Paizo is a great site, but we can return to better-er! We can shore up walls against the encroachment of Drive Thru RPG by direct links to dropbox AND google docs! We can institute enhanced validation checks by directly downloading documents instead of downloads of ziped files! WE CAN MAKE PAIZO GREAT AGAIN!
Ok, jokes aside-Drive Thru has some features I'd like to see on this site. I love direct to dropbox downloads and being able to download files one at a time instead of ziped files. I have to unzip on my phone then move to dropbox to move to my iPad. It's a pain, but I can do it. Anyone else want to just have direct downloads and direct to drive options?
Here's the Crypt of the Everflame Thread. I'm running this PFS legal, so your characters can get credit for this one!
Here's the intro blurb:
The young heroes of the town of Kassen are ready for their coming-of-age ceremony, an old tradition in which they retrieve a piece of the eternal flame burning in the tomb of the town’s founder. Yet when they arrive there, they find only the corpses of their fellow townsfolk, dead bandits, and mysterious animated skeletons. The novice heroes must brave the traps and perils of the Crypt of the Everflame, discover the source of the corruption that has awakened an ancient evil, and defeat a menace that seeks vengeance against Kassen and its people.
Crypt of the Everflame is a dungeon adventure for 1st-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. The adventure map uses the same layout as the 2009 edition of Paizo’s GameMastery Flip-Mat: Dungeon. This adventure is set in the forested land of Nirmathas in the Pathfinder Chronicles campaign setting, but can easily be set in any game world. It can be used on its own or combined with its sequels, Masks of the Living God and City of Golden Death to create an even greater campaign arc.
Designed specifically for the new Pathfinder Roleplaying Game rules and designed by the new game’s primary designer, Crypt of the Everflame spotlights exciting new rules updates and character abilities, making the ideal introductory adventure for Pathfinder RPG players. A new era in fantasy roleplaying begins here!
Written by Jason Bulmahn.
I've enjoyed running PbP games, and my last one just ended. Who would like to play what? I'd like to stick to Pathfinder Society and want to keep it legal. Who would like to play what? Post here and post what scenario you want to play. When we have four to six people who have a game they want, I'll start it up!
My wife and I often play together. She's the bard, and I'm the pirate. My question are how many cards can you play? Does number of hands matter? If you get to play one of every kind of card for a check, the magic seems really powerful! When I roll my sword its 1d10+1d6+2, but the bard can lay down a fire sword spell and musket with 1d10+1d6+1d8+1d10. I like the game, but will my swashbuckler even matter at higher levels?
Its a sunny day in Absalom. You find yourself milling about the main yard either reading at a bench or practicing your weapons form.
Suddenly, Ambrus Valsin bursts from the main office, throwing the doors wide, and begins shouting while pointing at people You, you, you, you , you,.... and..... you. INSIDE NOW!
The people he pointed and followed were....
Please introduce yourself, what you look like, and anything you want your fellow players to know.
I'm setting up my second Play By Post game. I'm recruiting up to six players. I have one in reserve who might play. Right now its going to the the First Steps Adventure. Who wants in?
I'm hoping for one post per day, weekends optional. If we go more than that, super! If we average one-a-day, I'm happy! Who's interested?
I loved the quick quest intro for the next Pathfinder comic series. I was wondering if there were plans to continue new quests or support for the comics in the Society? Anything like with the novels? Read so many get something for your character? We get a short adventure with the comics anyway,so any quests for that in the future?
I'm a comic nerd, and, one of the most important things to us comic nerds is canon. I love the pathfinder comics, the web fiction, PFS, adventure paths, and novels, but, I've been thinking, what counts? Are the events of all the pathfinder properties counted as have happened for for the world story going forward? I'm thinking along the lines of the Forgotten Realms/LFR for story.
A quick word on expectations. I'm going to try to post once a day, each weekday. Weekend are harder, but if you guys post, Ill try to post also. What I want from you is one post a day each weekday. Id like you to preroll initiative before each combat and after each one. That way we have the order going in and life is easier. Ill give what my monsters and NPS have for initiative when combat starts, so you know when you go in relation. As for if you can't post, I'll give you 48 hours in a combat, then I'll do the smartest thing for your guy be it heal the group strait up sword to the face the bad guy etc. You guys can track your HP and all the other stuff.
I tend to be more of a push over GM and am in it to tell a story. I know you could roll and roll again to get that perfect nat 20. Please don't, but I know I can't stop you. Lets just have an awesome game and get your your wayfinders!
