When PF2ed comes around I am taking a year break from pathfinder. With M&M, Savage worlds, 13 age, and a few others systems I can give them a try. After the year I should be more respective to 2ed.
A few things I wold like martials to be able to do:
Improvised Shield
As a free action, you may wield an improvised weapon as an improvised shield for a round. When wielded as an improvised shield, the weapon’s damage die is decreased by 2 sizes, and the weapon grants a shield bonus: light weapons grant +1 shield bonus, one-handed weapons grant a +2 shield bonus, and two-handed weapons grant a +4 shield bonus. Just as with all shields, you lose this shield bonus to AC if you use the improvised shield to attack, unless you possess the ability to make shield bashes without sacrificing shield bonus.
Whenever you are wielding a shield with the fragile special feature and a target scores a critical hit against you, you may give your shield the broken condition to change the critical hit into a normal hit.
Shatter Earth
You may attack the ground around you with a savage blow. You may make a brutal strike against the corner of a square within your reach as a full-round action. You may reduce this to a standard action by expending martial focus. This attack automatically hits and deals damage normally. If you manage to deal more damage than the floor’s hardness, you cause a 5 ft. radius, 10 ft. cone, or 15 ft. line (your choice) to become difficult terrain. Radius’ increase by 5 ft. per 10 base attack bonus, cones by 5 ft. per 5 base attack bonus, and lines by 10 ft. per 5 base attack bonus. A square can be cleared as a standard action (provoking an attack of opportunity)to no longer be difficult terrain.
Defensive Whirl
Whenever you use an attack action and successfully strike a single creature with both your main-hand and off-hand weapons, that creature takes a -1 penalty to all attack rolls against you for 1 round. For every 5 points of base attack bonus you possess, this penalty increases by an additional -1.
This one is a bit more gonzo
Limb Ripper
Prerequisites: base attack bonus +10.
When you successfully maintain a grapple against a creature you have already pinned, you may as an immediate action attempt to remove a limb from them; the creature must make a successful Fortitude save or have one of its limbs removed by you (arms, legs, tentacles, or wings), ending the grapple.
If you remove a wing, the target loses a wing natural attack if it had any and cannot fly (creatures with 3 or more wings who lose a wing have their flight maneuverability reduced to clumsy and have their flight speed reduced by 1/2 for each wing which they are missing). If you remove a tentacle, the creature loses all attacks and abilities related to that tentacle. If you remove an arm or leg, the target suffers a series of penalties listed below.
Creatures with more than 2 legs do not suffer the penalties listed below, but instead lose 10 ft. from their movement speed and lose the benefits of being a quadruped if they had them. In addition, the target suffers 1d6 points of bleed damage from the wound, +1d6 for every 4 points of base attack bonus you possess.
A severed limb counts as an object one size category smaller than the creature it came from if using it as an independent object or improvised weapon.
A character who has lost an arm incurs the following penalties:
-10 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-8 penalty on grapple checks;
Must make a caster level check at a -5 penalty to cast spells with somatic components;
Unable to wield weapons two-handed or make two-weapon attacks, and may not wear a shield on the affected arm.
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is halved.
A character who has lost a leg incurs the following penalties:
-10 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run or charge.
Cannot bull rush or overrun and takes a -12 penalty to resist these combat maneuvers.
Speed is reduced to 5 ft., and can no longer make a 5-ft step.
Carrying capacity is reduced by two thirds and the maximum weight a character can lift over head or off the ground is halved when sitting, impossible when standing.
These penalties do not stack with other penalties for losing limbs. A character who has lost both arms cannot use any of the listed skills, make attacks, or use objects, without the aid of prosthetics or magic. A character who has lost both legs is always considered flat-footed and prone, and can only move 5 ft as a full round action, without the aid of prosthetics or magic.
I'd also add to it that levels have suffered from devaluation in every single version of D&D, with the biggest offender being the forgotten realms guide in 3.0, which statted up drizzt as a level 25+ character, and elminster as level 30+. There is no way Drizzt in the books (at that time) was anything beyond maybe level 11, but it colored peoples perception of levels for a long time.
The fact remains a level 9 cleric (not level 9 spells, level 9) in 3.pf can call down a miracle equivalent of almost everything God did in the old testament to prove His existance, beyond level 9 it just gets silly.
Well to be that guy Drizzt in 3.0 is lv. 15 but your spot on for elminster lv.31 w/mythic and a template. Also a marty stu.
My reason is they internally playtested for two years and are just refining it. I feel like they are just going to tweak little by little but as a whole its done. In not so many words paizo is going to do what paizo is going to do.
Our aim is to make the game easier to learn and simpler to play, while maintaining the depth of character and adventure options that has always defined Pathfinder. In this version of the game, for example, players can still build a dual-wielding ranger or an elemental-focused druid, but doing so is easier and more streamlined. Along those same lines, a lich is still the same terrifying foe that it’s always been, but now Game Masters can build one to add to their stories in about half the time.
