Andre Roy's page

Organized Play Member. 867 posts. 3 reviews. 1 list. 2 wishlists. 1 Organized Play character.



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I admit, I’m probably missing something obvious here, but I’m trying to figure out the Depth Tolerance of some “common” monsters and any help would be appreciated.

Specifically:
- Scrag (Troll)
- Merrow (Ogre), Freshwater
- Merrow, Saltwater
- Aboleth
- Skum
- Kapoacinth (Gargoyle)
- Sahuagin
- Gillmen
- Deep One

Buoyancy should be relatively easy to figure out.


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I was a bit bored today so I pulled out my Monstrous , My Complete Book of humanoids, Issue 250 of Dragon Magazine (for the Heroes of the Sea Article) and Of Ships and the Sea and started comparing the Hobgoblin and the Koalinth, pulling out main elements. once that was done, I compared the 2nd Ed. Hobgoblin with its Pathfinder counterpart to get my benchmark.

Here is my final product (CC and suggestions are always welcome)

Koalinth are marine creatures closely related to surface-dwelling hobgoblins. They stand about 5’ tall, with sleek, muscular bodies. Their fingers and toes are webbed, and they have gill slits in their necks. Their skin is light green and covered with patches of dark green, aqua, or blue hair. Their faces have been compared to seals, and large male koalinth have enlarged noses like elephant seals. Male koalinth also share the aggressive behavior and loud bellow of elephant seals. Koalinth, like surface-dwelling hobgoblins, live in a rigidly organized, militaristic society. Their tribes are fiercely territorial and war with each other and with other aquatic races when their territory is compromised. They make their homes in caverns in shallow waters, ranging from subarctic to tropical seas.

Ability Score Racial Traits Koalinth are fast and hardy. They gain +2 Dexterity, and +2 Constitution.
Type Koalinth are humanoids with the Aquatic and the goblinoid subtype.
Size Koalinth are Medium creatures and thus have no bonuses or penalties due to their size.
Slow Koalinth has a base speed of 20 feet.
Racial Buoyancy -50[smaller]A[3smaller]; Depth Tolerance 800 feet

Amphibious Koalinth are amphibious and can breathe both air and water.
Camouflage (Water) Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type.
Deepsight Koalinth are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.
Swim Koalinth have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Languages Koalinth begin play speaking Common and a dialect of Goblin. Koalinthwith high Intelligence scores can choose from the following: Aboleth, Aklo, Aquan, Draconic, Elven, and communicate

Note Due to their Subtype, Stealth & Swim always considered Class Skill.

Height 50 male, 48 Female
Modifier +1d8
Weight 155 male, 135 Female
Modifier x4
Base Age 14
Modifier Intuitive 1d4, Self-taught 1d6, Trained 2d6
Maximum Age 60 + 2d20


A bit curious. Any plan for a Volume 2? This is definitely something I would be getting for my games as I love such alternate rules.


Good day,

A bit of a backgrounder. In a setting I'm building, there are 2 isolated subcultures that are tainted.

On one side, you have a group lead by a Succubus and her descendants; using the Half-Sucubus template and the Succubus-blooded Tiefling template (from 4 winds' Player's Option: Aasimars, Tieflings and Elementals Templates).

On the other side, you have a similar group lead by an Erinye and her descendants. I have the Erinye-Blooded Tiefling template from the same source, but Not a Half-Erinye Template.

That's where I would need some help: developing a Half-Erinye template similar to and roughly on par with the Half-Succubus above, while being more flavorful than the generic Half-Fiend template These Half-finds template are for NPC's only, PC would, at the most, have access to the Tiefling Template.


This supplement is next on the list and I know it was written using Psionics Unleashed so we pretty much need to bundle it up from what I understand.

Now my question is quite simple: Does it have to be Psionics Unleashed or could I substitute Psionics Unleashed Revised or Ultimate Psionics? And, as a sub-questions, what would be the advantages of these substitutions?

Before buying I'm curious to know and I'm quite aware it might end up being a case of Psionics Unleashed gives me all I need to use Waves of Thought and the 2 other doesn't really add much to it.


I'm in the planning phase for a PF campaign I'd like to pitch to my friends, which would be set in Alluria's Celurean Seas setting.

At first I'll likely focus on the PF and Celurean Seas corebook only and then introduce other elements such as other classes, additional spells, new fests, etc.

Resource-wise, I've identified several good candidates

Paizo: Aquatic Adventures and Blood of the Sea;
Jon Brazer: Advanced Gillman, Advanced Merfolk, and the related stuff from Book of Heroic Class compendium and Occult Intrigue;
Misfit Studios: Bits me! Wereshark;
Paizo Fan United: Wayfinder 8;
Kobold Press: Sunken Empires;
Dreamscarred Press: Psionic rules (Celurean Seas setting uses those rules);
Alluria: Celurean Seas and Submerged Races lines.

Now where I'm a bit stomped and need advices is on resources for adventures. While I can built my own campaign, I like to I slide a few published adventures in the lot, which I can expend on, however there's very little underwater adventures and most assume surface dwellers going underwater.

So, anyone knows of good underwater adventures (PF or any other systems is ok) or adventures (even Adventures Path) easy to confert to a full underwater setting?

Thank you


I'm in the process of designing a Demigoddess that is tied to a particular subrace.

The subrace itself is: relatively young, semi-nomadic/scattered settlements, seek to achieve a balance/reunification between with the other subraces of their kin.

With those in mind, I seeing her Portfolio as being along the line of Survival/Prosperity and Balance/Reunification.

For Domain, I feel that "Community" and "Protection" should be present.

The other two I'm not too sure, Knowledge (know where they came to seek balance), Luck (increase the odd of surviving) or Travel (to travel to their settlements and the settlements of the other subraces) could be appropriate too. Oddly enough the Druid Terrain Domain "Cave" would also be appropriate as some live underground. And I'm sure others could be appropriate.

For subdomain, Travel (Exploration), Community (Family) and Good (Redemption) could be appropriate along those same theme.

For Inquisition, I'm drawing a blank.

Any advice or help you could offer would be appreciated. As much as possible I would like to focus on Paizo (Sub)Domain, but if you think that a 3rd Party one could be appropriate, I'm open to it too.


Moving this over from Advice forum as the focus is starting to shift towards homebrewing.

I'm working on a few homebrewed idea for a campaign. One of them is the following: in this campaign, there is a Demigoddess, who had children before her Ascension. That specific family or bloodline, while not Divine per se are blessed by their Divine Ancestor.

I was looking in creating a Racial Feat or a Trait (Racial), maybe even an Alternate Racial Trait that could be taken at character creation to represent that Heritage. As much as possible, I would like to avoid Feat chains.

So I came up with this idea:

Scion of the [Goddess]

You can trace your lineage up to the Demigoddess herself through the children she had before her Ascension. Although not Divine you are Graced by her.

Prerequisite: [Race], must be taken at 1st level.
Benefits: you gain a +2 circumstances bonus (?or racial bonus?) On all Charisma-based verbal skill check when dealing with members of your own race or members of [Goddess] Church. You are also proficient in the Goddess favored weapon.

Now the question here would be: Does that seem good? Or is it too little or too much for a Feat? If too little, what could be added?

