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Ebon Acolyti

Urath DM's page

875 posts. Alias of Mark Greene.


1 to 50 of 875 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Splendor wrote:

I did the same thing to figure out how much money it makes...

I got Game room x10, Storefront x1, guard room x1, vault x2, office x2,
common room x3, storage x8, kitchen x10, bar x3, lodgings x1, bunks x2, bedroom x3, armory x3, infirmary x1, animal pen x1, battle ring x1, statue x1
Staff was another guess: Scofflaw (game dealers) x12, Guard x 8, Craftsperson x12 (cooks), lackeys x20 (waitpersons), Craftsperson x4 (cashier, other).

My Total GP was +415, but that may be off because I didn't all all the income from every room (don't remember why).

So if the person running is can 'take 10' and get +20, that would be 435 or 43.5gp/day. Subtract 3-4gp for the manager's wage and you get around 40gp/day.

By the Gold Goblin Profitability Chart (pg 24 in the AP) the PC's can earn up to 60gp/week. 40*7=280gp/week - (4 PCs x 60gp)= 40gp/week profit..... Saul isn't a very good business man.

A late reply, but what the hey ...

In this case, mixing the abstract rules from the AP's original writing and the Ultimate Campaign Rules does not work properly. In the original, the total income of the Gold Goblin is unknown.. the PCs only know the share of the profit they get from Saul, and Saul is skimming a good deal of gold before accounting for any of it.

Therefore, to actually use the Ultimate Campaign rules, you would need to determine how the bonuses for various missions affect the UC rules. Probably, they'd give a bonus for 5 days (the presumed work week in UC); I would increase the bonus from what is shown in the missions to make it have more of an effect. You would THEN need to determine how much Saul is skimming, how much is left, and how much gets to the PCs.. probably quite a bit less than the possible 60 gp per week per PC in the original write-up.

This then raises the question.. is it worth the work? I decided it was not worth the effort, for my own use.

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Bellona wrote:
I believe that the Lantern Bearers have a prestige class of their own in Paths of Prestige.

Yes.. they do.

And I forgot to mention previously:

  • Inner Sea Pirates has a section devoted to Riddleport Pirates.

  • Black Markets has a write-up for Lubbertown (in Riddleport).

  • Magical Marketplace has two... a caravan-based shop wandering Varisia, and a Drow shop in Zirnakaynin.

  • Inner Sea Combat has the Wasp Queens, who hang out in Calistrian temples and watch over Elf interests. Seems like Riddleport would have one or two.

  • Erages, the half-elf community in Kyonin, gets a write-up in Bastards of Golarion.

  • There's a Lantern Bearer Archetype for Rangers in Inner Sea Intrigue, as well as Allevrah's updated classes and levels. The spell Recorporeal Incarnation, and the Bloodlink amulet, get updated there, as well.

  • The Spymaster's Handbook briefly talks about the Winter Council (2 paragraphs + 1 wizard discovery)

The interesting thing I note is that a lot of the updated pieces fit the early part of the AP (Book 1), and there are almost none in the middle.

One of these days, I will need to sit down and make a list of the updated pieces. :)

Also, there are new rules that can be used to add some flavor. For example: to save space, there are a lot of stock enemies like Riddleport Thug and Riddleport Thief. If you have access to a tool like HeroLab or PCGen, it should be easy to add Archetypes to them. At the early levels, the Archetypes may not affect the stats (at all), but even just having a note that the ones that work for THIS crimelord are Thugs and the ones that work for THAT one are Cads can serve as a reminder to play them with different styles.

Both Riddleport and Kyonin seem like places where Social Encounters (from Ultimate Intrigue) could be added. Also, the Rotgut Ripper seems like potentially a good fit to be a Vigilante.

Something else to consider:

If you lose a PC or two, it can hurt their reputation a bit, but you do not need to worry too much about it as long as the townsfolk think of the GROUP as the "Heroes of Sandpoint".

This is one of the occasions when forming a named adventuring group makes sense.. then, if the membership changes, there's less need to worry about the specific PCs.

Really, the only PC who kind of needs to be preserved is

the one Aldern Foxglove has fixated on
, and even that's not necessarily mandatory.

The initial adventure is really good.. except that your PCs may become attached to Riddleport, which is not a good thing for the later aspects of the AP, since they will leave and have no means or reason to return (unless the GM alters things to make it work).

