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Kyra

Skeld's page

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 3,020 posts. 6 reviews. No lists. No wishlists. 1 Pathfinder Society character.


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Grand Lodge

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If you're only playing RotRL for the PFS credit, you're using your time very inefficiently.

Not everything that's produced for Pathfinder is designed with PFS in mind.

-Skeld

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Gorbacz wrote:
Skeld wrote:

It's not at all difficult to run a campaign where the sexuality of PCs doesn't matter.

-Skeld

Skeld's right! You just need to ask anybody who brings up those filthy topics to leave your house right now. It's thaaat simple. Duh!

Oh puh-leez, my dear toothybag. I haven't kicked anyone out of my house for mentioning "teh sex" yet. Unless the sexuality of a PC/NPC becomes a plot point or drives their actions in-game (either by design or through the acts of a PC), their sexuality doesn't matter because not actions or outcomes hinge upon it.

-Skeld

Grand Lodge

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Hama wrote:
Borsk should have gone out a looong time before that. Man I hated that prick.

Me too, but I thought he sorta redeemed himself for a lifetime of political douchebaggery in that one moment.

Grand Lodge

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It's not at all difficult to run a campaign where the sexuality of PCs doesn't matter.

-Skeld

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Aside from Borsk Fey'lya going out like a boss, I hated that book. To me, it represented everything that was wrong with the entire YV storyline.

Grand Lodge

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My group just flat doesn't care about adding sexuality or sexual situations to games. Of the 8 members of my group, all but one of us are married (sexual outlet? Check!), and all but 2 of us have kids. We're all over 30, and half of us are in our 40's. Sexuality and sexual situations lost their "that's naughty, tee hee hee" factor years ago. At this point, if it's not a plot point of some kind, we don't bother to mention it (and this is with several of my male players playing female characters).

Also, we're all prudish, violence-loving Americans. So maybe that has something to do with it.

-Skeld

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Pepe, Murderhobo Professionnel wrote:
Skeld wrote:
Roger Quigley wrote:
...then what was the point of commenting?

So that you would know. And knowing is half the battle.

-Skeld

please tell me stabbing is the other half:-p

Incorrect, Monsieur Muderhobo. The other half is red/blue lasers. Yo Joe!

-Skeld

Grand Lodge

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Michael Brock wrote:
Steven Schopmeyer wrote:
Michael Brock wrote:
Kovok wrote:
Chrons I can see. Character sheets? Not really. I'll echo Jiggy's sentiments. If I'm using my tablet for my books, then I'm using my tablet for my character also. If I'm using my hardcopy books, then I'm probably using a paper sheet.
And when the GM asks to take a look at your character sheet, you hand him your tablet, and as he is looking over it, he accidentally drops it, and spider web cracks cover the screen. Are you ok with the GM not paying for repairs?

If we replace character sheet with additional resource, why does it make a difference?

Should I disallow electronic versions of Paizo books?

I don't want GMs placed in a position to have to handle anyone's several hundred dollar electronic device.

The GM can get up and walk around the table to the Player's seat and look it over. The player can get up with their device and bring it to the GM's chair. In either case the device can sit on the table. The player can even scroll/touch it so the GM doesn't have to.

Your reasoning here, to me, is just strange.

-Skeld

EDIT: I don't PFS in public (or in home games really), so I don't have a dog in this fight.

Grand Lodge

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Matrix Dragon wrote:
Just curious, what does the Enchantment familliar do?

Spoiler:

Enchantment
Lesser - +2 to the save DC of an enchantment spell cast by the Master against an opponent who occupies the same square as the familiar. So weird.
Greater - 1/day touch attack that behaves like charm monster.

-Skeld

Grand Lodge

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Notabrick wrote:

I am curious about the new familiar archetypes, specifically, the "Evocation" and "Mascot". I would appreciate a quick summary of how they work.

Thanks

Spoiler:

Each school archetype has a Lesser power and a Greater power. You have to take the School Familiar feats to get the Lesser power and the Greater School Familiar feat to get the Greater power.

