LFG: Pathfinder

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Apr 13, 2016 7:56 pm
Running my Pathfinder game has me feeling the itch to play some Pathfinder. I've already got a few under my belt, but if there was someone out there willing to run a PF game, I'd have to jump in on it.

Any GMs have a PF game they'd like to run?

Anybody?

Bueller?
Apr 13, 2016 8:07 pm
If I wasn't DMing 4 games already (and playing in a dozen), I would love to :/
Apr 13, 2016 8:11 pm
See, I'm not quite at the level you're at...I'm maintaining control, so far...
Apr 13, 2016 8:16 pm
I've finally stopped myself, and some of the games I'm playing in have basically shut down (thankfully). I'm well on the road to recovery :)
Apr 13, 2016 8:20 pm
I still think we need to set up a support group or something.
Apr 13, 2016 8:25 pm
irvanovich says:
I still think we need to set up a support group or something.
I agree!
Apr 14, 2016 1:21 am
Hmm... I wonder how well Expedition to Castle Ravenloft would run under PF...
Apr 14, 2016 12:47 pm
kalajel says:
Hmm... I wonder how well Expedition to Castle Ravenloft would run under PF...
I would be willing to find out...it says flat out in the core book that Pathfinder is pretty compatible with almost all of D&D 3.5...I can't imagine it would be too difficult to make it fit.

That said, I know very little about Ravenloft, other than I've always wanted to play.
Last edited April 14, 2016 12:49 pm
Apr 14, 2016 1:07 pm
kalajel says:
Hmm... I wonder how well Expedition to Castle Ravenloft would run under PF...
Modules from 3.5 convert very easily. The only things that you have to change are some feats, and a few of the skills are different (spot, search, and listen are now just Perception).
Apr 14, 2016 4:50 pm
That's what I was thinking. You also combine Move Silently and Hide into Stealth.
Apr 14, 2016 5:00 pm
Actually, there is a conversion PDF for you right here!
Apr 14, 2016 5:22 pm
Yeah, I'm aware of the changes and this document. I really like what PF has done, but a few things irks me, like the Linguistic skill for example... So you want to be good at Forgery? Cool, but you'll also be able to decipher scripts and speak a bunch of languages as well. XD
I was mostly curious how ECR would translate to PF mostly because of the Weapons of Legacy and Heroes of Horror rules included in it as well as the special prestige class in this adventure; the Knight of the Raven.
Last edited April 14, 2016 5:23 pm
Apr 14, 2016 7:18 pm
Hmm, I checked some threads and people claim that weapons of legacy were introduced in Pathfinder Unchained... Hmm, could be an interesting game to run.
Apr 14, 2016 7:46 pm
You've got at least one player who'd be down if you decide to give it a go.
Apr 14, 2016 8:52 pm
kalajel says:
Hmm, I checked some threads and people claim that weapons of legacy were introduced in Pathfinder Unchained... Hmm, could be an interesting game to run.
Ah, yep. They did...but they call them "Scaling Items" in Unchained. Didn't even think about that...
Apr 14, 2016 9:51 pm
kalajel says:
Hmm, I checked some threads and people claim that weapons of legacy were introduced in Pathfinder Unchained... Hmm, could be an interesting game to run.
Count me in if you decide to run it !
Apr 14, 2016 10:00 pm
I found a small mistake in his conversion of the Knight of the Raven, in which he let it have Turn Undead which is now a feat which requires Channel Energy. I think I'll give the Knight of the Raven Channel Positive Energy instead with the possibility of having it stack with his cleric levels (if any).
Apr 14, 2016 10:46 pm
I was reading a bit more on PF thinking the KotR's smite undead should be a bit more like that paladin,s smite evil (bypass DR, gains bonus to AC), and I noticed that the pally's smite evil is a swift action. How does that works? You can no longer pick one of your attack as part of a full attack for a smite?
Apr 14, 2016 10:53 pm
Nope, smite is something you declare on a single enemy and it lasts till they die, basically.
Apr 14, 2016 11:21 pm
Oh, I see. I did not read well enough. So basically, you pick one target, spend a swift action, and all attacks against that particular target are smite evil basically...
Apr 14, 2016 11:48 pm
Well, you guys did it. I've started listening to songs from my Castlevania soundtracks to put me back in the mood for some Ravenloft again... XD :P
Apr 15, 2016 12:44 am
Converting Strahd Von Zarovich's stats to PF and it gives some interesting results. This will be interesting...
Apr 15, 2016 1:10 am
Castlevania makes for excellent theme music. Can't wait
Apr 15, 2016 2:16 am
Have they removed synergy bonuses in PF because I can't seem to find them...
Apr 15, 2016 2:23 am
I believe so, yes.
Apr 15, 2016 3:14 am
Another quick question, how would barbarian rage work for an undead barbarian? Would they use their CHA modifier for the duration? What about rage powers?
Last edited April 15, 2016 3:27 am
Apr 15, 2016 7:10 am
Any unintelligent undead (zombie, skeleton) would not benefit from rage, as the bonuses from rage are technically morale bonuses. Otherwise, I'd say use Cha and call it a day.

Since undead can't be fatigued, I'd say the rage powers could be abused as an undead.
Apr 15, 2016 7:20 am
That said, I did find a spell that could make rage work for undead, but be a little weaker. Unliving Rage
Apr 15, 2016 1:41 pm
irvanovich says:
Any unintelligent undead (zombie, skeleton) would not benefit from rage, as the bonuses from rage are technically morale bonuses. Otherwise, I'd say use Cha and call it a day.

Since undead can't be fatigued, I'd say the rage powers could be abused as an undead.
Oh, well the Bestiary answers that question...

"No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC)."

Ouch. Undeads will be far more dangerous in PF than in 3.5... This will definitely be an adventure where players can (and in a few cases will) die. XD
Last edited April 15, 2016 1:42 pm
Apr 15, 2016 1:43 pm
kalajel says:
irvanovich says:
Any unintelligent undead (zombie, skeleton) would not benefit from rage, as the bonuses from rage are technically morale bonuses. Otherwise, I'd say use Cha and call it a day.

Since undead can't be fatigued, I'd say the rage powers could be abused as an undead.
Oh, well the Bestiary answers that question...

"No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC)."