It is also worth noting that a number of things have been updated in the years since this AP was published.

  • Some of the content is taken from Plot & Poison, a 3.0-era Drow sourcebook from Green Ronin. This has since been updated to 3.5 as "Advanced Race Codex: Drow". It is only available as a PDF, to my knowledge.

  • The Pain Taster prestige class has been updated in Occult Mysteries

  • Fleshwarping is expanded in an issue of Wayfinder, and also in Inner Sea Magic. The various Fleshwarps are detailed in the Bestiaries and the Inner Sea Bestiary (I think all but one of those mentioned in the AP have been given write-ups now).

  • Some templates were taken from the Advanced Bestiary, another Green Ronin product. Paizo has published their own updated versions of some in the Bestiaries, and Green Ronin has published a Pathfinder-updated version of the Advanced Bestiary.

  • If your players like to join organizations, there are various types given structure in Inner Sea Combat, Inner Sea Magic, Inner Sea Intrigue, and Occult Mysteries. The Lantern Bearers are a Faction in the Faction Guide.

  • The Cyphermages get some updates in the Inner Sea World Guide (feats) and Inner Sea Magic (Cyphermage prestige class).

There are probably more, but that's what I remember off the top of my head.

It is also worth noting that, while Paizo generally doesn't presume adventures are played out in any specific order or date, some of the later products to begin to assume that "secrets" from the early APs (such as the existence of the Drow) have become more widely known.

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The biggest issue with the AP is that it is too easy to hate the normal elves and side with the Drow.

The part that Joana loves can be the worst of that. Spending significant time in the Drow city makes it easier to sympathize with them. There is no similar period of prolonged exposure to the normal elves of Kyonin, who are often arrogant jerks (at least the nobility).

The gazetteer of Zirnakaynin has tight space.. it barely has enough space to present what you need, and not enough to stress the need for the GM to present the Drow as the vicious, capricious creatures that they are. It is easy to fall into the trap of presenting them like other races.. mostly operating rationally and cooperatively, with the "criminal parts of town" being the worst. The thing is, those parts may be the only ones that *do* operate in a manner recognizable and comfortable to the surface dwellers.

After that, it becomes too easy for the also bare-bones presentation of the surface elves, which stresses their hostility, to leave the players with a preference for the Drow.

To counter this, I'd recommend:

  • Add extra positive encounters with surface elves, other than Forlorn ones. They should say "thank you" and properly reward those who help them. Additional encounters with elf families that are curious and welcoming of the outsiders would be helpful, too. This serves an additional purpose later.

  • Play up the capriciousness, callousness, and viciousness of the Drow while the PCs are among them. Torture, for fun and by performance, is mentioned obliquely; make it clearer that this is what the Drow consider "entertainment". Naturally, how far you go needs to be adjusted for your group, but really driving home that the Drow are not nice to anyone, even their own is necessary to avoid the pitfalls.

  • Play up the almost Lawful Evil/ totalitarian/ thought-police aspects of the elves shadow government, to make allying with the Queen an easier choice for your players. If you do this "right", the players should want to help the elves shake off their oppressive elements, which is what fails for a lot of groups. This is where the families that were nice to the PCs can be seen being sent for "re-education" or "political correction" (yeah, it sounds like the days of the Soviet Union, and North Korea... and it probably should).

The value, to me, of this AP is its chance to investigate the whole Earthfall event ... and to see its repercussions. The "time travel" aspect that Joana mentioned, and the lore of the creatures involved, is central to the history of the setting, and this is one of the richest sources to explore it.

Diego Valdez wrote:

Hello Urath,

Everything on your order looks good. It is on a pick list right now, which means it is part of the batch of orders the warehouse is currently packing up and getting out the door.

The Mummy's Mask digital subscription has no physical items so it authorizes and finalizes as soon as it is added to the order (the day we begin shipping). Physical items aren't charged for until the order ships so those PDFs do not become available until the package leaves the warehouse.

Great! Thanks for the confirmation.


Not to sound too paranoid, but I just want to make sure this order is pending only because it is still waiting its turn in the queue and not because it got hung up somewhere. I've had that happen before with pre-orders in the mix.

As I was able to download the Mummy's Mask subscription item, but not anything else.. it seems fragmented.

Antony Walls wrote:

I predict that one of the projects is "Inner Sea Factions" or similar.

The Faction Guide was published before the Inner Sea World Guide.

