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BlackZack wrote:
Mechalibur wrote:
I think Nketiah is the tribe's main interpreter, so she'd probably just repeat the story to the PCs in common afterward.
Fumarole wrote:
That is indeed her role. When I play this part I will simply say that she alternates languages as she speaks.

That was the first option I thought, but it somehow clashed with the theatrical quality of the storytelling I envisioned as I read the paragraph.

itaitai wrote:

I thought about this as well and how it doesn't make sense for her to common in front of the entire clan, while on the other hand it doesn't make sense to just read the paragraph as written if she speak elven or mwangi.

I think i will simply describe how Nketiah calls for an elf to act as translator for the sake of the players.

That's another option, but I really struggle with which one is best.

Anyway, thanks for the feedback!! It'll certainly prove to be useful when I get to that part!!

This is at a feast in honour of the PCs so it's not out of the question that she tell the story in Common for their sake. Some elves might know enough to follow along, others are just following along her intonation and gestures. It wouldn't be the first feast for the elves, so they know how they're supposed to respond when a story is told, even if they didn't understand the words

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Vaktaeru wrote:
Is the github still being updated? The last commit is over a month old now. Obviously people get busy and things happen, but this can be continued elsewhere if OP no longer has the bandwidth to keep up with the flood of attention (and derailing) this thread has received.

I have a fork that I keep updated (currently as of a few posts ago; I don't have time to update it today, but I should catch up some time this weekend).

I don't know if VestOfHolding wants to keep maintaining the repository; I'd be happy to make a huge pull request if he is, or to take over the project if not.

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Everything up to Fuzzy-Wuzzy's post has been updated.

https://github.com/alexbrault/Pathfinder2EOversights

citricking wrote:

Can you change gnome flickmace to be 1d6 with disarm, reach, trip?

Its current iteration seems against guidelines of reach losing one damage die and advanced weapons adding one minor property

I don't really want to get into power-level debates in the list. I'd rather stick to confusing passages and objective or obvious mistakes over more subjective things such as whether a weapon is one die size too large or electric arc's power relative to other cantrips.

tivadar27 wrote:

Does A Silent Spell, after spending an action, take it's full amount of actions, or one less?

Given that Silent Spell has the "concentrate" trait, I could see the intention being either, seeing as you're spending at least two feats to get it, merely not needing to speak when casting doesn't seem like such a big deal, though who knows what the devs think.

Nothing in Silent spell says it removes an action (contrast with the Sorcerer's Quickened Casting), neither does the Spell Components section of the rules say the actions and components must correlate 1:1. Unless someone else chimes in that the text is unclear, I'll leave that out.

Fuzzy-Wuzzy wrote:
So if you must dispute, please take it to another thread. Unless, of course, you are yourself a dev.

Yes, that. Please.

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So about that Dreamstone comma cursed, is there any way to decurse it? (Remove curse targets a creature, not an object)

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Yes, I find myself hilarious wrote:
Did the thread glitch out? Why is everyone talking in quotes?

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CrystalSeas wrote:
Payton Smith wrote:
Here is the video. I apologize for its delay: https://www.youtube.com/watch?v=g1J6STHSrig

That video is captioned (click the "cc" button) if someone is looking for just text.

But I suspect what is being asked for is a separate document that has the transcription separated from the video.

Brute force would allow a volunteer to slow down the video and type along as the transcription rolls past.
But perhaps there is some editing technology somewhere that will do it automatically.

If the automatic Youtube captions are good enough, Youtube has a transcript of the captions (automatic or otherwise). On desktop, they're in the ellipsis menu next to the Share and Save to playlist buttons

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Updated to the latest post: https://github.com/alexbrault/Pathfinder2EOversights

Fuzzy-Wuzzy wrote:
In this thread, errata and even possible errata are potentially useful to the devs; discussion of whether reports are really errata are not. The devs are perfectly capable of figuring it out for themselves and will do so whether we discuss it or not, so discussion here accomplishes nothing except to clutter the thread.

I realise I'm guilty of the same from some pages ago, but I agree. Discussion within this thread makes it harder to find what's a new entry is suggested.