I'm really looking forward to this!
I love Pathfinder, and I love your fiction. I also love Shadowrun. This company puts out fiction too. But at the end of some of their fiction, they have an enhanced fiction section. This section is a few rules, items, and game stats for items and characters in the game. I'd love to see this added to the Pathfinder fiction line. Anyone else think this would be a good idea?
I like the Adventure Card Game, but I hate that often I don't have a clue who the people I encounter are! I'd pay extra for a PDF only book that would give me an intro to the scenario and adventure.
I'm not asking for a $5 book either. I'd pay $30 for a nice book that explained who was in the town/dungeon etc, why we went where, and what happened after. I want a little bit more narrative then whats on the cards. I don't plan to play the adventure path, but this way I will feel like I did.
Come play Pathfinder in Jackson, MI! Games are at Nostalgia Ink.
Saturday March 1st at 2PM- We Be Goblins!
Saturday March 22nd at 2PM-Pathfinder Society Scenario #5–15: Destiny of the Sands—Part 2: Race to Seeker's Folly
All games are FREE!
I love clerics and skill based characters. I'd like to build the best skill monkey/divine character possible for PFS. That's the metagaming part.
For the roleplaying part, I'd go grizzled Sargent as I usually GM so this character would only hit the table when I have a small party and they need a bit of help.
I have few ideas on how to build this person, but I'd like to hear what the Paizo boards think.
The second adventure part of the Pathfinder Adventure Card Game recently came out, and I recently played through and reviewed my experience and posted my thoughts here. It’s fun, but I think some changes need to happen to make the game that much better. Right now it’s a fun game my wife and I play two nights every other month. I don’t tell my friends much about it, because it’s fun, but not the amazing experience I think it can be. Now, I think it’s pretty good, but a few things that honestly won’t cost Paizo that much to add or change could really make this the BEST co-op card game out there now. Let’s do a rundown of what I think needs to change.
BIG CHEAP FIX- one simple page-I want a one page, two sided piece of paper with a story, character, what’s going on, and better rule descriptions. I’ll go into depth below.
Story, Characters and Fluff- Rise of the Runelords is a phenomenal story arc. This game currently does an ok job of hitting the high points. But, as someone who hasn’t played this before, I don’t have a clue of what is going on. Right now I get, at best, two paragraphs describing what is happening on the back of a card. That’s ok in a simple card game where I roll dice, but I want to true RPG experience. I don’t know: what and where is Sandpoint? Who is the villain from the first adventure part? Why do I care about finding friends? What festival is going on? Adding a one page sheet (Heck post a PDF online) would really bring me that much more into the game. Introduce some NPCs, give some background, and drag me deeper into the world. My wife and I will read this aloud and know who we are in this card game. It will pay off in droves if I know who I am fighting and if I know I was betrayed. I will have “NO WAY!” moments that will hook me harder than a sea bass. I will want to tell my friends that you won’t see it coming. It will be awesome.
Instruction- When I reviewed the base box of the game, I didn’t really like how the rules were written. The expansions don’t have any extra rules besides what on the cards. Give me a sheet that explains the rules a bit more in detail. I HATE having to rush to board game geek or Paizo.com forums midgame to figure out how to play something. Giving me a good resource will really help with that. If I have that sheet or PDF handy, then I know what I’m doing.
Why the simple sheet? Well right now the biggest competitor to the Adventure Card Game is the Lord of the Rings LCG from Fantasy Flight. The Lord of the Rings game comes out every month with one adventure and gives both player and enemy cards. Right now I like the Lord of the Rings card game for a few reasons, but I think with a few changes the Adventure Card game can easily over take it. First is the sheet. The Lord of the Rings game gives a sheet with rules and story for each scenario. That sheet honestly stops all my rules questions and drags me into the world. The one sheet makes me that much more engaged in both theme and mechanics. However, there are a few other things I want to bring up that the Lord of the Rings game does that I think might help a bit. I realize that both games have different mechanics, but I think that some aspects could transfer quite well.
Different Decks-Right now, every deck is used for all the scenarios. This isn’t bad, but it’s kind of like using a random monster generator. Sometimes you get a hit where you roll to use an undead table and get a ghost in a haunted house. Sometime times you roll to use an aquatic creature in a desert. It kind of breaks the immersion in the game. I could see smaller decks like a 1-U for undead creatures in the first scenario pack. This would focus what monsters you encounter, but could still be mixed with other smaller decks to give some randomness.