Factions have not seen much expansion since Gnomes of Golarion contained the Wonderworker faction in parallel.

Inner Sea Combat, Inner Sea Magic, and Occult Mysteries expanded a series of "Faction-lite" organizations covering smaller groups. I expect Inner Sea Intrigue to add a few more.

With all of that, I think it unlikely that there will be a big book of more Factions.

I don't know if the digital versions of the comics (on Comixology) included the maps. It is my recollection of past conversations that they don't.

That would make the small battlemaps good candidates for the more artistically-talented forumites to re-create.

A couple of years ago, there was a kickstarter for miniatures. The organizer ignored the advice that he was walking into legal troubles, and that he should talk to a lawyer. The end result was, as I recall, a court order to destroy all of the miniatures manufactured. The sculptor had to re-sculpt all of the miniatures because they were too plainly based on copyright art belonging to Wizards of the Coast. Even though he changed the names... "filing off the serial numbers".

Really... talk to a lawyer.

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It depends on what you're doing and how you're distributing it.

There is a Community Use Policy (CUP) that defines what non-profit things you can do with Paizo's Intellectual Property (IP). Golarion, Akiton, Castrovel, the specific details of those, and more, are Paizo's IP.

If you want to publish to sell, then you need to negotiate a license with them.

If it doesn't fall under what you're allowed to do under the CUP, then you need to be talking to a lawyer about negotiating a license, basically.

"Filing off the serial numbers" is something people talk about, but the more obvious it is as an attempt to do that, the more likely the current laws will require that Paizo takes action to stop you.

So, really, the more serious you are, the more you need to talk to a lawyer.

One part of the Shattered Star AP takes place in Kaer Maga, and provides some background on the place and its ties to Karzoug.

Really, the whole Shattered Star AP has a bunch of things you can mine if you want to enhance RotRL in some ways.. or to use as hints and foreshadowing dropped into RotRL if you plan to run Shattered Star later.

Steve Geddes wrote:
Urath DM wrote:
CotCT is clearly the leading candidate as it meets the three main criteria discussed.. lack of availability of the printed copies, being pre-Pathfinder rules, and being popular. Legacy of Fire and Second Darkness meet only one, but SD has more lore elements and setting themes that need to be addressed, I think.
Kingmaker meets two (popular and out-of-print). The kingdom building rules are also quite out-of-date so that might count as a "kind of needs updating to the current ruleset".

Consensus among non-Paizo people in the other discussions was that the 3.5-era APs have a stronger "claim" to a position in any such lineup, due to being pre-Pathfinder. That may not be accurate, of course.. it is just us trying to read the tea-leaves and make sense of the patterns. :)

The kingdom rules being updated in Ultimate Campaign mitigates the need to update Kingmaker itself... a revised version would likely point the buyer to the PRD for the free updated rules, just as the Rise of the Runelords directs the reader to the PRD for the updated rules for Haunts.

While Kingmaker *is* popular and out-of-print (because it is so popular), and those are two criteria in its favor, being already up-to-date for Pathfinder rules makes it less of a candidate. Also, being designed as a Sandbox campaign whose timeline can extend YEARS, that somewhat divorces it from the setting continuity and weakens its case.

If I had to rank them, I would put Kingmaker at the top of the list *after* the 3.5-era APs... mpstly because it is out of print and so popular. Paizo could as easily decide to do another sandbox AP, though.

Of course, there is no guarantee that all of the 3.5-era APs would be updated (so Second Darkness and Legacy of Fire may never be done), but Curse of the Crimson Throne seems to have more of a "lock" on being the next one, if/when that ever happens.

I will take a stab with a few possibilities:

1) A cryptozoology-based bestiary.

2) A Sorshen-based Runelords follow-up of some kind.

3) A Nocticula-based special AP on her rise from Demon Lord to benevolent goddess of the night.

4) An Atlas of Golarion with an improved "global" map showing all continents in more-or-less equivalent quality to the current map of the Inner Sea region, and light Gazetteer-level entries for the undeveloped continents. (Nobody said he was working alone :) )

I think Absalom is one of Erik Mona's pet projects, so that seems unlikely to me.

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This has been discussed a number of times elsewhere.

The main candidate seems to be Curse of the Crimson Throne... it is popular, the parts are unavailable, and it is pre-Pathfinder RPG rules (3.5).

