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Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber. 1,357 posts. 2 reviews. No lists. No wishlists.


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To better illustrate what I’m considering, here are some examples. Normal text shows what will be presented to the players per usual. Italicized text is the meta-game info I was thinking of including. These are just examples.

Quest: Kill Harpies – bounty hunt
Travel to the town of X and rid them of their harpy problem.
This quest leads into an adventure that is the sequel to The Reaping Stone.

Quest: Recover the amulet
Steal the amulet from the stronghold
While the amulet is a personal quest object for Max, the stronghold is rumored to hold many treasures. This adventure will utilize the Heist rules from Ultimate Intrigue.

Quest: Attend the Auction
Travel to the town of Y and bid on items at the deceased wizard’s auction.
This quest leads into the adventure The Dragon’s Demand


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I'm looking for feedback and opinions regarding how to present plot seeds for one of my campaigns.

I run several PF campaigns (all set in Frog God Games’ the Lost Lands) that are primarily sandbox in nature – the PCs dictate where they go and what they do but modules are used occasionally depending upon the players’ interests. 2017 kicked off with the flu being passed between myself and my family members which resulted in a protracted gap in Pathfinder sessions (the bad news). However, it gave me plenty of time to prep and plan (the good news).

Another hallmark of my campaigns is that I utilize the “Time Flies” rule as introduced by Kobold Press’ excellent Midgard Campaign setting. Essentially, significant gaps in time occur between game sessions unless a session ends mid-story, in a mission locale, or on a cliffhanger.

One of my campaigns is close to wrapping up a major storyline. Given the sandbox nature of the campaign, there are multiple smaller quests/plots interwoven into the larger storyline but with the conclusion of this story, the Time Flies rule is going to go into effect and the campaign timeline will advance approximately two months.

Recent storylines have centered upon the city of Penmorgh and my players have indicated that they’re interested in traveling a bit. Aside from normal sandbox locations, I have 6-7 plot seeds that will be presented to the players after the Time Flies jump. I’ve prepared in-game handouts and other tools for presenting the plot seeds in game. Some will lead them to adventures I’ve written, some lead to published adventures, and none are throwaway if the players don’t pursue them.

My question is this: Would you, as a GM, present any meta-game information to the players (not their characters)? This would be limited to doing something along the lines of Present Plot Seed in-game -> Provide Quest/Plot Summary (for tracking in Realm Works) -> include player snippet. As an example: Wanted Poster -> Kill Harpies in X -> this adventure is a sequel to The Reaping Stone.

(Note: The Reaping Stone is an excellent adventure by TPK Games)

Normally, this would be a huge no-no to me as a GM of sandbox campaigns. As with many adventures, however, the seed or hook that starts several of these adventures don’t always reflect the true scope or description of the adventure. Given the fact that this will potentially represent a significant shift in the campaign after a lengthy break, I want to ensure I’m giving my players adventure options that really grab their interest.

Basically, I got the idea from the various Player’s Guides to Paizo’s Adventure Paths and lightly applying the concept to sandbox quests/plots.

So, would my fellow GMs utilize a bit of meta-game information in a sandbox campaign (given my circumstances) in the hopes of maximizing player interest?

For sandbox players, would this approach be helpful or would it diminish your sandbox experience?


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This isn’t meant to be a “here’s the right way” kind of post but I don’t see a lot of talk about the tools available to GMs these days on the digital front. It’s definitely a great time to be a GM if these tools can benefit you and you campaigns.

Hero Lab and Syrinscape get a fair bit of well-deserved attention and recognition. I’ve been a Hero Lab user from early-on and I love the fact that PCs, NPCs, and monsters are built using the same rules. Hero Lab allows me to quickly create those elements without sacrificing detail. Great, great application and timesaver. I’m getting more proficient in using the Tactical Console as well which is making it much easier to keep track of conditions and effects without bogging down the game. Syrinscape has added much to my game but from a day-to-day perspective, but it’s dessert not meat-and-potatoes. So having given these two great tools their kudos, here are two other tools that have truly revolutionized my game.

Realm Works
This tool is a straight-up godsend. No more 3-ring binders, no more loose pages of notes that get lost. Realm Works allow me to build and manage not only my campaign but utilize all of that information at the game table while also providing my players a means to refresh their memories or reference info without disrupting the game in-session.

I’ve catalogued PCs, NPCs, deities, pantheons, organizations, kingdoms, locales, house rules and maps in Realm Works. All hyperlinked for easy expansion or following topics. Information can be tracked as to whether or not it’s been revealed to players so I don’t have to try and remember anymore or worse, unintentionally reveal a secret. Oh, and I can import Hero Lab stat blocks, too!

I now use Realm Works exclusively to build out my plots, scenarios, and encounters and running it at the game table is a breeze. Realm Works provides a fog-of-war effect for maps, so I can control what has been revealed. I use this for primarily for exploration and recon as combat still takes place on the battlemap or map packs.

