult to explain away. It's true that it's been theorized that women can procreate without men; and magic likely helps this out; but wouldn't men on Cereaph go underground... because surely not every woman hates men, right? See this pretty awful scifi movie for some ideas on how a society that has lost all its men might look like... The Last Man on Planet Earth.

As for the other side of things, Durazzo is confusing. Even as a gay man, I find it hard to believe that a planet of men would take the "No women" thing lying down. Also, how the heck do new men get born? A handwave of "Magic" might work; cloning might go so far as to work; but WHY? what is the actual point of getting rid of all the women? Just so that there's an opposite land? The rest of Durazzo's story is much more compelling, tbh. Steampunk Paladins could be very interesting.

Okay, here's an idea: The God sent a plague that renders many women infertile. As a result, fertile women are treated as queens, both revered, but also sort of enslaved to bear as many children as possible. (I know it's horrible, but you've got to be logical with society making.) This also makes it even more awkward for your Player, as she could be in danger of becoming permanently "Protected" for future reproduction.

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As someone who has notoriously bad stat rolls (or maybe who plays with a whole lot of cheaters), I appreciate the Stat Array.

It allows for the DM to control the power level (you could set a Point Buy of 15, 20, or whatever) and every character gets to build as they like.

When I'm rolling 16, 14, 13, 11, 11, 9 (on 4d6 drop one) and the other guy is rolling 18, 18, 18, 16, 15, 10, I'm pretty instantly feeling like Gabrielle to the Xena of the group. A sidekick rather than a hero.

Brf wrote:
The nymph starts with 8d6, so it is an 8th level character. Adding a Druid class Level raises its character level to 9, giving it its 5th feat. The 1st level Druid bab, saves, etc, would be added to whatever it has as an 8th level fey.

thanks for the clarification. :)

Majuba wrote:

As for the Nymph Druid 1, she would get everything a 9th level character gets (5 feats total), everything an 8th level fae gets (4 BAB, skill points, etc.), and everything a 1st level druid gets (0 BAB, 2 Fort/Will, skill points, etc.), and stack the spellcasting.

I'm sorry, Majuba, but I don't see where the Nymph Druid would get anything other than its 1st Level Character traits and racial traits. I'm under the impression that this type of "Casts spells as..." is similar to prestigeing into Mystic theurge, for example, mechanically. If you were a sorcerer, you wouldn't advance your Bloodline traits, Clerics wouldn't gain extra channels.

It seems to indicate that the Nymph would simply cast spells as a 9th level druid, but be a 1st level. Or am I missing a rule somewhere?

The NPC Example from Wrath of the Righteous (PFRPG) that Haladir seems to concur; you are only adding one level's worth of BAB, Base Saves, HD, Feats, etc. and the one spellcasting level.

Bizbag wrote:
Due to gaining her 9th Hit Die, she would gain a feat and would count as a level 9 character for that purpose (I think).

I believe that the Hit dice have nothing to do with it. She is a Nymph Druid Lvl 1. She gets all her Nymph racial traits (including what amounts to a bonus 7 caster levels to Druid class (casting as an 8th level Drd), plus all the beginning things any adventurer gains when starting out at character class 1.

She'll get a bonus Hit die (likely not maximized due to her already having racial hit dice), a feat, and progress normally as any other race. Just much, much more powerful.

PrinceofVisigon wrote:
You guys mention Arcane Mark. It's true that (when played properly) Arcane Mark can be used for the 'extra attack'?

Yes. It might be cheesy, but according to the rules, it is valid. As for your GM problem, he's clearly not listening to your concerns. And he's cutting off essentially the strongest part of the Magus class for you.

If he doesn't want to have the Magus class as written in the rules, he should probably just houserule "No Magus" instead of making it weaker.

Hamstringing classes in Houserules usually doesn't make players terribly happy, and is certainly not the way to 'rebalance' things.

Wildebob, remember, that +2 is not just to one activity, but every single time you shoot a bow, or jump over a fence...etc. Each time you loose, you're more likely to hit. Plus, with a 15, you have the option to take several feats only available to those with high Dex.

When you have high Dex, your character is more likely to use their high Dex to solve problems.

