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Hi Customer Service! I got a note about the expiration date on my payment method. I updated it this morning, but then it looked like it was going to just update it for this one single order, but I really wanted a long term solution. So I played around with the payment options, and it looks like it is fixed for all future orders.. .. But now I want to be sure. :) Could you take a look at my set up and confirm that I'm good from here on out? Hi there, One thing I enjoyed from previous Cons that I could not attend, were all the posts and tidbits from those who were fortunate enough to go. So I am going to pay it back. I realize most seminars will be videoed anyway, but maybe we can tide folks over until those are posted. I'm going to post to my Facebook page. My email is in my profile. My real name is Jim Groves. You don't have to friend me if you don't want, I'm going to make the posts viewable to the public. I will also try to copy my posts to a thread that I'll start here in the forums. In fact, I have started, but it's not much more than getting to the airport as of right now. I'm attending a LOT of seminars, so maybe I can share a good overview of different events. If you're going to do the same, feel free to let folks know with this thread! This might be a dumb question, but is there going to be anything for sale at the Con? I read that we can pick up our subscription items at the Con (thank you!), but we can't pick up any additional items from our cart. Here's what I'm looking at: I want to grab a Gamemastery Combat Pad before the game I'm running. You know, to make it easier. I could order it here, or from another online vendor.. but I'm concerned about getting it on time. Since they're pretty universal items, I thought you might have a sales booth at the Con? Of much less importance, I've also been thinking of a later edition of the Core Book that has the errata in it as well. But that I could live without. Thanks in advance! Hi there, I've reviewed the FAQ, but I have a few questions that I'm unclear on. Last Friday, before the deadline, I made my lottery choices, but right now, I'm not seeing anything under "My Schedule". I see that Registration for Open Events starts today? At 3 PM in my timezone. Does that mean that I will know what I received in the Lottery at that time? Or did something happen and I get nothing? (Not the end of the world, there are plenty of cool seminars and open events that looked fun). I'm just a first timer and was hoping someone could illuminate me. Thanks! Sorry for the ambiguous title thread. I know from personal experience that players who do not read "GM Only- Spoiler" threads, can still get spoiled by specific thread titles. ************************ ANYWAY, HERE'S MY QUESTION: I have a player considering being a Changeling. They're thinking of changing from their already well built character to a whole new concept to accomodate this new race concept. That's cool, but now their struggling trying to reconcile their original character concept, and possibly end up playing something other than what they actually wanted to play. I'm almost sorry I brought it up now. They think there might be something cool in store for them, in terms of gaming experience, if they play this "mystery" race. You see, I've explained the basic concept of a changeling, but not gotten into the juicy details. So in response this perception that they might have a special story, I'd like to be able to convey reasonable expectations. So without further ado- Are there any actual hags in the AP, that I might be able to use as plot hooks for a PC? I have no problem adding a hag just for them, but I'm just wondering if there is anything already woven into the later chapters that is just prime to hang a plot hook on? Thanks in advance! One of my players did this for fun, for our upcoming Carrion Crown campaign (alternating with Serpents Skull). He's playing a paladin of Iomedae and got inspired. I'm quite pleased and with his permission I am sharing. The credit goes to him.
Battle Hymn of Iomedae (a Parody)
1. Mine eyes have seen Iomedae
2. I have seen her in the watchfires
3. She has sounded forth the trumpet
4. In the beauty of the lilies
5. She is coming like the glory
I'm just checking for a common interpretation on this spell. Clearly trying to get a character to attack it's allies prompts a new saving throw at +2. What if the command is "come to my side and protect me from harm"? Which could come down to the character attacking it's allies, except that it is the allies that provoke the action. The command is actually passive until triggered. What do people think? Still get a new saving throw, or the command is not against the character's nature? Hi there! If you have a Banquet Ticket, I would love to buy it! I'd even be willing to pay more than you paid for it, for your trouble. On the other hand, I don't have unlimited funds, so I'm not looking to get scalped. But double your cost? Sure, I could do that. But I'm mostly looking for someone who can't go to the Con, and would like unload their ticket (and maybe get a little extra back as a consolation). I'm not sure if I'm supposed to say this or not, but I did a bit of writing for Ultimate Combat, and I'd love to be at the banquet to see the preview myself. The opportunity to go to PaizoCon was somewhat last minute, and this would mean a lot to me. Please reply to this thread.. And I will put an e-mail address in my profile (under this username). Hi there! I'm a Guest Judge in Round One! And I can see these AWESOME Top 32 entries, thanks to the terrifically talented Ross Byers (who just fixed a small glitch). So this is just a small update to let you guys know that the process is moving forward! Now Matt Goodall, myself, and Alex MacLeod have 4 days to review 32! Whoohoo! Neil and Sean are the undisputed Kings of advice, and Clark is certainly a Duke; so sometimes I wonder what I could actually contribute to this contest other than my cheery self and some well wishes. That being said, there has been something I’ve been mulling over posting for some time now. Part of me has wondered if someone else would just post something similar anyway, so I’ve put it off. I’d start to write it, and then I’d reconsider. You see, much is made of the contestant’s conduct, but talking about the “other side” of the event is a trickier topic. Well, the moment has come and the Top 32 have been selected. Soon I’m going to be too busy reviewing items to post anything else. I’ve decided if I’m ever to post this, now is the moment. These are my thoughts about being a helpful, positive, and responsible member of the audience. Be cool. It has always been said and understood