Gnoll Ravager

Jason Keeley's page

Developer. Organized Play Member. 116 posts (131 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 2 aliases.


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ratcatbo wrote:
Yea thats fair, personly id like the next full ap to take place on one planet instead of a bunch so we can really get a feel for it

You're getting... warmer.

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Rodrigo Herrera Ambriz wrote:
Jason Keeley wrote:

For Dead Suns, we used the Starfinder Society as a patron because this was the first AP and we wanted to make sure the PCs knew that the Society was an important part of the setting. They exist as connective tissue for the 6 adventures to make sure the characters have an idea of what to do next if the players get stymied.

If your PCs don't like the Society, you don't have to pressure them to continue to "work for" Chiskisk. Hopefully, they are curious enough about what they found on the Drift Rock to propel them forward. If not, you can always find another patron. Is there an organization in the PCs' backgrounds that have the resources to help them out? Perhaps they made such a splash on the vids they accidentally starred in that a big reality show producer wants to continue to film them?

As for Nor, its perfectly fine if the PCs don't trust him. His motives are his own and he doesn't go out of his way to make himself the PCs' friend.

OF COURSE! One of them have a Steward father MIA after following a corpse fleet lead in the pact worlds, he trusts the Stewards, I can use that.

I can even make the Stewards ask for the contact in Castrovel to the society showing a healthy and trustworthy relationship between both organizations.

Just an FYI that if you plan to use the Stewards for your Dead Suns campaign that

Spoiler for Against the Aeon Throne:
the Stewards are pretty much the patrons for Against the Aeon Throne, so if you plan to run that AP as well, things might feel too "samey" for your players.

Ultimately though its your game and that sounds like a fine plan!

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For Dead Suns, we used the Starfinder Society as a patron because this was the first AP and we wanted to make sure the PCs knew that the Society was an important part of the setting. They exist as connective tissue for the 6 adventures to make sure the characters have an idea of what to do next if the players get stymied.

If your PCs don't like the Society, you don't have to pressure them to continue to "work for" Chiskisk. Hopefully, they are curious enough about what they found on the Drift Rock to propel them forward. If not, you can always find another patron. Is there an organization in the PCs' backgrounds that have the resources to help them out? Perhaps they made such a splash on the vids they accidentally starred in that a big reality show producer wants to continue to film them?

As for Nor, its perfectly fine if the PCs don't trust him. His motives are his own and he doesn't go out of his way to make himself the PCs' friend.

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To use a novaspawn, I would bring it down to tier 6, and probably even just rebuild it. Its sort of built around a Cruiser frame at tier 8, but you could probably fake it with more of a Destroyer frame.

Alternatively, you could use most of the stats of Azlanti vessel, replacing the torpedo launchers with the novaspawn's tentacle attacks. And, of course, using the novaspawn's critical effect chart.

We are working at creating more starship-scale threats, but they won't be our for some time, unfortunately.

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Yeah, feel free to add a starship-scale monster! Those can be fun and can real highlight the strangeness of the Drift!

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Don't worry, you'll see some more "standard" humanoid player races in the months to come, including some old favorites!

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It isn't mentioned in the write-up, but bantrids are artisanal brewers and ravenous consumers of coffee... for a variety of reasons.

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Sir RicHunt Attenwampi wrote:
Also, it just now occurs to me the bantrids may have a deity/deities/legendary characters similar to the King of All Cosmos and the Prince from the Katamari video games.

Great, now THAT song is stuck in my head.

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Archpaladin Zousha wrote:
Calling it right now, Zon-Kuthon's minions are gonna be behind this. All this talk of chains and rapture from pain sounds pretty Hellraiser to me, and that's kind of Zon-Kuthon's THING.

You aren't exactly right, but you aren't WRONG either. Hehehe.

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Turn your Starfinder Core Rulebook to page 236 for a closer look!

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GM Ultra Plus wrote:
Chris Sims, the comic book writer and podcaster?

Actually, ours is a different Chris Sims. Our Chris Sims is the game designer who used to work for Wizards of the Coast.

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Higher level means we get to make it all the more horrible!

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I like the way you all think! I didn't have eyes and mouths in mind when we were discussing the art for the bantrids, so these answers are good to me!

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Bantrids usually get weapons specially fitted for their little flange hands, which are fully prehensile. I imagine their armor looks like tubes of fabric they simply wrap around their midsection.

As for bathroom stuff, let's say they have an excretion hole on the lower part of their backs, if that's important to you.

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jimthegray wrote:
Jason Keeley wrote:
Archpaladin Zousha wrote:
Jason Keeley wrote:
The fact that this thread exists tickles me to no end.
How come? Are the bantrids your creation? I ask because I see developer by your name...

