Imeckus Stroon

Carter Lockhart's page

Organized Play Member. 383 posts (386 including aliases). No reviews. 1 list. No wishlists. 1 alias.

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Forewords are something that are admittedly hit or miss. I do always read them, and sometimes they are invaluably excellent and can prove very useful in adding in some additional content or aids (the soundtracks for Carrion Crown for example). Othertimes they are just a neat bit of meta-design which I read but I don't know if they add 'value'

Personally I would prefer the two pages provide a bit of that developer outside perspective and occasional nugget of enhancement, versus two extra pages of adventure content. However that preference is not so strong that, if they are a difficult chore to produce, that I would throw up arms if they left permanently.

Of course, I don't necessarily plan to purchase PF2 APs, so perhaps my opinion on this is irrelevant as I'm no longer a long-term customer.

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Archpaladin Zousha wrote:

Carter Lockhart wrote:
Personally, I wove Waking Rune into my Shattered Star campaign, something I highly recommend (Give the Sihedron a trial run).
Oooh, that sounds cool!

Some small notes on it for others interested:

Essentially, I assumed all the Lissala vs. Pathfinder lodge happened in background while the group was collecting shards, and actually the start of it was what clued Sheila into her Sihedron research because it seemed Krune's rise may be eminent and a defense was needed.

So, when stuff happens after the Sihedron Reunification, Sheila's mind jumps to Krune waking Up. She gathers the Sihedron heros and makes the choice to use their limited number of tokens to teleport them straight to Krune's lair. Decemvirate plays the bad guy and demands the spear and rod for use of Pathfinder assets in Varisia's personal troubles.

Change wise, I buffed the encounters to be more appropriate to higher level group with the Sihedron, altered the runes to be not as severe debuffs and a bit harder to manage, and wasn't afraid to abuse summoning tricks to challenge the group a bit because as written Waking Rune is fairly easy for a group fresh with the Sihedron to challenge.

I suppose if there's interest I could put together my notes on increasing the challenge of the PFS scenario in the Shattered Star forum or somethign.

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Lord Fyre wrote:
Mark Moreland wrote:
It's canon.

Does this AP make Rise fo the Runelords and The Waking Rune impossible to run?

This is something that Paizo tried very hard to avoid with previous APs.

Return of the Runelords is the third entry in an AP 'trilogy' and have the same assumptions that Shattered Star had that certain adventure paths had reached certain conclusions.

So, if you have not run Rise of the Runelords, then there will be some spoilers for players if you play Shattered Star or Return first. However the spoilers are of the most general nature, and the vast majority of the campaigns are still playable with the same group, and in fact may garner more appreciation for nuggets of Thassilon information that was threaded in earlier.

Personally, I wove Waking Rune into my Shattered Star campaign, something I highly recommend (Give the Sihedron a trial run). But I didn't run Rise before Shattered Star. However I'm fine with the idea of Running Return right out of Shattered Star, and then coming back to Rise as a sort've, victory lap thing.

A way to think of it is, most people read Lord of the Rings before the Silmarillion. This establishes certain things, Sauron being the right-hand man of Fallen Morgoth, the fall of a human empire of Numenor, etc. However it doesn't make reading the Silmarillion redundant, and in fact enhances interest in it because the reader can see how expectations fits into the detail of earlier history.

My thoughts on it anyway.

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So, reading over the Return of the Runelords Timeline, a question occurred to me regarding an inconsistency or two between the timeline and Books 5 & 6 of Shattered Star:

In Book 5 of Shattered Star, Mesmalatu is indicated to be working with Karzoug in creating the Guiltspur. There's no mention of this being a solo project almost 1,000 years after earthfall. I thought that they were in fact trapped there after earthfall, unable to dig their way out and the wards prevented teleportation and other ways of escape.

In Book 6 of Shattered Star, it was indicated that Xin made the Ghost Iron Scimitar in an attempt to imitate the 7 swords of sin, however according to the timeline it appears those swords were crafted well after Xin's death.

Nitpicks really, but the first just seems an odd incocsistency and the second it is made out to be a big Failure of Xin's in Shattered Star 6.

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So, it's been clear that AoOs are not going to be the default for everyone. Fighters can have them, other classes may be able to gain access, and enemies may vary. However, from what has been revealed so far, I have concerns that the implementation is too similar and doesn't offer any improvement considering the opportunity that a second edition has to improve it.

My two questions are, will players be aware of who can perform AoOs, or will it be unknown? And will the "five-foot-step" still ignore AoOs?

