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Pathfinder Adventure Path, Roleplaying Game Subscriber. 1,328 posts. 2 reviews. No lists. No wishlists.


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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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Brinebeast wrote:
I would love to see a Tome of Beasts Pathfinder version. The only exception for me would be to replace the Southlands monsters with different monsters since we already have them in an amazing full color bestiary. There are so many awesome monsters from koboldpress.com that need to be in a full color bestiary!

This I'd go for. Sorry, no 5e interest. (Savage Worlds or AGE, I'm in.)

Although honestly, I'd rather see more Midgard-specific topics: an updated Players Guide all-in-one for the regions like what's being done with Advanced Races, a Kobold Guide to Dark Fantasy, hex maps, another city supplement, etc.


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Krensky wrote:

I think it's Quenton.

Takes a lot of sacrifice to come back from where he is.

My bet, also. Barry coming back to pay his respects in the sad-but-not-devastated manner in which he did it makes me think that. He knows him professionally and knows of his ties to Team Arrow. Given that Team Arrow and Team Flash work together on occasion, if it was someone from the inner circle, I'd expect more emotion out of Barry. Especially if it was Felicity.


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Awesome! Can't wait.

Now where's the Savage Worlds Science Fiction Companion and Super Powers Companion 2nd edition? ;)


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I have to say, the portrayal of the "vampire spirit" is the most elegant and interesting depiction of the auto-alignment-shift caused by becoming undead that I've seen.


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James Jacobs wrote:
Crystal Frasier wrote:
MMCJawa wrote:
I've only skimmed through it so far (waiting for the hardcover to arrive to properly read it), but I did find it amusing that the text for catfolk calls out how variable they can be, and says you can get full on Kajit style catfolk in one family, and their neighbors across the street could be anime esq catgirls with completely different morphology.
Huh... I don't remember writing that
I'm pretty sure that was text we ended up putting in during development because we kinda gave up a little on getting the art to standardize.

That's...disappointing. I'm glad catfolk were added later to the game so we didn't get cute anime lizard folk, kobolds, orcs, rat folk, etc.


4 people marked this as a favorite.
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baron arem heshvaun wrote:

After all the print books, its time in Dragon, and 1000 plus strips, Rich still keeps me wanting more.

Thank you Rich Burlew, a modern day maestro.

It's not said often enough, I dig your work sir.

Amen, brother. Rich rocks!


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jasonthelamb wrote:

Okay, so - long story short it is an Inquisitor of Iomedae, the party is searching for an assassin, and basically decided to wait downstairs at an Inn for someone.

They saw somebody go upstairs, one PC went and got the guard while the Inquisitor and Wizard went upstairs, acid splashed the door, and kicked it down.

At this point, on the GM side - it was a random traveler who was staying overnight, who wasn't in his room - but the bathroom.

The guard showed up, and the Inquisitor demanded that the guards help them search for the assassin. After a failed Diplomacy and Intimidate check, the guards decided to get a drink downstairs before heading back to base.

The Inquisitor drew his dagger and said "If you leave, I will kill you." To the Patrol Sgt., who promptly placed his character under arrest... Inquisitor fought back, ended with both Inquisitor and Wizard in manacles being dragged to the jail.

In this case, would an Inquisitor of Iomedae lose their powers because of the threat (and attacking) to the Patrol Sgt

Iomedae - goddess of righteous valor, justice, and honor. Nothing in the inquisitor's actions support these causes.

Inquisitors operate above many of the normal rules and conventions of their church. They have to be within one step of their god's alignment. The inquisitor's actions are neither good nor lawful. First offense and/or still Neutral, ok on the powers front. However, the actions are chaotic at best, potentially evil (threatening to murder). This behavior, if it persists, will shift their alignment at some point.

However, the inquisitor has bigger, more immediate issues: the punishments for assault, breaking and entering, destruction of property, threatening to murder a city guard, etc.


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15-pt buy has been the default assumption forever, per James Jacobs as cited in numerous posts over several years. PFS uses 20-pt buy as default.


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Grim Reader wrote:

When comparing Pathfinder Inquisitors to Inquisitors in real world history, I think there are two things to keep in mind:

1) Real-world Inquisitors tended to torture, execute and terrorize for reasons that turned out to be totally imaginary.

The Pathfinder Inquisitors world has things like vampires, malevolent spellcasters, evil shapeshifters, demons, devils, possessing fiends, sundry undead and abominations. Seemingly in some density. It seems that any nation, tribe or other group is going to need some kind of body like the Inquisitors unless they want to be taken over quite quickly.

2) The real-world Inquisitors generally targeted social outsiders, or fairly randomly. Pathfinder Inquisitors have things like Detect Magic, Evil, Chaos, Thoughts and Zone of Truth to ensure fairly accurate targeting.