Evocation - Lesser: pick an energy type. Familiar gains resistance 10 to that energy and bonus damage any time an ally casts a spell of that energy type with 5'. Greater grants immunity to the energy type above and allows the familiar to adsorb a spell of that energy type.

Mascot - Treats all Perform skills as class skills. Shares a link with all the members of its "team" (1 member per 3 levels). Bonus on successful Aid Another checks. Share spells and deliver touch function at level-2 for all team members. Eventually gains ability to talk to all team members and can designate any one them to be its Master.

-Skeld

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logan grayble wrote:
What does an Ioun Wyrd do? I'm making a character who's a Pathfinder and I'm very interested in one for him.

Spoiler:

They're weird (Haha! Get it? Weird, wyrd. I'm hilarious.) construct familiars that look sorta like strange, little earth elementals. It can add ioun stones to its body and share the effects with its master.

-Skeld

Grand Lodge

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Albus wrote:

Any new information on Castrovel?

And what´s in the "continue your campaign" section?

Spoiler:

There is a habitat pod full of stuff from Castrovel and some discussion about the encounters there, but not info about Coastrovel, per se. There are also some creatures from Castrovel that the PCs can/will encounter.

Continuing the campaign is fairly extensive. It has discussion on what changes if the PCs win, what happens if they lose, the possible emergence of another Iron God(dess), some details on other decks of Divinity that the PCs may explore, and lair of a human-cyborg lich Wizard that inhabits the Numeria and his ties to Divinity. All told, it's 5 pages.

-Skeld

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KingOfAnything wrote:
I'd like to know what class features the Duettist Bard replaces. Thanks for sharing!

Spoiler:

Duettist replaces Jack of All Trades, Bardic Knowledge, Loremaster, Dirge of Doom, and Frightening Tune.
Duettist modifies Versatile Performance.

-Skeld

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John Kretzer wrote:
John Kretzer wrote:
I am hoping for rules for the wasps that Calistrians use as familiars.
I asked this when I first heard that this book was coming out....so is there anything in this at all to support this?

I don't see any mentions of wasps or Calistria in the book.

-Skeld

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Robert Brookes wrote:
Homonculist details please! :)

Spoiler:

Homunculist gains a homunculus familiar (loses mutagen) and can later grant it features using limited number of Summoner's evolution points.

-Skeld

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Adam Daigle wrote:
Skeld wrote:

I have my PDF if anyone has any questions...

-Skeld

You always seem to land at the front of the queue. You have much better luck than I had for all my years of subscribing. :)

I won't jinx myself by addressing this comment, other than to say that, as long as I have them, I'll use my superpowers for good (and hopefully not giving anything that spoils all the fun of reading it yourself). ;)

-Skeld

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JGray wrote:

Thank you for the information.

Does the Synergist Witch archetype come with new Hexes? My party's Witch is hoping that she can gain familiar specific Hexes when she levels up.

Spoiler:

I don't see any new hexes. It's mostly geared toward the Witch and familiar combing their forms to grant the Witch additional non-hex abilities.

-Skeld

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Luthorne wrote:
Since I didn't see them covered, would you mind telling us about the new familiar archetypes?

Spoiler:

These are the familiar archetypes. I might have more time to get into them later:
Abjuration
Conjuration
Decoy
Divination
Emissary
Enchantment
Evocation
Figment
Illusion
Mascot
Mauler
Necromancy
Protector
Sage
Transmutation

-Skeld

Grand Lodge

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Steven "Troll" O'Neal wrote:
Tell us about the Familiar Bond feat please.

Spoiler:

Familiar Bond allows a character to gain a familiar as a Wizard, but doesn't grant all the benefits of a Wizard's familiar. It requires Iron Will.

Improved Familiar Bond grants the special ability of the familiar.

-Skeld

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Dragon78 wrote:
What are the stats for the Cat Sith?

I don't liek to copy/paste things whole cloth so far ahead of the majority of people getting their PDFs. Instead, I like to tease things so that there's still some surprise and some joy of discovery.

So here's what I'll say about the Cat Sith:

Spoiler:

It's a Tiny Magical Beast that's CR2 and can trick foes into thinking they're cursed and/or cause unluckiness. :D

-Skeld

PS: That's all I got for tonight. I'm off to bed.