I'm also open to other suggestion.


As indicated, if, at character creation, a character could take, via a Feat or a Trait, a Domain would this be too powerful or not?

- It would be limited at character creation for a Specific Race;
- It would be limited to the Domain (and maybe Subdomain) of a Specific Deity only (a Demigoddess);
- It would grant 1 Domain to class without Domain and an additionnal Domain to class with a Domain.

Kind of related to the same idea:
1) Would it be more appropriate as a Racial Feat or a Racial Trait?
2) If it would be too powerful: How could this idea be balanced (and yes I am aware of the trait Believer's Boon)?

Thank you.


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Back in the days, when Drizzt was introduce, he was quite the unique character (sure his full-blooded sister and his father had similar inclination, but not to the same level and were unable to break free unlike him) and it was great, this uniqueness made his story that much more compelling.

Now a unique character will often lead to clone, people like it and seek to recreate it. It's not a bad thing, but when it become "too much of a good thing", that can be a problem.

So I started working on a "what-if" scenario: "What if Good Drow were not Drow at all? What if they were a distinct but related elven subrace?". Pondering this idea and daring to slip into the Heresy, I came up with this:

Deep underground, hidden in the uppermost cave of the Darkland, there reside a virtually unknown even race. Seen fairly regularly in the Darkland, and impose rarely aboveground, they can easily pass for a drow at first glance and only closer scrutiny would allow to see the telltale of a different subrace.

Descendant of elven and drow scholars, merchants, explorers, rogues and other malcontents who found a deeper kinship with each other than with their own people, these elves and drows created small communities where they could met, exchange and spend time together. Over the slow course of decades and centuries, this kinship lead to the stronger bond of blood-kinship; creating a race that held to ideas and belief of both parents but with a more balance view.

After comparing both race, I've worked out a first draft (Don't have it handy for now, but will post it later) for this subrace. It currently sits roughly on par with Dhampir and tiefling, so a bit stronger than regular elf, but slightly weaker than a drow. And like the drow, they would have a noble bloodline too (descendant of Noble Drow) and this bloodline is roughly on par with the svirfneblin. So powerful, but nowhere as powerful as Noble Drow.

Obviously, it needs to be refine, but could potentially offer a nice alternative to what is considered by some to be a problem or overused trope.


Now I know they announce back in 2017 that they were starting a Starfinder line and had a few books for Pathfinder several of which I was looking forward too (Spooky Garden 2, Aquatic Plant, Underground Plant, Race Option Gillmen, Plant magic and the Ygg), but since mid to late 2017, they've gone quite.

Does anyone knows if It's simply a hiatus or if It's the end of it? I realize that a lot of 3rd party is mostly 1 or 2 people plus a a few freelancers and sometimes the ebbs and flow of these numbers may cause long term slowdown.


I was wondering if anyone here would be able to help me find a specific product which, for the life of me, I cannot locate nor do I remember the exact name.

Essentially it was a Black & White third party product, potentially a stock map, of a Hand shaped stone spire (or maybe a tower). The art was very similar to what you find in Raging Swan Press product (might even be from the same source, however looking at RSP website and product list I could not find it).

If anyone could help it would be greatly appreciated.


I've started to read this AP in preparation to running it and I have a few question for character creation.

Ideally, I would like to have a "Tabula Rasa" approach where each player gets a character sheet with a Race & Physical description only. While I have the detailed character sheet with me (either 1st level only or every level until full memory recovery). This would allow to get full benefit of the Amnesia factor, but I need the full trust from the players.

The alternative I'm considering, is have every player create 3 separate characters (either 1st level only or until full return of memory) with these requirements:
1) All 3 character shares the same Race, Gender & Physical description;
2) I provide the equipment.

It gives a bit of uncertainty as who they are at first but at the same time they play a character they created so the player can feel it is his/here.

Has anyone tried either of these approch? How well did it turned out?

Any other approaches that were used that were either successful or disastrous that might be good for me to keep in mind ?


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Remember a year or do ago, when AAW did their Underworld Race and Class Kickstarter? We had a Special Goal that would be unlocked at 900 Backers...yeah, we missed it by a mere 18 backers.

Were today is the day! The Occult Secrets of the Underworld for Pathfinder and D&D 5th edition has gone live.


Very minor thing, more of an FYI,

It could just be a glitch in the system, however the above mentioned order indicate the status as "PENDING" instead of "COMPLETE".

I can confirm that it has been shipped and received in full.

Regards,

André


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With 17 issues published, plus the Bestiary, I was curious to know: " As a player or as a GM, what did you use from Wayfinder in your game? How did it turn out?"

I figure this would be interesting to know as both feedback to the magazine and the writers, but also to help prospective writer by showing the area of interest.


A few days ago AAW launched their latest Kickstarter.

Today being day 5 and it has:
- Been funded;
- 17 out of 24 maps are going to be updated;
- 16 mini-Dungeon from various celebrity contributors will be added to the initial 100 mini-dungeons.

We are just about to get the new layout goal unlock with more map updating, monster glossary and new cover wrap really just behind the corner


Good day,

I've made an order back on April 4th which had a mix of PDF and physical products. Shipping could take up to 18days, with Easter, no problem, we're still within those timeframe.

Today, however, I notice the note that one or several books are not in stock and I was wondering about the impact on my order. Regards they still available but awaiting restock or are they unavailable and I'm out of luck.

Regards,

André


With Adventure a Week current Underworld Races and Classes kickstarter about to end soon, and with the fact that backers currently get the first 2 part of the Stoneholme trilogy (part 3should be unlocked soon), I was considering starting an Underworld Campaign that would start in Stoneholme and run through the Underworld Adventure trilogy then move on with Rise of the Drow.

But then I though, I have the first 2 books of Throne of Night so why not combine everything together and make use of this unfinished path.

So I was wondering if anyone has every did it before and if so what advice or suggestion could you give me. And even if you are only familiar with them, what part sohuld I keep and which one shouls I drop/modify?


The kickstarter launched a few hours ago and already is funded, got 3 new Piece of Arts and we are about to unlock the first "# of Backers" stretch goal.

The book is available for both Pathfinder and D&D 5th edition.


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Quick question.

Now that all 3 parts are publicly visible, some for several years now, will they ever be made available for purchase to all at one point?


I've looked at the PRD and I just want to make sure I understood well.

When building an encounter the general guidline for an average encounter is tgat the CR of the encounter should be the APL of a party of 4 or 5 PC (6+ PC = +1CR, 3- PC = -1CR).

That's pretty clear.

So to build a duel for a high level (18th) martial character, I should be looking at an CR 17 (average) to CR 19 (hard) opponent (who would also be a martial opponent for story reasons). Correct?

Now if the character is not a martial character facing a full martial opponent, such as a rogue, a bard/skald, a Bloodrager, a cleric/druid, a brawler, a hunter, a slayer, a warpriest or worse an oracle, sorcerer, witch of shaman, should I keep the same CR or should I reduce by 1?


I have a NPC that I wish to create for a game, problem is, it'seems the first time I use this class so, I'm bound to miss something good.

a bit of a backgrounder: An ally force has come and petition the Duke for help to wage war againt his enemy, graciously, and with the right payment, the Duke agrees and send a small cavalry force abd a small mounted infantry force let by his youngest son.