Second Darkness is also a viable candidate. It NEEDS the attention more, but that also makes it less likely to be done, as it would be much more work. It needs to be re-structured and sections re-written, really. It touches on some key points of Golarion lore (Earthfall, the origins of the Drow) which would usually make it a cinch to be updated.. but the poor sales attest to its problems, and the work required to fix them (giving the impression that 'all Golarion elves are jerks' is one of them). That James Jacobs has said he would like to take a crack at fixing it is a positive sign, but having a potential sponsor for the project isn't enough to tip the scales unless other elements line up.

Legacy of Fire is a lukewarm candidate. It is pre-Pathfinder RPG like CotCT and SD, but it is not popular like CotCT and does not have the important lore connections of SD.

Other APs are already Pathfinder RPG, which immediately makes them less in need of updating, so less viable candidates.

You will note that the paragraph about Second Darkness is larger than the others.. which I think is a testament to its "iffy" position. CotCT is clearly the leading candidate as it meets the three main criteria discussed.. lack of availability of the printed copies, being pre-Pathfinder rules, and being popular. Legacy of Fire and Second Darkness meet only one, but SD has more lore elements and setting themes that need to be addressed, I think.

Urath DM wrote:

Neither is it a questions of body slots, as clothing is not assigned to a slot (as far as I can tell).

I must correct myself.

The definitions of the body slots in Ultimate Equipment clearly calls out the Body and Chest slots as being for articles of clothing.. so that seems to settle the question for me.

Thanks all for your responses.

The armor bonus not stacking, and getting only the better, is understood... if it applies.

Neither is it a questions of body slots, as clothing is not assigned to a slot (as far as I can tell).

What I am concerned about is a situation like the PCs need to travel in extreme cold conditions.

Do they need to choose between wearing armor (which provides an armor bonus, but no protection against the exposure to cold weather), or wearing a Cold Weather Outfit (which provides a +5 circumstance bonus to Fort saves against exposure to cold weather, but no armor bonus).

Based on the description and illustration, it seems likely that suits of clothing ( "X Outfit", "Cleric's Vestments", "Monk's Robes", etc.) are not intended to be worn with armor.

However, I can find no direct statement one way or the other (although I notice the Tabard mentioned it is typically worn over armor), so I ask the question. :)

@Derek Dalton .. do you recall where that is stated?

Generally, I've found an absence of rules saying you can't, which is not the same as saying you can. so I was hoping for something more affirmative.

Can you wear clothing, such as a Cold Weather Outfit, with armor?

Anubis2406 wrote:

thanks for your ideas. that leads me to the next thing I didn't get yet:

why are the two stalkers living in a boarded house? If they leave the building during the day and were seen by somebody who recognizes the Foxglove couple, should that person not start asking suspiciously questions? I mean, why would that couple live in there, if they we're the real couple?

As I understand it...


The Brothers of the Seven saw to it that the house was boarded up a few days before (probably when they were sure Aldern had become a ghast and gone back to Foxglove Manor to harvest the marked souls in the Sandpoint area.

Justice Ironbriar sent the two Faceless Stalkers to the house. They are there to lay low and kill the PCs if the PCs come to investigate.

In addition to what has been said here, "Bastards of Golarion" pretty much uses Nualia as the model for the "Celebrity" background.. including artwork that looks pretty much like her.

While the book has large portions dedicated to Half-Elves and Half-Orcs, there is a lot that is usable for other part-human races.

This is the sort of thing that the Kingmaker AP did ... exploration and missions from NPCs.

The exploration rules are updated in Ultimate Campaign (available on the PRD here).

An ongoing mission for the PCs to locate new sources of rare wood for the lumber operations would be ideal.

Missions from their mentors could include things like fetching plants for spell components, fetching plants for medicinal use, fetching plants or animals for cooking ingredients, and finding lost children.

The module "Fangwood Keep" has a gazetteer of the southern forest.. you could use that for ideas, and maybe send the PCs there to help with the defenses.

Kingdom Events, even if you are not using the Kingdom rules (also updated in Ultimate Campaign), could be used to generate missions.. take care of a rabble-rousing NPC, help find lost loggers, remove a marauding owlbear, and so on.

Don't forget that several new books have come out since "Crypt of the Everflame" was released.. so there are many more base classes who could have mentors there.. and maybe some of them don't like each other? Perhaps they put their proteges up to things like racing in the forest?