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xavier c wrote:
What does the Chosen One archetype do?

In a nutshell:

Spoiler:

It replaces Divine Bond with a familar that sort of acts a spirit guide to the Paladin (who doesn't know his/her true purpose/potential). The familiar eventually becomes an outsider.

-Skeld

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Notabrick wrote:

How does "Merge with Familiar" work?

What does the School Familiar do?

Spoiler:

Merge with familiar basically lets the familiar merge into your body.

School familiar more or less grants special, school-related powers to familiars and requires the character to take a feat (or 2 to gain greater familiar powers).

-Skeld

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Dragon78 wrote:

What are the monsters and what are they like, CR, basic abilities, etc?

I heard there was new art for Lashunta, so what is/are she/he/they like and were are she/he/they used?

Spoiler:

Monsters - Feranth (CR14, huge magical beast, like a big alien bull), Yarahkut Inevitable (CR14, inevitables tasked with making sure tech doesn't fall into the wrong hands), Marax (CR11, huge, boney, poisonous, T-rex without arms), Director Robot (CR10, large robots that enforce order/efficiency/productivity), Evaluator Robot (CR12, robots sent on scouting missions to potentially hostile planets).

There are some Lashunta. The art depicts a male mounted on a triceratops (?) and a female looking wizardy. There is a habitat that includes an entire Lashunta village.

-Skeld

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Luthorne wrote:
Skeld wrote:

I have my PDF if anyone has questions...

-Skeld

Well, Xavier C beat me to asking about the new archetypes, familiar archetypes, and spells, so...

...what's the deal with bloodline and patron familiars? And what new feats are there, particularly ones allowing other classes to snag themselves a familiar?

Edit: And he beat me to the feats, too!

Bloodline/Patron familiars:

Spoiler:

Bloodline familiars - Give up your 1st level bloodline power to gain a Wizard familiar that has an additional power granted by the bloodline (bloodline [ability]): Aberrant [squeezer], Abyssal [grotesque appendages], Arcane [spell catalyst], Celestial [heavenly touch], Destined [foretold touch], Draconic [dragon's flight], Elemental [dualistic energy], Fey [amusing familiar], Infernal [hellish aura], Undead [unliving physiology]. Bonus spells granted by familars are granted 1 level later than normal.

Patron familiars - At 1st level, replace normal familiar with patron familar, which gains an ability (Patron [ability]): Agility [supernatural speed], Animal [animal speaker], Deception [distracting], Elements [elemental touch], Endurance [endure afflictions], Plague [diseased touch], Shadow [fearsome shadows], Strength [strength of mind], Transformation [shapechanging familiar], Trickery [familiar's illusions], Water [amphibious familiar], Wisdom [preternatural wisdom]. Bonus spells granted by familars are granted 1 level later than normal.

-Skeld

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xavier c wrote:
Any new Feats?

Yes.

Spoiler:

Familiar feats:
Decoy’s Misdirection
Emissary’s Emboldening
Figment’s Fluidity
Guardian’s Return
Mascot’s Affection
Mauler’s Endurance
Polyglot Familiar
Sage’s Guidance

General feats:
Familiar Bond
Far-Roaming Familiar
Greater School Familiar
Improved Familiar Bond
School Familiar

Teamwork feats:
Group Deliver Touch Spells
Group Shared Spells

-Skeld

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xavier c wrote:

1)What are all the archetypes?

2)Any new spells?

3)what are the new Familiars?

Spoiler:

1 - Beastblade (Magus), Chosen One (Paladin), Duettist (Bard), Eldritch Guardian (Fighter), Familar Adept (Wizard), Homunculist (Alchemist), Lesy warden (Druid), Pact Wizard (Wizard), Spirit Binder (Wizard), Synergyst (Witch).

2 - callback (bard2, druid2, sor/wiz2, witch2), callback, greater (bard5, druid5, sor/wiz5, witch5), disrupt link (antipaladin2, bard3, inquisitor3, sor/wiz2, witch2), duplicate familiar (alchemist4, sor/wiz5, witch5), empathy conduit (shaman5, sor/wiz5, witch5), merge with familiar (alchemist2, sor/wiz2, witch2), soulswitch (bard5, cleric5, druid5, magus5, shaman5, sor/wiz5, witch5), transfer familiar (sor/wiz6, witch6).