that a contestant is expected to hold up under some intense public scrutiny and critique. Nothing I write here should detract or change that. A SuperStar! Freelancer has to be thick-skinned and a professional in dealing with the public. That being said, that shouldn’t be a free license for the voting public to say or write anything they want. If you don’t like an entry, by all means say it. The contestant really needs to hear the hard truth. But ya know? You can serve up some hard truth and still be both and helpful and responsible. “This really bores me, and it doesn’t seem well developed” is great feedback. “If I saw this in a store I wouldn’t use it as toilet paper” is not. And yeah, I’ve seen that done. Contestants are like animals in cages. They run a greater risk of losing votes and support by arguing with you, so don’t use that against them. This is a tough contest, but it is also supposed to be fun for the contestants. Don’t take that away from them. We all “just want to help Paizo get the best products possible” (a common justification when there is concern if a critique has been too severe), but we don’t have to be jerks (or carebears) to see that end realized. If you’re not sure, crack a rule book first. Many of us have seen or even done this; “I think that’s wrong but I don’t have my books in front of me because I’m posting at work!!!” When you’re having a little debate in the Rules Forum, that doesn’t really matter. However, this time if you’re wrong, you could be making somebody look bad and hurting their chances. Understand this; they can't correct you! So if you get the rules wrong and everybody else assumes you actually know what you're talking about, you just screwed that contestant. They can not comment until it is too damn late. I don’t mean to suggest that you analyze every entry, or delve into minutia. That’s your decision. Just consider, if it is important enough for you to point out, isn’t it important enough to also make sure that you’re right? Tell them about it. Last year I’d watch the exit polls and people would remark on contestants and sometimes say something like, “That person is really doing well but I’m not voting for them.” That’s fine. However, you’d be doing them a really great favor if you posted in their own thread and told them why. Of course, you’re not obligated to do so. I’m just appealing to you on behalf of this year’s contestants to thoughtfully consider it. I speak from experience, there is nothing harder than reading that someone won’t be voting for you and you have no idea why. I swear that is rougher than reading a harsh critique, because you feel so helpless and dumbfounded. After all, they made the effort to actually type out that they weren’t awarding you their vote, but you have no idea what you could do differently that might please them next time. It doesn’t have to be an epic analysis, just two or three sentences that go beyond “I didn’t like it” would be a gift. That’s it! No more. I could probably come up with other suggestions or guidelines, but ultimately it is the contestant who is judged on their conduct, not the audience. It was my intention to be thought provoking, not lecturing. Hopefully this won’t start a distracting argument (because I won’t participate if it does), but this post comes from the heart. I was a bit of jerk the very first year of the contest; believe me when I say when you walk a mile in the Top 32’s shoes, your perspective will change forever. People, you have some power over what they do, because they’ll be trying to make you happy. Use that power wisely. Hi there, This is not intended to be an editorial gotchya. I'm caught out somewhat contradicting different sources, and the players have caught on. I'm not worried about retconning something I misunderstood, but I want to reconcile this information if I can. The article on Eleder seems to portray the community as having a strong dislike of adventurers. With no mention of a Lodge, I assumed that the Pathfinder Society was somewhat underground, and/or not well tolerated. Sargava the Lost Colony, paints a somewhat different picture, with the resident Venture-Captain on cordial terms with Lady Daugustana (though it is implied he has something over her head), and an active dockside location. And Seeker of Secrets imples that the PFS Lodge in Kalabuto really has been run underground. I realize that non of this is strictly mutually exclusive, I'd just wouldn't mind it if Rob (or James) could put it in better perspective before I step on myself again with the players. (I let them read some selected sourcebooks, so it stands to reason they have questions when I seem to contradict some material. Yeah, yeah, yeah, I'll reconsider that decision next campaign). Morning, I'm posting without the benefits of any reference materials in front of me (I'm at work right now), so pardon the question. I also did a quick search of the boards and I didn't see a thread specifically dedicated to this topic (though I admit I didn't poke through every hit).. but I am to understand it has come up in conversation before. QUESTION: Is there a stacking conflict between the Ironhide Feat and the 2nd level Sacred Mountain class feature? My players are concerned there is and seeking clarification before we start the campaign. Apparantly HeroLabs is accepting it as legal, but that could be an undiscovered bug. Thoughts, opinions? The title is self-explanatory... and the Book of Fiends version I have. However I do encounter power creep frm most 3.5 conversions, so I like one for the native system. If there isn't one, I', not going to worry about it.. but it doesn't hurt to ask. I'll look at homebrew or a 3rd Party if one is out there.. (Maybe something for the Ultimate Magus book?) Doom of the Dream Thieves Introduction Crime of the century! A major House of Absalom falls victim to a heist of legendary proportion. One of 12 sacred artifacts created by the god Aroden is stolen from a nigh invincible vault. Through the machinations of an ambitious minor house, a coven of powerful night hags now possesses a cornucopia and from their fortress on the Ethereal Plane they intend to sell it to the highest bidder. Their asking price is nothing less than mortal souls. This is an urban and extraplanar adventure for 10th level characters. Background The annual Starstone Exaltation meeting, when the 12 seats of the High Council are ratified, has come and gone with House Ormuz losing its seat and no party stepping forth to claim it. The Founding Law dictates possession of a cornucopia is the sole prerequisite for assuming one of these high political offices in the most important city in the Inner Sea. The loss of a cornucopia is a rare but not unprecedented event. Particularly disturbing are these occasions when no attempt is made to attend the secret meeting, present the ‘Icon of High Office’ and be recognized by High Council. Currently the upper reaches of Absalom society are in a quiet scramble to locate it, complicated by the fact its illegal to even discuss it. Londaro Balloric, the scion of a minor House is responsible. Employing dangerous divinations to contact otherworldly powers, Londaro received a semi-useful answer not by asking ‘how to steal a cornucopia’, but instead inquiring ‘who could steal one?’ The name whispered to his diviners was Inva Ebonblade. Costly time and magical research determined Inva was no native of this world, but rather a fetchling woman dwelling in a bizarre parallel version of the great city on the Plane of Shadows, called Shadow Absalom. After considerable effort, a meeting was arranged between Londaro and Inva. Balloric explained his need of a master thief who could overcome a series of difficult challenges, and his willingness to compensate her for it. Styling herself as the ‘Queen of Thieves’, Inva provisionally accepted the challenge. Nevertheless, the security surrounding the cornucopias is high; one can safely assume they’re stored in areas warded against scrying, teleportation and planar travel, as well as traditional security measures. The art of an impossible heist is superior information; and for that Inva turned to someone far darker and nefarious than herself, Suszora the Dreamthief. Suszora and her coven of sister hags dwell in the deep reaches of the Ethereal Plane in a fortress floating near the border of the Dimension of Dreams. Their fortress, Molah Tar, is a product of that strange realm, having risen out of the turbulent froth of dreams made temporarily manifest. From there the coven rides their nightmares to all manner of planar shores, trading and selling mortal souls. One of the innermost chambers of the Fortress permits the witches to touch the subconscious of a mortal as per a dream spell then traipse through their memories as with modify memory. The hags use this to drive particular victims mad. No thought of earthly property crime enters their imagination. When Inva inquired whether they could steal secrets from someone’s dreams, they redirected their efforts in a new direction. Once they had scouted out the name and identity of a high ranking member of House Ormuz in Absalom, the hags were able to give Inva complete and precise details of the cornucopia’s vault. With perfect intelligence, Inva prepared for every obstacle allowing her to pull off the perfect heist. However, once they had possession of the cornucopia, inscribed with the name ‘Silvermead’, both Suszora and Inva realized the item had power greater than just the temporal authority its possession conveyed. Inva agreed to have her interest in the matter be bought out by the hags and have them fence it directly. The coven sent a dream to Londaro indicating the theft had been successful, but the terms were now subject to renegotiation, and their preferred medium of exchange was not gold but mortal souls. The hags suspect Londaro will fall short of their demands as they must travel to Absalom in ethereal form to collect the victims he provides. They have started entertaining other interested parties, including those from Abaddon, who would like be rid of anything serving to protect Golarion. Similarly ships from Leng have brought sinister turbaned advisers to Molah Tar to advise the hags of more opportunities in dream-thievery. Silvermead
Spoiler:
Capable of producing food and drink for thousands when Absalom’s trade routes are cut off, the cornucopia (like the legendary Nightbane) is also a thinking relic which awakens when the city is threatened by plague or pandemic. Its silver waters once poured into a central water supply provide a cure for large populations. As this condition is not actively threatening Absalom, the relic is currently dormant but possession of it will cure any disease. Act 1 –Into the Brine Prisoners are dying and vanishing at the Brine, Absalom’s main prison. Recent deaths have doubled and tripled recently while some disappear right out of their locked cells. Rumors circulate High Warden Lady Seichya is secretly abducting prisoners to be sold to slavers leaving Absalom, a story she vehemently denies. Concerned families and district officials beg the adventurers to investigate as a neutral third party. The PCs are met with resistance from some night watch commanders despite their Writs of Authorization, raising suspicions of unwholesome activity. Interviewed prisoners report terrible dreams leaving them weak and sick in the morning, as if the calf deep sewage and seawater didn’t do that already. Others report hulking black shapes appearing in cells, only to fade taking the occupant with it. After midnight pandemonium strikes as 4 phase spiders materialize in the cells to each poison a prisoner before moving on to another. The brutes are strangely surprised when the PCs attack, expecting no resistance. The fight is complicated by locked cell doors, elevated catwalks, and slippery flooded floors. Chaos reigns as guards and prisoners struggle to escape, reacting to the PCs based upon how they’ve been treated. Once driven off there is no respite. Two figures from the PC’s past appear enigmatically. Like spirits of vengeance these figures reign down punishment with their bare fists, and telekinetically hurl manacles and chains. Seemingly unstoppable, these beings ignore prayers against the undead. These are 2 boggarts. Boggarts
Spoiler:
Neither fey nor undead, boggarts are malevolent entities from the Dimension of Dreams. Archetypal menacing figures delighting in the power fear creates, they phase in from the Ethereal Plane in the form and voice of someone their targets dread, past or present via (detect thoughts). They gain morale bonuses to attack and damage a specific target unless a Will save to disbelief is made (which only prevents the boggart from obtaining the bonus). However morale bonuses granted to their enemies are doubly effective, as courage erodes their powers. They batter targets with physical blows, and may hurl objects about telekinetically. CR 8 As the phantoms fall, the corpse thin form of a witch materializes on a nightmare. Her fang filled mouth twists open to curse, “You’ve kept me from my lawful prey, so know this- your city is rotted from within. Tell Lord Balloric any hope he nurtured of acquiring the horn is lost, but fortunately there are other interested parties.” This ominous message delivered she vanishes. Behind the scenes, the hags have recently accelerated their soul harvesting in order to dispense with Silvermead faster (before greater powers intervene). The