I can import images and maps. So, I don’t waste a lot of time describing NPCs anymore, I just throw up the NPCs picture.

I can sync to the cloud and run multiple realms. With the new export/import function, I was able to take the world framework that I built for one campaign and use it for two other campaigns without having to re-enter everything by hand.

Now, I wasn’t a kickstarter backer, so I take the application for what it is and use it. I don’t try and make it my word processor or an Obsidian Portal-style web page. It is a content creation and campaign-session aid and that’s what I use it for. Lone Wolf continues to refine and improve the application and it is now as essential a tool for me as Hero Lab.

Campaign Cartographer 3
Map-making and customization has lots of options available but CC3 has always worked well for me. As with any application proficiency gained equals efficiency achieved so generating detailed maps takes less time than it used to and is far faster for me than hand-drawn.

I’ll be honest that it’s the ability to leverage my CC3 maps in Realm Works that moves CC3 from the “nice-to-have” to the “must have” column for me.
If you have the funds and like leveraging technology to make your GM prep easier, I heartily endorse these applications. They’ve transformed the way I create and manage my campaigns (Pathfinder & Savage Worlds).

Happy gaming!


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Couple of thoughts:

1. Paizo has an established history of tweaking lines as needed to reinvigorate them. They experiment as needed. Sometimes the tweaks work out of the gate, other times they require additional tweaks. The Pathfinder Companion line underwent several such tweaks over the years.

Putting something on hiatus could be a matter of wanting to ensure they don't spread themselves too thin, re-envisioning the role of a contest, product line, etc. as well as a possible ending.

2. You're citing multiple product lines and Pathfinder elements. Things like the fiction line are separate from the RPG. One has little to do with the other. For example, WotC was still churning out Forgotten Realms fiction while 4e RPG product effectively dried up.

3. Paizo adjusts to market conditions as needed. (Begin anecdotal evidence cycle) Yes, 5e is in play, but it's had zero impact in my gaming circles. There are fans that play both, and there fans that move to 5e exclusively. Yet for every forum poster that sings the praises of 5e's limited product line, I can find 10 that are clamoring for more content.

PF fans like content and are used to it. Given the amount of content produced, every line is ultimately competing for consumer dollars. Some lines are must haves, some are nice-to-haves. While I enjoy the fiction line, it's definitely in the latter column for me.

4. Starfinder. If history is any indicator, where most RPG companies would either A) bite off more than they can chew by trying to develop multiple RPGs and supporting lines simultaneously or B) focus on the new at the expense of the original, Paizo is launching Starfinder while adhering to Auntie Lisa's requirements that Pathfinder can't be adversely affected by Starfinder's development. Given limited resources, this means some things have to receive less love but Pathfinder is still receiving regular development and content and all of the main lines are still ongoing (RPG, APs, Companion, Campaign Setting). Honestly, the amount of PF content being produced while Starfinder is headed for lift off exceeds my expectations (and I'm grateful for it).

5. The module line has had its challenges and tweaks over the years previously. With the AP line being the flagship product, the standalone modules have struggled to find a distinct niche. Personally, I would like to see the module line assume a Slow XP progression so that they wouldn't try to cover such a wide level spread in a single volume.

I'd also like to see linked modules like the Price of Immortality modules as those are more useful to me. I also think this would help mitigate some of the issues with low-level adventures outselling higher-level adventures by a significant margin. Also, it would allow GMs to use multiple modules in a specific campaign area. Aside from Falcon's Hollow and the PoI modules I cited, the modules are spread all over the map, which makes it more difficult for a GM running a non-AP campaign to utilize if they've set their campaign in a particular area. (i.e. too much nation/region-hopping. It works for PFS, but less so for the module line)

While I'm an AP subscriber, I use the APs to steal elements from for my campaign. I don't run APs in sequence as written.

6. For PF's ENTIRE EXISTENCE, there have been people saying that the bloom is off the PF rose. They've cited things like "no more design space left", no "new areas to cover", etc. And they've been proven wrong EVERY SINGLE YEAR.

7. Lastly, prognosticators citing Pathfinder's demise or "better" ways for Paizo to run their company are very frequently been proven wrong, usually spectacularly so.

YMMV


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@ Marc:

As was the case with Demon Cults, this kickstarter description & verbiage highlights 5e support. A lot of the terminology used, such as Deep Magic, already means something to Pathfinder fans, so it is unclear if we are buying new stuff - such as new "Deep Magic" content, or re-buying content we've already purchased - such as if we backed the Deep Magic kickstarter.

I've got just about everything I could find in the Midgard line for Pathfinder. I'd love to "represent" but as much as I love you Kobolds, I'm not backing for content I already have. Unfortunately, what's been revealed thus far doesn't provide much clarity for someone in my shoes.

I realize that must be a difficult line for a publisher to walk, but that's the reality from this Pathfinder-only GM.


