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![]() If you want your characters' deity to have an impact on the story, do not pick Sarenrae. Once Book 2 is done, you will never hear about her anymore. This is really a trap choice in my opinion. Having someone following Iomedae really helps with the story. Especially because almost every plot points regarding religion are linked to her, for at least the first half of the story ; and if your GM plays their cards right, it can stay relevant for the whole AP. Pharasma is also thematic, and there's a heavy emphasis on her at some point. It does not last long, but being a follower of Pharasma in this AP can be a real big motivation to do what the AP asks you to do and can open some good RP opportunities. (Plus there are a bunch of undeads to destroy since Lastwall is a bit of a cursed nation, with all the "land filled with necrotic energies since the big battle against Tar'Baphon some centuries ago" shenanigans). Torag's religion shows up at one point, but it's even less interesting than Sarenrae's and it shows up really late in the AP. Gorum is a sound choice because setup-wise there is a large cult of Gorum in Lastwall, but he never gets any influence in the AP. ![]()
![]() Dale McCoy Jr wrote:
You, sir, deserve a medal. Thank you :) ![]()
![]() I always play scholars (mostly spellcasters) and silver-tongued characters, since I like gathering lore and interacting with NPCs. Most of the time I end up being the party face, and if not I at least can stand my ground in terms of social encounters when I need to. People with high charisma and intelligence, and most of the time low wisdom. I am currently playing with a group where everyone wanted to be a party face. So... in the end, I gave my seat to the other players and I'm playing a very polite but mostly silent and docile noble lady (slayer). She's not really good at talking to people and prefer letting others do the negociations. She's also not very clever - or at least feels less clever than most people - and puts her faith in the intelligence of her companions. It's... really hard sometimes. I have to force myself to not speak and let others do their job, even when they are terrorizing or angering key NPCs because the other PCs are pragmatic as heck or when they don't think about searching for something. It's a really humbling experience. But at least I can focus on being a murder machine with a big scythe >:) ![]()
![]() Not sure if this has been said already, but, first, revise the summoning system and update the list of summonable monsters. Summoning is weak if you are not a Summoner because you have your summon for 1/lvl rounds. And the summonable monsters' list is so outdated and unbalanced... After you reach the second half of the list, most of the creatures are demons and devils. Plus, there are so many fun creatures from the newest bestiaries that you could summmon, such as new demons/devils/angels, daemons, psychopomps, animals, etc etc... Also, another alternate spellcasting system, something other than vancian casting. Or at least some new content for Word-casting. Plus, balancing and adding support for more classes for Mythic adventures. Post-Mythic adventures classes and some older classes such as Summoner really have a bad time as mythic characters. There's not enough options in my opinion. Finally, a comprehensive book/article about how to properly create a dungeon and/or an "adventuring day". Balancing your encounters without making a "1-encounter day" is a lot of trial and error to me. ![]()
![]() I once played a bartender, Mary Daniels. Mechanically speaking, she was an Alchemist with the Infusion discovery. Naratively speaking, she was a bartender so talented in her craft that she was able to brew magical alcohols that gave incredible powers to those who drunk it or had the power to heal them, and liked throwing molotov cocktails. She tried selling alcohol to some NPCs in order to solve the group's problems. Every time she had some rest, she would tinker with her portable alambics to create new recipes. She was also a drunkard, but unable to be drunk thanks to her poison immunity (we ruled that alcohol acted as poisons) after drinking so many magically enhanced alcohol. Her liver was in such a bad shape that its cancerous cells developped their own will and became a Tumor Familiar under her command. ![]()
![]() Scott Wilhelm wrote: (...) Well, as much as I know, Jabberwocky was a real challenge for translators. There's even a book about the multiple attempts to translate this poem. They had to keep the rhytmic quality, but in a way understandable for French people. So there were multiple attempts at translations. For the Jubjub bird, I saw "JeubJeub", "Jubjube", "Jub", etc etc... For "Jabberwocky", it either stays "Jabberwocky" or become "Jabberwock" or "Jaseroque". The most outlandish translation I saw was "Bredouloch". "Frumjous" was translated with "frumieux". The same root ("frum"), to which they affixed one of the classical suffixes used to create adjectives ("ieux"). "Brillig" was sometimes translated by "reveneure". It still doesn't make sense. Other nonsense-words in the poem had the same treatment : either take the same root and apply a french suffix to tell your reader what type of word it is, or translate it with another senseless word. But even with all this, in the end, "Jube-jube" is the translation created by the French translators of Pathfinder, not of the poem. They did not have to care about how well it worked in the poem, since it wasn't for the poem they were translating, but for the RPG. "Jube-jube" is probably said the same way than "jubjub", it's just a different, more "Frenchy" way to write it (the "e" at the end of words is silent most of the time, and "b" and "j" are weird letters to put one after the other in French). "Jabberwocky" and "Bandersnatch" were not translated because their pronunciation is feasible in French and there are no "weird association of letters" in their name. Quote: English lyrical poetry tends to be structured around patterns of rhyming the last words of each line (...) Is end-rhyme scheme even a thing in lyrical French poetry? Dude... French poetry is all about end-line rhyming and rythm. When we learn about poetry in school we learn at least about half a dozen ways to make rhyming patterns. We had our prose period, sure, but most of our greatest poets were using rhymes. Even when you look at modern-day music, French singers will rhyme as if their life depended on it. While I saw many singers not rhyme in English and give more attention to rythm and images, or prefer words that sound like they end the same way but not exactly (chain/claim for exemple). Quote: But in English it is typical for the adjective to come before the noun it modifies: I don't know what a bandersnatch is, but I do know it is the frumjous ones I need to be aware of. Regular bandersnatches, not so much. But in French, the adjective normally comes after, and that means