3 - Kvantum covered new familiars.

-Skeld

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zergtitan wrote:
What are the new Items? What do they do?

Items from the appendix:

Spoiler:

Arms of the Iron God - Tech artifact that replaces users arms and spine to give some bonuses (+4 Strength) and claw attacks (each hand is a +3 shocking burst battleaxe, plus a couple other bits.

Divinity Drive - Tech artifact that has a long write-up and does several different things. What's important is that it is Divnity's power source and creates wormholes (as gate), more or less.

Enhanced Fengar - Food source that removes fatigue/exhaustion, grants bonus to saves for 24 hours.

Memory Facet - Like other facets described in previous chapters. Creativity (+6 to AI Cha and more!), Cruelty (+4 damage and more!), Instinct (+6 AI Wis and more!), Intuition (+2 ref/Init and more!), Logic (+6 AI Int and more!), Psyche (+3 to saves and more!)

Mindmelder - Helmet that connect you to VR.

-Skeld

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I have my PDF if anyone has any questions...

-Skeld

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I have my PDF if anyone has questions...

-Skeld

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Magic.

Next question.

-Skeld

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Wow, this thread has been entertaining. If nothing else, it makes me glad that I decided not to partake of PFS because who wants to play for some random GM that goes full derp.

I use Hero Lab and I've found it to be as accurate, or more, than the hand-drawn, P&P character sheets I used until I adopted HL in 2010. It lets me create an NPC in a fraction of the time I used to spend on P&P and every minute I'm not using to wrangle +1's is a minute I can devote to something cool for my group. Time is the most important thing to be. I've got a career, kids, family, house, etc. and so forth, so "system mastery" is something I haven't bothered with for 10 years or more. I know the rules I need to know to run my game the way I want to run it (and the way my players enjoy) and that's what's important to me.

On the subject of character sheet/statblock errors... look at the errata threads for Bestiaries and Codices. There are statblock errors in virtually every product that includes statblocks. Picking out a single tool from the litany of options available for generating characters/statblock and beating it up is a waste time.All the various methods available to players and GMs are ultimately flawed in one sense or another.

-Skeld

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Second Darkness, because James has said previously that he thinks he can "fix" the "problems" with it and I'd love to see what that would look like (and having two versions of it would be cool).

Excepting that, either Curse of the Crimson Throne or Legacy of Fire would be equally as good.

The idea about updating Wrath of the Righteous is intriguing.

And, finally, I'd like to add that Savage Tide is a truly awesome campaign.

-Skeld

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I am currently running RotRL for 7 players (we started with 6 and added another at the beginning of Chapter 5). I've made some small modifications to the treasure pay out, but these are mostly minor such as:
When I modify an encounter for 7 players, some of the enemies I add might have some magical loot items.
I generally don't change the treasure from what's listed in the book. When I do, I generally swap out an existing item for one of equal-ish value that I expect to be more meaningful to a particular party member.
Next one:

Spoiler:
In Longtooth's cave near Jorgenfist, I added an encounter with a number of young dragons and added a randomly-generated dragon horde as a reward to the players.

For the first half of the AP (through HMM), some of my players belly-ached about being below the wealth level they thought they should be at (Greed points for you!). This is partly because the AP is light on wealth for the first half and because the heroes had to pay for one, maybe 2, raise/res spells. Those can be very wealth-depleting at lower levels.

The second half of the AP (from FotSG), the wealth handed out by the AP starts to increase. Currently, my 7 players are exploring Runeforge and have more than sufficient wealth.

Also, when you have more than 4 or 5 players, don't be afraid of using character/group wealth as an additional tuning knob that you can use to dial in the difficulty of your encounters. If you start to think their gear is too good, then dial back the wealth you include for a couple levels.

-Skeld

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Mathius wrote:

Just realized a missed a big one: Simulacrum.

Not sure how this needs to change in order to prevent abuse.

