VonZrucker's page

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Hey, gang!

So, my group is running a fun game. We're trading off DMing. My friend is the DM of the "good" party(elves, dwarves, etc.), and I'm the DM of the greenskin party(orcs, goblins, etc.) that will eventually meet up in a combined effort to stop the greater evil.

So let's nutshell my story: My group was tasked with finding the historical burial grounds of a long dead tribe of orcs who were said to've made a pact with a demon to empower their thirst for domination. These guys were the Spartans of the ancient orc tribes, crushing anyone they encountered on the field of battle. As their horde expanded ever further, they encroached on a land of Elven/Human allied territory. The humans and elves would have none of it, and quickly brought the sword and hammer down upon the green tsunami. Though the orcs had superior number and strength, the alliance was more tactical, and already had forts and strongholds established on the lands upon which the orcs encroached. The chiefton, seeing that his tribe might fall, then sought the aid of a great red dragon. The dragon killed the humans and elves with the orcs aid, but betrayed the orcs, demanding ever more loot than the orcs had to offer. Unable to quench the lust for loot the dragon had, the chiefton went to face the dragon in a fight to the death and was slain. The dragon then eradicated the last of those orcs.

That was 400 years ago. Now, enter our players. Investigation and exploration led our group of adventurers to an island where the tribe originated from. Thereupon lies a great citadel with watch towers and guards, etc....

Here's where I need your help. The players can't just stroll up to this place and enter. Our party is 9th level -- we have a half-orc barbarian, a hobgoblin alchemist, bugbear rogue and a blue(book of psionics goblin race) psion/mage. See, the chiefton that the dragon killed 400 years ago was brought back to life by the tribe's witch doctor, and returned to the island. Since that time, he's been festering in the taint of that demon pact, and has been spawning mutations of his people. The "Orcs" here are no longer orcs, but tanarukk. And there are even "centorcs" and "orcitaurs." So they have a literal army against them should they scale the walls of the fortress.

What I'm asking for is ideas on how the chiefton is currently in appearance/status. Is he hooked up to some sort of demon-cyst, pulsing machine that spawns these creatures in pits of hellfire? Does he have vats where these creatures are spawn, similar to the Uruk-Hai in Sarumon's tower in Lord of the Rings? Is he free-willed still and extremely powerful half-demon? This group of "orcs" is a might-makes-right society. So certainly the half-orc barbarian party member could challenge him to solo combat, and the chiefton would humorously accept, but I feel the chiefton would destroy that character. I don't feel this encounter is a shoot first, ask questions later sort. That will certainly get the party killed, but I'm stumped as to how to proceed.

I know this was a long post, and I really appreciate it if you took the time to read this, and will appreciate it even more if you throw some ideas my way. I've hit a wall with this encounter. Thank you in advance.


Are there rules anywhere for this subject? Or has anyone homebrewed this sort of thing at all?

Example: Jabbo the Rogue had 20 hit points(max) when combat started. At the end of combat, Jabbo has 2. The cleric heals him up and now he's no worse for wear.

But what if: Jabbo the Rogue had 20 hit points(max) when combat started. At the end of combat, Jabbo has 2 hit points, and is suffering from a pulled elbow(resulting in a -1 to hit) from behind shield bashed as he parried a nearby orc's blade. Later in combat, Jabbo took a club to the side of the head(resulting in an immediate -2 to Perception(his right eye went blurry for x rounds) and a -2 to Acrobatics(his ears are ringing and his balance is off due to the strike). Near the end of battle, Jabbo was struck in the right hand, resulting in a -5 to any form of dextrous or precise action with that hand(such as slight of hand, disable device, etc.) and suffers a -1 to his Confirm Critical until the numbing pain subsides.

These are just quick examples/ideas.

But could this be implemented? Controlled and tracked by the DM should he/she choose it?

What about after taking 75% of your total hit points in combat, can you suffer some sort of condition such as sickened?

