Skeletal Technician

Alenvire's page

Pathfinder Adventure Path Subscriber. 64 posts. No reviews. No lists. No wishlists.


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Looks like I get my copy today or tomorrow depending on what UPS is doing right now. But, its at least in my town already. Excited and ready to go.


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I find it funny everyone is talking about how this game should be more simple and easier to play then pf1. Me, I am hoping its not too simple. When you have simple systems you end up with simple characters, simple games, and simple just ends up being identical to other characters with just different flavor. If a rogue stabs for 1d6 and a fighter stabs for 1d6 does the rogue and fighter really matter? That is a overly simple example that I really hope is not a problem in pf2


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Draco18s wrote:

It falls under the same general heading of why I never took weapon enhancements like Flaming Burst. Most characters I built didn't build towards automatic critical hits, so 1d10 extra damage 1/20th of the time (0.275 extra dpr) was not worth a +2 equivalent cost.

And that's ignoring the fact that I have abysmal luck when it comes to actually rolling crits. I played a two year long campaign in the World's Largest Dungeon and rolled a nat-20 on an attack roll twice. Once against a thing that was immune to crits and once against a minion that died to my minimum non-crit damage.

Can it be useful in situations like those?

For me, Flaming burst was just a plus 1 with the pre req of flaming. But, I would agree if you need a nat 20 to crit then the burst effect is just a bad one. I only ever considered it in early to mid play games, and only if I have a a crit fishing build. Honestly when you can pick up improved critical you star coming across so much fire/cold/acid resistance I just don't bother with flaming or burst. Its not necessary half the time for those without resistance, and not enough for those that you would need the extra damage.

Last time I used it was simply because my GM gave me a Flame Tongue... Because its a flame tongue I was required to use it beyond where I would normally trade it out. Because come on, it was a flame tongue. That he made as a scimitar. On my crit fisher build.


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UnArcaneElection wrote:
Alenvire wrote:

{. . .}

For me its simply using Rule 1. I as the GM will find it more fun for me and my group to just call that kingdom the savage lands and pull it into the current time line of PF2e. {. . .}

If you want to make it really spooky, you could have frequent references to the tragically failed attempt by a previous group of adventurers that tried to do the Kingmaker thing in AR 4710 . . . .

Ohhh I like that. I will have to use that. Since my current players have not played the AP except one I would not have to even change anything really to do all that as long as the original adventurers were killed off before upgrading the kingdom any. Just remove the bandit lord from the original party and let them die to mysterious means that nobody ever quite figured out what happend to them. Could even throw in their bodies with a couple pieces of useful gear that my players may be needing.


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James Jacobs wrote:
If we can enjoy movies and novels and videogames and more set in our own real-world past, why can't we enjoy adventures set in Golarion's past? Not every adventure folks play has to take place in the in-world present day. The longer we publish Golarion content, the wider the window gets for players and GMs to do "historical" adventures without the need to rebuild the entire campaign setting (which is what would be required if, say, we were to publish an entire Adventure Path set before Earthfall, since the baseline of what classes and ancestries and deities and nationalities and all the rest that is even available is different).

For me its simply using Rule 1. I as the GM will find it more fun for me and my group to just call that kingdom the savage lands and pull it into the current time line of PF2e. Thats what a GM is for after all. For the most part I don't believe my players are going to look at the world around them too closely to tell me that NPC A can't be here because in Scenario A Created Scenario B that Places NPC B in that current role. But, thats for me and my table to deal with. And of course, It would work perfectly fine to play a historical game. After all my group never tried rise of the runelords until after the Hardcover ReRelease for it came out.


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CrystalSeas wrote:
Alenvire wrote:
not know how to make a spoiler section.

