![]()
Search Posts
![]()
![]() So, due to some medical emergencies and potentially life-threatening conditions, I was unable to play for basically all of last year. towards the beginning I had made a tiefling character. They are at 2/3 xp. If I were to retrain this character, would they have to be retrained according to current season retraining rules, or would I be allowed to retrain them using the available races from the season they were created under? It's a little vague in the places I've read about this. Primarily, I'd like to retrain them to Aasimar since in the midst of the medical problems I also lost a lot of my Pathfinder books so I couldn't actually play the tiefling bloodline I had chosen due to not owning Blood of Fiends anymore; I still possess Blood of Angels though. Thanks for the answers in advance, I'm hoping to get back into the thick of things. -TP ![]()
![]() This thread started when I wanted to know what Carbauxine Gas is. So, here are some questions about these things. 1. What is Carbauxine Gas? 2. What is the geological composition of Golarion?
3. What is Golarion's size/radius/volume/mass in relation to the Earth's. 4. What is the gravitational force on Golarion? 5. How do immovable rods have a frame of reference? I'm not looking for "Magic, you dope!" kinds of answers, I'm looking for things that make sense. Inasmuch as they can, Paizo seems to try pretty hard to simulate reality, and they've done a fairly good job despite the fantasy nature of their game. I just am curious about certain scientific principles in relation to Golarion's descriptions. Trying to make sense of things, etc. ![]()
![]() Hey there, Pathfinder community! My name is Tabletop Prophet, and I'm the host of a new YouTube Channel, Tabletop Oracles. I've just uploaded my second video in my ongoing series "Tabletop Visions" where I talk about new pathfinder products, alternate rules, and various other topics related to tabletop gaming with a focus on Pathfinder. My most recent video takes a look at Feats. Personally, I think the system is fine, but my players and I have some concerns with how the system can hedge out interesting characters for various reasons. So, along with my co-host, Tabletop Savant, we've come up with a pretty reasonable way to solve the "not enough feats" problem without going overboard. I also take a look at a couple of other options to the problem, and the final segment Campaign Creations, tweaks the Elemental Spell metamagic feat as well as adding a new metamagic feat along the same theme. Here's the link to the video: Tabletop Visions 2: Feats My first video took a look at a bunch of Paizo products that were coming up and some other gaming news, including the announcement of the newest League of Legends champion, Braum. The main segment dealt with several ways to come up with interesting backgrounds for your Pathfinder (or other RPG) characters and the final segment was the first installment of Character Study, a segment that takes a character (or characters) from other media and converts them into the Pathfinder ruleset. Follow this link to check that video out: Tabletop Visions 1: Character Backgrounds In addition to Tabletop Visions, I have been making some videos for a Basic introduction to the Pathfinder RPG, and a cliffnotes-esk look at the lore of the Inner-Sea. Some of my own questions for you good folks: I'm curious to know, do you guys care if the videos are in it's current format, with little to no visual content, or would you like me to add more visual elements? What sorts of content would you like to hear about? What sorts of content would you like me to NOT cover? Why? Are there any products you'd like me to go in-depth to review? (I'm considering Deep Magic from Kobold Press, as well as Lone Wolf's HeroLab) Would you like to see recaps of my ongoing campaigns, both that I'm playing in, and running? Thanks a lot for reading, and I hope you enjoy my videos! If you have a questions, comments, or suggestions, I'd love to hear them! Just post here or in the comments section of either video and I'll try to answer you in a timely fashion. ![]()
![]() I like good character concepts. One thing that has always intrigued me is that in 3.5/Pathfinder, almost universally, Necromancy is seen as evil. It isn't hard to understand why: Years of Necromantic villains, Vecna, Tar-Baphon, 99% of undead being evil, etc. However, it isn't the case that Necromancy itself is evil. Casting a spell with the "evil" descriptor is not inherently evil unless the spell requires something (material component, ritual action, etc.) that is an evil act. The spell "Animate Dead" doesn't require anything more than a decently expensive material component, and an availability of suitable corpses (Which, let's be honest, is the easiest resource to come by when being an adventurer, even a Good-aligned one). Also, the variants created for "White Necromancers" have been