I dare say this would have consequences for how Inquisitors are regarded by the common man as well.

3) Real-world inquisitors also belonged to an organization/order that was assigned legal authority in certain matters. THIS is something completely lacking from the class' mechanics and is largely absent from Golarion faiths as well. A class, whatever its name, does not automatically assign legal authority (and the same goes for Paladins).


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EpicRenegade wrote:

I have been a big fan of World Of Warcraft's lore for a long time and have wanted to create characters that resemble those in the game, i have already made a character based on Sun Wukong from Journey to the West, i was wondering if anyone could suggest what Class would fit well for some of the charecters.

Right now im wanting to create Sylvanns Windrunner the banshee Queen, i was thinking a Ranger/Wizard with necromancy school of magic proficiancy. Any suggestions?

Ranger seems a good fit, although I might suggest Kobold Press' Elven Archer over CRB ranger. Not too sure about Necromancer as what I recall of her undead abilities stemmed primarily from the banshee powers, but wizard options are usually good thematic choices for elves so why not?

I'm not as familiar with her lore from WoW, I'm more of a Warcraft III fan. If you want to play up her undead aspect, Kobold Pess also has Advanced Races: Darakhul that provides a PC-playable undead.


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Ok, I bought Town of Glory last night and have done a preliminary read-through and started a test-build. I plan to post an actual review once the product is offered here on Paizo.com.

First Impressions:
Flavorful
Intuitive
Reasonably quick resolution
Lots of room for expansions & future add-ons.

Kingmaker is probably my favorite AP. The sandbox approach that they took is, IMO, brilliant and while I know that the initial kingdom-building and mass combat rules were rough, I liked them enough to want to see them refined and expanded - which they were via Ultimate Campaign and Legendary Games' Ultimate X line.

The downside to kingdom-building is that it really is geared for what it's name implies: kingdom-building. I've looked at using kingdom-building as a nation-tracking mini-game for myself but to take existing nations and develop them, the process is very front-loaded with work and the level of abstraction doesn't really work for me. I can't lift a settlement stat block and easily reverse engineer it into Kingdom-building settlement stats, for example.

However, I'm a huge fan of the Downtime system in Ultimate Combat.

Town of Glory is closer to the Downtime system than Kingdom-building. It has a fair level of detail but a GM or group of players don't have to devote a campaign's focus to developing their settlement. The development of a frontier town or outpost is also a far likelier scenario for your average campaign than developing a new kingdom.

Reading through the PDF, I can't help but get a Warcraft-style vibe from it, as population, food, goods, and trade interact within the outpost/community rather than having stats focus on contributing to the kingdom-level stats. There are Basic, Intermediate, and Advanced buildings and while Kingdom-building has pre-reqs and dependencies as well, Town of Glory lays the options out by Building Complexity so understanding the town's possible "feat chains" is clearer when reading.

Also unlike the Kingdom-building settlement rules, I was able to quickly start out a thorp and generate growth for a couple of months as a quick test-drive. It's intuitive, yet flavorful.

I seriously hope this line gets additional expansions. Additional buildings, event generation, integration/intersection with the Downtime rules, and extrapolating this mini-system to other parts of the game seem like they could be easy and logical extensions of the game. Remember how everyone liked Jade Regent's caravan rules in concept but had problems in execution? I could see a Town of Glory approach to caravans, shipping, and trading.

Best of all, it doesn't replace or invalidate the Pathfinder system's normal settlement stat-block building rules. If the settlement stat-block is the summary-level view, Town of Glory can be used to drill down to street level if desired.

My "first impressions" reads like a mini-review but, honestly, this PDF impressed me with it's utility. It was an impulse buy in the hopes that it would generate some ideas.

My only regret is that I can see the potential lurking within Town of Glory and can't apply it (yet) to a broader swath of my campaign. I would love to see it get a much broader and in-depth treatment.

Minor criticism: The "Town Walls" basic structure is incorrectly listed as "Town Halls". "Town Halls is also listed in it's correct placement as an Intermediate Structure.


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Knitifine wrote:
Slamy Mcbiteo wrote:
Why would you need a second edition? They have updated rules several times in the several printings plus they just add unchained. The system is complete and flexible so it would make no sense.
Profit. Money. And also flaws in the system that need to be fixed (I don't think anyone around believes Pathfinder is a flawless game).

Nor does anyone think a 2nd edition will be a flawless game.


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I'm loving both of them but I'll give the slight edge to Dark Matter.


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I love the Pathfinder RPG. More importantly, my players love it.

Is it a perfect system? Of course not. There is no such beast.

And while constructive criticism is good, what I don't like are the posters that just have to throw barbs and slurs at the designers or Paizo when designs or errata don't conform to their wishes. You don't have to like it, you can certainly say you don't like it, but you don't have to buy it or use it and you certainly don't have to be a di-k about it.