Below the box where you type your reply, there is a button that says "show"

Clicking that will show you how to make a spoiler section

Essentially you use square brackets [] around the word 'spoiler', then type what you need to keep hidden. End the section with square brackets around '/spoiler' (the word 'spoiler' with a backslash in front of it)

Thank you. For now I don't think it worth the risk of messing up a spoiler. And it really does not matter too much since people will see what I saw on the info of the world guide that relates to the current AP. I think it may have been in a DevBlog and not the lost omens description. Or somewhere. Not a big deal either way.


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Ok. Someone had said that on the comments section of the crowdfunder. I just wanted to check in here if others had heard otherwise.

I can always change that if I want kingmaker in the same time frame as the new AP's.


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3Doubloons wrote:

The world isn't changing drastically. Numeria still exists and the devs have expressed some interest in making a Gunslinger class (or something similar) in PF2 during Paizocon.

If your players don't like having firearms in their games, you can set them away from Numeria as easily as you could in 1E

Yah, thankfully my players have given it a try at my urging. I have done the Numeria AP and had gunslingers in other games. I still have nightmares about the strix gunslinger. But hey, it was fun. Now Psionics on the other hand... That one was a lot tougher of a sale.

I was more worried that Numeria would get pulled out of the system since having a nation of lost weapons like laser rifles does not really work with what some people. I personally love the way they did it with the Technic league and the Ruling Barbarians. I mean, after all, you can see my Avatar.


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My question is whether or not there will be the same levels of technology in this version of pathfinder? I know there was a lot of grief in many groups about having gunslingers and Numeria's level of technology. Love it or hate it, I'm wondering if anyone has seen a spoiler as to whether they are going to change some aspects of the world like Numeria and Guns?


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I can't say what I want to say because of spoilers, and not know how to make a spoiler section. lol. But yeah, I understand the story fairly well now.

I did however Pick up the World guide after all. After this one I will probably stick with my normal way of doing it by picking up all the major books as PDF since they are rarely books I reference to need a physical guide. Gotta support the devs so they support my addiction.

On a side note, anyone know if we pick up the kingmaker kickstarter if it will be just a remake, or if they are pulling it into the current time line along with it being 2nd edition? Meaning will the map say savage lands, or some country from the end of pf1 kingmaker?


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This is making me worried about my Kingmaker all in backing. The company making kingmaker is Paizo right? As long as its Paizo and Legendary games offering the kingdom building rules and tools I am ok with it. Just making sure its not a 3rd party taking in the full responsibility for it like the mini's with this.


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TheGoofyGE3K wrote:
That can make for some cool loot. Getting 3 flaming runestones is a lot better than 3 flaming daggers

I Did not even consider that. Makes that random holy dagger +1 not suck at high levels anymore because you can transfer the enchant off it.

It also makes having a backup weapon for specific purposes easier to maintain. So that its not a choice of my +5 Flaming greatsword or my +1 holy undead bane dagger for undead. Or however PF2 is using its runes in the end.


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Elfteiroh wrote:
Alenvire wrote:
Dumb question along the lines of runes. Are runes basically just making a item magic? or is it literally a item you attach to any weapon so if you have a greater frost rune you could swap as you want to new gear you find?

It's weird a bit. It's an engraving/symbol imbued with magic you put on an item, but you can "move" the magic by engraving it in a special stone, transfer the "magic" to the stone, then do the same process with the new item.

(At least, that's what I remember from the top of my head)

Thank you. Answers my question. This way a family heirloom passed down to a player no longer gets tossed before level 3.

Can a weapon be upgraded from Expert to say Legendary? I mean, even if it can't I could always use Pathfinder Rule 1 and say it can. Reworked blade, A finer hilt, engravings. Whatever.


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Stone Dog wrote:
It is basically the same world, just updated to take into account previous APs. No Time of Troubles or anything hugely world shattering.

Ok, thank you very much.


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Dumb question along the lines of runes. Are runes basically just making a item magic? or is it literally a item you attach to any weapon so if you have a greater frost rune you could swap as you want to new gear you find?


