|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
I don't tie them to killing Five Storms muckity mucks but instead to a relationship with Suishen (which is enhanced by killing 5SMM)
Carter Lockhart wrote:
I can't help but think either Suishen was reworked before final printing, or authors beyond book 2 were not given the stats for what the sword would be capable of....we need to come up with a version of Suishen that is still awesome but also not a challenge/adventure ruiner. And maybe. Figure out a better progression order than the vague slaying of servants of the Five Storms.
I used a 10 step progression order with better-defined progress. It's toned down at the beginning but mostly stronger at the end (he becomes a +10 equivalent weapon, but the limitation I put right away that his spells only work on the one who carries him and end if you drop him or hand him over remain). They seemed to make him much more usable and less disruptive.
I made Suishen's protection from cold a flat pool of protection that automatically protects the wielder (and remembers how much had been spent if the wielder switches). You couldn't choose not to use it, so it was often an advantage to save it for a big fight with cold monsters, since it would spend itself on environmental cold otherwise.
The black raven wrote:
Could be any day now. In fact, although I can't find it, someone just posted that they saw the names announced on the Legendary Games site.
The black raven wrote:
I heard all the art is in and that it's in layout. How cool is that?
I will keep you in the loop. I hope enough people give me money that the whole set of NPCs become a thing. That would be an ambitious project, as the core 4 are less than 10% of the full potential content, as I've modded it to include all the major NPCs from every volume of the AP, plus a few more I made up (Huldra masquerade reveler anyone?). When you see the length of detail for each NPC, you'll see why those other NPCs have to come later. The durned thing would be longer than all of Ultimate Campaign otherwise!
The black raven wrote:
This is a thing that is happening soon(?). It will exist. At this point, I have even seen the art. I can't for sure exactly when, but I do know that support for additional characters (beyond the core four) will surely depend on the success of the original product.
I am over 95% sure that I was the first person to propose making it retroactive, but I don't want to search through and read that thread because it makes me sad. We use the retroactive version in our home games, and in general use cases it is nearly statistically identical while avoiding the abuse cases (when the crane user is fighting around her own paygrade, we have rarely had a round where there was an attack that hit the crane user and no attack that hit by 4 or less), so it seems like it would be a positive outcome (everyone should playtest it though, like me, and see what you think! Who knows, maybe more people will come around to it, especially since it speeds up gameplay immensely).
Yeah, Oloch is an interesting character from a RP perspective too. There's several different ways his story might be progressing. Plus he totes that greatsword with great might!
If he likes clerics, fighters, druids, and wizards and wants to play ACG, Oloch the iconic warpriest may be a strong level 1 option, or Kess the Brawler, Zadim the Slayer, Enora the Arcanist, etc.
I dunno. A shy player who wanted amnesia as his background for one campaign led to one of the most daring twists in my last 3.5 campaign before we switched to Pathfinder. He said "I'm Adam, a paladin of the god of knowledge, and I have amnesia. The first thing I remembered was being at the temple of the god of knowledge with my sword, so I trained to be a paladin." I said, "Alright, in that case I'll figure out why you had amnesia and tie it into the story" and he said "Great!" The party was on the trail of a villainess named Lilith who had caused a Red Tide and killed a lot of people in the starting city, draining energy for a massive psionic ritual. They managed to trace her down to an enormous red crystal pillar in the middle of the sea pulsing with stolen soul energy, and they realized she was summoning Dagon. The party fought her, and she kept using selective attacks to exclude the paladin, making pleas to him like "Why are you fighting me? Let's kill the rest of your team and do the ritual and summon Dagon together." and the players laughed. The shy paladin player said "Wow, she was supposed to be a master manipulator who duped all the sahuagin, but she's terrible at convincing people. No way a paladin would listen to that!" At the end of the fight, everyone except the paladin was KOed (an NPC cleric they brought with them had also died), and the paladin stabbed her through the heart with his special sword he started with (it was also the only weapon in the party that was piercing Lilith's DR 10/good and evil). Since Lilith herself was half demon and half celestial, she was the final sacrifice needed for the ritual to finish, because...the paladin was an epic-level seer cerebromancer (evil due to a twisted intent for good that involved destroying the world and making a new one that was less screwed up) who gave himself amnesia as part of his plan that required a paladin to kill Lilith (who didn't know this particular detail) at just the right spot while the ritual was at the right point. The paladin persona spawned by the amnesia managed to pull off a hail-mary opposed Cha check as he was slipping away forever, and so I told the player he could ask to manifest one calirsentience power of 1st to 9th level, and I would tell him if it was one the other Adam knew. He asked to manifest reality revision to move the unconscious PCs and their boat out of there before Dagon arrived, while shunting his consciousness into their NPC friend who had sold his soul to save the dead NPC cleric, leaving the body alive but mindless and soulless. I knew that was slightly more than a transport travelers, but it was too awesome, so I allowed it.