Ouch. Undeads will be far more dangerous in PF than in 3.5... This will definitely be an adventure where players can (and in a few cases will) die. XD
Those are the most fun. I'm kinda excited for it!
Apr 15, 2016 3:31 pm
Okay, so Expedition to Castle Ravenloft uses a lot of material from specialized 3.5 books. I wanted to try to convert the adventure using only the PF core rulebook as much as possible (as I wanted to try to limit myself to this book since it would be my first PF GMing experience), but it looks like I'll have to convert some 3.5 stuff since there doesn't seem to be anything similar on any of the PF SRD sites I know of. So to avoid being unfair, I'll allow converted 3.5 material for players as well, but it must be submitted to me for approval first and I'll reserve myself the right to approve, deny, or modify any 3.5 conversion submitted.
Good news is, I'll drop the whole Taint mechanics from Heroes of Horror seeing that converted monsters look to be a lot more deadly in PF, so I doubt I'll need yet another penalizing mechanic to use against the players.
Last edited April 15, 2016 3:32 pm
Apr 15, 2016 3:42 pm
That sounds like a plan to me. What level is it, and when did you want to start getting things going?
Apr 15, 2016 8:19 pm
I would love to play some pathfinder horror.
Apr 15, 2016 9:38 pm
6th level. I was thinking of the organic character method (DMG 3.5 p.169) for character creation. Not sure when I'll be ready to begin. Probably later this month or early next month. I'm aware I don't need to translate everything all at once, but I want to have enough material already done before starting. I also have a lot of PF books to read so... XD
Apr 15, 2016 11:11 pm
Just want to do a quick sanity check on my conversion of the Knight of the Raven. PF aficionados can tall me if it makes sense.

Knight of the Raven

Entry Requirements
Alignment: Any good.
Base Attack Bonus: +4
Spellcasting: Ability to cast 1st-level divine spells.
Special: Must meet an existing knight on friendly terms and then spend an overnight prayer in vigil in the chapel of Ravenloft.

HD: D10

Class Skills (2 + Int modifier per level): Diplomacy, Knowledge (local), Knowledge (religion), Perception, Survival.

Level / BAB / Fort / Ref / Will / Special / Spellcasting
1 / +1 / +1 / +0 / +1 / Raven harrier (harry) speak with ravens / —
2 / +2 / +2 / +1 / +1 / Smite undead 1/day / +1 level of existing divine spellcasting class
3 / +3 / +2 / +1 / +2 / Channel positive energy 1d6, sun domain, raven harrier (baffle) / +1 level of existing divine spellcasting class
4 / +4 / +2 / +1 / +2 / Light focus, smite undead 2/day / +1 level of existing divine spellcasting class
5 / +5 / +3 / +2 / +3 / Raven harrier (falter), Enduring Life* / +1 level of existing divine spellcasting class
6 / +6 / +3 / +2 / +3 / Channel positive energy 2d6, smite undead 3/day / +1 level of existing divine spellcasting class
7 / +7 / +4 / +2 / +4 / Raven harrier (channel spell) / +1 level of existing divine spellcasting class
8 / +8 / +4 / +3 / +4 / Lasting Life*, smite undead 4/day / +1 level of existing divine spellcasting class
9 / +9 / +5 / +3 / +5 / Channel positive energy 3d6, raven harrier (sight link) / +1 level of existing divine spellcasting class
10 / +10 / +5 / +3 / +5 / Burst of vitality, smite undead 5/day / +1 level of existing divine spellcasting class

Spellcasting: At each level above 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Knight of the Raven, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Raven Harrier (EX): At 1st level, you call a celestial raven into your service. This creature aids you in combat by distracting foes, and it gains additional abilities as you advance in level. Its statistics are normal for a raven with the celestial template, except as noted here. Your raven's hit point total equals one-half of your full normal hit points. For the purpose of effects related to number of Hit Dice use your HD total. The raven uses your base saving throw bonuses plus its ability score modifiers. It has an intelligence of 3.
The raven is incredibly agile. It never provokes attacks of opportunity for moving into an opponent's square of for leaving a threatened area. If it is killed, a replacement appears at the next dawn. You suffer no special penalties should your raven fall in battle.
You raven harrier has the following special abilities.
Harry (Ex): As a swift action, you can command your raven harrier to distract a single opponent within 30 feet of you. The raven enters that opponent's space. The target must then make a Will save (DC 10 + 1/2 your class level + your Charisma modifier). If the save fails, that opponent takes a -2 penalty to its AC for 1 round.
Baffle (Su): When you reach 3rd level, you can command your raven harrier to prevent an opponent from taking advantage of lapses in your defenses. If at the start of your opponent's turn the raven is in its space, the opponent must make a Will save (DC 10 + 1/2 your class level + your Cha modifier). If the save fails, that opponent cannot make attacks of opportunity for 1 round.
Falter (Su): At 5th level, you can command your raven harrier to keep an opponent off balance against enemies. If your raven occupies its space, that opponent provokes attacks of opportunity from threatening foes even when it takes a 5-foot step. Your raven harrier automatically follows a target that makes a 5-foot step.
Channel Spell (Su): When you reach 7th level, you can channel spells through your raven harrier, as long as you have line of sight to it. Channeling a spell requires you to lengthen its casting time: A spell that normally requires a free, move, swift, or immediate action now takes a standard action, while one that requires a standard action takes a full-round action. Other spells remain unchanged. A channeled spell is treated as though the raven were the caster for the purpose of range. Thus, you can channel a spell with a range of touch through the raven to cast the spell on a creature the raven touches. If the target is not willing, the raven must hit with a melee touch attack using its own attack bonus to successfully deliver the spell.
Sight Link (Su): At 9th level, you gain the ability to see briefly through your raven's eyes. Using this ability is a full-round action, and you can see through the raven's eyes only for the round in which you performed this action. At the end of the round, you are fatigued. You can use this ability at will, although if you use it while you are already fatigued, you become exhausted. While seeing through your raven's eyes, you cannot see through your own eyes. Your raven can be at any distance from you, but it must be on the same plane of existence as you are.

Speak with Ravens (Su): You have the ability to speak with ravens, including raven familiars and your own raven harrier. If a raven has an Int above 2, you can communicate with it as you would with a (rather stupid) human, using a language you both share. If the raven has animal intelligence, you can communicate with it as if you were using the speak with animals spell, though this ability does not have a duration.

