If this hybrid ckass idea is successful, what might you like to see in the future?
Cavalier/Gunslinger > Cowboy
just some examples.
So while we have a thread for entire APs you want, how about one for the nuts and bolts. Elements you would like to see in an upcoming AP. Things like Hexploration, the play from CoT, stronghold like Ft Rannick etc.
My own personal desire, I would like a big fancy ball in an AP. Demonskar Ball was a fantastic fan addon for Shackled City but I had to GM. Would love to see one fully and officially woven into an AP plot.
When making a trip or disarm maneuver with a whip, do you need Weapon Finesse or Agile Maneuvers to use your dex instead of str for the check?
And would Fury Fall add the dex a second time?
I want to register a complaint that it has been YEARS since many of the talented writers at Paizo have written an AP or module issue. Fantasitic craftsmen like Wes, Jason, Erik, the Jameses and Sean have been promoted so high we never get to see them put out great adventures anymore! (Excepting Sutter who did an AP issue and Jacobs who does a bit of all the AP issues).
I must insist Jason, Wes, Erik and Sean get an AP or module assignment in 2014 =)
Was a bit surprised this AP doesn't have one of these threads yet (though a lot of people are starting their own individual ones). So lets give it someplace nice and tidy.
Don't have their names yet but here is my party's makeup.
Catfolk Paladin (Champion)
I am very happy with the party they made, I insisted each player take a different mythic path. Came out nice.
Reading the campaign outline, it looks like for five books the PCs are dealing with and focusedon Baphomet and his cult. Then in book six we suddenly shift focus to Deskari. How much of a role is Deskari playing during the first five chapters? The outline reads like a five book story with a skyrim-like DLC book six added on (if that isn't the case read this as a criticism of the outline not of the AP as a whole).
I have yet to take a good look through WotR but plan on using it as a followup to Shackled City. Was wondering if anyone had tips (JJ especially) on integrating Graz'zt/Athax into the storyline.
I am playing a Reincarnated Druid/Pathfinder Savant in Reign of Winter and looking for some spell advice for my esoteric spells. A couple catches though.
1 I can't use the summoner spell list trick, we believe it goes against the spirit of the ability. Paladin and Ranger are ok though.
2 I don't want any damage dealing spells. Utility, buff, debuff and save or suck spells are my focus.
I also through eldritch heritage have a bonded item so even if I never prepare the spell I still have emergency access.
I am making a summoner and want my eidolon to have a pair of pincers but am confused by the primary/secondary. It says if I only have one attack they are primary. Pincers grants two attacks so are they then both secondary? Or do they mean only one attack form?
If it means attack form and I take rake do my pincers then become secondary?
Oh man! I am glad this does not affect the Venture Lieutenants at all and my wonderful VC Jason Leonard can fix this. Don't worry, it is only a years worth of work for my local region Jason and no you can not have my detailed database of what pfs numbers belong to which players and which ones they have played and gmed.
I am currently building my character for Reign of Winter and want to go down the Diehard feat tree (Endurance, Diehard, Deathless Initiate/Master)
I built a half orc (alternate racial trait to get Endurance instead of Intimidate bonuses) and started with STR 18, DEX 12, CON 16, INT 10, WIS 10, CHA 8 (20 point buy). I am considering swapping the CHA penalty to INT or WIS so I can go for the Spirit Totem rage powers but that's what I need advice on.
What rage powers and traits should I go for? I would love if there were something like the Alchemist's Lingering Spirit ability to keep me up longer in Diehard but I can't find anything. All Paizo is allowed, 3PP is allowed with permission.
So while making a replacement animal companion I noticed dire bats only get blindsense, not sight. This seems an error since it would mean bats always suffer from miss chances and would be constantly flying into walls and objects.
Also blindsight specifically calls out echolocation which bats have.
I just submitted my wondrous and am excited to get the contest underway, but Round 2 doesn't excite me as much. I think PF has too many archetypes already and would have preferred design a Prestige Class.
Although I do have an archetype idea rarin' to go.
Much like the AP thread, post your ideas for modules here!
Darkmoon Vale - The Varisia of the modules line has been neglected since PF rules. Let us go back with a new story there that can also be used as a sequel to the previous modules.
Insane Asylum -Something horror for autumn, pref by Logue and/or Pett, exploring a Kirkbride style/Shutter Island asylum.
Underdark - Not much has been done with the darklands since Second Darkness
Viperwall - nuff said
This happened to me last week and I needed a place to tell it.
Playing at my friend's house, my PF core got ruined. My friend's pig (as in oink oink)...pleasured himself on it. I lost a book to cat piss, but this was way grosser and far more unusual. I had to share.
So did anyone else notice the identical plot between No Response from Deepmar and Shards of Sin? What with both having Derro kidnapping people to experiment on them and find out a way to alleviate their light sensitivity. The results being people with messed up memories. I asked JJ in his thread but gencon and all.
