Mine came in yesterday while I was out. (Good job shipping by the way. The book was in great condition.) If I only had to say one thing, it would be: This... Book... Is... AWESOME! <- (Think of John Williams "Dual of the Fates" when reading this) A gem mine for casters. Lots of options. An Incredible amount of spells. Great Artwork. I've seen many good spells right off the bat I would find useful as a Player and as GM.
Mikaze wrote: I would eagerly GM a game for Ian McKellan, Morgan Freeman, Christopher Lee, and Betty White is all I'm sayin'. That would be one hell of a group! On subject, if 45 is to old to play, then my entire group would be in trouble. I'm the youngest at 38 and the oldest is mid 50's. In fact one of the home built campaign worlds I've gotten to play in is only two years younger than me. We are still a rather active group.
Rathendar wrote:
++ HERO Our group has played a LOT of Hero system. Every bit as versitle a GURPS if you want to build it. Currently in two great Pulp Hero games and a very EPIC Fantasy Hero game. ++ Rathendar for remembering Tales From the Floating Vagabond. I loved the concept of this game.
The 8th Dwarf wrote:
My biggest issues with MERP and ICE I think were why many played it. The detailed critical system. In Playing one of the front line fighters in our MERP campaign, It was a very rare thing for me to get knocked out by concussion hits. Golden Criticals 95% of the time. It did lead to my Dwarf being refered to as 'My Favorite Terrain Feature'. Not to Knock MERP too much, what great background information. Wonderful stuff.
I'm afraid I'm in the errors suck and we all make errors department. Sure it would be nice if everything came out right the first time, but it almost never happens. I'm just happy that pathfinder is a fun game to play and has a great campaign setting attached. I can forgive a few niggles here and there.. and I applaud the effort they put into publishing it.
In the above example if the Druid was knocked out i'd think he would continue to fly in the same vector and velocity as he had when he was last concious. If he was hovering he would maintain that position unless there was a large change in environment such as wind.. He would have no ability to dodge if somthing interceded his path. As far as others trying to hit him I'd treat it as if he didn't have the fly skill. The spell would terminate normally. The reason is that the fly is a spell interpreting the participants desire to move.
If the Mage went unconcious the fly spell would act as normal until the duration was completed.
yoda8myhead wrote:
That sounds like Awesome stuff! Ustalav seems like a great place to set it too.
James Jacobs wrote: A little of that element DID stay in PF3, but for an RPG, a little goes a long way when it comes to those topics. I thought the situation was handled well in PF3, any worse and I think the Womenfolk in our gaming group may have made a pass at the rest of the adventure path. I might have been able to Hang with a bit more, but I don't think it would have made the scene any better for it.
Mikaze wrote:
Sigh.. Ah well.. ::Puts Foppish hat on and begins to Serenade the lovely couple..:: A rose must remain with the sun and the rain
"To Each His Own" - Music written by Jay Livingston and lyrics by Ray Evans 1946
rkraus2 wrote:
But WHY? Ok, a Heal or maybe two, maybe I can see that, but with the Spontaneous Casting class feature they shouldn't take a single 'CURE' spell. I thought this was one of the greatest ideas ever because it fixes the clerics only take band aid spells. Also Changeling helps a lot too, though it takes a feat and maybe two to make this perfect.
Golarian, Ptolis, and we just converted a legacy home brew world from 3.5e. (This is not the first whole world conversion, but when moving from AD&D/2e/Custom to 3.0/3.5e, the GM decided it best to set the campaigns in a earlier time period where magic was not so scarce. Pathfinder still fit well for the conversion.)
Ambrosia Slaad wrote:
... and suddenly I feel I have a better understanding of the Goblin's fear and I think I should run away myself. Such horrifying creatures! I now understand why they were in the Original Fiend Folio!
Mikaze wrote:
Well, your certainly not wrong... and as tentacled creatures go... ...It's just ... It's just... ... they are aberrations... and yet...I guess you could just say I'm somewhat Flumph-ixed..
I think it's much more plausible when you look at it from the perspective that sometimes evil characters do good things.. not because that was there intention.. but because the side benefit was beneficial for somebody else. Some of the most evil people in history got where they were because they helped a not necessarily evil society out. I myself still enjoy more heroic campaigns, but I do think it's interesting at times to find out that some good deeds were not always good for everybody.
