There are many more investigator model characters than Sherlock Holmes, CSI, or the film-noire gumshoe.
What these have in common are two aspects: Research and Interviewing subjects. In some cases, the research is done by another, but the interviewing is done by the investigator himself.
Interviewing: A type of guided/targeted "Gather Information" Diplomacy check, in which the result is one or more pieces of information about a specific subject (a person, a family, an event, etc.) of interest, rather than current rumors in the area.
Research: This probably needs a new mechanic altogether. The mechanic should be available to all classes, but the Investigator should be able to excel at it, similar to the Ranger's bonus to Track and the Alchemist's bonus on crafting Alchemical Items. Assuming Research is a new skill, each successful check turns up 1 additional piece of information; DC for more rises based on the number of "facts" already gathered (by 2? 5? each).This allows Knowledge checks to go back to being "what you already know" and Research becomes the means of adding to that.
This is the older playtest document, not the Advanced Class Guide document.
Check out the Inner Sea World Guide (pp.33-37) for the canonical information. There's a rough timeline for a lot of these items.
The first item in the Age of Anguish is about the start of re-building, 1,000 years after Earthfall. That's when Post-Apocalyptic stuff happens; when the surveys of what was left behind begin. And both the Orcs and Dwarves have arrived on the surface by this point.
The Pathfinder Society is listed as being founded in Absolom in 4,307 AR.. about 400 years before before the current date, and 9,500 or so after Earthfall.
I would be ok with any of them. I think I lean toward #1 for all the people who don't have the templates in other forms, and who don't use the internet religiously enough to get them there.
I'm also a bit more curious on the handling of some others.. like any that have been "partially updated" by Paizo by being used in AP volumes. For those, I think I'd definitely like to see Option #1 followed (full conversions that "match" any partials used in the APs).
The letter codes were used mostly on the 3.5 modules. They were a bit of nostalgia, as the old D&D modules used similar letter coding to identify related modules (G1-3, D1-3, Q1, etc.)
In Paizo's case, the letter codes also identified broad themes:
W was for Wilderness
Well, I can take an AP over to Kinko's and them blow up the image, but it rarely looks nice. The artwork is done for each AP, they just need to expand and print it. Though the cost of doing such is high, you could off-set it by selling each pack at say $ 2.00 a pack and have them set up like the map packs. If I knew how much each card costs them to produce, I would have better figures. Essencially, try to make 75 to 100 percent profit. Though costly it may be to us, I imagine that they could start by printing say, 1/10 the number of books they print, and release them on opposite months of each AP.
You're not the first to suggest something like this, and the problem is... it doesn't work like that.
The art is commissioned at a particular size. Scaling it up or down, no matter who does it, results in exactly the same poor image you see when you do it at Kinko's. To do it properly, a separate version of the map would need to be ordered and paid for, one that is several times the size (and thus cost) of the map as it is published in the AP volume.
I'm not sure where you're looking, but there are stat-blocks for many of the cities and towns in various places. Many are in adventure sources, where the stats will come into more use.
Note that pre-GameMastery Guide, the stat-blocks followed the 3.5 format (mostly), and some of the cities were statted out in 3.5-era products (before the Pathfinder rules set was finalized).
Some recent ones, from memory:
The Magnimar sourcebook has stat-blocks per district, a nice example of how to do a larger city with distinct neighborhoods.
Generally, any AP that spends time in a city or town has a stat-block for it in the first book that reaches that settlement. For that matter, any adventure module that spends time in a city or town usually has an appendix for that, as well. Crypt of the Everflame had the town of Kassen in the appendix, for example; although Masks of the Living God did not have much, as I recall, for Tamran.
@Darkholme, some of the organizations are provided in the Faction Guide, and there are some similar "schools"-like organizations in Inner Sea Magic. Presumably, there should be more martial-oriented ones in Inner Sea Combat when then comes out, but it remains to be seen.
PDF is available Oct 30th. The hardcopy is out. Or did that book also fall into the "issues with shipping"?
The PDF releases on the same date that the hardcopy is expected to be released. If you're seeing the hardcopy on sale somewhere, then someone has broken the "street date".
I started doing this previously. The Gold Goblin is an immense building, with lots of rooms. Total "spaces" is 747, as I counted them. Even ignoring some of the rooms, it seems like at least:
Game room x9, Storefront x2, Guard Post x1, Vault x1, Office x4, Kitchen x10, Bar x4, Lavatory x1, Bedroom x4, Lodging x1, Bunks x1, Sitting Room x5, Storage x2, Infirmary x1, Animal Pen x1, Battle Ring x1
First, remember this is an abstraction.
It is intended to be a simple system for PCs to run businesses. If the PCs don't want to run the Team as a business, they are not a Team in the Ultimate Campaign sense, and you can use the regular rules for Hirelings to handle that.
As to the upgrading.. as an abstraction, it is perfectly justifiable to say you have replaced with L1 guards with L3 guards. Upgrading can mean replacing the people, not just training up the ones you have.
