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I've recently become interested in the Demon Lord, Maelfesh and his brief history as Iuz's "Liege Lord." I read about 90 pages of the GH novel with Maelfesh by Rose Estes, but, as Erik Mona has said publicly, to paraphrase, it's unreadable offal and is best forgotten. So, I'm hoping to get some info on Maelfesh without reading any more Rose Estes. Specifically, is there any info on his Layer in the Abyss?; any info on his past relationship with Iuz the Old?; Any other info on his looks, past, background, other relationships? When I started looking I found Erik Mona had talked bad about him and the novels, so I'm hoping at least he, and some others, can at least give me some info. I really don't want to read the whole novel or any of Rose Estes' other books. It was pretty painful reading the first 90 pages of the one book. Anyway, thanks for any info you can give me on Maelfesh -- I think he's got tons of potential in my homebrew. I'd just like to know the canon before I start playing with it.
What all do we know about the Fiend Sage that advises Lord Drax in Rel Astra? All I know is that he corresponds with Iggwilv occasionally in the Demonomicon about Demon stuff, the Abyss and CE Clerics & such. But what all do we know about him? Which Dragon mags with Demonomicon articles have info not merely written by him to Iggwilv, but actually have info on him? Or other sources in GH or elsewhere? Thanks.
When the speaker of Carroll's poem "Jaberwocky" takes his vorpal sword to slay the Jaberwock it isn't a plain old, run-of-the-mill Jaberwock, per say; Carroll says it's a "Manxome foe." So, where in the Bestiary is the Manxome Template? Come on Paizo designers and Lords of the Boards, I wanna throw a Manxome Lamia and its two Manxome Bandersnatches against some PCs. Here's hoping a Manxome Template can be designed quickly enough to be included in a volume of Reign of Winter.
In Dante's book, the city of Dis is the beginning of the 6th Circle of Hell, separated from the 5th by a wall. In D&D this wall, and Dis, are the 2nd Circle, but it's the same idea: a big wall around Dis. Here's what I'm looking for -- if you were to put that wall in your Homebrew game, how tall would you make it? I want the number (in feet) to have symbolic meaning, but I also want it to be a good size. 666 is a number for the Abyss (in D&D) and for "The Beast" -- Nero -- in the Biblical Dogma. 13 is a good option but a 13' wall seems kinda small, doesn't it? What are some other symbolic numbers I could use for the height of the Wall of Dis? Thanks for the ideas.
Who gave the Sellen River its name? (I assume Taldor a gazillion years ago?) More importantly, WHY did that society name it "Sellen"? What is the etymology? Was it the name of a tribe of indigenous people, the name of the Taldoran who discovered just how big it is, the first Taldoran merchant lord to take advantage of it?... Or was it perhaps named by ancient Numerian Kellids? Where did the name come from?
Here's what I'm facing. Irovetti is losing this war (middle of Vol. 5) -- he knows it, I (PC) know it. But I really don't want to rule Pitax. My plan is to defeat him in his palace (subdual-damage if he plans suicide or fighting-to-the-death) and force him to sign a treaty granting that he stays in power but.... He keeps two of my guys on as Councilmen or Advisers or whatever; He pays restitution equal to 100 BP; He disarms the rest of his eastern-front military and I inspect his holdings for armaments etc. . . . . That's the plan I told my DM so he could prepare for the end of vol 5 & finishing with vol 6. (I'm getting ready to lay siege to his palace next session.) This game is a one-on-one Campaign where I'm running the sole PC with a gamer who has extremely limited gaming experience and no DMing experience. I'm helping him learn the basics of D&D while he's running the campaign. Without giving spoilers to whatever is thrown in vol 6, can you give my DM (through me) advice on how to handle what the PC (I) is trying? Thanks.
(Please no Spoilers from after the Chase for Trina) Last session we had the chase for Trina on the rooftops in Korvosa.
75% of the PCs were frustrated with inability with 50% of the Players getting frustrated with the whole scene and 25% of the Players just pushing the chair back form the table and all-but quitting -- calling "shenanigans" on the whole affair. After the session we agreed the the idea was great -- but the design was poor. How did other groups experience this scene? .