The classic example is a villain has a ring you need to take from them. High Dex might try to slight of hand it, high Cha characters might try to talk it off him; high Str might use their physicality or just pry it off them.

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I tend to go with describing characters as though the modifiers were sort of like standard deviations.

Basically, just about every single adult human you meet is strength 10 or 11. They can raise a bag of potatoes above their head with minimum difficulty.

A person with str 12 or 13 is surprisingly stronger than you might have guessed. they could raise a small keg of ale above their head with minimal difficulty- something a 10 or 11 could do but should take care, lest they slip and hurt themselves.

A person with str 14 or 15 is likely noticeably stronger than average. You would actually expect above average feats of strength from them. This is my personal limit on what is natural versus what is trained.

Str of 16 or more is a person to whom strength is so important they spend time training it and getting better each day. People who begin each morning dragging logs or are employed removing rocks from fields. As 18 is generally accepted to be the nonmagical Human maximum, people with more than 18 in something register as supernatural.

If you use this basic model with the other abilities, it should be fairly easy to correlate.

Dex: 10/11 Can toss a ball into a barrel from ten feet away.
12/13 can toss a ball into a hat from ten feet away. Surprisingly agile.
14/15 Noticeably quick and nimble.
16/17 Trains daily their acrobatics, aim, or something else dexterity related.
18 or more suggests supernatural dexterity. I'm thinking matrix-style dodging, kung fu movie leaping.

Con: 10/11 Healthy. Can probably stomach a baby's dirty diaper.
12/13 Can stomach the smell of a skunk that had sprayed earlier without heaving.
14/15 Noticeably hearty. Could withstand a skunk spraying with minimal problems
16/17 Trains daily their constitution. Might constantly be looking for new hot things or smelly foods to eat. Likes to test their limits.
18 or more can withstand things on a regular basis that can kill normal people.

Int: 10/11 Remembers most things they learned or did yesterday.
12/13 Remembers most things they learned or did months ago.
14/15 Noticeably good at recalling things. Remembers that you had your blue earrings in last year at the fall festival when you sneezed three times and said "X".
16/17 Probably reads daily. On constant lookout for new knowledge, and remembers it all.
18 or more has the capacity to recall minutiae on many many topics.

Wis: 10/11 Makes decent predictions.
12/13 Has a good gut instinct, usually right about things
14/15 Noticeably bright and wise. With just a single clue, you can draw accurate conclusions
16/17 Spends time meditating each day, honing the mind.
18 or more seems to see beyond what we see, noticing unexpected things. Sherlock Holmes probably has a 19 wisdom.

Cha: 10/11 A decent, average person.
12/13 A warm, person- has a certain something about them.
14/15 Clearly one who is a great person to be around.
16/17 Every day they are spending time socializing and practicing telling stories
18 or more is strangely alluring, so much so that we don't even understand why we're so drawn to them.

I think that there is a point that we're overlooking that does weaken the Oracle when compared to the Sorcerer it is based off of. A wizard begins play only knowing a limited amount of spells and can try to add more to his repertoire by buying or finding scrolls. A Cleric instantly knows all the spells on her list.

The sorcerer's limited spontaneous spells don't hurt as much, since it's a financial and time burden to the wizard to find every possible spell he might want or need; but the Oracle's spell selection versus the cleric's immense options is really, really unfortunate. I feel like an oracle should be able to load spells from the Cleric's list in the same way they load orisons. In this way, the class becomes a bit more comparable with the Cleric.

My current character is half-elf. Her clan is pretty small, maybe 80 people who were originally composed of a handful of Elves and Humans trying to escape a war years ago and found a hallowed Grove. Elf and Human alike swore to protect the grove, and voila; after a few generations, everyone was half-elf (with some three-quarter and one-quarter elves thrown in there, too).

Eventually, partners would be related too closely and cause all kinds of genetic problems in a real-life scenario. But my point is that these elves and humans intermixed in order to create children to continue their legacies. In the end, the more parents and therefore the wider the genetic base, the longer their progeny could survive to carry on their legacy.