Smite Undead (Su): When you reach 2nd level, you gain the ability to channel holy radiance into attacks made against an undead creature. As a swift action, pick one target within sight to smite. If this target is an undead creature, you add your Charisma bonus (if any) to your attack rolls and add your Knight of the Raven class levels to your damage rolls made against the target of your smite. If you roll a natural 20 on one of your smite attacks, your bonus damage is doubled for this attack. This is not a critical hit, and no confirmation roll is necessary. Regardless of the target, smite undead attacks automatically bypass any DR the creature might possess.
In addition, while smite undead is in effect, you gain a deflection bonus equal to your Charisma modifier (if any) to your AC against attacks made by the target of your smite. If you target a creature that is not an undead, the smite is wasted with no effect. If you are using this ability against an incorporeal undead creature, it takes three-quarter (75%) damage instead of half damage.
The smite remains in effect until your target is dead or the next time you rest and regain your uses of this ability. For every two levels you advance beyond 2nd, you gain one additional daily use of this ability.

Channel Positive Energy (Su): At 3rd level, you gain the ability to release a wave of positive energy by channeling the power of your faith through your holy symbol. This energy will damage undead creatures and heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centred on you. The amount of damage dealt or healed is equal to 1d6 points of damage for every three Knight of the Raven levels beyond 3rd (2d6 at 6th and 3d6 at 9th) you possess. Undead creatures that take damage from channeled positive energy receive a Will save to halve the damage. The DC of this save is equal to 10 + your Knight of the Raven class levels -2 + your Charisma modifier. Creatures healed by channeled positive energy cannot exceed their maximum hit point total—all excess healing is lost. You may channel energy a number of times per day equal to 3 + your Charisma modifier. This is a standard action that does not provoke an attack of opportunity. You can choose whether or not to include yourself in this effect. You must be able to present your holy symbol to use this ability.
If you also posses levels of cleric, your channel positive energy stacks with your cleric’s channel energy to determine the strength. You also calculate your save DC as 10 + 1/2 (your cleric levels + your Knight of the Raven levels -2) + your Charisma modifier.

Sun Domain: At 3rd level, you gain access to the Sun domain. If you have cleric levels and do not already have access to the Sun domain, you gain the domain's granted powers and can choose domain spells from the Sun spell list as well as from those of your other domains, adding your Knight of the Raven levels to your cleric levels for the purpose of the granted powers. If you already have access to the Sun domain, consider your Knight of the Raven levels to be 2 higher when you stack them with your cleric levels for the purpose of your granted powers.
If you do not have cleric levels, then you can use the granted power of the Sun domain normally, substituting your knight of the raven levels for your cleric levels. Add the Sun domain's spells to your class' spell list. If you are a spontaneous caster such as a XX or sorcerer, then you can select a Sun domain spell whenever you have the option to choose a new known spell. Once you know the domain spell you may cast it freely.

Light Focus: When you reach 4th level, you become adept at casting spells with the light descriptor. Any time you cast such a spell, you can choose one of the following effects to enhance the spell.
• Double the radius of illumination, and treat the spell as one level higher for the purpose of countering and dispelling a spell with the darkness descriptor.

• Increase its saving throw DC by 2.

• Increase your effective caster level by one.

Enduring Life: At 5th level, you gain Enduring Life as a bonus feat.

Lasting Life: At 8th level, you gain Lasting Life as a bonus feat, even if you do not meet the prerequisites.

Burst of Vitality (Su): At 10th level, you gain the ability to remove negative levels by channeling positive energy. As a standard action, spend a channel positive energy attempt and roll your dice. You can remove a number of negative levels from yourself and allies within 30 feet equal to half the amount of damage you would have dealt/healed. You may distribute the removal however you choose.
Last edited April 15, 2016 11:19 pm
Apr 15, 2016 11:26 pm
kalajel says:
Just want to do a quick sanity check on my conversion of the Knight of the Raven. PF aficionados can tall me if it makes sense.

Knight of the Raven

Entry Requirements
Alignment: Any good.
Base Attack Bonus: +4
Spellcasting: Ability to cast 1st-level divine spells.
Special: Must meet an existing knight on friendly terms and then spend an overnight prayer in vigil in the chapel of Ravenloft.

HD: D10

Class Skills (2 + Int modifier per level): Diplomacy, Knowledge (local), Knowledge (religion), Perception, Survival.

Level / BAB / Fort / Ref / Will / Special / Spellcasting
1 / +1 / +1 / +0 / +1 / Raven harrier (harry) speak with ravens / —
2 / +2 / +2 / +1 / +1 / Smite undead 1/day / +1 level of existing divine spellcasting class
3 / +3 / +2 / +1 / +2 / Channel positive energy 1d6, sun domain, raven harrier (baffle) / +1 level of existing divine spellcasting class
4 / +4 / +2 / +1 / +2 / Light focus, smite undead 2/day / +1 level of existing divine spellcasting class
5 / +5 / +3 / +2 / +3 / Raven harrier (falter), Enduring Life* / +1 level of existing divine spellcasting class
6 / +6 / +3 / +2 / +3 / Channel positive energy 2d6, smite undead 3/day / +1 level of existing divine spellcasting class
7 / +7 / +4 / +2 / +4 / Raven harrier (channel spell) / +1 level of existing divine spellcasting class
8 / +8 / +4 / +3 / +4 / Lasting Life*, smite undead 4/day / +1 level of existing divine spellcasting class
9 / +9 / +5 / +3 / +5 / Channel positive energy 3d6, raven harrier (sight link) / +1 level of existing divine spellcasting class
10 / +10 / +5 / +3 / +5 / Burst of vitality, smite undead 5/day / +1 level of existing divine spellcasting class