Both, really. I wrote a total of three pages as freelance for this book (the bantrids and the corporate agent and wild warden themes), but the rest of it has my developer fingerprints all over it.

I was tasked with writing a "weird" nonhumanoid alien for the book and took some inspiration from the illustration of the Polarian from Barlowe's Guide to Extraterrestrials. The fringes on the tops of their "heads" is meant to evoke blue sea slugs (Glaucus atlanticus).

Of course, we also got shapechanging starfish people with eyes on their knees, so the bantrids have some competition in the weirdness category!

were you just in the know direction beyond interview? because that was a great ep of it.

also i love barlows guide.

That was me alright! Thanks!

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Archpaladin Zousha wrote:
Jason Keeley wrote:
The fact that this thread exists tickles me to no end.
How come? Are the bantrids your creation? I ask because I see developer by your name...

Both, really. I wrote a total of three pages as freelance for this book (the bantrids and the corporate agent and wild warden themes), but the rest of it has my developer fingerprints all over it.

I was tasked with writing a "weird" nonhumanoid alien for the book and took some inspiration from the illustration of the Polarian from Barlowe's Guide to Extraterrestrials. The fringes on the tops of their "heads" is meant to evoke blue sea slugs (Glaucus atlanticus).

Of course, we also got shapechanging starfish people with eyes on their knees, so the bantrids have some competition in the weirdness category!

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I appreciate the positive feedback and I am very glad you are having a good time with this Adventure Path so far!

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The fact that this thread exists tickles me to no end.

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rook1138 wrote:
Jason Keeley wrote:

Remember that a swarm doesn't need to be in only a 10-foot square. It can be a "line" 1 square by 4 squares, perhaps reaching PCs who stay away from it while still being a nuisance to those trying to flee.

I know that's how it was in PF, but I'm not seeing anything in the Alien Archive saying that's still the case for swarms. It's not in any of the swarm traits, not in the swarm graft. The only space mentioned is a 10ft square or cube. So although I was going to play with the old swarm rules of "any 4 contiguous squares", that's not how they play per RAW anymore from what I can tell...

(maybe this needs to be addressed in AA errata?)

And yeah, I was already going to have the building collapse regardless. The doors were jammed because they became pseudo-load bearing. So with the PCs more than likely opening a lot of those, it jacked the structural integrity of the building.

Fair point! We might have accidentally assumed a bit of PF knowledge. Sorry!

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Charabdos, The Tidal King wrote:
Do battlebows use "bow" special weapon proficiency or are they separate?

Personally, I would allow it!

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rook1138 wrote:

ok, for the last encounter in the security building...

how does a swarm actually block a door?

1) per RAW, you'd still need to tumble through them and if you fail your movement is stopped, so there IS that (doesn't really make sense for a swarm of fine critters imo, but purposefully entering the swarm area I'd imagine would subject you to the attack/distraction if nothing else).

I was picturing the swarm both on the floor and on the walls surrounding the door, so even if a PC got to the door, they would still have to move through the swarm's space.

rook1138 wrote:

2a) even with that above, it has no range and a speed of 10 and is unintelligent and REALLY hungry...if the PCs stay in the far side of the room, it's gonna have to move to engage them, thus no longer blocking the door. And once the door isn't blocked, why would the PCs stay and fight when they can just leave (thus also negating event 1)?

2b) And if the swarm stays in the doorway and the PCs decide not to engage, but just work on breaking down the wall with the charges they recovered from the temple of the twelve...
(90% sure my players are going to ask me about 2a and 2b since fighting swarms have always sucked in every game and they'll work on not engaging it)

Remember that a swarm doesn't need to be in only a 10-foot square. It can be a "line" 1 square by 4 squares, perhaps reaching PCs who stay away from it while still being a nuisance to those trying to flee.

You know your players best, so if they want to taunt the swarm around the ancient server banks in order to escape, let them try! In my experience, someone always gets left behind in those types of plans. However, if they do all escape, the building should still begin collapsing around their ears, as the writher swarm shakes the place down in frustration.

And if they want to use explosive charges to leave another way, even better! Bury them in rubble while they still have to deal with tiny mold filaments poking them.

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*looks around in embarrassment*

Ok, wow. Wow! What *was* I thinking? What *was* I smoking?

For Hybeki, I bet my eyes slid down a row to give her the CR 9 EAC and KAC. She should be EAC 20 and KAC 22.

As for Xavra, well, this was actually still pretty early on, written before we had even really finished with Alien Archive. It looks like I gave him all the AC of his armor plus his Dex bonus and...oops!

I would change that to be EAC 24 and KAC 26, giving him the numbers from the array with an additional +1 due to solarian armor.

Hope that helps and sorry for any TPKs!