I ask because I'm running a very harsh campaign soon, and I want there to be penalties of these kinds to make the players realize how deadly combat can be. Very few times have players role-played their injuries, even after being knocked to -9 hit points and surviving.

Don't get me wrong, I'm not trying to punish players who don't role-play injuries. That's not what I'm saying. I'm just asking if any DM/GM has used anything like this to reflect the serious, gritty nature of fighting for ones life.

Any input is greatly appreciated.

Thank you,

-Von


I know there's several people who frequent these forums that have created and shared their own custom Pathfinder character sheets. My question is; how do I make one of my own?

I want it to look like, or at least similar in layout/design to the default Pathfinder Character Sheet, but I don't know where to begin.

How is this done? What sort of software/web tools do I need?

Long story short, I'm running a 3.5/Pathfinder Dark Sun campaign soon, and there's a lot more information(some including house rules) that I'll need to have on the character sheets.

Can anyone help me out here and let me know how to proceed?


So I'm running a game and my players are now level 12. The mage recently chose this spell to his list.

Am I reading this wrong? Does everyone touched gain 150 points of DR 10/adamantine?

And if so, does anyone else think this is too powerful? Sure, it only works against physical damage, but I recently ran them through Halls of the Frost Giant Jarl and they took almost no damage, save from the Winter Wolves and Cryohydra's breath weapons. Am I just DMing poorly for this? I understand that that module is intended for a 4-man group of lvl 9 players. But nevertheless, at one point they had 3 frost giants, 3 ogres and 5 winter wolves on them, and we're only a 3-man group and I saw no true fear of anyone dying due to this spell's amazing protection.

Can someone help me out with this?

Stoneskin

School abjuration; Level alchemist 4, druid 5, inquisitor 4, magus 4, sorcerer/wizard 4, summoner 3; Domain earth 6, strength 6; Bloodline abyssal 4
CASTING

Casting Time 1 standard action
Components V, S, M (granite and diamond dust worth 250 gp)
EFFECT

Range touch
Target creature touched
Duration 10 min./level or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
DESCRIPTION

The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Stoneskin, Communal

School abjuration; Level alchemist 5, druid 6, inquisitor 5, sorcerer/wizard 5, summoner 4
CASTING

Casting Time 1 standard action
Components V, S, M (granite and diamond dust worth 100 gp per creature affected)
EFFECT

Range touch
Target creatures touched
Duration 10 min./level or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION

This spell functions like stoneskin, except you divide the duration in 10 minute intervals among the creatures touched. Once the spell has prevented 10 points of damage per caster level (maximum 150 points) for a subject, the spell’s effects end for that subject.


The subject says it all.

Do they need artisan tools to create their potions, extracts, etc? If not, why? How?

The rules for the class don't specifically state that he does, but the Craft: Alchemy skill says you do.

Here's the flavor text: Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist captures his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all manner of self-transformative magic.

So let's say he's like a wizard. He creates potions and alchemical goods through magic. Okay... but it says he creates these with his chemicals and such... so.. then we're going in a circle.

Does he just carry around a barrel of water and empty flasks, magicks water into chemicals, then pours the two together and presto! Out pops a bomb/cure light wounds or whatever?

Help me out here, folks. This is a bit hard to swallow.

-Von


Hey guys, I've mostly finished my Berserker core class. Please give me your insights.

Description:
Without any warning, a blood moon can plague the night sky. It is said some of those born on such nights are cursed with Myori'i's taint. He is a fickle god, and cares little for the damage and havoc these poor souls cause while under his influence.

Alignment: Any Chaotic

Hit Die: d8
BAB: +1
Class Skills
Acrobatics(Dex), Bluff(Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int) Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str).