I also try my best to be as liberal as possible when it comes to what makes it in the repo (I actually talked myself out of excluding a few things in my first update when I realised I couldn't actually justify my reasoning)

And speaking of justifying my reasoning,

citricking wrote:
Electric Arc seems far better than other cantrips. It seems balanced if it only hit one target. Is it really meant to hit two targets?

As has been mentioned, other offensive cantrips have different benefits. I'll grant you that Electric Arc is probably the most powerful of the lot, but it's not overwhelmingly so to the point that it looks like a mistake.

But if someone else feels strongly enough about that, chime in and I'll override my veto.

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Advanced Concoction (et al.) have Basic Concoction (also et al.) as a prerequisite, so you need to take at least one first or second level feat, no matter how long you wait before you take the Advanced feat feat

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I've updated the fork with the newest posts

https://github.com/alexbrault/Pathfinder2EOversights

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Would you kindly twist whichever arms need to be twisted to get us the Web Supplements for Kyrion and the Pickled Ear employees?

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I've forked the repository to split the corrections by book and updated the list up to Syri's post above (linked in the ReadMe for reference if someone posts while I'm typing this post).

You can find it here: https://github.com/alexbrault/Pathfinder2EOversights

There's a few posts upthread that I didn't include, justified below.

Aenigma wrote:
Then I'm really not sure why does the magic sense feat exist in the first place. The arcane sense feat simply allow me to cast detect magic at will. I can even heighten it to 4th level. So can I assume that magic sense is a trap feat that should be avoided at all cost?

As has been mentioned upthread, both feats have different tradeoffs, benefits and downsides.

Ravingdork wrote:
Some places in the Bestiary lists equipment in the singular whereas others list it in the plural.

I don't understand what you're referring to. Could you provide an example or two of each?

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It's been a couple of weeks since I encountered this, but after my party defeated Krikk, I couldn't find the onyx dog in the treasure chapter and gave them an onyx panther instead (I'm sure you see the confusion). Turns out it's because the onyx dog is not a Talisman like I thought (and like the panther is) but a type of wondrous figurine instead.

Good thing both items are 2nd level (just a consumable instead of a permanent item)

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Pumpkinhead11 wrote:

Wait, wait, wait.

James Jacobs wrote:
To help focus questions a bit more—this stream will be about Age of Ashes Part 2: Cult of Cinders. So if you have questions about that adventure, that adventure path, or elements in the adventure like dragons, Ekujae elves, the Mwangi Expanse, building and running castles, tree lions, boggards, hexploration, map creation, aiudaras, and so on... THOSE will be the ones we'll be the most excited and eager to answer for this specific show.

...

James Jacobs wrote:
TREE LIONS

^ this needs explaining

She thinks she's a leopard.

And to add one more question: Considering encounters grant less XP as you outlevel them, how do you account for the party's level in a freeform exploration adventure that spans multiple levels?

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James Jacobs wrote:

Hi folks!

To help focus questions a bit more—this stream will be about Age of Ashes Part 2: Cult of Cinders. So if you have questions about that adventure, that adventure path, or elements in the adventure like dragons, Ekujae elves, the Mwangi Expanse, building and running castles, tree lions, boggards, hexploration, map creation, aiudaras, and so on... THOSE will be the ones we'll be the most excited and eager to answer for this specific show.

Thanks!

Spoiler:

How did you pick the effects of each pillar and how was the process of designing the encounters around them?

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What's the demonym for Ravounel?

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I love that in the Inner Sea, "Common" is just another name for one of the languages in the region that's widespread enough to be a lingua franca.

If you were setting a campaign entirely in Tian Xia, would you say that Common is Tien with Taldane as a separate language that needs to be learned, or have everyone start with Tien and put Common (i.e. Taldane) in the language list?

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James Jacobs wrote:

Spoiler for later...

** spoiler omitted **

I'm very glad to hear it

Spoiler:
This will very likely be the perfect time for Pip (a tiny halfling child who idolises the very big barbarian in my group) to become a Giant Instinct Barbarian with all the size increase feats

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James Jacobs wrote:

It's an elite soulbound doll, and the rules for elite are found on page 6 of the 2nd edition Bestiary.

We're trying to figure out how best to indicate this in future stat blocks. My preference would be like this:

Elite Soulbound Doll (Pathfinder Bestiary 304, 6)

OR maybe we just don't cite the page reference for a creature at all...

I suspect someone at Paizo already suggested to, but would adding a page marker not help on that issue?

