Where can I look up the rules for what is Open Game Content and what I am allowed to do with it even if it is not in the PRD?
The Open Game License is included with each product, and you would be required to include a copy with your product as well.
Each product states what is Open Content, and what is not, sometimes on the credits page. The Publisher is able to declare any of the new content as "Product Identity" (off limits for re-use), but re-used open content cannot be now declared Product Identity.
The presence of the content on the PRD is a convenience for publishers seeking to re-use content from the Pathfinder RPG. Even though there is Open Content in the Golarion-specific products, most of those do not get added to the PRD.
In general, you should talk to a lawyer before going into any kind of business arrangement using the OGL.. it is a legal document, and there are requirements around its use.
There have been previous threads here with discussions of the issues.
On topic: I am really looking forward to seeing all of the changes to the original Kingdom and Exploration rules, and to seeing what the downtime rules look like. The previews all look very good.
I very much like the adventure overall, but I have noticed a few bits of errata:
All "stock" Hobgoblins seem to be missing the Class Skill bonus on their Stealth (all Goblinoids treat Stealth as a Class Skill); the Hobgobln Brawler, Archer, and Sergeant each have Stealth skill rating 3 lower than they should be:
Paizo has pretty clearly said they have no plans to do any more hardcover compilations of (past) APs in the foreseeable future.
The reasons are *not* a concern about how well the hardcovers would sell.. and I think they are confident that such a compilation of Curse of the Crimson Throne would indeed sell quite well.
The main issue is what message that sends to people. It gives the impression that if people wait, they can get a hardcover. So that means fewer people would subscribe to the APs as they come out. Those would be the people who really prefer a compiled hardcover.
The problem is that Paizo's business is based on the monthly revenue from those AP volumes. Anything that encourages people to not subscribe is bad for Paizo's business, and that's something Paizo's management is not going to do.
EDIT: Ninja'd! :)
It is probably worth considering dividing the PDF into multiple files (probably more applicable to future products with the same issue). Larger Paizo books have benefitted from this, and a "lite" version might be worth thinking about as well.
Of course, that is more work for the Frogs, so "considering" doesn't mean "committing to", at least not yet.
I think the key is that PDFs and other electronic formats are increasingly becoming a "core" delivery format, like the physical books. With as much attention as Frog God Games has paid to the quality of the physical books, I would not be surprised to find them paying just as much attention to the quality and usability of the electronic assets.
"Champions of Purity, Summon Good Monsters feat wrote:
As written, it seems to be trying to add to the selections.
Edit: I guess the point may be that these get the effects of Diehard while the standard list does not... except that there are still entries on the standard list that seem quite like the ones on the modified list.
Ansel Krulwich wrote:
It just means your copy hasn't shipped yet. You get access to the PDF when they ship your copy.
Yep.. my subscriptions don't show on my main posting "alias", but my subscription shipped late yesterday afternoon Pacific time.. and I immediately downloaded the PDF.
Mikaze has a good rundown of the contents in the product discussion thread.
I believe you are supposed to replace the list entirely.
I agree that it seems likely the intent is to replace the standard list, but it does not say that. The wording may be an artifact of editing; perhaps the second benefit was originally listed first, or perhaps there was another benefit that was later cut... but as written, these seem to be additions.
There are several that *are* additions, and that is something players of good-aligned conjurer/summoner types will appreciate.
The "Summoning Good Creatures" lists on the inside back cover confuse me a little.
There is a feat there which says, as part of its benefit, that casters "also gain access to the list of good monsters above."
So far, so good. Except... many of them are already available. Many are Celestial-template versions of the standard animal, and those are already in the Core description of the spell.
So... if they are meant to be additions, they are not, and there are others that are also available (Celestial Dire Rat, for example) in the Core that are not on this list.
If the new list is meant to replace the Core, that might make more sense, but that is not what it says. I can see taking away some options for balance, as there are several new options that might be stronger.
Are the lists here meant to replace the standard lists in the Core Rulebook, or to add to them?
A Pathfinder update of the Advanced Bestiary was a stretch goal of the recent Freeport Pathfinder Kickstarter project. That goal was not met, but Chris Pramas of Green Ronin indicated that if the Freeport book did well, a Kickstarter for converting the Advanced Bestiary was almost certain (note the "almost", please - no one has promised anything yet).
If you have HeroLab, a number of the templates have been converted in the Community support files, for use in the bestiaries for the APs.
Paizo has modified some templates in their in-house conversions for their own use, so it will be interesting to see how these match up with any possible future official conversion.
Generic Villain wrote:
It is in the Pathfinder Wiki, but there is no citation specific to it. The closest I can find is a statement in the Kyonin article from the Second Darkness AP that "Razmiran’s constant attempts to “punish elven heresy” by launching raids into Kyonin has forced the elves to divert significant forces from the fight against Treerazer in order to defend the border."
