|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
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.
Matthew Morris wrote:
Miroslav Petrov is the name of the artist that illustrated the piece used in the blog post.
Eclectic training still reads as you increase your effective caster level in that class (including the number of spells you know and can cast per day) by +1.
Esoteric training states the bonus to caster level you gain from Eclectic Training increases to +3 (but is still limited by your total Hit Dice). You may select a second spellcasting class to gain a +1 bonus to effective caster level.
Looks to be the same.
Do samurais, ninjas, and antipaladins alternative classes have varient multiclassing options?
No. None of the alternate classes have options in the system. Following the groundwork should be easy enough for a GM to put one together, though.
1. Agathion, angel, archon, azata, daemon, demon, devil, div, elemental, inevitable, protean, and psychopomp.
2a. Paladin grants detect evil, lay on hands, smite evil, mercy, and divine bond.
2b. No, see above spoiler.
2c. Cavalier grants an order, challenge, tactician, and order & tactician abilities.
3. All class abilities granted work as the original class feature. Thus, yes, hexes are keyed to Intelligence.
1. The skills are named as such: Acrobatics, Athletics, Finesse, Influence, Nature, Perception, Performance, Religion, Society, Spellcraft, Stealth, and Survival.
2a. There are a few combat systems. There is the Revised Action Economy System. I honestly haven't read it closely. The gist is that you are granted a number of acts. Each action takes up a number of acts. Attacking is one act, casting a standard spell is two acts.
2b. My preferred inclusion is the removal of iterative attacks. Rather than roll four times for four attacks, you roll once. You hit as normal, but for every +5 you exceed the AC, you get another hit (up to your total possible attacks). It also includes a glancing blow system. If you miss within 5 of the AC, you deal a small amount of damage. It's great!
3. Stamina is based on Con+BAB. It can be implemented a number of ways, including requiring a feat to opt-in or being free for any martial character. Some feats use more fatigue than others. Two examples: Combat Reflexes allows you to spend stamina to use the same trigger again on another AOO. Power Attack lets you turn off the feat at the end of your turn, rather than keep it on until next turn. It looks great, but its quite a bit more book work to add in.
Matrix Dragon wrote:
Sorcerers do grant their bloodline and bloodline powers.
Oracles are noted in my post above.
Rogues grant trapfinding, sneak attack, evasion, and uncanny dodge
I won't go into extreme details with my answers, but I hope they wet your whistle.
Initial note: No classes grant useful spellcasting via variant multiclassing. At best, you get cantrips/orisons.
1a.Bard grants bardic knowledge, some performances (including inspire courage and competence), versatile performance, and lore master.
1b. Monk grants unarmed strike, evasion, a ki pool, and the AC bonus.
1c. Oracle grants a mystery, a curse, revelations, and orisons.
1d. Hybrid classes are not available for variant multi-classing. Core, APG, UC, and UM only.
2a. Monk has an array of ki abilities tied to his ki pool. Think of them as ninja tricks. Spend some ki and get a new thing to do. I rather like Cobra Breath which is tied to Diamond Body. You can neutralize a poison that hits you and then spit it back at someone. He also has built in styles which allow for extra options in combat such as the aforementioned flying kick and one that allows double damage on unarmed strikes. I really love the monk so I'm excited to see this!
2b. The rogue is a sight for sore eyes. They get free Weapon Finesse at level 1 and at level 3 choose one weapon to gain Dex to damage with. Their sneak attacks become more crippling by granting penalties to AC or to hit. They also tap into a new skill system featured in the book, allowing more options with their skills. Overall, the rogue is more appealing, but I never had a problem with her in the first place.
2c. The summoner has been toned down quite a bit. Of course, there are the archetype outsider forms. Angels eventually grow wings, demons eventually gain poison resists, and so on. You gain free evolutions based on your form. Evolution points are reduced overall and the eidolon now has a built in limiter on how many attacks it can do in one turn (max of 7 at 20th). Summoner's spell list has been significantly toned down. Looks great to me!
3. Removing the big six is totally possible! A system is included to provide inherent bonuses to characters. For example, you gain a +1 resistance bonus to saves at level 3 and a +1 deflection bonus to AC at level 5. You gain bonus to something every level starting at 3. This includes bonuses to weapons and armor.
1. What are your thoughts on it as a literary device?
2. What are some of your favorite stories involving time travel?
3. Have you used time travel in an adventure or have you been part of an adventure that used it?
4. Would you ever consider using time travel in any Pathfinder products?
5. Who is Paizo's resident time travel champion/fiend?
Keep up the good work James! Thanks for all the work in answering all of these questions. :)
I'm quite liking it. So far though, nothing really stands out as particularly amazing. Without that big spectacle (a super cool goblin raid, a city in anarchy, a Black Rider, etc.) it feels kind of 'safe' so far. I've yet to find the big moment where players will find themselves hooked and wanting to dig in for the campaign. Mind you, everything is paced very well, the encounters seem enjoyable and memorable, and the story is looking to shape up to be great. Every portion of the adventures so far feel like a 6, 7, or 8/10, which is great, but I'm still waiting for the 'WOW!' moment. These are the impressions I got solely from reading the adventures. It seems this campaign has a 'slow burn' in regards to its spectacle. Come book 4, I bet things will kick into overdrive and just go nuts, which I look forward to.
