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Mike Shel wrote:
And then the difficult task of convincing the opera house manager to allow a dragon to attend, and figuring out the logistics of getting a grown dragon good seating. It's a challenge unlike any you've faced before. :P
Alexander Augunas wrote: And oh man, I so VERY much want to see what Paizo has done with the Young character rules. I'm super hoping that it expands on the Age Category rules and doesn't just say something like, "Here's a template for you!" That's actually exactly what I'm hoping they do. And that the template is all-negative (or that the benefits are relatively minor, like diplomacy boosts or something). It sounds bad when I say it like that, but what I'm hoping is that it's never advantageous to be a child in a dangerous situation. Adults (age 15+ for humans) should just be better than children, in my opinion. Of course, even if it's entirely disadvantageous, players could still elect to play children, just as you're allowed to play an amputee if you really want, or use less than your point buy.
Name: Calwethna Udrinor
Adventure: Post-Game
Back in part 4, in order to avoid Yamasoth's stun, Calwethna decided to accept chaos in her heart. Since she started as NE, this turned her into chaotic evil, and a servant of Yamasoth. I didn't want to delay the campaign, so I decided that Yamasoth would take advantage of this later. After completing the campaign, Calwethna found herself drawn toward Windsong Abbey (the party decided not to re-built the town.) There, Calwethna met a cleric of Yamasoth who was told by his qlippoth lord that a servant would meet him there. Calwethna guarded the cleric while he made his way through the Abbey, opening the doomsday locks with her key, and killing Kandamereus who they let watch over the gate back in part 4. The party, wondering where Calwethna had gone to, decided to scry on her, and were surprised when they found out she was helping a cleric of Yamasoth finish the ritual to summon Yamasoth that was barely prevented in part 4. While the ritual was commencing, the party wizard, Isil, teleports everyone in (thankfully that bypasses the need for another doomsday key), and realizing that Calwethna is under the control of Yamasoth, they kill her and the cleric in order to prevent the ritual. The wizard is greatly saddened by this, but decides not to revive Calwethna, as she would likely just be under Yamasoth's control again. Isil instead vows that she will kill Yamasoth herself if she has to. Luckily, I have his stats handy >:)
Celestial Healer wrote:
Could either of you give an example of a more general forum than giantitp or paizo? As I understand it, the whole point of a forum is usually to bring a specific group of people together to communicate about a shared interest. Every forum I've been to, the membership numbers just don't add up with the people who would have had to viewed it for the .002% statistic to be accurate. Something Awful, which not only has a cost to join and covers a wide range of topics, would need over 8 billion of the population to have seen the website at one point. I'm not disagreeing that a more general forum would have viewer members per viewers, but .002% is absolutely ridiculous. Even in the most general case, I imagine the number would be much closer to .02%, or ten times the original percentage.
Lord Snow wrote:
Surprisingly, no one died against Xin (or Ogonthunn afterword). The Sihedron is extremely powerful... I might do a write up later about my thoughts on the AP.
I don't believe .002% at all. Let's do some math on that... That means for every fifty thousand people who look at a forum, one person posts. I don't know how many people are on these forums, but let's say around a thousand (I'm sure it's more than that). That would mean about 50 million people have viewed this forum. I'm not even sure that many people around the world play Pathfinder. And that's just active members; I'm sure this forum has plenty more members who have made at least a single post. Lets look at another forum... one that I have more info on. Giant in the playground has over 67,000 members. Let's say 50,000 of them have made at least one post and aren't bots. That would mean 2.5 billion people have viewed the page in their lives. That's over 33% of the world. Giant in the Playground also has around 150,000 people who view it per day (information courtesy of Project Wonderful). That would translate to 3 active members on any given day, while the real number is almost certainly in the hundreds, if not thousands. TL;DR: Don't trust any statistics you see on cracked.com.
N'wah wrote:
Of course, inubrix ammunition isn't particularly helpful for guns, since most of the time you ignore armor anyway.
