|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
James Jacobs wrote:
I figured it was probably something like that. It's not like I could get the ASF down enough to make it viable for a wizard anyway without just investing in an ungodly number of still spell rods.
James Jacobs wrote:
Rocket launchers should have the touch ability.
And the rocket launcher goes back on the table. Just when I thought I'd made a decision.
Now here's the important part: I really need to make sure that no matter what, the PCs don't decide to hunt him down between Book 1 and Book 2. We all know that them checking his house in Magnimar or his family manor before they should is the easiest way to bring the entire narrative crashing in on itself, so if they do head that way, I'll need to rope them back in with the murders.
You'll want to make him seem a bit off right now, but not dangerous. Not yet. Definitely a bit creepy. But if you play it off as him just being a bit strange since his wife died, you'll make it sound like you're setting him up to do something crazy to try to bring his dead wife back.
Alternatively, set him up as an obvious red herring. Aldern was too forward, maybe even a bit grabby or something. She kicked him out. A few days later, she noticed that someone was following her and whatnot, but never got a look at who it was. At the same time, from a different source, mention that Tsuto(or his body) has escaped(gone missing). Make it sound ominous, but don't give them anything more than that.
If done right, they should dismiss Aldern for now, figuring he's just a red herring. They should spend the between books 1/2 looking for Tsuto, who is conveniently hard to find. And later, when the letters start appearing, let each of them contain a single symbol from the Minkaian script. Symbols for words like "Love", "Eternity", "Family" and such.
Then, when the time is right, they find Tsuto's body. With another note attached. "Now, no one will stand between us, my love." or something like that. And the Minkaian symbol on that one? Regardless of what it means, someone remembers..."Wait. Didn't Aldern Foxglove have that symbol tattooed on his arm?"
- Personally, there are a few deeds that do not work with Slow Firing (Dead Shot for example), however the Techslinger gives the ability to use Deeds with Heavy Weapons. Did they really think about this at all?
Some deeds will work with slow firing weapons and others won't, I'd imagine. Also, I could have sworn that at least one heavy weapon wasn't slow firing.
James Jacobs wrote:
Once you have the laser pistol, you can make it a +1 laser pistol using Master Craftsman.
James Jacobs wrote:
Is the possibility of a +1 Flaming Laser negated by the fact that it's not technically a projectile weapon(ditto for the other elemental enchants and the other technological beam type weapons)? Because if not, I could actually see sometimes using the elemental enchants now.
Yay! It's here. I'm saddened that power armor is an artifact, but at the same time, the ASF was too high for me to use it for my plan anyway. I'll have to talk to my GM about using the section about making tech versions of magical items to reskin my previously planned clockwork construct armor into "power armor".
Aside from that, loving much of the stuff in here.
Steven "Troll" O'Neal wrote:
I don't have a problem with that. I just wish they'd post when the handoff was made in a timely fashion and give me the new tracking number.
There's always plasma donation. And it would be a fun kind of coincidence to buy a book with rules for donating plasma with extreme prejudice by donating plasma at a clinic.
It's been more or less stated in board discussion about the AP, because that's also the classic period of Lovecraft's Mythos, which is real popular among the folks at Paizo.
I guess I can see that, though I've always felt that Lovecraftian horror works best when set during the time of the reader. The contrast of the familiar with the unknowable grants it a surreal quality that I think works particularly well.
Doomed Hero wrote:
Yes that's cannon. Reign of Winter pretty much confirms it.
Yeah, that's what I was talking about, but the way they get there doesn't necessarily preclude time travel also being part of it. In the interest of not further derailing the adventure's journal, I'll just leave it at that.
I'm looking forward to seeing where this goes and what other characters are later introduced. I'm also curious as to current character plans(prestige classes, character focii and such), but I'll wait to see how those are brought about in the narrative.
I'd have given you major points if your character had come from 1918 Earth which where Earth is currently synched with Golarion as far as it's timeline goes.