Skill Ranks Per Level: 2 + Int modifier

Level F R W Special Abilities
1st +0 +2 +2 Fury of Myori'i
2nd +0 +3 +3 DR 1/-
3rd +1 +3 +3 Power Attack
4th +1 +4 +4 Rage Power, DR 2/-
5th +1 +4 +4 SR 5,
6th +2 +5 +5 Uncanny Dodge, DR 3/-
7th +2 +5 +5 Fast Healing 1, Improved Sunder
8th +2 +6 +6 Rage Power, DR 4/-
9th +3 +6 +6
10th +3 +7 +7 SR 10, DR 5/-
11th +3 +7 +7 Bonus Rage Power: Smasher
12th +4 +8 +8 Rage Power, Improved Uncanny Dodge, DR 6/-
13th +4 +8 +8
14th +4 +9 +9 Fast Healing 2, DR 7/-
15th +5 +9 +9 SR 15, Evasion
16th +5 +10 +10 Rage Power, DR 8/-
17th +5 +10 +10
18th +6 +11 +11 DR 9/-
19th +6 +11 +11
20th +6 +12 +12 Fast Healing 3, Rage Power, SR 20, DR 10/-

Class Features
Weapon and Armor Proficiency: Berserkers only gain proficiency with 2-handed melee weapons, as these are the chosen types of weapons Myori'i's influence bestows. They are only proficient with light armors. No shields. They may gain any type of weapon and armor proficiency through feats or multi-classing, but can only wield 2-handers while under the influence of Myori'i's Fury.

Fury of Myori'i (Su): Myori'i, the God of Chaos instills chaos in those born under the Blood Moon, and his Fury manifests itself in destructive ways. Starting at 1st level, a berserker can enter Myori'i's Fury for a number of rounds per day equal to 4+ his Constitution modifer. At each level after 1st, he can rage for 1 additional round. Temporary increases to Constitution, such as those gained from spells like Bear's Endurance, do not increase the total number of rounds that a berserker can be within his fury per day. A berserker can enter the fury as a free action. The total number of rounds of fury per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While under Myori'i's Fury, a berserker's threat range for whichever 2-handed weapon he's using is doubled, and stacks with Keen, or similar effects. Additional attacks, as per Flurry of Blows, but the penalty begins at -3/-3 instead of the monk's -1/-1. The berserker's weapon is considered one full size category larger for all intents and purposes, including damage, reach, etc. A berserker is immune to both non-lethal damage and bleed damage, as well as any mind or emotion-affecting spells or effects, or effects bestowing any sort of chaos or randomness whatsoever. The berserker is likewise immune to any sort of non-magical status ailments, such as fatigued, sickened, etc., and also cannot be knocked unconscious by any means whatsoever. He is also immune to instant death effects, such as Disintegrate, Slay Living, Finger of Death, Death Knell, etc. Finally, starting at 5th level, and every 5th level thereafter(10, 15 and 20) the berserker absorbs 5(10 at 10, 15 at level 15, etc.) points of energy damage. This includes all types, such as fire, cold, acid, etc. This counts toward all types directly targeting him, splash damage, AoE damage, or an energy enchantment on a magical weapon. Subtract this damage first before calculating possible Evasion damage reduction. A berserker cannot use any ranged attacks while in his fury, and he will relentlessly persue a fleeing enemy, never stopping until he is either killed, his fury runs out, or his enemies are all dead.

While in a fury, a berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Intimidate, and Ride) or any ability that requires patience or concentration. He also suffers a -2 to both Armor Class and Initiative.

A berserker can end his fury as a free action and is fatigued after his fury for a number of rounds equal to 2 times the number of rounds spent in the fury. A berserker cannot enter a new rage while fatigued or exhausted but can otherwise enter his fury multiple times during a single encounter or combat. After his fury ends, Myori'i leaves his berserker with the scars his Chaos has caused. As such, the berserker then immediately suffers all non-lethal damage, bleed damage and half of the absorbed energy damage taken during his fury. This can, and does sometimes kill the berserker.