The Duke lives in a costal area far form the Kingdom's Heart..actually at the far-edge of the kingdom (pretty much a March/Borderland) If that may help

The son, my NPC, is a LN 10 Cavalier with 20 built points and the customary 2 traits. The only stat requirement is a 16-17 charisma and the leadership feat IIRC (commander'stats for mass combat).

Now my questions:

1 - With Charisma dealt with, and after giving him a descent Dex for ride, how should I prioritize my stats.
2 - Weapon focus, the ride feat tree are a given. What would other good feat?
2.a - Teamwork feat, in particular, what would be good?
3 - To archetype or not? Strategist or Daring General seem to fit.
4- Order,how to choose the Right one?

Everything else is pretty straight forward.


I've looked around as well as at the FAQ and the PFS Additional Ressources and Campaign Clarification but couldn't seem to find an answer.

Q. Can a PC race who qualify for a monter feat, take said monster feat?

For example, let's say I have a Tengu or Kitsune character, that both start with a natural weapon (beak or bite respectively), and down the road they qualify for the following feat. Can they take it as one of their feat or not?

As a side question, would this be part of the natural feat progression or could a fighter take it as their bonus combat feat?

PRD wrote:

Improved Natural Attack

Attacks made by one of this creature's natural attacks leave vicious wounds.

Prerequisite: Natural weapon, base attack bonus +4.

Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack.


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I've done a bit of searching but can't seem to find any answer so here goes.

Familiar Folio wrote:
Domain Influence (Sp or Su): At 3rd level, the emissary gains a spark of divine power from the patron that sent it. Choose one appropriate domain that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day. This ability replaces deliver touch spells.

That power is pretty straight forward, instead of Deliver touch spells the familiar gains access to a 1st level Domain Power once per day.

Now my question comes with the Domain Power itself.

Let's take the Rune Domain:

PFRPG Corebook wrote:
Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. [...] The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. [...] You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

This Power can be used and is pretty straight forward. But the 2 bolded parts illustrate where I'm having issue: A lot of the Domain Power scale up with the Cleric's level (more effective, last longer, greater bonus etc.).

I don't know if it was an oversight or if it was taken as granted, but does the Emmisary familiar treat its level as Cleric level for the purpose of this Power or it is considered to be a Level 1 Cleric period?


It is still a working concept for a glaive-wielding fighter but I've got enough of the basic to be able to start running down:

Race: Undecided yet, but definitely not human
Minimal stats built would be: STR 15, DEX 15, Int 13.

For feat I was considering:
1st: Weapon focus(glaive) and Power Attack (or Combat Expertise)
2nd: Combat Reflexes
3rd: Combat Expertise (or Power Attack)

And at that point that's where I'm kind of stuck As I see I have several options and I,m not too sure which ones would be the best. I'm not trying to optimize, but want ot be able to make full use of the polearm

What I see as possibility are:
1) Take improve trip, greater trip and drag Down (Combat Expertise)
2) Pin down (combat reflexes)
3) Grab Dodge and Mobility
4) Cleave, great Cleave, cleaving finish, Improved cleaving finish (power attack)
5) Improved sunder, greater sunder, sundering strike (Power attack)
6) Greater Weapon focus
7) Weapon specialization and greater specialization
8) Vital strike, improved vital strike, greater vital strike, devastating strike and improved devastating strike.

Any comments, suggestion or help would be appreciated. Oh and if you think I've overlooked something let me know.


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First 2 reviews already in.


I have in mind a character concept/backstory for a Tian character. And I would need help with the class and archetype choice. Paizo or 3rd party material is good.

S/he was raised in a monastery deep in the [X] Mountains. There, 5 styles are taught: Crane, Dragon, Leopard(Panther), Snake and Tiger. There used to be a 6th style, but it last Master died centuries ago and it secret lost.

Every so often someone would seek out the lost tomb where the secret of the style is side to be buried alongside the Master. One day, while seeking a lost goat, the character stumble upon the tomb an entered it. It was a small thing and oddly empty and peaceful. He found the resting place of the master and found old scrolls nearby.

The first part of the scroll hinted on how to gain the base style (if one could figure it out) but the rest was encrypted in an old lost dialect requiring linguistics to decipher).

Being fresh and his mind still malleable, the vharacter eventually figured out the first secret of the lost style, becoming it'seems sole practitioner in centuries...the character is on a quest to decipher the rest of the scroll, learn the lost style and teach it to new recruits.

Obviously a (unchained) monk would be an obvious choice here...my question would be what archetype (if any) would be fitting. And what new style would be good for this mysterious 6th style (Paizo and 3rd party also).

I was also looking at the brawler (any archetype suggestion) or a fighter (Unarmed Fighter) as an alternate class but does anyone have a suggestion class-wise?


I'm pretty sure the answer is no (short of using a template maybe), but let's say I wish to create a creature that has the characteristic of 2 types (and not a subtype). Say Undead and plant or Fey and Dragon. How could I go about it?

1) Do I choose the dominant one and add elements of the second one?
2) Do I choose one and add the second one as a subtype?
3) Do I choose one and add a line in the description/special quality that state that they also count as X Type for Purpose of Spell and Feat?


I know that the CR system is more of a guideline and you need to be flexible, however I would be grateful if anyone with experience in creating Template could offer feedback or offer their 2¢

At this point here the Template is in process of creation (I'm trying to get it ready for Wayfinder #18) so it's more broad strokes rather than a fully detailled template...but I think it's defined enough to gauge it's CR.

Personally, I think it would be a case of Base Creature +1, but it's my first attempt in creating a template so I may be misevaluating it.

Here are the proposed change:
Special Ability:
The base creature will gain 1 Supernatural ability. It could be offensive (Special Attack), Defensive (Special Defence) or Have an Offensive and Defensive componant.

Spell-like ability
The creature will gain:
2 or 3 0-level seplls at will
2 1st-level spells 3/day
1 2nd-level spell 1/day

[i]Note:[i]
I'm also considering:
- No 0-level seplls
- Making the 0 level spells usable 5/day
- Increasing the 1st and 2nd level spell use to 5/day and 3/day respectively.

Ability The base creatures stats will be modified with a +2(Physical), +2(Mental), -2(Physical or Mental).

Skills Gains 1 or 2 appropriate skill as Racial skill.

Everything else would be as based creature (modified by stat increase/decrease as applicable)


Good day,

I'm trying to create a companion Domain to Necromancers of the Northwest's Father Dagon Domain and a knowledge of that Domain will help create a better synergy between the two, but is not mandatory as any and all help will be welcome.

The idea is to create a unique Domain for Mother Hydra that will complement Father Dagon's Domain.

Here is what I have so far:

Father Dagon and Mother Hydra are two Elder Deep Ones who have reached Demigod status amongst the Deep One of Golarion acting as Servitors and intermediate to Great Cthulhu. Both are worshiped through the Esoteric Order of Dagon.

In addition to the Domain and favored weapon granted by Deified Elder Deep Ones, Father Dagon and Mother Hydra grants a 5th Domain and the option to choose another weapon as Favored Weapon.

