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I stand that the answer is no. Here is the breakdown of a feat's description from the feats section.
Feat Descriptions wrote:
Benefit: What the feat enables the character ("you" in the feat description) to do.
A feat enables a character to do something, not forces a character to do something. I would say this is a catch all "can" wording for feats.
Don't forget about the Acadamae Neophyte trait. It also has some Korvosa (not entirely CotCT) flavor and was written by a cool freelancer I know.
Acadamae Neophyte (magic): You have shown a significant talent for the magical arts, gaining the attention of the famed Acadamae of Korvosa. Whenever you succeed at a Knowledge (planes) check to identify a creature and its special powers or vulnerabilities, you gain one additional piece of useful information (as if your skill check result had been 5 higher).
Silken ceremonial armor also says hi.
Wes Schneider is just a fiendish murder of crows wearing a trench coat.
To be serious, though, I think the secret of Norgorber's identity is that he is actually four people. An evil adventuring group were the first to pass the test of the Starstone and they were combined into one god. The four aspects of Norgorber represent the four individuals.
I finally took the time to sit down and read through the Hollow Mountain series. To what capacity were you involved in the creation of the comic?
Also, how much of the content is considered "official" in your mind? For example, there was a point where Ezren was consulting a map. Is that map "official" for Hollow Mountain or just created for the comic?
Hey, James! I have a player that is wanting to start a cult of personality centered around a persona of his. He is looking to gain followers, but I'm at a loss as to how best figure out a way for him to gain these followers. He is looking to avoid taking Leadership, as he does not want to acquire a cohort. I've looked over the Leadership rules, but there doesn't seem to be a way for him to acquire followers with a skill check or something similar. Do you have any suggestions or jumping off points for rules on how to do this?
At the end of Age of Worms, there is an interesting little bit of info if the players fail to stop Kyuss.
If the PCs fail to slay Kyuss within a week (or worse; if they are themselves slain), nothing can be done to prevent the Age of Worms. Over the next several days, the world slips into an era of writhing doom... These events are not caused by Kyuss, but are in fact caused by something greater, something beyond even the gods themselves. Reclaiming the world from the Age of Worms and discovering what nameless threat is behind the apocalypse can be the foundation for an entire new campaign—one for epic-level heroes desperate to correct what they, in their failure, unleashed upon the world.
It seems like this is just a doozy of a GM seed, but was there anything you folks had in mind for this?
Glad to hear that you like them!
In case you want some specific rules about dodge bonuses, there are a few places you can look.
Combat Chapter, page 179 wrote:
Dodge Bonuses: Dodge bonuses represent actively avoiding blows. Any situation that denies you your Dexterity bonus also denies you dodge bonuses. (Wearing armor, however, does not limit these bonuses the way it limits a Dexterity bonus to AC.) Unlike most sorts of bonuses, dodge bonuses stack with each other.
Magic Chapter, Bonus Types, page 208 wrote:
Bonus Types: Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works (see Combining Magical Effects).
My reading of the FAQ is basically that Offensive Defense is an exception to the dodge stacking rule. I don't see that as that big of a precedent, though. I can't think of any other instances where it would be possible to stack up dodge bonuses from the same source.
TABLE OF CONTENTS
CHAPTER 1: CLASSES 6
CHAPTER 2: FEATS 72
CHAPTER 3: MASTERING INTRIGUE 96
CHAPTER 4: SOCIAL COMBAT 164
CHAPTER 5: SPELLS 190
CHAPTER 6: GEAR AND MAGIC ITEMS 230
*disappears in a cloud of intriguing smoke*
They're just as bad for us freelancers. We have to wait as the trickle of information starts hitting readers to get an idea of whether we did well or not.
I really think the gloom chymist is a great well of design ideas to draw from. I seriously could have filled that whole section with different glooms. I hope this is recognized and the gloom chymist hits the RPG line someday. Also, throw some praise to Owen, as the archetype was his idea.
