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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() James Jacobs wrote:
Is there any truth to the rumours that Absalom City of Lost Omens is being delayed because Paizo hasn't yet perfected the technique of cloning a tiny Erik Mona who can gush about Absalom for all eternity? ![]()
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![]() Evilgm wrote:
Yeah, instead of hoping Paizo somehow manage to fit such a guide inside the Player's Guide when it already has to introduce the AP setting, theme, recommendations, etc. Everyone would be better served by a community-made "So you're starting at higher level" guide. Aaron Shanks wrote: We decided it was best to link to the free PDF directly and remove the friction of needing an account to get a watermarked PDF. We want Player's Guides to be accessible. Much appreciated. Luckily, it's never been an issue for me before, but it always felt awkward anticipating the "How do I download the guide" question. I'm glad from now on it'll just be as simple as giving them the link to the pdf directly ![]()
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![]() TomParker wrote: My party has finally reached this book. I'm wondering if anyone's party resurrected Deadmouth? The AP says his memories might return. Did anyone cook up a good story for the tale of how he ended up a Darklands ghast? It's supposed to be so tragic that "he's gone to great lengths to forget it." I'm planning on making him one of Ilgreth's apprentices. Both Droskar's Crag and Saggorak are in Five Kings Mountains, so I picture he might have been on an errand for his master when Mengkare shattered the orb of gold dragonkind. He was spared the brunt of the quaking and erupting, but as a result got lost in the Darklands where he eventually gets ghasted and captured by gugs (the adventure mentions he might be someone whose disappearance baffles historians, so I assume 700-ish years is survivable for a ghast; the gugs can keep him over generations if they don't live that long). This ties him nicely, if only tangentially, into Mengkare's backstory. ![]()
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![]() Arachnofiend wrote: The last time this happened was with the sword cane being mentioned in the Investigator playtest, so... odds are pretty good we get rules for a cutlass in G&G. Last time was in the actual rules, though (i.e. the Investigator was trained in sword canes). This is a lore sidebar ![]()
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![]() Dubious Scholar wrote: Actually, since a hand cannon is thematically changing damage type by what you load into it, I don't think Modular is appropriate. There's no reason loading ammo for a different damage type for my next shot should take an additional action. One might make the argument that the action to change damage types represents you switching around your pouches of ammo so that the chosen type is easily available. That said, I wouldn't be opposed to a "Modular reload" trait that lets you switch damage types like modular does, but when you reload instead of as a separate action ![]()
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![]() Cyouni wrote:
Circumstance and Conditional were too confusing because players would often interact with both at the same time. I think it's fine that two separate classes have feat(ure)s that both start with Sy ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() James Jacobs wrote:
I think we interpret that question differently, because my understanding of what it was asking is "How do you make that AP focus on the PCs rather than Messrs Geb and Nex" ![]()
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![]() MagicJMS wrote:
Well now, I think I have to add bystanders to my Kite Hill scene :) ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() James Jacobs wrote:
Ooh, that sounds quite interesting. ut my vote down for the Golarion Post AP ![]()
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![]() As a general rule, the person who closes into melee range might get the first hit in, but the one who got charged gets the second, third and fourth. Every action you spend moving to a melee opponent is at least one action they don't need to spend on their turn. My rule of thumb (that granted I came up with because of this thread and hasn't been battle-tested yet) would be to make sure you have 1.5 to 2 actions' worth of useful things to do once you've finished moving. So Stride-Stride-Flurry would be a good use of a turn because Flurry is 2 actions in one. Or Stride-Stride-Strike in the case of a Fighter who considers threatening an AoO to count for that half-action in my rule of thumb. So then the question becomes what should you do if you don't have the movement to close into melee and still be useful. In that case, you still have options. Obviously getting into stance is probably your number one priority, but after that, you can still move to a more advantageous (one that might reduce your risk of getting flanked, or that blocks the path to your casters) or enticing (close enough that the enemy will want to close into melee) location. You could get yourself a