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Sepherum wrote:
I really love Pathfinder. I actually liked the ideas and options of the Advanced Players Guide-the execution, not so much. I wouldn't touch Mythic with a ten foot pole. My question is-are the rigors of a production schedule having a serious effect on the quality of Pathfinder products? I think that Mythic, the APG and the Vigilante playtest (I know it's a playtest but it needed more work) were in such questionable shape they shouldn't have been released. People out there would add other things to this list I'm sure. Should Paizo rush out additions to the volume of new, untested rules instead of new content? I admit to having an axe to grind; I'd like to see a hardcover city book once a year along the lines of Bard's Gate or the Shackled City. Occult Adventures looks good to me but now I know Pathfinder fans who just aren't going to buy it.

A - No. No problem.

B - City books would fall under the campaign setting line, not the RPG line.


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Rogue Genius' Spellpoint Compilation is hands-down, the best alternative I've seen to core Vancian as it's a seamless plug-in that accounts for caster class abilities and doesn't alter the game aside from how spells are prepared and cast. Highly recommended.


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While I suppose anything is possible, everything points to this guy campaigning for it. John Stewart, this guy isn't. If he thinks he's the big draw for the F&F movies, he's delusional.


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Malwing wrote:
Has anyone been using options from Pathfinder Unchained? How has it been going?

Unchained has been treating my campaigns very, very well. It's provided the biggest impact to my campaigns since the APG and the optional subsystems deliver in a way that Ultimate Combat's failed to do (for the most part).

The Unchained classes and background skills were no brainers. Skill Unlocks has been pretty well received as were fractional-bonuses. The Stamina system will be implemented in some fashion but how hasn't been determined yet - I want to do some more playtesting first.

Automatic bonus progression is a likely add, as well, since I've always disliked the Christmas Tree Effect. However, I'm giving my players time to decide.


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Greg, I just wanted to say thanks again for such a detailed reply. I've been a fan of FGG and Necromancer before that for many years and your detailed teasers of the larger Lost Lands setting have been fantastic.

I also want to thank you and the entire FGG team for your approach to the setting. This world is clearly a labor of love and the details that you are placing within the setting are bringing the internal consistency that I love from fantasy worlds. With most RPG settings, these kind of details are ignored or barely touched upon. This is all the more impressive to me given that the setting previously only existed as a loose framework for the company's adventures. That this level of detail and internal consistency can be added later to make a coherent whole is pretty darn incredible.

I can't wait for the setting to come out!


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........

I'm still speechless from such a detailed, awesome thread. Thank you!


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General questions: With the push to develop a full-blown setting, what is the most widespread tech level and how much do the regions interact or have contact with one another? Because Razor Coast seems like it's at a very different tech level than say, Stoneheart Valley or other areas of the Lost Lands. It's all great stuff, I'm just curious how it fits together. Especially since Mr. Pett's new city sounds like it will be at an even higher tech level.


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I also suggest checking out Northlands by Kobold Press. Lots of Skyrim/Norse goodness there.


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Another awesome iconic image by WAR and a very cool backstory by Mr. Mona. Another great iconic!


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Wow, THAT was a great Iconic background!


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Darn pricy point-buys on those characters! Still cool to see write-ups, however.


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I'd also represent a Witcher's mutant heightened senses as getting an ability score bump. For example, if the standard PC gets a 15-point build, Witcher's get a 20-point build. Although, you might be able to use the Race Builder rules to come up with a "mutated human" variant. Hmm, that might be the better route...


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Streamwalker wrote:
That makes me wonder, what kind of class would Witcher be? I guess hybrid of alchemist and inquisitor.

I'd build him as a Slayer, with brief dips into Alchemist & Magus depending on whether or not you want a build that expands his alchemy or magic capabilities.

In any case, you're trying to capture the spirit, not a true translation. Magic works differently (as is always the case with Pathfinder) but I think Magus doesn't compromise as much on his combat ability. If not Magus, probably Wizard, but only a level or two (burning hands, shield, charm person are the closest matches to the signs I can think of and they're all 1st level spells).

Inquisitor doesn't really fit unless you're fine re-flavoring everything with a divine-slant. Slayer seems perfect for Geralt - typically lighter-armored, some wilderness skill but not full-blown ranger, two-handed ranger combat style, studied target representing the tactical side of things, poison use for blade oils, using feint to set up sneak-attack damage, etc.


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They are not listing the only settlements. Modules, APs, and future releases all "fill in the blanks" with new settlements and as you've correctly concluded, the nations are implausible if only the settlements listed are the only ones in existence. Most are listed because of their size (major cities & towns), strategic importance (port, crossroads, etc.), or adventuring value.


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Out of curiosity, since slavery isn't illegal in the Inner Sea, why would slavery-themed stuff be in Black Markets?

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