Father Dagon’s Domain has been described in the Eldritch Archetypes Volume 5 - Archetypes of Dagon by Necromancers of the Northwest and will not be reprinted here.

Mother Hydra’s new domain is simply called Mother Hydra and those devoted to her can choose to, instead of claws, treat the harpoon as their favored weapon.

Mother Hydra Domain
Mother Hydra is primarily worshipped by Deep One and Deep One hybrids. While Dagon reaches out to surface races and promise them fish and treasure, Hydra focuses more on the Deep Ones themselves, ensuring longevity, fertility and the safety of their communities.

Granted Powers: Blessed by Mother Hydra, you become a prized asset for your community in you devotion and dedication to make it great and safer.

Greater Health and fertility (Ex): Blessed by the Mother’s touch, you are a healthier and hardier specimen. You gain a +1 bonus to your Fortitude save as well as a +1 hit point bonus per hit die/level. In addition, you produce more offspring for the glory of your community. It either translates in a bigger clutch of eggs for Deep Ones or the birth of Twin or triplets for humanoids.

Raging Defender (Su): At 8th level, through you devotion in defending your community, you inspire other to fight just as hard to defend it though your war cry. This power is mechanically similar to the Skald Raging Song – Inspire Rage and affects all allies within hearing range of you.

Domain Spells: 1st— Wave ShieldACG, 2nd— Aid, 3rd— Hydraulic TorrentAPG, 4th— Strong JawAPG, 5th— Unholy IceUM, 6th— Bear's Endurance, Mass, 7th— Cyclic ReincarnationAA, 8th— Cure Critical Wounds, Mass, 9th— tsunamiAPG.

The Spell were chosen with the idea of defence/pushing back the enemy or making you healthier/thougher while defending your community.


I'm Considering Stating the Mystery Gang for PF. It's still pretty preliminary but gives a general idea of where I'm going.

Fred Jones
Investigator 5 (Core - Rogue Talent (Quick trapsmith))

Looking at the archetype, none really fit, or would fit at the expense of trapding and/or trap sense which Fred needs. So I decided to go core and pick up the Quick Trapsmith Talent at level 2. Some of the later episodes show him using a longsword and shiled, so I might use his feat to gain those.

Ranger (Trapper) and Rogue(Trapsmith) was also considered for him.

Daphne Blake
Investigator 5 (Profiler)

The toughest of the lot. I needed an archetype that would make her lose both Trapfinding and trap sense as she is danger prone (so might give her a lower dex and perception). Not particularly happy with the archetype but the other candidates really didn't fit.

Velma Dinkley
Investigator 5 (Empiricist or Skeptic)

She was pretty easy to figure out as she screams Empiricist, although she could work as a Skeptic too.

Norville "Shaggy" Rogers
Investigator 5 (Infiltrator/Sleuth)

This one is a bit trickier as Shaggy is really a coward and a glutton. But the current archetypes combination works for him, he looses trapfinding (makes sense as he would often trigger traps), but gain quick disguise and luck (both seen on the screen).

Druid, Oracle (Hunger curse), spooked Drawback and rogue(Chameleon) has also been considered.

Scoobert "Scooby" Doo
Awaken Great Dane*/ Investigator 5 (Infiltrator/Sleuth)

I initially considered to go the Companion road, but then decided to make him a "full" character by goinmg the "Awaken" route. Like Shaggy he is a coward and a glutton (which might require 3rd party feat/drawback) and the combination of of archetype dipict him quick well too.

*Great Dane are also called the Apollo of Dogs and the image is that of a Great Dane.


I have a quick question about one of my shipped item (I'm aware there is no tracking but hopefully you'll be able to help).

In addition to the PDFS, the order had 2 books. The first one (Pathfinder - Worldscape #2 (Paizo.com Exclusive)) shipped on Nov. 28th and the second one (Pathfinder Tales: Reaper's Eye) on Dec. 5th.

My novel arrived on Dec. 23rd. And as of today, Jan. 3rd, I have not received the comic book. Has it been returned to you or is it just a c-section of a postal delay?

Regards


Long story short, this character is from a small tribe of the Shundar-Quah (The Spire Clan)who lives at the foot of the Kodar Mountain, on the Storval Plateau, close to the Mobhad Leigh.

This tribe bloodline has been Tainted (or Bless depending on how you look at it) with the blood of the Serpentfolk and one of this tribe dark secret is the worship of Yig...and the hatred/hunting of Tsathoggua (Worshipper).

I'm very likely going to go with a WIS > DEX/CHA > CON > STR/INT (the actually points would depend on whether we go point-built (and whether 15 or 20 points) or rolled).

The core would be:
CN - Shoanti Druid – Cultist of Yig
Alt Racial Trait - Reptilian Ancestry (Horror Adventure) [Lose Extra Trait]
Alt Racial Trait – Dimdweller (Blood of Shadow) [Lose Extra Skill point]
Trait – Racial – Shoanti Tatoo [grant proficiency in Klar, Earth breaker and Shoanti bola](Varisia, Birthplace of legend)
Trait – Regional – Shoanti Tribesman [+1 Climb] (IS Primer)

At 1st level I'm planning on taking:
Nature bond: Domain - Serpent (Viper Familiar - Emissary Archetype)
1st Feat – Simple Weapon (To have access to my God's Favored Weapon)
Language: Common, Shoanti, Druidic, Aklo (and possibly: Orc)
1st level skills - Climb, Handle Animal, Knowledge (Dungeoneering), Perception (and possibly: Acrobatics and Survival)
Equipment: Punching Dagger & Klar and Hide armour.

After that is where I kind of need help as I'm not too sure if a Spell caster, martial or hybrid route woulbe be best.

Some of the feat I'm looking at as possible are:
- Combat Casting
- Spell penetration
- Emissary’s Emboldening (Familiar Folio)
- Exotic Weapon (Totem Spear)
- Weapon focus (Punching Dagger)
- Weapon focus (Klar)
- Two weapon fighting
- Improved Shield Bash

Any and all help will be appriciated.


I've done a search and couldn't really find the answer on how these 2 elements truly interact.

I'm planning for a Druid with the Serpent Domain (Rather than choosing the animal companion). One of the Boon of this domain replaces Venom Immunity.

If I want to take an archetype for my druid, do I consider the "Serpent Domain" as a second archetype or not?

If the answer is yes, then I cannot choose an archetype that alter Nature bond, Venom Immunity or both.

If the answer is no, do I end up replacing something that may or may no longer be there in regards to venom immunitiy? I'm assuming that archetype that modify Nature Bond might prevent me from getting Serpent Domain if they force a specific Domain or a it is mandatory to choose an animal companion.

Anyone one has an idea here?


I've been searching around and I can't seem to find what I'm looking for and was hoping others could help me.

Basically is there a Feat/Trait/Archetype that allows an Arcane Caster (more specifically a Sorcerer) to have access to Divine Spell or one Domain?

Or, invertly, is there a Feat/Trait/Archetype that allows an Divine Caster (more specifically a Cleric or Inquisitor...maybe a druid) to have access to Arcane Spell or a Bloodline?

I've got this concept in mind that to work best I would need to have access to the Full Serpentine Bloodline and the Scalykind (or druidic Serpent) Domain


Embers Design Studio, who has already published 3 Pathfinder Adventures, has just launched their kickstarter for the 4th adventure.