A much stronger design, I feel, would have been if a PC could attempt a series of "shortcuts" based not on different Ability-Score Skills but the same Ability Score Skills: 3 Wisdom checks OR 3 DEX checks -- as opposed to 1 WIS, 1 DEX & 1 STR. No PC-build will be able to succeed at all of the checks in order to catch up with Trina the way it is designed. And Trina still has her spells to help her escape if a couple PCs get close to her. Also, I don't like the arrow-straight arrangement of roofs. A square grid, maybe 15x15 would be great -- more realistic and funner. Plus, when PCs (or Trina) fall of a roof, they can't just automatically know to run in a straight line. This eliminates the incredibly stupid design that the streets are so crowded that, cough-cough, one has to make a DEX or STR check just to move. (Who during the design process thought that idiot-idea made sense?!) But maybe other groups experienced it differently than ours. I think it could have been fun -- and it is a great idea. It just has a few critically bad mistakes in design. Had we felt it were possible to catch Trina during the chase it would've been fun, even with her escape. But not only was 75% of the Players sure it was impossible during the chase, they were all frustrated with the whole scene.
I'm trying to build a viable PC (non-FTR) with Combat Expertise + Agile Manuevers + Improved Dirty Trick. But all the builds I consider seem to fail -- that is, they're not combat functional. So far the PC is Inq-1 / Rog-2 and the next level, maybe the next couple levels, will be in Inq. (But this will be a back-and-forth Rog/ Inq.) One of the things that's getting me is my low CMB. My "dirty trick" combat manuever is useless if I can almost never beat my opponent's CMD! Finding a way to give my weapon, a Rapier, a bonus to CMB for Dirty Tricks would be great -- some kind of magical enhancement, maybe, would be great. (Perhaps my Rapier is magicked like a Wand, 50 charges of "Dirty Trick" or something...) But what would be the cost?... Or perhaps instead of my Rapier, I could use something else as my Dirty Trick "weapon." The DM, who will also likely post on the Thread later, suggested some kind of "eggs," hollowed out and filled with pepper, ...or Universal Solvent, or Web, or other stuff -- the main ingredient in stink bombs, maybe. Does anyone have any suggestions on some Homebrew modifications to how we can enchant a Rapier to be like a Rod/ Wand of Dirty Tricks -- or how to cost and design a thrown "weapon" that creates the Dirty Trick effects using a Combat Manuever?
How much would an item cost that provided the benefits of the Feat, Agile Manuevers, constantly? I guess the question can be answered twice, once for an item that takes up a slot, such as a Ring, and one that doesn't, such as an Ioun Stone. (Other examples and variations of such an item are also welcome: 3 per day, use activated, etc., etc....)
I need advice and suggestions regarding a few Kingdom-building hindrances. What are some suggestions on BP costs for things not listed in Jacobs' article in Rivers Run Red?
Where can the PCs find good NPCs to take the jobs of General, Marshal, Treasurer, etc., etc. if they're more content with being mobile PCs, adventuring and making the Kingdom safe (not unlike the image of King Richard in the 1180s: he's out fighting like a public "hero" while NPCs are running things back home)? The current NPCs ordered by loyalty & desire:
How much BP does the Gold mine, Silver mine, Gem field & Iron mine bring in each month???!!!! . . . . Some info on this Campaign:
How much interest would there be, both among the designers publishing it and the customers buying it, in making a 300 page Campaign Setting hardback book on the Campaign World's chief metropolis and mega-dungeon, Absalom & The Spire of Nex. Certainly Paizo will keep the flagship line the Adventure Paths, of course, but the city of Absalom and its adjoining mega-dungeon, The Spire of Nex seem to deserve something special -- something more than just 6 volumes in an Adventure Path, yes? And it would make a great one-time "special product." Plus, aren't we ready for another 300 page hardback for the Campaign Setting? And aren't we satisfied with the hardbacks that have come out focusing on gaming and rules recently? Yes the designers are busy developing the usual product lines but they usually schedule a couple hardbacks each year anyway, why not this one? I think this would be a great GenCon or Christmas 2013 hardback.