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I read that there would be a world shaping event that would push Golarion into a new age and that is where 2nd edition will start. I have no idea if this is true or not. Is this going to be just a complete re imagine or is there a story reason for a change to the world? Also, I have not been able to keep up on 2nd edition or paizocon so if you have some useful links that you think someone could read to get more hyped for the world I would appreciate it.

I have pre ordered the core and bestiary and went all in on the kingmaker remake along with my AP subscription for second edition. Is there a must have out there that others have seen? I did not grab the adventures that are offered or the world guide. Honestly never purchased a world guide before other then the one focusing on technology.

I am trolling through the boards but there is a lot of info and specific questions about reveals going on so its hard to find out general info for 2nd edition. Thanks for your time.


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dirtypool wrote:

This goes back to the point of potential confusion over what the Doomsday Dawn and Rulebook were. They were not 2nd Edition. They were a loose version of the full Rules with hacked out systems that needed to be stress tested and a loose collection of scenarios that were designed to do the testing.

They can’t keep providing errata because they aren’t correcting/updating the Playtest Rules they’re incorporating those results into the 2e Rules.

My point was that the new rules just did not feel good. I get its not a real campaign and its not all the rules, but, the changes they showed us just did not sit well. What they showed us of magic was the biggest put off for my group. It felt like they were pushing a low magic fantasy game. And that system is one of the things they wanted us to test since it was defined. I don't know. Some problems have been changed, others apparently are still the same and intended. But, we still don't know the final product (which I had thought we would know most of it by now)


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Deadmanwalking wrote:
Alenvire wrote:

Someone said that PF2 is something altogether new and PF1 got better when they moved away from 3.5.

I felt like PF2 was... unfortunately similar to D&D 5th. Am I wrong? Honest question. Feel free to say yes or no, and if you feel like giving some reasons I would not mind.

The only similarities between PF2 and 5E are that both are simpler than PF1, and both reduce the power disparity between martials and casters. Almost every other thing is different, especially once examined in detail.

Just the fact that everyone adds level to everything they are trained in makes a huge difference from 5E, since it makes level matter an order of magnitude more, and I vastly prefer most aspects of PF2's monster design, just to pick two examples of huge differences between the two games.

Thats good to know. I had not directly compared the two and know fairly little of 5th edition. Thats one thing I LOVED about PF2 is that it felt like it will be a lot more intuitive with monster design to have differing party sizes. I liked the scaling effect. One of the things I purposefully tried to do was use the rules to run a 3 person group and it worked... moderately well. I suspect with the full rules it would have run perfectly fine.


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Feel free to ignore this thread because I now realize that there is no way to give a opinion on PF2 yet.


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NielsenE wrote:
You didn't do the first AP for second edition -- you did the campaign for the playtest. It was not designed first to be a "fun" or "balanced" campaign. It was designed to stress test various systems in different ways. Don't equate the Doomsday Dawn campaign to Second Edition AP. I do think Paizo did a poor job in communicating exactly what a playtest means and the polished publication for the playtest might have furthered that perception.

You misunderstand. I'm not rating the AP. I was not saying it was not fun or balanced or unbalanced or any of that. I am saying that the systems we tested we disliked immensely. Everything from the characters to the magic to the combat system was just unpleasant.

I did look up a little. Skills work differently and resonance is gone which sounds good. I feel like making untrained skills 0 and not based on level to some extent just means at high levels skills you have not trained will just be painfully horrible and will probably just be house ruled out if we pick up second edition. But I do agree, the changes did feel better but until we see how things like magic work I still feel like the game is going to be questionable. I and my party did not like the feel of low fantasy they seem to have pushed on magic.

Sadly I realize now that it appears that they are not gonna let us know what its gonna be like until after its released. I thought they would have a ongoing errata for us to test but it does not appear so. I really hope the game does well, but, right now I don't see much of a reason to change from PF1 and if I did it would probably just be back to dungeons and dragons 5th that I have not touched since 3.5. Still have high hopes though.