The Adventure, Sunken Temple has been inspired by 3 of H.P. Lovecraft short stories and is an underwater adventure that will feature Deeps Ones and other Mythos ekements. It is available in 3 rulesets: Pathfinder D&D 5Ed and W.O.I.N.

If this sounds interesting here is the link to the Kickstarter.


Disclaimer: This is my first ever creature created for pathfinder, it's bound to be wrong and thus why I'm asking for your help.

The Concept: The rift Giant is a new race of extraplanar giants that live on the cliff sides of the Worldwound. these fiendish giand has just recently started to reveal themselves.

Developement note:
I began with a CR 12 Huge giant to which I've added the Fiendish template which gave it a +1 CR (I was also debating adding the Entropic template too, but decided outerwise).

There not Demon, nor are they Half-demon/planetouched, just altered by their environment.

Any help you can provide will be greatly appreciated

Spoiler:

Rift Giant CR 13
XP 25,600 XP

CE Huge Fiendish Humanoid (Extraplanar, Giant)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +15

DEFENSE
AC
20, touch 9, flat-footed 19 (+6 armor, +1 shield, +1 Dex, -2 size +4 Natural armor)
hp 162 (17d8+85)
Fort +11, Ref +5, Will +10
Defensive Abilities Rock catching, Resist Cold 15, Fire 15, DR 10/Good, SR 18

OFFENSE
Speed
40’ (30' when armoured)
Melee Shotel +17/+12 (2d6+8 / x3) or 2 slam +14 (2d6+8)
Ranged Rock +9/+4 (1d8+8)
Space 15 ft.; Reach 15 ft.
Special Attacks Rock Throwing (120’), Smite Good 1/day

STATISTICS
Str 26, Dex 13, Con 20, Int 14, Wis 15, Cha 12
Base Atk +9; CMB +19; CMD 29
Feats Greater fortitude, Improve Initiative, Exotic Weapon proficiency (Shotel), Weapon Focus (Shotel), power Attack, vital Strike
Skills Acrobatics +10, climb +18, Intimidate+14, Knowledge (Geography) +7, Knowledge (Plane) +7, Perception +15, Stealth +10(+7 with armor), Survival +10 Racial Modifiers +8 Acrobatic, +4 Climb, +4 stealth (Mountainous Cliffside)
Languages Common, Giant, Abyssal
Equipment Masterwork Shotel, Masterwork Breatplate (Agile), Masterwork light steel shield

SPECIAL ABILITIES
Smite Good (su)
Once per day, the Rift Giant may smite a good-aligned creature. As a swift action, the giant chooses one target within sight to smite. If this target is good, the giant adds its Charisma bonus (if any) to attack rolls and gains a damage bonus equal to its HD against that foe. This effect persists until the target is dead or the creature rests

The Rift Giant can be summoned using spells such as summon monster and planar ally.

ECOLOGY
Environment
Organization
Treasure

Background :


Good day,

With Legacy of Dragons I've been toying with an idea for a Linnorm themed Character.

After a lot of consideration I was leaning towards a Human (Ulfen) Warrior (Viking Archetype).

The idea is the character come from a "noble" family and his Great-Great-Great-Grand-Sire was a King after having defeated a Cairn Linnorm. Un/fortunately This left trace along the bloodline (Including Sorcerer who express as Cairn Linnorm Variant Draconic Bloodline).

I was planning to make use of these elements:

Legacy of Dragon
King in Waiting (Social Trait)
Draconic Heritage (Linnorm) Feat
Linnorm Style Feat Tree.

Advanced Class Guide
(Cairn) Linnorm Curse Rage Power

Inner Sea primer
Viking Blood (Regional Trait)

Stats wise I came up with those, depending on what teble I play at.

Rolled
STR 14
DEX 12
CON 10
INT 12
WIS 16
CHA 13

15 points
STR 12
DEX 13
CON 11
INT 12
WIS 14
CHA 12

20 points
STR 14
DEX 13
CON 12
INT 12
WIS 16
CHA 13

And the first level skiis and feat would be:
Skills
Intimidation (1); Perception (1); Profession (Sailor) (1); Survival (1), Swim (1).

Feat
Draconic Heritage (Linnorm); Improved Unarmed strike; Weapon Focus (Battle Axe, Greataxe or Short Spear).

He has not been finalized or put or paper so it`s still a WIP. bu eventually I would like to go against a Linnorm and claim my throne.

Therefore my questions to you would be: What do you think of the concept so far? Any recommendation you could offer me (Skills/Feat/Alternate Class/Equipment)?


Just a quick heads up if uou are interested.

Their kickstarter for the PF edition of this book came on yesterday.

Their 5th edition KS did well and hopefully so will the PF one.


Good day/evening,

I'very been toying with the idea of a mounted force using rust monster as mounts. Being aberration, they are tougher than regular mounts so that's one point to consider.

For riders I was considering (half)orcs, hobgoblins using sling, club, spear or other stone/wooden weapon and either leather/hide armour.

Whee I'm a bit stump is class. What would be a good class for them. I'm particularly looking for:

Regular troops: 1st level
Corporal: 2nd level
Sergeant: 3rd level
Lieutenant: 5th level
Captain: 7th level

1st and 3rd party suggestion are welcomed. And if you can thing of another race or other equipment let me know.

Thanks


Good day,

I was wondering if anyone could help me list the scenarios on every seasons (Season 0 to 8) that includes/involves the serpentfolks.

They are one of my favorite opponent to use and would like to find additional adventure/scenario with them to work with.

So i guess the question is 2 fold
1) Are there any scenarios with Serpentfolks?
2) Would it be possible to have a list of said scenarios?

Thank you in advance for your help.


I've done a quick search and read over the GMing section of the core book and can't seem to find my answer...or I need more coffee.

I've got a few third party adventures that unfortunately doesn't offer guidelines for the party's starting level...which is a bit of a bummer and I would like a bit of help to make sure I have it right.

For exemple:
let's say I have an adventure with mostly CR 6 to CR 8 encounters, a couple CR 4/5 encounters and the BBEG is roughly CR10.

I figure here that the idea is to average everything (maybe ignoring the 2 extremes) and figure out the "Medium" CR of the adventure - Let's say for our exeample that it is CR7.

This is where I need clarification/help.

Most adventure gives you a range of 2-3 levels so are published adventure meant to be "Average" (CR) or are they meant to be "Challenging" (CR+1)? And consequently, in my above exemple, Would my Party recommanded starting level be 7th level or would it be 6th level?

Thank you for your help.

How about using DCs? Can that also be used to help determing the level?


Good day,

I was looking at my page and under "Session" I have an event on May 4th, 2016 (card guild scenario) that has been added to it, however it is not mine. I did not participate to that event.

Wouldo it be possible to remove It?

Regards.


2 people marked this as FAQ candidate.

According to D20PFSRD, these are the starting age for every classes.

Intuitive: Barbarian, Oracle, Rogue, Sorcerer.
Self-taught: Bard, Cavalier, Fighter, Gunslinger, Paladin, Ranger, Summoner, Witch.
Trained: Alchemist, Cleric, Druid, Inquisitor, Magic, Monk, Wizard.