In a meeting this morning we talked about some of our own computer-use policies and such and I thought of something Paizo may want to consider adding to its "format your text" options. In my experience most of the links I and my fellow Paizonians post are appropriate, but there are occasional links to "adult" websites. Perhaps posters can provide a "warning" for these Links.
(Paizo Publishing or Products Discussion Forum???) I've never been a big fan of D&D comics but I admit to craving a bit more Pathfinder stuff coming in my mailbox each month and I'm intrigued enough in the new Comics line to ask a few questions. Are the new Pathfinder comics humor-themed or graphic novel-themed? More importantly, has (will) Paizo put a few sample pages on the website for us to look at to see if we like the new line? Before I buy a subscription I want to read at least a few pages to see if I like the writing, artwork, story and characters. (I'm not keen on buying one and then deciding whether or not to subscribe.) Thanks for any input.
Are there any stat blocks for Ulraunt? (specifically Level, Alignment & Class) Is there any considerable Fluff? My FRCS is in a box (seemed less important than some Pathfinder books for my bookshelf) and I can't check it without actually digging it up... but I don't think it has more than a sentence or two anyway. Thanks.
After reading the rules for Favored Enemy and the rules for Combat Manuevers I'm still uncertain if the bonus for Favored Enemy counts toward a PC's CMB. Language in the Ranger's section does not include it (says "attacks") but the Combat Manuevers section in the Combat chapter includes language that both states the CMB is an attack and implications that it isn't an attack. What is the official errata? Thanks.
I know everyone who didn't watch the game will scream we're in trouble at Arsenal after allowing Sunderland to get a point off us in a nil draw but YOU DIDN'T SEE THE GAME! Sunderland weren't even trying to attack; I swear they played a good 75 minutes of the game with 7 Defenders and 3 Midfielders. It was obvious what they were doing and painful to watch cuz they did it so well. Damn it! And I've decided that since Fulham don't need and can no longer play Clint Dempsey (5-0 Fulham!), and since Liverpool don't want him -- hell, we'll take him! I can't wait 'till this Monday when Everton upset ManU and RVP's injury-prone body forces him to miss a few months of football.
Not that anyone ought to take notice but I just wanted to share. After all these years I finally got one of my gaming buddies to DM CotCT AP! I gave him my PDFs of the Campaign and he agreed to buy the print copies so he'll have his own. We start the Campaign in about a month or so and I'm effervescent with chirp. (Mayhaps Savage Tide and Council of Thieves are next!) ....On a side note, this also means that another one of my gaming buddies is finally gonna get into the Pathfinder world -- as a group we've been exclusive GH gamers, recently playing through ToEE, the A Series, a Sterich March campaign and we just finished a Return to Tsojcanth campaign. We were gonna do an Isle of Dread or Hepmonaland sandbox but I got everyone to agree to CotCT! And my devout GH buddy has borrowed my Inner Sea Guide and already fallen for Cayden Cailean.
The Class (tentatively called "Master" -- named in reference to the NPC Expert) is comparable to the Rogue and Bard -- and is designed based on the design concept of the Fighter -- the Class with all the Feats. We don't have to worry about (at this time) a Capstone ability at Level 20. All comments are appreciated. Medium BAB {only appropriate option} 2 Good Saves {seems apropos to the Class to have 2 Good Saves} Weapon Profs as Bard {this could be changed to "as Rogue" -- any thoughts?} 8 Skill Ranks per Level / Pick 12 as Class Skills {one step up from Expert -- on par with Rogue} At 1st Level and at every even Level get a Feat that cannot be a Combat Feat (same design as FTR) {the basic design concept of the Class -- a Feat monkey like the Fighter, w/out being a Ftr} One Spell known (CHA based) at every odd level at Full Caster (1st at 1st Lvl, 2nd at 3rd Lvl, 3rd at 5th Lvl, etc.) that can each be cast 3/ day. {to encourage staying w/ the Class and not multiclassing, AND to add something to make it more playable -- still not CLOSE in power to Sneak Attack or Bardic Performance, though.}
Over the years lots of folks have agreed that the early volumes of each AP are the best and it made me want to start a poll about the best Volume 1 AP adventures. My list: 1) "The Haunting of Harrowstone" A -Michael Kortes .... Carrion Crown 2) "Souls for Smuggler's Shiv" A -James Jacobs .... Serpent's Skull 3) "Howl of the Carrion King" A -the Erik Mona .... Legacy of Fire 4) "Burnt Offerings" A -James Jacobs .... Rise of the Runelords 5) "Stolen Land" B+ -Tim Hitchcock .... Kingmaker 6) "The Brinewall Legacy" C+ -James Jacobs .... Jade Regent 7) "Shadow in the Sky" C -Greg Vaughan .... Second Darkness Note: I've not read Curse of the Crimson Throne Adventure Path, Council of Thieves Adventure Path or Skull and Shackles Adventure Path so they're not available on my list.