Elite Soulbound Doll (Pathfinder Bestiary p. 6, 304)

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James Jacobs wrote:
The map on page 428 of the planet is SORT of a mercator projection, but it's clipped at the top and the bottom—not all of the north and south pole are shown on the map.

Just for the record, so is Mercator, usually around 80-85 degrees.

Is there anything interesting enough at Golarion's north and south poles to warrant someday seeing these latitudes represented with a pair of stereographic projections (or some other projection that's good at showing poles)?

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Colette Brunel wrote:

Page 7 says: "If the PCs ask her to help create a camp after a day in which she’s provided encounter support, she doesn’t have time to spin silk to augment the shelter and thus uses her basic Crafting modifier of +10 to resolve the activity."

But how can this possibly be the case if page 6 says that "Each day she’s traveling with the PCs, they can ask her to aid them in one of the following ways," and creating a camp is listed as one of those ways?

While the PCs do the actual exploration of the hex, Renali can do one of the tasks. If she spends all day preparing camp, she spins a badass camp out of spider silk. If she doesn't, she can still help the PCs when they return and need to build their camp; it's just that instead of using her spider powers, she has to build it the old-fashioned mundane way like the PCs would. At the end of the day, Renali still needs to rest somewhere.

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I had a brain fart reading the title and saw "My Pathfinder 2e aromatic sheet". Very disappointed it's not Scratch 'n Sniff

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TheDarkestSouls wrote:
NielsenE wrote:

I'm a little confused as to how the numbers of spectators at the kick-off event are supposed to work.

Page 9, says there 40 spectators aside from the PCs and councilors/Warbal.

Page 10: Says 20 of the 40 get out on their own; while 20 need help

The town councilors rescue 20 spectators if left to their own devices. (But possibly only 15, their last rescue is on the turn spectators fall unconscious, so depending if town councilors go before the hazard's initiative. We're not given initiative modifiers for them though...)

It also says it takes 15 spectators to setup the bucket brigade, but we already have 20 non-endangered spectators that got out immediately?

So one reading says that the PCs are free to completely focus on the fire/fire mephit and that all the spectators will be saved w/o them doing anything. Which seems a little odd to award the 5xp per saved spectator when its nothing they have to do.

I'm not a fan of making things harder for the PCs especially not in the first encounter of the scenario, so I'm happy to run it in what feels like easy mode, but wanted to double check these numbers. I thought it should be an encounter that has the PCs trying to keep the fire away from the rescuee's and working to clear the more endangered side of the room, possibly while engaging the mephit. Felt like it would be very cinematic and fluid. But it almost sounds like the PCs actions won't matter.

If I recall correctly, the bucket brigade doesn't work properly unless someone is guiding them. So the councillors can save other citizens OR they can help run the bucket brigade, but I don't think they're capable of both. The players should need to pick up the remaining slack.

I had assumed the non-endangered spectators were the ones the councillors help. So they help their 20 spectators (the last 5 of which are carried unconscious on the councillors' shoulders as they leave and stay outside). If the PCs tell the councillors to do something else, they add the spectators that councillor to the list of spectators to rescue

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James Jacobs wrote:
My PMs are not disabled, in any event. Sounds like there might be an issue at your end of the internet? (I've got my settings so that I can receive them, and I have been receiving them now and then all along.)

I managed to get it working.

For the question: my players just adopted warg pups (I'm sure you know the ones). How fast do these grow and, most importantly, how long before they reach that awkward adolescent phase where they're constantly annoyed at mum and dad always trying to scratch their ears and pet their soft bellies?

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James Jacobs wrote:
Lord Fyre wrote:
James Jacobs wrote:
Lord Fyre wrote:
Since Paizo appears to like redemption stories..., Did Rocky Sullivan die a coward? (Angels with Dirty Faces, Warner Bros. 1937)
Haven't seen it so I can't offer an opinion.
You should add it to you stack of "Must Watch" films. It is amazingly good.
I shall, but please keep posts here to questions. (Sending me a PM through the site is the better way to send suggestions like this.)

Your PMs seem to be disabled, though.

And to make this a semi-related question, Are there any plans to release a higher resolution version of the Golarion world map in the CRB?

