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leo1925's page

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber. 5,025 posts. 19 reviews. 3 lists. 1 wishlist.


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Lord Fyre wrote:

Now that the heavy lifting has been done ...

... Is it time for Paizo to create a Science Fiction (or Space Opera) variant of Pathfinder?

I would be ok with a space opera AP.


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Ok I TOTALLY missed that. Thanks for pointing that out both of you. Problem solved!

@Kalindlara, yes Im the GM :P

My party is semi to high optimized. They are pretty strong and well-built but they just arent using everything they have in their arsenal because they manage... somehow...

They are:
Human Paladin of Iomedae Guardian
Human Cleric of Iomedae Hierophant
Tiefling Rogue/Ranger Trickster(dual path Champion)
Aasimar Bard Marshall(dual path Champion)
Aasimar Arcanist Archmage

Tell me your ideas(so i can counter them if my players come up with them! muahahahaha)


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John Kretzer wrote:

Have just reread both Pirate's Honor and Pirate's Promise as though just occurred to me....

** spoiler omitted **

Pirate's Honor spoiler:
The halfling thief kept the ring of invisibility as his payment.

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Charon's Little Helper wrote:
Errant Mercenary wrote:
The printed APs as is are not very difficult for 4 optimised characters. However with 3 and not very experienced, some parts will be mince grinders.
They're not even hard for 4 decent characters. But 3 borderline decent characters will definitely have issues at certain points.

And when two of them are a level behind it quickly leads to TPK.

I will join the choir and say that it is very bad form on your part to go and read part of the AP behind your DM's back.


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Apart from the fact that they can get rage cycling at level 1 at the cost of a feat, they aren't overpowered at all.


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I am glad for the reversal, in my opinion the original FAQ was nonsense.


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Finally that FAQ was taken back, it was about time.


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Omnitricks wrote:
Q: Can UMD be used to bypass the personalizations?

I think that the answer is yes.


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I have no problem with new rulebooks and new options. I do have a problem with poorly thought out rules and badly edited books, and even when those books get an errata not nearly (not even close to) everything gets corrected (including the editing errors). Those things hurt my games.


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I also ban the summoner.


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Make yourself a threat, that usually means dealing enough damage so that the enemies can't ignore you.


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What level is the party?

Banishment can't be made into a wand, maybe it was a wand of dismissal?

What is a critfail?

The (un)holy half of flamestrike's damage has nothing to do with positive
and negative energy.

When you use wands you don't provoke AoO so you don't have to cast defensively.

Did the GM tell you what class the "assasin" was?


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MAJT69 wrote:
UnArcaneElection wrote:


Fixed your link above.

Thank you, I appreciate your help.

I'm really interested in a 'rewrite' of Skull & Shackles, as that one seems to be widely LOATHED by several of the players, everything they hate about PF in one place. Enemies that always fight to the death, not one single player choice, a ship race that the player's literally cannot lose... Not sure if any of that is true, I didn't enquire further, as the mere mention of it seemed to open some old wounds.

What?

From what i have heard skull and shackles (beyond 1st book) is one of the most Sandbox-y APs.


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I can't be sure about the exact number (24 vs 25 vs 26) because i don't know if your upcoming pathfinder tale will take place at 4714 AR or 4715 AR, also since i don't know the exact months (of birth and the start of the next tale etc.) but i don't think that this specific numbers are needed, i just wanted to know his age because i thought that he was alive when Age of Lost Omens started.


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I would love to read about Varian's involvement in the chelaxian civil war (and the chelaxian civil war in general).

Something doesn't add up, it's been 75* years since house Thrune took the throne, since Varian is 99 years old that means that when the Thrunes took the throne he was 24**. Although it isn't very young by human standards and could be given a command*** at that age he isn't a human, he is a half elf, wasn't this taken into account by whoever granted him a command OR did i something wrong with the dates and/or my math?

I am rereading the books (currently finishing Prince of Wolves) but i don't remember any clues about fighting in the civil war, i remember bits here and there about him serving in the chelaxian army but i had thought that this was after the house of Thrune had risen to power, did i misread the clues or did he served in the army before and after the regime change?

