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Author Topic: Pathfinder RPG  (Read 13632 times)

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Online Callie Del NoireTopic starter

Re: Pathfinder RPG
« Reply #100 on: May 19, 2011, 02:16:51 PM »
Well I got my Ultimate Magic PDF loaded  up on my iPad and read through it a few times. (The dead tree copy is on it's way..)

So far.

-Magic Items.. Honestly surprised there was NONE listed though the section on Constructs and Spellbooks was very interesting.
-The Magus. Still kind of split on this. Casting arcane spells in heavy armor (granted only to 6th level and heavy armor is an option @ 13th level)
-New stuff. The stuff for Alchemists is way wicked. Like.. extra limbs, alchemical zombies, cloning and other fun. I can see an Alchemist with simulcrum and clones as the ultimate bad guy in a campaign. You kill him.. only to find out it's a stand in. The new options for Clerics (domain related channelling) is meh.. the new archetypes for cleric are okay. The new sorcerer bloodlines are cool and the the twists on some of the current blood lines are cool too. Druids get a few new archetypes as does Inquistors (including one of Heretic that lets an ex-Inquistor still use his abilities mostly). Paladins get Oaths, Monks get Vows, Rangers get traps, Bards get Masterpieces and Wizards get Arcane Discoveries (all of which can supplement some stuff, take the place of certain class abilites and/or spells/feats). Not too sure about the Vows/Oaths, still dubious about the traps and the Wizard/Bard stuff looks interesting for certain campaigns.

Summoners get a list of basic templates to design their Eidolons on and a new archetype that lets them MELD with their Eidonlon. IE.. They become their pokemon..er.. summon. :D

Some of the other stuff is sorta half and half.

Interesting write up on designing spells for the players and GM
Spell Duels could be interesting (again depends on the campaign)
Binding Outsiders offers some hooks
Modifying Constructs makes for some interesting points.
New Familiars.. got some nice ones

New Feats. Good mix of things. Not anything really thrilling metamagic wise. Got a bunch of 'Extra' feats. Lots of feats that modify class features.

New Magic system: Words of Power.. a word based magic system. Still trying to get my head around it.

All in all, a lot of stuff to play with. Definitely going to use some of it.

Things I'm DEFINITELY NOT using? Double Curses (Oracles) and Double Bloodlines (Sorcerers). Nope..

Online Callie Del NoireTopic starter

Re: Pathfinder RPG
« Reply #101 on: December 14, 2011, 12:12:07 AM »
Bestiary 3 just shipped for Pathfinder subscribers. I got my PDF off the site tonight and looked it over. Lots of Arabic, oriental monsters as well as some old critters from the 'misfits' file. The JubJub bird was one of my favorites. There are a bit more to add to a Djinn based culture, with the Dis, Djinn that went dark, and other critters.

On the oriental side, we got LOTS of stuff for an OA side of things. Dragons, Kami, Oni and more. Some Cthulhu mythos types (Moonbeast) and so on.

It's got lots of crunchy bits for folks who don't want the same old monsters.

Of note for playable races:
-Catfolk
-Ratfolk
-Suli (half Jann)
-Vanara (Monkey folk)
-Vishkanya (humanoids with poisonous blood)
« Last Edit: December 14, 2011, 12:15:26 AM by Callie Del Noire »

Offline Myrleena

Re: Pathfinder RPG
« Reply #102 on: December 14, 2011, 12:15:43 AM »
Let's not forget the Incubus and a number of other really useful critters.  I've got my entire first 10 levels of my next campaign plotted out from just looking at a few of the critters in there...

Online Callie Del NoireTopic starter

Re: Pathfinder RPG
« Reply #103 on: December 14, 2011, 12:17:37 AM »
Let's not forget the Incubus and a number of other really useful critters.  I've got my entire first 10 levels of my next campaign plotted out from just looking at a few of the critters in there...

YITHIANS. -"Whut? I've just had my body stolen!

Offline MasterMischief

Re: Pathfinder RPG
« Reply #104 on: December 14, 2011, 07:26:33 AM »
I feel kind of silly now.  My villains are usually humans.

Online Callie Del NoireTopic starter

Re: Pathfinder RPG
« Reply #105 on: December 14, 2011, 10:43:51 AM »
I was hoping for some more oriental style races but still what is in there is way cool

Offline LunarSage

Re: Pathfinder RPG
« Reply #106 on: December 16, 2012, 11:57:06 AM »
So rather than start a new topic, I have elected to revive this old one.  It's all on this scroll.  What do these words mean?  It just says 'Hastur Hastur Hastur' over and over again.  Huh, weird.