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One of my players has been running a gnome alchemist for years. He's currently the most tenured character in the campaign. He's very effective in play and the player has never complained about him, so yeah, I'd say they're cool.

From a GM standpoint, I like that Paizo found a way to make gnomes distinctive from dwarves and halflings.


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wraithstrike wrote:

This topic again.

Sure it is time to say farewell, just like it is every 2 or 3 months when this topic comes up with same tired arguments.

What we need to bid farewell to is this topic more than anything else, but it seems to even resist being killed with fire.

A-frakkin-men


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No, no thank you, and hell no. Your anecdotal experience is completely out of phase with my anecdotal experience. I see new design spaces being opened up and new PF players.

To the OP, happy gaming with your future gaming exploits. Hope you find your way back to PF at some point.


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I moved my campaigns out of Golarion a couple of years ago but I'm still looking forward to this book.

Even if I was still using Golarion as my setting, it would be rare that every organization contained within this book would be implemented 100% as written. An oft-stated "best-practice" of GMing is that a gamemaster should adapt adventure modules to their characters and campaigns. I don't see adapting organizations as being any different. While I can appreciate a time-poor GM wanting to be able to "drag-and-drop" content straight from the book, in reality, most GMs are going to tweak here and there for their respective campaigns.

Additionally, Prestige Classes fall into a design space where the whole concept was for tailoring classes for organizations - at least that was the original intent. Much of the 3.x-era Prestige Classes tried to go the generic route either out of a desire for "broad appeal" or b/c 3PPs were restricted from creating organizations in WotC campaign settings.

Paizo has consistently stated from the beginning that when they approach Prestige Classes that they do so from the campaign-integration standpoint (aside from the ones in the CRB) and that archetypes were a better method of handling the setting-neutral customization options.

Finally, even if you don't want campaign setting material in your RPG-line books, these organizations should be able to provide inspiration and baseline examples of how a GM could build their own prestige classes for their campaign settings.

Bottom line, I see plenty of potential use & benefit to this book even if your individual campaigns aren't set in Golarion.


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In the spirit of Thanksgiving, I just wanted to throw a shout out to everyone on Team Paizo. Thank you all, for all of your efforts in bringing us the best RPG products. Thank you for the Pathfinder RPG and for providing myself and my players this unparalleled toolbox for our fantasy campaigns.

May you and your families have a great Thanksgiving holiday.

Happy Thanksgiving, all!


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Just downloaded this last night but on first glance, I love the archetypes in this book! Villain Codex looks like a winner, but I didn't expect archetypes. Seasoned Commander jumped out at me and should make the "Fighters don't get enough skill points" crowd happy.


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Bodyguards. Several bodyguards.

Seriously, he made a huge score gambling. If this was a public game, EVERYONE in town knows. Even if it was a private game, some people know and word will spread.

So yeah, bodyguards. Those and either a home/building he can secure or some horses for leaving town.


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1. Kingmaker

2. Kingmaker

3. Council of Thieves


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Wolfgang Baur wrote:
Yep, about $500 short for Hero Lab files. I think we're going to get there, but it would be great to see more Pathfinder backers pledging.

I'll be pledging later today. In my case, the announcement here didn't make it readily apparent that it has expanded content. I thought it was just compiling into a printed book for PF until I had a chance to check the KS campaign page.

So, my initial reaction of "a book would be nice but this is more for 5e players" changed to "yeah, gotta get this".


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Marc Radle wrote:
BPorter wrote:
Marc Radle wrote:

Hmmm ...

Is Pathfinder "In Its Twilight"? Observations From A Retailer

Is D&D Still In The Lead? The Orr Group Says "Yes!"

Other than dropping a live grenade on the floor, what was the point of this? Hmmm?

Hey there - dropping a grenade, live or otherwise, was definitely not my intention!

I LOVE Paizo and Pathfinder, believe me. I also feel there are some pretty positive things in 5E, and intend on getting into a 5E game at some point soon, but I think my heart will always belong to Pathfinder :)

I posted those articles solely because I found them to be interesting - some very insightful things, as well as some things I felt were pretty biased. But regardless, they seemed like they might be worthwhile reading. Nothing more or less than that, honest !

Good enough for me, Marc. Wish I could see past the biased stuff as easily, but it's becoming increasingly difficult to do so.


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Marc Radle wrote:

Hmmm ...

Is Pathfinder "In Its Twilight"? Observations From A Retailer

Is D&D Still In The Lead? The Orr Group Says "Yes!"

Other than dropping a live grenade on the floor, what was the point of this? Hmmm?


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Laying Waste is hands-down, the best crit/fumble system I've ever run and that includes other crit-heavy systems like GURPS and the granddaddy of crit/fumble glory, RoleMaster!