Do your players regularly abuse the things you've listed, or are you attempting to "head them off at the pass"?

Unless they are frequent abuses, I'd advise giving them the benefit of the doubt first. If they then start abusing (for example) the crafting rules, I'd ask them to politely cut it out. If they don't stop at that point, then I'd consider either changing the rules or, more likely, just telling them that rules exploit doesn't work anymore.

-Skeld

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Posts like this make me thankful that the friends I game aren't trying to constantly use rule exploits to break the game world.

-Skeld

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alexperience wrote:

My group is beginning the Hook Mountain Massacre and something seems odd: At the end of the Skinsaw Murders, the PCs found a letter to Xanesha from an anonymous source (not signed). It doesn't say who the letter is from, but it does call Xanesha a sister. The PCs have assumed they are looking for a brother because it is not specified.

My question: There are a lot of strong hints at the beginning of the Hook Mountain Massacre, that point to the Paradise and Lucrecia, but the PCs aren't picking up on them,

  • How should I handle this?
  • and also, did we miss something that would have been a more obvious hint that they should be looking for Lucrecia, or does that unfold later?

Thanks for your help!

It's ok if your players are missing the clues that point to Lucretia. The adventure very clearly leads to her toward the end when her reveal takes place. If your players are unsuspecting, that will make for a bigger surprise and maybe lead to a few "so that's what that meant" realizations after the fact. With luck, it will cause them to pay more attention to the little details in the future (I've had several instances now of my players trying to connect the dots and coming to hilariously incorrect conclusions that are very entertaining for me). :D

-Skeld

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The earlier chapters are light on loot, while later chapters are heavier. I haven't calculated how light or heavy any particular part of the campaign is, because frankly, I don't feel beholden to WBL.

-Skeld

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Monks are Lawful so that we may have highly-organized, orderly arguments about them.

-Skeld

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Ms. Pleiades wrote:
I'd ask the paladin to make sure he relieves himself very very far from camp at night for a few days as well.

The Paladin is destined to poop Omox Demons for three straight days.

-Skeld

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Greylurker wrote:

how long do we have to wait for new SHIELD anyway?

I know we got Agent Carter in it's place for the next little while but kind of curious to see how this Inhuman's thing goes

Agents of SHIELD comes back in March.

Agent Carter starts in January.

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There's not enough info in the OP to determine the experience level of the GM/group, so saying things like "it's sounds like an inexperienced GM" is unfair. For example, I do many of these and I've been GM'ing since 3e came out (and long before that with previous editions, too). My group and I have arrived at what we think are the things worth spending time on and the things that aren't (like haggling; none of us want to spend the entire session, or even a significant portion of it, shopping).

Many of the items on this list strike me as time savers, instead of laziness or inexperience. For another example, I don't use random encounters because I've come to consider them filler encounters that don't drive the story forward, but instead take away time for encounters that do drive story (I also don't like "random" encounters that span the range from "cakewalk" to "TPK bait"). As I've told my players before, every encounter is a relevant to the campaign's overall.

There are a couple things on the list I can't get behind, namely lack of roleplaying and failure to adjust for larger parties. Again, there may be a reason why the GM/group doesn't do this. The best way to address any of this is to talk to the GM.

-Skeld

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I read somewhere that he said something to the effect that he prefers not to watch trailers or early footage because it spoils part of the movie-going experience, or something of that nature. That seems like a perfectly valid reason to not watch the trailer.

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Murdock Mudeater wrote:

Examples:

-Does not require animal companions to ever make any checks via handle animal.
-Does not allow companion/familars to have their own intiative step.
-just gives us listed value for items, not allowed to even attempt appraise to increase value in trade.
-Impossible to use stealth skills as DM doesn't use terrain from the pre-generated adventures, just uses blank rooms...
-Effectively gives casters the eschew materials feat for free, also permits gold exchange for material costs.
-Considers role playing characters to be derailing the group sessions. This isn't just the DM, many of the players have this attitude.
-no random encounters, no attempt to increase CR (or loot) if number of players exceeds the recommended number for a pregenerated adventure.