[i]Our aim is to make the game easier to learn and simpler to play, while maintaining the depth of character and adventure options that has always defined Pathfinder. In this version of the game, for example, players can still build a dual-wielding ranger or an elemental-focused druid, but doing so is easier and more streamlined. Along those same lines, a lich is still the same terrifying foe that it’s always been, but now Game Masters can build one to add to their stories in about half the time.[/]
From pg.3 of the play test Using these playtest rules, you can build any
kind of sword and sorcery story imaginable to explore with your friends, family, and acquaintances whose love for imagination and camaraderie matches your own. Seems like a lower power lv is the goal.
I know Goblins are Paizo's bread & butter, but why on earth are they getting a Charisma boost as a standard? And they get to skip the Str penalty every Small race usually gets? Dex/Int, Dex/Con, or even Int/Con would have been preferable Boosts imho, seeing as they're agile, crafty, and known to stomach literal garbage.
Also don't like how all races mature by 20 years of age. But that's a personal quibble.
Care Bear CR 8
XP 4,800
Celestial black bear mesmerist 5 (Pathfinder RPG Bestiary, 31, Pathfinder RPG Occult Adventures 38)
NG Medium magical beast (augmented animal)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +16
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Defense
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AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 125 (12d8+29)
Fort +8, Ref +12, Will +12
DR 10/evil; Resist acid 15, cold 15, electricity 15; SR 13
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Offense
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Speed 40 ft.
Melee bite +11 (1d4+3), 2 claws +11 (1d4+3 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks bold stare (sluggishness[OA]), hypnotic stare (-2), manifold tricks (2 tricks), mental potency (+1), mesmerist tricks 5/day (break stupor, enchanting words, reflect fear), painful stare (+2 or +1d6+2), smite evil
Mesmerist Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)—hypnotic pattern (DC 15), mantle of calm[ACG] (DC 15), suggestion (DC 15)
. . 1st (5/day)—adoration[UC], charm person (DC 14), color spray (DC 14), sleep (DC 14)
. . 0 (at will)—dancing lights, detect magic, lullaby (DC 13), mage hand, message, prestidigitation
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Statistics
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Str 17, Dex 17, Con 15, Int 10, Wis 12, Cha 16
Base Atk +8; CMB +11 (+15 grapple); CMD 24 (28 vs. trip)
Feats Endurance, Extended Stare[OA], Improved Initiative, Iron Will, Run, Skill Focus (Survival)
Skills Acrobatics +3 (+7 to jump with a running start, +7 to jump), Bluff +5, Diplomacy +18, Perception +16, Sense Motive +16, Survival +5, Swim +13; Racial Modifiers +4 Swim
SQ consummate liar +2, touch treatment 6/day (Minor)
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Special Abilities
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Consummate Liar +2 Counts as Combat Expertise for some feats.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (15) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (15) You have the specified Energy Resistance against Electricity attacks.
Grab: Claw (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hypnotic Stare (-2, 40 feet) (Su) As swift action, target creature takes penalty on Will saves.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifold Tricks (Su) You can have mulitple tricks implanted at once.
Mental Potency (+1) (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmerist Tricks (150 feet, 5/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Painful Stare (+2 or +1d6+2, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Sluggishness (Su) Hypnotic stare reduces target speed by 5 feet, and applies to Reflex saves.
Smite Evil (1/day) (Su) +3 to hit, +12 to damage when used.
Spell Resistance (13) You have Spell Resistance.
Touch Treatment (Minor, 6/day) (Su) Remove certain conditions from creature touched.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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Well it's a reforged yellow ring. in my head canon this ring was made by Parallax to subvert Sinestro “reconditioning”. But he found out and destroyed it. Ganthet found it and in a experiment reform it with some modifications. One is to use fear to motivate and to seek someone with strong morals. He was inspired by Batman
On earth not that much. Due to the stimaga of the yellow lanterns.
Hero lab is being a butt so here is some back story
You inspire great fear.
Four words that change my life. I am no hero by any stretch of the imagination. In fact I am a dirty coward at heart. Always running and hiding. In fact that's how I got this ring. I was hiding in a abandon building after a battle with a green and yellow lantern. A sinister voice spoke to me. Do you wish to master your fear? I promptly ran. But the ring had other plans. It placed in a bubble. Now then as I was saying... After I calmed down and listen to it, I figured the only way to escape this was to accept the "offer". That was 5 years ago.
The jist is he uses his own fear to fuel his ring. when he pushes himself he gets Glowing Eyes of Doom yellow of course
you can take the Magic power as high as you want. None of the alternate powers or "spells" can break power level. So if you had Magic 15, you could use it to buy Flight:15 (which I just made up without looking at how the points break down, but I think it is fine) or Dimensional Travel or something. But your Defenses, Attacks, Saves, and other Power Level limits are still in place.