Spellcasting: At each level above 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Knight of the Raven, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Raven Harrier (EX): At 1st level, you call a celestial raven into your service. This creature aids you in combat by distracting foes, and it gains additional abilities as you advance in level. Its statistics are normal for a raven with the celestial template, except as noted here. Your raven's hit point total equals one-half of your full normal hit points. For the purpose of effects related to number of Hit Dice use your HD total. The raven uses your base saving throw bonuses plus its ability score modifiers. It has an intelligence of 3.
The raven is incredibly agile. It never provokes attacks of opportunity for moving into an opponent's square of for leaving a threatened area. If it is killed, a replacement appears at the next dawn. You suffer no special penalties should your raven fall in battle.
You raven harrier has the following special abilities.
Harry (Ex): As a swift action, you can command your raven harrier to distract a single opponent within 30 feet of you. The raven enters that opponent's space. The target must then make a Will save (DC 10 + 1/2 your class level + your Charisma modifier). If the save fails, that opponent takes a -2 penalty to its AC for 1 round.
Baffle (Su): When you reach 3rd level, you can command your raven harrier to prevent an opponent from taking advantage of lapses in your defenses. If at the start of your opponent's turn the raven is in its space, the opponent must make a Will save (DC 10 + 1/2 your class level + your Cha modifier). If the save fails, that opponent cannot make attacks of opportunity for 1 round.
Falter (Su): At 5th level, you can command your raven harrier to keep an opponent off balance against enemies. If your raven occupies its space, that opponent provokes attacks of opportunity from threatening foes even when it takes a 5-foot step. Your raven harrier automatically follows a target that makes a 5-foot step.
Channel Spell (Su): When you reach 7th level, you can channel spells through your raven harrier, as long as you have line of sight to it. Channeling a spell requires you to lengthen its casting time: A spell that normally requires a free, move, swift, or immediate action now takes a standard action, while one that requires a standard action takes a full-round action. Other spells remain unchanged. A channeled spell is treated as though the raven were the caster for the purpose of range. Thus, you can channel a spell with a range of touch through the raven to cast the spell on a creature the raven touches. If the target is not willing, the raven must hit with a melee touch attack using its own attack bonus to successfully deliver the spell.
Sight Link (Su): At 9th level, you gain the ability to see briefly through your raven's eyes. Using this ability is a full-round action, and you can see through the raven's eyes only for the round in which you performed this action. At the end of the round, you are fatigued. You can use this ability at will, although if you use it while you are already fatigued, you become exhausted. While seeing through your raven's eyes, you cannot see through your own eyes. Your raven can be at any distance from you, but it must be on the same plane of existence as you are.

Speak with Ravens (Su): You have the ability to speak with ravens, including raven familiars and your own raven harrier. If a raven has an Int above 2, you can communicate with it as you would with a (rather stupid) human, using a language you both share. If the raven has animal intelligence, you can communicate with it as if you were using the speak with animals spell, though this ability does not have a duration.

Smite Undead (Su): When you reach 2nd level, you gain the ability to channel holy radiance into attacks made against an undead creature. As a swift action, pick one target within sight to smite. If this target is an undead creature, you add your Charisma bonus (if any) to your attack rolls and add your Knight of the Raven class levels to your damage rolls made against the target of your smite. If you roll a natural 20 on one of your smite attacks, your bonus damage is doubled for this attack. This is not a critical hit, and no confirmation roll is necessary. Regardless of the target, smite undead attacks automatically bypass any DR the creature might possess.
In addition, while smite undead is in effect, you gain a deflection bonus equal to your Charisma modifier (if any) to your AC against attacks made by the target of your smite. If you target a creature that is not an undead, the smite is wasted with no effect. If you are using this ability against an incorporeal undead creature, it takes three-quarter (75%) damage instead of half damage.
The smite remains in effect until your target is dead or the next time you rest and regain your uses of this ability. For every two levels you advance beyond 2nd, you gain one additional daily use of this ability.

Channel Positive Energy (Su): At 3rd level, you gain the ability to release a wave of positive energy by channeling the power of your faith through your holy symbol. This energy will damage undead creatures and heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centred on you. The amount of damage dealt or healed is equal to 1d6 points of damage for every three Knight of the Raven levels beyond 3rd (2d6 at 6th and 3d6 at 9th) you possess. Undead creatures that take damage from channeled positive energy receive a Will save to halve the damage. The DC of this save is equal to 10 + your Knight of the Raven class levels -2 + your Charisma modifier. Creatures healed by channeled positive energy cannot exceed their maximum hit point total—all excess healing is lost. You may channel energy a number of times per day equal to 3 + your Charisma modifier. This is a standard action that does not provoke an attack of opportunity. You can choose whether or not to include yourself in this effect. You must be able to present your holy symbol to use this ability.
If you also posses levels of cleric, your channel positive energy stacks with your cleric’s channel energy to determine the strength. You also calculate your save DC as 10 + 1/2 (your cleric levels + your Knight of the Raven levels -2) + your Charisma modifier.

Sun Domain: At 3rd level, you gain access to the Sun domain. If you have cleric levels and do not already have access to the Sun domain, you gain the domain's granted powers and can choose domain spells from the Sun spell list as well as from those of your other domains, adding your Knight of the Raven levels to your cleric levels for the purpose of the granted powers. If you already have access to the Sun domain, consider your Knight of the Raven levels to be 2 higher when you stack them with your cleric levels for the purpose of your granted powers.
If you do not have cleric levels, then you can use the granted power of the Sun domain normally, substituting your knight of the raven levels for your cleric levels. Add the Sun domain's spells to your class' spell list. If you are a spontaneous caster such as a XX or sorcerer, then you can select a Sun domain spell whenever you have the option to choose a new known spell. Once you know the domain spell you may cast it freely.

Light Focus: When you reach 4th level, you become adept at casting spells with the light descriptor. Any time you cast such a spell, you can choose one of the following effects to enhance the spell.
• Double the radius of illumination, and treat the spell as one level higher for the purpose of countering and dispelling a spell with the darkness descriptor.

• Increase its saving throw DC by 2.

• Increase your effective caster level by one.

Enduring Life: At 5th level, you gain Enduring Life as a bonus feat.

Lasting Life: At 8th level, you gain Lasting Life as a bonus feat, even if you do not meet the prerequisites.

