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Pathfinder 1E [Pathfinder] Some class questions

[MENTION=6679141]benfromidaho[/MENTION] I think [MENTION=85314]Shisumo[/MENTION] summed it up nicely. While I would LOVE to use Psionics Unleashed, I think there's a certain amount of backlash that could come with that. IF (no confirmation) psionics do show up, then they will likely appear in a very unique manner, as [MENTION=63]RangerWickett[/MENTION] stated above.

Still, I would expect to see something along the lines of standard core spells adjusted to be psionic abilities, alongside a lot of special rules for the particular NPC/creature. There might also be a sidebar with different options for psionics, or inclusion of some Psionics Unleashed material.

A lot of this will depend on the reception of the first adventures. As RangerWickett pointed out above, we've struggled a bit with the PF version when it comes to converting from 4e and keeping the same tone/feel while ensuring the rules set is obeyed. Once we get some feedback on what people think, it will let us know if we should steer closer to core Pathfinder rules, or if people would like to see more 'wacky out there' stuff. :)
 

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Well here's the thing. The traditional 'knight in shining armor' paladin doesn't have as large a role as it once would have for the Clergy. They've secured their borders pretty well, and supernatural evil doesn't encroach very often. There aren't handy 'bad guys' for Lawful Good types to hunt without qualms, so while there may be the occasional paladin who feels a call to be a hero -- and while there are definitely orders of knights who claim they've got gods on their side -- there wouldn't be large quantities of paladins.

I really want to play as "The Last Paladin of Flint" now.
 

We certainly won't require you to buy an additional book in order to play our adventure path.

What the Guvnor said.

If we do psionics in some way, they will be contained within the given adventure (or discussed in one of the subsequent player/gm guides). Of course, we might include some alternatives as a sidebar for things GMs with access to other material can do, but you won't require to go beyond the core books and the adventure to run.
 

I love the way this team is working together. It's very transparent and willing to hear player and GM input. [MENTION=115]LightPhoenix[/MENTION] I'm not going to lie, that statement made me chuckle loudly.
 

I love the way this team is working together. It's very transparent and willing to hear player and GM input. @LightPhoenix I'm not going to lie, that statement made me chuckle loudly.

In truth [MENTION=1]Morrus[/MENTION] keeps [MENTION=63]RangerWickett[/MENTION] locked up in a basement where he writes the adventure path. Then [MENTION=63]RangerWickett[/MENTION] keeps me locked in a sub-basement where he gets me doing the Pathfinder conversion.

It's an odd arrangement... but it works.

Luckily I plan on buying my freedom from them with a (several) beer(s) at GenCon this year.
 

Well, to be totally honest, I'm infected by the 2nd edition/4th edition mentality of "give it an interesting skin, and screw the mechanics" when it comes to NPCs, monsters, and pretty much anything the PCs don't have on their character sheets. DMs and players don't have to use the same rules.

It's a lot easier to say a 5th level monster has an attack bonus of of +11 because my party's best AC is 20 and I want it to be able to hit most of the time "so I'm giving it a +11 because that's the number that works best for the game," than it is to assemble an attack bonus of +11 by saying, "Okay, it's undead, but I don't want it to have so many HD it can't be turned, so I'll say it has 6 HD, but that only gives it a +3 BAB, so now I need to get +8 from somewhere else, so I guess it has a 26 Strength, though I really was envisioning it more as a nimble monster, so how about I give it a 26 Dex and Weapon Finesse, except now it's damage is kinda low, etc etc."
I cheat with monsters all the time in my Pathfinder games, but if I'm buying a published adventure I like the monsters to follow the rules. I hadn't noticed my double standard until now!

[sblock]But anyway, I thought about your desired monster, and one way to get it in Pathfinder would be to add the skeletal champion template to a small earth elemental - result is a 4 HD creature with +11 to hit (+1 size, +3 for having 4 undead HD, +4 from strength 18, +1 earth mastery, +1 weapon focus feat, +1 masterwork greatclub); of course this is technically illegal since you can't add the template to the elemental so you'll have to call it a gravewight or something.[/sblock]
 

[MENTION=6679141]benfromidaho[/MENTION] I think [MENTION=85314]Shisumo[/MENTION] summed it up nicely. While I would LOVE to use Psionics Unleashed, I think there's a certain amount of backlash that could come with that. IF (no confirmation) psionics do show up, then they will likely appear in a very unique manner, as [MENTION=63]RangerWickett[/MENTION] stated above.

Still, I would expect to see something along the lines of standard core spells adjusted to be psionic abilities, alongside a lot of special rules for the particular NPC/creature. There might also be a sidebar with different options for psionics, or inclusion of some Psionics Unleashed material.

A lot of this will depend on the reception of the first adventures. As RangerWickett pointed out above, we've struggled a bit with the PF version when it comes to converting from 4e and keeping the same tone/feel while ensuring the rules set is obeyed. Once we get some feedback on what people think, it will let us know if we should steer closer to core Pathfinder rules, or if people would like to see more 'wacky out there' stuff. :)
Building and expanding on the Core Rules is fine - just make sure that the math works (never mind why I am muttering Sword & Sorcery Studios... just... never mind). Having a solid mechanical base makes it easier to borrow/bend/twist/steal material from an adventure.

The Auld Grump
 

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