Wanted to see the reactions of others, if there is no tie-in, I would have rather seen something different for S*1
So my homebrew world doesn't really have a world-spanning Pathfinder society (I usually put in nation specific groups when it comes up) so in my Shattered Star campaign Sheila is creating an organization from scratch with local people. Here are traits for non-PFS member types who may have caught her attention.
You gain a +2 trait bonus to Initiative and +1 trait bonus to reflex saves while underground
Trader of Curios -
You can use Appraise rather than Spellcraft to identify magic items, and get a +2 trait bonus on such checks.
You gain a +3 trait bonus on diplomacy checks with citizens of Magnimar
So the old What AP would you like to see next thread, is long and intimidating, and a bit out of date now! Since many of those ideas have or are coming to pass (Pirates and Worldwound especially) let's get the next 2 years worth going!
My top three are:
Iblydos (would love some Ancient Greek Clash of the Titans/Odyssey love)
Darkmoon Vale (love this region so much, it's time to return)
Galt Vive le Revolution and some cloak and dagger/diplomacy gaming!
So a question on how this works. First, the two relevant parts of rules
Thunderbolt (Sp): At 9th level, you can command a stroke of lightning to strike from above in a 5-foot-radius cylinder 60 feet high. The thunderbolt inflicts 1d6 points of damage per sorcerer level; half of this damage is electricity and half is sonic. A Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) halves this damage. Creatures failing their saves are deafened for 1 round. At 9th level, you can use this ability once per day, at 17th twice per day, and at 20th three times per day. This power has a range of 120 feet.
Ride the Lightning:
Ride the Lightning (Sp): At 15th level, as a full-round action you can become a living lightning bolt and move in a straight line up to 10 times your speed. You do not provoke attacks of opportunity while moving in this way. Creatures or objects in your path are affected as by your thunderbolt power. Creatures do not block your movement but solid barriers do unless they are reduced to 0 hit points. You can use this power once per day for a number of rounds equal to your sorcerer level.
So with Ride the Lightning as a full round action I can become a living lightning bolt, travel we'll say 300 feet and zap everyone in the way for 15d6 electric, and keep doing it for 15 rounds straight?
So I am not sure if this forum is right for the question, but since most of the 3pp guys view it it seems a good choice.
I am working on a campaign for my group and I think it is good enough for publishing as a pdf. I am only outlining at this point but had a few questions about the nature of this I am hoping you guys can answer.
1 - Forming an LLC is pretty much a must, right?
3 - Just how expensive is art on a 64 page book? Ballpark. I plan to limit it to inked sketches excluding the cover to save cash.
4 - How do you deal with taxes on the income?
5 - How much do merchants take off the cover? Paizo/drivethru are where I am expecting to make it available.
6 - Any other additional pre-sale costs besides art if you are writing/editing/formatting it yourself?
Our ship is run by a drow captain (me) and halforc mate with human crew. We want an imposition to give the crew low light or darkvision so we can attack at night. Any suggestions for level/cost of this?
So I wanna do a western themed AP between running Shackled City and Shattered Star. Inspired by Deadwood and the milieu of westerns out there. Here is what I have so far:
The locale is pretty much uncontrolled lands, it is claimed by the LG psionic nation to the west but generally left alone. The psionic nation only concerns itself with the Golem Train which runs through the region and connects it to the gnome nation on the east.My campaign setting is currently on the brink of a renaissance with the psionic nation and steampink gnome nation rising in influence over the arcane nations. The major villains are the demonic hordes (which is mainly being used in shack city), the rising Sinister Empire (which will be the focus o Shattered Star) and the declining Tiger Empire (LE mix of Rome and Nazi Germany) but I am open to other villain ideas for use in this.
Book 1 starts in a small town a week or so off from the railroad, goblins rob the bank and the PCs form a posse to hunt them down, finding out they were stealing the gold to feed a giant worm in a cave complex. Inside the complex they find crystals, crystals that are valuable to the psionic nation.
Book 2 is basically a gold rush but for crystals and brings conflict between the new settlers and the native catfolk tribe.
Book 3 will focus on the trsin
Book 4 will focus on thr gnome nation.
I have no clue for books 5 & 6, and more importantly no overreaching plot to tie everything together. Odd because normally that is the easier part for me.
Really awesome module, putting my SCAP game on hold to run it tomorrow. Up there with Hangmans, Last Baron, Carnival and Bloodcove as one of the best modules and best one put out under the PF rules set. Kudos
In the lantern chamber it gives what happens if the PCs choose the bebilith chamberbutnot what happens if they choose the guardinal. What should happen if they go that way nd choose either to kill or free it?
Yeah, so if there is no content change to a pdf is there a way I can stop getting emails everytime you make one easier to print? The new lite versions is making the emails a bit too frequent.
I am making a swashbuckler rogue for Skull and Shackles and trying to decide between going two cutlasses (-4/-4) or one cutlass with dervish dance, improved feint and vital strike. The party has someone for me to flank with, but shipboard melee may make positioning tough.
