Death Initiate

Zepheri's page

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Mage armor (don't kill me)
Alarm (i want to sleep)
Summon mount (don't want to walk)
Heightened awareness (more perception and knowledge, and can demise to gain +4 in initiative)
Color spray (best CC)
Snap dragon fireworks (search and dazzle) (and is fun)
Vanish (now you see me, now you don't)


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What i like of paiso is that they take consideration of the player, in game like forgotten realms is hard to say how that world changed to much if you don't read the novels, but Pathfinder is better they not only tell you how the world of golarion change, they let you be part of they history by playing the AP the give the change of the world and is for this that the game still be my favorite, they now how to get to the player


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I'm playing my only character for almost 24 year (from grayhawk to faerum and then changed to golarion via interplanetary travel)we play epic games and the gm always give us some home brew adventure or change adventure to epic (of course he change all the cr of the adventure path and this almost take him 3-5 week in the conversion) and the principal rule that we have in the game is that: until the last pc of the original party dies or retire the game never stop. Right now we are playing rise of the rune lord's (cr 38 whit the conversion that my gm do) i only play new character when there is a new gm and our gm is conversing the game or take a break


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Why not give her psychic ferocity whit a dip of shifter weretouched. She can become a werewolf and still cast spell since all are visuals and emotions; and the psychic ferocity give an extra dip in the connection to the feral part. Is they play in a forest 3 lvl in horizont walker


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Bjørn Røyrvik wrote:

"You're doing it wrong".

The question, chum, wasn't "what does Zephri think should be done?".

The OP never specified we had to be on Golarion, so I would be here on Earth where my friends and family are. If I had to start on Golarion I would worldwalk away.

yes you are right sry


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the longevity uniersal path of mirhyc give the ability to not die from old age

the monk of the four wind at lv 20 never age


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Loren Pechtel wrote:
Zepheri wrote:


3) degree of size of the components: creating a cart or a catapult does not require much effort since its degree of complexity is simple, however it cannot be applied to the technological components that many of the components (such as micro chips) They are practically very small (less than 1mm) that are not within the reach of the complexity of the view and another spell is required that can help this effect.
I don't see that scale should matter. However, I don't believe you can fabricate most tech stuff because our tech gadgets are such an assembly of parts that it's pretty much impossible to have the skill to do all of them and I would require different parts to be fabricated separately. Items which are simply advanced mechanical devices I would permit--but you need all the relevant skills and you'll have to assemble them. (On the other hand, I think an "Assemble" spell would be a reasonable thing to exist. Turn a collection of parts into a finished object.)

If you had a video of how things are done, you will realize that computer chips are created by machines and, since they require a degree of precision, their size is very small, so the human eye cannot discern the pattern of the scheme with the naked eye. of elaboration.

Of course many pieces of a computer are created separately but in the end the assembly is done by people,

Let's take the case of cars: before Ford introduced the assembly system where all the parts were created separately and then assembled on the production line, the cars were created by hand (in other words, the work of all the parts was done in the moment of the creation of the car and not separately which gave to have a car every 6 to 8 months maybe more) is what practically does the manufacturing spell he does not create the parts and then assembles them (ford system) the spell practically creates the pieces while assembling them at the same time (handcrafted system)


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I believe that the spell of manufacturing its function would be in the technology part.

nevertheless
must be
to raise 3 points for this to work:

1) knowledge: no
it is the same that we have knowledge of medieval technology than modern technology, much
minus future technology like laser swords, force fields, or spaceships.
2) materials: not all materials are easy to obtain, at the beginning of our technology, copper was the most used metal for electrical components, today some conductors have been replaced by gold and use silicon cards to withstand high temperatures.
3) degree of size of the components: creating a cart or a catapult does not require much effort since its degree of complexity is simple, however it cannot be applied to the technological components that many of the components (such as micro chips) They are practically very small (less than 1mm) that are not within the reach of the complexity of the view and another spell is required that can help this effect.

if you have these 3 principles if you can say that it would work otherwise in my opinion it will always be a failure


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https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/azata/ghaele/

ghaele

Light Form (Su)
A ghaele can shift between its solid body and one made of light as a standard action. In solid form, it cannot fly or use light rays. In light form, it can fly and gains the incorporeal quality—it can make light ray attacks or use spell-like abilities in this form, but can’t make physical attacks or cast spells. This ability otherwise functions similarly to a bralani’s wind form ability.

bralani
Wind Form (Su)
A bralani can shift between its humanoid
body and a body made of wind and mist as a standard
action. In humanoid form, it cannot fly or use its whirlwind
blast. In wind form, it functions as if under the effects of a
wind walk spell.