spiders are mercenaries killing the prisoners while one of the witches performs soul binding. The missing bodies are the ones the spiders are permitted to take with them. Balloric’s responsibility was to see there would be no interference. Shortly afterwards Lady Seichya pushes her way through the remaining panicked guards. Hearing the tale, and after a fierce interrogation of the guards who resisted the PCs initially, she blanches, and tells the PCs Lord Balloric may be guilty of worse crimes, and time to act is short as Balloric may be warned his plot went awry. Seichya will see to it the varlokkur (Absalom’s magical detectives) are summoned and the Starwatch is marshaled, but someone must detain Balloric before he flees the city by ship. Deputized, they find the noble (human aristocrat 9) and his diabolist kinsman (human wizard 5 / diabolist 4) at the docks ready to board a longboat to a waiting ship. To aid their escape, the latter has summoned a erinyes to slow the PCs down. Once Balloric is defeated, the Starwatch arrives and transfers him to the Black Whale (Absalom’s maximum security prison). If Balloric escaped, the Starwatch will intercept the ship before it clears the Ship Graveyard. The PCs are also comfortably but forcibly detained in upscale accommodations, promised compensation and debriefing the next day. The following morning they meet with the 3rd spell lord, Lord Wycombe. He explains how the PCs have become embroiled in secret political matters. They’re informed the Primarch feels the best way to secure their silence is to induct them fully in Absalom’s service. They can walk away now, or enter a secret world of high level politics. If they agree, they’re told about the stolen cornucopia, and the political implications. Multiple agendas are in play here. Lord Wycombe outlines the Primarch’s concern, that the cornucopia be returned to Absalom and the hands of someone fit to serve on the High Council. House Ormuz obviously wants it returned to them. They will handsomely reward whoever does so. Countless other factions also want it. Finally the PCs may wish to keep it for themselves. This isn’t impossible, but it is easier said than done (discussed further in the Conclusion). Power and wealth should be strong motivators for the PCs to continue. The PCs are told what Balloric divulged, his plot to steal a cornucopia went wrong and a 3rd party sent him a dream stating he had to pay them in souls to get the horn. The Brine was the logical means as prisoners are unable to resist, deaths are not uncommon, and no one listens to their stories or pleas. Balloric arranged for several men loyal to him to be placed on the night watch to ensure there was no interference. Unfortunately Balloric doesn’t know the 3rd party, leaving his thief, Inva Ebonblade, the only remaining lead. Act 2 – Starry Starry Night Arriving in Shadow Absalom, the PCs find every height illuminated by thousands of dim magical lights and cold alchemical torches, casting it in a state of perpetual twilight. Their transportation (if they lacked their own) facilitated by the varlokkur, and the permanent gate inside the Starstone Cathedral provides a means to return to the Material Plane. This Absalom is a metropolis of monstrosity with a population smaller than the original and only one quarter is human. However the PCs find some things never change regardless of city, some sort of deal is always being made. When the PCs make discreet inquiries, the name of Inva Ebonblade (fetchling rogue 8 / shadowdancer 4) is recognized. Some call her the Queen of Thieves; others refer to her other occupation, a planar-guide-for-hire. Word on the street is that Inva has been lying low after some recent caper and her hideout is a truly a secret, but people in-the-know have the means to relay a message if the PCs express an interest in hiring someone to show them around the Great Beyond. By messenger, Inva offers them a meeting in a public place, with the terms being non-negotiable. A popular upscale tavern and dancehall called Corradina’s Delight, where the beautiful ghost of a young nobleman’s daughter is having her ‘coming out’ party tonight and every night from now to eternity. If the PCs try to strong arm Inva, or when the conversation turns to stolen cornucopias, the trouble begins. Her shadow is spotted abandoning its owner in favor of a cloaked figure ducking out of the establishment. The ‘Inva’ they’ve been speaking with is a destitute paid to impersonate the real one, while the shadow companion listened in and reported to its mistress. A chase ensues as the real Inva attempts to ditch the party while racing to her thieves’ guild headquarters. The party pursues Inva into a local shop where they discover a warren of abandoned underground d’ziriak tunnels and chambers connecting to a warehouse down the street. The PCs will come afoul of advanced shadow mastiffs, various trap hazards, and fetchling rogues set to ambush. The guild enforcer and muscle is Vultaran, a young adult umbral dragon who can enter and depart through the warehouse. Fetchlings
Spoiler:
Fetchlings are a humanoid race descended from generations of humans trapped on the Shadow Plane, infused with the plane’s dark essence. Slender to the point of being skeletal, fetchlings have pale yellow eyes, and monochromatic hair which they dye brighter colors if the means are available. Fetchlings possess darkvision which penetrates darkness, racial bonuses to Stealth, +2 resistance to negative energy attacks, shadow based spell like and supernatural abilities, including ghost touch. Base creature is CR 1/3. If taken captive and held hostage, the rest of Inva’s guild will stand down to negotiate her release. The fetchling is loathe to betray Suszora and her coven, but does so in order to save her own life or to avoid being cast through the Cathedral gate where justice awaits. She explains the cornucopia is held by the night hags in their floating fortress on the Ethereal Plane near the Dimension of Dreams. Furthermore she expects them to fence it at any time. If the PCs press the matter, she’ll grudgingly admit the underside of Molah Tar may afford them a secret entrance. If Inva is killed during the struggle or escapes them altogether, alternately a journal in her rooms contains this basic information. A final important bit of business will be finding the means to traverse the Ethereal Plane and find Molah Tar as soon as possible. Fortunately, among the guild’s treasures is a gemstone key to an ethereal skiff down at the docks, used when Inva works as a guide. Ethereal Skiff
Spoiler:
A single-mast longboat, these seaworthy craft have a socket on their tillers where a large magical gemstone may be inserted. The gem is a key allowing the craft to transition between the Material, Ethereal, and Shadow Planes, twice per day. They function the same as other ships (requiring water and wind), except on the Ethereal. There they offer a common source of gravity and one individual can pilot, leaving passengers to rest or concentrate on other things. Act 3 – Watchtower at the Dreaming Gates As the characters draw close to the border of the Dimension of Dreams, they encounter pockets of nightmarish dreamstuff, attracted to sentient beings and littered about the space outside the Fortress like a minefield. Those unable to resist or evade become temporarily trapped in a malign mini-reality, functioning like a haunt. Next the PCs must contend with a black-sailed ship of the Denizens of Leng, who have come to form an alliance with the coven. They will try to pull close enough for the fiendish crew to leap off and ‘fly’ to the PCs ship and slow them down for a full out fight. Finally Molah Tar looms out of the Ethereal, built on an earthen mote. The immediate environment itself is dangerous, as advanced fiendish yeth hounds periodically patrol the area, while pockets of dreams bubble up from the Demi-Plane. The fortress may be approached from any angle, its gravity only coming into affect near its surface. The PCs are likely to be spotted if they assail the fortification directly, but there is an alternate entrance. A secret entrance facing the Dimension of Dreams exists underneath the Fortress affords a means to infiltrate from below. Lucky PCs may catch one of the hags off-guard (denying them their coven powers) Two nightmares are housed on the grounds along with Suszora’s cauchemar. Lurking within, boggarts and a blood thirsty gug have literally been dreamed into existence. And a pair of oni serve as guards, one of whom wears the hag eye around his neck, which will alert the hags the Fortress is under assault, allowing them to strike from a distance. Last but not least, evil incarnate in a leukodaemon is a guest, there to trade for (or steal) Silvermead for the Horseman of Pestilence, denying Golarion the cornucopia’s healing magic when the final days come at last. The conclusion of the adventure is an epic confrontation with Suszora and her sisters. The hag coven's survival maintains the Fortress' existence; as they each die, the structure grows unstable and begins to tumble back into the Dimension that spawned it. The PCs must race to escape, while the plane of gravity rotates and the structure begins to crumble and shift around them. As they flee in their skiff, the Fortress crashes through the Gates of Dreams, pulling down the coven’s remaining minions and allies in its wake. Conclusion Returning the cornucopia is both an opportunity and a challenge. If they return via the Cathedral it will return them to the point they left. The safest and potentially most lucrative option is to return it to House Ormuz immediately. Possession of Silvermead puts the holder in a maelstrom of social and political intrigue, and is dangerous unless one has the resources to protect it. However, the Primarch will not act against the party if they wish to keep it (nor will he protect them), provided the horn is back in Absalom where it belongs. Handing it over to a strong House creates possibilities for all sorts of rewards, both standard and non-standard, like property in Absalom or formal adoption into whatever House is the recipient. In any case the PCs can influence the political arena while being public figures of legend for the rest of their lives. Seven Towers Observatory
Ilvarandin I'd be a liar if I said I wouldn't like to see some skintakers lurking in those lost shadows. Even if I'm not fortunate enough to write 'em up. Especially since that was an inspiration for them, along with the core Bestiary entry for the Intellect Devourers. Whoohoo! Ardorwesp CR 3
Implant (Su) Once per day an ardorwesp can sting a paralyzed foe with a touch attack, which painfully injects an egg inside the target. Victims must make an immediate DC 14 Fortitude save. The most suitable hosts, magical beasts or fey suffer a -3 penalty to this save. Failure indicates the egg matures rapidly, hatching into a juvenile ardorwesp after 24 hours. This violent, traumatic birth inflicts 3d8 points of damage. The egg may be removed prior to hatching with a remove disease spell or surgically with a DC 20 Heal check (healing kit requirements and action as per treating a deadly wound). Any other magical healing prior to removing the egg causes it to quicken and immediately hatch with a juvenile ardorwesp bursting out, inflicting 3d8 points of damage as usual. Armorbane (Ex) An ardorwesp’s primary claw attacks shred armor. On a successful roll to hit that also exceeds the target’s CMD, the attack also deals damage to the target’s armor. This attack does not provoke attacks of opportunity as if the ardorwesp had the Improved Sunder feat. Creatures not wearing armor are unaffected by this special attack. Smoke Vulnerability (Ex) Ardorwesps in the effect of a smokestick or pyrotechnics spell act as per the confusion spell. A peculiar amalgam of hornet and dragonfly, an ardorwesp is approximately the size of a dog. Its sleek, segmented body is flecked with copper, iron, gold, and—especially along its mandibles and six saw-toothed legs—adamantine. Fierce in battle, they rake their razor sharp serrated limbs across their foes as they fly past, shredding cloth and leather, and even sundering steel armor. Surprisingly intelligent, ardorwesps sometimes make alliances with humanoids. These collaborations are usually in exchange for assistance capturing hosts suitable for their young and preventing the flora they feed upon from being molested. Nevertheless they are temperamental and territorial creatures who put their own concerns above any agreement. Ardorwesps understand speech but reply telepathically. Found primarily in temperate forests and plains, ardorwesps nest by burrowing into trees or hillsides. The nectar of giant and exotic flowers, treants, and other fantastic flora provide the nourishment they need to survive, and the scarcity of it keeps their population under control. They prey upon magical beasts and fey, particularly stirges, pixies, and wizards' familiars as their supernatural nature makes them ideal hosts for their young. Such creatures (including a familiar tucked in a robe or backpack) have a strong odor to the ardorwesp, as per the scent ability. Nevertheless, any living sentient creature will suffice to incubate their eggs. Sacred to the goddess Calistria, ardorwesps share her propensity towards passion, craftiness, and vengeance. They have been known to reside at her temples as guardian creatures, or become companions to those who earn