What would be the starting age for the Samurai and Ninja? I would go self-taught if not trained for both, but has there been an "official" answer?

What about the occult classes: Kineticist, Medium, Mesmerist, Occultist,Psychic, Spiritualist? Was there anything on their starting age?

The Hybrid classes are easy, you take the most expensive of the two and voilà!

I've search, but couldn't find much to answer my question.


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This is a subrace idea I had after seeing the Sal'awaan in Wayfinder #12 (from whom I took and slightly modified Acute Sense Racial Trait. It's meant to be a rarely seen variance of the kitsune, more in tune with the Fox and it's environment.

NAALI
This subrace lives in a harsher more isolated environment and are a bit more wild (but not feral). They don't interact as much with other races (they don't run into them as often) and have more of a outdoorsmen/survivalist outlook in life.

And over time, this subrace having lost their ability to assume human form in favor of their fox form, which is better adapted for survival in these harsh environment.

Physical Description: Naali are similar to Kitsune in height and size. They biggest difference between the two is the coat. A Naali will be greyish-brown in the Summer and white in the Winter (with a mix of both color when shedding in Spring and Fall)

Society: Naali will either live in small family groups, usually a mated pair with their children or roaming around alone or in pair (very common with young male). Despite this loose community lifestyle, Naali will always offer hospitality or aid to other Naali they encounter and most falily groups meet on a semi-regular basis.

Relations: Naali rarely interact with other races. They are more likely to Interact with the Snowcaster Elves and Northern Dwarves than with the Human population of the North. Other races are approched cautiously.

Alignment and Religion: Somewhat paradoxal, Naali are individualist and self-sufficant, but will go to great length to aid other of their kind. Thus most tend towards Neutral. They are not a very religious race, but those that do tends toward Deities related to Survival and Nature.

Adventurers: Naali adventurers are rare, despite the fact that a fair number of Naali have adventurer classes. Naali adventurers tends to be younger males that are lead by curiosity and wanderlust. Naali tend towards classes such as Hunter, Druid and Shaman

Naali Racial Traits
All Naali are humanoids with the kitsune and shapechanger subtypes. They have the following racial traits.
+2 Dex, +2 Wis, -2 Str Naali are agile and wise, but tend to be physically weak.
Medium: Naali are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Naali have a base speed of 30 feet.
Low-Light Vision (Ex): Naali can see twice as far as humans in conditions of dim light.
Fox Shape (Su): You can take the form of a Arctic fox (Reign of Winter Payer's Guide, page 10) whose appearance is static and cannot be changed each time you assume this form. Your bite attack’s damage is reduced to 1d3 points of damage on a hit, but you gain a +10 racial bonus on Disguise checks made to appear as a fox. Changing from Naali to fox shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly.
Natural Weapon (Ex): A Naali has a bite attack in its natural form. This bite deals a base of 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the Naali wields a manufactured weapon.
Camouflage: Naali gain a +4 racial bonus on Stealth checks while in Cold Terrain type (ice, glaciers, snow, and tundra).
terrain type.
Jumper (Ex):Naali are always considered to have a running start when making Acrobatics checks to jump. Furthermore, Naali receive a +s racial bonus on Acrobatics(Jumping) checks. They do not gain this bonus for other types of acrobatic checks.
Acute Senses (Ex): Naali receive a +4 on checks to locate noises within 30 feet. Additionally, they can hear ultrasonic noises normally only audible to canines, such as dog whistles.
Endure Cold (Su): Naali suffers no harm from being in a cold environment. It can exist comfortably in conditions between –60 and 100 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected.
Languages: Naali begin play speaking Common and Foxspeech. Naali with high Intelligence scores can choose from the following: Any local Human tongues, Aquan, Draconic, Dwarven, Elven, Giants.

Alternate Racial Traits
Naali Magic (Ex/Sp): Naali add +1 to the DC of any saving throws against pattern spells that they cast. Naali with a Charisma score of 11 or higher gain the following spell-like ability: 3/day— Aurora Borealis (Strange, shifting curtains of color, akin to an aurora borealis, manifest in the sky but are visible only to those in an area equal to CL × 10 feet in radius. Every creature in this area must make a Will save (DC 10 + CL) or be dazed by the shifting colors for 1 round. The colors persist for 1 round per CL. Creatures must make a new save each round to avoid becoming dazed. This is a mind-affecting pattern effect.). This Trait replaces Endure Cold.
Fast Shifter (Su): You were born with an innate talent for switching between your natural forms. Using your racial Fox shape ability is a move action instead of a standard action. This racial trait replaces Jumper.

Favorite Class:
Hunter
Druid
Shaman
(I'm also considering Ranger, Oracle and Witch)

Kitsune/Naali Racial Feat allowed

Swift Kitsune Shapechanger (Kitsune)
You can change shape more quickly than most Naali.
Special: A kitsune may select this feat any time she would gain a feat.
Prerequisites: Dex 13, base attack bonus +6, kitsune.
Benefit: You can assume fox or kitsune form as a swift action.
Normal: A kitsune’s change shape ability is a standard action.

Vulpine Pounce (Combat, Kitsune)
You can change shape mid-charge and pounce on an opponent in the same round.
Special: A kitsune may select this feat any time she would gain a feat.
Prerequisites: Swift Kitsune Shapechanger, base attack bonus +10, kitsune.
Benefit: When you change shape into your kitsune form and use the charge action in the same round, you can make a full attack against your opponent.


I recall reading them, so I know it's somewhere in my collection. I can't remember if it was:
_ Paizo or 3rd party nor;
_ if it was a trait or a feat (but leaning feat).

I remember it had some ties to aboleth and a (semi)aquatic setting. I remember the one gave you bonus vs spells but you were more susceptible to fail spell cast by aboleth. Another one was gills (or water breathing mucus)...and a few of them had a mention along the line "gillman already have this".

Does this sound familiar to anyone?


God day, here is an idea I have for an alternate racial trait for the Kitsune that I would like to run by you for your feedback

Inner fox Your connection to your fox self is stronger and comes more naturally to you than to most of your kin. With this trait you count as meeting the prerequisite for the Fox Shape feat. This trait replaces Change Shape.

So what do you think?

Edit: I was sure I had chosen the homebrew forum. Flagged to move it.


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Pathfinder Rulebook Subscriber

My party is starting into book 2, and I can gleefully say that they have no idea what parts are from the books, and what parts have come about through their own actions and my scheming! They have fortunately embraced the role play aspects of having downtime and getting to know the village NPC's.

Notable deviations so far -
One PC sadly dies in the first session - quickly replaced with a new PC that had a close relationship with the first PC. However - the original character came back as a thatchling, and is now stalking the countryside hunting monsters on it's own. The party isn't sure if it's a good guy or bad.

After partying with the Kappa's and some good roleplay, there is now a good trading relationship between the Kappa's and the village - the bathhouse has even been given the 'kappa seal of approval' by the head kappa. How a trading partner with impact food shortages come winter I haven't figured out yet. (As an aside, I'm giving all the Kappas norse sounding names, just to stand out. Vikings travelled everywhere!).

Yuli and LeLong are handling the day to day management of the Teahouse for the party. They're likely to start butting heads over how to run the place soon.