Well, it was a big risk, since that player was so quiet that it was hard to gauge him usually, so I had no idea what he would think. His response: "That was the best thing ever! I'm going to multiclass into psychic warrior to show Adam's psionic roots."
Kelsey Arwen MacAilbert wrote:
Sounds like someone's been wearing the Mask of Lost Identity!
I want to play him as a Pathfinder character. Don't know how I can, though. The Dragon Magazine versions from back in the day are woefully underpowered compared to any PF characters, and most GMs I know won't accept the Bestiary Savage Species conversion on the boards.
Rite Publishing has In the Company of Dragons, which is an entire product designed around having PC dragons. That might be a good place to check it out
Kadasbrass Loreweaver wrote:
Given how much money that one went for, it's almost certainly a Scarred Witch Doctor unless its a good-aligned orc character won by Mikaze.
Andrew Christian wrote:
Oh, I think that from an optimization standpoint of the teamwork feats, melee is undoubtedly the better choice for a hunter (other than archery just generally being strong compared to melee). But Adowyn is an archer, so the first and foremost duty is to represent the character and her choices in a believable way. If it's just some hunter that I wrote who goes melee with Paired Opportunists, Outflank, and Improved Feint Partner with a tiger companion, then it isn't the iconic Adowyn. That being said, then, given that Adowyn was ranged, the menacing amulet is an item to benefit Leryn when he is fulfilling his role and granting Adowyn her bonuses. A pet class, particularly one that is as focused on the pet as a the hunter is, should spend some of their wealth on boosting the pet too. Since Adowyn's teamwork feat Coordinated Shot grants Adowyn a +2 to hit with her bow when Leryn is flanking with another ally and Leryn knows the flank trick, it's actually a quite synergistic item for the two of them, since the item gives Leryn (and the other melee Pathfinders) +2 to hit whenever Leryn is giving Adowyn +2 to hit from her teamwork feat.
Victor Zajic wrote:
Check out Coordinated Shot. It's a pretty cool feat!
Yeah, versatile weapon was also there for an option for a longer duration, and to help with DR/slashing. More and more, I do think that a big part of what happened there was flat out this: A new player was playing a level 7 pregen in Legacy of the Stonelords, one of the most time-crunched scenarios possible. Level 7, with a pregen of any kind (especially one that uses a pet, teamwork feats, and spells) is going to be complicated for a newbie no matter what. With a time-crunch like Stonelords, things are going to be missed. And it's a demanding scenario too, with lots of tricks and things required. There was not really a way that it was going to be an easy experience for that newbie, no matter which pregen she picked up.
I'm glad she had a lot of fun! It sounds like the perfect setup for her to show off her
oil of daylight to stop the deeper darkness!
It is called out to have been ghost salt blanched already before the scenario, yes. There is text that explains what ghost salt means to the player.
Thanks for the feedback! It'll help me in future character making. Playing it out in an actual game is the only way to see how it really goes in the trenches, so I'm grateful for your analysis. I'm going to try
So the archaeologist was a ranged build and the dragon disciple didn't melee either? Ranged arch is a pretty good combo, but I'm more surprised by the disciple. Why go dragon disciple over pure sorcerer if you aren't going to go into melee.