Burst of Vitality (Su): At 10th level, you gain the ability to remove negative levels by channeling positive energy. As a standard action, spend a channel positive energy attempt and roll your dice. You can remove a number of negative levels from yourself and allies within 30 feet equal to half the amount of damage you would have dealt/healed. You may distribute the removal however you choose.
I think it looks alright, though I've never seen the original, so I can't really judge too much
Apr 15, 2016 11:27 pm
Also, bear in mind I'm on my mobile right now, so the table looks off to me...lol
Apr 16, 2016 12:28 am
The original was in the link you gave me; it was not a conversion after all, but rather the guy copying it word for word from ECR. He either made a mistake and copy/pasted the wrong document, or was simply providing the original so other could make their own conversion.
Edit: yeah, not much I can do about the table: GP doesn't seem to have any table tags...
Last edited April 16, 2016 12:28 am
Apr 16, 2016 2:47 am
I think it will be alright. Most things in 3.5 can translate straight to PF fairly easy.
Apr 16, 2016 6:22 pm
Converting some NPCs and reading about the stuff they have as I go along... I see Power Attack has changed. I approve of those changes, makes it a lot more intuitive to use in battle.
Apr 18, 2016 2:11 pm
Yeah, I like a lot of the changes between 3.5 and PF. Makes a lot of sense, and gives utility to a lot of the other classes.
Apr 19, 2016 12:21 pm
Urgh, I dunno how I feel about dirty tricks. It makes sense to give players the option to fight dirty, but the main problem is that the conditions it can grant are not created equal. I can easily see players solely trying to impose blinded, entangled, or sickened almost exclusively (maybe even to the point of abusing it since those conditions are just that good). I'm almost tempted to houserule it because of this.
Apr 19, 2016 12:30 pm
I'll be completely honest...I've never seen anyone use dirty tricks in any of the games I've run. You've gotta burn a feat to do them without provoking attacks of opportunity, and it's never been worth it in my opinion. There's so much more I can do with those feats.

That said, you do you. I've never seen dirty tricks on action, so I can't really be a good judge here.
Apr 19, 2016 12:48 pm
I've also never seen it, and that's over the course of a couple years and dozens of characters played in Pathfinder.
Apr 19, 2016 2:27 pm
I guess I've just been used to play with power players and rule layers all those years... XD
Apr 19, 2016 2:31 pm
That's just it...most of my players WERE power gamers and rules lawyers. Heck, that's how I learned to play. None of us have ever used dirty tricks, because we just didn't feel it was worth burning the feats for them.

Not when there were so many other feats that you could do so much more with. ^_^
Last edited April 19, 2016 2:36 pm
Apr 19, 2016 2:45 pm
I don't like the combat maneuver system in PF generally. It requires too much of an investment to have any chance to do anything well. The feat system is actually very bad (in my opinion), because it stops you from being good at stuff with arbitrary "feat taxes". I still find it enjoyable to play, but it can be very frustrating to be so limited in certain aspects.
Apr 19, 2016 3:03 pm
I like the idea of having a separate defense score and bonus for combat maneuvers, but Naatkinson is right. There's too much of an investment for anyone that's not a fighter to do any of the combat maneuvers. . Pathfinder is my favorite D20 system right now, but even I'll admit that it can be limiting.
Apr 19, 2016 6:02 pm
As a friend of mine once told me "If we wait for the perfect system to play, we'll never play". Every systems, no matter how good, will have this little thing that makes you ask "why?".

While I have no problems with skill groupings (which some other 3rd parties D20 games made as well, like Spellslinger), I feel Pathfinder made some odd choices (other than the Linguistics skill I mentioned in a previous post). For example, Acrobatics. Why put Jump in it which used to be a Str-based check when they could have grouped it with Climb to make an Athletics skill? I understand the whole Combat Maneuver thing, but i've never been a huge fan of how Pathfinder handled it, and even Trailblazer's take on it wasn't entirely to my satisfaction either...
Apr 19, 2016 6:09 pm
Jump getting mixed into Acrobatics always did confuse me. I mean, in a way it makes sense, but I agree with you on the "Athletics" skill...should've combined it with Climb and Swim to make an Athletics roll.

But hey, it's a lot better than 4E...which is what I was stuck playing before I got my hands on the PF core book. In my opinion, at least...
Last edited April 19, 2016 6:16 pm
Apr 20, 2016 8:16 pm
So, I got bored last night and built a character for this game...it's a concept I've been wanting to test out for a while, and have never had the chance to. Thought this might be the perfect opportunity to do so, even if I have to make changes here and there to fit the campaign. :D

Even if you change your mind and decide that translating over to PF isn't worth the trouble...I still had a blast building the character. I enjoy character creation...almost as much as I do actually playing XD
Last edited April 20, 2016 8:17 pm
Apr 20, 2016 9:12 pm
irvanovich says:
So, I got bored last night and built a character for this game...it's a concept I've been wanting to test out for a while, and have never had the chance to. Thought this might be the perfect opportunity to do so, even if I have to make changes here and there to fit the campaign. :D

Even if you change your mind and decide that translating over to PF isn't worth the trouble...I still had a blast building the character. I enjoy character creation...almost as much as I do actually playing XD
Creating the character is a lot of fun ! May I ask what kind of character you've created ?
Apr 20, 2016 9:31 pm
Certainly!

irvanovich sent a note to Spades
Apr 21, 2016 9:58 am
Awesome idea ! He looks like a really interesting character ^^
Apr 22, 2016 1:24 am
Expedition to Castle Ravenloft allowed players to be part of a guild of undead hunters if they wished to, at the start of the adventure. I've converted the rules for this guild to Pathfinder and am posting it here for a quick sanity check.

The Lightbringers
The Lightbringers are an expansive guild of undead hunters that readily hands out charter membership to anyone who wants to stamp out undead. The Lightbringers have no central headquarters. Generally affiliated good-aligned temples in large cities set aside meeting rooms for those who sign the guild’s charter. Sarenrae’s temples are best known for hosting Lightbringers—believers and nonbelievers alike.
Symbol: The Lightbringers’ symbol is a stylized half-sun, half-moon disc.
Credo: "Suffer no false life."

Lightbringers Entry Requirements
As a guild, the Lightbringers organization requires prospective members to have at least 1 rank (if a trained class skill) or 4 ranks (if not) in an associated skill. The guild accepts all classes, so no minimum level requirement exists. Entry and annual dues are required, and the guild imposes minimum service.
Associated Classes: Any.
Associated Skills: Diplomacy, Heal, Knowledge (history), Knowledge (local), Knowledge (religion), Sense Motive.
Dues: The initiation fee is a one-time payment of 100 gp, donated to the affiliated temple housing the local Lightbringers chapter. Annual dues are also 100 gp, but the real cost of membership is a commitment to destroy a minimum number of undead each year. Each member sets his or her own limit, and is accountable only to the local chapter.