To me, that reads like the Wiki article may be reading more into it than is there.
I think the only book to really add detail about Magnimar since Inner Sea Magic came out is the sourcebook Magnimar: City of Monuments. As that does not have a write-up of the Golemworks as a school, you will likely need to create one for your own use.
If you do, perhaps you should consider submitting it to Wayfinder as a means of sharing. I think it would fit nicely with the Realm Building article type.
Callous Jack wrote:
I'm just basing my comment on the posted content list in the product description, above. If there's more distribution than indicated there, then (in the words of Miss Emily Latella) "oh... never mind". :)
Some additional thoughts:
All of the figures are listed as human males.
The Herald figure might have been better as a female, as there is at least one (Aglanda, who is absent as she is with Iramine) and all four of the Heralds that the PCs can encounter in this adventure (Egarthis, Faltore, Rennec, and Xanthar) have individual figures already.
Likewise, some of the Acolytes and Priests probably should be female.
Similarly, at least some of the Acolytes are actually Half-Orcs. That probably would not matter too much appearance-wise, with the masks and robes, but they might be built a little larger than the humans.
I think the race and gender distribution are spelled out in the section of the module that discusses the Minions of Razmir.
The LoneWolf boards for HeroLab are a very helpful community, and the community support already has implemented a number of products. Making them "official" would be a nice thing to see, and payment in-kind might help mitigate the costs.
Where it gets dicey is when the product gets... innovative... with the game rules. New feats, new classes, new monsters.. those range from easy to moderately complex to do in the editor, depending on exactly what any special requirements are, or what the special benefits do. More significant new materials.. such as new rules systems (ex. psionics) or whole new categories of magic items (ex. SGG's Runestaves and Wyrdwands) would need LoneWolf to build changes into parts of the underlying game system that are not available in the editor, and add to their ongoing to costs to maintain those new things while adding new content under their official license. That is not to say they cannot be done, but LoneWolf has its hands full just trying to keep up with the Paizo product. It would take some kind of mutual licensing deal, like the recent addition of FGG's Tome of Horrors to the material sold through LoneWolf's site, to spur that investment.
JJ has said on a few different occasions--one being just a short distance up--that this AP is the result of the Mythic rules happening, not the other way around. That's a pretty good indicator that WotR and Mythic very much go hand-in-hand.
Right idea, but you've got the emphasis backwards.
The statement is: The Mythic Rules exist so that this AP can be done properly.
Paizo does APs first; all other books are there to help the AP be better, or be played better, including the hardcover rulebook line.
The AP is *not* a result of the Mythic Rules being published. The Mythic Rules are being published because this AP, as envisioned by the creative team, needs them in order to work as intended.
phallic khan wrote:
if i have a group of 3 1st lvl charactes their apl is 0, therefore i need cr 0 encounters. any suggestions?
APL is Average Party Level.. if you have 3 1st-level characters, then their APL is 1 (3x1 =3; 3/3 =1). Are you thinking that because the PCs' CR is 1/2 that you round down? Their average CR is not their APL. CR is a measure of how much threat something would be as an enemy, not their power/ability as a PC.
In any event, you will not find a "CR 0" enemy, as the CRs become fractions when below 1... for creatures with a CR of 1/3, that means it requires 3 of them to make a CR 1 encounter.
For the most part, where the Shattered Star references the events of other APs, enough is explained in the background that you should not need to worry about what else is there, unless you want to add some specifics of those events in the background. In that case, you probably would want deeper details than a summary. If you just need to know what is public knowledge, the summaries given are pretty good. A lot of Second Darkness takes place out of the public eye, and even a lot of Curse of the Crimson Throne is mostly known in Korvosa.
Things like what happens to the Lantern Bearers are largely up to you, as that would be something that would happen after the end of the AP. They could be re-dedicated, disbanded, somewhere in between, or there could be no immediate effect while people sort out what it all means.
If you had played the AP previously, it would have been up to the PCs to provide advice on that line, and help make those decisions in the "Continuing the Campaign" section.
The part that no one has mentioned yet, but alluded to...
Major Second Darkness Spoilers:
There *was* a "shadow government" of Elven traditionalists for a long time... the Winter Council... the Drow villainess was previously a revered surface elf heroine who fought the Drow repeatedly and was a member of the Winter Council.
Late in the AP, the PCs confront the Winter Council and see another one of them turn into a Drow. Now the PCs know the Winter Council's "dirtiest" secret.
The Lantern Bearers organization (and the Faction from the Faction Guide) are puppets of the Winter Council. The lower-ranked members don't know much beyond the need to fight the Drow and keep the secret of their existence... as you go higher, you learn more about the Winter Council, but even the Lantern Bearers don't know about the secret that regular elves can become Drow if they become wicked enough.