(For a great thought experiment along these lines, see Star Trek Next Generation episode "Up the Long Ladder")

From my experience, Mystic Theurge on anything other than wizard/cleric is unbearably slow-progressing; My Oracle/Sorc/MT was appreciably weaker than Straight Wizards or Clerics, and cast spells an entire spell level lower than Wiz/Clr/MT would. A Clr/Mgs/MT is still a number of levels behind in progression, and misses out on Arcana and Arcane Points; both of which are crucial in keeping the Magus up in power. In the mid teens, a pure Magus can wear Heavy armor, hit 4 times in a round while casting a touch spell (defensively without having to roll).

My favorite thing was that I could burn arcane points to pull back spent spell slots. It's like having a fistful of pearls of power. Use those Arcana- spontaneously Maximize, Quicken or Empower. Use an immediate action to bump your AC by your intelligence. It's really a powerful class.

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I'm playing a first level synthesist, and yes, I dumped my strength. I'm roleplaying the character (sort of a naive savage from a tribe outside of civilization) to see herself in a dual manner. There are things that her animal self is able to do, other things that she is better at. She's terrible at climbing, but likes to do it as a human anyway. I have been having a lot of fun with the other players, them pointing out that I could probably climb better if I were *ahem* a monster, but what would be the fun of that?

One little houserule we've created between the GM and myself is that you cannot live in the eidolon armor. I sleep as a human every night. In town I am always out of my suit. I think of it as though I'm a horrible, ugly superman. I never transform in front of people if I can help it.

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Like a Pufferfish. That would be pretty funny if they had to hold their breath or something in order to maintain their size.

Umbriere Moonwhisper wrote:

i know it's going to be a long while before Paizo does an Advanced Race Guide 2. but i want to see what New Races people want to see i such a book dedicated entirely to races not found in the Original ARG.

post what races you want to see, what Angles you would want to see them take, and/or what Racial Modifiers you want to see

Racial Modifier Packages i want to see

+2 intelligence +2 Charisma -2 Strength. would work well on a half nymph race with a flavor based on creativity and frequently associated with the role of muse. a race i would truly love to see, a half-nymph with some key human abilities built for musedom, essentially the best social bard and having a bigger racial focus on skills than a human of the same level

+2 Dexterity +2 Strength -2 Charisma, could work with a Wood Elf Race inspired loosely by WoW's Night Elves with none of that treehugger baggage, a race of forestbound physically fit tribal hunters and gatherers that completely show a new spin on a classic elven subrace

a Small Race with a +2 Strength Bonus, a Race with a 40 foot base land speed, or a physically strong race with immunity to fatigue, i posted an idea of something that combined all 3 in the form of a race of Goblinoids called Reds, their modifiers were +2 Strength +2 Dexterity -2 Charisma, they were small with a 40 foot base speed and immunity to fatigue.

a race with +2 Strength, +2 Constitution, -2 Charisma and powerful build, something descended from giants and designed to wield weapons sized for larger creatures

The problem with many of these ideas are that they are against the Core Pathfinder design for races, which is essentially +2 to one Physical and one Mental stat, and a negative to either a Physical or Mental stat.

I like your ideas, but for balance, these probably wouldn't appear as you have suggested. Maybe a race could be more balanced by taking two positives and one negative to Physical or Mental, but some stats are easily dumped - Strength or Dexterity for fighting characters; Int/Wis/orCharisma for Magic characters.

Okay, thank you, thenobledrake, Rikkan, and Lifat. I have been thinking I've been going crazy because I just can't find a clear answer anywhere.

Is there, to anyone's knowledge, any reason why I wouldn't threaten AoOs on those second squares, (apart from the possibly-left-out corners)? I know that Large sized monsters do this to us all the time, say, if I charge through squares that they threaten. I've never heard of differentiation between Attack range and AoO range, other than the obvious exception of lunge, where you are straining to get reach you normally wouldn't have, and immediately lose that reach once the attack is made.

Hi, I'm searching all over, and I'm coming up with nothing. For whatever reason, it makes sense to me that someone that is Enlarged to ten foot tall and carrying a (now) five foot or longer blade (longsword, flail, whatever) is going to be threatening a larger area than just the eight squares around him. As I understand it, enlarging with a reach weapon gives you a threat where you would hit squares 3 and 4, and be able to take AoO in those squares, too. Is the sword and board fighter really limited to attacks and reach of 1 when he's enlarged?