horrible at best, and downright broken in the worst. The "Life" Necromancy specialization is terribad. I understand where they were trying to go, but they could have at least given them access to the "Cure" spell line... geez. So, my ideation is thus: I've wanted to play a Lawful Good Necromancer since 3.5: In the Unearthed Arcana book, there was a variant that gave a simple swap of the Necro's familiar for a human skeleton that advanced with the wizard and was cheaper to replace. I never got a chance to put the idea out there, and never got the chance to throw it into one of my campaigns either. Now, I'm playing in a Pathfinder game set in Golarion and have been given the okay to play a LG Necromancer. I have my own ideas about how to build the character, what relationships they have to organizations like the Whispering Way, how they feel about Vampires, and other things, but I'd like to hear ideas and challenges from the Paizo community, since I get a lot of good ideas from these forums. Mechanical things are not the focus, but are appreciated. So, how would you build Him? How would you play Him? What ways would you have Him explain to people why his chosen school is not "black magic" and "evil" despite the overwhelming tendency to view them as such? ![]()
![]() First off, if any of my players read this, I will have rocks fall on your character. You have been warned! (JK... mostly) For background: I am running a homebrew campaign set in Golarion. The timeline is a bit different, but mostly the same between this version and cannon. The players are mercs hired with their company by the pathfinders to hunt down a group of Orcs that raided the lodge, stole several thassilonian artifacts, and then torched the place. Most of the pathfinders made it out, but while the majority of the lodge relocates to inform the other lodges of what happened, a few have hired and are travelling with the merc company. So they go into Belkzen, encounter some unusually intelligent Orcs, and have some interesting combats where tactics are used to great effect to harass the party. Some stuff happened, and they wind up in some dwarven vaults under Urgir. So my first problem is that I've mapped the small dungeon out, but apart from some traps, I haven't really populated it. I have an idea about some dwarven ghosts, but the party is level 4 and don't yet have funds/opportunity to get magic weapons, so I don't know how well they'd fare against incorporeal creatures. Another thing is that I want them to have to figure out a puzzle involving the four vaults on this level of the dungeon before they can descend to the final area and reach their goal, but I'm running out of ideas. Secondly, Spoiler: I plan on running Curse of the Crimson Throne after this campaign, as a follow up story-wise. I even intend on their merc characters showing up to help in Book 6. This isn't so much a problem as it is asking for opinions on storycrafting. I plan on replacing the BBEG of Curse with the BBEG from my homebrew, a Thassilonophile Teifling Enchanter who seeks to become the vessel for Sorshen's resurrection. The timeline between the first campaign and the second is a matter of months, with the Enchanter using her considerable abilities to weasel into Illeosa's court and then kill and replace her with a thralled Illusionist puppet. I guess I'm asking if this messes the story up in serious ways from what is written in the path? ![]()
![]() As the title says, I'm looking for an e-reader/tablet that will allow me to utilize the 30 or so PDF files I've gotten from Paizo for easy reading/reference. I know I could just use a laptop and herolab, but that costs bozo ammounts of mulah that I just don't have, and I would like to not break my back carrying the over 60lbs of books to the various places I game. So does anyone have suggestions for what brand/model/etc. would work the best for this endevour? Thanks! ![]()
![]() So I am running a game with 5 players starting tomorrow. I knew I wanted to run them through the Beginner's Box, since 4/5 are newbs to Tabletop Roleplaying, and the material is super good from all that I've read and seen (it's in front of me as I type). The question comes up in that I want to also run them through Rise of the Rune Lords, because it's a super iconic and fairly "pathfindery" AP, not to mention the bargain you get in buying the hardcover. But... I want them to be able to keep their characters from the Beginner's Box (somewhat updated) going into the AP. Is there anyone else who has done this, or can give me some advice as to handle non-first level PC's starting an adventure path? I Figure it would give them a better reason to be in Sandpoint, as they're from there (According to the Beginner's Box) and they're local heroes to boot, but I still don't know how having a large boost in Equipment and XP will mess with the AP. Thanks, and I appreciate it! ![]()
