Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Silver Dragon

leo1925's page

Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber. 4,369 posts. 4 reviews. 3 lists. 1 wishlist.


RSS

1 to 50 of 4,369 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

@Kudaku
Unfortunately the seven virtues of rule have changed in the AE and now it's love and not fertility.

Xin's idea was to base an empire (actually the ruling of an empire) on the same principles he has based his form of arcane magic and those principles are the seven virtues of rule. Keep in mind that at the time all that Xin had to base his empire were himself, his disciples, any azlanti who had followed him and the savage humans (mostly shaonti and varissans). In addition the reason he wanted to make his own empire were (at least partly) because he was so sick with the way that things worked back in Azlant, he wanted to create a more free nation, a more thinking nation etc.

The fact that he also ended up being slightly controlled by aboleths, growing so paranoid that he ended up living alone with his clockworks, being assasinated by his students who took his seven virtue of rule and corrupted/twisted and turned them into the seven sins of rule is another matter altogether.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
BigDTBone wrote:
leo1925 wrote:
Cheapy wrote:

We just got the UC errata a few months ago, over two years after it was released.

Sit tight.

On the other hand ACG appeals to a wider audience than ultimate combat.
It does?

It's pure conjecture on my part but my line of thinking is:

Ultimate combat is mostly gun stuff and asian stuff (especially monk stuff), it may not have been advertised as such but it became appearant quickly after it's release, now a lot of people don't like either the one or the other (or both) in their games so a lot of people had serious incentive not to buy the book, because they didn't care about a large part of the book (asian or guns).
ACG on the other hand doesn't have a big portion of it not being liked by a lot of people.
Thus i hypothesize that ACG appeals to a wider audience than ultimate combat.

On the other hand ACG seems to has more issues than ultimate combat (although i haven't checked myself) so this might balance things out between ultimate combat and ACG.

PS. I know that there are a lot of people that don't like the concept of new classes becuase they feel that the game has enough options but i think that a large part of those people also didn't like ultimate combat for the same reason.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Thank you James for answering.
To be fair the only other insatance in the rule that a creature has hardness is an animated object.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
LazarX wrote:
leo1925 wrote:

LazarX might be right, even technomancers haven't figured out the exact formula for converting magical energy to electrical power and vice versa.

Their abilities (arcane battery and unified energy) seem to indicate a "wing it" approach.
What a lot of people don't understand that Arthur C. Clarke's famous quotes on the "equivalancy between magic and science" are written in a world view which totally excludes the present or past existence of magic at all. That oft quoted saying takes a severe beating in worlds where magic not only exists, but is fundamentally different from science.

Can you explain that a little more? I am not sure i get it.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I don't have my book yet so i have to ask:
From reading the technology guide it seemed to me (from archetypes abilities and such) that robots have hardness ratings but the robots in inner sea bestiary don't have hardness ratings, but based on James Jacobs' post earlier i assume that only some robots have hardness ratings, am i correct?
For the robots that do have hardness ratings, what do we do with the general rules that say:
1) that energy attacks halve the damage before hardness?
2) that ranged weapons halve the damage before hardness?

I am asking this because nearly all the technological weapons are both ranged weapons and use energy attacks?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I don't have my book yet so i have to ask, are we sure that the spaceship that crashed in Numeria is an exploration vessel and not a generation/migration vessel?
Are we sure that only one spaceship crashed in Numeria during the time of the falling stars?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

LazarX might be right, even technomancers haven't figured out the exact formula for converting magical energy to electrical power and vice versa.
Their abilities (arcane battery and unified energy) seem to indicate a "wing it" approach.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I think that the reason for not including (relatively) low yeild generators is a game balance issue, after all robots have built in low yeild generators in order to function.

My question on generators is this:
For how long is the generator's yeild is being lowered every time that a connected "one charge per used" item is used? One round? One hour? something else?
By "logic" i tend to the one round answer.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I think that the "you can't tell how many charges are left" is something that was either accidentally omited or simply got cut becuase of space constraints, i don't think that making veemod googles show charges is too much, or you can say that anyone with the technologist feat can attempt a DC 10 (or 15) knowledge engeeniring (maybe with using a watt meter) to find out how much it has or something like that. But yes at least some of the devices (like weapons) should have power readouts.

On the batteries getting destroyed when recharged (with a 20% chance no less!), this might be either a fluff reason* or for game balance reasons or both.