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Again, I apologizing for dredging up what seems like it should be clear in the rules, and it's not for me. Please include Page numbers or definitive answers? Thanks!

I'm looking it over for you; I'll let you know what I (and maybe my gaming group tonight) think.

Wowie wow wow wow! Something I didn't even know I needed, I must now have. At work, so I'm dotting for later. I'll let you know what my players think of these custom creatures ("That's not in the beastiaries!")

You might want something sort of like the Haunt mechanism- You have to make a successful perception check to actually be affected by it, then it usually requires a saving throw to avoid the bad stuff; being terrified, dazed, what have you, by the ghosts of the dungeon.

Those who don't make their perception checks cannot be affected by what is essentially an illusion.

In a similar way, making some sort of Perception/Save combination traps could be interesting; though you should probably only do it once- it should be a rarity designed to harm 'those pesky knights' or take advantage of a mage's innate intellect and curiosity.

Sanderson finished up the Wheel of Time Series. It's a very detailed, well-developed world.

There are a number of 'main characters', and while there is certainly a character destined to be 'The One', all the characters shape their world and are equally important to the plot.

As for romance, there's not too much until a bit later, but there is a rather unconventional love... er... "Y" that you'll within the first book.

It's great, and i actually think that Sanderson brought out the very best in Jordan's world- the last book had me reading until the wee hours of the night.

I suppose I wouldn't have a problem with others taking this, but my biggest problem still with Pathfinder are the Bloodlines/Mysteries/Domains where you have to pick something at 1st level, and get all these preselected abilities, many of which are just not something people would pick otherwise and are just there for the 'feel'.

I'd much rather cherry pick to get better options and make things more organic, less destined.

So this is a 300+ page book solely about summoners and it doesn't have ANY additional evolutions? That seems to defy logic.

Hello. I've been looking into getting more evolutions for different reasons. I'm starting up a Final Fantasy- themed pathfinder game and Summoners are huge in this world. As a result, I've been searching around for all sorts of evolutions, making my own, and I have quite an extensive list. I'd be happy to share what I have, but I'll just let you know that much of the additions come from the Ultimate Magic book, as well as an eight-page splashbook called Advanced Options: Extra Evolutions from the paizo online shop.

I'm also looking for more, so if you've got a lead on further useful evolutions, let me know!

I don't suppose that this game could use another player? I'm fairly experienced with 3.5 and Pathfinder; live in north portland; will travel, and am open to DMing.

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Hi everybody.
Me and my friends just started playing Pathfinder about two months ago, and I've been really enjoying the changes Paizo has made to 3.5.

My friend is the GM and he got a recommendation from some random dude to use an alternative Hit Point rolling scheme that goes like this: Roll a d4 and subtract the result from the total possible of your class die, 4 counts as a zero (if it's a d8, you could get anywhere between 5 and 8 hp at a new level, instead of 1 to 8.)

In general, this seemed kind of cool until I thought about three things-

First, all creatures use this rule exactly now, so every single fight lasts a little longer. We only got to use the rule when we leveled to 5th, not retroactively, so our party of 4 is each missing out on a small handful, perhaps 5 hp, not that much, but still, at level 5, it's still noticable.

Second, he used a haunt (which I'm not too fond of, personally) that took one of our fighters immediately down to -8 hp... at the beginnning of a dungeon. From 40-odd HP down to -8 in a second... That takes a lot of healing to make up for it.

Third, I'm playing the healer in the group, an Oracle. By the time we reached the big bad, I had used up ALL my spell slots on healing. I didn't cast any other kinds of spells... just healing spells, and I had nothing if anyone actually got hurt in the biggest fight of the night.

I'm just wondering if anyone has any thoughts on how messing with hitpoints might affect the game. I'm thinking that the extra round or two each creature we face sticks around in battle is going to add up eventually, and I'd personally like to be able to use my spells for something other than healing.

I addressed this with my GM, and he said that since we're getting the same benefit, it'll all even up, but I don't think he's taking into account healing. Am I totally wrong? (This was the house in Rise of the Runelords module 2, in case you're wondering...)