The duel for leadership, almost a throw-away paragraph, became almost an entire session by itself - and the party didn't even fight! I now have a mob enforcer, a burly farm worker, and an few other NPC's to keep track of, and Zheng Peng is pissed at Granny for asking him to throw the fight.

Due to added side quests, there is an abandoned temple to Hei Feng, Lord of Thunder, atop Green Silk Peak, complete with, if restored, a weather altering alter. Also a dead clockwork golem and a nest of griffons.

A few of the local farmers are actually disguised Noppera-Bo's hoping to just live a peaceful life and stay clear of all the dangers and hazards. If only there wasn't a thatchling vigilante stalking them...

Can't wait to see just what else is going the skew the game in different directions!


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Pathfinder Rulebook Subscriber

So, the Broken Tusk following was once part of a larger following, but in the face of a great evil, some made a heroic sacrifice to stop it, and were promptly abandoned by the bulk of the following, with only a small number, recovering from their sacrifice, to make a new following they named "Broken Tusk". This Following preaches the ideals of "Compassion, Bravery, and Fortitude", and recruits new members with compatible ideals to that. All this is in the player's guide, if scattered about.

What that says to me, is that there are all to likely evil followings out in the tundra, and possibly even the Following the Broken Tusk split from is one of them (and I suspect will turn out to be antagonists somewhere in the AP!)

So, culturally, evil hunter-gathers possible and likely. Broken Tusk Following historically good guys and recruiting same, but if the recruiter fails their 'sense motive' check, then...


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As tundra dwelling nomads, I'm imagining I'll be handwaving starting gear as "traded for at last years visit to Hillcross" or "recovered from Beorn after his less then successful attack hunting sabertooths".

I'm sure the Broken Tusk following has a metalworker among it's members, capable of repairs at the least, and able to set up a small forge when the following camps for a week or so. Skilled leatherwoorkers and woodworkers are present in the following, I'm sure, so some goods not a problem.

The big fun will come a few levels in, when the players can't upgrade their gear because there's no place to get real upgraded metal gear. Have to see if the AP elaborates on that


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Only thing I'm disappointed in, and am well aware it's outside of the realm of the 12 page players guide format, is a lack of info equipping more primative characters. There's the mention that a player starting with a cold iron sword would have to travel quite a ways to replace it if it's damaged, and sure, some characters would have come to the frozen tundra with gear, but what about those characters native to the area? Are they all equipped with southern style metal armor and weapons, or should they have a chance at stone tipped spears and shields made from a mammoth skull? I hoped some of this will be expanded on in the AP.


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"Shanty town established by immigrants who'd been hired to help in the reconstruction of the ruined Precipice Quarter. Now that the surprisingly low paying construction jobs are drying up, many have found that living in Absalom is beyond their means, yet lack the funds to return to their original homes (or would prefer not to)."

That's my edit when we get to that part. It still gives a community of impoverished individuals, wronged by the festival organizers and the city by not having been paid enough for their hard work and unable to move elsewhere.

It's one thing to add to the list of things to adjust for this AP. Though honestly, I don't think I've ever ran an adventure as written (except for Society play, and, oh man, sometimes it's sooo tempting even then).


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Pathfinder Rulebook Subscriber

Ahh - I'd missed the errata modifications.
Ignore my above post, it's mostly wrong!


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"Oh no, poor Hendrik Pratchett accidently had his hotel built on the site of an old secret cult headquarters, and has undead and devils now spawning in his basement!"

Easy enough to do as a red herring - could even be partially true, and he's using the old cult summoning energies to help power his nefarious traps.

But it's still a bit annoying to have to change things as written and build that into your narrative just because of the title they choose.


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Pathfinder Rulebook Subscriber

I don't think so. In the rules for familiar abilities, it states "If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability." The Faerie dragon has "amphibious, darkvision, flier, manual dexterity, speech, touch telepathy", so I think you have to choose those with your 6 ability choices. Have gotten the Farie Dragon when you had 4 ability choices says nothing about being able to bypass this general rule.


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My plan, if the players get suspious of him, is to try and steer their expectations into thinking he'll be a victim later, that they'll have to rescue/work for. Let them visit the hotel run by the guy (but it's too pricey for them to stay at!), mention how construction has unearthed things (like the skeletons in the first chapter), make them expect that perhaps his hotel repairs have something sinister breaking into his basement.

Basically, paint him as a quest giving NPC rather then a the future Villian.


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In the adventures description of how the Edgewatch was set up, they mention that it's not really funded and paid for by the city, instead set up more like a 'Freebooters Charter'. So officially, the watch has been given an official license to claim treasures from lawbreakers, in lieu of a more regular paycheck.

Fortunately, about half the time the adventure specifies that "the grateful citizens give the guard the treasure, as thanks for their help". It's that other half, and it's lack of clear rules for 'fines', that's a bit sticky


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Riobux wrote:

Nit pick, but kind of let down I can't share all the inventory items from the Adventure Toolbox because the Criminal Contraband page (p80) make reference to the big reveal of who the real killer is and the Reaper's Lancet description (p81) also talk about the real killer. I originally shrugged and shared the other toolboxes (i.e. Guard Gear, Nonlethal Loadout and Edgewatch Detective Archtype). It's nice lore, but makes sharing item information impossible.

Where my feathers are ruffled a bit is online databases of Pathfinder 2nd information like Archives of Nethys copy and paste the item description straight onto their websites, meaning players can potentially trip into the big twist/mystery of Book 1 when just looking up unique weapons.

Probably could have done with talking about how the sword relates to its owner in the owner's page honestly.

That said, based on a skim, the book definitely has me pretty damn thrilled to run.

Forget spoilers in the item description - there's the big spoiler right in the name of the book! "Devil at the Dreaming Palace", in the very first encounter you meet a guy who runs a hotel named the "Dreaming Palace". How is any player not going to make at least some connection there?


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dpb123 wrote:
Are there any new 1st or 2nd level Sorcerer class feats in the APG? If yes, can someone with the book or pdf let me know what they are? Many thanks!

There are!

Ancestral Blood Magic (1) - you gain the blood magic effect when casting non-cantrip spells that come from an ancestry or heritage

Anoint ally (2) - let's you give a blood magic effect to an ally

Entreat with Forebears (2) - gives a bonus on social checks with creatures that share your bloodline trait, as well as bonuses to perception and saves against them.


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Pathfinder Rulebook Subscriber
Vallarthis wrote:
Do the new rogue rackets get feats offering special debilitations at level 10 like the original rackets? And if so, are they sweet?

Eldritch Debilitations, adding a stupify effect or inability to step to your choices on debilitating strike

Methodical debilitations, adding the option to make the enemy not able to flank, or not gain advantage from cover or shields

And, as a bonus, bloody debilitation, level 12, to any rogue trained in medicine. where you choose to add 3d6 persistant bleed damage to a debilitating strike


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rainzax wrote:

You guys are awesome. It is unlikely my APG will arrive in time for Gencon, so this thread is a lifeline towards making timely adjustments in exploiting the 1,000 options therein.

My next question is pretty specific about the Beastmaster archetype.