Uncanny Dodge (Ex): At 6th level, a berserker gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to Armor Class if immobilized. A berserker with this ability can still lose his Dexterity bonus to Armor Class if an opponent successfully uses the feint action against him.
If a berserker already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Rage Power (Ex): At 4th level, and every 4 levels thereafter, the berserker can choose a rage power to add to his fury. These must be chosen from the list provided here: Beastial Climber, Beastial Leaper, Beastial Swimmer, Chaotic Mind(Renamed from Clear Mind), Knockback, Knockdown, Mighty Swing, Overbearing Advance, Overbearing Onslaught, Raging Climber, Raging Leaper, Raging Swimmer, Reckless Abandon, Sprint, Strength Surge, Swift Foot

At 12th level and higher, a berserker can no longer be flanked. This defense denies a rogue the ability to sneak attack the berserker by flanking him, unless the attacker has at least four more rogue levels than the target has berserker levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.


So I play with 2 young boys who've never table-top RPed before I started running for them.

They don't read the rule books. They don't even read their spell lists or their character sheets until the nights we're playing.

So naturally, they have no idea what action can be done where and when.

So I've taken to making Action Cards. One for each standard action that can be performed by Any Class, despite race or PRC.

Then, for them individually I've created cards for each of their Class' personal actions.

Also, for myself I use Initiative Cards, so that I never accidentally go out of turn.

What do YOU do to make the game more convenient for yourself or your players?

-Von


Comments? Suggestions? Changes?

Brigand:
Alignment: Any Non-Lawful
Hit Die: d8

Class Skills: Acrobatics, Bluff, Climb, Craft, Disguise, Diplomacy, Handle Animal, Intimidate, Knowledge(Local), Knowledge(Dungeoneering), Perception, Profession, Ride, Stealth, Survival

Skill Points: 4+Int

Weapon and Armor Prof: All Simple, Small and Medium Martial Weapons. Light Armor, Medium Armor, and Small Shields

BAB 1st Lvl: +0
BAB 20th lvl: +19/+14/+9/+4

1: F1/R1/W0 - Improved Bluff
2: F2/R1/W0 - Sneak Attack +1d6
3: F2/R2/W1 - Evasion; Eyes of Fury
4: F3/R2/W1 - Uncanny Dodge, Rogue Talent
5: F3/R2/W1 - Sneak Attack +2d6, Bravery 1
6: F4/R3/W2 - Fearsome Appearance
7: F4/R3/W2 - Sneak Attack +3d6
8: F5/R3/W2 – Improved Uncanny Dodge, Rogue Talent
9: F5/R4/W3 - Sneak Attack +4d6, Infamous
10: F6/R4/W3 - Commanding Presence, Fighter Training, Bravery 2
11: F6/R4/W3 - Bonus Feat
12: F7/R5/W4 – Rogue Talent
13: F7/R5/W4 - Sneak Attack +5d6
14: F8/R5/W4 - Bonus Feat
15: F9/R6/W4 - Sneak Attack +6d6, Bravery 3
16: F10/R6/W4 – Rogue Talent
17: F10/R6/W4 - Bonus Feat
18: F11/R8/W4 - Sneak Attack +7d6
19: F11/R8/W4 – Rogue Talent
20: F12/R8/W4 - Sneak Attack +8d6, Bravery 4, Improved Commanding Presence

Eyes of Fury: At will, a Brigand of 3rd lvl may fix enemies with a stern gaze, causing those who fail a Will save(DC 10+Cha bonus)to become Shaken.

Fearsome Appearance: Opponents must make a Will Save(10+ Cha bonus) to make an attack of opportunity against a 6th level brigand.

Improved Bluff: The Brigand receives a +4 to her Bluff skill.

Bonus Feat:
Chosen from the Fighter’s list of Combat Feats

Infamous: You gain a +4 bonus to Diplomacy and Intimidate checks in a particular city or among a certain organization(Chosen at time this ability is gained, and never changed).