An Inn is a Building, not an Organization. An Organization is made up of Teams, a Building is made up of Rooms. Rooms come with basic staff, so you don't need to hire anyone else to "work" the Rooms. If your players want to be 5 different Inns, they can be.. but since that's well outside the normal use, you could say that they are each in competition with the others. At that point, you're in house rules territory, and how you handle it is up to you. In a small settlement, giving them each a roll, but applying a penalty for each competitor (like -2 per, for -8 total with 4 competitors) might make sense.
Re: The Shaman
One element I really liked was that the Shaman's versions of Dispel Magic, Remove Curse, and Remove Disease involved the Shaman entering the spirit world and battling a creature of CR appropriate to the effect being removed.
Something with that kind of flavor would be great.
Pathfinder Adventure Card Game: Fortress of the Stone Giants (Rise of the Runelords Adventure Deck 4)
Pathfinder Adventure Card Game: Fortress of the Stone Giants (Rise of the Runelords Adventure Deck 4)
Actually, Psyren, you are incorrect. A temporary bonus to any statistic only increases the mofifier for that statistic. Other effects, such as additional skill points and carrying capacity are not affected. This is described in the Core Rulebook.
The spell Ant Haul in the Advanced Players Guide exists to specifically enhance carrying capacity without affecting the attack and damage modifiers gained from Strength, the complement to Bull's Strength in the Core.
Pathfinder Reference Document wrote:
I think it is more intuitive to increase the modifier, but unfortunately, it does not say "apply a +1 bonus to the modifier", it says "apply a +1 bonus to the skills and statistics listed", and then specifically lists melee attack and damage rolls for Strength.
Any similar books published before the end of an edition's life-cycle are generally obsolete before they finish being printed.
So far, the general tone of comments has been "We haven't really put any work into it yet", so I would not expect it to be so.
There are no automatic benefits, if that's what you mean.
The PC can expect a more sympathetic ear from the NPC follower of the same deity.. usually.
Generally, some NPCs might offer a "Boon" that might be easier to get from someone of the same faith. See the Gamemastery Guide NPCs here on the PRD for examples of Boons.
Otherwise, you can use that to reward good role-playing. If the PC has played true to the tenets of his/her faith, for example, the NPC priest might offer a small discount on the costs of potions or religious supplies (such as holy water).
Depending on the degree to which you want to get involved, you may want to be cautious with this. If you want to make membership in the congregation a bigger element, you could look for the Faction Guide, which talks about gaining benefits from membership in organizations. In that, there are specific benefits for earning favor within the organization.
I think you're referring to the Fantasy Flight Games 3.0 sourcebook "City Works", written by Mike Mearls.
"Cityscape" was a Wizards of the Coast 3.5 product, and did not have such a class.
It isn't really about a level range. Mythic is about a tone or style of the campaign. It makes the PCs, and the enemies, more fantastical in nature -- inspired by legends from various traditions and mythic cycles. PCs (and opponents) run faster, jump higher, survive dangers that would kill normal characters, and so on.
The challenge in describing all of this is that Pathfinder is already about playing characters inspired by myths and legends. Mythic rules "amp up" the over-the-top effects and turn the campaign more toward that aspect. One design goal, for example, was for Mythic PCs to be able to take on an AP with just 2 of them (instead of the assumed 4).
The GM controls when, or if, the PCs gain Mythic power, and when or if they gain more during the campaign.
Wrath of the Righteous is an entire AP with the Mythic rules "baked in". Because Mythic PCs can handle more normal encounters and face tougher ones than "regular" PCs, the AP is likely to go all the way to 20th level where most end at about 16th level.
So it is really about the style of game you want to run, and it *can* (though it does not have to) be about the entire campaign, not just a level range. There is no specific level range, because that would depend entirely on the adventures you want to write/run.
Kain Darkwind wrote:
Kain Darkwind wrote:
4. Timely communication is important. The mythic playtest was updated exactly once that I'm aware of. Then, six weeks after the fact, we were informed that the playtest had concluded. I'm not going to lie, that felt borked. I felt like I'd been wasting my time, when even a simple 'hey, playtest closed' note would have let me know to stop. I don't expect pay or accolades from playtesting, but I hate feeling like I was so insignificant that even the barest of common courtesies was too much hassle to extend. And when it was brought up, those of us who brought it up were treated as though we were entitled pricks. That's not right or fair. A couple days late is understandable, but a month and a half isn't.
As explained elsewhere, this wasn't Paizo dissing people. This was a confluence of setbacks, including medical issues, affecting the person responsible for managing the playtest.
Taking a page from software development, having a single person as the only one who can do something is a problem waiting to happen. So, perhaps lesson learned in this case would be that a backup person charged with at least managing communications should be assigned to the project. Paizo is a small company, and can't put two people on some of these projects full-time; that's understood. But someone to manage damage control when there's an issue is probably a good idea.
So there's a kickstarter for d20 Pro to fund the creation of maps and other content for Frog God Games materials. The main goal has been reached, and now they're working on stretch goals. Currently, "The Wizards' Amulet" has been funded, "Crucible of Freya" is up now, and "Tomb of Abysthor" is next. All updated for Pathfinder.
I don't think you need to worry about the boxes too much. Even elastic bands around the card decks would be fine. The boxes would be a little easier to use, perhaps, but not absolutely necessary, when separating out cards for adventures not in play yet.
