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captain yesterday wrote: I have to admit, it looks really nice on the shelf next to the Runelords and Kingmaker hardcopies. , Na, the three hardbacks merely make a nice separation between all 186 AP volumes (187 is still in the post) and the printed adventures.
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Running the Kingmaker 2E AP for 1E will still require the 1E AP books. The Bestiary only gives you the stats blocks not in the 1E AP. How your party finds the encounters is entirely up to you and your players, how many are they, how min/maxed are they, what stats and books are you allowing. In other words the same as any other AP...
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'Chapter 7' of Strange Aeons is reaching it's climax, despite many covid related delays. Hopefully only 2 or 3 sessions to go. The Level 20 Mythic 4 characters have arrived in time looped Carcosa. All they have to do is proceed to the palace and slay Hastur, having amassed the ritual and components to kill an un-killable Great Old One and allow Cassilda to free the souls of her people. Unfortunately the only original PC has violated time and space so many times that he has attracted the attention of the Arch-Lord of Tindalos Mh'ithrha, which has arrived to 'smooth out' some temporal anomalies. This character had taken the Path of the Bound from Legendary Games' Mythic Character Codex, saying he was drawing on the Mythic power of ancestor. All good. Despite many requests the PC's player had never supplied details of said ancestor, so I wrote something up, and Mh'ithrha in its multi-billion year journey stopped in the convert said ancestor to a Tindalosian Hybrid (see Chaosium's Malleus Monstrorum Vol. 1, p140) and bring it along. Chance of Yog-Sothoth intervening? Medium to Good.
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I applied the Commando Construct template to a mythic Annihilator Robot from Legendary's Games Mythic Monster Manuel, which worked out as a CR22. There were 5 19th level Mythic tier 3 PCs and as it was the first encounter of the day it should have been a walkover/resource drain. With the special attacks from Commando Construct of Brutal Attacks, Extra Attack and Retaliatory Strike by the end of the 2nd round the party was in deep trouble with the cleric reduced to a -150hp or so red mist from multiple chain gun criticals and the fighter down to about 40hp. I had to tome it down to avoid a smart characters teleporting away never to return/TPK. I have also applied Implacable Stalker and the Nightmare Lord to a Bogeyman. The most feared/memorial villain I ever did was a awakened, agile (mythic) vampire cat witch 13. Of course it had a cat familiar which was one of its descendants and physically identical. Also remember for negative energy charged creature, Advanced Bestiary has a 6th level spell that gives it out...
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If you go by Strange Aeons then PF1 fantasy amnesia does change your alignment. It also reduces you to first level because you have forgotten how to use all your class abilities, so it probably doesn't matter if smite evil works or not, because a 1st level character is going to get one-shoted.
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AceofMoxen wrote: I've heard this before, but I can totally read numbers in my dreams. I don't know why people keep saying it's impossible. Am I that unusual? I've dreamt character creation including min/maxing numbers. Maybe where're special...
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Not strictly an adventure path, but I'm still running a 'book 7' of Strange Aeons. The PCs, currently Lvl 20, 3 Mythic tiers, have returned to Spoiler: . If they can recover the libretto of Le Roi Jaune they will be able to understand how to enter the time space/vortex at the center of The (Carosaian version of) The City of Lights Spoiler: and defeat Carcosa/Yhtil[ Spoiler: once and for all. The PCs will gain one more mythic tier before the final showdown. This campaign has been running since 2016, my longest ever. The King in Yellow/Hastur
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My 'Chapter 7' of Strange Eons is currently on hold due to the Sydney lockdown. The level 19 mythic tier 3 characters are attempting to obtain an Elder Sign an a planet that is totally not 'R'yleh'. We were meeting once a fortnight on Wednesdays.