Commanding Presence: At will, a Brigand who reaches 10th level may frighten enemies who fail a Will Save(DC 10+ Cha bonus). Opponents who fail are Frightened.

Improved Commanding Presence: As above, except Frightened becomes Panicked.


Hey guys, I'm trying to update this class to Pathfinder specs.

It's a fighter/thief hybrid. Could I get some help in updating this to Pathfinder-tier? One of my players really wants to play this class, but I'm stuck on this one.

I'll list the specs here, as I don't know how to put in a screen shot, nor am I sure if I'm allowed to. I'm going to list everything EXACTLY as the book lists it, for purposes of originality.

Brigand:
Alignment: Any
Hit Die: d8

Class Skills: Bluff, Climb, Craft, Disguise, Gather Information, Handle Animal, Hide, Intimidate, Intuit Direction, Jump, Move Silently, Ride, Search, Spot
Skill Points: 4+Int

Weapon and Armor Prof: All Simple, Small and Medium Martial Weapons. Light Armor, Hide Armor, and Small Shields

BAB 1st Lvl: +0
BAB 20th lvl: +19/+14/+9/+4

1: F1/R1/W0 - Improved Bluff
2: F2/R1/W0 - Sneak Attack +1d6
3: F2/R2/W1 - Evasion; Eyes of Fury
4: F3/R2/W1 - Uncanny Dodge(Dex Bonus to AC)
5: F3/R2/W1 - Sneak Attack +2d6
6: F4/R3/W2 - Fearsome Appearance
7: F4/R3/W2 - Sneak Attack +3d6
8: F5/R3/W2 - Uncanny Dodge(Cannot be Flanked)
9: F5/R4/W3 - Sneak Attack +4d6
10: F6/R4/W3 - Commanding Presence
11: F6/R4/W3 - Bonus Feat
12: F7/R5/W4 - Uncanny Dodge(+1 Against Traps)
13: F7/R5/W4 - Sneak Attack +5d6
14: F8/R5/W4 - Bonus Feat
15: F9/R6/W4 - Sneak Attack +6d6
16: F10/R6/W4 - Uncanny Dodge(+2 Against Traps)
17: F10/R6/W4 - Bonus Feat
18: F11/R8/W4 - Sneak Attack +7d6
19: F11/R8/W4 - Uncanny Dodge(+3 Against Traps)
20: F12/R8/W4 - Sneak Attack +8d6

Bonus Feat
Bonus Feats must be chosen from this list: Alertness, Circle of Friends*, Combat Reflexes, Dodge, Endurance, Fearless*, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Instant Stand*, Iron Will, Lightning Reflexes, Quick Draw, Run, Toughness, Two-Weapon Fighting, Weapon Focus

Eyes of Fury: At will, a Brigand of 3rd lvl may fix enemies with a stern gaze, causing those who fail a Will save(DC 10+Cha bonus)to suffer a -2 morale penalty on attack rolls, weapon damage rolls and saving throws for One Round.

Fearsome Appearance: Opponents must make a Will Save(10+ Cha bonus) to make an attack of opportunity against a 6th level brigand.

Improved Bluff: The Brigand receives a +4 to her Bluff skill.

THAT is the Complete Brigand.

I, tinkering at work one day, added this ability, explaining as the Brigand is a dirty fighter, a bar-room brawler, a modern day Hell's Angel, etc. Just an all around mean and gritty fighter in melee. It can stay or go. Either way, could be re-worked, or removed, I don't mind. I would just like some assistance with this guys, if you could. I appreciate your expertise. Anyway, here's the ability I added.

Skill Changes:
Acrobatics
Bluff
Climb
Craft
Disguise
Diplomacy
Handle Animal
Intimidate
Knowledge (Local)
Perception
Ride
Stealth
Survival

Bonus Feat Errata:
Circle of Friends (General), Alertness, Combat Reflexes, Dodge, Endurance, Fearless, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Instant Stand, Iron Will, Lightning Reflexes, Quick Draw, Run, Toughness, Two Weapon Fighting, Weapon Focus.

