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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber. 103 posts. No reviews. No lists. No wishlists.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

If you build firearms as Advanced weapons, and then give Proficiency in just that group of advanced weapons to follow along the Fighter tiers. Maybe have other types of weapons advance on Rogue tiers?

It would make Gunslingers very good with guns and okay with other weapons. The feats could then be based off of Fighter/Ranger archery tricks but only apply to guns.


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I'm curious how groups handle treasure and incorporate the story aspects into the campaign. There are different perspectives as a GM and as a player. Every group likely has their own way of settling the distribution of loot, but when it comes to the actual story how do you interact with treasure either in generating the loot lists from a GM perspective and from prioritizing what to keep and sell from a player perspective?

As a GM, when I'm putting out permanent magic items, I tend to decide is the piece of loot linked to the story or just generic loot. In PF1, the ring of protection +1 that became ubiquitous at a certain level of play generally wasn't a story item. Though, the Signet Ring of Admiral Tyrannius, which was a ring of protection +1 and provided water breathing for 10 minutes per day, had a greater story impact than the GP value attached to it.

When adding in temporary items, I often weigh what the character that is carrying them would use and also implications for the future. One of the APs for example gives the party a wand of Quench. During the next chapter, low and behold, there's an army with bonfires that are just right to be put out. One time through the AP, the party kept the wand and used it. Another group ignored it's mundane fire uses and focused on the damage dealing capacity to fire elementals. That item had the ability to impact the story, other items like a potion of cure moderate wounds becomes something that just fills up bag space after awhile. As a GM, I am more forgiving with providing a bag of consumable items than a permanent item because I know the wealth will eventually balance back out, even if a few encounters are made easier for my party.

As a player, unless I have a specific purpose, I rarely make consumable magic items. I earned that gold and want to keep it around with me. I, however, love to find consumable magic items. Sometimes they are solutions looking for problems--I have a potion of fly and so now I'm looking for an opportunity where flying will make this easier. Other times, they live in bags and when the party is stumped in how to handle something, everyone checks their lists for a wheelbarrow and a holocaust cloak.

How does it work at your table?


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I would say that the options are:

1 - Stay with the current system. It's working for you, no one is going to be upset.

2 - Wait until more resources are available, then convert. I'd imagine that your PF1 game uses more resources than the Inner Sea World Guide and the Core Rulebook, which is where we effectively are at in PF2.

3 - House rule and bend so that you can maintain the flavor of your campaign, with the understanding that you might over/under adjust and need to finagle things around later.

A direct conversion of characters is going to be impossible, whether you do it now or later. Going from 3.5 to PF was simple, but converting from 2E D&D to 3.0 took a heavy lift. Kits and combinations for Dual-classing or multiclassing didn't fit into the 3.0 paradigm. We are at a similar point now.

Let us know how we can help.


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As the gem is embedded within the doll, I don't think it can be targeted separately for an attack roll.

After the heroes have defeated it and they realize that the gem is trapping the soul, they may want to free the soul through destroying the gem. This is where the hardness comes into play.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I've also used Shroud as a Foil to the PCs, they're a group of BDH solving problems on a broad scale who come back to Sandpoint to rest. Shroud is a hero in his own mind solving problems on the city-scale. Sometimes it's window dressing, sometimes they work with Shroud to reveal a powerful individual or they have to delay Shroud's work until they can get what they need from an individual.

I think of Shroud as a vigilante Wound Collector--for the most part he falls on the good side but it wouldn't take much for the slippery slope to yield much more dangerous results. How that plays out depends on the campaign that's being run, the player's interactions in town, etc.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Where do they mention Archetypes for changing class features? Was that on one of the Twitch streams?

I've seen the Rackets, Research Fields etc that form the different Paths for a class. My hope is that the new archetypes/paths are not replacements for these but build on them. A Hospitaller Champion could be taken by any Champion. A Cat Burglar Rogue could be limited to the Thief Racket but either the Ruffian or Scoundrel should be able to become a Corsair.

For something like a Skulls and Shackles campaign where everyone should be a Pirate, it'd be nice if there were thematic Archetypes (published with APs in the Players Guide perhaps) where every character got access to the pool and the different feats could be bought by any of the characters as substitute Class Feats or Skill Feats. Maybe have the thematic feats work similar to the Dedications, without the restriction that you must pick 2 feats before starting a new Dedication?