On having portable generators, yes they should exist. After all robots have low yeild generators beilt into them in order to function so there can be smaller generators so i am lead to think that the no "small generators" part of the technology guide is there for game balance reasons.
There could at least be backpack sized batteries that can hold hundreds if not thousands of charges, i am pretty sure that this also a game balance reason for not being included in the technology guide.

*maybe those batteries are "normally" (in a technological advanced world) very cheap to produce and thus are meant for one use and then discarded/recycled


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

1. Unless there is an NPC talking to the PCs i will take the opportunity to go all geek to the players when explaining, i almost never get to do that in pathfinder APs.
2. Although i haven't read the book yet (mine hasn't arrived yet) so i don't know exactly how the dungeon goes but my general advice would be to let the players go as far as they can, when they need to rest; they will fall back and do so.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I will probably DM iron gods, in October, so it isn't really a spoiler for me.
I really didn't catch that part in the player's guide, i did know that the silver mount is a human ship (i think that James Jacobs has said so in a thread) though so maybe i glossed over that part.
I also hope that my players don't catch that part.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Cheapy wrote:

We just got the UC errata a few months ago, over two years after it was released.

Sit tight.

On the other hand ACG appeals to a wider audience than ultimate combat.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Considering that ultimate combat took ~2 years to get a reprint (and an "errata"), i wouldn't hold my breath if i were you.
The best you could hope for are FAQ entries that will clear out the worst offenders.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Just like the rest of Golarion (maybe with the exception of Alkenstar), Numeria is at the emerging guns state.

That said i really do hope that this AP will be able to work with PCs using the touch attack mechanic (most of the APs i have seen don't work well with the touch attack firearm rules).


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Ok i haven't read mythic ranks yet, but i have heard that they are weak compared to tiers, although i have read mythic tiers, so why not give the monster two tiers of champion or guardian? that way it has 7 mythic power points to spend on amazing intitiative, which means for 7 rounds it has one more standard action per turn.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
DundjinnMasta wrote:
5E D&D came up with quite a good way to deal with the Action Economy of the Party vs Solo monster fights... giving them Legendary Actions. Pretty damn good idea and can be lifted for Pathfinder games.

What exactly is that?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

We really can't do more without a full build.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Thank you Sara for answering.
Before i start the subscription i need to know what is going to happen with August's comic in order to build my orders. I assume that i am going to get 2 comics in Septermber's order along with iron gods book 2 correct?
If yes, can i have my tales subscription not ship with them (for this month) but ship seperately?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Albatoonoe wrote:
Silver Surfer wrote:

Now if your question was.... "Has the Ecclesitheurge been abused?".... I would have said a resounding "Yes!"

Dont bother with it, it was an extremely poorly thought out archetype and consequently is dreadful.

Well, I'm curious how it's abused. I'm looking at it and nothing really sticks out to me as super abusable.

I think that Silver Surfer is saying that someone abused the Ecclesitheurge himself.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Shadowkire wrote:

@ Everyone:

You are now far off topic. Take these discussions to new threads and let this one either get back on track or die.

My two cents: The Exploiter is a viable generalist. Maybe it is as powerful as a school wizard, but it isn't as crazy powerful as some felt it was at first glance.

I think that this will depend on whether the exploiter wizard can take greater exploits or not.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I really hope this book has some new legendary item abilities, the ones in mythic adventures are very few.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
LessPopMoreFizz wrote:
Hmm wrote:

I like the idea of the Paladin being passed off between goddesses, but are you sure that Shelyn is the right one? Shelyn is all about inner and outer beauty, and is more about "love where you will" than promiscuity. Shelyn worshippers are about love and affection more than lust. I was thinking Calistrae might be more appropriate...

As for the whole one night stand thing... so long as it is consensual and honest, it could actually add elements of richness to a class that is often seen as stodgy and one-dimensional. I like the idea of a ladies man Paladin, so long as he's not a liar and takes care of his responsibilities.

Hmm

Calistrae is CN, she has no Paladins.

In fact she has antipaladins.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I am thinking about subscribing to the pathfinder tales line but i am having some issues/questions.

The first and most important one is that while i want reign of stars and nightblade i have no interest for a pirate adventure. So i wonder if it would be bad form, from my, to subscribe for those two books, then cancel the tales subscription for pirate's promise and then possibly start it again (dependening on what the next tales are going to be).