Circle of Friends: You gain a +4 bonus to diplomacy and intimidate checks in a particular city or among a certain organization.

Class Abilities

Reckless Fervor: 3rd Level, lasts for 4 rounds + con modifier. The brigand can call upon inner reserves of intimidation and reckless ferocity, granting him additional combat prowess at the cost of his own safety. For every level the brigand possesses beyond 3rd, the brigand can stay in this state for one additional round. The first attack made by the brigand in this state is granted a bonus of +4 hit, damage, and to confirm critical and -2 armor class for the duration. If the first attack is missed, the fervor immediately ends. For every kill, the brigand gains an additional +1 to hit and damage but also takes an additional point of damage from enemies. Each bonus is cumulative. For each time the brigand hits and damages an enemy or every time the brigand takes damage the fervor can ignore the effects of missing.

Fearsome Appearance: 6th Level, Opponents must make a will save (10+ Str mod) to make an attack of opportunity on the brigand.

Unending Fervor: 10th Level, Brigand gains Unending Fervor, increasing the duration of Reckless Fervor by 1 round per confirmed kill, and each kill resets to the initial +4 bonus to hit, damage, and critical confirmation and stacks with the bonus damage from each confirmed kill.

That is all,

-VonZrucker


Hey guys, I plan on running this old 3.5 module tonight for my party: http://www.wizards.com/default.asp?x=dnd/oa/20010608a

It's a CR 13 White Dragon encounter, with some difficult terrain, icy cold water, and some traps.

My party currently consists of:

Human Fighter/Paladin 5/5
Half-Orc Monk 10
Elf Ranger/Cleric 5/6
Elf Magus 10
Aasimar Sorcerer 10

What do you think? Is this a TPK in the making? I'm not TRYING to kill the party. They've just been bugging me to let them kill a dragon, and I found this.

I know 3.5 is a little watered down compared to Pathfinder. Will this be too high for them?

Thanks in advance, guys!

-Von


1 person marked this as a favorite.

Hey gang, Von here. Something I did when creating my new campaign world was ask my players to make me 1 NPC a week. It could be anything. A commoner, or a high level, super-important baron or prince, or whatever.

It worked out really well, and eventually I had a whole box of index cards with NPCs on 'em, which helped flesh out the world around them.

Some players took it to extremes and were incredibly detailed, others were simply "John is an alcoholic who works as a farmhand during the day and spends his coin in the bar at night." And would then list his stats.

Would any of you guys be interested in this?

Has this been done yet?

It would be great. A whole thread of non setting-specific NPCs that you could throw into your game anywhere.

But if we do do this, we'll need to lay down some ground rules and decide on the entry type.

Will we make the entries just like those found here? http://paizo.com/pathfinderRPG/prd/mastery/npcGallery.html

Anywho, if anyone is interested and this hasn't been done yet(I don't want to duplicate a thread, but found none like this one in my searching) let me know and we can get this ball rolling!

Thanks all,

-VonZrucker


1 person marked this as a favorite.

I'm a DM, so I guess any one of you could just say "You're the DM. You can do what you want." and that would be the end of this thread.

But I'd like some opinions from you guys.

Me? I don't allow cherry picking(dipping) without some serious in-game explaining and RPing, and it takes months to do.

So let's put it in perspective..

Let's say you were born into a military family. You grew up being groomed to be a soldier. You've learned the skills of the fighter early on, and when your 2(or 4 or 6) years are served, you decide to go adventuring.

All of the sudden, you decide you want to be a stealthy type.

Most players I've encountered just take the next class they want at 2nd level, and go from there.

When I ask them "Who taught you those skills? Where did you go for training? Who did you ask to mentor you?" I often times get a blank stare, then realization sets in, and I then their brow furrows.