the goddess’s special favor. Similarly, clerics of Calistria may summon one with summon monster IV. Those faithful to the goddess are forbidden to harm ardorwesps, lest they face divine reprisal. Skintaker Description: Bloody tendons and ligaments tightly wrap the body of this skeletal once humanoid monstrosity. Skintakers possess a glistening spinal cord attached to an exposed brain and lidless human eyes held aloft by nerves. Intellect devourers create these still-living slave aberrations from prisoners. Underground they perform manual labor, but are more often dispatched to infiltrate well-populated civilized areas. Cunning and capable of stealing the material necessary to temporarily refashion their original forms, skintakers create secret networks and kidnap attractive new bodies for their alien masters. Some keep captives of their own, to slowly feed off the unfortunates in order to carry out and maintain some semblance of their old lives; something they crave above all other things. Existing in horror of what they have become, confessions from captured skintakers suggest that the intellect devourers maintain their hold on them with a cruel promise that their condition can be reversed or alleviated. Powers and Abilities: Skintakers strip away blood and sinew with a touch, to reconstruct their original forms for a time. In this way, a skintaker experiences the physical sensations and pleasures they desperately desire. This false tissue, cosmetic and easily damaged, provides the skintaker with a disguise and surge of vitality. Skintakers feign death with ease, appearing injured when they’re not and duping those unaware of their true nature. Their stolen flesh melts away over time, regardless of healing or necromantic magic. Skintakers may also reconstitute into the form of a humanoid they recently fed upon, limited to their own size. Like their creators, skintakers have telepathy and resist weapons and elemental attacks. Skintakers rip their foes apart with boney claws while in skeletal form, but utilize weapons and light armor when reconstituted. James, Big Game Hunter was one of the bonus feats from the Runelord's Players Guide: Spoiler:
Big Game Hunter: You are experienced in fighting the gigantic creatures that stalk Varisia’s landscape.
Benefit: You gain a +1 bonus on attack rolls and a +2 bonus on weapon damage rolls against Large or larger creatures. As a GM would you allow these bonuses to stack with a Ranger's Favored Enemies Bonus? I don't want to punish a player for intelligent character design, but this a campaign where those old player's guide bonus feats were allowed prior to full conversion to the PF Core. I'm concerned about the bonuses stacking up too high and being an unbalancing factor. Especialy at high levels where the bonus against a favored enemy (i.e. the bonus against Giants becomes +7 to and +9 on damage on single unmodified arrow from a non-magical bow). Thanks! Tonight my players had some bad luck. They infiltrated from the redcap tunnels, and underestimated Enga Keckvia. She got beat up, but ran north calling for help, and alerting the (4) Pit Guardians. Galenmir stepped out and Power Attacked for a full round on the party fighter. He scored a critical hit with his Heavy Pick (which is a x4 weapon), and dropped her dead in her tracks. They weren't really dumb in their tactics, but they had some back luck and completely lost control of the situation and never regained it back. By the time they recovered their fallen party member, the whole upper level of the Caverns was aware that there was an invasion. The party fled the dungeon via teleport. Now I'm wondering what the response should be. Especially since they've built Mokmurian up to be fairly smart. Any suggestions besides replacing a few fallen Pit Guardians? No, this is not a question about if a female character take the lead role in the upcoming Kingmaker AP.. I would think that would be an obvious "yes". Rather, I imagine that there will be all sorts of various challenges and obstacles to building a nation in the Kingmaker AP. I'm curious if marriage for political reasons (or romantic ones) will be part of it? To forge alliances, make necessary deals, or even to ensure a royal lineage and heir. I require no answer to this question. I just wanted to through this out there for the Editors to think about. Wolfgang in Fortress of the Stone Giants wrote:
I just wondered if the jotunblood giants were remaining part of the Golarion campaign setting, now that it has diverged from 3.5? Confession: I haven't been following the Playtests at all. But I thought I would jump in and run a test in my current campaign. I just want to do it, report the results, and call it good. This is not a knock against anybody, I just haven't wanted to debate about how the mechanics should work.. So.. my question.. Do I just need the Summoner Playtest PDF and incorporate Jason's stickied Update-Summoner thread? Nothing else? If there are other changes that have been incorporated, that would be handy to know. Or stuff you think I should know... Thanks! Seducer’s Bane
Description Also known as “Diplomat’s Aegis,” this slender silver bracelet is worked in an intertwined design of three flowers. Detect magic does not indicate it is magical (as per the magic aura spell). A Nature check (DC 20) identifies the flowers as acacia, apocynum, and bilberry, symbolizing concealment, treachery, and falsehood. The bracelet grants the wearer a +3 competence bonus to Sense Motive checks, and a +3 resistance bonus to Will saves against all charm spells and effects, including hypnotism, suggestion, and fascinate abilities. If another source provides a greater resistance bonus, the secondary properties (described below) still function. If the wearer makes a successful Will save against such an enchantment, the caster incorrectly senses the effect has succeeded. Conversely, the bracelet’s wearer knows an enchantment targeted them and the enchantment’s source. Seducer’s Bane creates an aura on its wearer, visible to detect magic, matching the enchantment spell or effect, and lasting as long as the intended enchantments duration. The wearer gains a +3 bonus in Bluff attempts to present a friendly or improved attitude towards the caster, may ignore or disobey suggestions, and otherwise take advantage of the situation until the ruse is discovered. If the wearer attacks the caster or their allies, or acts contradictory to the spell effect, the caster immediately realizes the enchantment has actually failed. Otherwise, if there is reason to doubt whether the enchantment is working, either an opposed Bluff check or a Sense Motive check of DC 25 reveals the wearer’s deception. If the wearer fails the Will save against the effect, the bracelet’s secondary properties do not activate. Construction
