As goes the paths of life, my game group's opportunity to get together is not near as regular as it was in the past. We still want to move through our epic adventure path, but I'm trying to find ways to speed up combat, which is always that bit that slows game night down - particular with massive combat that happens regularly. I've implemented some means to speed things up, e.g., troops & squads, static damage for adversaries, limiting use of maps & minis I've thought about another option: glass jaws. Basically, keeping the NPC's offensive the same, but halving hps to take them out more quickly. The question I have is how to set the CR. Any suggestions? Also, if you have any other suggestions on expediting combat, I'm open to ideas.
I came across a map of the above-referenced location. I'm pretty sure it's Pathfinder and it looks familiar, but for the life of me, I can't place it. The garrison itself is relatively small - 12 areas - with a river cutting through its center. Sound familiar? If so, do you remember what adventure it's from? Thanks.
I can find very little on these locations. I picture the Mohbad Leigh like the massive stairwell leading into Ilmurea - only that the stairs never fully extended. I also picture it like a smooth-walled drop not like a Pau'an sinkhole. I'm curious whether the creators have ever chimed in. Similarly, I picture Sverenagati to look quite a lot like Ilmurea. Have the creators ever chimed in on this, too? Last, inhabitants of the Sverenagati have been mentioned in source material, but are there any creatures that use the interior of Mohbad Leigh as home?
the nerve-eater of Zur-en-Aarh wrote:
I agree. I plan on sticking to older renditions of hobgoblins and bugbears.
David knott 242 wrote:
I noticed that quite a few times. Derro are Dero. Ettercaps are Web Lurkers. Stirges are Bloodseekers. Mites are Mitflits. Shambling Mounds are Shamblers. Sahuagin are Sea Devils. Troglodytes are Xulgath. Etc. Is is because of copyright or is it because Paizo wants to put its own stamp on these creatures. And with others, like Aboleths vs. Alghollthu, or Devils and Demons vs. their alternative namesakes, Lizardfolk vs. Iruxi, and Ratfolk vs. Ysoki represent both common name and native name, why not follow suit? As an aside, I was a bit disappointed to not see character races expanded with planar scions and other races that could be statted out as NPCs or PCs. I'm assuming that Paizo intends to publish these, as well as associated feats with future publications. But if people don't want to wait, has Paizo given suggestions how to do so until then?
Join the club. I purchased mine last Thursday and am in the same boat.
Seisho wrote:
Has anyone heard anything on the unavailability of the Bestiary.pdf? I've looked in both this forum and the forum for customer service, as well as having personally emailed customer service. Customer service has been silent on the matter and I'm wondering whether any efforts are even being made to correct this matter.
Dear Customer Support, I purchased P2E's Bestiary.pdf on Thursday and though Paizo accepted my payment, it has yet to provide me with my purchase. On my Order page for 8023505, it still reads that the download is not available. I understand that I'm not the only one to have requested from Paizo assistance in remedying this. I also understand that while some customers can't get their download, others can. Along with other customers who can't, I've reached out to your via these forums multiple times to address this. In the forums where I've seen this discussed, I have also noticed that Paizo's customer support has been silent. Further, I have reached out to you personally via email, also to no avail. Please remedy this matter or at least, until you're able to do so, let your customers know that you're on it and when they can expected it remedied. Thank you.
Gisher wrote:
Interesting, because I purchased my .pdf this morning, too, and it still says it's not available.
I was under the impression the P2E materials would be available for download today. On the page regarding Hellknight Hill, it states that the .pdf is available in my downloads, but isn't there. However, the player's guide is now available. Am I wrong, am I impatient, or did this get overlooked? Thanks.
Temperans wrote:
Good point on low magic. As for creatures, races, and magic items - my goal first and foremost is "mundane." Any beasts, races or items introduced will be "as is."
'm looking at building a futuristic campaign using Pathfinder classes, but one that lacks the fantasy components of spells, spell-like abilities and supernatural abilities. I'm trying to assess what classes fit with (1) little to no impact, e.g., (Ex) class features only, (2) moderate impact, e.g, archetypes that remove spellcasting traits, or (3) not probable. For little to no impact, I envision the following classes: Barbarian, Brawler, Cavalier, Fighter, Gunslinger, Monk, Ninja, Rogue, Samurai, Slayer, Swashbuckler, Vigilante. (Though Monk and Ninja have (Su) class features, they still may fit.) For moderate impact, I'm envisioning classes with archetypes like the Ranger with the Skirmisher archetype. I suppose that for other classes with similar spell advancement like the Ranger, I could use Skirmisher for them, too. But that said, are there any archetypes for the following that remove spells: Antipaladin, Bard, Bloodrager, Hunter, Inquisitor, Paladin, Skald? For likely improbable - I am thinking of those classes that are predominantly spell-casting driven, e.g., Arcanist, Cleric, Druid, Magus, Medium, Mesmerist, Occultist, Oracle, Shaman, Shifter, Sorcerer, Spiritualist, Summoner, Warpriest, Witch, Wizard. That said, I may or may not allow the Alchemist, Investigator, Kineticist, and Psychic, given that the use of "magic" is different and could be rationalized. Any archetypes that may help for spellcasters would be most useful as well as any other suggestions you may have. Thanks!