Also, the older module "Conquest of Bloodsworn Vale" can make for a nice break from the episodic missions assigned by mentors. It would take a little work to update from 3.5 to Pathfinder, but it isn't that difficult.

The HeroLab community is very active in producing files.

The issue, as Rednal said, is complexity. Adding a new deity, domain, even spell, is not hard. Coding adjustments to apply the effects of a new spell, new condition, etc... that's harder.

The editor supports additive material.. meaning things that go with the flow of the established rules and are similar to other, existing things. It does not support variant rules. That requires someone who has built up significant familiarity with the code base to go into the XML and do things by hand.

I would love to see HeroLab support for the Ultimate Rulership, Ultimate Battle, Ultimate War, line... but because they change rules (such as Edicts, and splitting an army's OV into melee and ranged values) are not additive; they are variants and alternatives. So it will be a while before the community has those.

One thought mentioned on the LoneWolf boards is that, while the Ultimate Rulership, etc., line seems too small for each to have its own HeroLab support project, maybe if the line grows to include enough content, a project to do a bundled HeroLab support set could work.

Jason Nelson wrote:
Urath DM wrote:

I'd like the see the Ultimate series dip a bit more into the Downtime rules.. new rooms, teams, buildings, and organizations seem like an area ripe for expansion.

The Hell's Rebels AP gave the Rebellion organization a means to be active ... ways for organizations to interact (attack and defend) would be interesting. This may be more fertile ground after Ultimate Intrigue ships and we see what is in it... if noble houses are not presented in some product similar to Guilds and Schools in Inner Sea Combat and Inner Sea Magic, perhaps that's another area to look at.

I have been jotting down notes about revisiting that side of the Ultimate Campaign rules once Ultimate Armies gets done. That is, more stuff around kingdoms, organizations, etc. I agree that it would be better to incorporate the new Ultimate Intrigue stuff into that, as it will obviously be highly relevant to that part of the game. :)

Being someone who really liked Birthright back in its day, I can say that having kingdom-scale organizations who do not depend on controlling hexes for their resources, and which can interact with kingdoms (of various sizes) would be ideal.

The characters of my players were spent after clearing the upper level. This was actually their second attempt at the place.

Unfortunately, they had let a goblin escape, and he made his way downstairs to get the longshanks down there (including a Tsuto who had escaped the Glassworks). They hid in a rope trick to rest up.

In my case, Nualia abandoned Thistletop to go to the Mosswood and try to recruit more goblins. Convincing the chief to split the tribe and send some of the troublemakers to Thistletop to occupy the preferred lair seemed like a good plan to her. She left her hounds as guards, and headed out.


Orik, Tsuto, Bruthazmus, and Lyrie were sent to ambush the party when they headed back to Thistletop... a faster-moving set of goblin spies kept watch for the PCs coming back. THat led to Orik and Lyrie being captured, and turned over to Magnimar for judgment.

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I'd like the see the Ultimate series dip a bit more into the Downtime rules.. new rooms, teams, buildings, and organizations seem like an area ripe for expansion.

The Hell's Rebels AP gave the Rebellion organization a means to be active ... ways for organizations to interact (attack and defend) would be interesting. This may be more fertile ground after Ultimate Intrigue ships and we see what is in it... if noble houses are not presented in some product similar to Guilds and Schools in Inner Sea Combat and Inner Sea Magic, perhaps that's another area to look at.

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There are also a few others:

  • The NPC Guide has a Varisian caravan that roams the area.

  • The Harrow card decks are a big focus of Varisian life.

  • The adventure "Murder's Mark" has a Varisian caravan/circus visiting the town of Ilsuaian. Ilsurian gets detailed in "Towns of the Inner Sea".

  • The adventure "The Godsmouth Heresy" takes place in Kaer Maga and adds some bits of lore, and a new Thassilonian monster suitable for any Thassilonian rulns.

  • The adventure "Feast of Ravenmoor" expands the settlement of Ravenmoor.

  • The Player Companion "Magical Marketplace" has a Varisian caravan that roams all over Avistan. Not exactly adding depth to Varisia itself, but makes for an interesting means of adding news and buying/selling unusual gear.

  • The Player Companion "Black Markets" expands on the black market in Riddleport, "Lubbertown".

Deadmanwalking wrote:

The names are intended to not be typical names in today's society (at least in the US) so as to reinforce the idea that this doesn't occur in our world. And to minimize jokes about 'Bob the Barbarian' and the like.