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I wish they had released a similar demon revised manual, in which they would separate the different types of celestials for the half celestial so it would give you a better
understanding as to what each heavenly hybrid wins,
as well as that they will take out one for the devils.
let the half fey and any other outsider take out


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106. a picture of a nymph and a succubus hugging each other


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Kurald Galain wrote:
Dragonchess Player wrote:


For a solo PC, gestalt is probably the best way to help cover all the bases.

For everything, gestalt is going to be the best way to cover anything. But it's kind of cheesy and I don't think it's a PF rule in the first place. The more interesting question is, can you solo it with a regular build.

actualy im playing a solo campain using brawler at first to be more tactical whit the martial flexibility, and now im brawler 9/ moontoouch shifter (wolf), its realy hard whit the problem of having slow progretion, wound threshold (grity moode), and no enchatment equip (since its in prehistoric era), i only have 4 miselaneus feat to support my feral improvment, 1 defensive feat and the rest are attack feats, and use martial flexibility to get some more defense feat and fight defensive to immprove my ac

right now im like this: (note im naked sice im an outcast and a cursed of my tribe)

Elspeth
Half Elf female Brawler lvl 9/ Moontouch Wolf (Shifter archetype) 4
Medium (humanoid), Age 22 years

Initiative:+9 Senses: Low Light Vision, Perception:+26
_________________________________________________________

Defensive

AC: 20, touch +20, cornered +13 (+5 dez mod, +2 Brawler Dodge, +2 Wis mod, +1 defensive instinct)

HP: 104 (13d10+26) grazed 78 wounded 52 critical 26 incapacitated 0-2

Fort: +11 Ref: +15 Will: +5, +2 vs. enchantment
Immunity: sleep
_________________________________________________________

Offensive

Speed: 30 feet

Special Attacks: Martial Flex 7/day, knock-out 1/day, lycanthropy aspect 4min, Shifter claws, lycanthropy shape 1/day

Melee: unarmed strike +18/+13/+8 (1d10+2/x2) or Brawler flurry +16/+16/+11/+11/+6 (1d10+2/x2), brawler flurry claws + 17/+17/+11/+11/+7 (1d10+8/x2) or 2 claws +19 (1d10+8/x2)
_________________________________________________________

ability score

Strength 14 Dexterity 20 Constitution 14 Intelligence 10 Wisdom 13 Charisma 14
Base Attack: +13 Base Combat Modifier: +15 Base Defense Modifier +36

feats: Wilding, skill focus (perception), improved unarmed strike, weapon finesses, aspect of the beast (wild instinct), animal soul, combat expertise, weapon focus (claws), feral combat training, shifter edge, weapon specialization (claws ), endurance.

Skills: acrobatics +21, perception +26, survival +20 (+22 track), sense motive +6, knowledge (nature) +10, knowledge (geography) +5, swim +6, climb +6, profession (herbology ) +13, stealth +14.


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i will also go to whit seeking, but additionaly i suggest Endless ammunition, this will help you to never get low in arrow since the bow will create 1 normal arrow to shot unlesss you whant to use a special arrow from your quiver.

And prepare a set of 5 arrow (or more) whit the bane property (dragon, demon and undead; 5 of each 1) and 5 whit keen effect just in case. If you get the Efficient quiver then create 15 arrow of each type.


