RPG Superstar 2009 Top 32. Organized Play Member. 9,611 posts (10,034 including aliases). 4 reviews. No lists. 1 wishlist. 2 Organized Play characters. 4 aliases.
The problem is that, the character appears to want to be two different things: A dashing swashbuckler AND a man of great strength and size - so I am looking at a MAD build, but I don't want to let my fellow players down at the table. (Fortunately, the inspiration character dumped Wisdom and skimped on Intelligence.)
Is starting as a Fighter with the Noble Background and then taking the Swashbuckler Archetype at 2nd the right move - or would the reverse be?
My understanding is that an "adventure path" is three or more complete adventures that are connected together by an overarching "metaplot". Much like a good book series, each book should be a complete story, but links within the books also connect them as part of a greater story.
While this is true, how does one do it?
Plotting out a good adventure is hard enough, but plotting multiple seems daunting.
(Why yes. I did create a similar thread in Serpent's Skull.)
With the problems rightly pointed out by Tarondor with Council of Thieves, is path worth fixing? (Especially, in light of Paizo's own "redo" of this concept.")
* - If so, how would you go about this?
* - If it isn't worth fixing, can any elements of the AP be salvaged for use elsewhere?
Looking at the provided backgrounds available for Pathfinder 2nd Editon, I am seeing a few holes. So I was inspired to add a few. Check them out.
Apothecary (Common Background)
Apothecaries are specialists who prepare and supply the medicines prescribed by physicians. They have a working familiarity with a wide range of rare and exotic substances, and their properties for healing and other uses. Apothecaries also understand how to prepare the material components used by arcanists, occultists, and other magic-users.
Benefits * - Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
* - You're trained the Crafting skill and the Pharmacy Lore skill. You gain the Alchemical Crafting skill feat.
Special If you take the Alchemist class or archetype, you gain theCrafting skill and Alchemical Crafting feat for free; so you gain the Medicine skill and Inoculation feat (APG 2E, p207) instead. Also Even if you do not take the Alchemist class, consider the Alchemist archetype.
Note: Pharmacy lore focuses on the creation of drugs, remedies, and toxins, much like herbalism lore does, but from a different, more mineral, direction. There is considerable overlap.
Apprentice Wizard (Common Background)
Wizards must serve a long and arduous apprenticeship. By becoming apprentices, aspiring wizards find themselves working many long hours at menial tasks in return for lodgings and magical instruction. Many apprentices tire of scrubbing floors, fetching, carrying, and being treated as menial servants, and do not complete their apprenticeships.
Benefits * - Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
* - You're trained the Arcana skill and the Scribing Lore skill. You gain the Recognize Spell skill feat.
* - Add Draconic to the list of additional languages you can learn for having a high Intelligence modifier.
Special If you take the Wizard class (or another class that uses the Arcane spell list) you gain the Arcana skill for free; so you gain the Occultism skill instead. Also Even if you do not take the Wizard class, consider the Wizard archetype.
Note: Compare this background to the Necromancer’s Apprentice (Book of the Dead, p16) background.
Druidic Initiate (Common Background)
Given the influence of the many churches on most people’s daily lives, it is easy to forget that Druidism is also a faith whose origin is lost in the mists of antiquity. Druidic Initiates are practicing followers of this ancient belief system and pursue a strict code of life and strive to live in harmony with nature.
Benefits * - Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
* - You're trained the Nature skill and the Lore skill for your branch of the Druidic faith (either a deity of nature or a group such as Golarion’s Green Faith). You gain the Natural Medicine skill feat.
* - Add Sylvan to the list of additional languages you can learn for having a high Intelligence modifier.
Special If you take the Druid class (or another class that uses the Primal spell list) you gain the Nature skill for free; so you gain the Survival skill instead. Also Even if you do not take the Druid class, consider the Druid archetype.
Note: This is effectively the Acolyte background for Druid characters.
Squire (Common Background)
Squires act as servants to Nobles and Free Lances, and it may seem to some that their status is not better than that of a common domestic. The squire attends to the maintenance of the horse and armor and the warrior's other general needs. Many untitled nobles - younger sons of petty aristocrats - serve as squires as part of their training.