Has that actually been confirmed? I was under the assumption that it was open to interpretation, considering the magic used to travel between the two
Spoiler:is from a tradition that makes it more or less not really bound to normal things like the natural flow of time(existing outside normality being a bit of a theme I seem to recall).
in that one AP
Also, I read the prologue title in Kirito's voice. ^_^
Edit: For the record, I really hate how spoilers don't just nest in the text.
I have a GM that is a Berserk fanatic. And the barbarian IS, in fact, a Titan Mauler. I'm sure I could convince him to let it fly. At least a little.
Sara Marie wrote:
Fidget of Impatience has warp-digivolved into Magic Dance of Happiness.
Erik Mona wrote:
Why must you torment me so?!
Also, time to rework one of my characters' feats. Again. On a related note, anyone able to tell me what the ASF is for power armor?
David M Mallon wrote:
You may be multiclassed, but at least you've got a decent caster stat for one of them. There have been several instances in thread where folks had 10 in their primary caster stat.
Tomi Heikkinen wrote:
I mean, game mechanics-wise, do you simply utilize (with permission) your metaknowledge of the world and inject that to "Kyle's consciousness" or is it the GM revealing the facts and then you a) utilize them in-game and/or b) write them into the story (according to what you can safely argue that Kyle knows of the world)?
Ah, those. Actually, Kyle has a +9 on his absolute worst knowledge skill. On each of those instances, he made the DC to identify things as set either by the general rules(Lamia), the AP or the GM.
Sadly, no game last night, because someone felt more like watching PewDiePie and other game vids than actually game.
Tomi Heikkinen wrote:
He's going through a period of madness right now, as potentially evidenced by the fact that he's seeing Dark Souls style messages everywhere. And I mean everywhere. He'll only comment on them when they're relevant, but they're always there. As such, he's been "keeping it in a magical cipher".
The truth is that there is no enchantment on it. He's just writing it in code. Eventually that will come up and Aurora will catch up to what's happening, but for now, he can't share his madness with the others. Or is it madness? Could he instead have another presence in his head? Or maybe his subconscious is trying to communicate, couldn't and decided to just screw with him?
I've already gotten a couple side adventures written. One is from Aurora's point of view and another alternates between the two of them so you can get both perspectives as they experience events.
On the meta-knowledge thing, generally, anything Kyle writes is something he's stumbled on or has put in either as a way to try to make sense of something or via sarcasm. He's a gamer, so he's trying to interpret things out of the ordinary in gaming terms. When he names a spell by the book's name, it's just the name he's happened to start calling it. Generally speaking, I'd imagine most spells are more florid in description than the game style ones he uses. Beyond that, he's studied the world like a man possessed. He has knowledge skills out the wahoo and I can generally justify most knowledges about the world around him. Though, if you could point out specific examples, I can elaborate further.
Out of curiosity, did you happen to check out the backstory? Funny thing is, this whole character concept started out as a way to write the story of how Samantha got back to Golarion after she got snatched away in my first campaign as a GM. The players did so much to save her that I felt she deserved a bit more even though they failed. Then, when we decided to play Runelords, I had this character sitting around all ready to go and decided to run with it.
And I agree. The random Lenn moments are some of the best parts of the game. I'm really hoping to have more to share after tonight's Pathfinder session, though I'm not sure if the Runelords GM has anything prepared yet or if we'll be running more of my campaign.
Glad to have you on board the American Wizard train. I have tentative approval to pull things from the Technology Guide for Kyle to play with as long as it doesn't get too ridiculous, so it should get interesting in the future.
James Jacobs wrote:
That sounds incredibly reasonable.
Pillbug Toenibbler wrote:
I'm not sure it'll help, but I can't imagine it'll slow it down any, either. I'm just not good at waiting for things.
It's officially August. Time to start fidgeting uncontrollably.