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Me:
Purity Male middle-aged human (Chelaxian) psychic (magaambyan telepath) 20 (Pathfinder RPG Occult Adventures 60) N Medium humanoid (human) Init +0; Senses Perception +10 -------------------- Defense -------------------- AC 8, touch 8, flat-footed 8 (-2 Dex) hp 105 (20d6+23) Fort +7, Ref +4, Will +12 -------------------- Offense -------------------- Speed 30 ft. Melee unarmed strike +10/+5 (1d3) Special Attacks hardened fists, phrenic amplifications (mind's eye, psychic defense, psychofeedback, telepathic targeting), phrenic pool (10 points) Psychic Spell-Like Abilities (CL 20th; concentration +28) 1/day—commune with nature, detect thoughts (DC 14) Psychic (Magaambyan Telepath) Spells Known (CL 20th; concentration +28) 9th (6/day)—form of the alien dragon III, psychic image[OA] (DC 27), regenerate 8th (7/day)—mass charm monster (DC 26), fey form IV[UW], glimpse of the akashic, moment of prescience, rend body IV (DC 26) 7th (7/day)—heal, mass hold person (DC 25), mage's magnificent mansion, simulacrum, greater teleport 6th (7/day)—major curse[UM] (DC 24), disintegrate (DC 24), greater heroism, liveoak, psychic surgery[OA] 5th (7/day)—mass charm person (DC25),mass debilitating pain (DC 23), feeblemind (DC 23), overland flight, mass suggestion (DC 23), teleport, threefold aspect[APG] 4th (8/day)—charm monster (DC 22), claim identity (DC 22), dimension door, fear (DC 22), greater invisibility, out of sight (DC 22) 3rd (8/day)—akashic communion, heroism, greater longstrider[ACG], communal resist energy[UC], tongues, voluminous vocabulary[UI] 2nd (8/day)—bullet shield[UC], delay pain[UM] (DC 20), eagle's splendor, fox's cunning, hypercognition[OA], investigative mind[ACG], lesser restoration 1st (8/day)—comprehend languages, hermean potential, ill omen[APG], moment of greatness[UC], touch of the sea[APG] (DC 19), true skill, youthful appearance[UM] 0 (at will)—detect magic, detect poison, detect psychic significance[OA], light, mending, message, open/close (DC 18), prestidigitation, read magic Psychic Discipline Enlightenment -------------------- Statistics -------------------- Str 10, Dex 7, Con 12, Int 26, Wis 11, Cha 16 Base Atk +10; CMB +10; CMD 18 Feats Amateur Investigator[ACG], Conceal Spell[UI], Craft Wondrous Item, Deceitful, Eldritch Heritage[UM], Encouraging Spell, Extend Spell, Improved Eldritch Heritage[UM], Improved Unarmed Strike, Quicken Spell, Skill Focus (Disguise) Traits mathematical prodigy, reactionary Skills Bluff +30, Diplomacy +23, Disguise +9, Fly +11, Knowledge (arcana) +21, Knowledge (chemistry ) +31, Knowledge (engineering) +24, Knowledge (geography) +21, Knowledge (history) +26, Knowledge (local) +21, Knowledge (Mathematics) +31, Knowledge (nature) +21, Knowledge (physics) +31, Knowledge (religion) +14, Perception +10, Sense Motive +23, Sleight of Hand -1, Spellcraft +26 Languages English, French, German, Italian, Japanese, Madarian, Russian, Spanish; telepathy 100 ft. SQ empty mind, expanded awareness, focused trance, know the land, mutable flesh, nature’s command, patient insight, wild mind -------------------- Special Abilities -------------------- Amateur Investigator (8/day) Your knowledge is more than plain smarts - it's inspired. Prerequisites: Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature. Benefit: Like an investigator, you have the abil
Phrenic Pool Ability: Wisdom.
I turn myself into the government, rest and heal. In the long term I party on and push the boundaries of research. With 67+d20+d6 (roll 4 times on the d20 and take the highest) knowledge checks.
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Learned of the existence of D&D from the April 1977 fantasy issue of Battle for Wargamers. Think I got the blue cover basic set for Christmas that year. Bought the AD&D hardcovers as they come out. Played every since, Bought Dragon and Dungeon on and off through the years, got (re-)hooked on Dungeon shortly before Age of Worms. Wasn't a subscriber as postage to Australia didn't work, but harassed several FLGS to get every issue. Read about the coming changes here on the boards and signed up immediately.