*house Thrune took the throne at 4640 AR and now it's 4715 AR, so 75 years ago

**older than i thought before (i hadn't done the math and i was eyeballing the years from memory)

***i assume that due to his noble birth he didn't serve as a simple soldier but as a minor officer (if not a major officer)


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Orfamay Quest wrote:
Dragon Knight wrote:


I have a reason beyond theory to ask this, honestly; one of my players in Rise of the Runelords just contracted tetanus from the trapped chest in Thistletop. Their 4th level and by the time they defeat Nualia (or allow her to escape, they have a foolish habit of that) they'll be 5th, high enough for the druid to cast the fore-mentioned miracle spell. I'm trying to up the ante for my group ....
This seems.... unfun. Dying of disease is not a fun adventure. Status effects are supposed to be curable, and that's why the spells exist in the first place. But in that regard, disease is no worse (and no better) than blindness, deafness, petrification, or death itself.

In addition, while Sandpoint suffers on the cleric front (4th level is the highest) Magnimar is (irrc) a day's ride from Sandpoint so he can have his disease cured there.


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From the various pathfinder tales (mostly Prince of Wolves and Queen of Thorns) i get the immpression that he was either alive when Aroden died or when the house of Thrune rose into the chelaxian throne. If he was alive when Aroden died then he is more than 100 years old (more like 120 if he was 10 when Aroden died), if he was alive when house Thrune took power then that makes him ~85 years old (again assuming he was 10 when house Thrune took power).
Which one do you think is the better estimate?


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Even if we ignore the price issue, there aren't enough clerics to combat the disease, there aren't enough spell slots to combat the disease, in PF the remove disease spell doesn't have a 100% of working, in a case of an outbreak of a contagious disease you have the problem of people who are healed getting re-infected.

So yes people die from diseases in Golarion, in fact i guess that it's higher than today's death rate but it might be a bit lower than the death rate we had in the medieval+ years.


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As Tacticslion said, use the mythic agile template, also give the boss two or three lives (double or triple hit points), you might not end up gaining more than 1 or (at best) 2 rounds for your boss but thanks to dual initiative those 2-3 rounds will seem longer.


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Neongelion wrote:

I for one welcome our brain-sucking overlords.

The hidden message (as with all APs) in the final book, by the way, was "keep watching the skies". Distant worlds/Dominion invasion AP confirmed! Helps that James Jacobs said he had a Dominion invasion AP plot slushing around in his dinosaur brain for awhile too :D

There was the same hidden message on the Second Darkness.

Also i am still waiting for those runelords to return (RotRL hidden message).


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Mackenzie Kavanaugh wrote:
If there's no Summoner in the party, then there's nobody to craft potions of stoneskin and the GM will never have to worry about it. If there is a Summoner in the party, and they happen to take Brew Potion, you still have the option of ruling that potions are always created at their Sorcerer/Wizard level, not their Summoner level, ruling out stoneskin. Seriously, the GM controls the loot and gets unlimited veto power on items that aren't in the book. Potions of stoneskin aren't in the book, and the only people trying to get them are people who think it's kosher to make a Samsaran Wizard who casts haste as a level 2 spell.

Actually you aren't correct on that one, it's true that you always default to the wizard, cleric and druid lists for determining the level of the scroll, potion and wand, so you can't buy 1st level wands of lesser restoration because lesser restoration might be 1st level for paladins but it's 2nd level for clerics. The issue is that when you go for a potion of stoneskin the only choice you have is the 3rd level stoneskin that the summoner gets because there are no 4th level potions in order to default to wizard.


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Victor Von Fausten wrote:

Very simple. I would allow it. The sorcerer would have to have a metal fork attuned to the plane to which he want to travel, since no doubt such an item would cost more than 1,000 gp.

Also the plane shift spell states that the caster may appear 5 to 500 miles from his intended destination and who knows what wonders may await him there.

Be careful what you wish for sorcerer, you may just get it.

Can you tell where do you get the prices for those metal forks, because i can't find them in the plane shift spell.


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@umf78crs
You overthinking this, it's a two handed finessable exotic weapon, plain and simple.


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felinoel wrote:
Mackenzie Kavanaugh wrote:
That sort of reaction does not bode well. Is the GM going to ban all save-or-die spells too? Weapons that deal more than 1d6 damage? Over-reacting like this after allowing you to use a non-Pathfinder item (the elixir is from 3.5) is just ridiculous.