Over the years lots of folks have voiced that the APs often get weaker near the end. I've felt that and feel it's as much an intrinsic problem with high-level design as it is having writers simultaneously yet separately writing adventures in the same Campaign (Logic implies earlier ones would be easier to do than later ones since you're writing later parts of a Campaign not yet written.). Whatever the case, it made me want to start a poll about the best Volume 6 AP adventures. My list: 1) "Shadows of Gallowspire" A -Brandon Hodge .... Carrion Crown 2) "Sound of a Thousand Screams" A -Richard Pett .... Kingmaker 3) "Descent into Midnight" B- -Brian Cortijo .... Second Darkness 4) "Sanctum of the Serpent God" C+ -Neil Spicer .... Serpent's Skull 5) "The Final Wish" C- -Rob McCreary .... Legacy of Fire 6) "Spires of Xin-Shalast" C- -Greg Vaughan .... Rise of the Runelords 7) "The Empty Throne" D+ -Neil Spicer .... Jade Regent *(I should note that I'm just not a fan of "Oriental" adventures.) Note: I've not read Curse of the Crimson Throne Adventure Path, Council of Thieves Adventure Path or Skull and Shackles Adventure Path so they're not available on my list.
S P O I L E R S !
I ran a PC through Carrion Crown about a year ago and really enjoyed it -- enough that for nostalgia, I recently browsed over the volumes again and got a bit of a hankerin' to run it. So I figured I'd ask for advice on how to better connect the individual, nearly stand-alone adventures that make up the CCAP into a Campaign. From Harrowstone the PCs (at least my group, in our style of gaming) race to Lepistad to follow the Whispering Way cultists only to arrive and are expected to do a volume-long side-trek Trial of the Beast (AKA: The Pathfinder version of Pett's "Styes"). This one seems to be the biggest of the continuity holes in the AP. If I could somehow shoehorn a way to fit The Whispering Way and the exhoneration of The Beast into the same event-based adventure -- maybe having the PCs know The Whispering Way set up the Beast and stole the Seasage Effigy, getting clues to what the Cultists are up to and where they're going by finding evidence about The Beast -- I dunno, something that makes the PCs' search for evidence on The Beast the same as clues for the Cult. And obviously, whatever that is can be the lead into Broken Moon. I know I want Estovian's vacation lodge to not be a vacation lodge for rich people in the middle of the scariest forest in the scariest place in Golarion (that's just dumb) -- but I can fix that easily enough. I just need a few suggestions of how to make the adventure more obviously a part of the campaign. For Wake of the Watcher I think I'm okay -- I'll just make it obvious that the Whispering Way Rider was abducted by The Neighbors and the PCs have to deal with the Skum somehow and get the Whispering Way stuff under the water from them. But I have a real problem with Ashes at Dawn -- well, at the beginning. As PCs we were by now use to the routine of finishing one volume and moving to the next knowing that the adventure would have absolutely nothing to do with The Whispering Way -- we hated it. And we wondered whether Wes did any work at all in connecting the adventures into an actual campaign -- but we accepted it as a design flaw, got over it and enjoyed the asdventures, trusting that at the end of the random, not-Whispering-Way-Campaign adventure, we'd get a haphazardly found clue that would point us back to the Campaign. Ashes at Dawn was the worst. We awake in Caliphas to news that more murders have occured, look at a crime scene that shows the victims are vampires and a cop who believes vampires don't exist in Ravenloft, er, Ustalov. Then we meet a Dhampir who says he'll get the vampires to tell us about The Whispering Way if we solve who's killing the vampires. That's where the adventure finally made sense. But I'm at a loss on how to start the adventure. And obviously Gallowspire is fine as is (and easily the best high-level AP volume Paizo's done yet -- KUDOS to Brandon Hodge for a spectacular adventure!). Anyway, any advice or suggestions are appreciated.