Mark Moreland wrote:
While technically, yes, crafting technology is covered in the book, doing do requires access to specific manufacturing facilities—military labs, pharmaceutical labs, graviton labs, and so on—which, at least in Golarion, are not common. A GM could make them more easily accessible such that players could craft their own technological items, as long as they possessed the right feats and skills. It really depends on the level of technology a GM wants in her campaign. The rules are there, but the assumption is that these items are found treasure rather than something you can just make without much effort. The "magic shop in every town" effect is something I, at least, tried not to have permeate this book too much, so that tech remains special and mysterious instead of mainstream.
Aside from needing proper labs, will the items have crafting requirements that will favor any particular classes? As it stands, it's not all that hard to pick up Master Craftsman as a martial, but a caster that can provide pre-req spells has a lower DC(sometimes much lower) unless the martial gets creative.
James Jacobs wrote:
Great googly moogly.
I think I love you all. Also, is it August yet? This month has gone on for at least six weeks at this point.
Tomi Heikkinen wrote:
Of course I'll read more of your story posts.
Starting right after my next two adventures(since the next one is supposed to be a side quest, which is what has held up progress since the GM has to do actual prep and is too easily distracted to do so). Until then...I'll just have to wait.
This is for Ilori
I cheered when I read that. Confused the heck out of the people in the lobby here at work. :P
And damn that Lucrezia for escaping for you as well.
They've officially caught up to where our campaign is semi-stalled(I'm this >| |< close to hiding the GM's PS Vita until he runs another adventure). So now I get to make daily will saves not to read further.
That was also the modus operandi in my very first campaign. Unfortunately, it just happened to be the MO of one of the other characters.
I couldn't tell you how many times I heard the words "I'll throw a grenade in the pit. Obrek can take it." or "There's only one enemy and I want to cast Lightning Arc. How's Obrek's health looking?"
What I do from that point though is make sure that if the character comes back, it comes with some sort of story/baggage. Poldaran points out some good ways to do that, but you can also use this to introduce some complication to the campaign ;).
Indeed. I just named the laziest ways that I would do it.
Honestly, if it were me, I'd probably have them sometime in a later book having to deal with Nualia's fully grown demonic offspring at some later date...
and it would bear a striking resemblance to one of the PCs. And before anyone squicks...it's worse than you think, unless your thought involved face huggers.
If everyone had died, I might have suggested Deus Ex Shalelu. Or is it Shalelu Ex Machina? I can never recall.
Anyway, it all depends on what the Sorcerer's character wants to do and whether the other players are still wanting to play those particular characters. Here are my suggestions:
1)Sorcerer wants to rescue. Party wants to be rescued.
2)Sorcerer is frightened and runs away. Player deems him retired. Other PCs want to keep playing.
3)Sorcerer and other players want to keep playing character, but Sorc not willing to rescue.
4)Sorc wants to keep playing, other players want to roll new characters.
TPKs always feel bad, but IMHO they can be important for maintaining the sense of vulnerability and danger. Sure, if it fits the story, you can talk about recovering the bodies for raise dead. But many times this just isn't plausible.
I agree that deaths should come with penalties(even if it's only the gold cost of a raise dead), but this early on in the game, I wouldn't force the players to roll up completely new characters if they still want to play these.
Yeah, Bloodrager spell lists are just awful. But in my opinion, if you want to be an up close and personal fighter with a ton of HP and the ability to up your Breath/Noxious Bite DCs, gain more rage rounds(not to mention having 8 more rounds from class levels than the proposed Barb/Sorc split) and wear medium armor, it's worth the lack of reasonably decent spells if your party has another arcane caster to cover it.
As it is, you'll already be down 4 caster levels if you're going with the proposed split, which puts you at fifth level spells at level 15, which is a bit of a downside for a non-BR build(plus you'll be down a couple BAB).
While you're talking to the GM about things that work with other things, ask if a Robe of Arcane Heritage works with Bloodragers. If not, that's a huge mark against that suggestion. It's a cheap way to add two to your Noxious Bite DC and 4d6 to your breath.