No healing in combat? Oh Boy, I'd forever be in trouble. I would not still be alive (or rather my character) in our Rise of the Rune Lords campaign if it wasn't for the cleric patching me up. No joke. I'm currently playing a Sorcerer / Dragon Disciple named Djordi who would have been dead many times over if it wasn't for combat healing. He has an incredible amount of hit points.. but in the big fights he always gets mixed up in parts of the fights he shouldn't.. Why? Djordi has a tendency in fights to loose his cool. He's fairly rational when the fight starts but inevitably some bad guy casts a fire spell on him (he can't stand being burned) or he spots a worshiper of Lil'Meshy-tu, or he sees one of his friends get into serious trouble... and common sense and tactics go out the window and he leaps into the thick of it claws out and spells-a-blazing. It's just how he is. It's mechanically inefficient (and getting worse as the game goes forward), but it's a lot of fun to play. Without a healer it would be impossible to play out character flaws like his because he would be dead early in the fight. Why do the other characters (and thier players) put up with it? Because when not in combat Djordi brings a lot of drive and purpose into the group. He presses the story forward and his Antics bring a lot of flavor to the game. So I think Healing in combat is a wonderful thing. I suppose in the end it comes down to what your group is looking for. As many posts above state, yes, the framework involves a system and mechanics, but it's there so the players (and Game Master) can have fun. I leave mechanics efficiency for tournament play and go for fast and loose role-play for a fun game on a weekend.
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So I have a druid I've been running in PFS for a while now (lv 6 as of this posting) who's currently an elf. The thing is I'm wanting to race-swap her to sylph, as I feel that would help a few concept issues I've been having with her, as well as basically be more fun for me (Sylph was not available when I made this character a few years ago) What are the ways to facilitate this change? I unfortunately don't really have any access to rare boons or anything like that to trade, as I don't have access to any cons that actually host PFS. (Only con I have nearby doesn't do it, that I know of.) I'm willing to work something out if boons are the only way to do this, otherwise any information would be appreciated.
So my GM is running a Way of the Wicked game soon. We're allowed to use one +1 template from the Advanced Beastiary (within reason). I settled on a Strix Antipaladin using the Unholy template. Anyway, I've been debating builds to go with this, the main idea has been a flyby/vital strike polearm build, but I wonder if I'm going to have enough feats to support that. I've been considering taking a three level dip in fighter to help. The rest of the party is: Brawler, Barbarian, Mesmerist and Cleric Basically I'm not trying to minmax, hence the odd race choice, but I want to be able to be effective at what i do. I'm okay with Ranger or Fighter as well, thiough I cannot use the Unholy template that way
So my group is gonna be starting up the aforementioned AP soon, and I'm struggling a bit with what to run... So far the party, as I know it, is: Human Fighter (Two weapon, but still built tanky due to feat choices)
Which leaves me to fill in the hole. Honestly this happens a lot since I can be notoriously indecisive sometimes, but I digress. Anyway: I'd been considering a Rogue-esque, either Unchained Rogue or Ninja, something to flank with the Fighter at times, since our Oracle isn't going to be in melee much. (character and player reasons.) Another option was to go Arcane Trickster again, I played one in the last AP we finished and loved the hell out of it, though there were some definite downtimes. Alternately maybe running a Witch, just to stack casters, but that would leave our Fighter as the only melee we have. I'm open to class suggestions, (and what would work best with the listed party), but I'm 99% set on playing a Kitsune race-wise (I don't care about 'optimal' races, if I did I'd be running human or whatever.) with the other 1% being 'NG Changeling Witch' because the dichotomy there amuses me. So, ah, basically: 'what sort of class/build seems to fit with what we have here? I'd prefer to avoid a heavy-armor melee if I can, it's really not my style.
So, here's the story: I'm making a Catfolk Rogue for a lv 7 campaign my friend is running. Going Natural Weapon style because I'm unoriginal like that sometimes. After failures with making Monk/Rogue work (not enough AC for my liking, too MAD with Catfolk Wis penalty), I decided to change around to Unarmed Fighter instead. So I'm Fighter (Unarmed) 1 and Rogue (Scout) 6. The build is heavily dex-based, because Catfolk and Rogue. Because I'll be charging a lot (Nimble Striker, Scout's Charge, and eventually Claw Pounce) I figured I'd look into Dragon Style. (Hence the one level of Unarmed Fighter) My question is thus: Dragon Style has three effects: The +2 to saves vs Sleep, Paralyze and Stun, the ability to charge through allies and difficult terrain, and the +1.5 strength on the first unarmed attack made in a round. The last one doesn't matter. I'm not strength-based, and I've seen the FAQ regarding how Dex-to-damage works, so I know that I won't get 1.5 Dex. The other two functions, however, do not specify any form of weapon at all. The question therefore is: Do I need Feral Combat Training: Claw to utilize Dragon Style's ability to charge through allies and difficult terrain, or is Feral Combat Training only needed to apply the 1.5 StrMod to the first attack I make in a round? |