My second question is about the frequency of the release of pathfinder tales, in the pathfinder tales subscription page it says that they are published each month but from what i have seen they are published once every two months, so which one is it?

My third question is whether i will get the 15% discount (from being an AP subsciber) to my tales subscription or not.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
LessPopMoreFizz wrote:
leo1925 wrote:
Although i haven't read the invistigator fully (just skimmed), he's choked with swift actions like most classes in the ACG, correct?
Eh, not really. A move action (talent/feat to make it swift) every IntMod rounds (or per target, if things die faster) to keep up Studied Combat, and they can burn a Talent/Feat to Aid Another as a Move action. Other than that, all class abilities are Standard or Free.

You might have some issues but you aren't in a worse place than a paladin with mythic.

I would advise against the trickster, it's the weakest of the mythic paths (but a little more interesting than the champion IMO).

It's generally better to not spend mythic feats for regular feats.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Although i haven't read the invistigator fully (just skimmed), he's choked with swift actions like most classes in the ACG, correct?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
leo1925 wrote:
I finally remembered why the arcanist's counterspell looked familiar to me, it's the same as the 1st tier mythic path ability flexible counterspell, only that arcane reservoir points come a lot easier than mythic power points.

Actually the flexible counterspell path ability works like the greater counterspell exploit (but is powered by mythic points instead of arcane reservoir points).


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
pad300 wrote:
Under A Bleeding Sun wrote:


Oh, plus the entirely better infinite arcane points exploit that someone has found in another thread. It does take 3 exploits, but 2 of them are REALLY good anyway, and BAM unlimited arcane points.
This is rather difficult to run a search on; Link please.

Here


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Degoon Squad wrote:

people are going to hate this but here something I know.

I been Playing Dungeon and Dragons since the Rogue came out in Greyhawk back in 1975.
And there been a steady power creep in the game with each New edition of D&D/D20 system.
And this has hurt the Rogue as now there are many classes that get skills that used to be the Rogues alone..
But the Rogue still does well against a Cr Mob of the Rouge level.
So the Rogue is not underpowered.
What needs to be done is bring out the Old Nerf bat and start limiting other classes from performing the Rogues ability just as good as the Rogue does.
For example limit who gets trap sense and make sure no other class get trap sense any where near as good as the Rogue.
But that a sure way6 to make people scream.

Trap sense? Really?

Do you understand how useless that ability is?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I finally remembered why the arcanist's counterspell looked familiar to me, it's the same as the 1st tier mythic path ability flexible counterspell, only that arcane reservoir points come a lot easier than mythic power points.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

If you are going to convert the AP anyway i suggest either rise of the runelords because it's the cheapest or curse of the crimson throne which has the best story.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Cranefist wrote:

It is so funny to me that someone would read "one-handed slashing weapon" and think that the sickle or dagger were excluded.

Sometimes, when a rule doesn't make sense, you need to think about it the way common English speakers would.

"You can use any slashing weapon that you can wield in one hand, and add your dexterity modifier to damage."

"Oh you mean like knifes and swords and stuff?"

"Yes."

What's so funny about reading the rule correctly?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Jiggy wrote:
Artanthos wrote:
thenovalord wrote:
Diplomacy isn't that mighty. Takes a minute of chat + will not work against those that mean you harm. Having a high score is worthwhile but is no good for combat, hostilities and under time pressure

Using diplomacy on someone who is hostile has a DC of 25.

Making a request is a 1 round action: this would include requesting the chance to talk.

Diplomacy wrote:
If a creature's attitude toward you is at least indifferent, you can make requests of the creature.
No requests for hostiles; gotta make them at least indifferent first. And that requires 1+ minutes of interaction.

Jiggy is right here, so if you manage to survive 10 rounds of combat without attacking them (i am not sure if you can use total defense though) in order to use your jedi mind tricks then go with it.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

The inquisitor and the paladin also have access to the great "litany of" line of spells (all of them swift action spells) which the warpriest doesn't have, the paladin even gets a few earlier since he has a proper spell list suited to him which the warpriest again doesn't have.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Here are the statblocks i still have.