My guess is that it could be the hard mode AP that he was probably brainstorming. It would probably be an AP with higher CR challenges that would be able to take a party from 1–20 in a single AP without Mythic.
How about fashioning the adventure around a play? It would be a perfect place to do combat, skill checks, and roleplay. It can even lead to a small search through backstage or the nearby environs to scratch the exploration itch.
Maybe something like this:
The Stolen Song
Trouble in the theater!
The quiet coastal town of Sandpoint is a beacon for creativity and adventure. The two mix once again as the PCs are invited to join the rehearsal for the town's latest play, The Harpy's Curse. The PCs are tasked with helping the house set up for the play and even participate in the play itself. If they play their card rights, the play will go down in the annals of Sandpoint Theater history!
Not all is well on stage, however. The two stars of the play go missing and this time, it isn't part of the show. With the stars kidnapped, it is up to the PCs to track them down and save the play!
"The Stolen Song" is a mystery themed adventure for four 2nd-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. The adventure takes place in the town of Sandpoint and is the 2017 Free RPG Day module.
Written by James Jacobs.
Nah, it isn't a ferret. If you zoom in, it's the outline of a woman, seemingly with her hand up to her mouth as she gasps.
So, let's say that is a ferret in the image...
Behold! The Furred Avenger:
LORD FAR’RETT ENTRIIGO CR 2
Awakened male ferret vigilante 1
N Tiny magical beast (augmented animal)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +6
AC 18, touch 15, flat-footed 15 (+2 armor, +3 Dex, +1 natural, +2 size)
hp 23 (4 HD; 2d8+2d10)
Fort +6, Ref +11, Will +4
Speed 20 ft., climb 20 ft.
Melee mwk rapier +6 (1d2–4), bite +1 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks hidden strike
Str 3, Dex 16, Con 10, Int 15, Wis 12, Cha 8
Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
Feats Weapon Finesse, Skill Focus (Disguise)
Skills Acrobatics +18, Bluff +4, Climb +9, Diplomacy +4, Disguise +7, Escape Artist +8, Knowledge (nobility) +7, Perception +6, Stealth +15; Racial Modifiers +4 Stealth, +8 Acrobatics
SQ dual identity (Furred Avenger; NG), seamless guise, social talent (social grace [Disguise]), vigilante specialization (stalker)
Gear +1 leather armor, mwk rapier, cloak of resistance +1
Attach (Ex) When Far’rett hits with a bite attack, he automatically grapples his foe, inflicting automatic bite damage each round.
Korvosan nobles have a habit of overstepping their boundaries. When a noble family began encroaching on the woods outside of the city, the druid Miraneth chose to confront them. With his ferret companion in tow, he took on the noble family. What began as simple sabotage and guerrilla tactics, soon spiraled out of control. The nobles learned of the druid's work and hired a pair of mercenaries to capture him and burn down the woods, finally clearing the land for a new mansion. As he was taken in the night, Miraneth's cries to Shelyn echoed through the trees, overwhelming the ferret's senses as it ran away. Moments later, the Eternal Rose's blessing came down on the ferret, filling him with the spark of intelligence and creativity. The animal awoke to understand why he was blessed: it was up to him to rescue Miraneth and stop the noble plot. With his new skills, he took on the role of Lord Far'rett Entriigo, curious noble from a distant land. When not engaged in the noble courts, Far'rett dons the guise of the Furred Avenger defender of the weak and champion of nature.
Just a tease!
Edit: Missed two! The complete list is below.
Veranthea Archetypes and Prestige Classes:
Academy Trainee (Fighter)
Adversarial Armorist (Fighter)
Bird Rider (Cavalier)
Beztekorps (Prestige Class)
Conxecron Instigator (Inquisitor)
Entri Entrapper (Prestige Class)
Gobchopper Skirmisher (Cavalier)
Goblin Pistolero (Gunslinger)
Green Avenger (Prestige Class)
Iron Fury (Barbarian)
Lycanthropic Icon (Prestige Class)
Monstrous Minstrel (Bard)
Nightmare Prognosticator (Oracle)
Oni Sworn (Samurai)
Scientific Innovator (Alchemist)
Swarm Minder (Summoner)
Wild Mage Bloodline (Sorcerer)
Wild Scholar (Wizard)
There's no official (PF, PFS) update to any of the current archetypes. New archetypes, like the Monk of the Mantis, have extra rules that make them compatible with the Unchained Monk.