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Welp, I just got the notification that the AP shipped, so too late to have both in the same shipment. Could the LOWG ship as soon as it's ready instead of in the sidecart then, please?

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James Jacobs wrote:
Jib916 wrote:

In 2e it states Angels predominantly (with exceptions) come from Nirvana. In first edition it is stated they come from Nirvana, Heaven and Elysium depending on alignment.

What caused the shift to make then mainly come from Nirvana (instead of a mix, or perhaps was I misinformed about them equally coming from the different planes)?

In 1st edition, we had a confusing setup for angels that arose from internal miscommunications, further complicated by years and years of weird alignment vagueness for angels in D&D. In D&D, for the longest time there wasn't really a codified set of good races to oppose devils, daemons, and demons, and it wasn't really until Planescape that this started getting adjusted. Those adjustments went into 3rd edition D&D.

And when we switched from 3.5 to Pathfinder, some of that confusion followed in.

My intent was ALWAYS to have angels be the neutral good race—with Sarenrae being the top-tier most powerful of them (akin to how Asmoedus was the top-tier devil and Lamashtu was the top-tier demon), but when angels ended up in Pathfinder with "any good" as their algnment, that started to get muddy already.

With 2nd edition, we're finally adjusting/correcting that, clarifying things, and stepping a bit further away from D&D's traditions of angels being "any good alignment" and course correcting to my original vision for them in the setting.

Empyreal Lord angels will remain spread out, alignment wise, but Sarenrae will also remain the most powerful angel and her Neutral Good alignment helps cement the fact that non-demigod angels are neutral good as well.

So, by my reckoning, that makes Archons, Angels and Azatas the main Celestials and Devils, Daemons and Demons the main Fiends. Why is it then that out of Proteans and Psychopomps, it's the lawful Aeons that break the pattern of Monitors starting with P? ;)

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If I wanted to follow Nocticula's path from demon lord to redemption, what adventures/stories should I be looking at?

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I thought I was subscribed to the Lost Omens line but it turns out I wasn't.

I just submitted the order above to start the subscription and it put the book in my sidecart. My AP subscription order (8082564) is still showing as pending; is it possible to combine the two shipments? If not, could the LOWG be sent immediately, instead of with next month's AP volume?

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Tangent101 wrote:
I do find it funny that this is an "adventurers town" and yet there isn't a huge industry involved in keeping adventurers here. It's more akin to the MMORPG starting towns.

Ah, but Breachill is being very clever by doing that. See, if they built an industry around retaining adventurers of ever increasing level, all that would accomplish is that the town would be constantly threatened by ever increasing threats; the kind that can eat half the population for dinner, then come back for seconds. By instead focusing on a constant supply of starting adventurers that then leave town for higher level pastures, the Breachill Council all but guarantees that the only problems that would ever plague the town are low-threat first level menaces, to be dealt with by the month's current batch of wannabe heroes.

Of course, the nearby abandoned citadel ruins that hard work; that's just begging for adventurers to make themselves at home there. They nearly get away with it, too, what with the portal network keeping the adventurers away from town, but alas, keeping high-level adventurers on hand only means the town must resign itself to eventually becoming the Doomed Hometown™ facing dragonstormy destruction

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Maelorn7 wrote:


I suppose convincing her should not be hard and used Simple DCs "trained" difficulty for that.

That's my dilemma; should it be the simple Trained DC since the PCs are still first level, or the simple Expert DC to reflect that the adventure had her categorically reject to pay the adventurers.

I'm hoping my players catch the obvious clue by four, but it's nice to be prepared

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I noticed that, when hiring the party after the fire, Mrs Gardenia Tells them to bring Calmont back alive for questioning "if at all possible". When they return, if Calmont was killed, she "considers this job incomplete and declines to pay what she offered for this task." I'm planning on emphasising that she wants him brought alive as much as possible as mentioned in the adventure, but given the "if at all possible" phrasing, it seems harsh to withhold payment. I'm thinking a Diplomacy check would be appropriate to convince her that Calmont's death was unavoidable, but I'm not sure what the DC should be (20 would be my gut instinct)

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Kiniticyst wrote:

Don't have the PDF yet and wanted to check something.

I'm currently running Return of The Runelords and one of my players is considering starting up a 2nd weekly game of 2e running Age of Ashes but I'm worried they might stumble across some spoilers.