"Uh. Dunno. I just want rogue at level 2."

Point is, I dislike this sort of thing. Sure, I change it quick and all, but how much RPing do YOU require for these sorts?

I mean, if all of your players are just min-maxxing and dipping classes for the best overall DPS, then aren't we really just playing a table-top game of strategy and tactics?

Why don't we just go play Warhammer 40k or Fantasy? Or War Machine?

Anyway, this isn't me saying I have an lack of skill as a DM, this is me asking you; what do you allow and disallow in your game(s) when it comes to this sort of thing, and how much RPing explanation do you require for dipping and/or Prestige Classes?

A lot of players think when they hit level 7 they just automatically learn all of the skills and abilities of this sacred order of so-and-so that's been around for 400 years.

Not in my game. How about yours?

-Von


So there very first time(the day the Tome of Battle hit the shelves) I saw the Tome of Battle, my buddy brought it to my house straight from the hobby store.

It was a really cool concept, with all sorts of pretty pictures...

I thought they were grossly overpowered. My brother made a Sword Sage in a 10th lvl One-Nighter we ran for funzies. It was horrible. We shelved the book afterward. It was crazy powerful. But, that was 3.5 and the Pathfinder core classes outshine their 3.5 ancestors.

But what are your thoughts?

I looked over Shuriken Nekogami's(http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/ pathfinderRPG/conversions/theCatGoddessEasiestTomeOfBattleAdaptionEver& page=1#0) conversion, and read many of your comments there, but my question still stands, and let me add a few.

What do you think of the classes? How do they stack up to Core and Base Pathfinder classes? Are they balanced to play alongside them? Would YOU add them in if it fit the flavor of your setting?

If not, why? What do you like, and don't you like?

Thanks in advance.

-Von


So we're doing an impromptu game where the pcs are slaves or whatnot and are forced to fight in the arena.

Races available to me are all standard, plus reasonable monstrous races, like goblins, kobolds, lizardmen, gnolls, orcs, hobgoblins, etc.

My question to you, Pathfinders, is what would you make for the most survivability/dmg output?

Level 1, no items. I'm sure there'll be weapons in the arena, but basically no gear.

Suggestions?

Thanks guys!

-Von


Howdy gang!

I'm starting a new campaign soon, and thought I'd check in with you guys first, since many, many of you are like me and hoard your D&D/PFRPG stuff.

The Genasi from the Forgotten Realms Campaign Setting are being included in this setting. I may rename them, I may not. But, here's their story in my setting.

Earth, Fire, Wind and Water(HEART! With your powers combi-- ah, sorry)are what make up the stuff of life. So the Genasi(in my setting) believe, whether it's true or not. Ley lines of these elemental energies surge through the planet, and where they intersect are large clusters of elemental crystalline. In anyone else's hands the crystals are junk, but when held by a Genasi and attuned to him/her through the proper ritual, it becomes an arcane/elemental focus, and thus allows the Genasi cast.

Annnnd, Gem Magic is born in my setting.

I've got a ton more fluff specifically for the Genasi in my campaign, but I just wanted to provide you with some background for why I am posting this.

A Genasi can be a standard Wizard/Arcane Caster, but no one else but Genasi can be Gem Casters.

My issue is, there's not a huge amount of elemental spells in Pathfinder, and still not a whole lot in 3.0/3.5.

A Gem Caster is a specialist in the Element that his Genasi race represents.

Earth - Geomancy -- Earth absorbs Water
Fire - Pyromancy -- Fire consumes Air
Wind - Aeromancy -- Wind erodes Earth
Water- Hydromancy -- Water extinguishes Fire

A Gem Caster gets many specialized bonuses -- but all that aside, what I'm asking of you is; does anyone have a comprehensive list of Elemental spells? Combined Elemental spells are fine, too. Like Ice, Lightning, Steam, Magma, etc.