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Someone said that PF2 is something altogether new and PF1 got better when they moved away from 3.5.

I felt like PF2 was... unfortunately similar to D&D 5th. Am I wrong? Honest question. Feel free to say yes or no, and if you feel like giving some reasons I would not mind.


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Is it just me that personally does not care for the Eratta's? I like that sometimes things are not very well balanced. For example the summoner Eidolon was really buff (compared to unchained)but it was rarely played by my players. I never saw a problem with it. Same thing with stuff like the trait ancestral weapon. I always found that erratta's were excessive and took the shine off stuff and almost always made it less then useful. In other words I liked that there was the random really strong stuff. It's not like every character took ancestral weapon because of it.

I know this is off topic, and there should always be Errattas and Faqs to fix problems and clarify subjects. I just wish there was not so much heavy handed balancing.


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So after my party did the first AP for 2nd edition we all lost all interest. It just did not feel good in our hands. I know there has been updates but I honestly lost so much interest in it that I could not keep up to date with the changes.

So, Now that the launch is announced for august 1st What is peoples current opinion of 2nd edition as we know of it and review of it. And if you would put whether you had a similar first impression and if it has changed and why, or if not I would appreciate that. My own lack of interest is making it hard to sell it to my players.


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Ron Lundeen wrote:
Tim Schneider 908 wrote:

So... I've been trying to prepare for this & I'm a bit stumped on one element...

What if a character dies? How can you introduce a new PC?

I can't see any reasonable way to introduce another character into the mix in this book... and the Obols make me worried it won't get easier in later books? Have I missed something, or has anyone come up with any ideas around this?

The PCs need not be the only ones with obols; a replacement PC might have awoken elsewhere in the Boneyard. Umble and Thoot would be sure to get all the "erroneo-connected ones" together.

Thats how I described it to my players when they asked. If such a time as another character is needed, an appropriate one will have 'survived' in the same circumstances as the starting characters, just in a different way.


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Ron Lundeen wrote:
She's powerful, that's for sure. That's why I made sure the PCs meet tons of people who know her very well; the GM can let the PCs know as much as she wants about how Mictena fights, what magic she relies on, and so forth. They know from very early in the adventure that Mictena is likely to be their...

I don't know why I did not think of that. I think I can use what you suggest to help the party prepare a bit. No reason they cant know even the type of tactics she might employ. With limited resources and no place to purchase them it could still be a terribly lethal encounter. Maybe I will have a toothfairy black market dealer who has a few baubles that characters might need. Maybe a Adamantine weapon blanch (or 2 if they kill or steal from the merchant) for sale. Give them something to spend a little of the valuables they find in the adventure.

I want to add if you read this post Ron, I had already told my group that I consider this one of the best APs already. There was a lot of thought put into it and a lot of unique experiences and concepts that I found amazing. It stands out more then I expected from a Big evil undead apocalypse vs the heroes. Just the concept of the Obol risking their eternal souls draws me in let alone all the other stuff you guys put in this AP. My wife and I were very interested just from reading the players guide Traits before I even got my hands on the first book.


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RazarTuk wrote:
neonWitch wrote:
One of my players has informed me that they wish to play a dhampir, and the obols seem like they could make what would normally be a very campaign and region appropriate race very difficult. Not only does it leach off any spells cast on them that could heal them, it also gives SR against all of the inflict spells.

At least with the SR, I would just rule that inflict spells bypass it. There's a general trend where abilities will be written asymmetrically where positive and negative energy are involved. For example, most things can benefit from positive energy, so paladins can use lay on hands on themselves as a swift action. But most things that can get class levels are harmed by negative energy, so by RAW, even if they're a dhampir or juju zombie, an antipaladin can't use touch of corruption on themselves as a swift action.