that it is the frumjous that you must be aware of, particularly the bandersnatch variety of frumjous. Referring to les bandershatches frumjus seems presume meaning on words that were created to have no meaning at all! That's a false assumption. French is more flexible than English about where to place the adjective (from what I know about the English language). You can either place the adjective before or after the noun it modified. That allows you to emphasis either on the noun or on the adjective. Sometimes it's even preferred to put adjectives before nouns because it's "more beautiful". It's just that you may not know about it because nowadays, in talked French, we mainly put adjectives after the noun because it's easier, and putting adjectives before nouns in talked French will probably make you look like a pompous person. But you can find adjectives before nouns in books, in speeches, and in any instance where you need to carefully and "beautifully" craft your sentences. For exemple, if I were to translate "the gigantic barbarian" in French, I can either say "le barbare gigantesque" (adjective after noun) or "le gigantesque barbare" (adjective before noun). Both translations are correct. But in the first case I emphasis the fact that our character is a barbarian, and in the second I emphasis the fact that they are garguantuan. Quote: What about iambic, trocheic, dactylic, and anapestic metrical feet? I'm... not a poetry expert, but according to Wikipédia, yes we have those. ![]()
![]() Scott Wilhelm wrote:
Dunno. I just find the French name even funnier than the English one. Plus I'm French, so I'm more used to the French name. ![]()
![]() wkover wrote:
I agree that Before Acting powers are common, and sadly there are no easy ways to prevent them. The Dog is one of those ways, I'm not sure about others. Maybe you were luckier than me, but in my plays After Acting powers were my bane. Losing 1d4 cards from your hand when you are an Ezren without your False Life and already have to use a bunch of cards to explore and/or when you are low on life, or taking a Scourge without being able to make a roll to prevent it is a pain. Or maybe it just depends on which character you play with which builds (I suppose most After Acting powers are not very painful for a healing specialize Kyra, for exemple). ![]()
![]() SheepishEidolon wrote: Personally, I'd try to warn my players that something very powerful comes their way. That could be giant footprints, the crushed remains of powerful other creatures or a closing thundering. So they might have the choice between fight and flight. Or at least the chance to prepare, both mentally and mechanically. And if they flee, still I would have established that really dangerous creatures roam here. Okay, I will keep that in mind and try to warn them more in advance. SheepishEidolon wrote: If they had real trouble with Huge+ creatures (which not necessarily equates very powerful), I'd give them some hints how to fight them. Reach weapons, specialized feats (Just out of Reach) and size increasing magic come to my mind. I have to admit I never thought about talking with my players about how to defeat such and such types of monsters, since most of them are more experienced than me. I will give it a shot :) SheepishEidolon wrote:
*takes notes* Gotcha. Thank you for your advices :) Quixote wrote:
And that's only its bite attack. You add to that the Combat Reflexes which cancels most repositioning options with its 21 Dex, the SR 24 which cancelled most of the Witch's attempts at casting spells on it, and the Mariner's Misfortune which makes you 50% less effective. And a free grab with its bite attack with a +46 to grapple, doubling the damages from the bite if it succeeds, at triggering Swallow Whole the next turn. Even with 20 to Dex and Str a level 13 character would have at most 33 to their CMD. I feel like the more recent the bestiary is, more Huge+ creatures' CRs are weird. Maybe there's a way to rectify a monster's CR depending on its damages ? Quixote wrote:
Oooh, Shadow of the Colossus style, I really like the idea ! :) It will be a bit difficult to have something like that for every single encounter, but thinking up alternate methods such as this one can be interesting for some of them. GeneticDrift wrote: Use lower cr giants Yeah, maybe using lower CRs might be a good idea. Something like CR-1 for regular fights, and CR +1 for boss-fights maybe. But in that case, I may need to give them some extra HPs so that my players don't one-shot them either. GeneticDrift wrote: and don't make up the cr by using more giants? Sorry, I did not understand this part of your sentence ^^" ![]()
![]() We started book 3 some times ago with my group. This book has some cool ideas, but after talking a bit with my players, they didn't like the execution of the investigation :/ I tried to present them some NPCs from the main ones you have to report to, using the fact that some of the characters came from/to Vigil earlier (the cavalier studied there to become a Knight of Ozem, and the Sorcerer/Draconian disciple met Evni who told her to go to Roslar's Coffer) as a hook.
So... yeah, my group and I are not great fans of this investigation part, and I had to change some parts afterward. But, appart from the investigation, the rest of the book looks promising, and they had fun with what we did :) Anyway, on my summary of those sessions... *Session 1 : Winning their trust* They interacted with most of the NPCs on the first day (the only one they did not was Ceto Malderra, and they spoke to Veena later). They were pretty bummed that Varvatos did not trust them, but pressed on with the help of Ranton and Evni nonetheless, decided to save the city weither it wanted it or not, agreed with Varvatos to meet her at the cathedral when the sun set, and went to the Northguard post. They spotted the hanged guard and had the nice idea to give their Ring of Feather Fall to the druid who polimorphed in a crow, put the ring on the guard's finger, and pecked the noose to cut it. Then they proceeded to climb, and to crush the wights. As they were not particularly stealthy in B3, Usundra and Okagu embushed them behind the door in the corridor next to B3, Okagu acting as a meatshield for Usundra while scarring the sh*t out of the PCs. This was a very neat battle. They found the documents, and came back to the cathedral to meet Varvatos (who was talking with Veena Heliu at the time), and presented the documents to both of them. Then, with Vavatos and Heliu's blessing, they went to Brunna's forge, killed the elemental, spotted Dondun, and saved Rolf. When they went in C4, the druid was polimorphed as a Fire Elemental, so... Rolf panicked, shot, and the swarshbuckler promptly charged him and knocked him unconscious. They took the shields and ran for an escape... which was fun when Brunna told them to take one of the shield she stocked in C4, and the cavalier got them out of their bag of holding while saying "you mean, those shields ?"