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Hi James, Avistan has opera, but does it have ballet? If so does ballet costumes include tutus, which seem to date form the 1820s. Running an extension of Strange Aeons which will include a return to Paris and the Opera Garnier. Wondering what sophisticated PCs from Taldor and Cheliax would recogise... Thanks in advance
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Our grouped finished the campaign last weekend after more than three and a half years of play. We were using 25-point buy, the disease and poison rules from Unchained and the expanded fear and sanity rules from Horror Adventures. The party were lvl 16 for the climax and consisted of the following: a dwarf mutagen warrior fighter, the only original surviving party member, a human abomination psychic (played by me) who joined the party after an ill-planned raid on the fort in Thrushmoor in book 2 and had absorbed the memories of an original PC at the oasis in the Dreamlands at the end of book 3, a human mesmerist and a half-elf cleric/rogue of Calistria. The party was well aware of the importance of good will saves with even the dwarf having a will save in the low 20s. The first two encounters went pretty much as written thought the party fully expected to face a powered up Tatterman and were kind of disappointed when it didn’t happen. As the party approached the hedge surrounding the tower the psychic cast a LOT of buffs, as it was obvious that the end was nigh. The party attempted to fly to the top of the tower, making all the saves from triggering the Yellow Sign. The fight against the shrike worms stretched out as the fighter was quickly fascinated and sat out the fight, the worms eventually falling to de-buffs and were slowly hacked to pieces. The party prepared to dimension door to the roof, but the DM refused to let us and informed us we had to enter through the tower. Knowing the party would have steamrolled the cultists, he replaced them with three gold golems which drained a lot of party resources before the were destroyed and the party prepared for the last showdown. The party charged up to the roof, not really knowing what to expect. Like other parties, we didn’t really know who the witch was. A couple of players assumed she was the “Bag Lady’ Loomis who had fallen to a one shot crit from the dwarf so long ago. Everyone made the DC 34 will save sanity check for encountering XD/Lowls and the fight started. The DM had boosted Ariadnah to lvl 17, so she sent the cleric/rogue off to a Maze of Madness and Suffering. Not a great way to spend the ultimate encounter. The Mesmerist hit XD/Lowls with a Euphoric Tranquillity which managed to shut it down for a round. The party decided they couldn’t repel spell power of the witch’s magnitude, so moved to concentrate on her. She survived a round by casting Harm, but against the hasted party with even the psychic going for physical damage with a Form of the Nightmare Dragon and Glimpse of the Akashic, she was soon down. The party turned back to XD/Lowls who attempted a Greater Dispel Magic against the fighter, but rolled poorly, failing to dispel the Mind Blank, the encouraging Greater Heroism, or even the Freedom of Movement which pretty much doomed it. The Mesmerist took some aflection damage from the Star Seed's Dread Decay but mostly the paper kept rolling their fort and will saves. The Star Seed soon fell to a bite attack from the psychic/dragon who is still trying to get the taste out of her mouth, though as always the vast amount of damage was down by the axe of the fighter. The cleric/rogue eventually returned after about 30 rounds, on 0 sanity and with about 5 greater insanities. We all agreed this was one of the best campaigns we had played in any system over many decades of gaming. I pitched a continuing the campaign proposal to the group, which was accepted, so we changed DMs and the party levelled up and gained a mythic tier. I hope to post in the future how this turns out.
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There's a capstone for every class, I counted 39, plus 12 more any 20th character if they meet the criteria for it, like having a familiar, or being able to channel energy, or have 4 bonus combat feats, etc, plus there is a grand hex and a grand discovery (called Vast Explosions) you can take in place of a capstone. The relics, or Legacy items, are Bracers of Antiquity
No mythic stuff, but I saw one capstone which is a third party mythic feat plus a magic item.