Lightbringers Benefits
All guilds provide basic service to their members, including food and lodging, a 10% subsidy on the cost of basic supplies and guild-related services, emergency loans, and other aid. Guild members gain a contact within the organization who can help with specific tasks.
In addition, the Lightbringers guild provide the following benefits to members.
• A guild member gains access to alternative class abilities associated with the guild (see below). On joining the Lightbringers, a character can choose to retroactively apply Lightbringers alternative abilities to class levels he or she has already gained. The guild doesn’t require that the member take any alternative abilities, it merely offers the option.
• A guild member is guaranteed on free casting of restoration per week at an affiliated temple, as long as the condition requiring the spell was caused by an undead.
• Lightbringers respect each other. A guild member receives a +2 circumstance bonus on Diplomacy checks made while talking to a fellow Lightbringer.
• A guild member who finds an undead enclave too tough to handle alonce can travel to the nearest affiliated temple and petition the Lightbringers for aid. Such request requires a DC 20 Diplomacy check, with a cumulative -2 penalty for each previous call for aid that member has made. On a successful check, the member gains the aid of one guild member whose level is equal to the petitioner’s -2 (min. 1); determine class randomly.
• Every guild member gains a useful contact.
• Guild members qualify for the Favored In Guild feat described below and qualify for its associated benefit. The guild doesn’t require that the member take the feat; it merely offers the option.
Favored In Guild Benefit: The guild further subsidizes a member’s purchase of equipment useful in combating undead, including stakes, holy water, alchemical flares, alchemical stakes, alchemical vampire repellent, silvered weapons, and so on. this subsidy reduces the usual cost of supplies by an additional 5% (maximum 1,000 gp/year).

Favored In Guild
You are an active and valued member of your guild.
Prerequisites: Membership in a guild (including 2 ranks in two of the guild’s associated skills, and at least 1 rank in another two of the guild’s associated skills).
Benefits: As an active member of your guild, select one of your guild’s associated skills. As long as you remain a menber of the guild, you gain a +2 competence bonus on all checks made with that skill.
An active member in the Lightbringers also gain additional fringe benefits, as noted in the Lightbringers organization description above.

Lightbringer Alternative Class Features
Alternative class features replace class features found in the original class description. If you have already reached or passed the level at which you can take the feature, you can use the retraining option described below to gain an alternative class feature in place of the normal feature gained at that level.
Lightbringer alternative class abilities help members improve in their quest to destroy all undead.
each set of alternative class abilities represent variants for selected standard classes based on the concept of hunting undead.
A character need not take all the alternative class abilities provided for a class. For instance, a light bringer paladin might decide to take only the detect undead class ability at 1st level, ignoring those available at other levels.
The format for alternative class features is summarized below.

Alternative Class Feature Name
A general description of the ability and why you might want to consider it.
Level: You can select the alternative class feature only at this level (unless you are using the retraining option).
Replaces: This line identifies the ability that you must sacrifice to gain the alternative class feature.
Benefit: This section describes the mechanical effects of the new ability.

Class Feature Retraining
Retraining is adjusting a decision you made earlier in your character’s career by selecting a different legal option. This technique represents the character practicing new talents in lieu of honing older ones. In a way, the process is similar to attaining a new level. In keeping with the concept, the retraining option can be chosen only during level advancement.
Each time your character attains a new level, you can chose to retrain. This decision must be implemented before any of benefits of the newly attained level are applied. For example, if a 5th-level rogue wants to trade her trap sense feature for the penetrating strike alternative class feature, she can do so immediately upon attaining 6th-level, before she gains any of the benefits for that level (such as additional hit points, skill points, and so on).
Class feature retraining allows you to swap out one character option at any character level for another. The character remains basically the same, since his class levels haven’t changed, but he’s now highlighting a different aspect of his class. Such retraining also allows a character to adopt an alternative class feature, such as those presented in this section.
To chose an alternative class feature, substitute it for one class feature available at that level. the new feature must represent a choice that you could have made at the same level as you made the original choice. Also, the new choice can’t make any of your later choice illegal—though it might automatically change class features acquired later if they are based on the initial choice.

Lightbringer Bard
Bards who are most excited by the music of the dirge, the funeral marches, or the requiem are those most strongly drawn to the light bringers. The light bringer bard brings hope and courage to those oppressed by the depredations of unlike, and he uses tricks, music, and magic to thwart for conspiracies of undead masterminds.

Undead Bardic Knowledge
A light bringer bard has special interest in events, items, and persons that are important to undead. Your focused, careful studies allow you to identify such creatures and effects commonly associated with them.
Level: 1st.
Replaces: Bardic knowledge.
Benefit: You can tap into some of your specialized knowledge of the undead. You add your class level to your Knowledge (arcana), Knowledge (religion), or Knowledge (history) skills, which you can still make untrained, but only on checks made to learn about an undead creature or some other bit of undead lore—such as an item used to destroy a legendary undead or a plague caused by undead—as your insight concern only the undead. For every +5 bonus this class feature grants you, you can instead opt to roll your affected Knowledge skill one extra time, keeping the better result. for example, a 7th-level bard with undead bardic knowledge could opt to make a Knowledge (religion) roll twice, but only with a +2 bonus, keeping the best result.

Inspire Channel Energy
You use your knowledge of religious hymns and divine songs to lend greater energy to an ally’s channel positive energy attempt.
Level: 3rd.
Replaces: Inspire competence bardic performance ability.
Benefit: When using your bardic performance ability, you can help an ally who channels positive energy to damage undead. the ally must be within 30 feet and able to see or hear you, depending on your choice of performance. you must also be able to see the ally. The ally gains an extra d6 on his channel positive energy attempts so long as he continues to see or hear your performance. The effect lasts as long as you concentrate, up to a maximum of 2 minutes. This bonus increases by +1d6 for every four levels you have attained (for every levels at which inspire competence would have increased its bonus by +1; +2d6 at 7th, +3d6 at 11th, and so on). You can’t use inspire channel positive energy on yourself. This is a supernatural, mind-affecting ability.

Repel Domination
Your study of the undead allows you to fortify your mind against their attacks.
Level: 6th.
Replaces: Suggestion bardic performance ability.
Benefit: You gain a +2 bonus on saving throws against mind-affecting spells or abilities from undead creatures. Furthermore, whenever you succeed on such a saving throw, the undead creature that produced the effect is shaken for the remainder of the encounter.