*Session 2 : Kilibrandt's downfall* I retconned a bit Brunna at the start of this session, changing her dialog. Basically, I made her explain that she worked for Kilibrandt under duress, playing Kilibrandt as something more of a mastermind. Dondun put a mark on Rolf, and Kilibrandt and him told Brunna to craft a replica of the shield, then to keep silent, or the curse he put on Rolf would kill him. In the end, Dondun activated the curse in order to destroy all proofs, thus summoning the fire elemental. Now that the mark disappeared from Rolf's body, she told the truth to the PCs, and they convinced her to report to the authorities and to seek a mean to check the shield currently displayed to prove it is a fake. They visited the swashbuckler's mom, then went to sleep. First thing in the morning, they went straight to the Erstwhile Dieworks. On the way, they met "Kilibrandt" (a double that was working for her under duress), and after some talk the combat started. The PCs really liked this battle, as it was very strategic due to the buildings. 10/10 would knock out Kilibrandt again. They captured Kilibrandt (unconscious) and the hunters (dogs dead, body double and one hunter unconscious, the other surrendered), and the last hunter explained to them that his adopted sister (the gnome), his brother and him were - you know the pattern now - working under duress for Kilibrandt, who had captured their father, a merchant. The PCs told Jando to get those suspects to the guards, and ran to the dieworks, fearing that the rest of the Wise Crows were destroying proofs there. They almost lost the sorcerer to the specters. Those things hit easily. I don't think they are that dangerous, but our swashbuckler really had a hard time because of them (he was the only one to fail his save against them). The Otyughs almost TPK'd, but that was because of an error of translation from one of my players (we translated "sickened" as "nauseated" ^^' Rendering the cavalier and the sorcerer useless for the entirity of this battle). As usual, the druid got grappled (I swear, this happens every time they meet some creature that can grapple, and I'm not even trying to target him). And then, they met it. The Putrid Ooze. This creature absolutely cancelled the group. Red Dragon Sorcerer specialized in Fire spells ? Nope, Resist Fire 20. Druid who's only means of dealing significant damages are Electricity spells ? Nuh-uh, Resist Electricity 20. Cavalier trying to hit it with a sword ? Lol, your sword takes 2d6 acid damages, and take 6d6+16+2d6 slam damages. Swashbuckler trying to hit it with a crossbow ? DR 10 baby. I think I never saw my players so scared for their lives. And I made them fight Tar Baphon himself last year. The druid burned the heck out of their Rod of Ice with snow storms just to slow it down, and I allowed the cavalier to make the mill wheel spin so that the ooze is even more slowed. The ooze sniped the druid with its splatter, making him go unconscious, and everybody freaked out when they realized it had a ranged attack. They almost ran away through the sewers, but the sorcerer kept bombarding the ooze with Fireballs, and it ended up dying thanks to some crazy rolls. Huh... As they say, "if brute force is not the answer, that is because you did not apply enough brute force"... They were SUPER proud of them after this, and this was super fun :) This ooze is insane. If you don't have a character able to make spell damages other than electricity and fire, you need some crazy luck to kill it. Now they are taking a break and investigating a bit more, and rescuing Doeswen. Next session : the sewers :) ------------------------------- Prepping the sewers and the redoubt : the Crystal Golem Those parts look really fun, and with Serisan summaries as an indication I'm sure we will have a lot of crazy shenanigans. However, I would like to know if some of you had the chance to try out the Crystal Golem encounter, and how it went out. This thing seems as crazy as the putrid ooze, at least for my players. Just the Explode Head can one-shot anybody in my group, and they don't have any mean to resurect somebody. How well did your groups do ? Do you have any advice on how to run this encounter ? ![]()
![]() I was saying that I did not understand if you were agreeing with my post or Rysky's post (sorry, English isn't my mother language, so maybe I am missing something on your last post ^^") Oh, Ultimate Wilderness, that explains why I did not hear about it. Well, thanks for the link ! This page still states that leshies need druids to be created, though... The Vine leshy is just really weird to me as an adventurer. I see leshies as the nature equivalent of constructs, golems and necrocrafts, since they have to be created by someone else, and that someone else must have a purpose for them in mind. I guess I'm just gonna "leaf 'em" =/ ![]()
![]() Well... Anyone is technically able to create leshies if they have the right knowledge, but it is stated in their descriptions that they most of the time were created by druids. From what I red most of the time druids create leshies, and then older leshies help them create more leshies, but the druid is still the main actor of the creation process. Also, regardless of how easy or hard it was to have a leshy familiar for a druid, leshies are druid familiars in PF2. I sense awkward situations happening x) (I never heard of a leshy race in 1e. Are you maybe talking about Ghorans ? If the leshy race does exist in official Paizo 1e material, I'm curious to see it) (PS : not sure of who you are agreeing with here Corvus, your post is a bit confusing to me @_@) ![]()
![]() But... aren't Leshy's druids' familiars ? Like, creatures druids litteraly garden to create ? So you can have a Leaf Druid Leshy with a Leshy familiar ? ........ Am I the only one seeing the problem here ? The more I see of the Age of Lost Omens, the more I want to keep working on my homebrew setting. Now I'm waiting on the playable Necrocraft, Eidolon and wolf... I do love leshys and I was happy to see them being full-fledged familiars for druids. But they are familiars. Who need a druid to be created. ![]()
![]() Hello To the hero who made the maps of book 4 of Tyrant's Grasp : Thank you Finally maps where the secret passages are drawn in way that the "S" symbol is on a different layer than the actual map, and that there is enough space between the room and the secret room that I don't have to spend 15 minutes on Photoshop to edit the map enough to make the secret passage invisible. I know I tend to be pretty harsh with Paizo, so I really wanted to let you know that this made my day. I hope future official maps will stick to this. ![]()
![]() You can change the words, sure, it doesn't really change the core mechanic :) Take the words you are the most confortable with ! Just, for the "heretic" term : the "you are wrong" aspect of the "Heretic" term could well work (since as a cleric you will think something that is against your beliefs to be wrong). As I see this, a Pharasmin cleric that casts a spell that deals damage to Heretic targets deals damages to a cleric of Urgatoah (because they have ideas directly clashing) but not to a cleric of Gozreh (they don't have a subject in common). But you could say such effects also englobes "infidels" in the category opposing divine/devout. I would let the GM determine who are "your religion's allies" and who are "your religion's ennemies" :) ![]()
![]() Hi everyone ! :) One of my players suggested me a workaround I will probably use to remove alignment from my games: Divine and Heretic. So I will expose it here in case it could be of help for another GM :) "Divine" is related to your patron god's / concept's values. For exemple, showing mercy to your ennemy will be Divine for a follower of Sarenrae, and a spell raising an undead will be Divine for a follower of Urgatoah. Divine targets are targets that follow your values, such as an angel for Iomedae. Divine damages deal damages to targets that are Heretic to you, such as fiends for Iomedae. "Heretic" is related to your patron god's / concept's anathemas and ennemies. Showing mercy to your ennemy will be Heretic for a follower of Asmodeus, and a spell raising an undead is Heretic for a follower of Pharasma. Heretic damages deal damages to targets that are Divine to you, such as psychopomps for Pharasma. (Heretic damages would be quiet rare, since attacking a Divine target would be an Heretic act unless special circumstances). Replace all occurences of alignment by either "Divine" or "Heretic", depending on the context. For exemple, the Champion's Divine Smite, Holy Cascade and Hellfire Plume will now deal Divine damages (so a Champion of Pharasma will deal damages to undeads but not to psychopomps, and an undead casting Hellfire Plume will deal Divine damages to said Champion of Pharasma while a psychopomp casting the same Hellfire Plume on this Champion will deal no damages). It is somewhat of a redux Loyalty system mixed with the Anathema system that only impacts divine characters and outsiders (since they seem to be the only characters with alignment-based mechanics). You will have to make judgment calls on what is considered Divine and Heretic on a per-character basis, but IMHO this can be improvised quickly when the situation presents itself and at character creation if you have a solid comprehension of your setting's gods'/concepts' values. Hope this helps :) Note: Please do not debate here about if removing alignment from the game is a good idea / a bad idea / necessary / not necessary as it is not the point of this thread. If you like alignment and want to keep it in your game, or if you don't like it and want to remove it, that's neither good nor bad, that's your decision and nobody should judge you on this. But you can debate about the Divine and Heretic rules or other ways to replace alignment here if you'd like.