If they read this adventure path, will the world changing events that happen in RotRL be talked about in Age of Ashes? I don't want to get too specific and spoil RotRL for anyone, but I'm talking about the changes in Varisia.

According to the AP outline, Age of Ashes doesn't touch on Varisia

Locations visited:

  • Isger
  • Mwangi
  • Ravounel
  • Darklands under the Five Kings' Mountain
  • Katapesh
  • Hermea
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    Map of the Hellknight Vaults, as drawn by the Bumblebrashers. Crudely drawn (hurray for my lack of drawing ability), shows the layout of the parts of the vaults the Bumblebrashers as well as the room where they locked Big Bumble (The happy bear face), and the general location of "monsters" and "dead people" (as mentioned in the sidebar on page 33)

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    Lady Wrath wrote:
    Unless I'm missing something, you only gain your reactions back at the start of your turn so if the fighter never gets a turn then they would run out of reaction and break the cycle.

    Boundless Reprisals is a Fighter feat that gives you an extra reaction on each enemy's turn. It's mentioned in the OP that this is what's happening

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    Deadmanwalking wrote:
    Per the picture in the Bestiary (which features an Orc with a pair of them), it's basically a curved trench knife with another, identical, blade coming out of the pommel.

    AoN has the picture, if you don't have the bestiary, btw. PRD

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    Darkbridger wrote:

    I am trying to help someone that is new to DMing and I have not read or run 2E yet. Can someone verify the XP awards for the first encounter:

    Moderate 30 And a Hero point?
    Fire Mephit 40
    Fire Hazard 40 It's complex, right?
    Saving Spectators 100
    Dousing the Fire entirely 30

    For a total of 240xp? That seems... high... since it isn't divided by the number of people in the party. Does the encounter only award a max of 130? Trying to parse the new AP presentation and I'm not doing a good job it seems. :|

    Wait, where's that extra Moderate accomplishment coming from? I'm coming up to 180 XP on my end (Accounting for the now burnt-down husk of the Town Hall):

    Moderate encounter: 80 XP (Mephit + Fire; hoping the encounters levels mentioned match up with the XP budgets so I don't have to calculate XP for each creature/hazard)
    Saving Spectators: 100 XP
    Dousing the fire: 0 XP (would have been 30 if not for the aforementioned failure)

    Not that I mind having a reason to give my players more XP, I'm just not seeing where this accomplishment is noted in the book

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    James Jacobs wrote:
    TheWanderingM wrote:

    I have a question regarding the scale of maps.

    If you compare the scale of the map for the Town Hall Encounter with the scale of Citadel Altaerein it seems off.

    The town hall is almost as big as the width of Altaerein...

    Did anyone notice this or am I missing something?

    The town hall is big; the main room is enormous.

    I'm measuring 210 feet at the widest north-south part of the Citadel and 145 for its full east-west depth (from the wings to the front door). The main room of the town hall is 145x90 feet, which is ginormous (and assuming the scale bar on the Breachill map is accurate, is larger than building in one dimension). Citadel Altaerein fits comfortably within Monument Circle.

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    ubiquitous wrote:
    jadony wrote:
    2. As soon as it was revealed that Calmont was seen running away from the scene of the fire, and that he worked for the bookseller, the very first thing the group did was to go try to find/break into Voz's shop. We anticipate that many other groups will do something similar, setting up some issues in terms of plotting.

    Just going to second that (after picking this up to run to introduce some folks to roleplaying and try out PF2), as much as I tried to assuage the party's suspicions and steer them towards following Calmont out of town, they wanted to investigate Voz's shop and - after finding it suspiciously closed - considered breaking in to continue the investigation.

    As a follow-up they continued on to The Pickled Ear, and started pressing Roxie for information about Voz just because she was the innkeeper and someone to talk to! Fortunately their dice and lines of inquiry were unfavourable, so they eventually continued on to Hellknight Hill, naught gained but some pickled pigs' ears (proved useful for the goblin dogs).

    Would've loved some assistance from the module in what to do if the PCs don't immediately chase off after Calmont.

    Hellknight Hill, page 46 wrote:
    When Voz learns about Calmont’s arson, she immediately considers him to be fired and, in an attempt to distance herself from his recent criminal actions, tells anyone who asks that she had already fired him a few days ago.