Andrew Hoskins wrote:
James Jacobs wrote:
The other is in better shape. Every other Thursday evening I run Horror on the Orient Express for Erik, Jessica, Jason, Wes, Tim, and Rob. We're only 2 sessions in, and I foolishly started it near the start of the convention season so I've not been able to run it for a while now... it was SUPPOSED to happen again tonight, but PAX kicked it to the side. Thankfully, I think PAX is the last disruptive convention of the year, and we should be able to get back on the train in 2 weeks.
Sorry to hear that your Orient Express campaign was derailed.
Well, it's a CR 3 large animal. It can move creatures that are grappled in its beak and impale them on nearby spikes or broken tree limbs. As a companion, it begins as a small creature. At level 7, it advances to medium and gains the impale ability.
I don't know the fine details about when to place it in. However, it looks like the best bet would be at some point during Dance of the Damned. The description implies that the PCs leave Kintargo for a bit, which is the perfect time to make a side-trek to Deepmar. Also, it appears the PCs will be just around 8th level, which is what the module is designed for.
I wrote the section, but the true shout-out should go to Alex Augunas. It was his suggestion that some Arcane Trickster love would be appreciated.
As for Accomplished Sneak Attacker, its only prerequisite is the sneak attack class feature.
Yes! Very early on, in fact.
Avians CR Varies
This entry details three new birds: giant raven (CR 1), impaler shrike (CR 1), and Yolubilis heron (CR 6). Each bird has animal companion stats.
Gambling Devil CR 4
Scrivenite CR 4
Slithering Pit CR 2
Dinya Ervind, CR — Male possessed young human commoner 1
Benebak, CR 2 imp
Miranksha, CR 8 adhukait asura
Sharroa DiViri, CR 9 Female human Hellknight signifer 4/wizard 5
Terindelle, CR 10 erinyes
Darukarex, CR 11 contract devil
Zoudra, CR 12 Female venerable human conjurer 13
Isitalba, CR 16 handmaiden devil
Vipostix, CR 17 apostate devil
Mardehzuk, CR 21 pit fiend
Voice of the Damned, CR 25 unique outsider
Furcas, CR 27 Infernal Duke
Most of the entries also feature additional creatures for the encounter areas, but these are the main creatures that are focused on in each section.
Alexander Augunas wrote:
I named it such in your honor, Alex!
David knott 242 wrote:
Nothing unexpected, I feel. It did offer a list of higher CR creatures to challenge higher level characters.
Also, could someone share the details of the Furcas article? What's his challenge rating and appearance?
It details his stats, his artifact weapon named Avernus Claw, his fortress with a detailed map, and his cult.
Furcas is a CR 27 Infernal Duke. He appears as a centaur with a body made of hardened vines and a laurel crown.
Barachiel Shina wrote:
Any new game material like feats or spells or any new monsters?
No new feats or spells that I'm aware of. There are rules for manifestations, which are like divine haunts. However, they are not necessarily evil, as manifestations can be that of good or neutral gods.
In terms of monsters, most of them are unique stats of existing creatures, such as a unique imp or an advanced pit fiend. Along with Furcas mentioned above, there is the Voice of the Damned, protector of what lies within the Book of the Damned. There is also a new giant worm with planar portals in its gullet called the hellmouth. It lacks stats, but is listed as being at least CR 24. I tried to stat one up myself. If you're interested, it's located here.
Alright, so what are the new archetypes, mysteries, bloodlines et cetera for the existing classes?
Ah, ninja'd, but I have some extra info, such as sorcerer bloodlines, so I'm posting this anyway.