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BlackfiRe Summoning
You have learned to make your summons destructive to
the fabric of the planes, bringing blackfire in the wake
of your magic.
Prerequisite: Sacred SummonsUM.
Benefits: When you summon a single evil outsider, it
appears in a flash of blackfire, harming all adjacent nonevil
creatures. This deals an amount of damage equal to twice
the CR of the summoned creature. An affected creature can
attempt a Will save (DC = the DC of the spell used to summon
the creature) to halve this damage. A spell augmented with
blackfire summoning uses up a spell slot 1 level higher than
the spell’s actual level. If you have the blackfire pact class
feature (Pathfinder Campaign Setting: Paths of Prestige 13), you
can apply the benefits of this feat to summoned outsiders of the type or types you have selected for your blackfire pact
without raising the spell’s effective level.

this feat its so cool and you dont need to roll any dice dmg (the bad part its dont affect evil creature (and most of any campain 60%-80% are evil)


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spell drain and the aura i see them to powerful for a CR 3
i suggest this eliminate the fast healing

put this:

spell drain: each time the wraith confirm a critical hit it will remove 1 spell slot from the target random from his spell per day (the gm choose what spell slot will be removed) and the wraith gain fast healing equal to the spell slot for a number of round equal to his cha mod. you cant remove spell high spell slot if the HD is lower to a sorceresss of his lvl (example if there is a mage 5 figthing a wraith, hecan only drain spell slot oof lvl 1 but cant drain lvl 2 or 3)

Aura of syphoning: all spell caster who are inside of the aura need to pass a will save or his spell caster lv is reduced by 2 and the wraith increment its attack, dmg and armor by 1, and gain 5 point of temporary HP per caster affected


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creature whit claws, hunter whit the natural group list (aspect of the beast feat and select claws) + feral combat training + brawler or monk and you create Wolvering


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trait and flaws where present first in modern game, then in iron claw game, D&D adopt the traits and flaws in the Uneartheg arcana


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DeathlessOne wrote:
Zepheri wrote:

School UnderstandinE: The arcanist can select one arcane

school from any of the schools available to a character
with the ¨arcane school wizard class feature¨
(since he is already a wizard and this feature is removed he cant used)
You have your order of operations mixed up. The Arcane School feature is removed and replaced with Exploits. That is the extent in which the archetype interacts with that class feature. What you choose with that Exploit has no impact on the archetype anymore. You do not have the Arcane School class feature any more. You don't ever get that class feature back either. You get a more restricted and less powerful version of that class ability, one in which Arcanists gain access to.

this only work if you are an arcanist; but you are a wizard read the last part of the exploit

¨If the arcanist already has an arcane school (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted the arcane school when determining the powers and abilities of her arcane school¨

tell me what othher class guive you arcane school because you cant not become wizard/exploited wizard


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School UnderstandinE: The arcanist can select one arcane
school from any of the schools available to a character
with the ¨arcane school wizard class feature¨
(since he is already a wizard and this feature is removed he cant used)


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DeathlessOne wrote:
ThecrimeForceDragon wrote:

@ DeathlessOne

What school would you recommend.
I assume take spell Focus in that school

Also im completely clueless when it comes to discoverires

For blasting: Admixture

For rerolls: Foresight
For mobility: Teleportation
For debuffs: Void

And you can select any school for your Spell Focus. It does not have to the same as your Arcane school. It should be in the school you plan to use a lot of spells that require saving throws.

For Discoveries.... I have a few recommendations.
For blasting: Creative Destruction
For utility: Fast Study
For more spell slots: Split Slot
For Illusionists: Resilient Illusions

he cant take school understanding since he have a wizard archetipe that eliminate the school abilitys


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i suggest:

Lvl 1 fast learner and extra exploit (potent magic)

Lvl 3 extra exploit bloodline develoment (arcana so you can take item bond)

lv4 exploit: dimensional slide

lvl 5: improve iniciative, wizard bonus feat: reach spell

lv 7: spell mastery

lvl 8: exploit: quick study

lvl 9: extra exploit: consume items (since you dont gain the consume spell you need to refuel your arcane reservoir in some way)

at lvl 10 if you can get at leas 1 lvl of sorceres you can gain all the powers and abilitys of a sorceres lvl 10