Benefits * - Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.
* - You're trained the Society skill and the Warfare Lore skill. You gain the Armor Assist skill feat (APG 2E, p203).
Special While this background should include the Nature skill, for animal care and equestrian abilities, the social components of serving as a squire: etiquette, heraldry, and politics covered by the Society skill were deemed more central to the concept. Also Consider the Cavalier archetype (APG 2E, p164), especially if you are a Champion or Fighter.
This isn’t about Serpent’s Skull, per say, but about what happens after.
We know from page 32 of Sanctum of the Serpent God that when that AP's heroes activated the Seven Spears, the resulting earthquakes destroyed much of what remained of the ruined city.
We also know from page 87 of the Lost Omens World Guide that the events of the Serpent’s Skull AP happened in 4710 a.r.
Has anyone given any thought to what has happened in the ruined colony of Azlant the years that followed? Does the Mwangi Expanse deal with the aftermath in anyway (I don’t own that book yet.) Is there anything I need to worry about?
I am having a similar problem to Reynard (from the other thread). But, I do have some different obstacles …
* - My players prefer Pathfinder 1st Edition. … and don't like the new system, but have never actually tried it. I can expand on their complaints if needed.
* - We have a lot of "sunk cost" in PF1E. We have all of the PF1E material from Paizo, and most of that in both Hardcopy and PDF. IMHO, this one is at least valid.
* - Paizo is already coming out with a PF2.5 version, with the changes in "Remastered."
* - (More darkly)We are in general less progressive then the current trends in both PF2E and D&D5E. That does include me.
This is going by three criteria:
1 - How well the traits help tie the Player Characters to the story of the AP.
2 - The game quality of the bonuses provided by the trait.
3 - The game balance balance of that AP's traits against each other.
Since it is mentioned in the Abomination Vaults (page 3 and 7), have people used the Beginner’s Box as a “prelude” for the AP?
Since I am still very much in prep (using the hardback version), and I haven't even approached my player group.
I am looking for the community's opinion on:
• Is this a good idea?
• Does it create an issue connecting the heroes to Wrin Sivinxi?
• Can the Old Fishery be better connected to the story of Vaults?
One problem I am finding with interpreting Cheliax in Pathfinder 2nd Edition is the way that summoning was broken up.
One of the core conflicts in Cheliax is that the Wizards (who summoned Devils and other fiendish creatures) did not give due respect and deference to the Asmodeus and his faith.
With the way that the summoning lists have been broken up - with no "in lore" explanation - this is now a non-issue.
Well, that and the way that slavery is also no longer going to be used in the setting.
Let's review them.
Bibliophile, page 4
This one is excellent: it offers a good connection to a townsperson, useful skills & a great feat.
Eldritch Anatomist, page 4
This is our first problem child, and IMO the worst offender.
* - Only horribly evil people would be interested in fleshwarping.
* - No one who is interested in fleshwarping has any logical reason to be in Otari. It's neither a center of magical experimentation nor tolerant of such villainy. There are vastly more logical places for such a character. Would Wrin Sivinxi have had any reason to contact such a person? How would she know them? * - The background doesn't provide any connection to Otari.
Fogfen Tale-Teller, page 4
This is a lesser problem child.
* - The background doesn't provide any connection to Otari.
* - The story behind the background is kinda weak.
Market Runner, page 4
Everything that is great about Bibliophile above applies here. The background offers a good connection to a townsperson, useful skills & a great feat.
Ruin Delver, page 4
This is a lesser problem child.
* - The background doesn't provide any connection to Otari.
* - Why "Roseguard Lore"? This needed more explanation in the description of the background.
* - This is a missed opportunity to provide a Pathfinder Society connection given Otari's proximity to Absalom. Also, the Beginner's Box mentions that Pathfinders sometimes retire to Otari.
Starwatcher, pages 4-5
This is a good. While a connection to someone who isn't Wrin Sivinxi would have been helpful, it is not necessary.
Witchlight Follower, page 5
This is a combination of Fogfen Tale-Teller, Ruin Delver, and Starwatcher. It shares the flaws of Fogfen Tale-Teller and Ruin Delver.
* - The background doesn't provide any connection to Otari.