If I remember correctly, there was a list of suggested names for one of the monster races... orcs or hobgoblins, I think... that was altered because some of the names were actual names in Turkish.

So the name thing is intended not to include *any* actual real-world names, is my understanding.

The Shattered Star map folio has a poster-sized version of the (beautiful) in-world map of Varisia used in the Varisia player companion, as well as poster-sized maps of Magnimar and Kaer Maga.

  • The other early APs, Curse of the Crimson Throne and Second Darkness, add some detail to some areas, especially cities (Korvosa and Riddleport). CotCT adds more, especially about the region around Scarwall. Both the Shoanti and the Varisians get some lore in support articles in CotCT, as does the region called the Cinderlands.

  • City of Strangers is a guidebook to Kaer Maga.
    Guide to Korvosa is 3.5, like the Curse of the Crimson Throne AP, but the lore elements should be good.

  • Pirates of the Inner Sea discusses the pirates of Riddleport

  • The Jade Regent AP begins in Sandpoint, and adds Varisian Caravan rules that may prove useful, as well as flavor for them.

  • The Shattered Star AP visits several places, such as Windsong Abbey and the Lady's Light, giving more details on them.

  • There are PFS Scenarios, such as King of the Storval Steps, that take place in Varisia and add details to it.

You may want to look over the Adventure Finder and set it to show all adventures in Varisia.

As I read it, the thing appears from the ground (no body required) and disappears when time is up or when destroyed.

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FWIW, in his "Monster Focus" series self-published through Minotaur Games, Jason Bulmahn included tables of a few knowledge check results for the creature in each book. This is certainly not an official thing for Pathfinder overall, but it does offer some insight into what at least one of the Designers considers appropriate.

Ghouls, for example, seems to use the "it is common" modifier as the base entry is for DC 6 ...

DC 6 tells us that the creature is a ghoul, ghouls are undead, they retain some intelligence, they are ravenous, and there is a more powerful version called a ghast.

DC 11 tells us that ghouls can paralyze by touch, but elves are immune, and that this immunity does not include the touch of a ghast.

DC 16 tells us that the ghoul's bite carries a disease that rots flesh and dulls reflexes. Those who die from it become ghouls.

DC 22 is for ghasts only, and tells us they have stench that sickens those who get too close.

Randy Von gunten wrote:
My group is just starting part 5 runeforge and was curious what kind of bonus/penalties to expect based on sin points. How would these modifiers be determine.

The points are explained in the Appendix of the adventure in Anniversary edition.

The idea is that, from the beginning of the campaign onward, the actions of the characters could earn them "sin" or "virtue" points. Being greedy (hiding treasure from the others), being gluttonous (drinking more than others at the bars and taverns), and so on should be noted, each significant action earning 1 point.

Whichever sin/virtue pair the character has the most points in determines which bonuses and penalties apply.

There is also an entry in the Core Rulebook FAQ that addresses this.

As written, the goblins are concerned with the upper floor..

Rise of the Runelords:
Ripnugget holes up in the Throne Room and waits for the PCs, for example.

That being said...

A lot depends on how long your players take to deal with Nualia and Lyrie, and how much they continue to explore that level, how much patience you want to let Ripnugget have, and how the goblins interact with the non-goblin allies (Orik, Lyrie).

As written, it doesn't seem like the goblins get along too well with the non-goblins, so it doesn't seem like the goblins will go running to them for aid. The goblin warriors would likely be unwilling to interrupt Bruthazmus while he's with the chief's harem.

Bruthazmus or Orik could hear the sounds of the fight with Lyrie, but that is unlikely. There's a lot of distance and there are many barriers between that room and where Orik and Bruthazmus are.

If Lyrie did not sent Skivver to fetch help, then Orik would still be brooding in his room and Bruthazmus enjoying the attentions of the harem.

So, until Ripnugget actually sends some warriors to get Orik and Bruthazmus, not much is likely to change. He won't wait forever, and while he may be more canny than most goblins, he probably doesn't have too much more patience than the others.

Also, once he knows that the intruders have gone below, he will then likely send warriors to see if Orik, Lyrie, and Bruthazmis have dealt with them. Ripnugget is dedicated to the plan, after all, so he doesn't want to see it fail, and he does want to see Nualia protected. Goblins think in terms of outnumbering their opponents, after all, so he would want to make sure that the intruders are taken down.