I'm running a campaign that will take the characters into Kyonin, and from there, Iadara and Greengold. I've found very limited information on both communities. (Second Darkness: Memory of Darkness is probably the most fleshed out for Iadara and remains disappointingly lacking.) Has anybody any ideas on other elven (or non-elven) communities that I could use as a base for building Iadara and Greengold? Thanks.
While I'm still getting used to the changes between PRPG and SRPG, one of the biggest quirks I have is the naming convention for arms and armor. Instead of providing sub-names, why couldn't Paizo have just ranks weapons based on tech level and did like it did with magic items, e.g., Tk2 (just like Mk2).
Brother Fen wrote:
Not to be terribly off topic, but I agree. While I'm still giving Starfinder a chance, I'm still turned off on how far it has deviated from PRPG. For me, one of the appeals of PRPG was its "shift" from 3.5 without completely rejecting the old system. For some people, investing in a whole new glut of gaming system source materials in order to keep up with the changes isn't a big issue. It will be for me. That is, unless the system is clearly better than the old system. At this point, I'm seeing more "different" than "better."
PossibleCabbage wrote: I think in the immediate aftermath of PF2 releasing people will play it, then want to go back to PF1 because people want to play oracles and magi and kineticists and hey they've got that one AP they never completed, and oscillate between the two systems until PF2 supports enough of the options that people really want and at that point PF1 is going to be the province of diehards who hate change and the occasional "hey remember..." kinds of games. Of course, we all know that PF2 will eventually have these classes and as much glut as PF1. Such is the cycle of things. PossibleCabbage wrote: I figure this means that Paizo is going to step up the timetable on releasing everybody's favorite classes and races/ancestries in PF2 form. It wouldn't be surprising if the first non-CRB, non-DMG, non-Bestiary hardback has like 9 classes in it. I seriously doubt we'll see some expedited time table. My sense is that for PF2 to be a success, Paizo will have to pace its releases.
I'm sure 2e will get a foothold and I'm sure that majority of gamers will shift to it. However, there will be those that Paizo will lose if the move isn't really to something that enhances their game play - especially with having to learn whole new rule sets. One option remains for those resistant to the change - take future adventures and replace encounters with 1e encounters.
Shadrayl of the Mountain wrote:
I tend to be one of those reserved to shift to a new edition simply "because." I was also one of those folks who invested heavily in 1E and don't feel the drive to re-invest so heavily. So, let's address this point here - "enough I want to see gone that backwards compatibility would be a negative." For me, yes there are changes I'd like to see, for example, a streamlined and more organized skill list. However, I can see modifications to 1E that would lead to 2E without totally dumping the backwards compatibility model. So, for all of you - what fixes make sense between 1E and 2E and would this lend to backwards compability or not? Also, does it matter? Is Paizo so entrenched in its new model that all we are doing is helping them tweak 2E or is Paizo open to backward compatibility should the populace so demand? Not saying that I speak for the populace, but just curious.
Thanks all. Here's the HOUSE RULE that I came up with: An alchemist may be able to use a Focusing Flask (or two) to combine more potent concentrates in a Hybridization Funnel without destroying the Focusing Flask. For each flask, add +5 to the Craft (alchemy) check and +10 minutes to the use of the Hybridization Funnel. On a failed check, the flask breaks, causing damage equal to the contents to the character mixing the concentrates (no miss chance) and splash damage equivalent to the concentrate mixture. All other qualities of mixed concentrates with a Hybridization Funnel remain unchanged. Not sure if +5 is enough to demonstrate the dangers of this, but this seems the norm by which Pathfinder increases DCs.
avr wrote:
Thanks. He's playing a 13th level alchemist.
In a Star Wars campaign that I'm building, the heroes have to invade an Imperial detention camp on Coruscant. I'm picturing a large walled-in area with a lot of open space for AT-STs and landing craft, a large outdoor area set aside for detainees, and a few buildings for Imperial operations. What I'm wondering is whether anyone has come across a map or adventure that has an area like this for me to build from. Thanks!
A player in my campaign is playing an alchemist. The character is relatively high level and along the way, has been collecting alchemist's fire and similar alchemical weapons. I was thinking of house ruling a means for him to combine flasks into more potent weapons and thought that this may have already been discussed. I want to take as balanced approach as I can to allow for him to do this, and would appreciate any comments, suggestions or guidance. (As an aside, he has access to the Alchemy Manual. So, ingredients work as well.) Thanks.
Lucas Yew wrote:
I have a similar issue with this. One of the things I like about Pathfinder's NPCs is how easy it is to understand how they were built, which in turn helps in understanding the game and its mechanics. It also has the nice additional perk that I can more readily swap out feats to suit my own campaigns. With Starfinder, we can't see how the NPCs are built, which impedes both points.
The Alchemy Manual has become a valuable tool in our group's campaign, and especially for the party alchemist, who has been collecting various ingredients to build and empower his concoctions. The Alchemy Manual does well to outline some ingredient lists and the Adventurer's Armory has does well to outline some various power components, but we were hoping that someone here might point us to a more expanded list. Sometimes Craft (alchemy) DC without a list of ingredients just doesn't cut it. Thanks. |