* - "Wisp Lore" is kind of specific. Again, why would someone have it?
* - "Terrain Expertise" (PF 2nd Core, p267) normally only gives one terrain.
Missing Adding these background might have been both more helpful and more logical to the setting.
* - Osprey - would have provided a connection to Yinyasmera. In fact no "roguish" background is included in the general listing at the top of page 4.
* - Village Parson - This would have provided a better connection to the Dawnflower Library or Stone Ring Pond.
I'm sure others may have different observations about these, and I welcome discussion. :)
Given that it is REALLY had to get a combat bonus through feats or backgrounds in PF 2E, how would one convert the "Gnoll Killer" trait (LoF Player's Guide p10) to 2nd Edition Pathfinder?
I was already hoping to run the Abomination Vaults, but now I have buy-in! I already have the Pathfinder 2e version.
But …
For those who may be more familiar with Exandria,
* - Can you suggest a good substitute for Absalom as the focus of Belcorra's rage?
* - Would you keep Nhimbaloth, or substitute one of the Betrayer Gods?
In 5E, does one
* - Leave it in Golarion? In which case does the Golarion Pantheon need 5E domains? (What about Warlocks?) * - Transplant it into a WoTC setting? In that case were would be a good spot? What are some good exchanges for Golarion deities?
Now that multiple groups have done this part, I have a question about how GM's handled this room.
The habitat dome is 350ft in diameter (actually too small for what it is supposed to be). Mapped out for miniatures this works out to almost 6ft (1.8 meters) in diameter. That is far larger then most gaming tables.
And remember, this is just one room.
So, what I want to ask, is how have other GMs handled this mapping challenge?
What foods work well for having at the gaming table? That Don't Take Too Much Treasure!
1 - I am talking Real Food. Snacks are rarely balanced enough to keep people happy, focused, and energized.
2 - For snacks, go light on the sugar. Do not doubt the dangers that a collective sugar crash! Low glycemic and high protein snacks are your best friends.
3 - Greasy or messy food is a bad idea. Believe me, that stuff will get all over maps, miniatures, notes, characters sheets, etc.
As we are slowly moving back to real F2F gaming (Yay Vaccines!), what have people had success with?
Hmmm ... What Pathfinder 1st adventures could be adapted to a Hyborian (Conan/Red Sonja) inspired setting? Why yes, I have been reading too much Conan (both Howard and pastiches).
I do realize that I would need to remove most of the magic, and change most humanoid monsters to humans (undead being an exception).
With the introduction of Animal Companions in Alien Archive 3, did Paizo create a character sheet for those animals, should someone actually use those rules?
I am a big fan of both Flash Gordon and Buck Rogers, however, I am painfully aware of the Yellow Peril elements in both.
I am looking for stories that have that kind of optimistic adventuring spirit, preferably without the heavy racism(or sexism). Does anyone have some ideas?
Answering my own question, I can think of two right off:
*- Pierre Christin's Valerian & Laureline *- Star Wars Legends
This also might give more of an indication of what I am looking for.
What I DON'T want is "dark", "gritty", or "hard science".
"Blasting off on a desperate mission to save Earth from the evil plottings of the tyrannical space lord Ming the Merciless. Dr. Hans Zarkov and Dale Arden have joined me, Flash Gordon, on a fantastic journey into worlds where peril and adventure await us."
Given that we are now a year out, have people had experience running PF 2nd Edition using PF 1st Edition APs & Adventures?
* - How hard was the conversion?
* - How well did it work?
* - Which APs hold up well? Which ones don't?
Please let us know your thoughts and results. :)
All of the following backgrounds revolve around one of two current events in the city of Riddleport. The first is the manifestation of the Blot, a strange and ominous shadow in the sky that looks like nothing so much as a cloud of darkness. The Blot captured the interest of Riddleport’s citizens when it first manifested, but that was months ago—now, after the strange cloud hasn’t done anything particularly dramatic for so long, most folk have grown accustomed to it. Most—but not all; some, such as the Order of Cyphers, remain concerned by the strange cloud, and worry that it may be the harbinger of something worse.