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i will put all stat in 1 then i roll 1d2 for each mental stat and dont
add the template since most of the racial feature come (in my opinion) during the puberty. Second since she have 1 human and other half elve the age gap is 20/15=1,33 year so at the age of 10 human the half elf will be just 8 year old, so the human will enter in puberty before his twin sister


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my gm put the GATE spell to act as a portal but based in the caster lvl:

caster lv 17: same continent
caster lv 18: same planet
caster lv 19: same solar sistem
caster lv 20: other sistem
caster lv 21+: other plane


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the problem for him to not choose the shaman is because of the background he put ¨the monastery¨, shaman are like cleric of the wilds/savage so its not fit the part of the monastery which is more civilized


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I always put that the wizards cast their spells direct from the spell books since it seems silly for one to memorize the formulas and magic words; and then forget them when casting the spells as if they were scrolls, which once used are destroyed. and those who possess the spell mastery use the spells without resorting to the use of the book


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combat rhythm + finishing cascade this 2 combination feat are so powerfull that can oblitarate any figth

when the 2 feat are together you can reduce all the penalty from your actions (like using two weapon figthing) or feats (like power attack) by 2 for each succefull attack you made that round until yourr next round


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Dragon78 wrote:
Can anyone think of any other abilities magic weapons, armor, and/or shields could have based on their enhancement bonus?

Instead of increasing the number of Ds it would not be more balanced than it will be increased by a higher die for each increase in enchantment (d3, d4, d6 and so) example a +2 longsword go from 1d8 to 1d12 or 1d8 to 2d6


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I think that the burning hands could be improved if we apply that each odd level increases a d4 of damage and each even level increases the duration of the spell in an additional turn this would help the spell to be more provocative

The shield spell is good, it gives you +4 ac and prevents damage from magic missiles, the change that would give this spell are 2 types: first) you create 4 rotating shields on you, each 1 gives you +1 ac for each successful attack you can destroy one or more shields to grant a +2 (cumulative) and negate the attack; second) continues to grant the same + 4ac but for each level negates 10 points of force damage once the maximum amount of damage is reached or exceeded the spell is dispelled

spells like fireball instead of being circular could place it as spherical this would help to have more meaning at the time of the explosion


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I think the reason why Nature spell is more for those who have wild shape is because those who have this ability are people who have continuous use in that field so they learn better The use of this feat is like the fight with his specialization in weapons, the wizard with his spell mastery or the monk with his improved unarmed strike


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for me one of the best feats is improvising initiative, giving a person a +4 to the initiative gives a greater opportunity to reduce the enemies or create better strategies in the game

Outflank it another feat I like sice it's give +4 when attakin flanking target and the possibility of an attack of opportunities when some 1 do a critical


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Hello everyone one

Today I want us to share with joy this passing year by pointing out what was our best story of the year and what was our best character in which they enjoyed

The best story I played this year was a parody of the lord of the rings on golarion (homebrew)

My best character was a human arcanist 6 / hunter 10
How were yours and feliz año para todos (happy New year to all of you)


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Being a diva is not all bad, you just make others see what their faults are. always being as the main protagonist makes them see that they are not aware of the game but in something else, If they told me that the game is hacking Slash, I think I am the most murderous character I see and I make him a psychopath. and everyone happy since you do not have to do anything other than kill even the alignment It would not matter, now they do point out to me that there will be some plot and dialogue, so analysis is required, taking notes of the facts and character and other things; then it is already a question of seeing if it is in the game or you just came thinking that no matter what you do you will always be the star

Being "diva" does not mean that you are the star, it means that you are in the role that determines you to create and in which you develop, if no other person does the same It's not my fault anymore if you're not motivated to role-play


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strayshift wrote:
Zepheri wrote:
strayshift wrote:
Zepheri wrote:

If someone told me which is the most evil school I would tell them, transmutation, spells like: disintegrate, curse, transform flesh to stone, baleful polymorph; they are examples that can show that this school is really evil even if it does not specify it.

For me divination is the most neutral school of all schools. It is only dedicated to knowing the past, present and future of people, things and places.