Name: Isil Tassevenius
Our elf walks into the shrine to Lissala, and resists the suggestion spell to pick up the robe that's covering the symbol of death. She was curious why the trap would want her to pick the robe up, so she decides to find out why, picking it up and triggering the Symbol of Death. She rolls a 1 on her save. Luckily she had the Sihedron "equipped," so she was resurrected on the spot. And right after she revives, she puts the robe on! Edit: Which is a cursed robe of powerlessness for those wondering.
Akerlof wrote:
He said you can't multiclass between archetypes, not that you can't have multiple.
Carter Lockhart wrote:
This list is pretty accurate. humanoid (human) is useful early on. A few of the adventures have fey creatures, and humanoid (giant) is pretty common in two of them. Undead and evil (outsider) are always solid choices, and there's no exception here. One surprising enemy type is construct. They have good representation in most of the adventures, but for one adventure in particular, they make up around half of the encounters.
Adamantine Dragon wrote:
Well, people tend to think their own arguments are the winning ones. That's why we get so many people who post /thread in threads that mysteriously continue afterward.
One of our first gaming sessions, the barbarians gets hit by daze over and over again. "Don't daze me, bro!" *** "I'm going to use fireball!"
*** Politically Incorrect
Spoiler:
"So, basically you're like a Jehova's witness, except your god is real."
If it's a group of new players, my first advice would be don't worry about the rules too much. When playing with people new to the game, I usually ignore certain rules like attacks of opportunity, concentration checks, prepared actions, and combat maneuvers, and instead gradually introduce them as the players progress. Shattered Star has a very large number of combat encounters, possibly more than any other AP I've done. With a big group, this could slow things down considerably, so I recommend skipping some of the less interesting encounters, but giving the characters a bit more exp to compensate (or just have them level up at certain milestones). One thing I've noticed about new players is that they often feel a bit clueless when they get to select a new feat on odd level ups. For that reason, it would probably be best if you had a handy short-list for good feat recommendations for certain classes.
Christopher Hamilton wrote:
As I said, Paizo has used 1 square = 10 feet several times in the past (see AP #3 for example, the Hook Mountain Clanhold is 1 square = 10 feet). This isn't anything new, and it's never really bothered people before. I play online as well as in person, and I still don't find it an issue at all. If you're using a program like Maptools or something, you can pretty easily stretch it so that each square of the file map is 4 squares of the Maptools grid, but I don't know what program you're using. It's not an inconsistency either. When the dungeon would be too big to fit on a map due to its size (comes up often when the primary inhabitants are giants or the like), they compensate by using a different scale. The writers don't just randomly decide to make every fourth map or so use a different scale for no reason.
So that the maps could fit on the pages...? If they quadrupled the number of squares to make it 5feet, then the squares would be so small and compact it would be extremely difficult to make out the map. I'm confused why you think that merits a 1 star review. It does nothing to detract from gameplay... it just means if you want to draw the map on a grid you just have to multiply everything by 2. That reminds me of the Curse of the Lady's Light review that gave it 1 star because it had bestiary 3 enemies. This isn't the first time Paizo has done this, and it definitely won't be the last. Not everything fits nicely in a 1 square = five feet grid.
wanderingearthlikecane wrote: So inorder to play an adventure path that will in total retail somewhere in the the vicinity of $115 plus shipping I have to now buy an additional book that costs 40 bucks? After all I have already invested? These are great products, and I love supporting a game that has meant so much to me in my life as well as this wonderful little company that has shepherded it so well, but this is starting to feel a little like a money grab to me, at a time when discretionary spending is difficult for me and many others. Plus for some reason, demons are less intrinsically inspiring to me then some of their other concepts, like pirates and ice witches who plane walk in a chicken shack. But maybe that is just me. I am glad that I have a little time to consider if I want to move forward in this investment, and if I choose to step away, it will be with a heavy heart because I generally like the way this company works and thinks. We shall see. I would hardly call it a money grab. That's like saying it's a money grab that Ultimate Magic/Combat had options for the ARG classes. Or that adventure paths use monsters from all 3 bestiaries. All of this will be available for free on the PRD. That's about as far from money grabbing as you can get. And even if you're the kind of person that just has to get the hardcover for every rules supplement that's released, you can always just turn to one of Paizo's excellent 11 other adventure paths which don't require any mythic stuff at all.