SR only kicks in on Cure Wounds when you'd take damage, so at a minimum, dhampirs in other campaigns should be allowed to bypass SR with Inflict Wounds. But especially given that Cure Wounds is only allowed past the obol SR because 3.5 and PF1e decided healing should be conjuration, as opposed to every other edition of D&D and PF2e making it necromancy, I'd just give the dhampir a break and not apply SR to Inflict.

I deleted my whole post cause I realized you just meant they could not do it as a swift action but that they could still heal themselves with touch of corruption. lol

I do still think they only added this rule on the obol to help the players in the campaign and encourage players not to have negative energy afinity. There is going to be a lot of level drain, a lot of negative energy. Have a player that completely ignores both is gonna be strong. Just tell him to be the Big Dumb Fighter and he is set. All the negative energy spells heal him or do nothing, Level drain is nothing unless he takes so much that it exceeds his HD. Detect undead of the dhampir does not really matter since you can get that other places easily. Its not the end all be all but I know some of the tougher enemies paizo has sent at my parties are the ones that like to spam channel negative energy and I expect a lot of that.


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neonWitch wrote:

One of my players has informed me that they wish to play a dhampir, and the obols seem like they could make what would normally be a very campaign and region appropriate race very difficult. Not only does it leach off any spells cast on them that could heal them, it also gives SR against all of the inflict spells.

Now, because the obols are described as "part negative energy, part positive energy" i'm tempted to have it leave negative energy alone on the dhampir, and have it reduce positive energy damage, but I'm still not sure they can survive proccing SR for every negative energy spell. I could just disallow the race, but I'd like to allow it, seeing how well it matches the themes of the campaign.

Thats a tough one. I had a player consider playing one and I just told him the difficulties. Several campaigns have unique quirks and I just find it easier to let them know without spoiling the why till its revealed in game. SR16 and negative energy damage reduction. And I pointed out in previous campaigns that quirks like these have evolved as the game went. It made them more interested in something that worked with the obol instead of fighting it.

I feel Dhampir are going to be a common enemy in the upcoming AP's. I also suspect the negative energy DR is going to be important because of a large number of enemies who will use it as attacks. Having someone who gains the benefits but not the negatives may make him more of a power house then those that don't have attunement to negative energy.


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KingTreyIII wrote:

(I've read literally everything in Book 1 EXCEPT the actual adventure itself, so take what I say with a grain of salt)

I noticed a weird thing: It says that the obols give SR against necromancy, but it also gives false life (a personal-only spell) as an example of the SR being detrimental to the players, but anyone who knows anything about SR knows that an individual's SR isn't applied against that person's own spells on themselves (e.g. a faerie dragon wouldn't inherently need to roll against its own SR when casting a scroll of false life). Thoughts?

Maybe they mean that since its not their own SR but SR projected from a half positive half negative artifact lodged in them that its flawed and will stop your necromancy spells cast on yourself too? For... flavor? Honestly you bring up a good point.


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Wildebob wrote:
Alenvire wrote:
Well, it talks about this under one of the way stations how when she messed with the gate (saghide or something like that) opened up a way for fey to travel here and plague various places. The tooth fairies and mites I assume would be those. Also, Cacodaemons are Daemons from Abbadon. How did they get there and not get destroyed by the Psychopomps?
Same way rats get into restaurants and thieves get into museums - by being sneaky. There are gates to Abaddon for the NE souls and "recruiters" from Abaddon coming and going in the Boneyard. Some "vermin" will undoubtedly slip through. And it's way more thematically tied to the Boneyard experience than some random fey. I just think it's a cooler story for a place like the Boneyard and for a "survival horror" campaign. But that's just my opinion.

I completely agree that it seems weird that there is fey around, if not just completely unlikely I would find Daemons more unlikely. The description for daemons alone is 'Notorious for their hatred of the living, daemons are the things of dark dreams and fearful tales, as their ultimate ambitions include extinguishing every individual mortal life—and the more violent or terrible the end, the better.' Sure, they devour souls and even use them for trade or magic of their own, they have plenty of that on abbadon. The hatred of the living speaks to me more. Admittedly a cacodaemon seems pretty perfect for going to the Boneyard except they can only devour the soul of the recent dead. Like, within a minute of death. Although with a bit of GM Fiat you could claim these are free game since maybe the minute is before the soul departs the material plane. Otherwise the boneyard would be pretty bereft of soul lock targets for them.