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Elinnea wrote:

Yay, I got my pdf! *happy dance*

I've just skimmed through so far, but one thing stood out to me in the player options section:

A series of sword canes as operative weapons, which can hide 20 feet of retractable cable. An armor upgrade of a cloak that can make you invisible. A feat called "Stage Magic". This character is practically writing itself.

Oh...oh my...I don't think we did that on purpose, but it's FANTASTIC.

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Jelloarm wrote:
Hey everybody! Jason - I first want to say that I am really enjoying this adventure. My party has made it just into the beginning of part two, and I think my GM strengths and their player tendencies are going to make this a really memorable part of this AP.

Thanks so much! This was the first AP volume I ever wrote, and now I am spending at least the next five months developing them. What a world!

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Each alien does receive two full pages, but like before, many of those spreads will have two (sometimes more) stat blocks for various CRs. And because we don't need to re-explain NPC creation, we had room for more total aliens in this one!

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We tried to make all the themes as inclusive as possible. If you want to take the tempered pilgrim theme, it makes the most sense for you to be a kasatha from the Idari, but it isn't necessary. The same basically goes for all the other themes in this book.

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There are no hard-and-fast rules about making your starship look like a cathedral. You can just do it! But keep in mind that if you go around broadcasting your devotion to Iomedae like that, you might attract some unwanted attention...

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It 100% is the Sunrise Maiden! That's our "iconic" starship now. You might be seeing it in a lot of places!

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Lord Fyre wrote:
The Metallic Dragon templates would be nice.

And maybe just a little bit more? *wink*

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They scan the planet once they reach orbit. You can give them general information about Istamak and as much information presented in the Codex of Worlds about the whole planet as you want.

Figuring out the history of the city is more of what the adventure is about!

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jack ferencz wrote:
Besides providing the requisite starship combat for Book 4, what is the purpose of the encounter with the Fearful Symmetry? My players aren't the biggest fans of starship combat so I feel inclined to cut this bit, since it seems disconnected from the rest of the adventure.

Real talk: we included that encounter to a) spice up travel through the Drift and b) to both show off that the Azlanti Star Empire is one of our setting's major threats and to foreshadow the next AP a bit. Now it can be told!

If you do end up cutting it, you might need to have at least one other encounter on Istamak to keep your players at the right XP level.

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Adam Daigle wrote:
Which Jason indeed?

Dammit, Daigle!

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Kalindlara wrote:
Probably Jason Keeley, the fine gentleman whose name appears at the bottom of the blog and who has posted in the thread. ^_^

That's me!

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James Jacobs wrote:

The Rusty Dragon is not included.

For reasons.

Stay tuned.

Thanks, James! I wasn't sure what, if anything, could be said about this!

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Bellona wrote:
I'm disappointed to hear that the Rusty Dragon is not included. :(

As James Jacobs said over in the blog thread: We have our reasons. Stay tuned!

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Oh and I should say that I'm not offended by questions or comments! I always want these adventures to be the best they can be!

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I admit that it is very difficult to walk that fine line between cool alien stuff and something completely unrecognizable. I may have veered to far making the ancient kishalee "just like us!"--they had theaters and sporting arenas and big box grocery stores. But I thought that kind of stuff would be fun.

I added the Temple Found/Foundry thing because I like it when fiction does that kind of thing. If you need to justify it, well, its all being translated into English so we can read it here in this universe. That doesn't mean it is an exact translation.

The "curse" of Cloudside Condominiums is there as a story reason for why the non-outcast kish haven't fully attacked the outcasts just yet. Whatever might have happened there before has most likely been alleviated by the divine grace of Talavet for the purpose of the adventure.

For the adventure, Tzayl has abdicated her Curate status and is now a herald of Talavet.

Finally, I think it would be an awesome roleplaying challenge to play a kish who is leaving Istamak for the first time. For the purpose of the adventure, no kish go with the PCs because they are about to enter the AP's endgame, and the PCs don't really have time to shepherd an entirely undiscovered species! But that could be a fun place for your campaign to go if you want to explore that.

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We tried to get an even mix of taverns mentioned in previous products (but never fully mapped) and completely new places.

Eagle-eyed readers might remember the Wicked Fork from the Corentyn article in Cities of Golarion!

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Oh, and you have to check out Joe Pasini's pub games! The man loves games, so he crafted a range of amusements that range from strategic (the dice game runelords) to disgusting (the drinking game bootbeer).

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When I pitched the idea for this book and wrote the outline, I wasn't fully convinced about including archetypes and feats. I wanted the subsystems for extra levels of intoxication (enjoying alcohol as much as I do) and narrative bar fights that any character class could participate in.