Additional Mechanics-The general mechanics of the game work well. However, when you do this several times across an adventure pack, it does get a little stale. So far my absolutely favorite scenario is the Foul Misgivings. I loved the addition of the haunt and the random chance you could be attacked by the crazy ghost (I would like a bit more back story and some rule discussion, but that’s what I mentioned above). I think that shows that there is so much more potential for this game. Right now it’s the same action over and over, but that little bit of extra crazy made this so much more! Please DO MORE OF THAT!
Specialized Box and one quest sets- One of the more interesting aspects of the Lord of the Rings LCG is their print on demand sets and book boxed sets. Paizo has an amazing fiction, and I would love to play single mission or smaller boxed sets based on the books. I will give you more money! Want even more? Give me a battle interactive story pack that I can play at a con!
Those are some of my ideas. Overall, I love this game. I see it can be so much more. Honestly, just a few small tweaks will make this game awesome. The larger harder ideas I have I know will take some retooling. You have my money either way. At this game’s worst, it’s a fun way to spend time with my wife. Give me a reason to brag about this game to all my friends!
Using Spells to increase spell levels in Pathfinder? Read more: http: / / www.enworld.org / forum / showthread.php?343309-Using-Spells-to-increase-spell-levels-in-Pathfinder#ixzz2g0e0Xzeh
Originally posted on Throat Punch Games
I’ve been thinking lately about 4e and having implements that increase the DC of spells in Pathfinder. What do you think about these spells and the following items…
Spell Concentration , Lesser
School no school; Level alchemist 2, magus 2, sorcerer/wizard 2,summoner 2, cleric 2, druid 2CASTING
The next spell the creature casts has the DC increased by 1.
School no school; Level alchemist 4, magus 4, sorcerer/wizard 4,summoner 4, cleric 4, druid 4CASTING
The next spell the creature casts has the DC increased by 2.
Spell Concentration , Greater
School no school; Level sorcerer/wizard 6, cleric 6, druid 6CASTING
and the items to go with them
Wand of focus
Aura moderate (no school); CL 7th
These items appear to to a normal wand made of oak at the base is a carved figure casting a spell.
When a chararacter casts a spell, the character can use this wand as a focus or devine focus for the spell as long as the components of the spell are not destoryed. This item has fifty charges. When a spell is cast using this wand, a charge is expended and the spell DC is increased by one as if by the spell Spell Concentration , Lesser
Craft Wondrous Item, Craft Wand, Spell Concentration, Lesser, creator’s caster level 7th
Metamagic Rod, Spell Concentration
Aura strong (no school); CL 10th
Slot none; Price 32,500 gp (normal) Weight 5 lbs.
The wielder can cast up to three spells per day as though using the Spell Concentration Spell.
Craft Rod, Spell Concentration ; Cost 16,250 gp
And the Staff
Staff of Concentration
Aura strong no school; CL 13th
Often made from plain oakand carved to have a twist in the middle. This staff never seems to become dirty. This staff allows use of the following abilities
cast as spell affected by Spell Concentration , lesser (1 charge)
Craft Staff, spell concentration, lesser, spell concentration, spell concentration, greater; Cost 41,000 gp.
I've played through the base game, and I thought occurred ( I know this is when it goes down hill!). I have my character that is built by the rules, just like the Pathfinder Society. I love battle interactives. Could you do a event where all players buy in and play with a new group of people on a harder deck just like a battle interactive? Heck, could you do an event where you buy in a play across multiple decks just like a battle interactive? Later you could sell these decks online (Paizo.com exclusive!) so every player could play? Just a thought.
I just finished the published material with my wife. We loved the game, but what I am concerned with is what will happen in the future. The game is great, but the mechanics are very similar throughout the entire game. That is great, but if the next adventure is the same, then I will be disappointed. The adventure game does vary some things, but I can’t help but compare the game to the Lord of the Rings Card Game. My wife does not completely agree with the comparison, but she does think that the Lord of the Rings game has more variety. The game instructs the players to make new piles of cards, the draw differently, to completely make new adventures and go quest alone, and more crazy things. While some of those mechanics openly do not work so well, the game shows no fear in finding new ways to play. I would like the makers of this card game to look at that one and see how the Pathfinder Adventure card Game can grew. I’m cautiously optimistic that Paizo will make something new and awesome, but I also have a touch of bad feeling that something might go awry.