I'd like to think that some of the effect was due to an unusual party makeup and situation: Adowyn is ranged, so other than the pet, there was no character who would go melee (and the enemies didn't even get to melee range with anything except Leryn, allowing a backup melee to flank)--Leryn grants a +2 additional flanking bonus, and one of Adowyn's feats also gives her large bonuses to archery if Leryn is flanking with a melee character. This also works with Wounded Paw, which is Leryn and Adowyn's two-person tag-team combo. With her ghost salt, cold iron, and adamantine, she should have been in good shape for most of the DRs, but if the wands went unnoticed, those might have too.
Did she at least get to kick major butt in the demon throne "faux final" encounter with her holy arrow and evil outsider bane arrow?
I guess it means that you guys were a really solid and effective team, though, if you could manage to take out enemies before they could pass Leryn, so since I know that Stonelords can be a challenge for 4, you guys did great!
Thomas Graham wrote:
I think she is a great addition to any team, but I am hugely biased, as I am the author, so I'm really grateful to hear Swiftbrook's analysis, especially since it was backed by a playtest experience. I based her selections on a combination of backstory (would have probably had to deal with swarms in her backstory in the Tangle) and ability to help out in a variety of situations. She will usually have 22 AC, which isn't frontline material but is reasonable for a 7th archer, I thought. If I had a bit more cash, I would certainly have gone for the +1 armor to raise that to 23.
Got it. And the oil of magic weapon and unique arrows weren't enough? The magic bow doesn't have +1 to hit over a MW bow. If it did, it would surely be worth the price!
The menacing amulet is meant to help Leryn and the melee PCs, not Adowyn herself. +2 to hit is quite a boon. Adowyn could be more personally effective if she focused all her gear on herself, but with the +2 (CL 8) wand of greater magic fang and the amulet, Leryn should be an effective force against DR/magic foes. The character was built around working in a team, so agreed that the amulet is definitely really bad in the case thar the team had no one but Leryn who wanted to melee.
Thanks for your feedback! It's great to hear more thoughts on the pregens.
In my opinion, a +1 weapon is not a worthwhile investment over a MW weapon and a backup oil of magic weapon for DR/magic situations when she doesn't want to use a special arrow (she has lots of ghost salt for incorporeals, which is even better than magic). Remember that she does have the swarmbane clasp, Dex and Wis items (the Wis booster puts her from 14 to 16 and grants an additional 3rd level spell, so it's a particular good level for her to buy it), and the menacing amulet of mighty fists for Leryn. Those are all a good value compared to +1 to damage. I'm guessing that the number of times that she gets three cheers for her swarmbane clasp or oil of daylight will be worth it, but only time will tell.
Let's you cherry pick the powers you use though, which could be really potent!
Yes, exactly right. "Oh gosh, that hole is so small even a Tiny creature would need Escape Artist, and its underwater too. Better combine water breathing with Tiny and Skilled Escape Artist! And I'll use Task Reveler on the task of Escape Artist through the tunnel, so as long as there isn't a fight, I can keep it up for free for the whole time."
Okay so it's less "pool power together into one big trick that burns out fast" and more "combine abilities from different masks into a short-lived new conglomerate". Got it now =)
Yeah, it's more of a contingency for something like "Oh crap, I absolutely need to fly and also have fire resistance right now, but those are on different masks" than a "I always use this to fight bosses" mega-form. Deep Masquerade is your ticket to more evos, and Tane Reveler will be that mega-form that costs lots of rounds to go "super saiyan" or "bankai" or the like.
It's weaker than you think--it's for versatility rather than an increase in total evo points. So if you can normally have a 4 point mask, you can get 2 points each from each of two of your masks, or 1 from each of 4.
Sorry, it should be in the singular form here. I was probably just wearing my skrik nettle mask while writing it, and they have the evo several times.
Even though masks are normally measured in rounds, if you take the Task Reveler feat, you could quite literally do this (since it lets you keep the mask on for the purpose of a single uninterrupted noncombat task without spending rounds—usually for Diplomacy or a skill that takes a long time, but housework is a skill check, I guess; maybe Profession [housekeeper]).
