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Please cancel my Adventure Card Game subscription with the completion of Skull and Shackles and before Wrath of the Righteous ships.
I really enjoy the game but I'm just not getting enough chance to play at this time.. and my two current games still hold a lot of content for me to play with for awhile.
I don't want to suggest that Mike and I were any more than online acquaintances. I also don't want to make this post about me, but....
Mike played a critical role in the chain of events that led me to writing professionally. He's not the only professional who would influence me, but he was the first.
My condolences to his friends and family.
My players are about to enter the howlings but I am slightly confused about the map. I get that the covered alleyways are lower down than the bridges, and that the bridges connect the upper floors, but the map makes it appear as if the bridges go from rooftop to rooftop. Which doesn't make sense - how would you get into your house from the roof? So I must be missing something. Can anyone help me make sense of this? Thanks.
Ultimately the little bridges were not intended so that the occupants could enter their home. Rather they could call upon their neighbors, without having to go down to the street. This avoid contact with mirromen, white wolves, trolls and the like.
There is a lot of fear and suspicion in Whitethrone, but I always envision that the people in specific boroughs and neighborhoods stuck together as much as possible and supported one and another—when it is clear that the monarchy and other factions did not.
In a more practical sense, the bridges are supposed to connect between second story windows. Windows large enough you could stoop and step through them. The intention between author and cartographer gets lost sometimes.
Does this help?
Beyond my powers. Just for perspective, almost all of the products announced here on the site have had their manuscripts turned over by the time they're announced. There are exceptions, like Core books which receive public playtesting... but alas, most "ships have already sailed" by the time we're talking about on the forums.
In the case of the no solo boss, I didn't actually change the manuscript in response to the forum post. The valuable feedback you folks give us led us not to make a solo boss encounter, but that decision was made a long time ago. I was just having fun with the poster.
Please understand, feedback DOES help. But it usually helps for the NEXT AP. Its just the time sink of the production process.
If we put it in the items, we'd be repeating it over and over. In a way, we probably should, but the Companion line is brutal on wordcount. We have to be really, really frugal, or just abandon the idea completely.
I'm not arguing with you, but "hiding" is not the best word for why that happened.
I don't want to build this adventure up too much (I sort of learned my lesson with doing that), but with Rob's expert development.. I'm confident this is going to be a great adventure.
I didn't make it particularly easy. :)
It has a nice sandbox element to it, with a bit of dungeon. My take on it is that we'll give you a thoroughly designed setting, so you don't have to worry about it, but it will accept customization nicely.
Anyway, I'm gonna shut up now, but I'm really pleased with this one.
If it makes you feel better I never imagined that the wood wife would ever be a companion.
Greta poses the question of whether anybody besides evil extraplanar outsiders are evil just to be evil. Maybe she's just a predator that doesn't view humans as top of the food/spirituality chain? Maybe she just doesn't like to sleep alone. Don't we all feel that way sometimes?
EDIT: What I mean is, don't worry about not bringing along companions. Those are options for small groups. Always make your Player Characters center stage.
I ran into something odd with the stat blocks for the trappers in the ambush en route to the third chapter; they're 15' up on the ceiling of ruined buildings surrounding the party but their stat blocks have them using their nets against the party first. Nets have a max range of 10' though (per the description under Net, it's not just their range increment), so they wouldn't be able to use them until they reach the ground level and can close within 10'. Is there something I'm missing that would allow for this, or was this overlooked?
It was overlooked (by me), but I wasn't thinking in three dimensions. Honestly Jimmy, I would give them some latitude. They're throwing the nets out from the rooftop edges and then the nets fall on the PCs. I wouldn't count the height against them. NPCS with nets don't usually have an altitude difference.
If that won't fly for you, rather than weakening the encounter, I would switch the nets out for a different ranged weapon.
1. Velriana has little reason to believe that the group got into the temple before her, even if she does realize that someone else got there first.
The Sanctum is Velriana and Khelru's top priority. It is possible they're spying on the Sanctum, sizing it up and preparing to enter it in advance of any other groups. There are plenty of unmarked buildings nearby they could use to establish a make-shift secret headquarters in.