Can Paizo publish the Xvart as a monster? D&D did not create it back in day and the WotC game has changed the spelling for their game.
Can we see them in Pathifnder one day, legally? Or are they like Mind Flayers, Beholders, Githyanki, Yuan Ti and Kopru?
It's been a couple years I think since I've asked or looked at Threads discussing it, so.... This Gen Con, with the beginning of Season 4, will anyone take another look at the demand or desirability of play beyond 12th Lvl? So maybe by next Gen Con and the start of Season 5 we can have a 13-16 Tier Scenario, even if Paizo just does one or two Tier: 13-16 (Sub Tiers 13,14; 15,16) Scenarios per year.
The Paizo Gods wrote: Shattered Star serves as a spiritual sequel to .... Curse of the Crimson Throne. Please reassure me that SSAP will not contain plots or characterizations or anything that will spoil my enjoyment of Curse of the Crimson Throne. I'm still hoping to find a DM to run CotCT and am avoiding spoilers. Thanks. *keeps fingers crossed
When you move through a threatened square you draw an attack of opportunity.
What about this: When we move through a square "threatened" by a fellow PC, can that PC make a "friendly" Attack of Opportunity? I assume a Cleric can't cast a Cure Spell as a "friendly" AoO because I assume one can't cast a spell as an AoO. But what about the Paladin's Lay on Hands Class feature which is a Free Action? If a PC moves through a Paladin's "threatened" square can the Pally take an "AoO" to give that PC a Lay on Hands? And if so, what about other similar situations?
I read the first 60 pages last night and I really like it. Kudos for a well written scene, Spoiler: Very well done considering how melodramatic and clownish her emotions could have been written.
when the mother holds the Pathfinder's map for an emotional moment and throws it in the fire. . Also, clever gimmick with Spoiler: Consider that stolen for many of my Homegames to come.
the doll fetishes with no eyes.
MASTER: Medium BAB
Bonus Feats: At 1st, 2nd and every even Level the Master gains a Bonus Feat. This Feat cannot be a "Fighter Feat." (see Fighter for my design comparrison) Spells: At 1st Level the Master gains one Spell Known (1st Lvl) that he or she can cast as a Spell-like Ability three times per day. This spell may be chosen from the Sorcerer/Wizard or Cleric Spell list. Once selected it can never be changed for another spell (except via a Wish). Spell casting is Charisma-based. At 3rd and every odd level through 17th, the Master can select an additional Spell Known at advancing spell levels -- 2nd @ Third Lvl, 3rd @ 5th Lvl, 4th @ 7th Lvl,... (cuz just the extra Feats aren't good enough, right? And this keeps "dipping" at a minimum.) Special: At 20th Level the Master can Mimic any "Special" Class Feature of another Class as a Swift Action, 3 times per day for a total of 20 rounds; these rounds do not have to be consecutive and the Master can end the effect as a No Action. For example, A Master can Mimic a Ranger's Favored Enemy, gaining that effect from a 20th Lvl Ranger -- or a Rogue's Improved Evasion or Sneak Attack,... a Monk's Movement Bonus or AC Bonus,... a single Hex from a Witch or the ability to make an Alchemist's Bomb. All special qualities use the Master's Level as Class Level and only ONE Special Class Feature can be used at a time. So if using a Ranger's Favored Enemy the Master gains only one Favored Enemy, but gains that effect as per a 20th Lvl Ranger (+10 bonus). (a nice Capstone Class Feature but man is it hard to articulate and fraught with potential problems -- but it's 20th Level!) (Note that at 19th Level there is nothing. A completely blank space. That seems okay to me cuz nothing else seems to fit and considering the 20th Level Capstone, a gap at 19th seems fine.
What are our best places to put Red Hand of Doom? (I'd especially love to hear from Jacobs since he co-wrote it.) Would eastern Taldor, near the Worlds Edge mountains and just south of Galt be a reasonably good choice? How 'bout in Molthune just north of the Menador mountains -- the Molthune border with Cheliax and Nidal?