I've got poison conversion and a $#!7-ton of drow poison so I've got save-or-die explosives.

That s+!@-ton of drow poison is also a s@##-ton of gold (with 75gp per dose).

felinoel wrote:
leo1925 wrote:
Yes, technically you can get it as a 3rd level potion because it appears as 3rd level on the summoner's spell list, but you shouldn't, the summoner class (and especially it's spell list) was a very ill-thought class (for some parts, for other parts it was very well-thought) and you really shouldn't try to use those flaws for your own gain.

Paizo has had plenty of time to errata the problems and even HAS already made some errata, by now they should be done fixing what was a rush to print.

How exactly did you went from "ill-thought (parts of it) class" to "rushed to print class"?


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@Mackenzie Kavanaugh
Maybe the DM didn't know about the existance of alchemical allocation when he let the player craft the elixir of shadowalking or maybe he thought that the alchemical allocation extract only works with potions or maybe he didn't have the time to think when he approved the creation of the elixir. The issue is that you can't know what he was thinking.

@Tacticslion
It is my opinion that when you ban something serious that a player uses in his build you should offer a free and complete rebuild to use if he wants.


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I kinda understand the DM's decision to ban alchemical allocation, it might seem to him that it's too much hassle to house rule an uncertain number of interactions between alchemical allocation and other things and it seems that much easier to ban it completely. I would have tried to come up with a way to alter it before i ban it completely but i think understand his decision.

@MechE_
Actually the blood money spell was updated for PF when RotRL AE was released, and like the 3.5 version of the spell* it is a very thematic spell that have one serious flaw in it's design, it doesn't have a gp limit on the material it can create, if it did the spell wouldn't be so bad.

*which in my opinion was a worse offender for balance purposes but more thematically appropriate

felinoel wrote:
leo1925 wrote:
Yes I know that summoners get as a 3rd level spell, that's the class that wrecked havoc with spell level (mostly).
Then... yes... it can be a potion?

Yes, technically you can get it as a 3rd level potion because it appears as 3rd level on the summoner's spell list, but you shouldn't, the summoner class (and especially it's spell list) was a very ill-thought class (for some parts, for other parts it was very well-thought) and you really shouldn't try to use those flaws for your own gain.


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Matthew Downie wrote:
By RAW you can still use Spellcraft to identify a spell even without Verbal and Somatic components - maybe there's some kind of brief magical glow that people can see and identify.

Technically you are correct, but spellcraft also says that it uses the same modifiers as perception so one could make a case of a spellcasting (without any components) being unable to be unidentified, but then you are running to issues like how can you identify SLAs.


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New player, playing a magus, and mythic rules?
I don't think that this is going to work.


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Smurf test one, smurf test two, is this thing on?


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Ravingdork wrote:
If you can find it on the market, yeah. Generally though, you have to make or find things over 16,000gp market price (since that's the highest base price most metropolises offer).

Actually in Golarion (which uses the settlements rules of GMG) the base value of a settlement can be up to 30200gp, so you buy stuff up to 30200gp quite dependable.


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Using the exception of 3.5 was the best solution.


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Anonymous Visitor 163 576 wrote:
DrDeth wrote:


Huge creature? Other than a few odd spellcaster variants, there's nothing anyone could do to escape.

That bard with DD would be trapped as surely as you were.

So, two points of frustration with the rogue class.

I have a good dexterity, and I've been putting skill points into escape artist, the skill that allows you to, well, escape. And I didn't even have a possibility of getting out. It wasn't 'roll high and you can do it', it was 'mathematically impossible'.

This doesn't happen to fighters, who generally focus on fighting. They usually have at least a 1/3 chance of hitting a CR appropriate enemy, and also always hit on a 20. So, the class who's big thing is skill points, not really doing the job.

Meanwhile, the cleric with full plate and a 10 dex? Just cast Freedom of Movement. So, clerics are better at escaping things than rogues are.

And the bard? Dimension Door is a verbal only spell. Since this was a while ago, the concentration check was a lot easier to make, and he just vanished.

So, in that game, the bard was also better at escaping than the rogue.