Curse of the Lady's Light
Asylum Stone
Beyond the Doomsday Door
Into the Nightmare Rift
Dead Heart of Xin

There were also a couple that i couldn't find in which book i used them
leftovers

Again anyone who has questions, ask.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

@Rogue Eidolon
I have read about your group's shattered star AP and while i have never neither played nor DMed for such a group, i imagine that your way might indeed solve the issue of the joke/minor encounters, even make them meaningful. But every character in this campaign was very murderhobo/militaristic/efficient etc. and it's not a group thing, we are capable of making other kind of characters but in this AP everyone went with the above approach, i think that the "treasure hunting" aspect of the adventure played a role here.

@Majuba
I think that you are talking about the infamous "XP problem", i solved that by leveling up the players at the points the AP said to level up.
About the combining encounters thing you mentioned, it's very rarely scripted this way (a lot of times it's scripted the opposite way) and quite a few times it can't be done becuase of the locales (super big dungeons, lots of space between the monsters). The one time i remember it scripted in this AP to happen (at Beyond the Doomsday Door) my players went all splinter cell on me.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

No they aren't flat-footed while prone nor they lose their DEX.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Wiggz is right, there were only 4 active at any time. After book 2 the ranger left and the sorcerer came in and then after book 3 the cleric left and the druid came.

@Majuba
About what part would you like to learn more?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

My group finished shattered star a couple of weeks ago it's second AP (the first one was jade regent DMed by my brother) and i have also run the entire RotRL for another group, i write this now, and not before, becuase now i managed to find the time (starting WotR as a player certainly didn't help).

The heroes of Magnimar were:
1) Zak Kaddren Villa (Jadogreshika), half orc blackblade magus (STR based with rhoka black blade), adopted to the family.
2) Alissa Cornwall, human XinvalrenbleX rager barbarian, gladiator from Riddleport. Currently inside the body of Shorshen.
3) Tyr Forsedi, dwarf battle cleric from Magnimar's church of Abadar. Character retired from adventuring after Asylum stone (because player had RL commitments)
4) Fitz Padraig and his wolf Rolling Thunder, halfling sword and shield using ranger, escaped chelaxian slave. Character retired after Curse of the Lady's Light (again because player had RL issues).
5) Astaroth, gnome crossblooded (primal fire, draconic gold) blaster sorcerer, from the town of Nybor. Character entered the campaign after Fitz retired.
6) Aven, undine storm (caster) druid from Nirmathas. Character entered the campaign after Tyr retired.

Now the changes i made to the story of the campaign were:

changes to the story:

1) The characters weren't pathfinders, Shiela Heidmarch was replaced by Teressa Flameheart (NG human fire blooded sorcerer 10) who is a surving character from my RotRL campaign.
2) I had the fifth crusade (WotR) start in the background, after Asylum Stone, in order to give some sense of urgency in the adventure.
3) The magus' black blade was needed for the reforging of the Sihedron.
4) Karzoug actually won at the end of RotRL and was later vanquished 5 years before the campaign started but that had as a result Cheliax invading the lands of Varissa.
If any of you want to know more about any of these things i will happily post it.

My overall impression of the AP isn't a good one. While the story was good enough (especially after considering that the adventure was simply a "gather the artifacts" game), the dungeons were, usually, very good as locales, but the encounters were very very bad, they were too many and too easy, a lot of times i found myself wanting to end the campaign and start another that would require less work from me, that's why i ended up making so much changes to the encounters.
What i really enjoyed were all those traps/puzzles that the AP had, especially the part that i was given ways within the systems for the characters to solve if the players couldn't.
The thing that annoyed me the most (and gave me the worst trouble) were the myriad CR=APL-2 or CR=APL-1 or CR=APL encounters that weren't even speed bumps for the characters, just a waste of time for the players. If that is the old school vibe that the AP is supposed to have then i really don't like old school adventures.