Other Class Archetypes:
Promethean Disciple (Alchemist Discovery)
Ectochymist (Alchmeist Archetype)
Promethean Alchemist (Alchemist Archetype)
Flesheater (Barbarian Archetype)
Phrenologist (Bard Archetype)
Silver Balladeer (Bard Archetype)
Order of the Eastern Star (Cavalier Order)
Order of the Shroud (Cavalier Order)
Ghost Rider (Cavalier Archetype)
Sensate (Fighter Archetype)
Relic Hunter (Inquisitor Archetype)
Psychic Detective (Investigator Archetype)
Esoteric (Magus Archetype)
Mindblade (Magus Archetype)
Karmic Monk (Monk Archetype)
Ghost Hunter (Paladin Archetype)
Escapologist (Rogue Archetype)
False Medium (Rogue Archetype)
Ectoplasm (Sorcerer Bloodline)
Psychic (Sorcerer Bloodline)
Witch Patrons (Ethereal, Mind)
Ley Line Guardian (Witch Archetype)
How about this?
Table of Contents:
CHAPTER 1: OCCULT CLASSES 8
CHAPTER 2: ARCHETYPES 86
CHAPTER 3: FEATS 126
CHAPTER 4: PSYCHIC MAGIC 142
CHAPTER 5: OCCULT RULES 192
CHAPTER 6: RUNNING AN OCCULT GAME 216
CHAPTER 7: OCCULT REWARDS 246
Any other sources specific for this AP that you'd recommend? I simply don't own a lot of splatbooks, and I don't know what's out there. I do own Blood of Fiends, and I like the idea of Tieflings but no Aasimars.
Well, your first big excursion should probably be the Council of Thieves Adventure Path. Looking through the whole AP can grant you some insight into what a Chelish city can be like and help you set a proper atmosphere and them for Hell's Rebels. Specifically, AP #27 and AP #28 have articles on Hellknights and their orders. Other volumes have interesting articles as well, such as one about tieflings and another about Asmodeus, but most of that info should be already collected and updated in other, newer books.
In the Campaign Setting line, there are a number of good books. Of course, you will always want to start with the Inner Sea World Guide as a basis for understanding the Inner Sea as a whole, and the general history of Cheliax. From there, you can hop over to Inner Sea Gods to learn more about important deities such as Asmodeus, Iomedae, and Aroden. This is also a good book for players who wish to worship a god, especially the more chaotic gods like Cayden Cailean or Desna. Next, you can delve into Hell in Princes of Darkness, which is a book all about the workings of Hell and the devils that live there. Speaking of Hell, the upcoming Hell Unleashed has specific encounters for you to throw into any game that you see fit. It even includes a Hellknight initiation for an player that is interested. Finally, if you can wait for them, Inner Sea Races is due in September and should give you and your players plenty of info not only about the races, but also how to integrate yourself into life in the Inner Sea and know what it means to be a true Chelaxian. Additionally, Cheliax, the Infernal Empire is out in December, which should cover Cheliax as a whole rather in depth.
In the Player Companion line, there a few books to look at. First off is Cheliax, Empire of Devils which is player's look at Cheliax, but also good for GMs. The above mentioned Cheliax campaign book will probably obsolete most of this book, but this should be a good starting point. Your players will most likely want to be part of a city, which is where the upcoming Heroes of the Streets will help with that. From here, it's really up to what your players are interested in. Any religious types will find good options in books like Faiths of Purity or Champions of Purity. Regardless of fighting style, players should find something they like in either Ranged Tactics Toolbox, Melee Tactics Toolbox, or Dirty Tactics Toolbox. Really, there's something for everyone in the Companion books, you just have to know where to look.
Anyway, the big thing is informing yourself on what you or your players want to learn more about and going from there. Pathfinder Wiki is a good source, especially as it lists which books it uses as sources, which helps track down information. I would always recommend starting the AP once all six volumes are out, but if you wish to start right away, have your players read the Player's Guide once it's out and use the above resources to get yourself ready for the first adventure.