Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

Kelebrar's page

15 posts. 1 review. No lists. No wishlists.


Jason Nelson wrote:

For reference, the caravan encounters were created based on the benchmarks in Table 1-1: Monster Statistics by CR on p. 291 in the Bestiary. However, as has been pointed out, those CRs were based on the operating principle of a PC party, with 4 PCs vs. one opponent. However, the mistake that we made, apparent in retrospect, is that the caravan isn't 4 PCs; it's *ONE* PC. As a result, those target CR benchmarks ended up 4 CR's too high.

Is it perhaps the same just make the caravan level = highest player level + 4 from the start (so starting the caravan at level = 5), and leave the encounter stats unchanged? Or, since the level just determines how many feats a caravan has, just start with 4 more feats and pretend that a first level caravan has 5 feats?

Could it introduce other problems?

I only readed through the latest four. My rating (that changes 1/week :) ) is:

1. Council of Thieves. IMHO, underrated. Excellent plot and some really wonderful chapters (2,3,4). The first adventure is a little bland, and the latest required a really skilled GM for shining. Suffer the absence of a Westcrown dedicated sourcebook.

2 (or 3). Kingmaker. Nice twist with kingdom-building and management rules. I find the first 3 adventures not much interesting plot-wise. I know it is a sandbox, but I think that you could have sandbox and a more interesting plot. I find the Stolen Land (as setting) not so charming.

3 (or 2). Serpent's Skull. I really like the idea of ancient cities and big archeological expeditions. Perhaps a little bit too much dungeon crawl in the second half.

4. Carrion Crown. I don't like the main plot that much and even if you want to do an horror AP, I don't think you really need to have Haunts, Frankenstein, Werewolves, Lovecraft, Vampire and Liches all in the same campaign and symmetrically divided in 6 episodes.

Perhaps wrong subforum. I'll repost it the "Council of Thieves" subforum.

I finished to run Haunting of Harrowstone,

with my players now on Lepidstadt ready to encounter Daramir.

After Harrowstone I would like to run The Sixfold Trial, but I'm struggling to create a strong connection between the two adventures (I prefer that the two adventures don't seem unrelated).

Any suggestion?

Thanks in advance.

I finished to run Haunting of Harrowstone,

with my players now on Lepidstadt ready to encounter Daramir.

After Harrowstone I really like to run The Sixfold Trial, but I'm struggling to create a strong connection between the two adventures (I prefer that the two adventures don't seem unrelated).

Any suggestion?

Thanks in advance.

BigNorseWolf wrote:
On the other hand, since the evolution pool is mutable at every level after 4 levels the evolution pool would go to something useful, and then you could switch it over to constitution at 8th level.

Sure, it is really powerful, more powerful that the gnome summoner option but at least it seems that a direct controntation is more complex to do than I thought.

Verik Jarrow wrote:
Its not quite as good as it seems though, for the first 3 level the gnome would have extra hp on his eidolon, the half-elf would have nothing. After that yes its clearly stronger, and for me I am not sure why half-elves should make better summoners. Or why summoners do not get the option to add to their spells known like every other spontaneous casting class.

You are right about this. Actually it is worst than this. The half-elf need 8 levels for buy the first ability increase, not only 4 (it costs 2 points). And for it to give a better HP bonus than the gnome HP bonus, the half-elf need to reach level 16.

So, perhaps, it is not quite as bad as it seems. Better at high level, but not necessary better at low/middle level.

I'm trying to understand if is the half-elf summoner favored class option "broken".

I know that some alternate favored class options are "better" than others, but usually they offer more and different options, not simply the same option but better.

I.e. the favored class option for a human sorcerer is really good, but you have to sacrifice HP or skill points. For someone HP could be better...

Now just compare the favored class option for a gnome summoner and a half-elf summoner:

- the gnome summorer can add 20 HP to the eidolon

- the half-elf summoner can add 5 evolution points to the eidolon. 4 of this 5 points could be spent for buy ability increase (con) two times (for a medium size eidolon), so +4 con, so 30 HP. And the half-elf has another evolution point for something else.

Is there something wrong about my understanding of this rule?

Lisa Stevens wrote:
Kvantum wrote:
March now? Seriously? How many delays can this book get?

Until it is as great as we can make it. This is a book that we want to keep in print for a LONG time, so taking the extra time to look it over one more time and catching a few more errors is worth it. A lot of companies are willing to sacrifice quality in order to hit deadlines. Not us. I would rather have a book be a lot late than to have it be something that we aren't proud of. And having stayed at work until almost midnight on Friday giving this book the last once-over, I have to say that I am very proud of this book and think it may very well be the single best campaign book I have ever seen. :)


I really hope that Paizo will continue to produce rpg books of this quality for many years.

I don't own the 2008 edition, so it's a MUST-BUY for me.

After reading all the posts, I'm no more so sure that the human/sorcerer favored class option is unbalanced. It's pretty strong, and a wonderful choice for someone who love the sorcerer but has always dreamed of being more versatile. But probably not game-breaking or a troublesome power creep.

BryonD wrote:
This change lets you drop the equivalent of one feat to gain the equivalent of one feat every level.

I agree with BryonD.

This favored class option seems strongly unbalanced. Probably there are other rules that we don't know yet, i.e. perhaps some of this new racial options could be selected only a limited number of times.

James Jacobs wrote:
There's no such thing as a "Jason Jacobs" though... at least... not to my knowledge!

Sorry, corrected :)

I've found an interesting explanation about core classes vs new base classes from Jason Bulmahn in an old blog post:

"In addition to the expansion of the core classes, this book will also contain six new base classes. They are called base classes because they go from level 1 to level 20, but they are not core classes. Confused? Allow me to explain. We are making an assumption that these new classes will take a role in our world (and possibly yours) that is less common. You will not find them in every adventure, nor will they appear in every product. That means that you can introduce them to your game in a more limited fashion, without having to retcon them into every facet of your campaign."

That help me to understand better what James Jacobs meant with his previous post, and I have to say that I like the philosophy that leaded the development of the new classes and that the 11 core classes remain the main, most common classes now and forever.

James Jacobs wrote:

Yup; which is 100% intentional and by design. The 11 core classes will probably ALWAYS have more options than the newer 6 base classes, simply because those 11 core classes are the core classes—they're the classes we know that folks have access to. (It's unrealistic to imagine that everyone who bought the core RPG will also by the APG... although that'd certainly be nice!).

We'll be supporting all 17 classes (core and base alike) going forward in new books, but we have no plans on doing a "catch up" product for the 6 base classes.

I asked this because my fear is that the core classes will become (using the new options) more powerful than the 6 new base classes, so that selecting one of the 6 new classes could seems a weaker choice for a player.

Could it be the case?

James Jacobs wrote:
There's about 75 or so pages of new options for the base classes. And that doesn't even count things like feats, new combat maneuvers, spells, magic items and prestige classes.

Does that means that the base classes will have more options (core rules+APG) than the six new classes in the APG? Or will the six new classes have alternate options too?

©2002-2017 Paizo Inc.® | Privacy Policy | Contact Us
Need help? Email or call 425-250-0800 during our business hours, Monday through Friday, 10:00 AM to 5:00 PM Pacific time.

Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.