crossbow, sling or cantrip to punish an enemy that's not getting into range (It doesn't need to kill them, just do enough that they move in to stop you getting free damage). And if you have nothing else to do, readying a Strike on the first enemy that gets into range can be a better use of two actions than Stride-Strike, since you would still get the first hit but also make the enemy spend the movement. And lastly, as others have pointed out, this only works if you can get the long-legs to cooperate. If they charge in right off the bat, then yeah there's little you can do to make the enemy come to you instead of you to it. However, if you can convince them to force the enemy to make the first move, they can still use their superior speed to outflank the enemy once they're closer in, while getting support from their slower companion ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Loreguard wrote:
Strictly speaking, the last two are redundant. Tautologically, you have access to things your GM gives you access to ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() James Jacobs wrote: The scene you're referring to where Iomedae "wrecks your face" is an error in our writing, not in her personality. We mistakingly leaned into the idea that PCs would be antagonistic toward her, and should have focused instead on how she can help you. It's the one thing I wish I could go back in time and fix about the storyline of that adventure path, because it's flat out wrong in how it presents Iomedae. I've said this before on these boards, but our lack of a process by getting story errata out means that this clarification and admission of error gets lost soon after each time I point it out or admit to it. Are you keeping (or have you kept, if that part of the development is already over) an eye on how Owlcat are handling that scene to try and update how this encounter plays out? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Mark Moreland wrote: That's an interesting suggestion. I hadn't even considered that. I know we don't have existing art of that situation, so it's harder to simply slot into the schedule, but I'll keep it in mind. What I hear you say is that whichever book you guys are currently preparing art orders for will inexplicably have a picture of Valeros and Kyra fighting at a checkpoint. ![]()
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![]() Magnus Arcanus wrote:
That is more or less what I did in my game. Thropp didn't mention Eclipse specifically, but he was sent to Breachill to secure the other end of the portal, as Laslunn felt the Ravounel end of the portal is a bit too close to her HQ for comfort. My PCs didn't immediately put two and two together and used one of the captured sneaks as bait on a trip to Elidir, where a couple more sneaks tried to steal Eclipse (They did, but were killed before getting away). It's only then that they realised they could use Eclipse to get to the Triad and deal with the problem at its source, rather than wait for Laslunn to send more assassins after them. As for the captured sneak, they brought her with them through Dreamgate, but when the tree statue attacked she panicked and fled while the PCs fought the thing. Unfortunately, the only place she could escape to was the chamber where Senna and Coalgnasher were and the nightmare had eaten a good chunk of her by the time the party found her again. ![]()
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![]() Donald wrote:
It's a link that for some reason has a paragraph tag in its url. Here it is fixed ![]()
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![]() A lot is being said about the trait's protection for BBEGs, but it's equally as important that it protects the PCs as well Cult of Cinders: With their +20 to hit, the dragon pillars can very easily critically hit the level 7-ish PCs (making the save from the beam's effect one degree worse). On the Violet pillar especially, the incapacitation trait turns a Stunned 7 into Stunned 3. Stunned 3 is painful, but manageable. Stunned 7 can easily turn into a TPK ![]()
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![]() Dante Doom wrote:
They're still active in the Arcane Mark and PathfinderRPG Discords, based on some identical posts made there and here in the forums ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Vardoc Bloodstone wrote:
It seems more likely that the omission happened the other way around: Eleanor wrote an encounter with 3 creatures, wrote the blurb that said the pillar could only control 3 creatures, then when the devs chose to add a fourth creature, they didn't think to update the beam effect (very likely since it's in a completely different section of the adventure). Changing the composition of an encounter is something that happens often in development. Changing the text of a trinket ability, especially one designed to make sure the PCs don't get permanently mind-controlled by accident, less so![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Merisiel Sillvari wrote:
That sounds lovely. Do you ever whisperthink inappropriate things to her during ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Aratorin wrote:
And if you Earn Income, there's a chance that you fail and get a negligible amount of money. Besides, there are three factors that may make Crafting an item a better choice than Earning the Income to buy it. First, the DC is determined by the item you are crafting, so there is a possibility of an easier check with a greater chance of a critical success. Second, the progress you make is determined by your level, not the item's nor the settlement. Third, you only make one check, so there is no risk of failing further. So all in all, if you are level 4, in a level 3 settlement and want a level 2 item, crafting this item will have you make an easier check and "earn" you more money per day than Earn Income, and once you've gotten one success, there's no chance of not making that money. It's not always the right choice, but Crafting is not useless![]()
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![]() Kennethray wrote: I was watching a video on foundry and realized something. I buy all the books on roll20 as well as the physical copy, but I use the roll20 compendium to look items/spells/monsters/conditions much quicker than looking them up in the books. Is that something that can be done on foundry? Everything that's available through the PRD or CUP are either already in the game system or planned to be, no additional purchase necessary ![]()
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![]() jdripley wrote: I don't buy the argument that Continual Recovery becomes redundant - after all if you're rolling repeatedly your chance of failure also goes up, and Continual Recovery would allow you to keep on keeping on without a stop. If Continual Recovery is baked in, you can use the feat you'd spend on it to get Assurance instead. Any 3rd level character with Assurance in Medicine never fails at the DC15 Treat Wounds check. With Expert at 6th level (Or trained at 8th), you can do the DC20 check. ![]()
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![]() The thing that cemented just how small the Small ancestries are in my mind was the Kingmaker character creator. As you switch from ancestry to ancestry, you first go through a whole bunch of similar height creatures—those are your Mediums—then you get one that's about shoulder-height to them—that's dwarves—and eventually you jump to this teeny tiny creature—that's either your gnome or halfling. Until then, I was picturing dwarves at about shoulder height (so that was right), but for the halflings and gnomes, I though it was a similar jump (shoulder-height to a dwarf, and about chest-high to everything else), but they're noticeably shorter than that ![]()
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![]() Aratorin wrote:
I have in my Age of Ashes game a medic with Continual Recovery. I know from experience how much healing 6 straight Treat Wounds checks puts out (especially considering how trivial it is to have Assurance high enough for a guaranteed 2d8 healing per check). You say no one would ever choose to continue treating wounds for an hour and I'll counter by asking why anyone would take Continual Recovery if Treat Wounds already does it baseline (as per your interpretation). ![]()
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![]() If you don't need to support the alignment table, 5 is the perfect number of deities you should aim for. It lets you set up 5 sets of thematic conflicts and 5 sets of common ground, while being a small enough number that your players can keep them in mind (Think Magic's colour wheel. It wouldn't work nearly as well if there were more or fewer colours). If you need more deities, you can branch off your core 5 with servitors or, my preferred approach, use epithets to explore different aspects of your core pantheon (e.g. Zeus Agoraeus might have the Cities and Wealth domains, Zeus Horkios might have Truth and Vigil, yet both are Zeus) ![]()
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![]() Aratorin wrote:
The exception proves the rule (In the original sense of the phrase). By only mentioning that 0th-level items are included in the book, that implies that formulae of other levels are not in the book. Aratorin wrote:
But they're not granted directly by a feature. If that were the case, the Uncommon trait on spells would do literally nothing, since spellcasters are "granted" new spells by a feature. Unconventional Weaponry explicitly grants access to an uncommon weapon. Feats with focus spells directly tell you you gain the spell in question. "Go pick from that list" is not directly giving you an uncommon feature. Aratorin wrote:
Alright, two lines copied over from the playtest. It's relevant because it's evidence that the description is not a deliberate choice in the final rule, just a missed spot in editing. --- I'll add one more piece of evidence to the fact that it is not intended: the Alchemist Kit includes a Basic Crafter's Kit. If it was intended to include all the Equipment chapter's formulae, the alchemist would not make such a big fuss of counting how many formulae they have in their Formula Book feature (since the equipment chapter contains all level 1 alchemical items in the CRB) ![]()
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![]() Let's see.