Anyhoo, my question is this... how many people even bother slotting magic items with defense in mind?  For those who do, what do you think is the better method (assuming that you only have enough gold to do one method)?

Method One:  More hitpoints. 

Method Two:  More AC.  This can be very costly and obviously means little when faced with a DM who crits a lot.

Method Three:  Bank on miss chances, such as with a Cloak of Displacement.  Though the Major cloak is quite pricy and only lasts ten rounds a day and the minor is still fairly costly but only gives a 20% miss chance.

Method Four:  Damage Reduction.  Adamantine Full Plate and Tower Shield would give you DR 6/-... which doesn't seem like a lot at first, but that applies to each hit you take.

Offline Kunoichi

Re: Pathfinder RPG
« Reply #107 on: December 16, 2012, 01:23:59 PM »
Saves are always a good investment, in my experience.  As avoiding attack rolls, my experience is mainly with D&D 3.5, but in that system you generally wanted an AC of about your level + 13 if you wanted a good chance of not getting hit.  Given how costly that can be to attain, it was generally more cost-effective to get a few different effects going that granted you miss chances, instead.  Greater Blurring armor, Minor Cloak of Displacement, that sort of thing.

I'm not sure how well that applies to Pathfinder, though.

Offline Chris Brady

Re: Pathfinder RPG
« Reply #108 on: December 16, 2012, 01:59:40 PM »
Depends on what levels.  After about...  8-9, most monsters come with built in Save or Die (or Suck, or whatever you want to call it) effects, so having Save Bonuses (ESPECIALLY Will and Reflex saves) are often a good call.  Or at least it was in 3.x, after perusing (quickly) the PFSRD, it doesn't seem to have changed much in that regard, though.  AC is a loser's game as is Hit Points after those levels because they stop being the target of attacks.

Offline BraveEarth

Re: Pathfinder RPG
« Reply #109 on: December 16, 2012, 02:49:02 PM »
Gear Reliant Games like Pathfinder and DnD always seem to have a steep intial learning curve in my opinion and not always to their benefit.

Online Callie Del NoireTopic starter

Re: Pathfinder RPG
« Reply #110 on: December 16, 2012, 03:20:06 PM »
Depends on what levels.  After about...  8-9, most monsters come with built in Save or Die (or Suck, or whatever you want to call it) effects, so having Save Bonuses (ESPECIALLY Will and Reflex saves) are often a good call.  Or at least it was in 3.x, after perusing (quickly) the PFSRD, it doesn't seem to have changed much in that regard, though.  AC is a loser's game as is Hit Points after those levels because they stop being the target of attacks.

Just creeping into the 8+ range on my Pathfinder Society characters.. not seen a lot of Save or Sucks.. but I have seen some nasty ones. Worse implemented thing, in my opinion, are Haunts.. they don't do well in society play and from what I've read.. most GMs don't know how to handle them.


Offline Chris Brady

Re: Pathfinder RPG
« Reply #111 on: December 16, 2012, 03:38:42 PM »
Just creeping into the 8+ range on my Pathfinder Society characters.. not seen a lot of Save or Sucks.. but I have seen some nasty ones. Worse implemented thing, in my opinion, are Haunts.. they don't do well in society play and from what I've read.. most GMs don't know how to handle them.
Shadows are another nasty bunch, but as long as your Cleric, or Paladin, has some turn undead, they aren't much of a threat.  But if you're all out?  Hope the Wizard has some Force based spells, otherwise, you might have some friends turned into Shadows as well.

They do Strength Stat damage, for those who don't know and are intangible.

(TPK'ed a party of 3 level 12s with 2 Shadows.)

Offline LunarSage

Re: Pathfinder RPG
« Reply #112 on: December 16, 2012, 03:42:03 PM »
Intangible isn't as nasty as it used to be though.  In Pathfinder it's just -50% damage... so they can still be hurt.

Offline Chris Brady

Re: Pathfinder RPG
« Reply #113 on: December 16, 2012, 07:23:18 PM »
Intangible isn't as nasty as it used to be though.  In Pathfinder it's just -50% damage... so they can still be hurt.
Oh good.  That's a 4e adaptation I approve of.  Noticed that PF does take a lot from 4e.

Online Callie Del NoireTopic starter

Re: Pathfinder RPG
« Reply #114 on: December 16, 2012, 07:46:26 PM »
Shadows are another nasty bunch, but as long as your Cleric, or Paladin, has some turn undead, they aren't much of a threat.  But if you're all out?  Hope the Wizard has some Force based spells, otherwise, you might have some friends turned into Shadows as well.

They do Strength Stat damage, for those who don't know and are intangible.

(TPK'ed a party of 3 level 12s with 2 Shadows.)