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![]() James Jacobs wrote: That said, one thing that I really enjoy about RPGs is when the players play different types of characters, personality wise. Every time I've run a game without alignments, everyone ends up playing what's essentially chaotic neutral, and that's repetitive and dull. And here I am with my alignment-less campaign where I have the equivalent of a Loyal Good with Chaotic Weird moments Iomedian, another Loyal Good Sarenite, a Chaotic Neutral and a Neutral Good/True Neutral. I think you stumbled into the classic problem of "my players act like chaotic neutral because they started playing back when playing a gold-hungry chaotic mercenary/adventurer was seen as the norm or learned how to play with people with this mentality" too many times and it painted a dark image of alignment-less games for you. (or maybe not, my intent is not to judge you or your players, but that's something I noticed about other groups after reading a bunch of RPG debates/horror stories) Since Golarion has so many gods/half-gods/fake gods, and since people in Golarion have solid proof about the existence of gods, religion would be a good driving force for most characters who will still follow their god's precepts. I sadly can't argue with the "it is harcoded into the multiverse" argument since the rules are mainly based off Golarion, even though I prefer a home setting. ![]()
![]() (Sorry for the errors in my post, English is not my mother language ;w; ) I've only played the first half of the first book, and red the first 3 books and skimed through book 4 and 5 so far, but I'd say this AP is pretty good so far ! The combats seem quite dangerous if your players are not careful, which makes for challenging fights, which is to be expected coming from an AP that categorizes itself as a survival horror (but may need the GM to add one or two batch of healing potions at the start of the adventure, especially if your party doesn't have heal bots). You have some classic creatures (such as Mites) mixed with some rarer ones (Ostovites, Sahkill). Almost all of the battles and monsters have a reason to be where they are and to act how they do story-wise (from the top of my head, in the first 3 books, I can only think of the Venedaemon and the Xenopterid from Book 2 that seemed out of place to me), and not every conflict is black and white. Plus, most of the battles against intelligent foes have a pacifist route, which is cool in my book. Also, the first two final bosses are well crafted. They are foes to the players, sure, but they have their reason to be ; and it's particularly hard to hold a grudge against the first boss. The story also has a good bunch of twists and turns. I found myself being pleasantly surprised at what clever and unexpected ideas they had for this AP. It really feels like the authors did their best to always surprise the players. Plus, there is just enough foreshadowing for my taste. If you pull it well enough, this can have quite an effect on your players. Here are some of my favorite exemples (beware, those are heavy spoiler for big plot points, don't read those if you intend to be a player) :
Spoilers for book 1:
The players don't remember that they died, nor how they did. And they have a whole dungeon to explore without having a single clue about what is going on, until they leave the tomb and see Groetus in the sky. During all the duration of the first part of the first book, my players were sure they had been kidnapped by some cult because of their likeness to the Red Shrikes. And to foreshadow this, they wake up... in sarcophagi. Because they're dead. Spoiler for book 3:
The destruction of Vigil. It's surprising by itself, since Vigil and Lastwall are among the most important places in the Whispering Tyrant's story, and as such I would not have expected them to nuke it. To make it even more surprising, it happens halfway through the scenario. I would expect such major plot points to happen only at the end of a scenario ! I knew before reading that Vigil would be destroyed, but I wasn't expecting it so soon ! Spoilers for the first half of the story:
Arazni is a perfect exemple of foreshadowing done right. She's first foreshadowed in Roslar's tomb, right at the beginning of Book 1 with her being depicted everywhere and being at the center of the altar's puzzle. Lady Grive then talks about her, but at this point the PCs can't connect the dot between the ex-herald now Harlot Queen and "a mysterious masked woman with a foreign accent and the scent of spices". She then remakes an appearance at the end of Book 2 as the masked woman, asking the players to go to Vigil and to put a stop to the Whipering Way's plan. This is just enough to remind the players about her, and not too much so that the players start having suspicions about her true identity. In Book 3, there is an entire part dedicated to exploring an old temple dedicated to Arazni, which allow the players to learn a bit more about her. And then, she makes her grand entrance in Book 4, revealing her true identity and allowing the players to connect the dots. There are tons of little details in the scenario that I find enjoyable and funny, and which make the scenario coherent with itself without being too "in your face". Here are some from book 1 to make you understand what I am saying :
Minor spoilers for Book 1:
- The whole problem the PCs encounter in part 2 comes from the fact that Umble and Thoot can't access Roslar's Coffer. Why ? Because they were chased by the inhabitants, which, I assume, never happens. Why ? Because Thoot looks like a skeleton, and the villagers... come from an anti-undead military country which is used to fight against skeletons. So this is the logical course of action. - If the players ask Umble if they can talk to a certain someone, she answers that this should usually take number of centuries, but since they are special, they might be in luck and just need tens of years ! Hurray ! - Mictena can't come see the PCs herself because she is busy taking care of a bandit camp who died in a mudslide - All the fairy typed monsters encountered through this scenario are here because Salighara f-ed up. The AP seems hard, but it also seems quite generous on the loot your players can get. Finally, there are some simple but fun puzzles from times to times, which allow your players to think a bit between two