Unfortunately, the players weren't paying much attention when they started discussing the abilities of the shard in front of Xiavanshee. She has since implanted the proper ioun stone, which supresses the curse. The wizard and musketeer were plane shifted to relatively safe locations, and did manage to re-group.
Name: Saran
Adventure: Into the Nightmare Rift
The fight against Cadrilkasta was intense, and wanting all the help they can get, the party enlists the help of Xiavanshee, much to Saran's chagrin. During the fight, the party is doing relatively well, until the musketeer fails her save against a prismatic spray, sending her to another plane. When the blue dragon is injured, her contingency spell activates, and a chase through Leng and Guiltspur ensues, the party using their spy eyes to track her movement. She manages to slow them down with her mirage special ability, and her azata summons (who also healed her). When they finally confront her for the last time outside of Guiltspur, a prepared prismatic spray sends the party wizard to another plane, leaving it down to Saran the paladin, Menelwyn the arcane archer, and Xiavanshee. Cadrilkasta manages to take Saran to the negatives, but is eventually slain with two full attacks from the drow and elf. Then things get nasty. Xiavanshee takes the shard, knowing that Menelwyn can't do much to stop her, and slits her own throat with it, much to the arcane archer's surprise. Unfortunately, Melewyn can't do more than stabilize Saran (all the healing items were with the wizard), before Xiavanshee rises from the ground, and successfully uses her dominating gaze on Melewyn. Realizing that as an aasimar, Saran wouldn't be subject to the domination, she stabs him, takes his gear, and continues to the underdark, dominated elf in tow. Xiavanshee is now a vampire with a dominated elf, and her 3 hunt mistresses still alive. She posseses two of the shards, the gear of two companions, and a dragon's horde. The party is in for a rough fight.
Ravingdork wrote:
A bit of a late reply, but shouldn't Ogaro's Power Attack be -3 hit +3/6/9 damage at 8 BAB?
Well, let's work backward... She's got 16/10/18/13/8/13. Let's say the human bonus is to CON, while her level up bonuses were 1 in STR and 1 in CON. That would put her initial spread as 15/10/15/13/8/13... which is 18. To make it 15 like most NPCs, we can just put her CHA to 10. Shouldn't really change much other than lowering her intimidate and handle animal by 1.
Name: Sato
Adventure: Into the Nightmare Rift
The party wins initiative, and nearly kills the chief on the first turn. Sato decides he wants to finish the boss off, so he charges at the chief... and misses. Since he's the only one nearby, Jubbeck power attacks him, scoring a crit on his second attack, knocking poor Sato to -70hp. Our arcane archer at this point has seen 3 tengus die horrible deaths (2 of which were in a past adventure), so she's really started to get unhinged at this point.
BPorter wrote:
See the way I see it, Paizo's goal with Golarion is to challenge the notion that every setting has to fill into distinct categories like medieval, swords & sorcery, steampunk, gothic, oriental, Lovecraftian, sword & planet, etc. I don't see myself as a Steampunk fan at all, but I am a fan of Alkenstar and firearms in Golarion. I love how the setting blurs these lines, and exposes people to a unique blend of fantasy influences. And the most brilliant thing? If the GM doesn't like it, he doesn't have to include, and doesn't have to buy products like this. It's why I love roleplaying games, and Pathfinder in paticular.
The evil outsiders all appear distinct to me :/ Each subtype confers unique benefits, and the themes all feel appropriate. This probably isn't the best place to discuss that, but that statement just seemed a bit odd to me. Anyway, definitely interested for this module. Sounds like one that will be a bit difficult for casters to get through.