Daemons are Something I really enjoy. My favorite character was a Warpriest of Apollyon who took on souldrinker for the evil adventure path with a conductive weapon.


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MaxAstro I agree with you on how the gear is, and that they are warped versions of themselves. If you Read the section on obols page 75 It reads that the shards stitched their souls to their bodies.

Honestly the more I think on that, I feel like they are not a whole lot more then zombies. They are dead. They died. But, the artifact is keeping the souls and bodies connected giving them life and not undeath but in a perverted sort of way. In the deeper discussion on the same page it mentions that the secondary effect of the obol is that it was infused with negative energy to the point that it will wither and decay the soul till there is nothing left to pass on to the afterlife.

On your second point I did not know thats how the CR's work. However, I would still argue that she is way too much for a normal party if you play her at all like she should be played. The additional witch levels are why I consider her so OP and a +3cr. If they had added levels of fighter or any non caster I would have found her easier to handle. But, between her aura of calm and a web without the group ever seeing her due to her invis above the gazebo using major image... She is just gonna sit just out of 30 ft range above them and drop a web before descending close enough to kill them off one by one. By your description I would say her casting abilities as a witch increases her natural abilities well beyond the threat she was meant to be.


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neonWitch wrote:
Zi Mishkal wrote:
Wildebob wrote:
I haven't been able to find any mention of the shield piece that detonates being in Roslar's Coffer to begin with.

My thought on this is we probably find out in the second book where they arive in whats left of the town. My guess is a sacraficial agent worked alone to smuggle it in. And when it blew the granules of the shard lodged in the PC's hearts (and maybe others like replacement PC's) It will probably be somewhere like a church for theme. Or maybe the fortified cathedral that seems to be there in book 2's description (at the end of book 1 pg91. Website does not mention it) The cathedral is full of the cultists that will hold the key to what happened.


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Wildebob wrote:
I was kind of put off by the mites in the tomb. Mites? It just seems to not fit in the Boneyard or the campaign. It was a weird choice to me and I immediately began thinking what I'd do instead. I think instead I'll have a few frantic, mauled petitioners hiding in the tomb from a pack of cacodaemons.

Well, it talks about this under one of the way stations how when she messed with the gate (saghide or something like that) opened up a way for fey to travel here and plague various places. The tooth fairies and mites I assume would be those. Also, Cacodaemons are Daemons from Abbadon. How did they get there and not get destroyed by the Psychopomps?

To everyone elses questions about what they have, it specifically says they have all their normal gear.

The PCs are equipped with all their usual gear, so long as it fits within the sarcophagi (each of which is large enough to hold a PC lying down while still allowing for a few inches of space on each side, including above the character).

You could interpret that as a earthbreaker or a reach weapon would not fit, but, depriving a character of their weapons/armor/gear may just be guaranteeing character death or TPK. When it comes to the final encounter if you have run the numbers and tactics of a witch catrina... Even a well optimized Party may very well die to her without even coming close to challenging her.

A Catrina psychopomp is powerful. 5/adamantine, SR 16 and resistances on top. And most importantly, she is not undead. I figure several players will specialize in undead slaying but that sadly wont come into play here. You add in 4 levels of witch with web, levitate, flight, at will invis, and the powerful catrina ability to do her condemn and kiss of death? Archers will be useless, Spellcasters will have a huge problem moving or getting spells into her. And fighters who have been deprived of a big heavy weapon will have a hard time with her adamantine, if she does not just destroy them with her DC 17 will save quick deaths. Not to mention aura calm emotions also DC 17. She is just made to DC spell save the party to death. And with web its terribly dangerous.