encounters. The scenario provides some alternate skill checks if your players don't like puzzles so that they don't end up stuck. But... this AP is not perfect. Althought I find them minor compared to the whole quality of the first half of the AP, it does have some problems in my opinion. For the books released so far, PCs will be able to sell and buy equipement only in book 3 and 5 (and they might have difficulties doing so in book 5). Sure, this is coherent with the fact that it is a survival horror, a genre where you have to manage your ressources carefully. But this makes the party heavily dependant on the treasures they find. And they will find even less loot if they choose the pacifist route. Plus, the loot is heavily themed around specific classes and quite uneven in terms of non-consumable : book 1 and 3's most interesting weapons and armors are best for warriors, paladins and heavy martials who can use any martial weapons and heavy armors, with not much love for casters and nimble martials, and book 2 is mainly dispatched between martial caracters (with a tendency for heavy martials, but at least more interesting things for nimble martials than on the other books) and profane casters. You might need to change some of the loot depending on your party. As stated by Serisan in the GM Thread, the first book is deadly. Most of the battles are APL+1 (challenging), and there are a bit too much of APL+3 (epic) in my opinion. My party only has a druid and someone with the Word trait, and they were mostly down by the end of the first level of the first dungeon, and got one of them almost killed by one shot twice after clearing most of the first floor of the first dungeon from part 3. There are also a lot of DR in this book which stretches the battles. If your party does not have a dedicated and good healer and a heavy hitter, or if your party is repeatedly unlucky with their heal rolls, you may need to add some extra healing items. Now, having deadly ennemies in a real-time game where you can dodge or parry is fine, but it's way more difficult to protect yourself against those in Pathfinder. Roleplaywise, the player's guide heavily encourages the players to be followers of Iomedae (because Lastwall) or Sarenrae (because the priests in Roslar's Coffer are mainly sarenites and there was a temple of Sarenrae there some times ago). But I find that sarenites don't get much love compared to iomedians. Having an acolyte of Sarenrae might be of use only in the second book, and that is if your character is old enough to have clear memories of before the orc raid - which would need this character to be at least 25-30 years old, where most humans tend to be old enough to go to adventure from 16 to 27 years old. Gorum doesn't get anything, even though he is one of the main deities of Lastwall. Some bits of mecanics are a bit confusing. In book one, there is one skill check which becomes way harder if you don't succeed on your first try, and one of the puzzles is confusing. On the third book, you have to find three things and bring them back somewhere to have the best ending, but you can only find four of these things and, if you're not careful, you might miss the best ending because two of those things are near the point of no return in the scenario (which locks you out of the possibility to bring back those things) ; you also get rewards each times you bring back one of those, which is nice game-wise, but a bit strange and not realistic story-wise. Luckily, those confusing parts are very rare and can easily be handwaved. The maps are pretty and the layouts are nice, but as usual the grid is not even. This makes it hard to import them on virtual tabletops softwares. And... I know this might sound petty, but... Mictena's illustrations. She has 3 completely different illustrations, and none of them seems correct to me. I heavily rely on pictures in my games, so it was a bit of a pain. Luckily, the other illustrations in the first 3 books seem mostly correct. I hope this quick review helped you :) ![]()
![]() Warning : this thread spoils both the first book and the end of the AP. If you are not a GM or do not want to be spoiled the last two books, do NOT read what comes next ! You have been warned. We're between knowing people now?
I had an idea, and I am leaving this here, in case it can be of use for someone. So, yesterday my party cleared Roslar's tomb from book 1, and one of them did something I did not expect : instead of taking the offerings under Roslar's statue, he donnated some money. He told me that this was to compensate for the weapons, healing items and Roslar's equipements they took from the tomb. I was pleasantly surprised by his generosity. Plus, they tend to not mercilessly kill whatever they see, which is good. So I have been searching for a way to reward my players who putted effort into their roleplay. Plus, this would show them that good deeds have as much consequences as bad ones, and encourage them to keep on being generous. I am also reading Book 4 and 5 in advance, and I came accross the bit where the players learn they have to die to stop Tar-Baphon. I was not really thrilled by this : sure, this would be a heroic death, but I really don't like killing my players if they don't deserve it. The scenario suggests to make an NPC tell them they can link their soul to a specific tree to be resurrected later, but I didn't like it either. It defeats the idea of the characters throwing their lives to save the world, and the heartbreaking drama that would ensue. And then, I had an idea. Let's go back to Book 1. We know that Barzakh is conscious of the PCs presence in the Dead Roads, and uses his powers to see the PCs journey through the Boneyard. Pleased by the PCs' generosity (for leaving an offering at Roslar's Coffer to thank Roslar for the equipement, and for their continued misericord on their opponents), Barzakh will give them a coin stamped with his holy symbol. If a PC tries to magicaly identify it, they will see the aura of an artefact and won't be able to determine its powers. If questioned about it, Barzakh will only respond that "this coin will show you the road when you need it the most". During the adventure, the first time a character dies, they will be transported to the Dead Roads in front of Barzakh, who will ask them to "pay the toll". All they will find on them is Barzakh's coin. If they give it to him, Barzakh