I'm playing an admixture specialist. She has a mix of elemental effect spell effects that she can admix to other elemental effects as needed, and I've added a bunch of force spells to the book. (Force Punch, Battering Blast and Chain of Perdition). So she likes to have a few force effects like magic missile and uses her rod of lesser metamagic: rime spell to entangle folks with ice magics and generally blasts the rest of the crowds with fire.

Last night the rime spell version of flaming arc (ice) brought down 3 zombie pegasi.

Offline Chris Brady

Re: Pathfinder RPG
« Reply #115 on: December 17, 2012, 03:18:00 AM »
Ah, magic, the ultimate dominator in Pathfinder.  Good call.

Offline LunarSage

Re: Pathfinder RPG
« Reply #116 on: December 17, 2012, 06:39:38 AM »
So what do you guys think?  Decently built character for Pathfinder?  (I didn't include the history because I just wanted critique on the build)

Spoiler: Click to Show/Hide
Name: Jayce Dawnstar
Alignment: N Good
Player:
Level and Class:  Level 14 Fighter (Archer)
Race: Human
Gender: Male
Age: 24
Height: 6'0"
Weght: 165 lbs
Hair: Black
Eyes: Blue

STR  16 (+3)
DEX  18 +2 Racial + 2 Level + 6 Magic = 28 (+9)
CON  16 (+3)
INT  12 (+1)
WIS  17 + 1 Level = 18 (+4)
CHA  15 (+2)

Hit Points:  145
Speed:  30 Feet Walk

Initiative:  Dex (+9) + Trait Bonus (+2) = (+11)
AC: 22/24 (Touch 19) (Flat Footed 13)

SAVES:

Fortitude (Base 9) + Con (+3) + Magic (+4) = (+16)
Reflex (Base 4) + Dex (+9) + Feat (+1) + Magic (+4) = (+18)
Will (Base 4) + Wis (+4) + Magic (+4) = (+12)

Base Attack Bonus:  (+14/+9/+4)

CMB:  +17
CMD:  +36

WEAPONS:

-+5 Mighty Composite (+3) Longbow (+ Distance) (240 foot Range Increments) Normal = +35/+30/+25  Rapid Shot = +33/+33/+28/+23  Manyshot = +35 (2 arrows)/+30/+25  Deadly Aim with Normal = +31/+26/+21  Deadly Aim with Rapid Shot = +29/+29/+24/+19  Deadly Aim with Manyshot = +31 (2 arrows)/+26/+21  Damage (P):  1d8 + 16/1d8 + 24  Critical 19-20x3

-Longsword  +17/+12/+7  1d8+3

-Dagger  +17/+12/+7  1d4+3

Ammunition:

120 arrows

50 normal arrows

10 adamantine tipped arrows

30 silver tipped arrows

20 cold iron arrows

10 blunt tipped arrows


SKILLS:

*Climb  Str +3 + 8 Ranks + 3 In Class = 14
*Craft Bowyer/Fletcher  Int +1 + 14 Ranks + 3 In Class = 18
*Knowledge: Dungeoneering  Int +1 + Ranks + 3 In Class = 0
*Knowledge: Engineering  Int +1 + 14 Ranks + 3 In Class = 18
*Perception  Wis +4 + 14 Ranks + 10 Feats + 5 Magic + 4 Class = 37
*Survival  Wis +4 + 8 Ranks + 3 In Class = 15
*Swim  Str +3 + 8 Ranks + 3 In Class = 14


Languages:

Common, Elven

FEATS:

Improved Critical
Point Blank Shot
Far Shot
Precise Shot
Improved Precise Shot
Shot on the Run
Rapid Shot
Manyshot
Deadly Aim
Weapon Focus: Longbow  (+1 to hit)
Greater Weapon Focus  (+1 to hit)
Weapon Specialization  (+2 to damage)
Greater Weapon Specialization  (+2 to damage)
Skill Focus: Perception
Alertness
Penetrating Strike
*Leadership

Traits:

Reactionary
Deft Dodger

SPECIAL ABILITIES:

Hawkeye (+4 Perception and +20 feet range increments)
Trick Shot (Disarm, Sunder, Grapple)
Expert Archer (+3 to hit and damage with Longbow)
Safe Shot (No AoO from firing a bow)
Evasive Archer (+2 to AC vs ranged attacks)


GEAR:

(Mundane)

Explorer's Outfit
Backpack
Belt Pouch
Spyglass
Studded Leather Armor (MW)
Flint and Steel
Chalk
Soap
Everburning Torch
Small Mirror
Waterskin
100 feet of silk rope
Grappling Hook

(Magical)

+5 Bow (+5 to Hit/Damage)
Eyes of the Eagle
Efficient Quiver x2
Ring of Evasion
Cloak of Resistance +4
Bracers of Archery: Greater
Belt of Incredible Dexterity +6
Boots of Speed
Necklace of Adaptation

(Tattoos)

Distance
Shock
Flaming
Bane (Evil Outsiders)
Ghost Touch

Gold:  (5,000)


Offline Skynet

Re: Pathfinder RPG
« Reply #117 on: December 24, 2012, 11:09:40 PM »
I'm looking at the build.  In regards to whether it's decent, that really depends upon the optimization level of the rest of the group and the GM.  Is the group more "casual" or "hardcore?"