Also, She is listed as the wrong CR. A catrina is a CR 5. A level 4 witch is CR 3. She should be a cr 8. +4 levels above the party which is expected to be level 4 when facing her. True that can be offset if you get the two allies. But, that requires a decent diplomacy and no mistakes by the party (like a barbarian raging, or someone not trusting her right away). And if you fail the diplomacy or a member makes a mistake then the second companion is pretty much impossible to get also.

Its my responsibility to make it fun for my players while challenging them. If I take any gear that encounter wont be fun. It wont be doable. I may have to make them level 5 before the encounter. I try not to force my players to optimize a ton, but that encounter is crazy. Even the bug thing with the staff requires the party to figure out the clue to defeating it or risk dieing.

*edit to fix DC and talk about calm emotions aura


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My Deck is up to almost knee height. Its closer to a foot where I am. Its been a really long time since we have had this much snow up here.


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Being someone from the puget sound area... I can say that It might actually be Baba Yaga. Had to remove over a foot of snow from my truck to go rescue my wife who was stuck last night. I saw many snow golemns on the way. And it is snowing right now as I speak.


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Yqatuba wrote:
Mine would have to be Iomedae due to a certain infamous scene in Herald Of The Ivory Labyrinth (not going to spoil it here, look at the Wrath Of The Righteous forum if you're curious)

I know this is cheesy, but, when I happend to recite the whole, May Imodea's light guide you or whatever it is, at the EXACT right moment to unlock her hidden armory, she became my 2nd favorite of the gods. Behind Desna.


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Whats sad is pathfinder 1.0 was based on a system I love. I hate to see it go because they believe that they need to chase D&D 5.0. I honestly don't like a lot of aspects of 5.0 or pathfinder 2.0 and am sad that most likely the AP's for 1.0 are dead within 1 or 2 AP's.


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Return of the rune lords is possibly my groups final AP for pathfinder 1.0. I would like build suggestions for the most OP build you can think of. Whether it be be Wizards with simulacrum or what have you. Give me some OP build ands powers/spells. I want my group to not fear the rune lords but make the rune lords fear them.

I know I could just weaken everything, but, I want my group to be able to use some of the suggestion here to truly find POWER. So that they know they overpowered the rune lords by sheer force of will... and by the rules.

I know the group will have a arcane bloodline sorcerer cause the players guide suggested it. And a Druid. The other 2 are undecided. What can the sorcerer and druid do, and what can 2 other players do to truly over power the campaign while playing off the 2 decided characters strength/weaknesses.

*edit for many typos


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Thank you! Checking the payment right now.

And yes, that looks to be the correct Debit card! Thank you for your time.

Would you also delete the old card data? the one with the expired expiration? it wont let me manually do it.


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Thank you. I will update it now and hopefully they can fix it all on the next work day. I was just worried since the only pending items are for AP 135 and 133,134 are just missing.


Pathfinder Adventure Path Subscriber

I did not realize my payment method was expired and we have been so focused on the AP we are playing right now I did not realize I missed a couple months of shipments.

My question is, if I reset up my subscription will it kick in for the AP's that I missed, or will it only send the current and upcoming APs. I don't really want to re subscribe just to receive a AP half way through the Current AP.

Is there a way to give my current card billing info and have it send 133 (which I missed) in addition to 134 (which probably was already sent to subscribers) or would I have to pay full price for 133 and its pdf version?

I want to know what would happen if I give my current billing card before I supply it. Would hate to only get 134 and not 133, or worse, not have it kick in till 135


Pathfinder Adventure Path Subscriber

The lore has always had them be competent sorcerers. I feel like in this case its force of personality over looks or what others think of them.


Pathfinder Adventure Path Subscriber
Jason Bulmahn wrote:

Hey there all,

Fifth, there are a few pieces of early errata that we need to get up immediately.