So.. if the PCs are successful, in addition to secretly saving Kyonin (and neighboring lands) from the threat of a guided meteor strike, the events in the AP can break the Winter Council's iron grip on Elven culture and politics.. which frees the Queen to do more to build alliances with those pesky non-Elves around Kyonin.
How the PCs handle the secrets they have learned is outside the scope of the AP, so if you have not run it and are just looking for the effects, you can make them as big or small within that as you like. Hopefully, this gives you an idea of the bigger picture involved.
One frequent criticism of the AP is that Elves as a whole come off as overbearing and unlikable.. that's mostly due to the influence of the Winter Council, but the contrast of life without them is missing, so people react like otarrus mentioned... "thoroughly sick of elves and elven politics".
Ok great, do they also know of their elven origin and the way they became drow?
At the end of the AP, it is not common knowledge at all.. and it is something that the Elves have worked hard to keep secret. So, it would be up to you to decide how much the heroes who dealt with it have spread the word around.
That's one of the "Continuing the Campaign" pieces in this AP.. how to deal with the information the PCs now have, and what effects it might have if they spread the information around. Some of what they learn could certainly de-stabilize Kyonin if shared too freely too quickly, for example.
The vest is not aimed at anyone using the base mutagen. The real value is when it negates not one, but two even three penalties.. and allows additional bonuses to stack:
The vest does not give bonuses; it negates a penalty. The headband grants bonuses. That is not the same benefit at all.
So an Alchemist can wear both (as they are in different slots), use a mutagen to gain physical bonuses without losing any mental bonuses, and add mental bonuses on top.
Making celestials "untrustworthy" is the slippery slope that the Book of Exalted Deeds tried to navigate with "Ravages" (good poisons that only affect evil) and Holy Slayers (good assassins).
Making celestials more like fiends doesn't make them more interesting.. it undermines how they are fundamentally different from fiends, and ultimately makes the less "celestial".
Something more appropriate to change around, and to potentially make celestials more suitable as foes, would be to explore their judgmental aspects (for the Lawful ones) or their independent/reactionary aspects (for the Chaotics).
FWIW, In the GM Reference discussion thread for this module, Rob McCreary stated that the rules in the module are *supposed to be* a summary of the full rules in the Core Rulebook. When in doubt, he said, use the Core Rulebook.
Rob McCreary wrote:
Soo.. this amounts to...
I want to start an action that requires a full-round action, gain the bonus that goes with it, then "cancel" it before the accomopanying penalty would take effect.. and keep the bonus and any beneficial outcome from the resolved part of the action.. based on taking out-of-context the wording of a clarification to a similar ability.
And there is still a question that the answer isn't "no" ?
If you use the XP system you don't really need those blurbs at the front of each book (though they can be helpful I am sure).
Actually, you do. They're not there to tell you exactly when the characters should gain a new level. They're there to act like clearance notices.. if they aren't at least that level by this point, you should give them something else to do until they are, just like if your vehicle is taller than the clearance posted, you should not proceed ahead.
This, and the thread on whether people use the XP system to level up vs. fiat, make me wonder how the professional designers use XP in the development of the APs and modules for publication. The Pathfinder rules tie the design of encounters to an XP "budget" based on the overall CR of the encounter. I wonder if the AP design outline specifies what that budget is, for example.
When I see someone relying on the breakpoints in the AP volumes to declare when to level up by fiat, I wonder how often that translates to indirectly using the XP anyway, with the developer or author having done the XP tracking for them.
Actually, there's one in
And that reveals a lot about how they work. Being the "front man" of a nation or an organization leads to too many opportunities to be revealed. Being the "power behind the throne" and offering little nudges of advice once every generation or so is more their style.
Actually, ranks are used as requirements for feats and prestige classes. Bonuses from feats, magic items, and other sources do not help. So your ranks *are* more valuable than those bonuses, precisely because they *do* represent what you have learned.
That they are not more valuable in the way you want them to be does not make them "not more valuable" overall, or in other ways.
Exploring a Hex is covered in the first book (p.57), and is what the PCs are tasked with doing... exploring and mapping The Stolen Lands area. There is a table showing the time required based on the party's movement rate.
I expect that flying doesn't help much as the "explore" part is meant to be looking at the area in more depth than just a fly-over would give, although long-term flight (natural ability, or overland flight every day) would probably just substitute for the walking movement rate. It matters less *how* you're moving than *how fast* you can move, I think.
Note also that revised and expanded versions of the Kingdom rules are expected in the Ultimate Campaign book coming this spring.
Rob McCreary wrote:
The fatigued condition from hypothermia ends when the nonlethal damage taken from the cold is healed (Core Rulebook 442). Nonlethal damage is healed at the rate of 1 hp per hour per character level (Core Rulebook 192), so how long it takes depends on how much damage a character has taken.