What are the specific Prerequisites for the dedication feat? What does the dedication feat provide as a baseline? If you already have the Animal Companion feat, do you get to retrain it? Is there support for character who don't want to juggle multiple companions?

Prereq is simple - trained in Nature.

The dedication gets you the animal companion feat. If you already have that feat, with this you can get a second animal companion. How that works, though, is you only have one companion with you at a time during encounters, the other is assumed to be close by, foraging for food or something. You can spend 1 minute doing the "Call Companion" activity to swap out which you have with you. So you're never juggling multiples during one combat.


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SoulknifeFan420 wrote:
What level is Verdant Seed?

I can't find any ability called "Verdant Seed" - I think you're thinking of "Verdant Weapon", which is a level 1 Druid feat, that let's you create a verdant seed which you can transform into a weapon and back to a seed as an action.


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rainzax wrote:

If you all will continue to indulge me, I will continue to ask...

Scout?

The document said "better at Scout exploration activity" (makes sense) as well as vague language about "combining actions" with clever feats. What is being combined? Stride and Seek?

The "Scout" archetype? The dedication give's you the rangers feat "Scout's Warning", and improves the parties iniative when you're scouting.

After that -
Scout's Charge (4) - 2 actions to Stride, Feint (using stealth}, and strike
Terrain scout (4) - Get the Terrain Stalker feat twice, and if the party is 'following the expert' they get some of the feat's benefit
Fleeting Shadow (6) - 2 actions to Hide, Then Stealth twice
Scouts Speed (6) - +10 to your speed, +20 for overland travel
Scout's Pounce (10) - if you're hidden from your target. 2 actions to stride and strike twice, with the target flatfooted


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Joe Hex wrote:
Haven't heard anything about the Herbalist archetype. What does it?

The dedication gives you the ability to create alchemical items with the healing trait, (plus antitoxin and antiplague), like an alchemist but with only half the daily reagents. It also lets you craft these things using nature instead of crafting. There's level limitations though.

Later feats give you bonuses when using natural medicine, and let you use native plants to add bonuses on top of your elixirs.


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Pathfinder Rulebook Subscriber
Selkor wrote:
Ezekieru wrote:
Selkor wrote:
Are there any new Rituals that have been added in the APG?
New as in "never before in Pathfinder" new, or just Ritual spells in general for this book? 'Cause there's 13 ritual spells. I haven't played PF1E, so I couldn't tell you what is or isn't brand new.

Yeah new rituals that have been added in this book the Advanced Players Guide.

Edit: I was just wondering what rituals were added in addition to what was already given in the Core book, especially since I thought I heard there was a Ritualist Archetype.

13 rituals in the APG - Heartbond, Reincarnate, Unseen Custodians,Rest Eternal, simaculum, Astral Projection, Heroes Feast,Ward Domain, Teleportation Circle, Word of Recall, Create Demiplane, Clone, Fantastic Facade.

And there is a Ritualist archetype - don't need to be a spellcaster, just expert in arcana, nature, occultism or religion, and get bonus to ritual casting


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Terevalis Unctio of House Mysti wrote:
At what level can the dragon,slime, and imp be taken?

To get the special familiars, you have to able to give a familiar enough special abilities. The standard for familiars is only 2 abilities, with adding bonus abilites through feats like "Enhanced Familiar"

To get the Spellslime, you need to able to give 4 abilities, 6 for the Fairie dragon, and 8 for the Imp.

So a wizard, or someone taking the "Familiar Master" Archetype, could get the spellslime by level 2. With the archetype, dragon by level 6 and the Imp by level 10. There's likely other methods for adding abilites for familiars (I know witches get more abilities for their familiars, for example)


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rainzax wrote:

What about additional Skill Feat support for those that are pretty bare-bone in CRB, for example:

-Arcana
-Nature
-Occultism
-Religion

Arcana remains pretty bare, with no new skill feats.

Nature, however, gets 2. Religion gets 2, and Occultism scores a whopping 4 new skill feats!

Nature
Express Rider (1)
Influence Nature (7)

Religion
Pilgrims Token (1)
Extort the Faithful (2)

Occultism
Deceptive Worship (1)
Root Magic (1)
Schooled in Secrets (1)
Disturbing Knowledge (7)


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chellter wrote:
I dunno if it has been discussed but what do the improved familiars look like? I know imps, faerie dragons and spell slimes were introduced can someone post about one of them? Like do they get special abilities?

The fairie dragon is a tiny, flying, talking dragon, and you want more? How about a once an hour breathe weapon of stupifying gas?

An imp has what you'd expect - is a good at lying and resists fire and poison. And can turn invisible as well as offer infernal pacts (get a reroll in the next hour - but if you die in that hour, soul goes to hell!). Be aware, unless you've went for the Familiar Master archetype, it's gonna be pretty hard to get his guy.

Spellslimes, despite the name, cast no spells, instead coming from spellcasting residue. But they've got more hit points, immune to criticals, heal when you refocus, and can sense magic nearby.


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This is cool - but what I'd like as a player handout is the issue before this.

Articles with a hint of missing people, ads for newly opened attractions, profiles of prominent business people. Fluff pieces about the Radiant Festival as teasers for the players to discover.


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Cruel Illusion wrote:
Which of the new ancestries/heritages can have natural weapons?

How about this - of the new heritages/ancestries, only the Aaasimer and Duskwalker do not have an option for natural weapons.

All the others vary between it being part of the heritage choice, or a 1st level feat, and all are either 1d6 or 1d4.


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Rysky wrote:
Moximus wrote:

Non-lethal force, in a fantasy setting where magical healing is available, instead sounds potentially pretty gruesome to me.

Non-lethal sword attacks - sure, they're covered in slashes, deep cuts, an arm is almost hacked off - but they're still alive. Just call in the clerics.

Non-lethal fireball - 3rd degree burns, excruciating pain, but still alive! They can sit there and suffer until a cleric arrives.

I intend to use the non-lethal rule as laid out, but play up how messed up and hurt the victims are, even if though they are still alive, possibly persuading the players to look more for non-combat options if possible.

”Non-lethally” chopping people’s arms off and causing third degree burns is an assumption you’re having with this. In pathfinder Non-lethal means non-lethal.

Non-lethal means non-lethal? Of course, non-lethal doesn't kill the victim. But weapons, spells, every type of attack has some kind of description to go with it - swords do slashing damage, fireballs do fire damage, etc. We can go with the complete abstraction of Hit Points, where everyone killed "non-lethally" is perfectly fine after just being unconscious for a bit, or play up the consequences of the attacks. Highlighting the violent consequences might make players less eager to commit it.

And, yes, I admit I probably wouldn't go has far as hacked off arms and third degree burns. But shallow cuts and singed, definitely


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Non-lethal force, in a fantasy setting where magical healing is available, instead sounds potentially pretty gruesome to me.

Non-lethal sword attacks - sure, they're covered in slashes, deep cuts, an arm is almost hacked off - but they're still alive. Just call in the clerics.

Non-lethal fireball - 3rd degree burns, excruciating pain, but still alive! They can sit there and suffer until a cleric arrives.

I intend to use the non-lethal rule as laid out, but play up how messed up and hurt the victims are, even if though they are still alive, possibly persuading the players to look more for non-combat options if possible.