It's WHAT THEY DO with that knowledge... Did they ask before they pried into all your secrets? Enchantment is king. Let's just all live together in harmony. My harmony mind but you will be happy...
Knowledge is power, that is true, however, it depends on who uses it. In divination is the secret of immortality, how to be a god or how everything was created, but that depends on how you handle the information, and who is willing to believe what you say.Divination is a neutral school that gives the information to any creature that uses it and everyone can have the same information
Knowledge is power, and power is NEVER neutral.

Like I say it neutral school, If you use it to gain power in any area Yea it's up to you, not the school's, if you want to know the cure for coronavirus, you use fortune-telling to find out what the ultimate cure is it's already like using that divination and you would be doing good, divination school is neutral for that since the person uses the school for information but that is how you handle the information is another thing


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Kasoh wrote:
PossibleCabbage wrote:
Creating zombies and throwing a fireball at an orphanage are both evil. The difference is that you can throw fireballs at things that are not orphanages.
How else are you going to get materials for your zombies if you don't fireball an orphanage first?

And what are you going to create, some mini me?


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strayshift wrote:
Zepheri wrote:

If someone told me which is the most evil school I would tell them, transmutation, spells like: disintegrate, curse, transform flesh to stone, baleful polymorph; they are examples that can show that this school is really evil even if it does not specify it.

For me divination is the most neutral school of all schools. It is only dedicated to knowing the past, present and future of people, things and places.

It's WHAT THEY DO with that knowledge... Did they ask before they pried into all your secrets? Enchantment is king. Let's just all live together in harmony. My harmony mind but you will be happy...

Knowledge is power, that is true, however, it depends on who uses it. In divination is the secret of immortality, how to be a god or how everything was created, but that depends on how you handle the information, and who is willing to believe what you say.Divination is a neutral school that gives the information to any creature that uses it and everyone can have the same information


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Scavion wrote:

If we're talking about Golarion there's only really 1 reason to know why Necromancy is outright outlawed in many nations and appropriately feared.

The Whispering Tyrant exists. When people think of necromancy, they don't think of creepy Tim who has skeletons planting gardens in some reclusive village. They think of the monster who challenged the gods, killed hundreds of thousands of people and threw the broken corpse of the herald of one of the most powerful gods at the time at the feet of their followers.

Is that fair? Probably not. Sensible? Absolutely. Bonus points for undead going berserk and killing anyone close once the necromancer binding them dies.

but that is since that adoren it transforms into god, the necromancy has been disowned much longer ago, pharasma hates the undead so in part it could be said that he hates that part of necromancy, even Zura even used necromancy to become the first vampire


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If someone told me which is the most evil school I would tell them, transmutation, spells like: disintegrate, curse, transform flesh to stone, baleful polymorph; they are examples that can show that this school is really evil even if it does not specify it.

For me divination is the most neutral school of all schools. It is only dedicated to knowing the past, present and future of people, things and places.


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Let us bear in mind that the issue of the resurrection may be something that is taken literally, however it is somewhat more complicated than it seems, perhaps if it resuscitates, but it may also be that the person does not want to resuscitate because they are in a better place, but I remember that there was an optional rule in d & d that stated That depending on the cleric who performs the resurrection, he may bring the spirit of another person or an outsider to take the place of the person he is resurrecting.


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I have played the game since 1994 my first game was in al-quadin, then it was dark sun, and ravenloft from 2e d & d, when I enter 3e my favorite world was forgotten realms which is a world in which I developed by looking a lot like ours only with a touch of fantasy, my idol at that time was drizz lo urdem and simbul, when going to 4e I never touched it because the story of mystra dying and it will change my world very drastically, I don't play after that until 2009 when some friends told me about Pathfinder And since then I play it. Before that I only played roll 20 or playbyweb


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I know it is something already trite but I wish they would bring out a manual for epic levels, there are many who wish to continue their adventures with the character they still have alive especially those that put the mythical ability of longevity to their characters


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I wish they would create more powerful magic than those shown in the manual; Yes it is true that spells like wish, earthquake, tsunami, dominate monster and others look great but is that all?There is not a Genkidama, Kamehameha, or the spell that create the Earthfall(or similar).