If players are aware, my concern is that, much as I experience in my current games, AoOs will never happen. From my understanding the five-foot-step still exists, as an action admittedly but if it still avoids AoOs (and what other use would it have with AoOs being limited now instead of default?). While yes, players and certain enemies may choose to be risky and provoke, my experience is that provoking rarely happens when a players and reasonably smart enemies can take an action to be safe. In this situation, it becomes almost a nonability, you don't actually use AoOs the ability just makes you stickier and costs action economy of retreating opponents as per old system (see below)

If players are unaware, it would make sense, you don't necessarily know a creature's ability until it happens. However now you play the paranoia game. In my opinion, players do not like 'Gotchas' and after the first couple times it happens, will probably err to the side of caution and five-foot-step anyway when it seems likely an enemy can AoO. Even worse, a GM is aware of what players can AoO and, willingly or not, may metagame the system to the players disadvantage. So we end up with players still safe-stepping to avoid, possibly sourly because it might be a wasted safe-step, and a set-up that favors GMs who cannot resist the meta-game.

In current Pathfinder, Attacks of Opportunity serve the niche of being a base way to be 'Sticky' and threatening. It allows the fighter to close with an enemy and that enemy suddenly finds it trickier to leave the melee and target the squishy. Most often this manifests in taking a five-foot-step to slowly position or cast a spell safely, or full retreat to reposition in melee with the squishy who now finds themselves in the threatening spot. The attack isn't often actually taken, unless investment has been built up to allow it anyway. It provides the stickiness but at the cost of each turn, reminding players about the potential AoO, dancing around, in general making things complicated and messing up the smooth flow of combat. My concern is that, even limiting this ability, enough people CAN have it, or the threat of enemies POSSIBLY having it, will end up with it still playing the same and I would like combat smoother than that.

I shall see what full playtest reveals. However, currently it is sounding like it either needs to be more threatening (remove five-foot-step safety option) or simplified to what the end results will be with the current system (Make movement or spell-casting starting within the Fighter's range cost one additional action from being harried, perhaps costing the fighter one of their actions to manifest the ability). Or, follow both paths as either separate options or options that can stack so the fighter can become very very sticky. If moving costs two actions AND still provokes, that enemy is very stuck, which would be a nice path for Fighters to really have.

Bit of a ramble. But I really want paizo to simplify and improve Melee Stickiness and Threaten abilities without the five-foot-step/AoO setup of the current edition.

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Hello, if it pleases the council, I'd like to request the following GM Reference Threads for War of the Crown be stickied and made 'official'

Thank you.

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The purpose of this thread is to clarify questions arising in this adventure. This is a SPOILER filled zone, do not venture further if you do not wish the adventure to be spoiled for you, and spoiler tags are not required when posting here.

This thread is a GM Reference thread for Part 1 of the War for the Crown Adventure Path. Links for the individual threads for each part are as follows:

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Don't know about what potential power level shenanigans could happen here, but here is my attempt at the Mute curse in a way that could work for a player, in a format that roughly follows the standard curse progression.


You cannot speak, use verbal spell components, command words, or any other effect or ability that is directly related to vocal utterance.You cast all of your spells as if they were modified by the Silent Spell feat. You can communicate using telepathy with any creature you are in physical contact and as a full-round action may link your mind in a telepathic bond to one creature. You have telepathy 50' with the creature that you have formed a telepathic bond with. You can only have one telepathic bond active at a time and may change the target of a telepathic bond once per day.

At 5th level, the range of your telepathic bond increases to 100' and you may have two active telepathic bonds.

At 10th level, when you cast a language dependent spell and deliver the effect through telepathy, add +2 to the spell's DC. You may have three active telepathic bonds.

At 15th level, a 10' aura of silence, as though the spell, extends around you. You can suppress or activate this aura as a standard action. You may have four active telepathic bonds.

On second thought....That's a little messy and maybe not Conservative enough. More Conservative Option:

You cannot speak, use verbal spell components, command words, or any other effect or ability that is directly related to vocal utterance.You cast all of your spells as if they were modified by the Silent Spell feat. You can communicate using telepathy with any creature you are in physical contact and as a full-round action may link your mind in a telepathic bond to one creature. You have telepathy 50' with the creature that you have formed a telepathic bond with. You can only have one telepathic bond active at a time and may change the target of a telepathic bond once per day.

At 5th level, the range of your telepathic bond increases to 100'.