  • All PCs are trained in being unarmored.
  • Both Alchemists and Druids should be trained in 3 skills (+ Int Mod) each (instead of 2 and 4 respectively).
  • Alchemists can use Quick Alchemy for any alchemical item in their formula book.


Pathfinder Adventure Path Subscriber

This edition is pushing you to have a better stat spread. And not just focus on primary stat. It has lessened the impact of a 18, or a 22 but made it worth a whole lot more to branch out and have multiple 18's. I would rather 18 18 18 14 10 8 then 22 16 14 12 10 8.


Pathfinder Adventure Path Subscriber

I have a question about exactly how something works. When you take the feat basic wizard spellcasting it says you get spells at certain levels. However, then it turns around and says your spell level is only half that of your level.... How? Am I missing something? A level 3 spells normally obtained at 5 is gained at level 8. Is it talking when you heighten? So I cant make a level 1 spell level 3 until level 10? What kinda wacky stuff is that if it is. Overly complicated for no reason.

If I am wrong, Please, PLEASE help me out and explain with what it means. Would love page numbers that back up what your saying too.

Exact phrase is,
"Even though you can cast spells, the spell level of your
cantrips and arcane powers is half your level rounded up."

edit for typo


Pathfinder Adventure Path Subscriber

The cookie cutter comes wwith things like fighter. Where you get legendary with heavy armor but not the others. Where you can only have legendary skills based on what class you have and your penalized in things like paladin if you go dex build your penalized because STR is your primary attribute and your armor proficiency focuses on heavy


Pathfinder Adventure Path Subscriber

This feels like a self imposed problem though that better wording in the spells could fix. And while it does open up the door to melee oriented builds it effectively shut the door to the whole wimpy, casting specialized caster. I'm a huge fan of the magus. But now I can't just be a caster cause cantrips lack a certain punch and flexibility even heightened.


Pathfinder Adventure Path Subscriber

My group and I wonder why the hate for spells. I would say spells are generaly the same usefulness but you have maybe a third of the spells per day of 1e. Why? I'm not asking for opinions as to why you like or disagree but why it has been needed so hard? Is it now a low to mid magic world? Do they want more downtime? Or is it just a random DESIGN decision. My party realized a cleric healer is about the same but not much of a buffer anymore because of the extremely limited spells per level. Or am I missing something. Like attribute to spell slots or something. Cause heightened cantrips don't cut it.


Pathfinder Adventure Path Subscriber

So far I like it.

I'm serious I do. However it is far from perfect. Action economy on most classes is terrible. Let's take the paladin cause I don't want to tear apart every class. Is lay on hands supposed to be used in combat? If not why add in the the ability to warded touch. It removes manipulate but unless your running fist and board your still taking a attack on opportunity to use it. Because you have to pick your sword back up or unsheath it. Are paladins only 2 handers now?

There is a lot of messy math in this edition. It's like paizo added systems onto pre existing systems. I like the concept but there is a lot of QA needed. Familiars are a waste of class feat. Sorcerers for something other then arcane at low levels are asking to explode. At level 1 a enemy with plus 10 to attack Crits first attack for death. (Dying) my group is going to continue on and report back to paizo when we finish. But I see a lot of problems with the game that probably should not have made it to playtest.

Anyone else found major problems others should playtest? I would like to know what others have found that are big problems so we all can try and test it.

I really like the concept but I in no way endorse this YET to go to print.

Also feel free to let me know if you disagree on a point and I will test it again.


Pathfinder Adventure Path Subscriber

Well, there is the whole elite opponent where you basically just add 2 to everything he rolls and some hps. That entry says it would increase the difficulty by one level right?


Pathfinder Adventure Path Subscriber

To clarify, right now I am ignoring the whole lay hands thing and going Iomedea weapon surge. Though... still trying to figure out if weapon surge causes attack of opportunities since it says you raise your sword and don't need a hand free.... But, still has manipulate... So confusing this new system.

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