Catman, a yellow ring user is fine. You will be 2 Power Levels below most Green Lanterns. For inspiration, you might look at the Alan Scott Green Lantern, who has been retconned to be a somewhat street level hero in Gotham pre-Batman.
Personally, I'd prefer to avoid any dramatic shifts or changes to the setting. Civil War, Hero Registration, or a Watchmen-esque take on things kind of spoils the simplicity of using the DC setting.
I'd rather a continuous Heroic timeline; there have been heroes all along, many of the classic big names soldiering on, mentoring, retiring, or dead, though some would surely be continuing on (the immortal ones like Wonder Woman, Dr. Fate, and Deadman, ones without physical bodies, like Captain Atom, Aliens with long lifespans like Martian Manhunter an Supergirl, for example. Don't forget the Marvels either, their powers change them into mature adults; that would work just as well if they are presently adults as well (most were young enough they'd likely be about the same age as their super personas like Captain Marvel/Shazam)
Combat training no longer grants armor proficiency. Cavaliers are the only ones hat get an armored mount from start... But they still suck balls. If you want a martial mounted combatant, you're much better off playing a Paladin or Ranger.
I must say, I think Mythic Adventures did a lot to improve martial characters. I've been using Mythic Vital Strike to be quite effective and able to move and attack. I'm a guardian, so Cage Enemy lets me have true battlefield control. I'm not even particularly optimized, but I'm pulling my weight.
I don't think I'll ever run a non-mythic campaign again. I just wish there were mythic versions of more feats from all the various books beyond mostly Core.
Penance considers the reactions sudden combat readiness strange and without even drawing his blade strides forward and sees what all the fuss is about.
I have 3 players lined up and would like to add a 4th. This is a conversion of an AD&D 2E module that will be a 1-shot. Character creation will follow PFS rules and start at 2nd level. Some 3pp classes will be entertained since this is a non-PFS game.
1. Forum Name:
2. Character Name:
3. PFS #:
4. Roll for Day Job:
5. Initiative: 1d20+?
6. Perception: 1d20+?
7. Faction:
8. Speed (Slow or standard): Standard
We are currently seeking 1-2 additional players to join a 3PP Class PF1 game of Shadowed Keep on the Borderlands. The original recruitment thread can be found here.
The party currently consists of:
Ninja, Kunoichi
Gearhead
Astral Deva
Conscript
Scholar
Characters are still level 1 and they've completed about 1/4th of the ruins.
Now recruiting for Shadowed Keep on the Borderlands where classes must be from a third party publisher. This game is to get some use out of 3PP content that tends to sit dormant.
"A ruined monument to folly and ego, the Shadowed Keep stands atop an isolated bluff deep in a mist‐wreathed forest. Sacked by marauding goblins decades ago the place was thought abandoned, but shadows now creep among the forest's great boles and footprints
have appeared on the single, overgrown track leading to the keep. Travelers have begun to disappear with alarming regularity from the nearby road and the local folk fear some slumbering evil has claimed the ruin as its own.
Dare you brave the terrors of the Shadowed Keep to crush that which lurks within or will darkness shroud the surrounding lands?"
Level: Characters will start at 1st level.
Attributes: 20 point buy.
Hit Point Generation: Max at first level.
Classes: 3pp classes only. Additional rules for your class are limited to the original material where the class originates. This is to limit abuse of unforeseen 3PP interactions. Ideally, I would like access to the material (because I already own it, it's on d20PFSRD, or you own it and can can the corresponding info verbatim). Classes are subject to DM approval if I don't own it and it's not on d20PFSRD. See Campaign Info for "safe" classes.
Races: Core races.
Alignment: No evil.
Starting Wealth: Average starting wealth for your class.
Traits: Two traits.
Submissions:
Submissions have a soft close of Dec. 21st. This is subject to change based on the amount of submissions and the holidays. I'm looking for 4-6 characters.
Selection:
If someone has GM'd for me before, I will give preference to them. It's a small way I can show gratitude for the work they've put in. Otherwise, I will make the selection shortly after the submission deadline.
Fluff:
Characters will begin in Olfden, located in the Darkmoon Vale region.
In addition to providing a character description and using a template (example) for your character data, please fill out the following for your character:
Have a Goal: Strive to be the best at something, to create something, to see a place, to get married, or to achieve some other goal. Whatever it is, have something you want above all other things.
Have a Reputation: Maybe you’re a great juggler, or maybe you slipped on the stairs in front of the whole town. Whatever it is, it’s something locals remember about you.
Have a Friend: Whether a friend from school, a coworker, an army buddy, or someone you saved, have someone you’re close to and whom you wish well.