Crits and fumbles are now EVENTS at the table rather than just #s. And the way they factored skill into determining crit severity allows everyone that loves crits to have the detail while still pacifying the "swinginess" of crits that crit-detractors always take issue with (the big babies). ;)

I too, hope that the rumored magical criticals & fumbles book is in development!


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You could. However, gnolls are more prevalent and thematic in southern Midgard. Orcs don't really have a strong surface-dwelling presence in Midgard, being more underground boogeymen.


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Antariuk wrote:

Maybe it's market saturation? Don't get me wrong, I like Bard's Gate and FGG in general a lot, but I could see people hesitating to buy yet another 500+ shelfbreaker that might or might not ever see use in an actual game.

Still, I hope this one makes it.

I think for those unfamiliar with the original there isn't enough detail. All of the other FGG kickstarters gave you more info on the contents and why it's good/great. What sets Bard's Gate apart? What makes it cool?

Mind you, I was an early backer, so I'm suggesting, not criticizing.


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Also, military mindset and training or not, desertion is not a lawful act. He could have survived and returned to Molthuni forces and reported what happened. He didn't do that.

I'm not saying it would trigger a shift to chaotic, but "deserter who fled hundreds (thousands?) of miles and is now a mercenary sellsword" doesn't exactly scream Lawful Neutral.

It's an interesting backstory and intriguing character but at the early levels, he sure sounds like a N fighter to me.


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Then you're back to cockatrice or ronin.

Since you've refuted all of the suggestions for "duty to others and stuff" b/c of the "I'm a merc" criteria.

As you're talking about a change in alignment & world view over time, it's likely that changing orders via the retraining system would be applicable. Otherwise you're trying to build a mechanical concept that would have to support two diametrically opposed points of view: selfless vs. selfish.

If that's an unsatisfactory answer for you then my suggestion is mounted combat focused fighter, at least for his "sellsword" period. But at least with that you're mechanical build isn't dependent upon your code of honor/believe system. Cavalier isn't a class for the wishy-washy.


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Marc Radle wrote:

Great thread! Very interesting!

My top Paizo classes (in no particular order)
Oracle/Cleric: Kind of cheating here, I know, but I only get three! :) I love playing divine classes for the rich role-playing potential, and both of these classes are great
Paladin: Much like above, the paladin has so much role-playing potential, and it's a powerful class!
Ranger: The rugged, nature-oriented Aragorn archetype really appeals to me, especially when you throw in the archer angle, although I prefer my rangers to not be spellcasters ...

My top 3PP classes (in no particular order)
Trickster (Kobold Press, New Paths Compendium): A wizard/rogue hybrid class with plenty of versatility - very fun to play
Shaman (Kobold Press, New Paths Compendium) Spontaneous druid - what else do you need to say! ? :)
Theurge (Kobold Press, New Paths Compendium) A powerful arcane/divine spellcasting class that is all about spells, including cool ways to combine them.
What can I say - I know the author! :)

The only true rangers are spell-less Rangers!


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1. Slayer - I love the lightly armored warrior without having to go swash and it has the ranger elements that I like without the spell and animal companion baggage.

2. Cavalier - Finally! A proper knight class.

3. Rogue - Whether it's a Locke Lamora con man or a Garrett burglar, I've always liked playing the rogue.


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Amidst the various optimization threads, this class is nerfed/overpowered posts, and raging against errata/FAQ nerfs that somehow invalidated a character concept because one item was clarified to not provide the most generous interpretation possible, I just wanted to send a simple message to Team Paizo:

THANK YOU

I just had a tremendous weekend of Pathfinder RPG greatness, running two lengthy sessions for different groups/campaigns. Group A = six 11-yr olds. Group B = seven 16-yr olds. Both groups expressed what a blast that they had. Everyone participated and felt relevant, combat and skill checks ran fluidly, everyone had their moment to shine, and all while new players were introduced.

Combined Player List
Half-elf Fighter
Goblin Rogue
Human Magus
Human Wizard (Conjurer)
Elf Rogue
Dwarf Fighter (Crossbowman)
Human Slayer
Human Occultist
Gnome Alchemist (Chiurgeon)
Human Investigator
Dwarf Gunslinger
Human Fighter
Tengu Magus (Blackblade Magus)

My campaigns are designed as “open area” sandboxes with published adventures dropped into it. The session for the younger group was primarily published adventure; the session for the older group was 100% my adventure plots. But with the Pathfinder RPG, I was able to run both sessions painlessly.

Look, everyone runs a game their own way. I’m not a subscriber to “you’re doing it wrong”; play the game however you like. But after the guests had left and my kids are smiling ear to ear and each one makes a point to come and tell me “that was great, Dad” I took a bit of post-game prep to reflect on what went well and why.

Here’s the short answer: Pathfinder is a damn fine RPG.