There was some recent discussion about content in the APG other than the new base classes (which are nevertheless very cool). I asked items that improve along with the character, which have sometimes been called 'Legacy Weapons'. James Jacobs surprised and delighted me with this statement: James Jacobs in another thread wrote:
I couldn't have been more pleased, and I'm starting a new thread to talk specifically about this. That way people can provide their ideas, concerns, hopes, and expectations... and to churn up some more interest to make sure the idea continues to be examined during the development phase. For me, what excites me about this possibility is a reward system that keeps the character closer to the center of the story, instead of the next potential reward they might obtain. Once an item has been integrated into the character's story, it becomes by an extension part of the character. When you remove that item and replace it with something else; the focus is partially shifted away from the character itself. That is why, in fantasy fiction, it seldom feels like an actual game of PF or D&D. The "work" aspect of gear replacement isn't there, because frankly that doesn't make really great and engaging fiction. I don't condemn the game for being gear based at times, but it's one aspect of what separates it from standard fantasy fiction. I wouldn't expect a mechanic like this to eliminate the magic item system as it exists today. It wouldn't be adventuring if you didn't find some magical items sometimes! However, if certain key items improved with the user, it would certainly help keep it in the perspective the GM wants to convey in their story. It's an excellent alternative reward concept that reinvests in the character itself. What excites you about the possibility? What concerns you? What would like to see or not see in such a system? I'd like to see something similar to what Steve Kenson used to do when he was the line developer for Mutants & Masterminds, on the Atomic Think Tank message boards.. He had a specific forum section, of which he was the Boss. People could ask a question about the system and he would reply to the question, and then he would lock that thread. It wasn't a place for extended rules debates, but there was still another forum where that could be done between players and GMs (just like we have right now). This was seperate and resevered just for him to answer questions. RULES AND EXPECTATIONS (as I recall) Forum users were strong encouraged to make their subject lines clear as to the topic of the question. They were expected to have researched the question before asking, both in the books and on rules discussion area. They were especially expected not to ask the same question that had been previously posted to him (i.e. check the forum for a previous reply). In other words, ask a hard question for which there is no clear answer available elsewhere. And they were expected to ask their question clearly without a whole lot of editorial opinion. Finally, posters were expected to understand that Steve was taking his valuable time to answer their questions. AND IN RESPONSE Once a week, Steve would take a little time to answer three or four questions. Then he locked the thread when he was done. There could be 20+ questions in the queue, but he would dutifully tackle at least 3 or 4, and then he would draw the line and get back to his other editorial responsibilities. Just once a week, or when he felt like it. After people got used to the format, they got conditioned not to be cute or to waste his time.. and it became one helluva a great resource for everybody. There are some tough questions about PFRPG out there, and this might be a good approach to getting them cleared up. If an Editor or Designer could do this just once a week for a few minutes, it could be an invaluable help to the community. Thanks for listening. Hey all.. Sometimes I'm one of the first to get a book, and sometimes I'm one of the last to get a book. Rather than whine about not getting CoT #27 yet (because it will be probably mailed Monday anyway), I thought I'd just ask those that have gotten it already to talk about the Hellknight Prc. You know, to tie me over for another day or two. I have a player who has been waiting a long time for it, and has actually taken a few more levels in fighter than they originally intended, just to wait for it. Is it cool? Is the initiation requirement in interesting? Any cool mechanical stuff about the class? (This post assumes that some people have received it already by now) I have a wizard, who back in Beta PF, who made himself a pair of Bracers of Shielding. Using the Shield Spell on continuous duration. At the time I didn't pay too much attention, but the more I've started thinking about it, the more I begin to question this item. It functions similarly to Bracers of Armor, except it's a shield bonus instead of an Armor bonus, so he can cast Mage Armor as well and have it stack. Plus he's proof against magic missles. His final AC is comparable to the fighters, because he's got +8 to his AC (when you factor in Mage Armor, and Mage Armor has a long duration compared to Shield). I realize that some of this should be mitigated because to apply a continuous effect on a spell with a shorter duration costs more.. .. but somehow I can't shake the feeling that he got overly clever with the rules and got one past me. I'm tempted to nerf them to Bracers of Armor, but I wanted to solicit opinions first before taking action. Hi Cosmo, I'm in the same boat as some other folks. I'm in the middle of an active weekly campaign, and I've been dutifully converting monsters.. But I could really use a proper PDF of the Bestiary (I am a subscriber). I reset my settings a few days ago to "not hold for anything".. But from reading other threads, I think this order still might get held up. Here's what I want: Whatever you have to do to get the Bestiary to ship on Tuesday or ASAP. Afterwards, I'll probably return to my old shipping settings. It would jut be a time saver to have the actual Bestiary PDF. I was unaware of that WOTC once put out a book on legacy weapons. I think the concept really rocks as a non-standard reward, because one of the observations I hear about D&D and PFRPG is the accumulation of magic junk.. versus building the character up to be a hero and a legend. So legacy weapons sound really cool. I knew that system existed in Earthdawn, but didn't know WOTC tried to tackle it. Is there any chance we might see Paizo tackle it for one of their Guides? Admittedly, it might be more logical in the GameMastery Guide as a treasure.. But one could also argue that as a weapon