At 10th level, you may maintain a number of telepathic bonds equal to your CHA modifer (min 1).

At 15th level, a 10' aura of silence, as though the spell, extends around you. You can suppress or activate this aura as a standard action.

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Tangent101 wrote:
It is why I factored out the math. 25-point builds is +1 to all stats. Seriously. Look for yourself. A "normal" build is 15/14/13/12/10/8. That's a simple 15-points. Adding +1 to each stat is 16/15/14/13/11/9. It's 10 points more. Thus any monster can be adjusted for a 25-point build with a simple +1 to each stat (assuming they use all 6 stats).

Your theory seems correct for NPCs and monsters with PC class levels. However not everything uses the standard array. NPC classes use a smaller array, a 10 point buy I believe. And monsters are built with three 10s and three 11s for stats, typically applying 10s to physical and 11 to mental, if memory serves me right. This is why if you advance a monster with class levels you adjust their stats to represent a standard array.

I'm curious how you accounted for these in you balancing method. Not trying to poke holes necessarily but I am actually quite intrigued and curious if such things were factored. The flat stat bonus, considering enemies often have odd numbers even a +1 can make a difference, intrigues me as a way to slightly balance foes without taking away the parties strength in higher specialization.

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Hayato Ken wrote:

You know, Paizo does this sales every now and then where they list items under 1000, 500, 250 and 100 left.

There´s nothing indicating that sales figures from APs can´t be drawn from that.

I am well aware of the low inventory posts. But again. My argument is that unless we know the starting value of the print run, this doesn't give us reliable data on how well selling a AP is.

Let's say, for example sake, the vol 1 of AP A had a print run of 10,000, sold 9,000 copies, and has 1,000 remaining in inventory. And then we have vol 1 of AP B which had a 15,000 print run, sold 14,000 copies and has 1,000 remaining in inventory. According to the data you and Marco are supporting, both sold equally well, when in fact AP B sold a great deal more. And there are time factors and other factors that could be brought into things as well.

I'm not saying Jade Regent did poorly. I'm arguing that, unless there is data I'm not aware of, only Paizo knows exactly how well it did. The data you guys bring up only supports that Paizo estimated very well in the supply meeting demand.

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Marco Massoudi wrote:

Just to let you know how Jade Regent sold:

#1, #2 and #4 are sold out.

#3: 500-999 left.
#5: 250-499 left.
#6: 25-99 left.

And these are the numbers from november 2015.

It is one of only 3 APs that have sold out of 3 books.
Kingmaker is the only AP that sold out of 4 books.

In fairness, this just tells us Paizo's print run was reasonably accurate, the print run could've been bigger or smaller than other APs in some books. Paizo does desire to sell out of most products.

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Devilkiller wrote:
@graystone - Based on your last post it sounds like if Paizo kept the original rules text available in PDF and on the PRD that would satisfy some of your concerns. To me it seems like it might allow for something kind of like asking the DM if a PC boosting option from Unchained is available (in my limited experience most say Yes to Background Skills and No to Combat Stamina). I don't think that sounds bad overall.

You know, having the errata history available on PRD would solve a lot of my concerns. I'd still be somewhat against the practice as it seems kinda a bait and switch (buy the book with the cool version only to have us officially replace it with lamer version on second printing) but preserving the initial functional versions of options in errata documents or PRD allows an approach for people to use and availably access the version they initially wanted to play with.

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In my opinion:

Errata should clarify unclear issues and correct deliberately broken options. Options released as usable if maybe overpowered should not be errataed to change the mechanics of the item. Maybe change costs or prerequisites or a small change (like switching bonus types) to help reduce unintended synergies. But for the most part, functional items and feats and abilities should remain the same. Leave it up to GM's to either work with powerful items and combos as they always have (what GM ever actually allowed the kobold unlimited stat god hood trick), and have private ban of unintended items and adjustments for PFS purposes.

What this does is create two versions of the item/ability, one from the original printing and one that's published in the future. It causes problems if people miss the errata and see one version in their book and another online in SRD. Games that may have been perfectly functional with past versions may suddenly now have no text on how that original item functioned and nt be satisfied with the new version.

An RPG is not s boardgame. It's built in with a rules adjudicator. Let that role work. Embrace maybe some items were made too awesome and just suggest that the GM and players resolve it privately instead of making confusion trying to rebalance things. A poorly balanced option that's public ally recognized does less damage long term than publishing it and then a long time afterwards altering it completely after the community has had time to adjust to it. If there is a serious desire to rebalance something, make an FAQ or blog about a designers preferred intention (not like it'd be the first time that's happened) and leave the functional clearly stated rule alone.