Lightbringer Cleric
Lightbringer clerics are those clerics who focus first and foremost on their ability to harm undead by channeling positive energy. They know that the positive energy they bring to bear against undead is the single most important aspect of their class. The negative energy of undeath must be opposed everywhere and always with the positive energy of light.

Destroy Undead
You can better channel positive energy to greatly harm undead creatures.
Level: 1st.
Replaces: Channel energy (positive).
Benefit: Instead of the clerics’s normal ability to channel positive energy, a light bringer cleric can channel positive energy only to harm undead, not to heal the living.
Destroy undead works just like channel positive energy when used to damage undead, except that it inflicts 2d4 damage at first level, plus an addition 1d4 of damage for each cleric level above the first, to a maximum of 21d4 at 20th level. So, for example, a 5th level cleric using destroy undead would inflict 6d4 points of damage to every undead within 30 feet if they failed their save, and half that if they succeed.
When using this ability against incorporeal undead, it inflicts full damage on them.
Destroy undead still counts as channel positive energy for the purpose of meeting prerequisites for feats, prestige classes, and so forth. A light bringer cleric can use this ability the same number of times per day he could channel energy. Any ability that grants a bonus to channel positive energy instead grants an equal bonus to this ability instead. This is a supernatural ability.

True Daylight
Lightbringer clerics, as befit their names, are capable of channeling divine energy in the form of pure sunlight.
Level: 1st.
Replaces: One domain 1st-level granted power.
Benefit: A light bringer cleric can use up one of his channel positive energy uses for the day to empower a daylight spell he casts with positive energy. The resulting daylight effect has a smaller radiance radius and a shorter, inconsistant duration; however, the daylight created is the equivalent of actual, real daylight for the purpose of its effect on creatures that are damaged or destroyed by bright light (such as vampires).
The effect created by this ability sheds true daylight in a 10-foot radius and has a duration of 1d4 rounds (roll to determine each time this ability is used). This is an extraordinary ability.

Positive Healing
By imparting a portion of the divine energies he commands into an ally, the light bringer cleric sustains his friend against injuries.
Level: 1st.
Replaces: One domain 1st-level granted power.
Benefit: A light bringer cleric can use one of his channel positive energy uses for the day to internalize the influx of positive energy and so can grant himself or an ally within 30 feet the fast healing ability. The amount of hit points healed by this fast healing ability is equal to the cleric’s Charisma modifier and lasts for an amount of rounds equal to 4 plus one fifth of the cleric’s class levels, rounded up. so for example, a 3rd level cleric with a charisma score of 14 would grant fast healing 2 for 5 rounds

Lightbringer Paladin
Lightbringer paladins are little different from standard paladins, and share the same compassion to pursue good, the will to uphold law, and the power to defeat evil. However, the light bringer paladin has made it her specialization to seek out and destroy undead, seeing them as the penultimate manifestation of evil in the world.

Detect Undead
Lightbringer paladins specialize in sniffing out the stench of undeath.
Level: 1st.
Replaces: Detect evil.
Benefit: A light bringer paladin can use this ability at will. This is a divination effect similar to detect evil, except that it finds undead only (of any alignment). Unlike with detect evil, the light bringer paladin doesn’t need to concentrate to know all relevant information. At the moment the paladin uses the ability, she knows if there are any undead with a chosen 60-degree arc, knows the exact number, and knows their exact location. This ability is the equivalent of a 2nd-level spell . It is a spell-like ability.

Sarenrae’s Blessing
A light bringer paladin excels at slaying the undead. When he channels energy to smite his foes, the power he summons proves particularly effective against the living dead.
Level: 3rd.
Replaces: Divine health.
Benefit: A light bringer paladin who uses his smite evil ability against undead gains an additional +2 bonus to his attack rolls and deal an extra 1 point of damage per two paladin levels. For example, a 13th-level light bringer paladin armed with a longsword would deal 1d8+19 points of damage when using his smite evil ability against an undead, plus any additional bonuses for high Strength or magical effects that would normally apply. This is an extraordinary ability.

Strengthen Bond
The light bringer paladin is a special, favored warrior of light. The gods strengthen his divine bond so that the powers of darkness cannot easily defeat him.
Level: 6th.
Replaces: Mercies gained at 6th, 12th, and 18th level.
Benefit: If the paladin chose to enhance her weapon, her weapon’s enhancement bonus is considered 1 higher for the purpose of calculating its hardness and hit points and it gains a +2 to its saving throws. She can also add bane (undead), ghost touch, shock, and shocking burst to the list of properties she can apply to her weapon.
If the paladin chose to gain the service of a loyal animal, her mount will—in addition to the standard qualities of a special mount—become immune to all death spells, magical death effects, energy drain, and any negative energy effects (such as from inflict spells, chill touch, or channel negative energy).

Lightbringer Rogue
While most rogues are loners from day one, the light bringer rogue has decided to throw in his lot with others who share her fundamental disgust and rancour toward undead. The light bringer rogue has taken extra trouble to research dusty tomes and tombs to learn about undead habits, undead physiology, and most importantly, undead weaknesses. The light bringer rogue desires to bring all undead to their penultimate ends.

Penetrating Strike
Creatures that are resistant to damage are a bane to rogues everywhere. Particularly in ancient tombs where undead are common, rogues must rely on their wits to survive. You have spent significant time studying this problem and have learned ways to strike harm even to these resilient opponents.
Level: 3rd.
Replaces: Trap sense.
Benefit: Whenever you flank a creature with damage reduction or which is incorporeal, you can find a way to pierce through those resistances.
against damage reduction, for each 1d6 of extra sneak attack damage you forgo, your weapon gains one of the vulnerability required to overcome this damage reduction. So for example, a rogue with sneak attack +3d6 that attacks a vampire he’s flanking with a nonmagical silver weapon could chose to lower his sneak attack extra damage by 1d6 in order to have his weapon considered magical in order to bypass the vampire’s damage reduction.
In the case of incorporeal targets, if the weapon is nonmagical, you still inflict half your extra sneak attack damage. If your weapon is magical, you inflict your full sneak attack damage. Your weapon’s regular damage, included damage from high Strength or magical effects which would normally apply, is either ignored or halved, depending on the situation, as per the normal rules for incorporeal creatures.
Note that these benefits do not extend to creatures that ignore sneak attack damage because you cannot flank them. In addition, you still cannot use these benefits against such foes if they are flat-footed. You must flank a creature in order to use this ability.
Last edited April 22, 2016 2:07 am
Apr 22, 2016 1:30 am
One thing I see: there aren't cross class skill ranks in Pathfinder. They replaced that with a +3 "trained" bonus if a skill is a class skill.
Apr 22, 2016 2:06 am
Ah yeah, right. I will rework the wording for that...
Apr 22, 2016 5:17 pm
Did a more thorough review of your guild post, now that I'm at a computer and not on my mobile.