I still have my 2nd Edition D&D Wizard and Priest Spell Compendiums. I would very much like to not have to convert all of those spells to Pathfinder. This is why I'm coming to you.

Lend me your spells. I can provide email if you'd be willing to mail them. You can even watermark the pages if so inclined.

Anyhow, that's what I wanted to ask.

Any and all assistance is much appreciated.

-Von


Sorry for the silly question, but can we Private Message other users on these boards? And if so, how?

Thanks in advance,

-Von


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Exactly what it looks like!

So, here we go.

Has anyone done or seen a conversion of the Beguiler or Knight?

The Mini's handbook Healer(gotta get rid of that stupid unicorn pet and replace it with something) or the Marshal(I know, Genius Guide Volume 1's War Master,or the Battle Herald PRC from the Advanced Player's Guide -- but that's a b-b-b-bard!)?

How about the Spellthief?

What about the Binder from Tome of Magic?

Or, what about the Brigand from the Kingdoms of Kalamar campaign setting? This was by far one of my favorite core classes from the old books.

You may be asking yourself "Well, Von... why don't YOU convert one of these?"

Why? Because Von is terrible at balancing things. I've read dozens of your discussions on these boards here, and you guys have all pretty much blown my entire idea of what I thought was weak or over powered or balanced out of the water.

Treantmonk -- thank you too. Your work is amazing.

For instance, I've been lazily working on MY version of a Shaman for PFRPG, but I just can't seem to get it right. Maybe I'll post him elsewhere, but anyway! YEAH!

So there you go.

Thanks in advance,

-Von


Hi gang! Von here, seeking your finite wisdom and experience. Soon finishing up a campaign set in Vanilla Pathfinder, I'll then start one in my own world that I've very lazily been working on. And I mean LAZILY. It started way back in 3.0, and now here it is heading into Pathfinder.

I LOVED Monte Cook's Ptolus. So I took the grand idea of a melting pot of races, and more or less threw them it into my own world.

What you need to know about my setting that pertains to my races: This setting is extremely low-magic(items). Ripped from 1st and 2nd Edition D&D, I've removed the Item Creation Feats and made it so a magic item cannot be made permanent without -- you guessed it, the permanency spell.

This makes magic items extremely rare and valuable. So, to counter-balance this, the PC races are many, and powerful.

I'm splitting up many of the craft and knowledge skills to expand them out, and having players focus on these important skills to enhance their equipment. Players will have their racial abilities, stats and modifiers, as well as crafting to bring them up to par with the more powerful, more well-equipped baddies. Which in this case are the Orcs(except orcs in this are tanarukk) and Raven-Men(powerful and deceptive casters and rogues).

Anyhow, on to the races.


Hey guys, seems like a silly question, but if I'm asking for your advice on some custom races concerning level adjustment and balance issues, should I post here or on Advanced Race Guide Playtest forum section?

Thanks in advance.

-Von


So I'm running my first Pathfinder campaign. Been playing D&D since 2nd Edition, and only started DMing way, way late into 3.5. Never liked 4th, so here I am, running a Pathfinder campaign.

We started at 1st level. We're now 9th. My DMed NPC character is a paladin.

I'm playing with my fiance's uncle and his 2 teenage boys. The boys are new to D&D really.

One is a Magus, the other was a rogue(switched to monk now, since he didn't really understand how to play a rogue effectively.)

The father is a 6th level Fighter(Archer variant), 1st level Wizard, and 2nd level Arcane Archer.

I'm having a very hard time running monsters against the father's character. Last time we played, in 2 rounds he dealt 140+ points of damage to a boss mob I had.

Is this typical? How do I deal with a player with this damage output without seeming like I'm meta-gaming my monsters against him specifically? I don't want every fight to start with the monsters shouting "Get the archer!"

On the other hand, when he can deal 90 damage in 1 round with good rolls, what am I supposed to pit them against? Monsters with damage reduction and regeneration?

Any assistance/advice is greatly appreciated.

-Von