From what I'm seeing, this is a very strong build for a Fighter.

Your Saves are overall very good, and your Perception will help you spot hidden opponents.  However, being not a spellcaster, your options will be very limited if the party spellcasters get incapacitated or otherwise taken out of the game.  Even though it's not a class skill, I'd recommend lowering Knowledge (Engineering) and Craft (Bowyer) by 6 points each.  Put 12 ranks into Use Magic Device.  Now buy a Wand of Cure Light Wounds.  You have a +14 bonus on the check.  A Wand is great for a back-up healer, and the skill can help you utilize other useful items.  If possible, I'd recommend re-allocating skills to get more ranks in Ride (perhaps taken from Climb and Swim) and finding yourself a flying mount for increased mobility.

Check out this Guide to Fighters while you're at it.
« Last Edit: December 24, 2012, 11:13:25 PM by Skynet »

Offline GaiaNoche

Re: Pathfinder RPG
« Reply #118 on: December 25, 2012, 05:17:51 PM »
Hmm, I got lotion for X-mas. . .  Q_Q Everything else went to the baby to come. But i can't wait until he gets here!

Offline uncletuku

Re: Pathfinder RPG
« Reply #119 on: December 29, 2012, 04:32:55 AM »
I am most definitely late to the party but....my gaming group just picked up pathfinder over 3.5 dnd and holly crap man! I am loving this....We are re starting our campaign just so that we can play around in the setting that comes with it hehe.

Here is a question though...What are must have books besides the obivous  GM Guide, Player guide, Bestiary, and so on?

Online Callie Del NoireTopic starter

Re: Pathfinder RPG
« Reply #120 on: December 29, 2012, 08:43:52 AM »
I am most definitely late to the party but....my gaming group just picked up pathfinder over 3.5 dnd and holly crap man! I am loving this....We are re starting our campaign just so that we can play around in the setting that comes with it hehe.

Here is a question though...What are must have books besides the obivous  GM Guide, Player guide, Bestiary, and so on?

If your playing within Golorain the paizo setting I'd suggest the Inner Sea World Guide. It gives a good break down of the setting.  Other than that get Ultimate Equipment and figure out with races/classes you guys want to start with a begin with those books.  The Ultimate Campaign book that is coming up next is going to cover things like Kingdom building nd such. 

Offline uncletuku

Re: Pathfinder RPG
« Reply #121 on: December 29, 2012, 05:56:49 PM »
Oh on that note...My favorite player race from 3.5 is Warforged, though I can't seem to find any pathfinder rules for them :(   Dose anyone know if there is an official or even un official Warforged race for pathfinder?

Offline Skynet

Re: Pathfinder RPG
« Reply #122 on: December 29, 2012, 06:17:27 PM »
So, the Magus class sort of fills the role that the Eldritch Knight Prestige Class.

From a cursory glance, the Magus

  • doesn't need to worry about Arcane Spell Failure
  • is a core class so that you can get bonus skill points and hit points
  • can gain a bonus on his concentration checks by fighting defensively
  • and can gain free melee weapon and touch attacks with spells

Aside from possible access to higher level spells, the Magus seems superior to the Eldritch Knight in every way.  Is this the case?

Offline Koyume

Re: Pathfinder RPG
« Reply #123 on: December 29, 2012, 06:26:57 PM »
Eldritch Knight also gets full BAB. A fighter 2/wizard 8/eldritch knight 10 has both +16 base attack bonus and 9th level wizard spells, so I think that kind've build might win out in terms of sheer power, but Magus definitely has its own advantages, as you pointed out.

Online Callie Del NoireTopic starter

Re: Pathfinder RPG
« Reply #124 on: December 29, 2012, 11:04:02 PM »
Oh on that note...My favorite player race from 3.5 is Warforged, though I can't seem to find any pathfinder rules for them :(   Dose anyone know if there is an official or even un official Warforged race for pathfinder?

There is the Wyrwood race in the Advanced Race Book. :D A small construct race.