Yes, theoretically the Scorched Hand has a first and second assignment they should be exploring first. Nothing says they have to be dutifully wasting their time with those sites, when the choice prize they want is just sitting there. They definitely know about the Sanctum. They even politely requested the site and got ignored by the Grand Mausoleum.
2. Velriana doesn't know about the mask, and thus cannot know that it is missing. She has no reason to attack the party at this point.
True, but its not really about the mask for Velriana and Khelru. It is about what's right and fair. They worship Nethys. It is a Nethysian Temple. And a third party religion is telling them that mercenaries get to loot and pillage their god's temple before they can even step inside. Think about that.
You know what the Scorched Hand's real problem is? Velriana is Lawful Evil and the rest are Neutral.
I have to give this disclaimer because I don't speak for Rob McCreary, but here is what I think is the great secret of The Half-Dead City. I never actually said the Pharasmins are right in how they're dealing with this. This is an ecclesiastical difference between religions with a money-oriented government thrown in the mix. This is politics. There is no right and wrong here. Both positions have some validity, and I dare say the Nethysian perspective has more merit than one might assume.
1.) The Pharasmins don't want to open the Necropolis.
What if you have a group of players that we're entirely composed of Nethys worshippers? You tell player characters that and they would go out of their flippin' minds. Because the bureaucracy is so damn unfair.
Now you might understand the Scorched Hand.
And my apologies if I sound like I am yelling at you. :) I am not. I'm just passionate. This was meant to be a subtle moral and ethical quandary. Not so much for the players, but just in the background. The villains are not black and white "evil" and their position is not without merit.
3. Without the Scorched Hand, the exploration of the Erudite Eye temple doesn't really have a climax.
You're right. So you need justify why they would be there, so they can serve their purpose.
Hopefully I helped. If nothing else, you allowed me to pontificate this morning. Thank you!
When I ran that trap, I gave the PC who was opening the chest a perception check as he was opening the chest, to notice the trap. This way he has a chance to not open the lid the whole way and trigger the trap. Then once they knew something was up, they could look for a bypass. Maybe I am too nice.
I think that is a perfectly reasonable adjudication actually.
Thanks for the praise! :)
I am going to answer without spoiler tags, because this is the GM reference thread and its supposed to be chock full of spoilers. I do respect that you used them.
This is kind of a tough call. At 2nd level I would expect that most PCs who are interested in trapfinding would have a Perception check of +5 to +8. That accounts for maximum skill points, class skill bonus, and traits and other miscellaneous bonuses. And a +8 would represent a really an optimized character, IMO.
(@ Everyone Else- Please note, that is not a challenge to see how easy it could be done or made even higher)
If I set the DC to find the Bypass to DC 30 Perception, they can't roll the dice and succeed. As you point out, if I set it to DC 25, they can't fail to find it on a Take 20. I have to look at the former situation and conclude the DC is set correctly, even though I admit that taking 20 seems to take the excitement out of it.
Here's how I would look at it. The Necropolis is dangerous territory and they're spending 20 minutes doing nothing but examining this box, right?
First, timed buffs should have that time subtracted from their duration. That doesn't mean a lot if you're looking at mage armor and endure elements, but almost everything else is on a shorter duration.
Secondly, if there was ever time for a random encounter, its now. You can't look at the estate's natural inhabitants, like the div and the vargouille. You can also check out the Chapter One Wati Necropolis Random Encounter chart on page 79, which my pal Adam Daigle provides for just such a situation. There's a whole list of potential random encounters. You can assign a chance for a random encounter, or determine there *will* be one. You can roll for the encounter, or you can just pick one that makes the most sense to you. Ask the players what the PCs are doing while the one player takes 20 on the box. Don't telegraph any particular hidden meaning when you ask them, just be straightforward and keep your poker face up. If they say they're "just hangin' around", then bear that in mind if any opposed Stealth and Perception checks are called for. And the PC that's checking the chest? Once an encounter starts ask him if he's going to continue taking 20 or is he going to become involved. If he stops, make him start over once the encounter is finished.
I wouldn't do this twice in a row, that would be cheesy and a "GM editorial" against the players. Doing it once however, reminds the players that taking 20 is a serious decision when they're in a dangerous or dungeon-like environment. Its really intended to be done when the PCs have relatively complete control the environment.