Uhhh...well there's some gremlin masks that can make sure to make the little things get worse and worse. Probably a brownie mask might help you become a little thing that takes care of the house, or perhaps something like the erlking mask with a granted haste so you have more time (though the mental image of the erlking in an apron cleaning up an apartment kind of cracks me up).
As is likely apparent, I have been there quite recently. Unpack as we need was the order of the day then too!
Darn real life and its many intrusions! Hope things are calming down for you (I know they aren't for me!).
One fairly useful combination with mobility is to get a power that gives you a useful zone of control and keep it on your choice of enemy using your mobility. The aura effects and effects like entangling hair can be good for that—in your case particularly entangling hair since a lot of the auras use Cha.
In terms of switching masks, one of the few unique masquerade reveler toys from their first appearance in Convergent Paths: Fey Archetypes is the feat Melusine uses to do that in the stories. It's fairly expensive (costs rage rounds and actions), but it can be worth it in a pinch.
For what it's worth, in the Boston Lodge, we actually had an opportunity to test out whether or not someone who is trained to keep their voice can cackle for four hours in real life due to an intersection between opera trained player and witch character with cackle and fortune. The consensus was that it's definitely physically possible, but that no group of people will put up with it for that long, regardless of the potential benefit (also it was loud and drew monster attention).
That would depend. Let's consider the most degenerate case: All 25 regulars at a local gamestore chip in and buy a copy of the book together. They each get their VO to sign off on the sheet in turn, trading the book around behind the VO's back. Then, they generate their own (inaccurate) version of the rules text that favors them, and provide it in a clear and legible manner to the GM. When they are all done getting it signed, they resell it, let's say for half, and split that. So effectively everyone paid 1/50 of the full price, and the GM doesn't have the correct version of the rule in question available to consult.
Clearly, this is not something most people would do, but at the point that it is possible, it's not much better than just using the honor system.
Thanks, that's quite a compliment! I think we do too. The revelers are just expressing a subtle part of our daily experience, but writ large, as fey are wont to do.
It's not often that I get to write something that's just, pure and simple, exactly what I wanted to write. Ever since I've been sitting on the reveler after I built a wordcount-shortened version for the first RPG superstar that had an archetype round in it if I made that round, I've wanted to put out the reveler. When Will offered me the Convergent Paths gig and said to pick a theme, I knew what it would be. And when youse guys loved the reveler and the reviews generally pointed out that building masks i hard, I asked him, "Think I should write an expansion for it? Lots of new masks and evolutions?" He said "May be too specific a product, ask Steve." And Steve immediately said "Definitely!" and set a date right then. At that point, I got to work on just the reveler and expand it out to include everything I wanted it to include, with nothing I wasn't completely excited to add (Steve and Savannah had a few ideas for sidebars and subsections, but they were always awesome additions—I mean, at least I thought the sidebar of reskinnings was pretty cool, for instance). I was kind of worried about the fiction because I'm more experienced in poetry and playwriting but not vignettes, short stories, and the like, but people seemed to have liked those. I think I did a better job on these stories than in, for instance, the opening story for Alistair in Reapers. Melusine's voice was just easier to reach.
I really like paragraph #3 of the review. It gets at what it truly means to be a masquerade reveler and meshes perfectly with my own view of what the masks "are". Maybe Endzeitgeist himself has a little masquerade reveler in him?
Liam Warner wrote:
Some interesting deaths here, what surprises me is so far I've not seen a TPK from a group of smart adventurers knowing a castle always has a secret way out and accidentally starting their brinewall battlers at lvl3 against Nindinzego.
My group did that and nearly TPKed particularly because the Pharasmin dusk druid wanted them to listen to the image of Pharasma. It took the help of Spivey, who was following them, and a very well-timed triggering of Nin's fear of death in his tactics line, and it was still a really close call. As it turns out, no one died.
I think our group (despite being pretty optimized) managed to avoid the pitfalls of those low CR encounters by virtue of using Diplomacy or guile on almost everything when it worked, which was often the case for those same easy encounters. For instance, diplomacying, say, the troglodytes, and trying to convince them to adopt the teachings of Shelyn was a pretty memorable session, whereas slaughtering them in their weakened state, I agree, would have been pretty boring.