Book by book comments::

1st book. Very good story, lot's of RP in the Magnimar, the easy difficulty and annoying part of the book started after the PCs entered the Crow (especially after defeating the tower girls).
2nd book. Great book, great NPCs, great dungeon, MARVELOUS TRAP, i felt that me and my players missed a lot of fun because none of us has (sadly) played/run curse of the crimson throne. The battles with the troglodytes and the boggards were a joke and the same trend was present inside the dungeon as well but not to such degree.
3rd book. This book i really didn't like, don't get me wrong, the part that was in Kaer Maga was truly marvellous and anjoyable, everyone had a lot of fun for everyone, really everything was great but after the PCs enter Karzoug's ancient laboratory the things go south. Somewhere between the boring/joke combats and the weirdest mis-match of monsters i have ever seen, both my players and me nearly lost all interest in this book.
*Special mention* the orrey room was very cool.
4th book. Now this a book we really liked, the story was engaging, the NPCs (both good and evil) were excellent, the (destroyed) abbey and the ancient temple were really fleshed out, the dynamic encounters, my players employing magical means to inflitrate the abbey (they called themselves the prismatic hexagem, from rainbow six) the final battle which i used mostly as-is (i just changed Ardathanatus' spell list and a couple of feats) and finally the horror i saw in my players face when the clippoth lord showed up.
5th book. This a book i didn't like, maybe it's because that neither i nor my players like anything lovecraftian maybe it is because nearly everything in this book was SO EASY... both me and my players were bored out of our minds until we hit the embassy to leng where things, while still easy, finally became interesting. The final boss in particular was a complete joke because apart from the statblock errors (which are somewhat understandable) her whole build was weak, her tactics don't deserve the name (of tactics), her starting position (on the ground) and her inability to be buffed (for story reasons) all lead up to her dying before getting the chance to act, fortunately i managed to make the encounter a fun one for the party, she was a very interesting villan that ended up being less than a footnote in my players' mind because of all the things i mentioned above.
6th book. We ended up enjoying this book but not entirely because of the book itself. First allow me to tell you that the story and everything that happens in this book is very interesting and very good but the encounters are nearly unsalvagalbe. I managed to make the final battle memorable by giving Xin a second life (as suggested by Brandon Hodge in another thread) and having the veiled master appear in the final battle (my changed veiled master, not the weak sause there is in the book).

All in all we enjoyed the AP but not as much as we did JR or RotRL.

All of the PCs were 15 point buy, all of them were average optimized, except the barbarian who was strongly optimized (but not fully) and while i have quite a few house rules (which can be found here) but only the sorcerer benefited from them.

Now the changes i made in each book starting at book 2 after i run the 1st book as-is. I will post the changes in this post and then (since i have most of the changed statblocks) in subsequent posts i will include links with files of the changed statblocks, this might take some time since i have all the changed statblocks in one folder and i would like to group them by book before i post the links.

changes in the Curse of the Lady's Light:

D1 Nabasu (bestiary 1 p.65)
D3 CEUSTODAEMON (bestiary 2 p.65)
D5 no fight
D6 -troglotytes + advanced megatherium (bestiary 2 p.187)

F1 no fight
F3 advanced bogwid
F5 no fight
F6 + 2 giant dire abyssal frog (tome of horrors p.296)
G1 No fight, 2 large chests with treasure containing 2100gp(including the 2 jars found later)
G2 - giant frogs + lunar naga (bestiary 3 p.197)
H + 1 will o wisp (bestiary 1 277)
J + 1 caryatid column (bestiary 3 p.46)

K4 + 4 mimics (bestiary 1 p.206)
K9 + Water Naga (bestiary 3 p.199)
K10 + 1 marble sentinel
K12 + 1 Incubus (bestiary 3 73)
K13 empty
K19 empty

L2 no fight
L4 advanced giant -2 monitor lizards + 2 giant frilled lizards (bestiary 1 p.195)
L5 advanced skavelings
L6 no fight
L8 no fight
L10 + 2 sea hags - 4 fuath gremlins OR +1 cold rider (bestiary 3 p.59)
L13 + 1 grey maiden
L18 + 1 shadow mastiff
L20 + 1 bone golem (bestiary 3 p.133)
L22 + 1 ice golem (bestiary 1 p.162)
L23 + 3 grey maidens
L24 + 6 vampiric mists
L25 + 3 babau

M1 all elementals are large
M2 10 fighter level instead of 8 and +4000gp in gear
M3 +1 juvenile green dragon named Aeteperax and maybe change sorshen's spells a little and +1 wizard level and
+1800gp gear

changes in Asylum Stone:

B5 +1 Kyton
B6 +1 Hound of Tindalos
B7 no combat, RP only
B8 empty
B9 Luonim has invisibility, fly and fire shield cast before combat
B11 empty
B13 Silasni has +3 sorcerer levels
B14 +1 Hydrodaemon
C3 advanced manananggal
C5 +1 advanced wyvern
C11 +1 Mohrg +2 Mummy
C16 +1 Contract Devil

changes in Beyond the Doomsday Door:

A2 +1 redcap
A9 +1 redcap or Roy Flaxbeater +2 rogue levels
A13 +1 Nyogoth qlippoth
A15 +1 Ettin AND no sicken
A20 +1 Mummy
A21 +1 Vrock and Sufestra may come and fight here
B2 Golem not damaged
B4 empty
B6 Replace the 4 Advanced ice golems with 4 bone golems
B10 empty
C2 +2 Nyogoth Qlippoth
C4 +1 advanced shoggti qlippoth
C5 empty
D2 empty
D3 empty
D4 +2 animate dreams AND all are advanced
D5 rebuilt at +2 level with +11000gp
D9 advanced baregara
D11 +advanced devourer
D12 empty
E1 no fight
E4 +1 Greater Shadow
E6 the trap reset's is 1 round
E7 empty
E10 empty
E11 +2 mummy cleric 9
E12 +1 stone golem
E13 Ardathanatus has his new armor and the bogeyman is also here

changes in Into the Nightmare Rift:

B7 -4 Hill Giants + 2 Fire Giant
B8 -4 Hill Giants - 4 Hill Giant Concubines + 2 Fire Giants + 2 Guiltspur Hill Giants
B10 +2 Guiltspur Giants
C1 empty
C4 DC 24 and not 20
C7 1 adult silver dragon and 1 old black dragon
C8 +1 Elder Water Elemental and all are Advanced
C9 +2 Faceless Angels
D2 Advanced Ognathooga
D4 +2 Guiltspur Nagas
D6 +1 Hunt Mistress and both are changed
D9 changed Xaivanshee + 1 Glabrezu
E2 +1 Flying Polyp
E4 no battle, just RP
E7 2 "astral devas" instead of one appear for a fight but only one nalfeshnee emerges
E9 +2 advanced ice devils AND no green slime
F1 empty
F2 empty
F3 no combat, just RP
F6 3 advanced gugs instead of 4 but all of them are barbarian 3
F7 +2 advanced leng spiders
F9 3 advanced moon-beasts instead of 4 but all are cleric 6
F10 slightly changed Cadrilkasta + one mature adult red dragon sorcerer 3 named Loganth lord of fire

changes in Dead Heart of Xin:

This is a weird one because i didn't test the majority of changes because my players were so bored after the first session inside the crystal palace that they asked me to skip most encounters in order to get to the final battle, also they never went to the underwater floor.

event 4 all 3 leviathans are advanced and have 4 level of warrior
event 5 +1 scylla and both of them are advanced
A1 the 3 ogonthunn's guardians are advanced and have 7 level of fighter
A2 these axiomites of Xin are advanced, rogue 10 (instead of 8), start with mage armor active, and have different feats
A3 no battle
A4 +1 living rune
A5 no battle
A6 +2 uber advanced spectres
Ogonthunn is rebuilt
B1 empty
B4 empty
B5 2 shield guardian iron golems instead of one, both are advanced, both are 2 level fighters
C1 the clockwork dragon is advanced and has 2 more hit die
C2 empty
C4 empty
C5 the axiomites of Xin are the same as in room A2, the inevitable is changed to an advanced marut inevitable fighter (weapon master 3)
C7 empty
C9 empty
C10 +1 marut inevitable and they are both the same as in room C5
D1 the bythos aeon is advanced and has 6 sorcerer levels
D2 no battle
D3 no battle
D4 no battle
D5 the two elder crystallis have 7 fighter (weapon master) levels
D6 the iron golem has 3 fighter (weapon master) levels
D7
E2
E4 the axiomites of Xin are the same as those in A2 and the elder crystallis are the same as those in D5, also Xin is revived (2 rounds after he dies) by draining nearly all the remaining power inside the cetrnal palace crystal, also the veiled master (if not dead) comes into the room the round that Xin first dies

As you can see i made A LOT of changes in order to try to make a more challenging game, also because i don't own herolab (i am trying to gather the money now) i made the changes either by hand or in PCGen (a great free open source programm but worse than herolab) and because of that i apologize in advance for any minor mistakes in the changed statblocks (i had to make a few alteration by hand and i might have done some minor mistakes). And that's my biggest gripe with the Shattered Star AP, the reason i buy (and subscribe to) the APs is because i don't have the time to make my own campaign and while i was helped by having the AP volumes i feel that overpaid for them.