Hobbun, as I understand it, you would put the adventure path part decks back in their boxes between "campaigns", so that only the basic cards would be in the type-based slots. As you play, when you reach each adventure you add its cards to the mix.
So, initially, you have only the basic cards in play, plus the character add-on if you have that.
Then you add Burnt Offerings when you're ready to start that adventure.
Next, you add Skinsaw Murders after you've finished Burnt Offerings.
Hook Mountain Massacre is added when you finish Skinsaw Murders, and it has some instructions to remove some of the lower-level cards.
Proceed in this way until you have played through the Spires of Xin-Shalast.
To re-set for a new game, you would put all of the cards from the Adventure decks back into their adventure deck boxes, leaving only the basic and character add-on decks in the type-based slots in the tray.
At least, that's how it appears to me to be intended.
The NPC wrote:
Since almost anyone of any religious or philosophical persuasion could say something like that, the answer is "almost anywhere". The quoted attitude, of itself, doesn't provide enough information to make any call. If it is meant to be something like "we don't need gods; we'll live or die on our own", that's close to Golarion Atheists, and the Rahadoumi in the world setting.
Chris Kenney wrote:
Shattered Star is about and for Pathfinders (Neutral-leaning)
A minor correction; that's a common misconception, but it is not true. Change a few names, and just about any other organization (or no organization, and just some concerned citizens) can be substituted. The Pathfinder Society was the obvious name to use as the default, but there's really little to nothing that makes it at all dependent upon them.
The GM controls (mostly) if/when you get to have mythic power, and if/when you increase. The player selects the Path, and the abilities gained from those available based on the path. Some abilities require a specific number of Mythic tiers, just as Feats may require a minimum BAB or Skill ranks.
The intention is for the story to drive some of the Mythic-ness. If the story requires the PCs to temporarily gain Mythic power to take on a chapter boss, for example, they can gain it.. and it can be removed after that special fight. Or, it can build as they proceed through a campaign to fight a powerful mythic enemy at the end.
Razor Coast is slated to be done in RealmWorks from LoneWolf, the folks who make HeroLab. It was one of the stretch goals for the kickstarter.
RealmWorks is envisioned (according to the pitches in the kickstarter) as an alternative delivery for GMs to run campaigns and adventures. Now, we have Print and PDF; in future, we will have Print, PDF, and RealmWorks. At least, that's part of the vision.
My shipping notice arrived last night and has only the Skull & Shackles case incentive gargantuan dragon listed as shipping. When I look at the order, that shows as shipping, most of the other items show as Pending, but the Trapsmith hardcopy shows as back-ordered.
The case-incentive only shipping seems a bit weird, so I just want to make sure there isn't something else (like the Trapsmith) holding up the rest of the order.
Crypt of the Everflame was being written and finalized at the same time the Pathfinder rules were being finalized. The encounter in question is not intended to be epic.. just challenging. I would suggest leaving it as it is, with 3 wolves. That should be appropriate.
Note that there are also some ways characters can apply non-combat solutions, as well.
As I recall, they can throw some food to the wolves, and the wolves will take that and go.
Edit: I would also recommend the Pathfinder Chronicles podcast. They did a 3-part set on the 3 modules in the Path of Immortality series.
As noted, Pharasma is Neutral. Killing the Sheriff would not matter much to her.. unless it was before his time. She's the goddess of death, not murder. That would likely be a minor transgression, though.
More importantly, the cleric should know his deity doesn't like murder in her name. If he still wants to kill the Sheriff anyway, that's a different question.
The whole scene.. intimidating the innkeeper, then intimidating and murdering the town authorities when they take issue with the party's actions.. smacks strongly of Chaotic Evil ("Might makes right", "We can do whatever we want because you can't stop us"). If there are Lawful and/or Good PCs in the party, they should be pretty uncomfortable with the whole situation. If they are not, then they are all on the slide toward alignment change.
Regardless of how Pharasma sees it, the party has acted like bandits/ brigands, the sort of types that Adventurers are often hired to get rid of. They have become the enemy, essentially.
As to alignment, alignment is a description element (note where it is in the rulebook; with height and weight). Your initial alignment is how you (the Player) expect to play the character. If your actions don't match, the description should change to match the actions. That's not to say one action would normally change anyone's alignment.. usually, it is the overall pattern of actions that causes the change. One very big action, though, could do it... and a human sacrifice (if that's what the PC in question was trying to do) might be a big enough deal to do it.
Also, the module Conquest of Bloodsworn Vale is set neighboring Nirmathas, and may be a good follow-up for the Price of Immortality trilogy.
Clash of the Kingslayers takes place in a part of Nirmathas that has not had much (maybe no) followup since then.
Both of those use the 3.5 rules, so would take some conversion. That's not too hard, but if you're new to Pathfinder, that may not be what you're looking for yet.
Vic Wertz wrote:
"Comprehensive guidance to.. ""Comprehensive advice regarding..."
"Level-by-level tips for making choices in..."
"Comprehensive discussion of the pros and cons of complex choices as your character grows..."