From my point of view, there's nothing wrong with taking 20 except when it is taken for granted. Unfortunately, it usually is.
FINAL NOTE: This is more advice about how I might handle it, rather than a text correction. I can't say the DC is set wrong for reasons stated. I do hope I have given you some ideas on how to deal with this situation though. Good luck!
It was thoroughly edited and there were a number of small errors, statblock snafus, and a couple logic hiccups that were fixed. Not huge story changes but a good number of minor adjustments with development and editing love from someone who was not the author. You might spot some changes with a side-by-side reading but I think most people would be challenged to pick them out with just a cold reading the new manuscript.
I think that's fair, but Al and Jason might have another perspective.
Its tough to self-edit and self-develop, and thanks to Al Riggs, this baby got some fine tuning and attention. Road to Destiny has been now raised to the higher level of professional production that Legendary Games strives for in all their products.
If someone has not purchased it yet and are looking at a certain Far Eastern AP, its a good time to pick it up!
Alexander Augunas wrote:
Skeld said, "Summons as a standard action." If that's true and not a typo, that's VERY good. It is usually a full-round action to summon a monster. That's worth the Diehard or other extra benefit in and of itself. It might even be better, depending on who you ask.
You can summon this as a standard action, but they can't act until your next turn, except.... They are not flat-footed, and they can take AOOs. So you can summon your creatures in front of you and start to establish a defense perimeter and carry on normal business on your next turn.
There is also an add-on benefit if you have Sacred Summons. That way, if you have both feats you don't experience redundancy, you can get some extra benefit.
The monster list has a nice assortment of evil outsiders like divs, ausuras, kytons, daemons, and even some evil fey, as well as a few standby demons and devils (which is important because creatures not on this list aren't subject to its benefits).
Edit: Oh, I forgot, there are some gremlins on the list too. No point in summoning low level evil creatures in greater numbers? Tell that to the pugwumpis.
You're welcome, Evil.
Above my pay grade, but I understand.
Just know that the shield champion was meant to be a functional melee character with the item they're named after.
The intention was always that shields would also be weapons that the shield champion would be proficient with, as well as an armor proficiency. I wrote it, so I know my intentions. Whatever one might think of the overall strength of the archetype, there was no intention to deliberately gimp it with a nonsensical disadvantage. That would be patently silly.
So, it was an oversight as far as I am concerned. Unfortunately, my remarks are not binding. You have my regrets for the inconvenience to PFS folks. Please FAQ it and I am sure it will be corrected.
Become a freelancer and have some aptitude for mechanics?
Scotch? <- Might be faster?
Sorry, long complicated question, Perhaps not the best place for it.
I have a very important question now... which other archetypes bear Jim's handiwork so I can give them the thorough read that they deserve?
My presence is mostly felt in the shaman, brawler, and a bit in the skald. So if I ever started to argue about the swashbuckler and the arcanist, I am a bit of out my element. I want to brag about stuff specifically, but honestly.. The Design Team really fine tunes a lot of our work to varying degree. To hog too much the credit would be overlooking that they carried the ball across the field goal quite a bit. Case in point, the shield champion got a pretty decent overhaul and a fresh coat of paint. Others required less. That's okay, that is an example of the process working as intended. I am so excited to share this book with people but these books are massive team efforts.
pippo pappi wrote:
The Visionary is a strong divination caster archetype for the shaman. That isn't everybody's form of sexy, but some people dig divination and wish it was more fun and easy. The Visionary aims for that.
When they cast spells like augury and divination, they jump right to the maximum (90%) chance for a useful answer. They cast spells like scrying in a fraction of the time, have a better chance of success, and can cast more divination spells through it. Then can look at you and figure out what bloodlines, domains, hexes, and mysteries you have. Plus, a good helping of some of the better divination spells which are sometimes exclusive to other classes like the wizard. At higher levels the wandering hex is still there to help round it out.
The naturalist can use summon nature's ally to call animal, magical beasts, or vermin. This is rises in level and replaces summon monster. They also add animal qualities to their eidolons, via the hunter's animal aspect. At high levels they can share those with themselves.