The other event is a gambling tournament called “Cheat the Devil and Take His Gold.” Held at the recently reopened Gold Goblin Gambling Hall, talk of the tourney has spread throughout the town of Riddleport and has even reached some taverns in cities as far as Magnimar or even Korvosa. Excitement for the tournament has been building for a month, and now that the day is finally here, people from all over are flocking to take part. The somewhat restrictive entrance fee ironically makes it not possible for many of Riddleport’s own citizens to attend, but in the case of each PC who takes a Second Darkness Campaign Background, that 1 gold entrance fee has been paid, either by an interested party or by yourself (this expense does not come from your starting cash).
Note: The following backgrounds do make occasional use of General feats in an effort to avoid needless repetition of previous backgrounds in other sources.
Fools for Friends
Spoiler:
The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town for most of your life, traveling there only when absolutely necessary, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship.
Benefits * - Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.
* - You gain your choice of the Deception skill and the Lie To Me feat or the Society skill and the Streetwise feat. You grew up here and so gain the Riddleport Lore skill.
* - In addition to whatever remains of your starting funds, you enter the Gold Goblin with a pouch of 10 silver that you have saved for the tournament.
Note: This background gives you access to both the Elven and Varisian languages, but you don’t get either of them automatically.
Into Enemy Territory
Spoiler:
The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town for most of your life, traveling there only when absolutely necessary, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship.
Benefits * - Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
* - You are trained in the Forest lore. You also gain your choice of the Nature or the Survival skill. In either case, you gain the Toughness general feat.
* - In addition to whatever remains of your starting funds, you enter the Gold Goblin with a pouch of 10 silver that you have saved for the tournament.
Note: This background gives you access to both the Elven and Sylvan languages, but you don’t get either of them automatically.
Looking for Work
Spoiler:
Although out of work, you aren’t particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin’s fortunes reverse after this big gambling tournament, you’re relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You’ve secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it’s a place you’d want to work at, and hopefully get a chance to catch Saul’s eye and make an impression. You’ve long worked at honing your skills, and are quite accomplished and certain that you have something to offer.
Benefits * - Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.
* - You are trained in the Innkeeper lore. You also gain your choice of the Diplomacy skill and the Hobnobber feat or the Intimidation skill and the Quick Coercion feat.
* - In addition to whatever remains of your starting funds, you enter the Gold Goblin with a pouch of 10 silver that you have saved for the tournament.
Note: This background gives you access to both the Elven and Varisian languages, but you don’t get either of them automatically.
Optimistic Gambler
Spoiler:
You’ve always seemed to have trouble keeping money. Worse, you always seem to have debts looming over your head. When you heard about the “Cheat the Devil and Take His Gold” gambling tournament, you felt in your gut that your luck was about to change. You’ve always been optimistic, in fact, and even though right now is one of those rare times where you don’t owe anyone any money (you just paid off a recent loan from local moneylender Lymas Smeed), you know that’ll change soon enough. Better to start amassing money now when you’re at one of those rare windfall times! You’ve set aside a gold coin for the entrance fee, and look forward to making it big—you can feel it in your bones! This time’s gonna be the big one!
Benefits * - Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
* - You are trained in the Games lore. You also gain your choice of the Deception skill and the Charming Liar feat or the Thievery skill and the Pickpocket feat.
* - In addition to whatever remains of your starting funds, you enter the Gold Goblin with a pouch of 10 silver that you have saved for the tournament.
Note: This background gives you access to both the Elven and Varisian languages, but you don’t get either of them automatically.
Researching the Blot
Spoiler:
You may or may not be seeking membership into Riddleport’s most prestigious magical guild, the Order of Cyphers, but you certainly have heard their call for aid in determining the nature of the strange shadow in the sky above Riddleport. You arrived in town several days ago and had some issues with security and safety at several inns before you finally settled on the Gold Goblin; you’ve been staying there as a guest for several days now, and the owner, Saul Vancaskerkin, seems like a nice guy. He’s even given you a pass to attend the gambling tournament he’s about to throw—you’re not sure how into gambling you’ll be, but perhaps there’ll be some visitors from out of town you can talk to about the strange shadow in the sky. At the very least, you’re hoping someone at the tourney will be into magic—there’s not really enough folk in this town who seem all that interested in magic, you’ve found. Your interest in magic dates back quite far, and as a result, you’ve developed a knack for identifying magical phenomena.