I like buying paizo books. I can live with looking up errata for unclear parts of books because mistakes happen. I don't want to have to see that a perfectly clear ability in my books is drastically different when I try and quickly search it online. It vastly decreases the value of the books on the first place.

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I never realized how much extra lore a person gets out of these novels. I have also gotten hooked and gone into the Redemption Engine and I wish I had read/listened to it before I had ever ran The Asylum Stone. Oh how the better understanding of caulborn would've changed how I ran portions of that.
And the explanation of the different planes and realms is deliciously helpful as well if I am ever to plunge players into them.
Releasing this for free is a very smart move as I'm already hooked and will be slowly nabbing all of the pathfinder novels, probably.

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The purpose of this thread is to clarify questions arising in this adventure. This is a SPOILER filled zone, do not venture further if you do not wish the adventure to be spoiled for you, and spoiler tags are not required when posting here.

This thread is a GM Reference thread for Part 2 of the Hell's Vengeance Adventure Path. Links for the individual threads for each part are as follows:

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I manage getting decent resolution maps using the screenshot tool in Adobe reader, increasing the zoom to a decent size, and copy/paste into GIMP for saving as a .png. It's a little work but less so than drawing myself and players get to see the nice quality maps.

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*have cake* *eats it too*

I'm putting together a three player group and we've decided to buff out the overall party with a NPC character that fills roles the group is lacking. So, since nobody has high healing abilities and the front line is a little light (Bard, Rogue, Sorc), they're getting an Oread Warpriest of Milani to take some hits and do some healing. Which, honestly, warpriest has been high on my list of things to try out for a while.

Though I admit if I were a pure player, Inquisitor or Investigator might have gotten my choice.

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Jericho Graves wrote:

So, I've read over In Hell's Bright Shadow, and I've come upon an interesting character that I just love.

** spoiler omitted **

And I read a certain part of her NPC profile. Now what I'm having trouble with, and what I want to do are:

** spoiler omitted **

I'm not too terribly creative during seasonal changes due to hayfever and sinus infections, heh heh ^^;

GM thread, no need for spoilers.

Still reading through so I haven't gotten completely through her plot line. I think that, unless a party member does manage to be part of that bloodline, it would be very difficult. This is a LE outsider, the CG actions of the silver Ravens, rebellion against a tyrannical authority, these things are the antithesis of its being.

That being said, she prefers being released from her contract by the noble family, or being banished to hell as opposed to being bond on the material plane. It's possible she might sign a new contract with the PCs, offering her loyalty and service for a year on the condition that the PCs coerce a member of the noble line into freeing her at the end of it, or tearing up the contract at the end of it (though this is less in her favour as she can get them to tear it up by pestering them enough too probably). This action would be secured by the PCs souls (maybe just one of them) to make it worth her while if the don't fulfill their end within the time limit. It's how I would run it. But it'd be pretty difficult and require much diplomacy and bribes and such.

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The purpose of this thread is to clarify questions arising in this adventure.

This thread is a GM Reference thread for Part 4 of the Hell's Rebels Adventure Path. Links for the individual threads for each part are as follows:

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The purpose of this thread is to clarify questions arising in this adventure.

This thread is a GM Reference thread for Part 2 of the Hell's Rebels Adventure Path. Links for the individual threads for each part are as follows:

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The purpose of this thread is to clarify questions arising in this adventure.

This thread is a GM Reference thread for Part 1 of the Hell's Rebels Adventure Path. Links for the individual threads for each part are as follows:

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The Numerator wrote:

Follow up Shadow Rat question:

When not in their incorporeal form but using the Shadow Blend, does that 50% miss chance still apply to PCs with Darkvision? My PCs are a Half-orc, 2 dwarves, and a Tiefling, so all 4 have darkvision. Does the fact that it's an (su) ability make darkvision moot (the same way a light spell doesn't negate it)?

Shadow Blend is Ex actually.

As an ability, it is seperate from regular concealment imposed by lighting conditions. So yes, darkvision is moot. Only bright light negates it. Basically, if shadows have the chance of existing in the lighting conditions, the shadow rat instinctually manipulates them and gets mad concealment.

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mikeawmids wrote:
I checked the Inner Sea Guide for the location of Freetown (I figured it would have to be pretty close to Trunau for Skreed to hire the mercenaries and for them to attack the party before they complete their investigation), but it doesn't seem to be there at all.