Vindicator wrote:
No, per James, if you're a Thassilonian specialized, you can only get the regular school abilities instead of being able to select a subschool. Not that it would matter much. The Enhancement subschool gives enhancement bonuses to stats, which wouldn't stack with the +6 STR that Karzoug already has. Or with any strength boosting spells.
Orthos wrote:
Well, Inquisitor isn't an arcane caster :P If one of them's a Samsaran, they can also pick up a few healing spells from the witch/bard list.
Deanoth wrote:
Yeah, that seems like a great thing to say to get players interested in Pathfinder. Call me crazy, but when I have completely new players or relatively inexperienced ones, then I will actually lower the difficulty, especially since some of my players didn't even yet know there's a such thing as magic immunity. They did learn it in this part, but I decided not to make anyone feel useless by not having three of the enemies in a row have such an immunity. And I'm not the kind of person who never offs PCs. In fact, we've had 3 deaths so far in Shattered Star. I just prefer encounter variety, and a more blanced selection of opponents to making a character near useless for a few encounters in a row. The occassional magic immune monster is fine, of course. I just have a problem against it when players are all low level, have relatively limited resources, and for 3 fights in a row, only have a handful of spells that will work.
Drejk wrote:
I'm utterly ambivalent about being able to play children. I guess I just don't understand the appeal at all of sending a kid on a dangerous quest risking decapitation, disembowelment, and mind warping magic*. Thankfully, it probably won't take up a large section of the book, so it's no huge loss, unless children actually end up being statistically better than adults for some classes. I really think that playing an underage character should have far more mechanical disadvantages than bonuses. *I'm not accusing Paizo of encouraging child abuse or anything, don't worry. It's just personally why I don't want to play a kid - my games tend to be a bit dark.
Casters have always been able to fight their way around magic immune enemies, even in core with the Summon Spells. And then the APG added pits, which almost trivialize things like golems since they tend to have crappy saves. So a snowball being able to deal 5d6 damage to a few magic immune enemies really isn't that crazy, especially since your fighters and barbarians are probably doing a lot more. And if you're the kind of wizard who wants to Intensify Empower that to 15d6 at level 10, that's also fine, because the same fighter and barbarian are probably doing triple digit damage at that point without having to expend resources. Are wizards getting more powerful? Definitely, but I've been finding that the same applies to most classes as well. Wizards are probably getting a better deal out of it, but it's a bit of an unfortunate reality with the system Pathfinder is based on. It could be done, but it would mean really limiting the new options presented for wizards, which I don't really think is a good solution.
Vestrial wrote:
Well, then it gives lower level wizards a decent single target damage spell. Doing damage to a single target has largely been one of the weaker points of playing a blaster, so I think if anything, I'd like more spells that can do that. And of course someone's going to make the disintigrate argument if you explicitly say Snowball is the best spell forever :P But I think Scorching Ray also offers a nice alternative at key levels. At 7th level, it's a nice 8d6 (with two chances to hit in case the target is at low hp.) If you pick up empower, that's 12d6, while snowball is at 7.5d6. At 11th level, Scorching Ray is 12d6 while Snowball is still capped at 5d6. If empowered, it's 18d6, while an Intensified AND Empowered Snowball (also a 4th level slot, but requiring another feat) is 15d6 with a pretty low save for stagger. So yeah, Snowball is a great spell. It's certainly not anything massively game changing though, as a lot of the outcry here seems to suggest. There are certainly spells I would use in place of it for damage/control over quite a few levels, and even in terms of damage output, it's nothing a wizard hasn't been able to deal before, and not nearly as impressive as the damage output of a dedicated ranged or melee attacker. I'm annoyed this spell wasn't evocation, but oh well... I'd just like there to be more single target damage options for casters, if anything. Not as powerful as physical attackers of course, but more options like that would be nice.