Note the "per level" part in the recovery rate. So 1st level characters, yes 1 hour per point of non-lethal damage from the cold. 2nd level characters, 30 minutes per point. 3rd level, 20 minutes per point. And so on. None of that can start until they have a heat source, however.
The figures for cost of living in the Core Rulebook are a "shortcut" for games where accounting every gp is not worth the time. They are world-neutral, so world-specific books like the Guide to Absolom and the Guide to Korvosa would supersede them in world-specific games. Unfortunately, the only Golarion-based books I know of that give specific costs for purchasing or renting houses in these cities are all 3.5-era, and pre-date the figures in the CRB.
Also, only the 1,000 gp per month "Extravagant" level even mentions that the PC might own the house.
So.. ultimately, I expect we will see advice along the lines of "some cities may increase the cost of living by 50%, 100%, or more, as the GM decides is appropriate". If, that is, it is even mentioned.
100 gp/month for cost of living in a small town in Ustalav may be "Wealthy", but the same amount in Absolom, for example, could be "Poor".
It also occurs to me that, in addition to the costs being ajusted for where you are, in some neighborhoods, you may not be able to choose to live at some levels. The poorest docks of Riddleport may not have any place for you to live "Extravagant", while the richest neighborhoods Absolom might have a minimum living standard of "Average".
This is the kind of world-building detail that helps separate one city from another in a campaign, so it is one of the things I am looking forward to seeing in the book.
Also, I believe it has been stated before that adding another 3-4 levels of content would require another book, or cutting some support articles.
Will this have rules for making spells into rituals, kind of like the Incantations of Unearthed Arcana?
The Unearthed Arcana rules (for Incantations and many more things, like facing variants) are OGL and still available on-line. Kobold Press' products include new Incantations in a few cases (Northlands, for example).
Edit: More on-topic, I hope we get some additional clues to the content in the near future.
Actually, if you think about it from the penalty side (as they are the same), it makes sense to me from the "Game Balance" angle. A PC that now has a penalty that also reduces carrying capacity gains yet another "double-whammy" penalty from being over-encumbered. Start with +2 to hit and decent armor, then lose 4 Str.. and suddenly you've not only lost the +2 to hit, but also gained probably another -2 penalty from encumbrance.
In that sense, I see the reasoning behind it.
thejeff, I think the part you're missing here is that Shattered Star assumes all three of the early Varisian APs have occurred.
Karzoug came back
Korvosa was nearly taken over by another enemy from the past
There ARE Drow! And they nearly caused another earthfall!
And that's all within the last 5 years. A growing sense of "what's next" is understandable, I think.
Understandable.. and here I thought it was going to be a GREAT option, rather than just a GOOD option. :) Oh well, it means I won't have to wait when Tome of Horrors is finally released, anyway.
EDIT: dang typos
You can find this in the Core Rulebook p. 554-555.
Pathfinder changed how stat bonuses and penalties work, compared to previous editions. The temporary ones convey a modifier to checks. Secondary effects, like carrying capacity, are not affected. That's actually why the spell "ant haul" was added in the APG, because "bull's strength" does not have that effect any longer.
This is what Vincent Takeda is referring to. Leaving the belt on permanently may lead to the extended benefits, as it is treated as the temporary bonus for only the first 24 hours, just as leaving the circlets that enhance mental abilities on lead to bonus skills.
Mir, free PDFs are only included for subscription purchases. If you buy the print edition of a Paizo product as a single purchase (for example, the new People of the North Player Companion), there is no accompanying PDF.. to get the PDF would be a separate purchase.
I also must agree with Azazyll about the new format. Some things I like... roles, for example... but the layout feels wasteful. The inclusion of one-row tables with five columns feels like it generates excessive wasted space in the layout. The two-page spread on vampire transformations to detail three feats in Blood of the Night is another example.
For those of us who do not play in the Society, having the books come out every other year as part of the subscription is a bit annoying. As I noted when the Pathfinder Society Field Guide came out, the notes in the Foreward about using the information in non-PFS games were... lacking, and felt unwelcoming.
I am hopeful this volume will be more useful for NON-PFS play.
The Diplomat wrote:
Outside, to the street. As the place is a fortress, I generally treated those as not doors so much as the lower portion of the window from the second floor. Otherwise, the lack of defenses seems inappropriate.
I had the same issue. I started to add another room off the west end of the main hall in the basement. If your PCs wind up fighting their way through the basement, though, this could be more than they can handle depending on when they go through it.
Honestly, I think putting the HeroLab and D20Pro files at the far end of the stretch goals was not the best use of them. I think their drawing power among on-line gamers is underestimated.
As an early stretch goal, they would feel more "within reach" of the whole thing. As an add-on, or as part of a high-level pledge, they might be more likely to entice people "on-the-fence".