Have a Home: It might be a neighborhood you love, your parent’s house, or a room you rent; in any case, it’s the place you call home.
Have a Signature Item: A signature item is something that is recognizably yours, be it a weapon with a distinctive grip, a piece of jewelry, a lucky charm, or your favorite scarf.
Have a Problem: Maybe you don’t have any money, a member of your family is sick, or you’re trying to get home. Whatever the issue is, you’re doing your best to solve it.
Have a Secret: Maybe you can’t read, left your crew mates to die, or made your long-lost sister run away. This should be something that would embarrass or endanger you if others found out.
Have a Reason to Be Brave: Maybe it’s to be like your hero, maybe it’s to repay a debt, maybe it’s for your child, but have a reason to occasionally face your fears.
Since I've accumulated a lot of 3PP over the years without the opportunity to use it, I thought I'd run a PbP where class selection has to be from 3rd parties. To control the flood gates of material, I would limit class options to the source material. For example, if you make a luckbringer don't start adding feats from another 3rd party source.
I'm considering a few options:
Running a 5th level module to get a decent feel of the class
Running a 1st level module and getting a feel for how the class advances as well
Has anyone created a list of traits to use for the Temple of Elemental Evil? It looks like some work was done in the past to convert it to 3.5/PF, but it doesn't look like any work was done to create background traits for characters.
Hooked Horseman of Magnimar Escapes!
While being transported from Magnimar to Habe's Sanatorium, Trevol Greenway, known as the Hooked Horror of Magnimar for riding down his victims with an ogre hook and then hanging them like meat, is believed to have escaped when his wagon was assaulted by the goblins along the Brinestump Marshes. His body was not found amongst the dead. Authorities seek assistance in finding the fugitive. For details, speak to Sheriff Hemlock. Only the brave need apply.
I will be running an old-school module, ported to Pathfinder/Golarion. I do not plan on disclosing the name of the module until after the adventure completes to preserve the experience. The title gives away more than I would like.
This is my first time DM'ing PbP outside my normal play group, so please keep that in mind.
Players should expect:
To commit to posting 1/day.
A grittier, possibly macabre setting.
A balance between investigation and action.
A very lethal adventure; as a 2nd edition module, character deaths may occur.
Level: Characters will start at 1st level.
Attributes: 20 point buy.
Hit Point Generation: Max at first level.
Classes: Paizo and 3pp classes, provided that I have access to it and approve ahead of time. Some classes may not fit the theme.
Races: Paizo races no higher than 13 Racial Points, although I highly recommend humans. The adventure will encounter societies that are intolerant to things unknown.
Alignment: No evil.
Starting Wealth: Average starting wealth for your class.
Traits: Two traits from different categories. As an benefit for early submissions, I will treat the traits as "highlander" - once one is selected, no one else can use it. "Submitted" means the character is completed.
Submissions: Submissions close on Jan 10th. I'm looking for 4-6 characters.
In addition to providing a character description and using a template (example) for your character data, please fill out the following for your character:
Have a Goal: Strive to be the best at something, to create something, to see a place, to get married, or to achieve some other goal. Whatever it is, have something you want above all other things.
Have a Reputation: Maybe you’re a great juggler, or maybe you slipped on the stairs in front of the whole town. Whatever it is, it’s something locals remember about you.
Have a Friend: Whether a friend from school, a coworker, an army buddy, or someone you saved, have someone you’re close to and whom you wish well.
Have a Home: It might be a neighborhood you love, your parent’s house, or a room you rent; in any case, it’s the place you call home.
Have a Signature Item: A signature item is something that is recognizably yours, be it a weapon with a distinctive grip, a piece of jewelry, a lucky charm, or your favorite scarf.
Have a Problem: Maybe you don’t have any money, a member of your family is sick, or you’re trying to get home. Whatever the issue is, you’re doing your best to solve it.
Have a Secret: Maybe you can’t read, left your crewmates to die, or made your long-lost sister run away. This should be something that would embarrass or endanger you if others found out.
Have a Reason to Be Brave: Maybe it’s to be like your hero, maybe it’s to repay a debt, maybe it’s for your child, but have a reason to occasionally face your fears.
I plan on running Shadowed Keep on the Borderlands and I was curious what locations in Golarion people have used for it. The obvious would be Falcon's Hollow, since that is where Creighton (RSP) placed it in his campaign. However, Falcon Hollow doesn't strike me as the best starting town for a new group of adventures; at least not for generating native's of the town. Thus the question: where would you place the Shadowed Keep?
Has anyone made class guides for 3rd party classes? Such as SGG's Hellion, Warmaster or TPK's Malefactor?
Looking at the http://paizo.com/threads/rzs2m612?Guide-to-the-Class-Guides thread, the only 3rd party material that appears to be used is Dreamscarred's Psionics.