that grows with the actual PC, it wouldn't be totally insane to ut it in the Players Guide. I dunno. Bottom Line: This seems like a great non-standard reward system to offset traditional rewards which are often a flood of magic items. I hope this is considered. (Caveat: I know I could hunt up the WOTC book.. but I don't own many old WOC books now, and don't want to go backwards if I can help it) This might be a touch and go Conversion Post.. but I think it's more of a rules question, because I'm trying to cobble together a summoned creature from the Beastiary Preview. I have a wizard casting Summon Monster III and calling for a Celestial Ape. So I go to the Bestiary Preview, and take me an offical PFRPG Ape, and I apply the offical PFRPG Celestial Template.. (You're seeing now why I don't think this is a conversion question, because I'm not converting anything from another system) Celestial Creatures get a Smite Evil power, but it's bonus is based on a Charisma Bonus. But an Ape has a 7 CHA, and the Celestial Template doesn't add any CHA. So Celestial Apes have no "Smite Evil" ability? A level 2 Ape with no extra abilities seems a tad weak for a 3rd level spell. Am I mssing something? Hey gang, First off, I've reviewed pages 554 and 555 that discuss stat increases. And if this has already been answered, accept my apologies and just point me to the answer. If I'm lucky enough to get a designer or editor in here, I'll be a happy man. I understand that if an item is worn for more than 24 hours it is considered permanent. I have a few extra questions for clarification. INT INCREASERS AND SKILL POINTS
My question is, are these bonus knowledge skill ranks in addition to extra skill points, or in lieu of them? My opinion is that they are in lieu of them, but I'm looking for a definitive clarification. STAT INCREASERS AND FEAT PRE-REQs This is pretty self-explanatory, but I'm gonna toss it out for clarification. Can a stat increaser be used to meet a Feat Pre-requisite? Now don't rush to answer this. The obvious answer is right on page 555. "If you wear something for more than 24 hours it's a permanent bonus, so the answer is yes." I'm looking for something thoughtful here. What I'm getting at is that this is another variable to be tracked and that's not streamlining. And unlike a wish spell, items can be taken, taken off, and shut down with a dispel magic spell. All that being said, is that how it works? It's almost as if we have three categories. Temporary, Permanent, and Semi-Permanent. My opinion is to allow it, but if the item is taken off or otherwise inhibited, than the Feat no longer is available until the bonus is restored (and considered 'permanent' by definition due to having been worn for ore than 24 hours). If the player loses the item, the feat is no longer available until a replacement is found. And no, I wouldn't allow a feat to be swapped out in compensation. But I'd make it clear up front to the player that they're running that risk when they take a feat with a prereq that they're only meeting through a stat increaser. But all of that is my subjective interpretation. I'd love a definitive response. Pretty please. I'll make this easy and straightforward, and please accept my thanks in advance. Vital Strike does not include ability damage, like in the case of a Flaming Sword. Understood. What about a damage bonus from a magical enhancement? Example: Would a +1 Longsword used in a Vital Strike do an additional 1d8 damage, or 1d8+1 damage? THANK YOU! Hopefully after this I'll know everything I need to know about V.S. ;-) L.M's suffer a stat change and loss of certain powers when they take humanoid form. Is there an opinion (or definitive answer in case an Editor wanders by) on their 9 points of natural armor? You think that remains the same when they change forms? If I take it as RAW, it would.. but tossing it out there to see what folks think. If there's one thing I've learned about Paizo in the last two years, and that is if the customers want something, Paizo will seriously consider doing it (within reason). I'd love a psionic system that Paizo would actually support in their own products. Having said that, I don't think we'll ever see very strong inclusion of psionics throughout Golarion, but there is a difference between having some modest support and having none at all. I envision a Core Book that is non-campaign related, and then maybe a smaller Chronicles Book that addresses psionics specifically in Golarion. Beyond that, some small sidebars in other future products might be nice. That way, the topic is covered mostly in two specific books. That way, the most any non-psionic fan would have to look at is an occasional sidebar which they could disregard and keep psionics out of their campaign. A win-win for both sides. I know Dreamscarred is planning on doing a book of their own.. But I want a system and a product that Paizo will actually use in the Golarion setting. If Dreamscarred Press can get a special license, and Paizo commits to supporting psionics with DPS rules in Golarion- that would be okay too. Speaking for myself, I'm not a homebrew guy. There's a reason I buy the Adventure Paths and modules. I'm happy to modify adventures for my group, but I don't want to shoehorn psionics in the campaign setting. I want smooth integration. :) Please post if you feel likewise to show your support for Psionics Rules and Support in the Campaign Setting. My hope is that with enough support Paizo will revaluate their future schedules. EDIT: Practically speaking, I do realize that the APH was only just announced... and the energy is going to be focused on that. My intent is not to try to get Paizo to write psionics right now.. But rather to get them to seriously consider actually doing them at all. I wouldn't expect anything till APH is done, and probably not till at least 2011. This post is particularly directed towards Vic, Lisa, and maybe Chris Self? I'm a Hero Labs customer, and looking forward to the Pathfinder Data Set release for Pathfinder RPG. You might want to review something just posted over there. They sound a bit plaintive. Maybe? I realize that the final PDF is not quite ready because of the hyperlinks you're adding.. which will add one helluva value to the product. But I dunno, maybe you can help them? If not maybe you can explain it to them? Yay! Got the Companion, AP, and this month's module in my downloads! Whoohoo! Obviously not the Core however, though it is listed, but the link is not active. But that's really cool.. I got some stuff to look at for a few days while the Core comes out.. and this will be less strin on the server as people get all their other downloads out of the way.
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