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I'm curious how people think archetypes will go in the future, looking at the APG and beyond. Lost Omens World Guide gave a bunch of new Dedications, many following options that used to be Prestige Classes (Red Mantis) but others were archetypes (Sword lord). Arguably the Aldori Sword Lord was both an archetype and a PrC

In 1E, some archetypes changed the starting proficiencies, gave extra skills, etc. Should future archetypes change base features of classes or is that the realm of a Dedication?

If the APG offers alternative Fighters like the 1E APG did, should the new class feats be open to any Fighter or gated behind other feats? Example like allowing Fighters to reach Legendary with their maneuvers and Class DC but they lose Heavy Armor Proficiency.

What do people think about the design space available and where does the line belong for a class ability swap in archetypes like we know them from before and the new Dedication system?


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I've always liked classes where they invest an item and it grows with the character. I started adventuring with my grandfather's sword and through rituals and developing a bond with the weapon it becomes something greater. Blackblade Magus, Kensai, Leveling magic items back in 3.5, there is a lot of headspace to work with.

Regarding the list of existing ones -- some of the hybrid classes like mystic theurge can be done with the new Dedication feats. While I know those classes gave abilities that couldn't be matched with the given system, I'd be hesitant to get into a situation where players start to say "this archetype replaces that Devotion because it has this new AWESOME power."


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Draco18s wrote:

Edit:
Ah, initiative was more like SR1:
This post:

Quote:

- there is only one IP/turn (so IPs are effectively gone)

- You get Inititive dice + 1 Minor actions

Which unless I'm missing something means that a sam with three dice can act twice before a character with lower Initiative does anything. In other words, SR1. Firearms are a single skill, also like SR1. And the whole concept of soaking only with body while armor is compared to the weapon's Power Attack Rating IMO sounds a lot like the old damage scaling. So I'm waiting for them to reveal the Skill Web. biggrin.gif

Nice to see some of the veteran DSers are still kicking. Haven't been that way since early SR5.


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The description says that it will have all the conditions with easy to read text. I don't see anything in the product description about goblins except the picture of the packaging.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

If I'm reading it correctly, you can't make Strikes in Mountain stance except with its special unarmed attack. Non-Strike attacks such as a Trip should still be possible, though the MAP would be brutal for a trip then flurry with falling stone attacks.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

My thinking was along the lines of Corvo, if I understand correctly.

At 1st level, they get a free Dedication feat for the chosen Gestalt class. (yes, this is earlier than normal) This class doesn't have the requirement that they take a certain number of archetype feats before selecting a new dedication.

Starting at level 4 and every 2 levels after that, players can select a free archetype feat from their gestalt dedication.


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Barnabas Eckleworth III wrote:

I'm thinking.... this discussion is going to get shut down real quick this morning. Posts will be deleted, and reminder posted to stay on topic.

Just a guess, tho.

I think we can do without the baiting and snide commentary. Yes, there were issues earlier in thread, but the conversation has moved past it and back on point.

Odraude wrote:
I would love to see something like Ultimate Campaign, which was my favorite hardcover. Instead of focusing on new classes or feats or general game bloat, I'd love to see rules that expand what can be down in the game. Kingdom Building, rules for research, material usage of magical beasts... I would love to see Ultimate Campaign with some new stuff.

I agree. With the new phases in Exploration and Downtime being a larger part of the game, it would be great to expand those areas.

Another aspect that I'd like to see come back in Ultimate Campaign would be Story Feats.


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Fatigue also keeps you from regaining Focus, spell slots, cannot use any Exploration activities, and a variety of abilities cannot be used while Fatigued. So, I don't think you can say that you can walk for days without consequences.

Exhausted is no longer a condition.

GMs would also be well justified to apply other conditions, like Drained or Clumsy after extended periods of no sleep.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

There are several feats that increase the damage, allow you to trigger the effect on a different action, or use your weapon damage instead of the normal damage. These all come as you level up, so yes I'd say there are scaling options.


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What factors have led to the glacial pace of industry in Golarion? We went from cave paintings to the modern era in the 10,000 years from the fall of Thassilon.

Are there Outsiders secretly kidnapping inventors and modern thinkers to prevent the spread of industry?


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Pathfinder Ages - each book picks one of the major lore points and discusses the world at that point. Includes maps, character creation options, and spells/abilities which were common then but lost to the current age.

The Age of Legend - explore the world at the height of the Azlant empire, the war between the serpentfolk and humanity, the rise of Thassilon, and the events leading up to Earthfall.

The Age of Destiny - Flying cities, Osirion at its height, the rise of Taldor and centuries of war between Nex and Geb.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So I have to get a Cleric to cast Light, then betray their deity or other Anathema criteria to lose their spellcasting. They're not dead or incapacitated.