RPG forums frequently turn me off because, as with most Internet-related commentary, negativity has an unfettered voice. I’m not saying I love every rule in Pathfinder or that every character concept or subsystem works exactly the way I want it to. But I am saying this: if I look at content, options, flexibility, & support, I feel it’s the best RPG. Others may edge PF out in a single category but nothing comes close in terms of those criteria combined. (My opinion, of course. YMMV)

So thank you, Paizo.

Thank you for taking a good RPG and improving upon it.

Thank you for making it your own by expanding it in new and unique ways like the APG, Occult Adventures, archetypes, hybrid classes, and new subsystems, etc.

Thank you for continuing to open up new design spaces within the existing game.

Thank you for not jumping on the Edition Re-Design Treadmill.

Thank you for providing new options for new adventures and stories; even for the ones that don’t scratch my particular RPG itches (e.g. gunpowder)

Thank you for sticking with the OGL so that my games are enriched by awesome third-party content (Frog God Games, TPK Games, Kobold Press, and Raging Swan Press - my go-tos 3PPs - props to you, too!)

Thank you for looking at other RPG designs for inspiration without attempting to make Pathfinder into a clone of another RPG.

Thank you for listening to your customers/fans in the forums.
But thank you just as much for recognizing/understanding where to draw the line and not compromise critical elements of the game…
…and when the loudest voices don’t equate to or exceed the silent majority.

Thanks to everyone at Paizo, but for this post, I want to single out and sincerely thank the Pathfinder RPG design team. Thanks for the best Fantasy RPG and thanks for your continued efforts to keep making it better. Your game and your efforts are greatly appreciated.


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423 Backers
$50,599
30 days to go.

Psyched for this one.


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Nutcase Entertainment wrote:

I can keep my "SkyFinder" ideas in the freezer.

Nightdrifter wrote:

I find this to be an odd business move considering:

*Lisa is the one who pointed out part of TSR's downfall was due to self-competition with different campaign settings

*Paizo's reluctance to reprint old APs as that would mean competing against current APs

I hope this doesn't come back to bite Paizo in the behind.

TSR's problem ended being "too much self-competition".

Competition brings creativity, self competition means they get the money anyway instead of some third party or rivals.

Also, this isn't exactly a new campaign setting. It's a possible future setting set in the same solar system & universe. Between magic and technology, I'm calling it now - an AP that takes you from "present day" Pathfinder into Starfinder. Of course, with time travel shenanigans, the reverse could also happen.

Also, they aren't competing for identical genres - which is where TSR went wrong.


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YES!!!! The precious shall be mine!

Can't wait for this one.


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As much as I love the BotR, limiting the book to a 5e-only version doesn't make it feasible for me to back it.

It looks like it'll fund but may not get through many stretch goals.

Hopefully, they'll run a PF-version kickstarter down the road. I would back that in a heartbeat.


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Good Lord, folks, since Pathfinder only really emulates PF/D&D fantasy and doesn't emulate 90+% of published fantasy fiction without modification, can we just assume that when people ask for these kinds of conversions what they mean is "how would you build a character X-inspired character in Pathfinder?"

Trying to match power levels & spells is an auto-fail. EVERY setting has different assumptions. You may be able to get close -- which is the point -- but PF is its own thing.


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Serghar Cromwell wrote:
I think labelling property destruction evil is a bit of an overreaction.

So arson would be a neutral act?

If we're talking about a professional arsonist doing it solely for mercenary reasons, perhaps.

But to extend the analogy to the OP's character's motives, this is someone performing arson for the moral equivalent of wanting to watch it burn not just knowing that it causes distress, hardship, and suffering but actively seeking that result.

He stated that the character hates the gods. In the character's eyes destroying the altar is an act of aggression performed with the intent of hurting the deity & his/her worshippers.


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Gulthor wrote:

Setting aside Good vs Evil for a moment (I don't think it's Evil), what you're describing is Chaotic, and that's actually a bigger issue for a Monk.

A Monk is Lawful by necessity because a Lawful alignment indicates discipline and control over base needs and desires.

A Monk who becomes overcome with emotion and is recklessly and uncontrollably filled with rage every time they encounter religious iconography is unlikely to remain a Monk very long.

This is the thread-winning post right here. Even if an argument can be made that the destruction of an altar isn't evil (and I agree depending on motives & situation it's possible), random acts of destruction based solely on personal feelings is definitely a chaotic act.

In Golarion, probably the only place where it wouldn't be a chaotic act is Rahadoum since the laws of that land support the suppression of all religions.


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Letric wrote:

I don't destruction itself it's evil, imo it's chaotic.

take Gorum for example, he's not evil.

Wars are not evil, intentions behind them might be.
Destroying something with or without a reason is chaotic action, not an evil one.
He's destroying any altar, it's like an earthquake, it doesn't let any altar escape his sight. Earthquakes aren't evil, they kill everything.

No, it's not like an earthquake. The altar isn't collateral damage in a fight, he's talking about consciously destroying something sacred to a good deity's faith because he has an issue with all gods. Using your example, he's the evil intentions fueling a war, not a natural disaster.