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I'm playing a psychic in Strange Aeons. Started at lvl 4 as a replacement character and am currently at lvl 13. I choose the Abomination discipline as the dark-half feature gives me the all important immunity to fear, though we are using the expanded fear and sanity rules from Horror Adventures. Playing a human for the FCB has been invaluable. For tactic, from lvl 4-11 our party had two massive damage dealers, a brawler and a fighter, so I mainly really on support - haste, bull's strength, heroism, fly to buff them so they could slaughter everything. For offensive I went with a pain focus: Inflict Pain, Debilitating Pain and mass Debilitating Pain with the last two being encounter killers when they worked. There are a lot of foes immune to mind effecting: I use magic missile, force burst and disintegrate against such. Thought Shield has kept me sane. Hypercognition is perhaps too good for this campaign. Amplifications so far are Overpowering Mind, Will of the Dead, Relentless Casting and Dual Amplification, seems pretty standard choices to me.
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Name Negishi Hisako
Name Pick
Name Konrad Von Brunsen
The Whisper Out of Time
The Whole Sad Story Gathering outside Mun's Infirmary, the PC's (those above plus Cristen, Monk [Master of Many Styles] 1/ Brawler 10) deciding to dimension door into the attic space. The Dark Young was despatched quickly, but not before Cristen failed his Sanity Check (we are using all the rules in Horror Adventures) and developed an immediate case of Schizophrenia. Whilst this was noticed, several PCs had developed numerous insanities in the Dreamlands and it was felt Cristen could carry on, if in a reduced capacity. The party continued down through the Infirmary, encountering significant difficulties with the Hellwasps, as only Hisako had any anti-swarm ability and she was one Fort save away from death before she defeated them. Entering Mun's Study, the party began to study the paintings, summoning the Dorvae. The stress of this caused Cristen to slip into a confused state. The dice determined that he perceived Hisako as an enemy, and using his pummelling style he charged her. Despite rolling 5, 1, 5 and 1 on his to hits, she was caught flat footed and without defences up she succumbed to the flurry of blows. On seeing this Pick decided that vengeance was due, and enacted a deeper darkness to give herself an advantage. Konrad, who was devoted to Hisako, also decided to end Cristen, but engaged the Dorvae in the mean time. Pick moved next to Cristen and unleashed a rain of sneak attacks, but failed to drop him. Having been attacked, Cristen activated blind flight and punched on with a full attack against Pick, killing her. Cristen again rolled attack nearest creature, this time targeting the Dorvae, dropping it after it had taken heavy damage from Konrad's use of warrior spirit. Konrad retreated, hoping to outlast the darkness which was crippling his chances to hit, but the dice again directed Cristen to charge him, inflicting heavy damage. Realising the fates (dice) were cursed, Konrad retaliated with his own full attack, but the concealment granted by darkness meant that only one hit. Cristen remained standing on 3hp, and his reply meant the end of Konrad. Cristen's confusion faded to have him find his arms soaked with the blood of his comrades up to the elbows. He let rip a cry of anguish... Discussions are continuing as to where the game goes from here...
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It's really disappointing that we're getting a book on deities that no one has every heard of, but we still lack obediences and boons for the major deities of Tian Xia or Osirian, both of which I assume have far more player support than the nob-entities of this book. Won't be buying.
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Gorbacz wrote: Given that across history a regiment could be anything from two companies to an entire arm of service, this is a non-issue. Considering that, as a military historian, I'm fully aware of the broad definition of the term 'regiment', if the example offered was even remotely close to any of the above, I'd cut them some slack. "Two dozen or so soldiers" is not a regiment.
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The Twilight Child is, on its own, a good solid AP chapter, but as a successor to the superb Songbird, Scion, Saboteur and placed in the AP as a whole, its a real let down. As others have said, too few social options, too many swarms. Firstly we get absolutely nothing on the big picture. On the inside cover we get another map of Taldor showing the 'territory' of the various factions. But except for two of them (for which we get names for, which I don't happen to like, and know the leaders of) we have absolutely nothing. Who is Nazerei? What does he/she stand for? What is her/his claim to the throne? etc etc... We're in a period called the War for Crown, but what does that mean? We've told publicly killing important members of another faction is not possible, but what is? Is this a war? If not what? What are the various factions doing (and not doing) to achieve power? How is the populace responding? Can I form a street militia to consider the streets of (....) in favour of Eutropia? What's happening in the rest of Taldor? So many questions, no answers. I get that Paizo wishes that politics doesn't exist, but all this chapter did is turn me into a starving mushroom. What was in the support articles was really cool, but they really needed to be about more about the campaign. Lastly it seems that no one at Paizo understands what a regiment is.