I still prefer Ear Piercing Scream to be honest. I mean, at low levels, wizards miss touch attacks quite frequently, and even when you hit, the enemy gets a save to avoid stagger. Ear Piercing Scream, on the other hand, will pretty much always deal at least some damage, gives the enemy a much worse condition (daze) on a failed save, and has a harder to resist energy type (sonic). Is Snowball better than Shocking Grasp? Well, yeah, I suppose it is better for a wizard. But then again Shocking Grasp never really was a very good spell for wizards, and is used far more frequently with the magus class. The spell has problems, but I don't think it's the best level 1 blast. Edit: And as I mentioned earlier, SR: no really isn't that big of a deal at 1st level.
Well, Inquisitors and Paladins make pretty awesome archers, but if you insist on being a cleric, then there are still options. First you need proficiency with a bow... a few way to do this: multiclass into something proficient, worship a god whose favored weapon is a bow (preferably longbow, but shortbows are okay), or play an elf. Then you need a good way to add damage to your attacks. Divine Favor and Divine Power work great here, and the latter is especially nice if no one in your group has haste. Sadly, most domains won't give you any bonuses to ranged damage... a couple help melee, but give damage bonuses to your attacks. If you're worshipping Erastil, you might as well take good so you can make you arrows holy. The War domain, if you can take it, gives you a buff for party members, and eventually lets you take a combat feat of your choice, which is nice since there are a lot of useful ones for archer.
I always thought death effects were pretty cut and dry. If it's a spell that has the [death] tag, then it's a death effect
If none of those apply then it's not. Even something like a Demilich's Devour Soul. Edit: And yeah, that does mean Phantasmal Killer isn't a death effect. That's probably because there are a bunch of other ways to counter it.
Meh. While I'm mildly annoyed that it's conjuration, this spell really doesn't bother me for a number of reasons. It's a low level spell that bypasses SR. By the time I start seeing a good number of spell resistant enemies, I've probably got much better spells at my disposal. It also requires a ranged touch attack, which does not equal instant hit as some people seem to think. With crappy base attack bonus and probably not fantastic dexterity, missing is a very likely outcome at the levels you're most likely to use the spell. There may be metamagic abuses I'm not aware of, but I usually stray away from those anyway.
And actually, now that I think about it, most nets won't even work on a demilich, since they aren't effective against targets over 1 size difference away. So I'm going to stand by demiliches being one of the toughest opponents for their CR. There might be really specific ways to get an advantage (e.x. two party members winning initiative, one being a cleric with silence and the other being a small size user with a net handy), but they can be exceptionally deadly when thrown against the party if their will/fortitude saves aren't quite enough.
Aelryinth wrote:
I'm quite aware you said on the net. As a DM, I would argue that its magic immunity makes it immune to silence: it's immune to any spell that is affected by spell resistance, and Silence does say SR: Yes. It's very possible to argue that it doesn't work that way, of course, since there are limits to how SR works with it, but the demilich's magic immunity does say any spell that allows for spell resistance. And no, Death Ward doesn't make you immune to Devour Soul.
Skeld wrote:
Well, I don't really think feats are supposed to represent concrete decisions made by characters, knowing there's only a limited amount they can take. That just sort of seems like saying, "why would anyone be a kobold? Their stats are terrible."
You know, I just realized something odd about a section in this part. You know that room with the mind-swapped Nalfeshnee and Deva? It says that players can figure out that they are swapped by the fact that they both radiate chaos, which is uncommon for angels. Well, first off, can't angels be any good alignment, not just neutral good? That's apparently their most common alignment, but hardly grounds for definitively saying they're mind swapped. But second, and most importantly, isn't the damning and most obvious evidence that they both detect as evil? I mean, if the Deva was telling the truth, then he would only detect as good. Doesn't really matter much, but I thought it was a weird stretch of logic to say that the chaotic alignment (which most people won't even bother detecting) was the best proof available (without high sense motive/lie detection), when finding out that they both detect as evil is much more obvious and definitive.
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