What are our best places to put Red Hand of Doom? (I'd especially love to hear from Jacobs since he co-wrote it.) Would eastern Taldor, near the Worlds Edge mountains and just south of Galt be a reasonably good choice? How 'bout in Molthune just north of the Menador mountains -- the Molthune border with Cheliax and Nidal?
What are our best places to put Red Hand of Doom? (I'd especially love to hear from Jacobs since he co-wrote it.) Would eastern Taldor, near the Worlds Edge mountains and just south of Galt be a reasonably good choice? How 'bout in Molthune just north of the Menador mountains -- the Molthune border with Cheliax and Nidal?
What are our best places to put Red Hand of Doom? (I'd especially love to hear from Jacobs since he co-wrote it.) Would eastern Taldor, near the Worlds Edge mountains and just south of Galt be a reasonably good choice? How 'bout in Molthune just north of the Menador mountains -- the Molthune border with Cheliax and Nidal?
How many DMs allow their Players to take some parts of an Archetype without taking all parts? Certainly we've all heard Players ask. And even more certainly we've all said that we'd love this or that Archetype if it weren't for this or that "one thing." Anyone thought of allowing Players to pick and choose parts of an Archetype?
In 3E you were not allowed to "wait" to select a Feat when you level -- you must select your Feat when you level up. In Pathfinder, I looked last night, it does not say one way or another. So, RAW, can a Sorcerer wait, upon reaching 5th Level, to select his Feat until he reaches 6th Level? 3E went out of its way to say "No"; Pathfinder says nothing.
For some reason I'm unable to create this Thread in the apropriate Forum so I'm putting it here and waiting for someone to Move it. A couple weeks ago a gaming aquantance mentioned he might be interested in playing in The Society if I threw something together again BUT, he's really only interested in playing in a couple areas of Golarion. No problem at all, I of course responded, cuz even among the few dozen Scenarios I already own there are plenty of modules that take place in the couple areas he wants to game in and -- were I to go to Paizo.com and look for more, I'd find more. The only trouble is, gee wiz, there's no way to tell where several Scenarios take place unless one actually opens up each Scenario. And sometimes even then the full description doesn't say where the Scenario takes place. Is there any way you can put each Scenario's location in the header or something so customers can more easily find all the adventures that take place in, for example, Varisia, The WorldWound/ Mendev and Ustalov? Thanks for your consideration.
In a PC-Build exercise I came across something that concerned me. The Luck Domain allows a Cleric to reroll a d20 in any situation before he or she learns about the result of the roll. So if the Cleric rolls a five on a Ref Save, for example, the Domain ability allows for a reroll showing the Cleric's luckiness.
But what about these situations: The PC Fighter rolls an attack and totals a 23 -- misses.
And there's other times, too.
And what about Knowledge Skills?!
So when the Cleric rolls to punch SR, the Player knows BEFORE the DM says anything if the roll was successful punching SR. Is this a problem?
What is the thinking behind a different design for "Skill-Bonus" Traits? Knowledge Skill-Bonus Traits are given a +1 to TWO Knowledge Skills; other Skill-Bonus Traits are given a +1 to ONE Skill. So you can get a +1 to Diplomacy (& it becomes a Class Skill) or a +1 to Sense Motive (& it becomes a Class Skill) ....
Does anyone know if there is a web-page somewhere that gives a comprehensive list of all the Traits with a brief description of the Trait's Bonus (exactly the way Feats and Spells are listed in the Core Book)? For Example: Reactionary +2 Initiative
This way a person can see basically what each Trait does and then decide to take a closer look at a particular Trait.
The Persuasion Feat gives a PC a bonus to Diplomacy and Intimidate. This makes absolutely no sense -- these two CHA based Skills are opposite of each other, yes?! Why are they combined? Wouldn't the Feat be better designed if it were Diplomacy and some other CHA based Skill -- most obviously Perform? Or maybe Diplomacy and Bluff? 1} How would it affect a game if the Feat were a bonus to Diplomacy & Bluff (or Diplomacy & Perform)? 2} Does anyone else see Persuasion as poorly designed? Thanks.
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