It is located on the map in the Belkzen article of Skeletons of Scarwall (Curse of Crimson Throne 5). As mentioned, straight east of Urgir, just within the borders.

I have to say, little disappointed that such a plot point location was missed in the publishing of the Inner Sea World Guide. Really interesting location and we don't even have a population size for it. But apparently enough to spare a few assassins.

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kestral287 wrote:
There's no profit margins in it for a trader. The market supports the Wizard selling directly at 2* craft price. A trader selling for more isn't going to get many buyers. A Wizard selling for less is losing money. The equilibrium price point leaves exactly zero room for expenses on the trader's part, let alone profits.

This is incorrect. Adventurers sell items for 50% of their value. Trader who buy from adventurers will have the same profit margin as wizards, the only difference is that they need to find a buyer. A wizard has little incentive to buy and resell items because they can instead wait for buyers to come to them and make exactly the item required. Buying and reselling items is a patience game that would tie up resources better used on material components to craft items garunteed to sell. Therefore, the used item market opens to traders.

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brad2411 wrote:
In event 3 should the assassins not coup de grace if they can? That could be a real TPK if they do. That would be 3d6 on the first attack and a fort save.

You're not wrong, it would make sense. It's a really nasty encounter to do. A bit strange that it also assumes the PCs are all staying in the same room.

So, I've been reading through this. Generally looking good, I like the opening investigation bit. but I just finished reading through the Plague house and I'm starting to notice some issues.

First, following exp awards, assuming PCs do everything, they still aren't level 2 (I calculated max experience at 6000 for a party of four). If they've asked the right questions or made assumptions and headed there early, they are no where close possibly. This is a concern considering that it's a pretty dangerous little place, including a trap area that does 2d6+3 damage to potentially 3 characters (that could knock a lot of lvl 1s straight to dying)

At first I was a bit concerned with the story issue of the amount of dangers here (it's supposed to be the city's make-out point essentially), but then I realized clearly these vermin are all new arrivals from the rat tunnels the orcs dug into. Still, disappointed with no mention of webs from H5 and H6 room descriptions. Also, I was initially confused by the spider tactics in H6 saying that they attack from above, as the description seems to put them on ground floor with PCs and there is, very literally, no walls or ceilings in the area to gain a significant height advantage. Then I realized they're probably meant to jump down into H12 and join the shadow rat fight.

Actually, let's just take a moment to appreciate how much low level parties might hate those shadow rats. Consider the party could still be level 1. Consider that approaching through the open wall is a option the adventure easily allows. Consider the encounter also has the possibility for PCs to start the encounter prone and down 2d6 damage from falling from the H6 hazard....a lot could go wrong here. Hope the party has a cleric or a good amount of magic to hit incorporeals with a 50% miss chance, otherwise a hasty retreat from the str dmg monsters you can't hurt.

There also seems to be a surprising amount of secret doors in this place (it wasn't even rebuilds as a church really, just a plague house). I suppose the purpose of the H3 secret door is to encounter the spiders before they jump into the H12 battle? Overall it seems surprisingly intact for having burnt down so fast there were no survivors.

Then there is the retreat tactic for the goons inside. It's interesting and could make for a interesting fight. But at the same time, if they do escape, it could be very frustrating for Players, and I don't think most players will assume that they can just come back the next night (it's s pretty foolish move). I guess overall, for the lvl 1-2 transition point, this adventure has a lot of very mean things for players to face. Anyway, back to reading.

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The purpose of this thread is to clarify questions arising in this adventure.

This thread is a GM Reference thread for Part 1 of the Giantslayer Adventure Path. Links for the individual threads for each part are as follows:

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Regarding virtual tabletop, I recommend Roll20 used as an app through Google+ Hangouts for better video and sound quality.

Regarding starting the adventure, it's been a while, can't recall if this is in the book or from a forum thread, but I had it start as Ameiko inviting her friends (the PCs + relevant NPCs) to the Rusty Dragon to try out some new potential menu additions as a free meal. Some initial roleplay to introduce characters and NPCs and establish banter and relationships. During the meal Sheriff Hemlock comes in and asks Ameiko if he can put up some posters of the reinstated goblin bounty. Some discussion of the goblin troubles between the sheriff and NPCs to provide the players with an overview of the situation, and turning that into encouragement of the PCs to be the ones to start collecting on the bounty. Mentions of Walthus Proudstump as a potential guide or someone who knows where the goblins are. Any other rumours you want to drop about old Megus or different paths to take or disappearing youths. Then let the players prepare and enter the swamp however they'd like.