The spirit summoner is a bit of a summoner shaman mix.. gaining a spirit as eidolon and even some hexes. A little complex and interesting, but then.. summoners are not my personal forte.
pippo pappi wrote:
its possible have more shaman archetype info? :)
The Animist is genuinely weird and unlike anything else. I'm surprised he hasn't gotten noticed.
Animism is this belief that everything has a spirit which can be interacted with. Like diseases, houses, the terrain, constructs, your car. Herbie the Love Bug (1968) was an early cultural example of animism, and so is Christine by Stephen King. In Poltergeist 2, you see a native american shaman appeal to the spirit of Craig T. Nelson's car to start.
The animist gets an interesting mix of spells, like most of the speak with... series, including the druidic and clerical ones. Wizard spells that affect constructs, dream, skinsend, and spells that apply to the soul, even if their from the clerical and wizard lists.
The can communicate with bad conditions directly. I mean, they can actually talk to the shaken condition and argue with it. Tell it leave. It can ask the blind condition to cut you a break on the shaman's behalf. There is a small risk the bad condition might try to jump into the shaman, or just get stubborn.. though at higher levels the animist just points to the door and says "scram!" That doesn't make them a true healer, but its a neat quasi-healing function.
The animist is a skilled exorcist.
Later, the animist can possess other creatures... and objects. Unlike normal magic jar they go into their familiar (when not in other creatures) instead of some magic gem. They can then piggyback on the familiar's senses and coordinate with the familiar telepathically. When they grab other bodies, those go into the familiar (but at no risk to it). Object possession is as per possess object.
At high levels they can interact with incorporeal creatures, and even go ethereal.
They forfeit a fair number of hexes, but they still have a wander spirit and wandering spirit hexes, so you can round them out a little.
Its a weird, neat archetype and I'm kinda proud of it. Hope people like it.
Jim... So does primalist stack with untouchable? Just double checking. If so, I am so going to make an anti-magic bloodrager...
Okay, a few caveats. Its 1 am for me right now and this is my last post of the night. I'm also answering unofficially. Heck, I couldn't answer officially if I wanted to, but you know what I mean. I want to say that before some jerk plays the gotchya game with me.
I think its okay to mix them.
The primalist is a "modification of the bloodline class feature". Which is unfortunately super broad and covers different things. I.e. spellcasting and bloodline powers.
The untouchable replaces just the spellcasting and bloodline spells specifically for spell resistance.
There should be no issue.
I can, however, foresee a nitpicker arguing that you can't do piecemeal the exchanges.
However a bloodline power has nothing to do, strictly speaking, with spellcasting (and blood spells). Its just that the term "bloodline class feature" is a pretty broad umbrella that covers two different concepts.
Again, I think you're safe. I wouldn't be surprised if it came up though.
Okay, here are some notes about the flame dancer.
A low level ability to use Performance to mitigate high heat conditions and help allies who have caught on fire.
A 3rd level ability to grant allies the ability to see through flames and smoke without penalty as long as there is light, plus the gaze of f lames oracle revelation. replaces inspire confidence.
A little later they grant fire resistance to allies.
Eventually they go back and add in a nice handful of wizard fire spells (up to and including fireball)into their spell list.
Sure, it's kind of a nature bard. They can access some druid spells. They also gain a new bardic performance that allows them to grant an ally an animal aspect, based off of the hunter's animal focus ability.
Insain Dragoon wrote:
I was mainly concerned with max number of feats grabbed because of attempts to grab entire feat trees and such.
I gotchya. Looks like 3, practically speaking, till you hit 20th. The language says that you can use the ability again within the duration, but to specifically replace chosen feats. Nothing is said about taking additional ones.
That is correct on both counts.
You can dole out those uses as you see fit. Every feat grabbed is one use that lasts 1 minute. So I picture you can save them for your whole adventuring day, or (at higher levels) you could nova them out with three feats in one encounter.
The break points when the brawler can access more combat feats with increasingly faster actions are 6, 10, 12, and 20.
The maximum number of extra feats is typically 3.. except at level 20, when you're only limited by the number of uses you have left.