sends them back to Golarion, alive, and the real life's version of the coin will disappear. BUT... If all characters manage to stay alive until the end of the AP and sacrifice themselves, they will all be transported to the Dead Roads in front of Barzakh. He will congratulate and thank them for their sacrifice for the greater good, which was a heartbreaking decision, but a righteous one. If the players want to talk a bit with him, they can. If not, or once the players don't have anything to talk with him anymore, he will ask them to "give back what I lent you". If the PCs give him the coin back, he sends them all back to the living world as their final reward. I hope to maximize the drama from the final climax this way :) Plus, this keeps Barzakh relevant until the end, him being the one who allows the players to start their adventure, and the one closing it. I also think it's as important to reward your players for good actions as to penalize them for bad ones. I hope this idea will help some of you ! :) ![]()
![]() I would add to Serisan's infos that the first level of Roslar's tomb is really, REALLY dangerous if you don't have a dedicated healer, with or without planar traits. I play without planar traits, and my party consists of a Tactician Cavalier, a Dragon lineage Sorcerer, a Child of the Moon (Thunder domain) Druid and a Dervish Dancer Swashbuckler. They struggled to hit the Ostovites who nearly killed them. The most dangerous ennemy was the Bone Cobra : the 14 AC was making him a pain to hit, the immunity to critical hits came into play once or twice, and the DR 5/bludgeonning made almost all attacks from the Swabuckler useless (luckily they found the warhammer and the Sorcerer began play with a hammer). I had to drop the SR 13 because both spellcasters were out of HPs because of the ostovites and were on their last spells per day, and this SR is a pain at first level. And it still was the longest battle they had (longer than against Abdell). Now my party cleared the first level of Roslar's tomb, but both spellcasters are out of spells/magic powers, and three characters out of four are on the brink of death :/ They already used all the potions they found. I'm planning on adding potions on the mites in A10 to help them. ![]()
![]() John Ryan 783 wrote:
I tested this puzzle with two friends to see how it would go. One of them found after a few minutes of thinking, but instead of the correct answer he answered "13", "5", "3", "1", "1", because nothing states in the puzzle that you must read the number only from left to right. The second one did not find the answer without the hint, and he said it was because of how the question is asked. They tell you to circle 6 digits, and not 6 numbers. So he told me that, by "RAW", you can't circle 11 since it is a number composed of two digits, and not a digit. For your version of the problem, John, you have to circle 6 "digits", not 6 "numbers". So if you circle 11, you indeed circled 2 digits, so it's fine. I think you have to tweak a little how the puzzle is explained. I was thinking about something like "Circle any six digits so that the sum of all circled numbers add up to 23." (and allow the players to give me other answers than the one in the book). ![]()
![]() I think this is a great idea ! :D Which corruption(s) do you plan to use ? I'd suggest the Accursed to reflect the hateful magic that was used to create the obols, and the "curse" of not being able to die properly. Lich could be fun too regarding... well... who's magic is pulsating in the obol in your heart, and because you are dead without being fully dead. Will you tell your players about this, or will you keep it a secret ? ![]()
![]() KingTreyIII wrote:
/!\Trigger warning, this does not reflect what I think/!\ Here are some ideas : Iomedae : Something about her being raped by demons (since she hates them), cheating at the startstone challenge (she used her cloak to access the starstone, making a bridge with it. I'm thinking about making her tell that she in fact used a banal magic item and that the witnesses are idiots who got bluffed), or betraying Arazni so that the Whispering Tyrant could kill her in order to take her place. She's also known for having "a stick up her a**". All these also apply to her worshippers. Calistria : Insults her worshippers by saying they are STD dispensers. Cayden Cailéan : God of the Drunkards Desna : Her worshippers are a bunch of hobos that can't afford a tavern chamber. And you have to be pretty dumb to worship a stupid butterfly. Erastil : Animals f*ckers. Gorum : Muscles for brain. Insult their intelligence. Lamashtu : "Yo mama so fat" jokes Néthys : A bunch of bipolar, short-tempered psychos. Real dangers for society. Pharasma : Corpse f*ckers. Also, party killers with a stick up their a**. Sarenrae : Hypocrites that say they want peace but don't hesitate to kill whoever does not agree with them. I also know that some clerics of Sarenrae tend to be too trusting, you could play with that. Shélyn : Insult her beauty. Or tell that she has a "brother complex" (she wants to bang her brother). Or that Kalamuk loves whipping her bottom with shelyan paintings. Torag : Torag's clerics are supposed to know how to craft weapons and armors, so you can make her insult the PC's craftmanship by saying things like a piece of equipment they crafted themself is so badly crafted that a baby could break it or that it would give diarrhea to a Rust-monster. Or make Kalamuk say she loves eating digging animals (Torrag's favored animals). Urgathoa : nothing, she's cool ![]()
![]() So, I was curious about what funny things your players did in your campaign :) (Of course, this thread is going to be spoiler heavy. Read at your own risks !) I will try to remember some few things myself.
And you ? Do you have fun stories to tell about your campaign ? :) ![]()
![]() Just one thing that is bothering me with this particular scenario... Why would the paladins of Vigil, the paladins supposed to keep watch on the Virlych, would not believe that the Tyrant has woken again ? Spoilers on Vigil and Carrion Crown:
It was already kinda stupid in Carrion Crown. I mean, Vigil is located there because the paladins are supposed to make sure the Tyrant has not escaped from his prison. How could they not know ? And how could they not believe that the Tyrant is back, when their job is to be ready to fight when the Tyrant comes back ?