If he's offending good and evil religions equally, he can likely stay on a neutral path but destroying the holy/good altar is definitely an evil act.


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Marc Radle wrote:


Midgard fans should be on the look out ... there just might be a pretty major new hardcover coming ... :)

Wait, WHAT?!?

Unless, it's just a 5e version of an existing book. Then it's "eh, good for them" but not a "TELL ME MORE NOW" trigger.


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JoelF847 wrote:
Wasn't there also an image in the wormhole of some older guy with a beard (possibly holding a pistol)? I thought he looked very vaguely like Professor Jones (Indy's dad).

Jonah Hex


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Beautiful book and I love the new additions to the Advanced Races series! Still reading through it but thus far, exceeding my already high expectations.


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I believe an attempt at this conversion was done in Kobold Quarterly #23 - the Gauntlet Witch. It was done as an archetype rather than an item, however.


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Heine Stick wrote:
BPorter wrote:
...For my groups and campaign tastes, however, it would strictly be a guilty pleasure/completionist buy for me and I don't have the money to drop on it right now.
Makes a lot of sense. Hopefully you won't fault a man for trying to boost the signal. :)

Absolutely not! I'm glad to see it funded.

Plus, my completionist tendencies will probably have getting around to it eventually. All's good in the Lost Lands as far as I'm concerned.


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Heine Stick wrote:

In addition to the update justmebd mentioned, Greg Vaughan posted the following in the Comments section of the Kickstarter campaign:

"...The tech level of The Blight isn't really beyond the Renaissance level, though some things look a little like it. But even then they're more a magical golemworks/necromanctic arts sort of thing rather than clockworks or what-have-you...."

Yes, Greg did post about the Lost Lands tech level and the Blight & Razor Coast and how they fit with other regions in response to my question. I don't doubt the Blight will be awesome. For my groups and campaign tastes, however, it would strictly be a guilty pleasure/completionist buy for me and I don't have the money to drop on it right now.

Sword of Air seems more up my alley. FGG purchases are always well worth it but such mighty tomes aren't cheap. I have to go where I'll get the most utility first.


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To the Frogs, I just have to say that you guys exceeded my already-high expectations on this one! I'm still reading through my PDFs but this is ticking all of my GM Setting Requirement boxes and is filled with so many plot seeds and ideas, I don't know where to start.

This is what RPG settings should be about - empowering GMSs to run games. The thing oozes history, conflict, and verisimilitude without ever losing sight of the fact that it exists to inspire and support RGP stories. Great job!

And although the Blight really isn't my cup of tea (I don't really like my FRPG tech beyond Renaissance-level), the full blown campaign setting kickstarter can't come fast enough! I'm also looking to pick up Sword of Air once there's some additional money in the wallet.

Thanks to everyone who helped make this project full of awesome, awesome RPG goodness.

P.S. Pathfinder all the way!


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Qaianna wrote:


I think I've seen some writeups do Aristocrat X/PC class X multiclassing. But otherwise, there aren't any mechanics past Diplomacy, Sense Motive, Intimidate, and Leadership that 'come with' or 'come from' class levels.

I'm hoping Ultimate Intrigue expands this area significantly.


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Dr Styx wrote:
PDF wrote:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.
By this rule, a Flesh Golem could be made with a +10 to the DC without the two high level spells. (DC 23)

Aha! Perfect! Thank you.


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This isn't a character optimization thread. This is a campaign consistency/flavor thread.

I was working on an adventure for one of my campaigns where a NPC wizard is beginning to turn his magical research efforts towards creating a flesh golems. None of my PC spellcasters have explored this route previously and it had been quite a while since I had looked at golem creation in any detail.

Since golems run a fairly wide CR-scale with varying caster level requirements, I had reflexively assumed golems creation could apply to a pretty broad range of mid-high level casters.

In looking at the creation requirements, however, that seems to not be the case. A "simple" flesh golem (the desired golem for my adventure) has a CL of 8th, 10,500 gp cost, but some pretty high-level spell requirements in geas/quest & limited wish.

Now unless I want my NPC wizard to be mid-teens+ in level (hint: I don't), the caster is plunking down some serious change in higher-level scrolls that may or not work for him when cast. While a CR7 lackey isn't anything to sneeze at, this can get expensive really fast.

Obviously, for plot or NPC reasons, I can hand-wave a lot of those concerns away. But from an in-game verisimilitude perspective, for a upper-mid to low-teens spellcaster, are golems worth the cost/effort?

If they're not, why are there so darn many kinds of them?


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roysier wrote:
Too be honest it looks to me Paizo is running out of sales ideas. The early books everyone in my game group bought, that would be 6 copies of each book, but by bestiary 4 & 5 by group had no interest, inner race guide, also no interest, the strategy guide sits as my local game store without a single copy purchased, so now my local game store only stocks 1 book instead of the before 3 books. I have only seen the Inner Sea Race Guide in 1 of the 6 games stores I frequent. The stores simply didn't stock it.