    I presume Voz stays in town at least long enough to tell anyone who might suspect her of being involved that Calmont was acting on his own and she had already fired him. It's only after the PCs go to Citadel Altaerein that she skips town (and since the town isn't suspicious of her leaving town right after her apprentice committed arson, she probably had a decently convincing excuse, such as going to meet suppliers)

    So if PCs go to the Reliant Book Company right after the fire, Voz would still be there to tell them that she had nothing to do with the fire and that she fired Calmont long before the Call for Heroes meeting

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    graystone wrote:

    In that case it should have the 1+ entry line a longbow: "To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free." The text of the bag instead lists "Usage held in 2 hands" and "These items need to be held to use them."

    If it works like you said, look at BOTTLED AIR: "Usage held in 1 hand" and "You must uncork the bottle with an Interact action before you can activate it." If it was like you said, bottled air should also be held in 2 hands.

    PS: Traveler's any-tool seems odd too at "Usage held in 2 hands". It's a rod [1 hand needed] and you can transform it into a tool that needs 1 hand [imagine it and it transforms itself] so... wouldn't it be 1 or 2 hands?

    The rules for weapons need to take into account that you're going to keep holding the weapon even when not actively using it. 1+ hands for a longbow means that you don't need to do the grip jiggle if you drink a potion like you would with a properly 2-handed weapon like a great axe. On the other hand, to use a Bag of Holding, you need to have both hands free all the time you're rummaging in. Once you're done, you can let it drop back to your hip where you fastened it.

    For the bottled air, you can uncork it using the tip of your fingers in your weapon hand or, say your other hand is very busy holding on to the edge of a cliff, yank the cork out with your teeth, heck, depending on what exactly the bottle looks like, it might even be possible to hold its neck and use your thumb to uncork it. Or perhaps, you might even rule that you need two free hands to uncork the bottle; the "Usage" tag only needs apply to the Interact activity. You only need the one hand to hold the bottle to your lips to breathe.

    My point is, the "Held in 2 hands" tag doesn't mean that you need to firmly grip the item in both hands and hope the desired result happens; by that logic, none of the "held in 2 hands" items work (Maestro's instrument is held in 2 hands, but if I do that, how can I strum?). All it says is that it's a Held item (as opposed to an affixed talisman or a worn item) that needs two free hands to be activated

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    graystone wrote:

    Page 572: bag of holding. "Usage held in 2 hands" and "You can Interact with the bag of holding to put items in or remove them just like a mundane sack" contradict each other: how can you put something in or take something out if you MUST hold the bag in two hands to use it...

    I question why it needs hands at all: if you tie it to your belt, why then must you hold it to interact to open/use it? AT the very least it needs to be dropped to held in one hand so it's actually usable.

    You need one hand to hold the bag open and another to rummage through. "Held" in this context means it needs to be wielded to use it as opposed to being worn like magic armour. So "held in 2 hands" in this case doesn't mean you need to hold the bag in two hands and shove your head in to pull an item out with your teeth, but that you need both hands free when going in

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    James Jacobs wrote:
    THAT SAID... coming up with a way that these backgrounds could work as "templates" on existing backgrounds is an interesting idea, so that you could play a new AP with that AP's specialized backgrounds, but adjust them for the prior game's results.

    That kind of template is what I was hoping for out of that comment ^_^

    That's the best of both worlds in my opinion: You get a nice reward for completing your previous AP, but still start your next character in a way that fits the new adventures. Although if I had a time machine, I'd go back to suggest you include background templates in the Core rules and make the AP backgrounds templates that can be applied to any background

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    James Jacobs wrote:

    Ooooh...

    Backgrounds that you can unlock for your next character after completing a prior Adventure Path is a REALLY cool idea.

    Well done!

    One thing that worries me about Backgrounds as a reward for an AP is that if you only play APs, you either can't use it (because you want one of the new AP's backgrounds for the more relevant benefit) or don't get the useful Lore and hook of the new backgrounds.

    Mind you, that's already a slight concern of mine with just the CRB backgrounds and don't have a good solution for either problem

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    64. Simon Weyford
    ABC: Human Labourer Fighter

    A man who led crusades, earned countless honours and protected the smallfolk, but is still level 1...