It was already a pain to find a good reason for them and the Ustalav's government to not help the players in Carrion Crown, even after bringing them proofs... I know the paladins grew cocky after the Tyrant's defeat some years ago, but I would have hoped they would have learned from Arazni's kidnapping and would have stopped being so full of themselves. I don't need a clear answer to this question, but what I wish is that the authors thought about a good reason for this. I hope those paladins are not being dumb just for the plot. ![]()
![]() Don't forget the Philosopher's Scone. You can either mix the scone's crumbs to an infused true tea of life to create an elixir capable of completely healing you and allowing you to learn the "English (Great Britain)" language with a flawless accent, or spend a month of dowtime to apply it to lead to create mold. Edit : Also, Aeon Scones. ![]()
![]() Fuzzypaws wrote:
Wait, monsters are affected by dying rules ? e_e I thought monsters die/get knocked out instantly once they reach 0 HP, unless the DM says otherwise. Having an ennemy priest constantly wake up their buddies or having to roll for each goblin's stabilization check seems like a hassle =S Anyway, I don't really mind if Con lowers your personal DC. I like the simplicity of a simple flat DC + dying. Adding Con/Fort to the mix makes it a bit more complicated (not as complicated as building an airship, but it adds another parameter to the mix) and, as I said, it makes not maxxing Con a double punition, but I guess that if Paizo makes this change, I wouldn't particularly mind. Still, I agree that we'd need somewhere on the character sheet where to write down at what stage of dying and/or the DC (if we add the Con/Fort option). If I remember correctly, D&D5 has something like that on their character sheet. But the current character sheet already seem pretty complicated for me. Making conditions cards/tokens could be an alternative solution. ![]()
![]() I don't see how the new dying mechanic is "demonstrably disfunctional", and how the fact that a sequence where you roll for 5 rounds is "horrible". Of course you can roll for dying save for 5 rounds, whatever the system. According to Joe M's maths, your chances of staying at "dying" drastically drop the more rounds go, and both your chances of stabilizing and being dead raise at the same rate. To roll for 5 rounds, you need to be extremely unlucky, and you have more than one chance out of two to have woken up earlier. You also forget to take into account that Pathfinder isn't a solo game. You're down ? Someone else will try to come and heal/stabilize you while the rest of the group keep the danger at bay as best as they can. Even if you have a medic or a healer, always carry emergency potions with you when you go adventuring, with everyone having at least one potion on them so that anyone can always come and make them drink it while they are unconscious. In five turns, someone should have tried to wake you up. At least that's how all of my groups play. Edit : Plus, keep in mind that succeeding your stabilization check only makes you not dead. You don't wake up immediatly. Not until someone heals you or 10 minutes have passed. So rolling for 5 turns after being knocked down is no different from rolling for 1 turn or 20 turns, since you won't wake up and go back to fight anyway. ![]()
![]() I like the new rules. It's easy to understand. Plus, you are already punished from a 8 Con by having way less HPs than a character with 20 Con (a delta of 6 HPs per level, accumulating to 120 HPs at level 20), and thus dying more quickly. Having to do a Fort save feels a bit like a double punition : you get to Dying quicker AND you can't stabilise yourself. Dying as easily from a goblin scratching you than a dragon breath doesn't seem weird to me. If the goblin put you down to 0 HPs, this means you were already really low on HP (which would translate to bleeding everywhere, with slices and bruises all over your body, only your will to live keeps you standing up, and just a push would be enough to make you fall at this point), or low level (in which case a dragon breath would obliterate you anyway under the Massive Damages rules). ![]()
![]() Darksol the Painbringer wrote:
Just throw money at your problems ! Shady Stranger wrote: A food genius! The Lard. His specialty is pig fat. Would they gain the ability to craft Bacon Shots at level 3 ? ![]()
![]() Hey hey ! I wanna play too ! =D *rolls dices* Hmm... a Keen-Eared Elf Street Urchin Fighter. My dices are feeling classic today. I would probably be some kind of brute for a thief guild, or a mercenary, whose main job is to scout, guard and scare/hit things if needed. Stats :
My goal was to max out Strength at first, but I also wanted a good Constitution to take more hits. Dex came as high nearly on its own. And a bit of Charisma to help with intimidation. Skills (by order of importance) :
Some well round out street fighter. I'm really glad the fighter now gets 4+INT trained skills, it helps making a fun concept not revolving around Athletics and Acrobatics only. I would probably increase Intimidation as I level up, followed by Athletics and then Thievery. Feats :
:) ![]()
![]() I only played Lost Star with my main group (one month after everyone), and I'm just after zone B4 with one player playing four characters... I'm part of a club, and it is impossible for us to follow the playtest's pace. We can only meet the weekends because 5 out of my 6 players are working. Since we are a bunch in our club, we are part of other campaigns (which are deemed more important than the playtest by everyone since they are more fun to play and we are more invested into it, me included), so I have to juggle with that. Plus, there are times when we do club activities (such as helping out at a convention) and when we just want to lay down at home and take a rest from our week, after a month of doing nothing but RPGs all weekends. We can only make one session of playtest per month top, when we are lucky. ![]()
![]() Hi everyone :) Two weeks ago, we finally got the chance to play Lost Star. I will post about Doomsday Dawn from now on, with a breakdown of the characters, how the sessions went on, and some afterthoughts. At the end there will be a section named "GM's questions". To keep this thread clean, I will link each question to a thread on those forums, so you don't have to post the answers here and they can be available for everybody :) Before we start : all future characters' sheets created for this playtest will be available here :D You will find my player's sheets and some extra experiments. The players GM and reporter : Almarane : experienced PF1 GM and player Players :
Players were given copies of their class and race’s chapters, as well as copies of the equipment, the feats, the skills and the actions’ chapters to use during play. All players created their characters at the same time. The characters Chiros
Siri
Lorem Ipsum
Archibold
Eau-pâle
The monsters
The game A full summary of the game (with actions and rolls breakdown until the bossfight) is available here. • Preparation time : 8 hours (4 hours to read twice, 3 hours and a half to print and redraw maps, 15 minutes to screenshot and print the player survey, 15 minutes to make a document for an Assistant GM)
Encounters (in order) :
Other :
GM only afterthoughts :
GM’s questions :
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![]() I'm in favor of putting "problematic" spells such as Scry, Teleport, etc etc... in the uncommon list. For new GMs, that means the players will have to ask for those spells to them, thus reducing the "surprise" effect, and the GM will have time to read and search about those spells. For experienced GMs, they can rule that those spells aren't uncommon in their settings (or rule the rarity rules out of the spells if they want to). Edit : Tursic wrote: 4. Decrease the casting time of at least some of the attack cantrips to one action. If the cantrip is doing less damage than a weapon attack and requires an attack roll I do not see what would be unbalanced with letting a caster cast more than one. Just add on the multiple attack penalty and it is unlikely to cause a problem. Aren't those Attack cantrips already subjected to the multiple attack penalty ? I thought all actions with the Attack trait were subjected to and increase this. Edit 2 : Just checked. It seems like Acid Splash is the only "attack" cantrip without the Attack trait. ![]()