But after we brainstormed some ideas for the contents, I realized that we could have some fun with these player options! So I convinced Amanda and Adam to let me write those bits. So now we have a mixologist alchemist that make intoxicating bombs and a teamwork feat for getting drunk with your allies! The archetypes and feats work best with the new subsystems, but I tried to make the feats not too niche.

And the rest of the book is just *chef kiss*. The writers and Amanda and Adam took my original ideas and ran with them!

I am very excited for this book to be out in the wild soon!

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Luke Spencer wrote:
Thurston Hillman wrote:
The Masked Ferret wrote:
Luke Spencer wrote:

I can only think of two races it could be.

** spoiler omitted **

** spoiler omitted **

... why not both? :)
I mean it definitely could be both and I'd be pretty happy with whatever we get! But the way Jason phrased it implied there was only one race from the SFS content so I'm working under that assumption right now. Whatever we get you guys have created some great content both within and outside of SFS so keep it up!

Thanks Luke!

It will indeed be only one of those two races. I believe Thursty was saying "why not both.gif" to the Masked Ferret's post.

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All five of them will have racial traits for players! And one you might have already met in a Starfinder Society scenario!

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A Pawn Collection contains 8 sheets of pawns. While Pathfinder Adventure Path Pawn Collections contain most of what you need to run all of the encounters, they do assume you can grab pawns from Bestiary Pawn Boxes for some basic monsters. I am striving to ensure that the Dead Suns Pawn Collection has just about everything you need! With the except of pawns for Gargantuan or Colossal monsters, which don't fit on our pawns anyway!

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John Warren wrote:


My question is, will this be Starfinder AP #7, or will the numbering start over for each Starfinder AP?

The Starfinder Adventure Path will be numbered like the Pathfinder Adventure Path; frex, Pathfinder Adventure Path #7 was Curse of the Crimson Throne 1 of 6.

I tried to get them to number the Starfinder Adventure Path volumes in binary, but was told there wouldn't be enough room on the spine for Starfinder Adventure Path #111.

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the nerve-eater of Zur-en-Aarh wrote:
Will the Starfinder APs be running with the approach the Pathfinder APs mostly do apart from specific exceptions, that each will start from the default setting where none of the others have happened ?

The plan is to basically for Starfinder APs to work similarly to Pathfinder APs in that matter. But that doesn't mean we will never give you advice about some APs might link together! *wink*

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Schoon wrote:
Yakman wrote:
Heck, run a 9 or 12 part AP if you start getting frisky. Have fun with the format.

This.

There's nothing magical about a 6-part campaign, and some stories are longer/shorter than others.

Tell a good story and I won't care if it's 3, 6, or (number of your choosing) parts.

Really, the only thing that is "magical" about the 6-part campaign is that they make the most sense for us from a logistical perspective. We can do two a year, each with a different developer, so one can plan the later AP while the other develops the sooner campaign. Starfinder gets to toy with the format a little bit because it is newer and the shorter length is letting us spool up to a monthly release schedule with some newer people at the helm (including yours truly).

But I'm interested in seeing what everyone thinks once Against the Aeon Throne is out and whether or not it makes sense to do more 3-parters in the future!

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Lord Fyre wrote:
Jason Keeley wrote:

I didn't lose the pregens! If you are curious about the goblins I gave out to players, check out this Google Drive PDF.

You'll probably quickly notice that they don't have classes. Or even guns. The intent is that many of them would "discover" abilities as they played. For instance, the first time Shorm picks up and investigates a datapad, he gains some technomancer spells. And they can raid guns from the longshanks (if they survive a fight).

Enjoy!

So these goblins have basic literacy. ;)

Well, it was more of a "technomantic energy floods your brain and now you can cast cool spells" kind of thing.

But I do think space goblins have less of a fear of the written word than Pathfinder goblins. However, they do prefer to use emojis.

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I didn't lose the pregens! If you are curious about the goblins I gave out to players, check out this Google Drive PDF.

You'll probably quickly notice that they don't have classes. Or even guns. The intent is that many of them would "discover" abilities as they played. For instance, the first time Shorm picks up and investigates a datapad, he gains some technomancer spells. And they can raid guns from the longshanks (if they survive a fight).

Enjoy!

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That was "We Be Goblins to the Moon!," something I threw together for the con. It was meant to be kind of an introduction to the Starfinder rules (and setting), with a bunch of regular goblins stealing laser pistols and, eventually, a spaceship.

The first group flew themselves into the sun. The second crash-landed on the moon.

There's no plans to do anything with this, though, and not much is written up. Like all con adventures, I basically make up 50% on the fly. I might still have the pregens somewhere!

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The Farscape episode "Crackers Don't Matter" is one of my favorites, but would take a lot of player buy-in to run as an adventure. The three-parter where the crew breaks into the Shadow Depository, however, is almost a transcript of a bunch of RPG sessions.

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