Another factor is how much healing the PCs did for Shadowmist before moving on. If the horse is still in poor shape, Ripnugget may kill him, as was the original plan.

In the worst case, the PCs could end up being caught between Nualia, Lyrie, and Yeth Hound on one side, and Orik, Bruthazmus, Ripnugget, and the rest of the goblins on the other side. The other Yeth Hounds may join in as well.. in which case, it fight becomes a CR10 like that noted for the case where the PCs time things badly and arrive while everyone is gathered for a religious ceremony in the Shrine.

For the OP: Some third-party publishers have made "Monster Knowledge cards" type products to handle how to give out this information. However, since the rules are ambiguous, you're looking at what they think is the right information to give. But, it is a start.

I believe the masked hero with Merisiel is Blackjack, the Zorro-like vigilante-type character introduced in Curse of the Crimson Throne.

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Ed Reppert wrote:
Urath DM wrote:
Furthermore, it is my understanding that Heirloom Weapon grants proficiency with the *one* weapon inherited through the family, not all weapons of that type (so your ancestral longsword, not all longswords).
That may be correct by RAW, but it doesn't make any sense. A longsword is a longsword. I suppose form matters to some extent. Proficiency with a European style longsword would not grant you proficiency with a katana (if you consider the latter a longsword) or vice-versa, but it would give you proficiency with a jian, even if you're using it in a European rather than a Chinese style.

I never said it made real-world sense.. but in terms of game mechanics, to keep a trait as less valuable than a Feat, it does.

Gisher wrote:
Alexander Augunas wrote:
BardWannabe wrote:

I was a bit surprised to see no arcane discoveries for wizards, as that was something that was strongly encouraged above.

If I had to guess on something that will get the PFS ban, it is the trait that gives...
** spoiler omitted **

Martial Weapon Proficiency gives proficiency with ALL martial weapons.
No, the Martial Weapon Proficiency feat gets you proficiency with one martial weapon. To get proficiency with all martial weapons, you need the class ability that grants such.

Furthermore, it is my understanding that Heirloom Weapon grants proficiency with the *one* weapon inherited through the family, not all weapons of that type (so your ancestral longsword, not all longswords).

Go to the LoneWolf site HERE and go to the Forums... then the Pathfinder forum.

The Soulbolt is from Dreamscarred Press' psionics?

If so, it is not maintained by LoneWolf themselves.... it is a community-managed product. so you will need to use the bug report mechanism for community content.

Overall, the staff and community on the LoneWolf forums are very helpful, and can give you better answers for HeroLab content.

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Fallyrion Dunegrién wrote:
CotCT was my first AP and it is still one of my favorite. Loved to see a compiled version (and a better image for Laori, cause the ones on the books are horrible).

The upcoming release of Ultimate Intrigue, with the Vigilante class (tailor-made for a certain NPC in Curse of the Crimson Throne) might help.

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Kalindlara wrote:

It's probably completely unrelated... but James Jacobs is taking some time off from development of the new APs. Maybe he's making time for his older creations?


We also got a mini of Allevrah in the Rusty Dragon Inn Pathfinder Battles set.


I don't think it is at the scale you're seeking, but Wayfinder #7, the free fanzine, has the Hook Mountain area done up for the Kingdom Rules (as they were in the Kingmaker AP, readily usable with the Ultimate Campaign version).

One thing which I am considering doing is to adapt the Caravan rules from the Jade Regent Players' Guide for general use in any Varisian area.

These are rules for operating a Varisian Caravan, and managing it as it travels.

There are some issues with the Caravan Combat rules, so you may want to look at the Jade Regent forums for advice there.

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I would think you would not mix the Faction Guide with the Fame and Reputation rules too much. The Faction Guide is Golarion-specific, while the Fame and Reputation rules are world-neutral.

If they were to be used together, I'd probably treat the Fame and Reputation as an additional Faction the PC can earn Prestige with. In the Faction Guide, the intent is for the PC to be able to earn 3-5 Prestige each level. If the PC is a member of more than one Faction, it is not per-Faction that I know of, so the PC needs to divide his/her attention between them. I'd treat the Fame and Reputation the same way.