I am also going pure rogue before anyone suggests duelit. I dont think giving up the sneak attack dice and advanced talents for duelist abilities is worth it.
James Jacobs recently posted in Shattered Star that Sabine is assumed to take the throne. Who rules in your games after Ileosa?
Our group discovered through legend lore that one of the orphans we rescued in book 1 was the illegitimate son of the King. My character and Trinia had adopted them all so we now have King Oliver with the two of us serving as Regents.
So what are the adjustments for going from a huge eidolon to gargantuan with enlarge person? The spell is written from a medium perspective.
Prerequisites: Lunge, Acrobatics 1 rank.
Benefit: As a standard action, you can use the Lunge feat to increase the reach of your melee attacks by 5 feet until the end of your turn, without suffering a penalty to your AC. You cannot use this feat if you carry a medium or heavy load.
Normal: You take a -2 penalty to your AC until your next turn when making a lunge attack.
This makes little to no sense. You can't make attacks if you use your standard action to increase your range. It won't even help with AoOs since it ends at the end of your turn.
I miss the monthly modules. I just wanna get a thread going for people to voice their opinions on either monthly modules or upping the line to 64 page "double feature" modules (each containing 2 32 page modules). I think it'd be easier to get off the shelves in stores as a double feature since people might not be interested in one of them, but interested enough in the other.
So I've never been a fan of the changes to the Polymorph stuff. In general you can get the same stuff through enlarge person or other smaller buffs at lower spell slots. The abilities that are worth transforming for don't come until waay later (seriously no Pounce in the first wild shape?)
Anyway, I'm playing a melee build transmutation gnoll wizard in Legacy of Fire and am about to get 5th level spells. Looking at Ultimate Magic, Monstrous Physique III looks worth casting to become Huge.
Bestiary 1 and 2 have no huge monstrous humanoids, hell none of the monstrous humanoids in either book have any abilities that you can get that are worth transforming for with the exception of Witchwyrd for the extra two limbs.
Anyone know any other good things to turn into or a better way to boost myself up with 5th level spells?
I'd like to make a request to be added to the information on mini-bosses and bosses in modules an APs. Just two or three sentences saying what to do if an NPC gets captured.
There have been many instances in my games where I wish they'd just kill the bastards.
Basic idea of this thread is to come up with an AP idea and then loosely describe each of the 6 books. Here's mine as an example.
Book 1: Boot Camp and the first battle. Players spend their first level going through a boot camp and then are immediately thrust onto the front lines against a demonic push. Using Full Metal Jacket as a theme much like RotR3 used Texas Chainsaw Massacre.
Book 2: This chapter would focus on the Low Templars and corruption in the army
Book 3: In this book the PCs are put into command of a unit to go behind the lines where they discover the seeds of a greater threat
Book 4 The players are court martialed on trumped up charges and have to make their case to the leaders of the Crusade while a demonic cult works against them.
Book 5 The biggest battle yet as the PCs must command the bulk of the army to take the area needed so they can enter the Abyss
Book 6 The players must travel into the Abyss to destroy a powerful demonic general on his home plane before he can enter Golarion
I'm planning for an upcoming battle between seven 15th level pcs vs 1 level 19 illusionist and I don't want him ganked. The biggest problem I'm thinking will be number of actions.
I have an idea for an advanced form of mirror image that creates duplicates perhaps 1 duplicate per 4 caster levels (his cl for illusions will be 20). These duplicates will be able to take actions normally though use the same spells as though they were the caster. I've already tried summons against them but they have a few dispel magics prepared.
Obviously a 9th level spell, and it being the last fight of the campaign not worried about players learning it.
Any other suggestions or ways to work this?
Ugh did I really need a box filled with the stupid peanuts for four soft cover books, the thickest of which was the AP issue?
I'm renewing the call to get rid of the peanuts! Airbags!!!!!!!! Or heck even those weird shaped cardboard thingies.
Little rule gem we never noticed before in our group, p562 of the core rulebook says weapons with Weapon Enhancement Bonus Equivalent can overcome certain DR types. +3 overcomes cold iron/silver, +4 adamantaine and +5 alignment based.
Does a +1 Keen Flaming Longsword overcome cold iron/silver DR? Or is it only a +3 Longsword
Me and my DM weren't really impressed with the weapon adept monk archetype. I came up with some adjustments and he wants me to put it here for comment before oking it.
-add short sword to list of weapons that can be used in a flurry and with perfect strike
- remove improved unarmed combat and damage increases for unarmed
Option 1 - apply damage increases to weapon that is chosen for weapon focus
Option 2 - add +1d6 sneak attack for levels monk damage would increase
Option 3 - add +1d6 sneak attack at levels 4 8 12 16 20
Which option seems best, any alternative options you can suggest?
Edit: monk also loses ki strike magic and lawful