Bit of a stretch just to avoid buying an Everburning torch.


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Colette Brunel wrote:
It is being proposed in this thread that players should go, "I will use Nimble Dodge if X attacks me," when really, that is more restrictive than anything.

That was one option for how it could work. If you don't like it, how about you suggest a solution yourself? I feel like there's been a trend in your posts to grab edge cases and post threads arguing about how the system is broken because of one example or another, despite there being a variety of ways to address it within the play space.


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Elevenses for health regeneration! A well-fed halfling is a happy and healthy halfling.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Something like:

<IC>Genevieve clings to the shadows as she sneaks into position, stabbing at the goblin's defenseless rear.

<OOC>Stride to the spot behind Goblin A, opposite Tarak. Strike the Goblin.

I have Nimble Dodge as a reaction if the Goblin turns to attack me.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

The ability seems to fit the lore behind the Fighter as the overall master of weapons. If he gets disarmed or loses a weapon, he takes the next one and keeps on fighting.

Tarkon the Brave is used to fighting with a longsword but his weapon is destroyed in the battle against a great wyrm. In the hoard, Tarkon finds a rune-carved battleaxe and is able to continue his quest to stop the vile king who is raising a legion of demon-sworn dragons against his homeland.

What story space does this ability grant the high level fighters?

When we look at archetypes that swap class abilities out, what can take this ability's place and maintain the lore of that new archetype?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

The "gp worth of labor" aren't actually being paid to anyone. They are an opportunity cost. You are trading your time for a GP equivalent. Working at the top of your ability is always going to be a challenge given the rules, because the game design is meant for Adventurers who take a few days off to craft a special thing that they need to defeat the Big Bad Evil or such. Is it worth the extra time to save some gold or the extra gold to have it faster?

Rules for being a merchant have always been challenging within Pathfinder and D&D. Why do I have to sell all my loot at 50%? What if I own a shop in town, can I sell it higher then? There were abilities that came along later to improve crafting and to improve what percentage we could sell loot for.


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They're both Medium size creatures in PF1, and Tengu are a bit thicker in stature.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

An ostrich egg is 6" long and about 5" in diameter, gives a capsule volume of 85 cubic inches. (Yes, eggs and capsules are different shapes, but this makes for easier math)

If we call a Tengu egg 9" long and 6" in diameter, that provides a volume of 198 cubic inches. That would give birth to a chick substantially larger than an ostrich chick, but still feasibly sized for a human sized pelvis. The chick once born then grows at an exponential rate similar to ostriches and humans.


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Seems normal to me. Not every option is designed for good characters. In PF1 the Infernal and Abyssal bloodlines both had options which were Evil spells in their bloodlines. (And no, I don't buy into the idea that we only look at one edition of a game in a vacuum and ignore other iterations.)

The Diabolic sorcerer will fit in perfectly in Cheliax or campaigns told for a Chelish sympathizer viewpoint.


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It's an advanced setting in InDesign (or was in the version I've used) when creating the PDF, though it does require the layout to be done properly. Similar to creating a live Table of Contents in Word versus hand entering one.

If the INDD file is built correctly, the annotated PDF is less than 10 minutes of work. Maybe an hour to check all of the links.

Edit: I don't know what program they use for their layout work.


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Shield Block is available as a General Feat at Level 1. None of the multiclass dedications give it that I can see.


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It was asked awhile back but I didn't see it answered:
Catfolk are fairly anthropomorphic, similar to PF1E.


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PossibleCabbage wrote:
BishopMcQ wrote:
PossibleCabbage wrote:
Speaking of bastard swords and dwarf waraxes, did dual-handed assault survive the playtest? Is it very different now? It kinda became hard to justify spending a feat on, once the playtest made it no longer an action saver, just a minor damage boost.

For DHA, you go from one hand to 2-hands for the strike then back to one hand. This saves the action economy of the interact that Mark talked about earlier, allows you to keep using stances/feats that require 1 hand free. It also increases the damage die on the Strike and can give a circumstance bonus to damage if the weapon has the Two-Hand trait.

It looks like you could start with Dueling Parry to increase AC, Stride, and then flourish with a Dual-Handed Assault.

Oh, is it one action now? It was 2 in the playtest, but 1 makes it pretty good.

Yes, Single Action.


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HTD wrote:
Are there any existing PF1 monsters that received new names in addition to the mites?

Troglodytes (Xulgaths) jump to mind. There may be more.


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PossibleCabbage wrote:
Speaking of bastard swords and dwarf waraxes, did dual-handed assault survive the playtest? Is it very different now? It kinda became hard to justify spending a feat on, once the playtest made it no longer an action saver, just a minor damage boost.