As a GM, I'm guilty of a number of these things and I'm rather unapologetic about it. There are rules I ignore and rules I outright break in order to 1) cut down on the hassle factor, and 2) keep the game moving forward. Every group's style is a little different and that's perfectly acceptable. If your personal style doesn't mesh well with the GM or rest of the group, talk to your GM about it.

-Skeld

Grand Lodge

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Fourshadow wrote:
If these are non-magical (Mishan's Melodious Feather, Songs of Shazathared), what do they do? I was getting excited for another Masterpiece or something with that Song...sigh.

Take heart...

Spoiler:

Mishan's Melodious Feather allows whoever posses it to attempt Knowledge (history) checks concerning Qadira. It's described as a historical relic with the history of Qadira etched into the shaft in tiny writing and it hums like a tuning fork when struck.

Songs of Shazathared is a scroll containing 50 ancient tales, mostly detailing the binding of Rovagug by the other gods and the fate of Rovagug's spawn. A Bard can pay the normal Masterpiece fee and learn a Masterpiece called Ballad of the Warding Princess (oratory, sing).

-Skeld

Grand Lodge

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Major_Blackhart wrote:

So, any awesome melee weapons in this one? Kevoth-Kul got a magic or techno weapon?

What about Ozmyn Zydow?

Spoiler:

Kevoth-Kul carries a +3 adamantine furious greatsword and a +1 returning throwing axe.
Ozmyn Zaidow uses a null blade.
There's also a weapon called a starfall spade, which is a +1/+1 monk's spade. It holds 10 charges and consumes 1 charge to deal plasma damage (1 fire, 1 electricity) on a hit. The user can also spend all 10 charges to fire a 40' ranged touch plasma beam (4d6 damage, half fire/half electricity).

-Skeld

Grand Lodge

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Littimer wrote:
Can someone elaborate on the Pernicious Stab feat? Depending on how it is worded, it may actually make poisoner PCs useful, which has me pretty excited.

Spoiler:

Requires Sneak Attack +2d6. For every 2d6 of Sneak Attack damage you forgo, you get +1 to the poison's save DC.

-Skeld

Grand Lodge

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xavier c wrote:
Can you live inside the Bamboo Palace? is it a home?

Spoiler:

Nope. It's a bamboo bonsai that's been shaped in the resemble Hwanggot’s famous royal palace. It weighs 10 pounds. This is the kind of item that presents a roleplay opportunity to the players because it's the type of item that the royal family might pay handsomely for it's return.

-Skeld

Grand Lodge

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zergtitan wrote:

Other than the two previously mentioned archetypes, are their any others? What are they? What do they do?

What new magic items are there?

What are the giantslayer campaign traits?

On the cover images shown, what are the iconics for this AP?

Spoiler:

Archetypes: Goliath Druid, Titan Fighter, Vexing Dodger

Magic items: Axe of felling, earthcild faceguard, effortless lace, grasping bolas, harp of slumber, impact gauntlets, manteau of the mouse, shrivelblade, smuggler's sling, trollbane blanch, trollblood elixir.

Campaign traits: Artifact Hunter, Dragonfoe, Dwarf-Trained, Giant-Blooded, Giantslayer Scion, Orphaned by Giants, Roll With It, Student of Giantkind, Trunau Native, Vexing Defender.

Other traits: Chilled by Brutality, Enchanted by Giants, Giant Ambivalence, Giant Dodger, Giant Investigator, Giant-Harried, Scrambling Servant.

Iconics: I can't really tell. The image is small, but I think I see Harsk in the background.

-Skeld

Grand Lodge

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Shisumo wrote:
Imma go out on a limb and assume they tested for that too.

I chalk it up to TV storytelling magic. Cut out the boring, mundane details and talk about the important stuff.

Grand Lodge

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I doubt Pathfinder 2e is going to be the panacea that many people seem to expect. Any new edition is going to be backward compatible to the current edition because Paizo isn't going to want to alienate at great many of their customer base by invalidating their entire current catalog (at least the mechanical bits of it).

It's more likely that pathfinder will issue stealth changes through books like Unchained, where the "edition change" is really just a new set of options that can be played alongside existing options.

-Skeld

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