Originally Posted on Go to Throat Punch Games.
What do you guys think? I'd love any feedback.
Crossed Guns (Combat, Teamwork)
You and your friends help protect each others backs.
Prerequisites: Point-Blank Shot, Precise Shot.
Benefit: When you provoke an attack of opportunity when making a ranged attack, one ally with this feat may make an attack before the enemy’s attack.
Off their Feet! (Combat)
Prerequisites: Exotic Weapon Proficiency(Firearm)
Benefit: When you hit a target with a firearm, for every 10 points of damage you do to the target you may push them 5 feet ignoring difficult terrain. If they are pushed into an area that would deal them damage, they receive a DC15 reflex save to avoid entering that square. This movement does not provoke attacks of opportunity.
Paint the Target (combat, teamwork)
Requires: Exotic Weapon Proficiency (Firearm)
Benefit: When you hit a target engaged in melee combat with an ally who has a teamwork feat, that ally may make a basic melee attack against the target as a free action.
I've been kicking this around on Throat Punch Games for a while. What do you guys/gals think of the finished product?
Monk on the Healing Way
Hit Die: d8.
To qualify to become a Monk of the Healing Way, a character must fulfill all the following criteria:
Skills: Knowledge (religion) 5 ranks, acrobatics 5 ranks, Diplomacy 5 ranks
The divine scion’s class skills (and the key ability for each skill) are acrobatics (Dex), climb (Str), Diplomacy (Cha),Heal (Wis), Knowledge (religion) (Int), Perception (Wis),Perform (Cha), Profession (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 3 + Int modifier.
Cleric and Monk Abilities-A Monk of the Healing Way counts as a monk and a cleric for maintaining monk powers and cleric abilities. Each level of Monk of the Healing way counts as an extra level of cleric for spell casting and channel energy and a monk for flurry of blows, unarmed damage, combat modifier, AC bonus, and fast movement.
Vow of Non-Violence-a Monk of the Healing Way has taken a vow to avoid violence through out his life. He may never cast a spell from the necromancy school, must only do subdual damage to any living enemy, may never take part in an ambush, cannot attack before being attacked, must give aid to any creature asking for succor, and must attempt to pursue a peaceful resolution of any situation. If at any time he breaks this vow, he loses all his cleric and monk class features including spell casting. To regain these abilities, he must have an atonement spell cast upon him.
The Empty Way to Peace-Monks of the Healing Way believe that weapons not only hurt the victim but also the soul of those wielding them. You gain the improved disarm feat. In addition, you gain a +1 proficiency bonus to all disarm CMB attempts. This increase every three levels of Monk of the Healing way.
The Price of Healing, lesser-When you use your channel divinity class feature, if you heal an enemy, roll the dice as normal. For each enemy healed in this way, you may heal an ally the same number of hit points times 1.5. The healed enemy must have been damaged during the battle, you may not benefit from this ability by healing an enemy who is at full hit points. If no legal targets exist for this ability, it has no effect.
The Price of Healing-When you use your channel divinity class feature, if you heal an enemy, roll the dice as normal. For each enemy healed in this way, you may heal an ally the same number of hit points is maximized. The healed enemy must have been damaged during the battle, you may not benefit from this ability by healing an enemy who is at full hit points. If no legal targets exist for this ability, it has no effect.
Voice of the People’s Hearts-A Monk of the Healing Way learns to communicate with any she can negotiate with to avoid any conflict. A Monk of the Healing Way may talk to any creature with an intelligence of 3 or greater similar to the Telepathy(su) power.
The Price of Healing, Greater-When you use your channel divinity class feature, if you heal an enemy, roll the dice as normal. For each enemy healed in this way, you may heal an ally the same number of hit points is maximized and multiplied by 1.5. The healed enemy must have been damaged during the battle, you may not benefit from this ability by healing an enemy who is at full hit points. If no legal targets exist for this ability, it has no effect.
Flurry of Healing-As a full round action, a Monk of the Healing Way cast any spell with the healing descriptor. She then casts the spell, but before resolving the effects, she may move as far as her movement speed. This movement provokes attack of opportunity but the spell does not. She losses the highest attack bonus granted by here flurry of blows class feature. With the rest of the attacks from flurry of blows, she may make attacks as normal.
Level Hit Dice Fort Reflex Will Spell Casting Special