And i learned that the spellcasting system is just better than the skill system at higher levels, even when trying to perform a skill.

Your DM must have done something wrong because the bard would have to make a concentration check with a DC of 10+grappler's CMB+spell level, against huge opponents that also, usually, impossible.


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As far as i know good drows can't/don't turn into elves, and not all evil elves turn into drows.


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Now about the hardness issues.
Based on that i am going to say that you don't get to bypass the hardness of robots with electricity.
Now as to whether the x1.5 comes before or after hardness... i am not sure, i can see it going both ways... personally i think that it comes after hardness.

Did PFS get a ruling on that? from what little i know it seems that this season has quite a few robots.


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Spellcasting 8th means 8th level spells for spellcasting services, in Magnimar's case it's 8th level arcane and 7th level divine*.

You can find how to use the statblock in the core rulebook but i will try to explain it here.

The Base Value stat means that any magical item that it's price is <=Base Value has a 75% chance of being available for purchase each week. In addition each mundane item that it's price is <=Base Value has a 100% chance of being available for purchase.

The Purchase Limit stat means that the settlement can pay at maximum Purchase Limit for a single item.

The Minor Items,Medium Items and Major Items are the number of random magic items, of each category, that are available each week (this might be per month i am not sure). I like to use this in order to generate random magic items (select kingdom treasure).

*unless the players somehow learn of the secret evil 15th level cleric of Norgorber who hides in the city and they don't have a problem asking him for help and get him to do spellcasting services for them.


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@VegasHoneyBadger
Please be less aggresive.
You are wrong, dervish dance does allow you to use DEX for attack rolls, remember that scimitars aren't "finnessable" weapons. So if you somehow get access to dervish dance while igoring prerequisites you will still be able to use DEX for attack roll and damage roll. Slashing grace on the other hand does neither allow you to use DEX for attack roll nor use the weapon finnesse for the weapon* you have selected for your feat.

*remember that there are only a couple finessable one handed slashing melee weapons that you can use with weapon finesse and iirc none of them are in the CRB.


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As long as you make sure that you won't be able to get 1.5 times your DEX bonus to damage then i don't think that such a feat would be OP.
As Bob Bob Bob said the dervish dance feat works only with scimitars because both IRL and in Golarion, dervishes use scimitars (IRL two scimitars in Golarion one).


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A Jeggare as part of the twilight talons? WOW
A woman of the Jeggare as part of the twilight talons? double WOW

The Chelaxian nobility won't be happy when she learns that.

EDIT: And it's a hexcrafter, Oh! the scandal


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Nathanael Love wrote:

Its not hard to memorize the good weapons stats?

Especially for those of us who've been playing for the 14 or so years they have remained unchanged?

Greatsword 2d6, Longsword 1d8 (19-20 crit), short sword 1d6 (19-20 crit), mace 1d8 (clerics only lolz), rapier 1d6 18-20 crit, longbow 1d8, shortbow 1d6, warhammer 1d6 x3 crit, greataxe 1d12 x3 crit, battle axe 1d8 x3 crit, scimitar 1d6 18-20, falchion 2d4 18-20, spear 1d6, long spear 1d6 with reach, halberd 1d10, staff 1d6. . .

that's off the top of my head, and to be honest 90% of all characters should be using one of the first three I listed-- its really not hard to remember that Greatsword is 2d6 and Longswrd is d8 19-20 and if at all possible you should use Greatsword or longsword.

Same with armor Hide +4, leather +2, plate mail +8, chain shirt +5 use one of those four if at all possible?

Chain shirt is +4.


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Samy wrote:
So a battery's charge state has no bearing on its value? Both a charged and uncharged battery are worth the same?

Unless the battery is timeworn then yes.

Also you can totally repair a destroyed battery, you use that. Unless the battery is timeworn, in that case even if you repair it you still can't recharge it.

James, how many of the batteries in circulation (as currency) would you say are timeworn? 50%? 80%?
Because i can really see my players trying to get thier hands on as many silverdisks as they can, repair them via greater make whole and then try to recharge them.


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First of all why is copying a recipe an evil act? What do you plan to use the recipe for?
Secondly the legality has very few things to do with Law.