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The best RPGs are intrinsically linked to their settings. Can you imagine Traveller without the Imperium? Runequest without Glorantha? Call of Cthulhu with the 1920s? WOD without the WOD? D&D without Greyhawk? Please keep Golarion as core to the game.
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Jurassic Pratt wrote: Because there are real world examples of people being named that way? Doesn't matter if actual historic royalty was as Taldor is a made up country in a fantasy world. That can easily just be their tradition. Please supply an example of a real world monarchy that uses this naming system.
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Slyme wrote: DPS is a pretty common acronym in the gaming community...it stands for Damage Per Second...it is more common in video games...people in the Pathfinder community tend to use Striker and DPR instead. . Thank you. I googled it and got Deposit Protection Service and (Texas) Department of Public Safety... I've been gaming since 1977 or so and it don't mean nothing to me, ain't no seconds in Pathfinder.
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Mirror Serpent :
Large Magical Beast CR5 can turn invisible, reflect spells, and has a rider on its bite's grapple. Plizeazoth :
Huge Aberration CR12, cross a stingray and aboleth... lots of defences, spell like abilities, releases slime and a mucus cloud, it's tentacle attacks drive home psychic spikes. Portunus : Huge outsider CR16/MR6, 4 armed humanoid formed water elemental linked to natural harbours. Can turn into water, mess up boats and grant a boon to those it finds worthy.
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Tried to keep to spirit of the challenge and didn't over optimise (ha ha with mythic, though sword of valour archetype is subpar...). Didn't use deific obedience as its not properly supported by Herolabs (diverse obedience for this goddess). did try to incorporate feats, magic items and spells. A few things from Legendary Games mythic stuff might have snuck in. Only spell up is greater Heroism, though I improved the enchantment bonus on the Bastion of the Inheritor to a +5. Iomedae
Prerequisite: Smite evil class feature, base attack bonus +5. Benefit: When you choose the target of your smite evil ability, you also choose one cre
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Eric, as a fan of J-horror and owner of Kuroneko, Onibaba, and Kwaidan, and someone who would love to see Jigoku, let me recommend: Obayadhi Nobuhiko's House, Miike Takashi's Audition, Nakata Hideo's Dark Water, and Kurosawa Kyoshi's Pulse, which I'm re-watching now. The last three are on Arrow Blu-ray, the first on Criterion. Also a film I learnt about here on paizo.com, Uzumaki, (Spiral), from a managa by Ito Junji, though the commonly available source form dsicotekmedia has a horrible green tinge. Anything by Sono Sion, be it horror or not, though perhaps especially Suicide Club or Exite, the latter of which provided an bestiary monster.
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For question 1: CR16 + 2 x CR12 + CR5 CR5 is too low to mean anything in this situation. 2 x CR12 is CR14 (2 x CR(x) = CR(x+2)) CR14 + CR16 = CR17 (CR(x-2) + CR(x) = CR(x+1)) Try and add lower CRs to get a higher one and use the rules for multiples of the same CR. Start low. Or just add up the XP values of all the creatures in an encounter and see what CR that equates to.
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Benchak, Spoiler: I totally agree with your line of thinking. I was going to add my thoughts of say 1895-1905, but decided the setting is actually quite timeless. At least one of the real-world analogs didn't close until 1950. I like the cabaret references; I was expecting the Grand Guignol.
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Eric, Paris:
Your PCs do not get the chance to visit 1920s Paris. They get to visit a gloomy Paris like place, but there's no feeling of the '20s there, at least to me. The continuing the campaign article has a 'You should play Call of Cthulhu' section with a mechanic for a link to your old PCs, but no 17th level Pathfinder types lose on the Left Bank. Ghatanothoa: Yes!
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