What about just straight Bloodrager into DD?
That's certainly one option that shouldn't be overlooked, assuming its bloodlines play properly with the DD. Spellcasting is a bit diminished, but beyond that, it's a rather nice option.
I suppose my biggest concern is I don't want to go the minimum on Cha since it sets my breath DC, but I wanna focus primarily on melee and use spellcasting as a fallback.
The thing to remember with the breath weapon is that you get so very few uses of it per day. With Sorcerous Bloodstrike and a bit of luck with some blasting, you can regain a use, if you're willing to consider that option.
Also, if you were to go Bloodrager, unless it has been changed in the upcoming release, I think your Breath Weapon DC keys off your Con. And since Noxious Bite and Bloodrage both have durations that are tied to your Con...
At which point, I would probably go with something like 14 10 16 10 10 14 and throw the floating points into either Con or Str. Your spellcasting would be a bit diminished(not to mention that Form of the Dragon would only come from your DD SLA), but beyond that, I think it would make for an amazingly decent front liner(one who can wear medium armor without it affect spellcasting, btw), with 2-3 more HP per level than your earlier PB listed while maintaining good breath weapon DC.
With that one, you would need to go eldritch heritage if you wanted the Abyssal Str bonus, but that's fine. I'd use Focused Study at first level as a human to get the required skill focus and two bonus ones(acquired at 8th and 16th levels).
Depends on the terrain and the dragon, really. I've had a red dragon the party met in the field that relied completely on ranged spells and flyby attacks, a black dragon who grappled a foe, pulled it under the swamp and tried to drown it and a white dragon that more or less went toe to toe with the party because they cornered it in its lair.
Ultimately, I'd build for buffs and blasts if I were building a DD. Blasts would be used for large groups of foes and buffs for allowing me to go toe to toe with solo encounters. Buffs don't require much in the way of feats, while blasts do, so that part is okay. I'd see what combat feats you need to make melee work like you want and go from there.
If you have enough spare feats after that to make blasting worthwhile, it might be worth considering Wiz(Admix)1, Sorc(Xblood Draconic/Orc)1, Martial Class 3 -> DD.
If not, it might be worth using a couple feats instead to go Wiz(Transmutation)1, Sorc(Xblood Draconic/Pit Touched?)1, Martial Class 3 -> DD with Eldritch Heritaging an Abyssal. This would be a more melee-focused way of doing it. I built a similar DD as a sub boss once and he was fairly brutal in melee.
I want sci-fi in my pathfinder, not "syfy";)
Oh, I don't know about that...
Sharknado DC 22
I wish august would hurry up and get here.
I know, right? Between this and my vacation first week of August, this has felt like the longest July ever.
a note about the lower casting stat, is that at 14 cha, you coudln't cast some higher level spells if you intended to get there eventually, nor have as many castings of it.
You can make up for the worst of that with a headband, but you'll definitely be seeing a hit to save DCs. If the plan is to focus on summons, buffs or spells without DCs(enervate could be a good one later in the game), then it'll probably be okay.
Blasting as a whole might be a problem. It's generally feat intensive to be really good at it.
Re: Crossblooded. This is what I would do. Take one level of Sorcerer. Crossblooded Draconic and something else useful. Abyssal, probably, though Orc gets the strength boost AND a bonus to damage spells, so that might be better. Then go wizard as the primary casting class. That way, you aren't hurt by the reduced spells portion of crossblooded. Since Wizards get spells a level earlier than sorcerers, new levels will open up when they would have anyway.
Then pick a school power that helps even with only one level in it. Admixture for blasting, divination for always acting in the surprise round, or Transmutation so that your point buy can have an odd number in a physical stat and still be at an even number. Heck, do the wizard level before the sorcerer level so that you can flat out dump Cha(well, maybe keep it at 11 for some extra 1st level spells) early on and not care, thus getting a major skill bonus by focusing on Int. And the best part is that it saves three feats over using Eldritch Heritage to get the Abyssal strength bonus, for the low price of a will save penalty(which is somewhat mitigated by having two first level caster classes).