Oh, please. Stop. Just stop.

I’ve been reading the “Paizo is out of ideas” lie for 7 years now. Will supplements likely sell less than core books? Duh, no kidding. What is frequently omitted from such critical dissection of sales (aside from actual sales data, but hey if you can’t use anecdotal evidence on the Internet, where can you?) is the fact that for many years, Erik Mona would let slip that Core Rulebook sales increased year-over-year.

But let’s discard that nugget of industry-relevant information and just take a quick stroll down memory lane and look at the “out of ideas” claim.

2009 – Pathfinder Core Rulebook – “Paizo is releasing a set of house-rules for a tired rules set. WotC has exhausted the 3.x design space”. Obvious improvements, rules clean-up, & redesign be damned. There was a 4e to save after all!

2010 – Advanced Player’s Guide – Multiple new classes that become critical and fan favorites. Plus archetypes – which single-handedly eliminated prestige class bloat, expanded versatility of existing classes, and in the eyes of many is where PF “came into its own”.

2011 – Ultimate Combat & Ultimate Magic – “We’ve got a gish class now and a ninja. Lots of eastern martial content and some optional rules. Yeah, they must be running out of ideas.”

2012 – NPC Codex – This “who wants a bestiary full of NPCs?” is widely hailed as an incredible time-saver for PF GMs everywhere.

2013 – Ultimate Campaign – “Character backgrounds, cleaned-up kingdom building? That’s not really new.” We’ll just pretend an entirely new Downtime subsystem didn’t exist, because there couldn’t have been any design space left. Oh, and GM subsystems and advice for honor, investments, reputation, etc. Nothing to see here, move along.
"Hey, didn't 5e (released after UltCamp) have Downtime rules, too?"
"Shut up, you're not helping."

2014 – Advanced Class Guide – “Hybrid classes? Yeah, they are soooo out of ideas.”
Except for the every class we knew we wanted (swashbuckler, slayer, warpriest) we were treated to ones we never knew we wanted but immediately realized that we did (bloodrager, skald, investigator, brawler).

2015 – “You know that you-know-who is coming out with that new edition of you-know-what. Boy, Paizo’s lack of ideas must sure have them sweating bullets.” But then…
BAM – Pathfinder Unchained – new rules to tweak, expand, or reinvent your PF game. “Well if it’s the Unearthed Arcana of PF, it MUST mean there’s nothing left in the design space of that game.”

SMACK! – Occult Adventures right between the eyes! – Psychic magic, chakras, psychic duels, possession, auras… “What do you mean I can make a bender from Avatar?!?! Wait, there’s an iconic who has a ghost companion and it’s the ghost of her dead husband?!?!?” <mind explodes> Oh wait, that’s in there too.

Yeah, that’s a pretty damn strong case on how Paizo is running out of ideas… (how do you do ‘roll eyes’ in forum-speak?)

Now, it’s completely fair to debate the utility of any given book, subsystem, class, etc. But spare me the talk about “running out of ideas”. I have never seen a track record as good as Paizo’s. And I have no horse in an edition war race, so this next comment is purely for comparison to “ideas”. Which is more “original” - what’s laid out above or Player Book 5, GM Book 5, Monster Book 5?

Which is more “original”:
#1
Ravenloft 4.0
Return to the Tomb of Horrors – for the 3rd time!
Beware the Sundering – where we undo the past to, um, reset things to closer to an older past…

#2
Travel in Baba Yaga’s Hut to Earth and fight Rasputin
Fight in land of science and sorcery against an AI that wants to become a god
Lead a rebellion in one of the setting’s cornerstone evil nations
A Marco Polo-style journey to the other side of the world

I'll take Paizo "out of ideas" over almost every other RPG publisher in the world during the "Golden Age" of their game/edition.

Final Note: If you have a FLGS, be thankful. Embrace it. Support it. But you need to realize that for many of us, it’s a MYTH. I’ve been gaming for 30 years. I’ve never lived near a store that I could call “local”. Most that I visited were anything but friendly. 90% of my RPG library was purchased from the Internet once I learned I didn’t have to go to the Distant-Unfriendly-Gaming-Store or rely on what a local bookstore stocked. The stock of any given gaming store is anecdotal. It doesn’t reflect the industry any better than 3 randomly-polled gamers RPG libraries do.


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Cerberus Seven wrote:


Try teaching Pathfinder to a few friends who aren't incredibly numbers-savvy and who don't have much (if any) experience with TTRPGs. It's not an easy task.

Actually, it is relatively easy. I'm doing it now for my youngest son and four of his friends (age 10).

Character creation was done before the first session. I explained the RPG concept, provided a few examples, and asked what kinds of abilities/skills they wanted to have in general, non-game specific terms.