    ... because he's actually Gunter, a regular farmer whose field Weyford died in. He put on the poor man's armour to go sell it, but when people addressed him as Lord Weyford, decided to pretend to be the man and try to find a better future.

    And for completeness,

    65 The real Simon Weyford
    ABC: Human Noble Champion

    A man who will lead crusades, earn countless honours and protect the smallfolk, before dying alone in a field after driving away a roving band of kobolds

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    graystone wrote:
    Deadmanwalking wrote:
    shroudb wrote:
    (that somehow don't shatter when they are dropped)

    Ignoring the rest of the issue (since I don't want to get into it), but vials for Alchemists have always been available in metal. Indeed, given the state of Golarion's technology, it's much cheaper than glass as well as more durable.

    Really, assuming they're all glass has always been a deeply odd assumption.

    While what you say it true, you just multiply the bulk issue: An Iron vial weighs 1 lb. by itself vs the - weight of a glass one. That's adding L weight to each and every item made, and that's to a class that looks to already have issues with bulk.

    The negligible-weight vials from UE are explicitly "made out of glass or steel". The heavier ones are ones designed to be tougher and hard to break.

    EDIT: Rereading the description of an iron vial ("This metal potion bottle [...]") and weighing my coffee travel mug (about 1lb) makes it even more obvious that the iron vial is poorly named; it's essentially a thermos for a potion, not the small vial an alchemist would use for their concoctions

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    If Assurance is the new Taking 10, I see the Failing Forward philosophy as being PF2's take on Taking 20. The typical use case for the more contentious Fail Forwards is the same as for taking 20: The players can try again and again until they succeed: picking a lock, tracking a hydra, etc.

    Unlike taking 20, though, this rewards investing in your skills (since a success is still better than failing forward), it's more flexible (the consequences can be anything, not just taking 20 times as long to complete) and it opens the door to failing forward in other situations (e.g. the aforementioned climb down a cliff; you'll get to the bottom either way, failing just gets you there faster and more painfully)

    And yeah, not every check needs to fail forward. Sometimes, it's fine to let a failure be a failure and force the players to try a different tack. But sometimes, they're going to want to try an approach until it works and fail forward, just like taking 20, allows for that

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    Captain Morgan wrote:
    Loot will probably be the hardest thing to convert, but it still isn't that difficult.

    A number of people (Like, I believe, Mark Seifter) who have done AP conversion have said it's usually simpler to just rebuild the loot using PF2 rules than to update it from PF1

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    John Lynch 106 wrote:
    Amaranthine Witch wrote:
    Don't love that ki powers have verbal components.
    I believe Hadouken! will be the verbal component for the ranged fire attack (Ki Blast?).

    In that case, Ki Rush should be "Wooshy woosh". Truly, Katina was light-years ahead of us

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    AnCap Dawg wrote:
    David knott 242 wrote:


    We already know, from the most recent Know Direction podcast. Most spells take two actions to cast, so the only way to cast more than one spell in a round is to cast one of the rare single action spells.

    And what's the penalty to the spell roll for casting that second spell?

    If both are Attack spells, the same -5 as if you'd made an attack with your third action. If either of them isn't, no penalty (Again, same as if you'd made an attack before instead of the other spell)

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    So, Geb... Is that Geb as in gif or Geb as in gif?

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    Themetricsystem wrote:

    I'm personally still in favor of having the Cha Mod set the starting attitude of NPCs who are unfamiliar with the PC until they actively make a social skill check against them to raise the attitude level.

    I have no idea if the starting attitudes are codified for PF2 or not but I personally plan on running with the following.

    Most NPCs start as indifferent to Characters they do not know of or have a prior relationship with. Unless otherwise stated NPCs begin as indifferent. Depending on the Characters Charisma score NPCs have their starting attitude adjusted as follows:

    Unfriendly -2 or less
    Indifferent -1, 0, or +1
    Friendly +2 or Greater

    Having an NPC treat Characters differently based on how powerful or influential their personality seems natural to me and I hardly think having most strangers treat the ugly, uncouth Barbarian with -2 Cha badly to start is unreasonable (Given how hard it is to even achieve such a score), and on the inverse, if an attractive well-spoken Bard walks up they should gain some benefit from this.

    There's already a skill feat to try to improve someone's attitude when first meeting them. This would just let charismatic chars double up

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