Benefits * - Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
* - You’re trained in either the Arcane or Occult skill. You gain the Quick Identification skill feat. You are also trained in the Scribing Lore skill.
* - In addition to whatever remains of your starting funds, you enter the Gold Goblin with a pouch of 10 silver that you have saved for the tournament.
Note: This background gives you access to both the Elven and Thassilonian languages, but you don’t get either of them automatically.
Scouting for Fiends
Spoiler:
You belong to an organization (most likely a religion) that has definite views on the menace posed by the lower planes. The willfulness with which the city of Korvosa (they even allow a temple of Asmodeus to operate in broad daylight!) tolerates infernal influences is, to you and your organization, the greatest symbol of what’s wrong with civilization today. And now, in Riddleport, there’s news that a gambling tournament is using devils and Hell as an idle decoration. It’s likely that this is just an example of poor taste, but there’s a chance that something sinister may be lurking beneath the goings-on at the Gold Goblin. You have been contacted by your organization (or may have decided on your own) to travel to Riddleport (if you don’t already live there) and attend this tournament under the guise of a patron. Keep an eye on things there, even after the tournament is over; if you can, get a job working for the owner. Demons and devils can be subtle, and it could take weeks or even months to find proof of their involvement.
Benefits * - Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.
* - You’re trained either in the Religion or Nature skill; and the Fiend Lore skill. You gain the Incredible Initiative general feat.
* - In addition to whatever remains of your starting funds, you enter the Gold Goblin with a pouch of 10 silver that you have saved for the tournament.
Note: This background gives you access to both the Abyssal and Infernal languages, but you don’t get either of them automatically.
Skittermander (20 point race)
Near-ubiquitous inhabitants of the planet Vesk-3, skittermanders led a simple, mostly agrarian lifestyle before the Veskarium annexed their planet. They have a unique outlook: individualistic without being anarchic, and somehow unable (or perhaps unwilling) to grasp the concept of permanent governance. They understand and enjoy teamwork, and naturally follow a qualified leader to undertake large projects such as the building of domiciles, but once that task has been completed, the leader doesn’t continue to hold sway over the others. Coupled with their unusual life cycle, it would seem as if skittermanders would be very difficult to rule. But such is not exactly the case.
Though skittermanders are mammals, they begin life in something akin to a larval stage. A skittermander whelp looks like a miniature version of an adult, but with more prominent ears and a tiny, secondary mouth on its abdomen. Once born, whelps are left to fend for themselves. They are truly omnivorous, capable of digesting fruits, leaves, raw meat, and seeds. Additionally, a whelp’s secondary mouth allows it to attach itself to large prey and feed at its leisure. Thanks to a numbing mucus secreted by this mouth, less intelligent animals rarely even notice the whelp’s samplings. A swarm of skittermander whelps has been known to bring down a trundling bovine monoux in a matter of minutes.
After 6 years, whelps mature into adult skittermanders, begin to walk upright, and lose their secondary mouths, but they maintain their taste for anything remotely edible. Skittermanders living in tropical climes have short, soft fur, while their arctic cousins grow tough, shaggy hair. Their coloration varies even more, with tones of blue, green, and violet being the most common, but with no obvious correlation to their surroundings.
The average adult skittermander is 3 feet tall and weighs about 35 pounds.
Skittermander Type: Humanoid (skittermander) – 0 RP
Size: Small – 0 RP
Base Speed: Normal – 0 RP
Ability Score Modifiers: Standard (+2 Dex, +2 Chr, -2 Int) – 0 RP
Languages: Standard – 0 RP
Since they have yet to be “contacted” by beings from other worlds, the actual list is TBD Racial Abilities: Feat and Skill Racial Traits: Bonus Feat: Improved Grapple – 2 RP
Movement Racial Traits: Hyper – 1 RP
Once per day, the skittermander can take an extra move action. Senses Racial Traits: Low Light Vision – 1 RP
Other Racial Traits: Multiarmed (6 arms) – 16 RP
Total: – 20 RP