Evidence that it is:
At this point, you're at best in Ambiguous Rules territory: if one version of an ambiguous rule seems too good to be true, it probably is ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Aratorin wrote:
The basic alchemical items are in the equipment chapter because the Playtest survey revealed that people found it confusing that 1st-level Alchemists had to delve into the Treasure chapter for their basic gear. The fact that 2 of the three research fields explicitly give you formulae that under your interpretation would be included in a basic crafter's book (and the Alchemist kit definitely has enough gold leftover to buy one), indicates that they weren't intended to be included in the BCB. What probably happened is that the description of the BCB was brought over from the playtest where the alchemical items weren't in the equipment chapter and then they brought over the items after that survey without remembering about the BCB's description. ![]()
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![]() James Jacobs wrote:
If Erik doesn't approve the title, will you be able to tell us what your idea for the title would have been? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() I had a similar near-TPK in Cult of Cinders, involving a random encounter I'd placed to finish bringing my players to level 6 before they started to encounter the written module's fights. I'd put a Hydra in a pool of water with a pair of mosquito swarms (reskinned Wasp Swarms). Like most of the jungle encounters, it was a Severe encounter, but should have been quite winnable (knowing I'd planned this encounter, I'd made sure the Ekujae equipped them with plenty of low-level Alchemist Fire and Acid Flasks to deal with the regen) The problem is that when the Hydra emerged from its pool of water, half of them decided "F#$~ that, let's run" and the other half stood their ground. This led to a complete rout that brought one player to dying and the rest very close to, while the hydra stayed at full HP for nearly the entire fight (I think the only damage it took was from the swarms who I'd decided didn't care whose blood they drained, so they didn't avoid hitting the hydra). Moral of the story: you can run away or you can fight, but unless you commit to one, you're not doing either ![]()
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![]() Archpaladin Zousha wrote: Come to think if it, that IS an aspect of goblin culture Torag would smile on: their knack for taking junk and making it into useful stuff. Sure, it isn't pretty to look at, but they're just starting down that path, so it's kinda like your kindergartner's macaroni art that you put up on the fridge to encourage them to improve. Torag does seem like the kind of god who'd regard entire peoples in a paternalistic kind of way... Well, now I want to make a goblin cleric of Torag who crafts all kinds of things because he likes the pats on the heads he gets when the other clerics take his macaroni-drawing contraptions and put them to their beautifully crafted suits of armour ![]()
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![]() Temperans wrote: Scry and Fry should be a possible tactic. Because, even us mudane IRL use scry and fry techniques via satellites, drones, cameras, missiles, snipers, etc. I don't think this is as strong a defence of your point as you think it is. The average civilian doesn't have easy access to these (except cameras and some drones). The average specialised civilian (aka an adventurer) might, if they put in the effort. That sounds suspiciously like Uncommon, or even Rare for satellites and missiles, rarity. ![]()
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![]() Deadmanwalking wrote: That Hazard you're referring to is level 8, it being really hard for a level 5 party is pretty much expected. Now, whether a level 8 Hazard should be included in that place in that adventure is another matter (I'm a little dubious on that myself), but that's very much an adventure design complaint rather than one about Hazards per se. I doubt fighting a level 8 monster would've gone much better. Spoiler: It also matters that this hazard is pretty easily avoided. It doesn't actually prevent anyone from exiting the tunnel on either end; most PCs can make it through the tunnel in two rounds, so worst case, they might take 4d6 damage if they just rush through. Even assuming max damage and crit fails on the saves, 48 damage is plenty survivable by the average PC ![]()
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![]() Captain Morgan wrote:
Yep. I made sure Nketiah gave my party a Wand of Dispel Magic (3rd level) to make sure they have a way to dispel the pillars. That said, most of them have gone down to a mighty shove so far (and once on the ground and out of combat, we've done the actual destruction of the pillar narratively rather than dealing with the hardness) ![]()