Next, based on their answers, I provided them with examples, primarily comic-book, movie, TV and video game references plus the PF strategy guide or the relevant supplement. Then they chose their race & class and we made characters. They arrived at:
2 rogues
1 fighter
1 magus
1 conjurer

Die mechanics, combat basics, skill checks, and starting spells were understood before the end of the 1st session.

What I didn't do was plop 6-7 books on a table and expect them to absorb it. Each session, you add another element as needed.

It's easy. I know there are those who like to claim otherwise, but either they are unintentionally boiling the ocean, they aren't trying to teach, or they're exaggerating the magnitude of the challenge.

More than a few also like to say things like "I like 5e because it's leaner/has fewer supplements." This is often followed with "I wish Paizo made 5e material...."

YMMV


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Steel_Wind wrote:

All NEW Chronicles Podcast Episode 20 - The Dragon's Demand with Mike Shel

Available Now! Download HERE

Chronicles Podcast Returns from the Dead with an all new episode. Steel and Azmyth catch up on their games and campaigns and what they have been doing lately in the intro. We interview Ben Loomes, creator of Syrinscape as well as Matt Morton and Tobias Drewry of Mesa Mundi, publishers of d20Pro. Chronicles welcomes the return of authors Richard Pett and Greg A. Vaughan for a special spotlight on The Blight by Frog God Games. On the review, author Mike Shel checks in to discuss his unique 64 page stand-alone module "The Dragons Demand" in spoilerific fashion. To finish, Azmyth and Steel discuss the module with an in-depth (if not protracted) review. Brevity? Never! We stretch it out with 4hrs and 20 mins of podcast, cause that is how we roll!

Oh, thank God!


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pennywit wrote:

I know this comes up every so often, so pardon me for re-asking ... but does Pathfinder need a second edition? We've got rulebooks and splatbooks galore now, along with Unchained's optional rules variants. These all have some good things, some bad things, and some neutral things. But it strikes me that we're reaching a certain critical rule mass, where the first step for a PF table is to run down a checklist of all the books to decide what is allowed and what isn't.

IMNSHO and after browsing this Reddit thread, I think we may be at a point where it's worth codifying some of these rules and lessons learned into a new edition of PF. If I had my druthers, it would look something like this:

A Core Rulebook that pulls in material from across the Player Companions, Unchained, APG, UMagic, and UCombat to codify the "core classes" and rebalance them. I particularly think it's worth giving each class a suite of talents (consolidating talents, discoveries, arcana, mercies, arcane exploits, and so forth), points pools (codifying arcane pools, inspiration, grit, combat stamina, hero points, and so forth), and archetypes (consolidating archetypes, bloodlines, mysteries, and so forth). It might even be worth consolidating some of the classes.

A GameMastery Guide that contains a lot of material in the current GMG (there's some truly excellent stuff there if you look for it), supplemented with optional systems from UCAM and from the Adventure Paths.

And, of course, new bestiaries and so forth.

Any thoughts in that direction?

No, not needed.


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My Self wrote:
Casual Viking wrote:
If you want to play a simpler, more down to earth, less rules-intensive fantasy RPG, I suggest not using 5E. There are plenty of other games out there, almost all of them better.
Would you mind me asking what games they are?

Since I share Casual Viking's opinion, here would be my suggestions:

1. Savage Worlds - you could convert 90+% of PF flavor to SW with just SW Deluxe and the Fantasy Companion (if you wanted to; conversion isn't required). It also has excellent 3rd-party support for fantasy gaming. I love PF but if I ever switch fantasy systems it would be to Savage Worlds for its flexibility, ability to customize, and speed of play.

2. Dragon Age/Fantasy Age - I've only tried the preview rules but DA ticks almost all of the PF/D&D boxes via a much simpler system. DA emulates its source material well from what I can see, and FA seems like it will offer the engine for you to customize as you like.

3. Mutants and Masterminds - my seemingly "weird" choice, but it can model fantasy (especially swords and sorcery-style comics) incredibly well. Of the 3 I mention, this one has its roots as a d20 game.

Why don't I use these as my FRPG go-to? I like my PF options. :)


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Matthew Morris wrote:

Well it doesn't help that the YJ toys sucked....

Not much posability, and looked poorly made. But hey they got rid of YJ and we got Teeny titans!

My GL is John Stewart, so I'd like to see him and/or Guy get a shot at the big screen. (Or David Ramsey get a ring on Arrow. :-)

yea?

Nay (sorry, Jordan or nothing. Diggle is his own thing.)


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It was likely to be a shallow step since I love the book, but the pilot ep surpassed my expectations. This is the prettiest sci-fi since BSG. There are movies that don't look this good. The practical sets have a realistic look and feel like BSG, Alien, Blade Runner, etc. The CGI looks incredible.

I can't wait for the series to get rolling!


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Backed! (PF all the way, baby!)

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