However, reading the adventures and playing them are two completely different things. I've run three sessions so far and my group of 5 is just one encounter away from clearing Part 3. They seem to be enjoying themselves quite a bit and the fact that all the hooks and clues are seeded very well is wonderful. I let them know that this time around, they are in complete control and they are eating it up. Players are arguing about pushing further ahead or going to town and generally, they are completely self motivated. Player agency seems to be the most difficult thing to establish in the groups that I run and this time, my group has it in spades. While it has yet to have it's big 10/10 moment, the fact that it fires on the 'good to great' cylinders at all times makes me feel that this will be one of my top 5 APs, if not top 3 once it's all said an done.
Would perhaps granting the ability to trance at will be too much? I know there may be some balance concerns, especially without knowing the remaining spirits and their abilities. However, I feel that the spirit influence is already a good limiting factor for overuse of any one spirit.
If I were to want the Bear's claws, I can only safely trance them twice a day. Anything beyond that will push me towards using a different spirit lest I lose control to the spirit. This would encourage varied play styles throughout an adventuring day. If trancing was at will, an option to reduce a spirit's influence on a character might even be introduced to allow for additional uses of the same spirit.
Well, this is some tomfoolery. I don't know what to say about this.
The little I remember from the panel goes as such:
Book 1 deals primarily with orcs.
Sorry I didn't take notes!
Here's what I found:
Starting level: 20
End of adventure automatically decreases 1d4 daily
Total potential decreases: 14
Assuming they work every day, it's more than reasonable that they get below 15 panic. As long they complete two or three of the necessary encounters per day, they will see a decrease.
Having just completed Part 1 of The Half-Dead City, my players need a little boost in experience points to keep things in line with the recommended level. I decided to whip together a very simple encounter in a haunted bar.
The Leopard's Eye:
Suni Kasibahn was a well-liked man around Wati. He flourished when in the companionship and camaraderie of others. Having recently inherited a sizable amount of wealth, Suni began work on a place for him and his friends to gather. Neighbors, co-workers, friends, family, and lovers would all be welcome at his bar, once completed.
As luck would have it, the work on the bar coincided with the eruption of the Plague of Madness throughout Wati. Not one to be deterred by such misfortunes, Suni pressed on with the work. One by one, his workers began to succumb to the plague, slowing the work. Suni poured all his wealth into completing the construction as quick as possible, but spirits were down as the workforce had been cut in half in just a few weeks time. Ever persistent, Suni continued toiling long into the twilight hours to make up for lost labor.
His hard work paying off, Suni was able to complete his labor of love, the Leopard's Eye. When the time came to open the bar, all his friends and family had fled Wati or been buried beneath it. Suni had become so obsessed with finishing the bar, he failed to notice his loved ones disappearing around him. He took to drinking alone in the Leopard's Eye that night with a terrible cough, never making it to see the morning sun.
The Leopard's Eye can be run at any point during The Half-Dead City, but works best between Parts 1 and 2, as a means to introduce haunts to the players. When returning to the Grand Mausoleum, the PCs are assigned the Leopard's Eye as their next location to explore. Feel free to use the Wati Necropolis Encounters chart as a means to spice up the travel to or from the abandoned bar.
This modestly sized building is composed of dried clay with a wooden roof. The sign above the door feature the image of a leopard with an eye as green as any emerald. Inside is a trio of tables and a bar at the far end of the room. Dust blankets everything, including a bottle and cup resting upon the bar.
The building itself is relatively small. The bar inside is fifteen long. On the bar rests the remnants of the only drink ever had within the completed building: a fine glass bottle and a gold lined cup, purchased by Suni to make a fantastic impression. The contents of the cup have evaporated away, but the bottle's craftsmanship has been able to preserve the liquid within, albeit in an almost undrinkable, coagulated state.
Suni's immense sorrow at the loss of his loved ones and the inability to share in his new tavern has manifested in the form of a haunt.
ONE LAST DRINK CR 3
Treasure Making sure to provide only the best for his friends and family, Suni splurged on the serving cups and bottles. The cups are all made of tin that has been dipped in gold and the bottles are very fine crystal. In all, there are 20 cups worth 5 gp each and five bottles worth 10 gp each. Behind the bar, a silver pendant worth 75 gp is all that remains of Suni, his body having wasted away and crumbled to dust in the centuries since his death. It has fallen beneath a stool and become covered in dust, requiring a DC 16 Perception check to be noticed.
I'm published! I have my own published module and I want to do more. I'm finally in a position where I feel I have the time to take on more work, but I don't know how to get started. What do you recommend I do to catch the attention of Paizo or third-party publishers and get a chance to write more PFRPG material?
My favorite part, so far, is in the first tomb with the water trap. It's just missing an inscription somewhere. "He who disturbs this [tomb] shall drink from the [Sphinx]."
Having rewatched The Mummy and its sequel recently, this trap gave me a good laugh. It reminds me of this scene in particular.