Again, anyone who wants to ask questions or discuss the above or anything please do (if you see that i don't answer for some time please PM me so that i do).


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I suppose you meant rectify and not ratify.

99% you won't see that happening because Paizo doesn't want to mention things present in later books in their earlier books. We might get a FAQ though.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
magnuskn wrote:
Juda de Kerioth wrote:

I agree with you, but, there is a clear point in fact: The monsters are so weak.

Check the 3.0 rules (the chimera was nerfed twice [3.5, PFRPG]), there is no real change in the monster rules. Check the monsters in those bools!!

Im afraid that the Tarrasque could be soloed at 10h lvl, i have seen the builds, the idea itself is so munchkin and now the rules allow that build to happen without breaking any kind of rule [regardless the unclarity and the subjetivity from the rules].

Um, aside from dragons almost every monster was buffed from 3.5 -> PF and I think most monster also got a buff from 3.0 -> 3.5.

Although I agree with you that a lot of them are still terribly weak, especially as we get into the higher CR's. Player characters got a lot more powerful between editions and monsters (especially high level) haven't really kept up with that.

I agree.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Bellona wrote:
Oh no! The Dread Gazebo! :D

The dreaded Gazebo.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

You can't a tiger (big cat) with the animal ally feat.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Landon Winkler wrote:


The original design of the Karzoug fight is a good example, although obviously resolved in the Anniversary Edition.

RotRL book 6 spoiler:

While i agree that the AE location is way better (and cooler) and actually having 2 wardens of rune really help a lot (although the 2 wardens of thunder and the dragon are pretty much minions), there is the issue that Karzoug's list of prepared spells is a joke.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Actually in Golarion the base value can get up to 30K (30200 iirc), so that's a little more breathing room.
After that you just have to commision it (which means it would take some time for you to get your stuff), craft it yourself, make do with what the adventure gives you or start teleporting/greater teleporting to cities with major items and hope that there will be a roll that suits you.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
LoneKnave wrote:

Fighters is because they don't cast.

Clerics is a good question though. Why does any cleric know any spell not covered by his domain abilities? Why is Rovagug handing out CLW and protection from evil?

Rovagug doesn't give access to protection from evil nor to protection from chaos.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Liam Warner wrote:


However the pearls were released before the arcanist while the runestones were released with them along with the spell latice. The spell latice specifically mentions its effects when used by an arcanist AND a spontaneous caster whereas the runestones only mention spontaneous casters which implies that an arcanist would use the pearl.

I was going to ask what you were talking about but then i noticed that runestones of power were reprinted in the ACG.

Runestones of power were printed in the PFS field guide and now they have been reprinted in the ACG.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Yes rangers get it because it's a spell for archers and rangers are the iconic archers with the whole hunter-woodsman thing.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Ehmm, gravity bow is an arcane spell, it's just happens to be on the ranger's list which happens to be divine.


1 person marked this as FAQ candidate.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Guys the arcanist casts spells as a spontaneous caster, which means that he can't use pearls of power, he must use runestones of power instead (double price btw and not in the core line nor the PRD) for his spellcasting, and runestones of power work differently (you must use them at the time of the spellcasting and the slot isn't spend), and because runestones of power work as part of the spellcasting action so he can't use for his consume spells ability.

PS. yes i see how the pearl of power can be read and still works for consume spells but i think that it's a BIG stretch
PS.2 Again i see how the runestone of power can be read to allow it to work for the consume spells ability but again BIG stretch


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I have GMed RotRL (great AP) and i know of which library you speak of and as someone else have said it's artifact level worth of material (especially in a post-RotRL Golarion), i could very easily see the contents of the entire library going for hundreds of thousands of gp.... and frankly that might upset your game (your players getting SO much wealth).
I am not saying to not let them copy and sell the books, just not for money, they can sell them for favors such as not paying the spellcasting services fee in the church of Abadar in Magnimar, not paying the "take a look" fee for copying spells into your spellbook (thus paying only scribing costs) from the Acadamae in Korvosa, manor(s), nobility titles, celebrity level fame, free lodging and food in the best inns of a specific city etc.

1 to 50 of 4,369 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.