For DHA, you go from one hand to 2-hands for the strike then back to one hand. This saves the action economy of the interact that Mark talked about earlier, allows you to keep using stances/feats that require 1 hand free. It also increases the damage die on the Strike and can give a circumstance bonus to damage if the weapon has the Two-Hand trait.

It looks like you could start with Dueling Parry to increase AC, Stride, and then flourish with a Dual-Handed Assault.


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Duplicate Foe is there. It doesn't implode quite as fast.


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Yes, the Bastard Sword does 1d12 when wielded with 2 hands. I think adding a trait such as Forceful, Sweep or Backswing would allow it to standout.

Greataxe, Greatsword, and Maul all do 1d12 base.


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BT on a shield is Broken Threshold. Total HP the shield is destroyed, at BT it is broken and unusable.

Greatsword vs Bastard Sword - I'm not sure. There's a cost and bulk difference. The description text suggests that a bastard sword can be used for Piercing, but it's not listed in the table. Likewise, the greatsword description text has abilities not included in the table.


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Gaulin wrote:
Can general feats upgrade proficiency?

Not that I see, though there is a feat to allow you to Take 10 with a skill.

Dante Doom wrote:
Do you know if you can wield a Lance with one hand while mounted?

Yes, they have a special quality "Jousting" to allow 1 handed use while mounted.


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In the skills chapter, there's an illustration where Ezren is methodically brewing something with books out. In the foreground, the new goblin alchemist has this huge grin as he appears to be maniacally brewing something as well.

In the Bestiary, the Changeling Exile and Redcap both look fun.


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David knott 242 wrote:

Rather than add to the endless questions about whether monster X is in the Bestiary: Can you name one thing that is in the Bestiary that is so unexpected that none of us would think to ask about it?

For the Core Rulebook: How much information does it give about regions outside of the Inner Sea area?

Mukradi are screwed up critters that I would never want to stumble across in the dark.

Corebook - Each of the Inner sea Regions gets about a half page blurb, with a half page piece of art. Beyond the Inner Sea gets slightly more than one region.


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Bardic Dave wrote:
BishopMcQ wrote:


...a class ability at 13th that scales up to Legendary....
Oh wow! Can you elaborate? My curiosity is piqued!

The class ability Weapon Specialization gives a damage bonus to weapons and unarmed attacks based on your proficiency level, from Expert to Master to Legendary.


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Armor Proficiency and Weapon Proficiency are both General Feats


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Bardic Dave wrote:
Does the bard have any reasonable way of gaining higher proficiency ranks with weapons?

They get Expert at 11, and a class ability at 13th that scales up to Legendary, so yes it should be doable.


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Kevin Mack wrote:
Is there catfolk?

Yep


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Grim reapers have no desire to protect the souls, they come from Abaddon with the Horseman of Death.


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Green Eyed Liar wrote:
Did the hippogriff make it into the bestiary?

Not seeing them.


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Duskreign wrote:
Are there any NPCs in the Bestiary? Soldier, assassin, wizard, that sort of thing beyond just monsters?

Don't see any


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Rysky wrote:
Are the Lamia or Hags (or what they changed them to) in the Bestiary?

Both are in the Bestiary


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Rigmortis - Necromancy as a Wizard talks about being reviled because of it's links to creating undead, but focuses on the control of Life force to heal/harm.

Midnightoker - The Kolyarut are listed in the Bestiary, they are just grouped with the Aeons.

Darkwynters - Yes, p 509-510 discuss rewards, and Party treasure by level.


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Vigmortis wrote:
BishopMcQ wrote:
Vigmortis wrote:

Speaking of Necromancy,

How does Undead Creation work now and are there any specializations for those who want to prioritize that kind of build?

Clerics have Feats and Spells that allow them to command and control Undead.

Create Undead is a ritual.

Thanks!!! No sign of anything for our Wizard friend? Or would that be too much to say ?

Wizards also have spells to control them, but I don't see any class feats that focus on it.


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Darkwynters wrote:
On page 511, there is a character wealth table, can you explain “lump sum”? Does it mean a character can have coin and items or just coin. For example, a 3rd level guy starts with one 2nd lvl and two 1st lvl items and 25 GP... or 75 GP total.

Correct. GMs have the option of either giving the cash and letting players buy whatever, with the limit that the maximum item level is (Character Level - 1) or they can that the Permanent Items + smaller amount of Cash as you show in your example.

The Lump sum is less than the value of the permanent items + cash because it allows players to select a higher ratio of high level items.

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