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![]() Ravingdork wrote: Even though the game was only an introduction and a single encounter, it took much, much longer than usual on account of all the laughing, giggling, and stunned expressions. I think this part makes it obvious you're playing your gnome right. You've made yourself a quirky character that your party seems to enjoy. ![]()
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![]() Denim N Leather wrote:
I bought myself a pack of 1.5 inch three-ring binders and 3-pockets 4x6 sleeved pages (which answers your question of how big the cards are). The full set fits in 2 binders (Binder 1 has Archons to Krooth and binder 2 Leshies to Zombies), though I will note I optimised storage to keep related monsters on the own page (for example, some demons share the same slot because there aren't enough to completely fill the last page, some monsters are out of order because they would otherwise encroach on a monster group's page, and a few slots are empty on one side). The dragon pages are especially thick, because each colour/metal gets a single slot, often with another dragon family on the other side. It all fits comfortably, though ![]()
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![]() The monk in my AoA campaign has spent just 3 skill increases in Medicine and just a few skill feats into Battle Medicine, Continual Recovery and Ward Medic. The only other healing is from the bard with non-signature Soothe and a rapidly obsoleting level 1 Heal wand. With only that, I know from experience he can bring the party from the brink of death to full health in under an hour. Battle Medicine is good enough for emergencies, but in general is best left unused (so that in case of emergencies it's still available); making sure combat ends quickly so Exploration healing can be used If that's good enough for a primary healer, it can definitely work for a backup ![]()
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![]() Darksol the Painbringer wrote:
You can infer from a quick mention in Part 4 that said BBEG shouldn't have left yet. Now, the book should probably have been a lot clearer about that and made sure to note that if the PCs visit their home before Part 3, they're present to keep the trap disabled and point the PCs towards the accomplice instead, but it's pretty clear it was never intended for the PCs to encounter this trap at level 1 ![]()
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![]() Nefreet wrote:
The Optional Flaws rule explicitly mentions that doubling up the two free boosts onto a flaw is acceptable. Getting an 18 out of a flaw may not be the only purpose of that rule (getting a 16 out of a flawed non-key ability I'd argue is even more important), but it is one use that's explicitly called out as allowed ![]()
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![]() thenobledrake wrote: Prismatic sphere's sizing is so that 1 large or up to 4 medium creatures (including the caster) can be inside it and protected on all sides. 2 Large (with room leftover for 4 Medium) or 12 medium. A 10ft burst has a radius of 10ft, so it covers a 4x4 square with the corners excluded ![]()
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![]() This seems like a case where the corollary to the "Too good to be true" rule would apply. If it seems like it can't work, your interpretation is probably incorrect. For prismatic sphere, since the spell doesn't seem like it would work if it needs a full unbroken sphere, then it's probably meant to work as a hemisphere when on the ground. As an extension of that, I'd personally allow a quarter-sphere if abutting the spell against a wall or an eighth-sphere in a corner, but unlike the hemisphere that's more GM-dependent. ![]()
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![]() Ascalaphus wrote:
A +2 circumstance bonus to damage was how the Playtest handled increasing the size of a d12 die. That part of the die size increase rule didn't make it to the release ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Atalius wrote: How do you know what level the Breath Weapon is, let's say you have a level 5 Shadow Syphon and your fighting an Ancient Red Dragon. Core Rulebook 458 wrote: If an effect is a spell, its level is the counteract level. Otherwise, halve its level and round up to determine its counteract level. If an effect’s level is unclear and it came from a creature, halve and round up the creature’s level. Since the breath weapon is not a spell, we use half its level rounded up as the effect level. Since an Ancient Red Dragon is a level 19 creature, its Breath Weapon is a 10th-level effect. A level 5 shadow siphon can just barely counteract it on a critical success (the DC is either 39 (the DC for a 10th-level effect) or 42 (the DC of the breath's Reflex save), depending on your interpretation of the rest of the counteract rules) ![]()
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![]() Mechagamera wrote:
Well, that was the justification for the tribe featured in We be Heroes? Their chieftain went blind from staring too much at Sarenrae's magnificent glory
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