![]() So, I like Final Fantasy Tactics, and I also liked the Brave/Faith System inherent within it. In FFXII, Square-Enix re-hashed this mechanic within the Spells "Faith" and "Bravery" and my attempts here are an attempt to re-create these in a way that makes sense in 3.5 and PF. Also, this is going to be written in parts, so here is part one: [u]PART ONE: The Basics.[/u] So, to start off, what is Faith and Bravery? Under this system, Faith is a measure of belief in something that your character has devoted themselves to. This is not necessarily divine, your character could be a rogue with high Faith that believes in the quickness of their fingers, or a fighter who believes in his training, the object of the Faith is not important. It is somehow tied more with Spellcasting and saving throws than with physical combat, however, and reflects this in how it's base score is derived. Bravery, is a measure of Moral, Intellectual, Spiritual, and Social courage that inspires others and yourself to great acts. Bravery is more tied in with Physical actions, as is seen in how it's base score is derived. How are Faith and Bravery defined? They are defined best as a Percentile score, with a minimum of 1 and maximum of 99. A 1 rolled on Percentile is always a success and a 100 rolled on percentile is always a failure. When rolling Bravery or Faith, you are rolling under your score, to determine success or failure. The base score for Faith is 20 + the combined ability score modifier of the mental ability scores. (For Example, a Wizard with Int 18, Wis 10, and Cha 14 would have a combined total of 42, which has a modifier of 16) According to the above example, the wizard's base faith is 36. Bravery is calculated similarly, but using the Physical ability scores. In addition, a Character's Class adds a small modifier to their base Bravery and Faith. Every two class levels, the character gains a +2% increase to their class' Base Faith or Bravery Bonus. If a character multiclasses, they do not gain the class bonus of their new class, this is a bonus accrued at character creation. One may, if their class has a bonus of "of Choice" change the focus of that bonus from Faith to Bravery and vice versa upon gaining a class level in that class, however, any bonus increase due to class level remains in that focus, while the base 5% is changed to the new focus. Bard +5% of Choice
Cavalier +5% Bravery
![]()
![]() Where's the Aasimar love in Golarion? We've seen Teiflings, which is understandable, and actually quite fitting for Celiax, but what about Aasimars? I've heard on other sites and from friends that they're just boring. And, Honestly... I have to agree. Why are they so boring? they're the descendants of Angels and other Celestials, how can that be Boring? Where do they fit into Golarion? Just some musings. ![]()
![]() Probably not the right place for this, but we'll see. The idea is a group of 4-6 1st level characters thrown into a mega-dungeon that they must fight their way to the end of in order to graduate from their academy. The Dungeon consists of 20 tiers and will take them to 5th level. I've designed dungeons before, but this is a scale I haven't dreamed of until I got the Idea that it would be awesome to have this Academy that selects the most promising academs for a rigorous final training where no holds are barred, and they have to fight for their lives to succeed. Those who don't, die. Those who emerge victorious are heralded as elite agents of the crown or some other thing. Part of the reason I wanted to do this is by simply looking at D&D 3.5 and Pathfinder stuff it is easy to say that 5th level Characters, especially PC's, are near legendary in stature. Once in a generation, that kind of power level. Most people the Character's meet will be 1st-2nd level, just like in our world, most people you meet will be only at most a 3rd level character (and that's pushing it). I want the campaign to be about what they do after they emerge, totally changed from their experiences in the dungeon, and I have a few ideas they can run with, but the main trouble I'm having is in even thinking of how to design a dungeon with 20 floors that has the necessary challenges for the players, without totally killing them. In game this dungeon is supposed to take about seven to twenty days, so how do I design a dungeon where the players can rest? Do I design "safe zones" or do I just force them to be vigilant in the night? Do I roll up random encounters for the floor they're on, or do I design the encounters? Same question with loot. ![]()
![]() My proposition: Starting Statistics: Size Small; Speed 10 ft., Fly 30
Because as it is, the Eidolon doesn't represent all the archtypical life forms, it's got Biped, Quadruped, and Serpentine, but not Bird-like. So, unlike the others, it's starts out small, and can get bigger, but only as big as large. I know this isn't perfect, but I think the wings benefit is outweighed by the small size. |