![]() HWalsh wrote: Unfortunately with Golarion lore not being built off of 3.5 lore - It still is, as elements of 3.5 lore that Paizo created are still present in Golarion with references to people, places, and events. I was going to make a long answer to your post, but after re-reading it, this sentence made me change my mind. Pathfinder is not D&D. Golarion is not 3.5 lore. They created their own setting with 3.5 rules. That's all. As long as you don't understand this, nobody will be able to change your mind. Sorry if I seem harsh, but I'm tired of fighting windmills. You want LG only paladins ? Make them be LG only in your game. Knowing other tables allow non-LG paladins is enough to make you want to stop playing Pathfinder ? I don't know what to say. *bails out of this debate* ![]()
![]() The point is, we are discussing if this alignment restriction should go or not. Using the fact that it is currently alignment restricted to justify it being alignment restricted in a discution about removing the alignment restriction does not make sense in this debate. Also, I was not pointing at "All can choose without restriction", just at the fact that they are common, and thus you have the same chances to meet a paladin, a fighter and a wizard... On the topic of "number of paladins in a city" : did you know there actually is a 100-paladin army in the Worldwound ? Yeah... Mendevian cities have bigger numbers of paladins than Magnimar. Because Magnimar does not need Paladins. And I would not be surprised if Lastwall was 100% paladins. You forgot to include geopolitical factors in your calculation. Plus, you made assumptions without any proof to base them on. First by dividing the number of people with a class evenly (which would not have been a problem if you did not count restrictions later on your calculation, reducing the number of potential paladins). Then by, once again, invoking the alignment restriction to remove a total of 33.25 + 37 = 70.25 characters. And finally by saying there are an equal number of people of each alignment - which is definitely not true - after saying 50% of the population is neutral - which is contradictory with what is said after. I'm sorry, but your math doesn't make sense. And Golarion is not built off D&D3.5 lore-wise. It is a completely different setting. I'll reiterate my example : Bioshock does not have the same lore than System Shock 2. ![]()
![]() HWalsh wrote:
Yeah, "derivative". Pathfinder is NOT D&D. Nor a spin off. Nor a fanfic. Or we would be fighting beholders. It's like saying Digimon has to follow Pokemon's lore because you have approximatevely the same gameplay. Or, for a better comparison, System Shock 2 and Bioshock, the latter being the spiritual ancestor of the former. HWalsh wrote: 2. Paladins in PF were rare by the lore and by dint of having alignment restrictions were, by mechanics, not available to everyone. They never seemed rare "by the lore" to me. It's one of the classes I see most comonly in play. There is litteraly 3 countries in Golarion filled with Paladins (Mendev, Lastwall and the Worldwound). HWalsh wrote: 3. We have not seen any part of PF2 that says they are more common now or that they are intended to be available to everyone. In fact since (at present) only lawful good characters of specific gods can be Paladins that shows they aren't available to everyone. From the "Common Ground" blog post : Quote:
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![]() I don't know if this has already been said or not, but in the Classes survey, there is a question asking what alignments Paladins should be allowed to have ;) Edit : Quote:
You.... do know the Paladin is supposed to be just a class every player can take, right ? And now with the rarity system, they are supposed to be a choice as common as wizards and fighters ? I feel like you are mistaking the Paladin for some sort of Prestige class... =/ And even without alignment restriction, Paladins are still pretty special thanks to their class abilities and their class feats. They're the only ones with Retributive Strike and the Ally abilities, for exemple. Edit 2 : And Paladins get their powers from gods in Pathfinder. You are thinking about D&D there. ![]()
![]() John Mechalas wrote:
My opinion on what needed to be changed for magic : - Find a way to remove the "crossbow-shooting wizard" problem [corrected]
Other things I did not ask for but I like in the new magic system :
Things I do not like in the new magic system
@Makarion : Such a setting can be interesting, but this is not what Pathfinder is. You are asking for a low-magic system where Pathfinder has always been a high-magic one.
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![]() You know, I am actually working on adding conversions after every imperial metrics in my PDF file. I am currently in the middle of the barbarian chapter and it did not take more space (thanks to all those non-full lines at the end of each paragraph). I don't think you really need to cut out other content to make some space for this : you just have to add 5 character top after every measure... ![]()
![]() Graystone : would it really be a problem if those conversions were added ? Would it prevent you from playing ? If not, would it slow down your games ? Converting values on the fly tends to slow down my games. At least you can do it rather quickly after some years for foot to meters (and even like that it takes me some time, I'm not really good at mental calculation), but you always need to Google it for temperature because Farenheit and Celsius have no easy translation. It's even worse when you have to translate on the fly non-translated scenarios. I think reading/ignoring two words takes less time that mentaly calculating. ![]()
![]() Hmm, I get your point. And don't worry, I have no beef against you :) I do admit I felt a bit attacked, but I think it was mostly due to fatigue, both from the playtest and IRL. You did not mean harm : that's enough for me :) Sorry for misreading your intentions. I agree with you that these forums are becomming more and more toxic. People I actually looked at as examples during the previews seem like completely different now. I think everyone's nerves are on edge right now due to multiple factors. Now I find it exhausting to read those forums, and I'm not even part of the dev team. Now, for your answers : 1) You are making a point. The only thing I would say is that this does not give me the same impression... but it is pretty subjective, and my problem is greatly due to having been used to it in PF1 and the fact that PF2 is supposed to be a sequel to PF1. 2) I... did not think about it. Usually, when someone does something other than searching a room or identifying items, we tend to play it like "nobody else does anything". It's easier this way. But we never thought about letting the wizard ID an item while the rogue spy on the guards. I think this is because we are used to ID'ing being nearly instantaneous, and because we all are focused on "intense" scenes. Also, even like that, ID'ing an item takes way more time than most other activities. Healing takes one round, maybe four or five more if you really need to. Searching a room would take you 10 minutes top. Instances of activities taking 1+ hour, such as spying guards, do not come up that often compared to finding a magic item. 3) Yeah... That's the major problem I have with most official modules :/ Don't misunderstand me, they are pretty fine, and most I played were interesting and fun to play. But I guess the traditionnal D&D/Pathfinder adventure can feel kinda... old sometimes ? They tend to be pretty static, with little indications telling you what to do if things don't go the way the scenario wanted it to. I guess experienced GM can easily change things and monsters' reactions on the fly, but when I started GMing, I was afraid of breaking the game balance if I chose to not follow the scenario's directives.
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