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I have a crazy idea. Given how good base classes are in pathfinder what about cutting feat and skill requirements from Prestige classes. Instead make them Low, Medium or High level requirement. Meaning you must be 5, 10 or 15th level to start taking that PrC.

That will eliminate the jockeying for entrance into prestige classes. The class itself will limit who wants to take it.


To me, restricting combat feats are one of the best basic ideas that are in Pathfinder.

Restricting feats to one a round allows characters to do really cool things, but not get game breaking combos.

I think at this point it is more of a matter of fine tuning than anything else.


I started this thread to try to give people a chance to say what they liked or didn’t like about the first two APs and how that might apply to the current.

Me First.

I liked the fact that in Shackled the adventure was based entirely out of cauldron. I fleshed out and modified the adventure for my own campaign (currently running). I have dozens of towns folk all detailed out and interacting with the players. As time progresses cauldron will be well detailed in the players minds.

In age of worms one of the things I hated was the fact that it was all over the place. When I get to running it I may entirely change the locations to be more like shackled (or I may not).

I liked in Worms that the PCs fought different and interesting versions of worm creatures. It was a campaign that could actually use an undead hunter type group.

So to get to Savage tide In my opinion I would like to see the same sites be the source of adventure. As in Sasserine and the isle of dread. Also I would like to see a progression of demonic enemies for the PCs to face (Demonhunters) similar to Worms.

My final thought for the moment is it would be really nice to have a system for advancing the PCs ship.


DM+4 players looking for anyone interested in joining our group.
We currently play Wed Evenings, but could be flexible.
Email me: blueyoda@comcast.net


My theory about being the art director is that you have to constantly rotate your artists (and in this case cartographers) because art is so subjective.

No mater what you cannot please everyone. So the only thing to do is to please a big chunk and then change to try to please as many of the others as you can.

Personally I prefer the old black and white maps. Not for their art but for their utility. A really cool map that the players only get to see after the adventure is of limited use. The map is given to the PCs a room at a time drawn on graph paper. I view the fancy maps as a waste of money.

That being said if it sells magazines (as much as it amazes me that DnD players will be drawn in by anything other than content) fine. I can accept it.