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artemis_segundo's page
Pathfinder Chronicles Superscriber; Pathfinder Roleplaying Game, Pathfinder Fiction Subscriber. 107 posts (142 including aliases). 1 review. No lists. 1 wishlist. Alias: artemis2.
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Profile
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Recent Posts
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Recent Reviews
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Wishlists
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Jason Nelson wrote:
Dave Young 992 wrote:
The PF chronicler is pretty weak, at first glance. I'd think allowing arcane spells, even at a lowered rate, or some other benefit, would make it more playable.
It just doesn't seem that awesome to me.
EDIT: I should start a thread.
I would agree, having written the PrC, and it wasn't really intended to be awesome in a power kind of way. But it may be an interesting PrC to play that fills a different kind of role in the campaign, the uber utility character who, as the OP suggested, fills a concept more than a role.
If you wanna ramp it up in power for your campaign, though, go for it!
I'm the DM of a forum campaign with a Pathfinder Chronicler character involved, and although she is weak in combat compared with other character, her resources in investigation and charisma-based rolls are invaluables to the group.
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Elaine Cunningham wrote:
Actually, it's a little more than that.
I had a conversation with Jim Lowder a while back about the changes to Chult. He wrote a 2nd edition game product set in Chult, as well as the Harper novel RING OF WINTER. This is a man who knows his Chult. He described it as a penninsula because that's what it was at the time. People writing in the 4E setting, however, will need to describe Chult as an island, because that's what it is these days. Spellplague happened. Things changed. Chult and Halruaa were two of the hardest-hit areas, and the maps of those regions just don't look the same. It's not a matter of perspective, it's an actual (well, as "actual" as a fictitious setting gets...) loss of land mass to rising seas.
Yes, it's a catastrofic effect of the Spellplague, but Dave Young refers to prior references. If my memory serves me correctly the first references to Chult in AD&D first edition refers to Chult as an island. In second edition with the expansion of the main setting to the south (and the east) it was revelated as a peninsula (the zone wich in thid edition covers the manual "Serpent Kingdoms").
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James Jacobs wrote:
I thought I'd create this thread to find out what everyone's favorite level to play and adventure are at! Please drop in a post here and answer the following questions if you're interested:
1) What's your favorite experience level?
One to Seven, or perhaps extend it to nine.
James Jacobs wrote:
2) Why is that your favorite experience level?
I consider it the "adventurer levels", the best levels for adventures that makes your PC grown, involve itself in plots and life.
I view the levels beyond it as a kind of epilogue of the "grown levels", levels for clausure the open plots and for epic final, but no for the adventures itself.
James Jacobs wrote:
3) What's your favorite adventure, and what level was it for? Why is it your favorite adventure?
For D&D or other roleplaying games? Well I suposse the first.
My three favorites (sorry I'm not a man of one favorite) are: Four from Cormyr (TSR- Forgotten Realms), Rise of Runelords (Paizo Publishing- Pathfinder) and Witchfire (Privateer Press- Iron Kingdoms).
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James Jacobs wrote:
The reason I think Kingmaker's suited to go to high level is twofold:
1) It IS something new. And since high level adventures change the way the game is played, and that makes the same old adventure plots and methods you use at low and mid level outdated, something new is precisely what a high-level adventure needs to work well.
I suppose that is a philosophy like to if you go to take a risk take it fully mixed with a changing your mind. But I'm of the cautious.
James Jacobs wrote:
2) A long-standing tradition of the game (one that's been downplayed and/or ignored in 3rd edition, alas) is the idea that once you hit 11th level or so, you have reached your "name level" which means you're significantly powerful enough in your class that the kingdom or world or area's inhabitants can't help but accept the fact that you're a hero or a leader. At these levels, EVERYONE in previous editions started to attract cohorts and followers, and there were rules for building keeps and wizard towers and thieves' guilds and all that. With Kingmaker, I hope to capture some of that; you get high level and then start building castles and towns and ruling them, and the fact that you're high level and have access to powerful new abilities should play right into this new type of game play.
That's not to say there won't be fights and dungeons at those high levels, of course, but they'll be increasingly not the focus of an entire adventure.
You conviced me with that, it remember me the old fighters of AD&D at ninth level with his followers or the "Dragon Kings" handbook for Darksun with its filosofy about the importance in the world of the high level characters.
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MisterSlanky wrote:
Only because this thread would make it appear that everybody loves high-level play I'm going to throw in my two cents.
I hate playing PCs past 15th level (and even that point is getting into the yuck territory). The game gets burdensome, and at my age, my group only gets together once a month at times. Our spellcastes spend half their night remembering what their spells do and everybody forgets SOMETHING about their character after not playing for a month (or more sometimes).
Mr. Slansky I'm not a big fan of the high level adventures but I think that ONE high level AP can be something god (at least an intesant variation of the habitual progression).
KnightErrantJR wrote:
While I would like to see a few good high level adventures once in a while, for the most part, I think the 1st-15th level spread for the Adventure Paths is just about perfect.
That's exactly my opinion.
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James Jacobs wrote:
I've talked about this elsewhere, but some big reasons why the game goes to 20th even if the APs generally only go to 15th...
1) Because you need rules for foes and allies of up to 20th level, especially as main bad guys or solo foes. A 20th level NPC is a great final boss for a campaign that ends with PCs at 15th or 16th level.
2) Because 3.5 went to 20th level and Pathfinder RPG needs to be compatible.
3) Because there are plenty of other games out there other than Adventure Paths, and the PFRPG is for all of them, not just for use on an adventure path.
That's can be the main reason for the popularity of the prestigy clases (view it from other side).
James Jacobs wrote:
I'm probably convinced that the time is right to try taking an AP all the way up to 18th level with Kingmaker. We'll see how that goes...
I'm not convinced that Kingmaker is the best AP for that try (is an AP very experimental) but I prefer a Kingmaker of eighteen levels that a Kingmaker of ten levels ^^
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KaeYoss wrote:
artemis_segundo wrote:
Blue Rose is a game of romantic fantasy and Golarion fits more in the sword and sorcery guidelines (with a handful of D&D high fantasy of course).
I think that both are too different genres to mix.
I think Golarion can easily support romantic fantasy. Or high fantasy. Or everything else.
Or Science Fantasy. Yes, Golarion can support that you want it support, but that don´t means that the cruelty and the tone of the world. But you can adjust it for almost anything. Of course that is only my opinion and I don't pretend to be rude (the english isn't my mother tongue and I haven't a lot of flexibility with it).
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My top three is:
1.- The Darklands.
2.- Varisia.
3.- The Worldwound.
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