You fixed the skill rank thing...that was the only one I saw that really stuck out. Looks good :).
Apr 22, 2016 5:18 pm
irvanovich says:
One thing I see: there aren't cross class skill ranks in Pathfinder. They replaced that with a +3 "trained" bonus if a skill is a class skill.
One of my favorite changes, to be honest
Apr 22, 2016 5:20 pm
Naatkinson says:
irvanovich says:
One thing I see: there aren't cross class skill ranks in Pathfinder. They replaced that with a +3 "trained" bonus if a skill is a class skill.
One of my favorite changes, to be honest
Ditto. That and the "Max Ranks=Level" change. I've seen a huge increase in the versatility of my characters.
Apr 22, 2016 11:44 pm
Yeah, with skills being merged and a few disappearing (Concentration and Use Rope), characters seem to have more skills now.
Apr 23, 2016 3:32 am
Okay, so looks like Track in PF is no longer a feat... Any idea how to handle this in the case of monsters that are supposed to have this feat?
Apr 23, 2016 4:03 am
Meh, I just gave the monster a racial bonus to Survival...
Apr 23, 2016 4:37 am
That works, too
Apr 23, 2016 3:36 pm
Okay, quick question. What happens when you add something to a monster which increases it's CR by +X if it originally had a CR below 1? Does its new CR now becomes X+1 or simply X?
Apr 23, 2016 3:44 pm
That depends. If you added class levels, then it simply has aCR equal to those class levels. If you add something like the Advanced template, then it becomes X+T, where T is the Template CR.
Apr 23, 2016 7:00 pm
So it becomes X+1 even if the original CR was below 1 then...
Apr 23, 2016 7:05 pm
I believe so...Naatkinson, what do you think?
Apr 23, 2016 7:26 pm
Looking over the rules found here, I'm gonna stand by my statement.

If you take a Goblin (CR 1/3) and add the Advanced template to it, you're adding +4 to all ability scores and giving it a +2 natural armor bonus. I'd say that would be enough to make an Advanced Goblin a CR2, but that might just be my opinion.
Apr 23, 2016 7:47 pm
Well, I'm pretty sure that was the case back in D&D 3.X, but I haven't found any confirmation for PF. But it would make sense if it stayed the same. Maybe they just omitted stating it in the PF rulebook... for 8 years... XD

Anyways. A little bit more sanity check. Back when I ran Expedition to Castle Ravenloft, I noticed that some important NPCs were badly made and thus would not survive the encounter in which the PCs met them, so I changed their feats a bit to give them much-needed feats to increase their survivability. Well, I haven't yet manage to find anything remotely similiar in PF yet, so I've decided to go ahead and convert those feats to PF.
Now, those feats where mostly made with paladins in mind, who had a sub-par turn undead (which is still sort of the case in PF), so they would give paladins options to use their turning attempts and not be useless doing so, hence the weird thing I did in the conversion. Anyways, tell me what you think...

Divine Vigor
You can channel energy to increase your speed and durability.
Prerequisite: Channel energy or lay on hands ability
Benefit As a standard action, spend one of your channel energy attempts (if you are a cleric) or your lay on hands attempt (if you are a paladin) to increase your base speed by 10 feet and gain +2 temporary hit points per character level. These effects las a number of minutes equal to your Charisma modifier.

Sacred Vitality
You can channel positive energy to gain protection from damage to your abilities or your life force.
Prerequisite: Channel positive energy or lay on hands ability.
Benefit: As a standard action, you can spend on of your channel positive energy (if a good cleric) or lay on hands (if a paladin) attempts to gain immunity to ability damage, ability drain, and energy drain for 1 minute.
Apr 23, 2016 7:51 pm
The only problem with the advanced template on low, low CR creatures is that their damage goes up a decent bit, but their HP is not near what it would be for a creature of the same CR that came by it naturally.
Apr 23, 2016 9:10 pm
Heh, for at least two pages, this hasn't been about a new game but discussing the system. I may have to split this into a thread about Pathfinder!
Apr 23, 2016 9:19 pm
Keleth says:
Heh, for at least two pages, this hasn't been about a new game but discussing the system. I may have to split this into a thread about Pathfinder!
Might be necessary, to help translate a 3.5 module over to PF!
Apr 23, 2016 9:53 pm
Well, ghasts are advanced ghouls now, so yeah, it is sort of necessary... But yeah, I did noticed it left them a bit low hp-wise...

Edit: I think I have enough encounters prepared and stuff translated for now to start the game. I'll go ahead and do just that.
Last edited April 23, 2016 9:54 pm
Apr 23, 2016 10:01 pm
kalajel says:
Well, ghasts are advanced ghouls now, so yeah, it is sort of necessary... But yeah, I did noticed it left them a bit low hp-wise...

Edit: I think I have enough encounters prepared and stuff translated for now to start the game. I'll go ahead and do just that.
Not even gonna lie. So much hype.
Apr 24, 2016 12:49 am
I'm super tempted to jump in on this lol
Apr 24, 2016 1:37 am
Naatkinson says:
I'm super tempted to jump in on this lol
Doooo eeeeeeet
Apr 25, 2016 12:58 pm
If there's room i have applied to play. Thinking of a ranger.
Apr 25, 2016 3:09 pm
Yep there is room, you're my 6th player. Well, for those to whom I've sent invites, I'm no longer accepting any application, but I'll keep you guys in mind if I ever have a player who can no longer play... ;)
Apr 26, 2016 1:07 am
After looking at both legendary items and scaling items, I guess I'll have to go with legendary items. It seems to be more close to what weapons of legacies were, not to mention that they look easier to make...
Apr 26, 2016 1:58 am
Urgh, nevermind, that looks a bit too convoluted for my taste as well... Luckily ECR had another option for those, I guess I'll go with that...

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