The other way to look at it is, the Factions are continent-spanning or world-spanning operations, while Fame and Reputation are local (thus the growing area over which your Reputation is known). If your game is more local than continent-spanning, the Fame and Reputation setup may make more sense than Faction membership. This is especially so, I think, if your focus is going to stay in small towns (since the Factions incur a 5 PP additional cost for using Prestige in smaller settlements).

My case will not be here until next week, but in the meantime, a dungeon dressing item that occurs to me is the Ebon Acolytus (from the Bestiaries of the Curse of the Crimson Throne AP) ... an animated altar that can serve as dressing or a creature.

Also, now that we have Allevrah the Elf General, I'd like to see her other form done as well. :)

I use it in my games.
I don't know off-hand of any published adventures that specifically use it, other than those you mentioned. It is optional, after all.

I've always liked political nuances to my games, so I like having groups for the PCs to join.

Note that Inner Sea Magic, Inner Sea Combat, and Occult Mysteries introduce organizations that use a scaled-down version of the Fame and Prestige systems from the Faction Guide. These are things like Guilds, Schools, and secret societies.

dragonhunterq wrote:

The "always takes attacks of opportunities" bit in the flank trick I always read as "will not avoid provoking attacks of opportunity when moving to flank".


I have read it that way in the past, myself.

The fact that it can be read in more than one way (we have 3 mentioned in this thread) supports my statement that it is ambiguous. :)

The animal can take passive advantage of beneficial circumstances without the tricks, such as benefiting from Flanking bonuses when they occur naturally (no other position for the animal to attack from except one that includes flanking, or a PC moves into flanking position with the animal, as examples).

For the animal companion to create those conditions, that's when the trick is required. The Flank trick teaches the animal to enter, and to try to remain in, a flanking position with the master or an ally. That's a more active role than simply benefiting from conditions others create.

As for AoOs, the wording in the Flank trick is unclear. "It always takes attacks of opportunity." can be read as "it does not ignore any provoked attack of opportunity" (remember, when an AoO is provoked, a creature can usually choose whether or not act on it -- perhaps waiting for a better case). So it may not mean "cannot take AoOs without this trick", but as it says, "will always take AoOs".

Finally, for maneuvers, some of them are part of the animal's attacks (dogs and wolves gain a free Trip attack on successful Bite attacks, for example). These would not require teaching the animal a trick to use.. but if you want the animal to use others (like Bull Rush, Dirty Trick, Drag, Reposition, Disarm, or Sunder), then it needs to be taught to do that.

The tricks limit what the PC can order the animal to do. The list is not exhaustive, and additional tricks can be created for additional behaviors.

Ultimate Campaign includes a sidebar on the topic of intelligent animals.. animal companions with their intelligence raised to be 3 or higher.. which opens the possibility for more independent action by them (with an example given).

There is 8-page section on companions, including animal companions as well as others, that discusses issues of control. In the end, they are NPCs under the GM's control, though they can be guided with the Animal Handling skill.

It is also worth noting that the Move Action requirement does not apply to animal companions unless you are "pushing" the animal... Druids, and any class whose Animal Companion is based on the Druid progression, gain the "Link" feature for their companions at 1st level, allowing them to control their companion as a free action or to push it as a move action.

This is not a new thing, really. Most of the tricks mentioned are defined in the Core Rulebook under the Handle Animal skill, along with the "General Purpose" training (essentially a bundle of Tricks to serve a specific purpose). What the Animal Archive did was to make clear that things like active Flanking are not considered part of normal behavior for the animals, and must be learned as tricks.

Some people disagree, and cite the pack tactics used by wolves as an example of natural use of flanking. For game purposes, though, the rule is you need the trick to do the behavior in the trick.

There was also a Blog post March 11, 2013, that reviewed this in the PFS context.

EDIT: Aaaand ninja'd serveral times over. I need to write shorter posts and do less lookup while writing them.

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Haunts can be damaged by positive energy, so a Channel Positive Energy or two can possibly deal sufficient damage to neutralize a haunt. This is temporary, and the haunt will return. When the haunt description talks about destroying a haunt, that's what needs to be done so the haunt will NOT return. Destroying the haunt is not necessary to get past it, usually.

Do you have access to the GameMastery Guide? The rules for Haunts can be found HERE on the PRD

In addition, Occult Adventures added some explanations/expansions to Haunts as optional rules HERE.

These may help to make your Haunts more manageable. They're not unstoppable, but it can be tough depending on who notices it.

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The cliffs on both sides are described as 80 feet high.

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