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First I would take away the following abilities: bluff and diplomacy (Your character is not the sociable type, he is creative so these skills I do not think should be applied to him), knowledge in dungeon and in nobility would not apply either since you are spending more time in the workshop than in the adventures and political problems

Technician: Gain a +2 on all creation, engineering, disarm, and profession rolls related to the creation of technological implements. From level 5 it costs -10% the cost of manufacture, improvement (+ 10% to dismantle) and an additional 2% for every 2 levels after this.

Demolition: All mines, grenades and rockets used by the technician use an extra dice to damage if these weapons are created by the technician increases to 2 extra dice. Additional the technician applies half of his level to all sabotage rolls.

Technical expertise: From level 3 the technician selects a field of expertise in which he applies his focus (such as: aircraft, ground vehicles, robotics, weapons) thus gaining a +2 to all checks, this ability is gained again every 4 levels after this by selecting another mastery and the previous one is improvised at +2(like the Ranger's ability)

I hope this opinion of mine helps you


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Right now I'm playing a lot of campaign with only 1 character and never reset the lv (if to live a big adventure until it's dead). I Finnish rise of the runelords, crimson throne, shattering star, return of the runelords and now I'm back in time of thelassia trying to return to my time. We are playing all AP in slow XP and since we are playing a Homebrew game we are epic (I am the second most high lv 38)


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The most funny time I get in a play was a new member who use in melee fireball vs a stone golem. He thought it was like a flame arrow (from world of Warcraft mage) and the gm tell him 3 time "are you sure you want to cast fireball" he say yes. And he kill all party member, that was hilarious


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Jane "The Knife" wrote:

ok -

I'm still playing 1E (because I have fun doing it).

I am not playing 2E (because when I tried it, I didn't have fun. And I did give it several attempts.)

Anything else I say at this point is just cluttering up those two facts.

Ok that is good can you share with us what was your last game in 1e and the story of your PC and how you enjoy it ;)


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My gm use the Pathfinder system in forgotten realms AP Volo adventure and the halfling stone AP that are 3.0


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HighLordNiteshade wrote:

We played 3.0/3.5 until about 2017. We play over FantasyGrounds and were using the Saatman series from Adventure-a-Week, and when we got about 3 modules in they stopped being available for 3.5 and were only available for Pathfinder. So we figured it was time and finally left 3.5 behind and moved to Pathfinder (but still used my Forgotten Realms/home-brew world where we completed the Bloodstone Lands series back in 1998 and established a reunited Damara/Vassa kingdom...which I've been DMing in ever since). We've stuck with Pathfinder 1.0 because I was already not happy about putting a bunch of $$$ into a new system after almost 20 years on 3.0/3.5, and shortly after I did that Pathfinder 2.0 was announced. I was really not happy about switching systems less than 2 years after we went 1.0 so we've stuck with it. I'm currently running my group through Rappan Athuk, which I am manually putting into FantasyGrounds at great cost to my free time...while I could do the early levels in 2-3 hours the deeper levels are taking 4 hours each to get into FantasyGrounds. We've got your standard Assimar Paladin, Halfling Rogue, Elf Magus, Human Fighter, and Dwarf Cleric as the base party...plus a bunch of followers/NPCs picked up over time.

Once we're done with Rappan Athuk one of my players is going to take over as DM and for the first time since 2006 I'll be able to be a player for a while.

Well almost 2 months that with my group we Finnish all the volo campaign and the halfing stone using Pathfinder Sistem and is was OMG to high core, I really enjoyed the game almost like rise of runelords whit aeon together


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Well I'm testing whit 2 friend and my gm a version of razor fang keep of world of Warcraft because in 4 month 10 of the guild (include me) goin to celebrate 16year playing the game so we are creating instance and raid game using golarion as a map right now I test deadmine near riddleport and stockade in korsova


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ok question why did you start to play Pathfinder 1e? To remember old day of 3.5? If you want a change why don't you stick with d&d 4&5e?

Pathfinder 1e was for me to remember my old days of school and college where I can play with my friend a lot of adventure. Changing to 2e it's like to kill the 1e format

Before you criticism the 1e, try to remember why you start playing again that format.

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