UlrichVonLichtenstein wrote:
Jeraa wrote:
Dieben wrote:
Since when is learning the secret moonshine recipe an evil act, particularly if you leave the original hard-copy behind?
Its copywritted. You just broke the law?
The character is Chaotic Evil. He doesn't give a s*$% about the law.

Why did you choose to play a CE character in a group with (assuming) good PCs?


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To be fair, even if we are talking about non mythic rules, battles taking 2 or 3 rounds at levels 10+ (especially 13+) and solo encounters being a joke is the norm with the current system.

For example when i played Jade Regent, the final battle was run pretty much as written (minus the stupid stuff) and was added an adult forest dragon, the battle was over in 3 or 4 rounds (i don't remember) and there were 5 PCs. When i DMed shattered star, with A LOT of changes which ended up making the battle a CR 22 (and that doesn't include the second life of the BBEG) against lvl 17 PCs, the battle managed to last 8-10 rounds (i wasn't counting after 4th) and mind you i don't think that the PCs had more than 20%-30% chance of losing.
In the Jade Regent the battle was against 4 (5 with the dragon) and in Shattered Star the battle was against 8.

What exactly is your problem with 15 point buy? i am not sure i understood.


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Somewhat unrelated but the androffan letters in page 33 seem familiar to me (A LOT), so i started digging and i think that they look very similar to thassilonian runes, both languages seem to have curvy letters and both of them use dots, sure the thassilonian letters are more "curvy" but still i think that the resemblance is uncanny. Does anyone else sees the resemblance or is it just my mind seeing a relation where there is none?


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Lemmy wrote:

The only reason Combat Expertise is used as a prerequisite is because it's named "Combat Expertise".

If it had a more fitting name ("Defensive Stance" or whatever), it wouldn't plague so many feats.

That.

That's the issue right here.


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On the domains, Torag really should have the war domain and the tactics subdomain but unfortunately Paizo went for the 5 domains per deity rule so a few deities end up not having domains that they really should have.

Don't go with guided hand route, it requires a feat tax and you don't get WIS to damage (unless you are also going mythic).
About abilities on a 20 point buy:
STR 16 DEX 10 CON 14 INT 10 WIS 14 CHA 10
and put the +2 from human either to STR or to WIS.


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On Aroden and non humans, we see in Liar's Blade that Aroden had placed an elf (ranger? druid? ex-cleric? i am not sure) as a guardian of something very important.


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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).


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Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
JoeJ wrote:
Alexander Augunas wrote:
As a final point, a good game designer knows that once an initial idea is settled upon the mechanics should come before the flavor. Flavor is malleable (especially when that flavor comes from the Core Rulebook line). Mechanics are not.

In my view it should be the exact opposite. When you're talking specifically about a roleplaying game, the mechanics exist to facilitate playing a role in whatever fictional world is being presented. Flavor, in other words, is primary; mechanics can and should be adjusted in whatever way is necessary to make them fit the flavor.

In principle i might be with you but my experience with white wolf's games (oWoD, nWoD, nnWoD, scion, exalted 2E, exalted 2.5E) has shown me that when you put flavor before mechanics you end up with really bad systems.


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Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Too bright and too white on my PC.


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Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I didn't read the whole thread (too big) so i apologize if my questions have been answered.
(I don't have the ACG yet so my assumptions might be wrong.)
1) A swashbuckler only gets DEX to attack rolls (weapon finesse) just with light and one handed piercing weapons, correct?

2) A swashbuckler has no class abilities to add DEX to damage, correct?

3) In order for a swashbuckler to get the DEX to attack rolls with an one handed slashing weapon* you need to get the slashing grace feat, correct?

4) A swashbuckler using an one handed slashing weapon with the slashing grace feat gets DEX to damage, correct?

5) A swashbuckler using any light weapon has no way to add DEX to damage, correct?

6) A swashbuckler using any one handed piering weapon** has no way to add DEX to damage, correct?

7) A swashbuckler using any finessable weapon** has no way to add DEX to damage, correct?

*except the scimitar, which has the dervish dancer feat
**except the rapier, which will have the fencing grace feat

PS. the above no DEX to damage questions are obviously questions that regard feats, and class abilities, i am aware that the agile weapon property exists

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