The lack of loot, and the penalty to sale prices, has been one of my major complaints.
There's actually a fairly decent amount of loot in the first chapter, if your party can find it.
If the enemies get away, then you will lose out on several really valuable items early on(and, if you're not prepared for it, lucky or skilled, one particular foe will likely get away with an item worth 8k gold early on). And if you're not checking everywhere for hidden items with a decent perception score, you'll likely miss a number of others.
I'm not sure what you mean by "penalty to sale prices", though. Unless you've gone and pissed off
Spoiler:I'm wondering if you're talking about something the GM put in on his own.
That makes me wish we had found out more about her before killing her. You just made me flash back to reading Summer Knight.
“Wait. You don't understand. I just wanted it to stop. Wanted the hurting to stop."
I smoothed a bloodied lock of hair from her eyes and felt very tired as I said, "The only people who never hurt are dead."
The light died out of her eyes, her breath slowing. She whispered, barely audible, "I don't understand."
I answered, "I don't either."
A tear slid from her eye and mixed with the blood.
Then she died.”
Not only that, but every major bad guy has a compelling back story that you can reveal in bits and pieces to the players, making the PCs sympathize with the bad guys even as they're exterminating them.
I remember reading a certain diary and just feeling like a complete ass for having killed that character.
I'm still debating bloodless yet horrifying punishment for someone in her backstory, assuming my GM lets me get away with it. Or ever preps the next adventure so we can return to town where I can consider doing it.
So in doing some world building, I'm trying to think of a good reason why the gods and goddesses of the setting wouldn't interfere with the universe. I'm looking for something else besides a pact of non-interference or an overdeity that prevents them from interfering. Some reason why an evil god doesn't destroy good worlds, or a good god doesn't smite evil themselves. Any suggestions?
While similar to an overdeity, one consideration might be that there's something in this universe that the gods fear. Something they once put to sleep, or imprisoned. Because of this, they are very worried that full on interference might make enough noise to wake this thing, which would be bad.
This thing could be an elemental force or the awareness of the universe itself. Something so powerful that it eats gods for breakfast. Hell, waking it may have absolutely no repercussions for the mortals in the universe, but for the gods themselves, it could be their very end.
Continual flame provides a cheap means of keeping an area lit at all times.
Assuming we aren't paying a premium to the caster, just the cost of the spell:One Continual Flame casting costs as much as five thousand torches. While it makes much more sense in the long run, how many people living day to day in that kind of society would think that far ahead when they could instead spend much less now on the torches they need for the immediate future? And that's assuming that we're talking about someone who has that kind of wealth just lying around. I'd suspect that most people are somewhere in the Destitute(0gp/month), Poor(3gp/month) and Average(10gp/month) brackets and likely would have a very hard time justifying something like that.
Continual Flames illuminating your home almost certainly seem like they'd be a sign of opulence. And that's one of the cheaper things you've mentioned.
That isn't to say that there aren't things that could be done, but they'd be specific to a particular locale. A city whose streets are lit by continual flames due to someone binding a lantern archon or enlisting the services of an archon-blooded aasimar in helping protect the citizens would not at all be outside of the realm of possibility, but to say that the average home or small business would have that kind of thing is to miss just how out of the ordinary adventurer wealth really is.
Would they be willing to hold it if you pre-paid them for it? Or is that also not an option?
On my first campaign, I just kinda winged it. I'd discuss the campaign out of game with my friends to find out what they liked and work to incorporate more of it. This time, I'm still doing that, but I'm trying to follow the advice from Brewer's guides in order to shore up weaknesses I noted in my first campaign.
So far, I like where it's going, though I still have some issues with my implementation of the ideas, but that'll work out better as I get more practice. They might be worth a read for you.
I love this board.
Ambrosia Slaad wrote:
I love that movie.