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1) minimum damage is 1, even if the modifiers would put it in negatives.

2) regarding natural attacks, with a full round action the creature can use all of its attacks. If it only has a standard action, it can only make a single attack. Does that make sense?

3) if you write down your players perceptions modifiers you can make secret rolls. Or you can just ask for perception checks from players and if they do not succeed, you don't have to tell them what it was for.

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Ckorik wrote:

These type of blind auditions typically favor female candidates.

I would hazard to say that it favours the most qualified regardless of gender.

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Christina Stiles wrote:

I'd honestly love to work for Paizo as an employee--it would truly be my dream job--but I don't think they would hire someone as opinionated as myself.

Again, apologies if this seems like sticking my nose into your business or too opinionated, but I'd say, put your name in and let Paizo be the one to determine if they want you or not. Why dash your dream job without even giving yourself a chance?

Again, to the goal of getting a female developer, why would you withhold such a qualified candidate as yourself? The worst they can say is no.

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If your party didn't have trouble triggering both the shadow mastiffs and the dark rider together, I don't know if malighast would have been much different for them.

I played the black keep as a bit of a Genius Loci, which I think seems slightly written into the intent. It serves the dark Rider and does things like closing and opening doors at inopportune moments. And just doing general, creepy things to keep players on toes. They technically started a massive fire in the library, but next time they entered it looked completely unchanged, though books quickly became bloodstained and filled with curses against the party. The suits of armour in the entryway were replaced with statues of party members in agony. That kinda stuff. I got them quite paranoid about the whole pocket dimension.

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Balgin wrote:

Disturbingly Koriah Azmeren is an 11th level ranger with no ranks in survival. I think that's got to be right up there with clerics who have no ranks in knowledge: religion or druids with no ranks in knowledge: nature.

Oh well, if she levels she'll make up for that oversight by allocating new skill points to fill the obvious gaps (she's also a spellcaster with no ranks in spellcraft).

In fairness, in the Underdark, where she specializes, there is only so much ranks in survival can do for a person.

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I suppose I'll also add, are the differences to the Life Link ability from the Life Spirit and the Life Link ability from the Life Mystery intentional?

Shaman Life Spirit Version:
Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman's turn, if the bonded creature's hit points are reduced to –5 or fewer, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.

Oracle Life Mystery Version:
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

1st difference: Oracle has range of touch, Shaman has a range of 30'. Improvement to the Shaman version, but slight (especially with a duration measured in hours). I could see this being intentional.

2nd difference (Bolded for emphasis): The trigger is different. Much different. To the point that the Shaman version is almost useless, because it doesn't activate until an ally is at -5 HP. Which is such a thin margin between dying and death that it is pretty rare it will happen, and if it does you're going to want to do a lot more than 5 HP of healing. I can't think that this is intentional.

3rd difference: Shaman has a fixed deactivation range of 100' while the Oracle uses medium range, the variable of 100' + 10' per level. I could see this being intentional, a shorter deactivation range to trade off with the 30' activiation range.

So, which of these three differences are intentional? All? None? Some?

I also find it wasteful that, despite taking the time to change wording on some hexes, they still don't clarify what range Ward is in the new Shaman version. I can understand the comments people have made about this book showing a very large drop in editting quality control.

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So, looking over the Shaman on d20pfsrd. Was reading the hexes and I come to evil eye and I notice that it seems worded differently. I look over the Shaman hexes and the Witch's hexes, and while the Witch's evil eye is spelt out as a mind-affecting effect, Shaman's is not.

Is this an error on d20pfsrd? Is this an error in the Shaman? Or is it simply a flat out better version of evil eye that gets around all the mind-affecting immunity?

Apologies if that has been asked and discussed before, but I tried a search and found nothing immediate on the issue.

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I'm afraid I don't use extraction tools. When It comes to images, I use adobe reader to open the files and either copy the image and paste it into GIMP for saving in .png format, or using the 'picture' tool to select the area that I want to copy and paste.

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Alex Smith 908 wrote:

I've found them to usually be a bit sparse. Rarely are there more than two or three spells. If a high level mage is going into combat in a life or death situation, where he has had prep time, he should have in the realm of 8-12 buffs and preferably a favorable environment. If the players get the drop on him the decreased number of buffs is their reward.

For Luonim specifically I just had him switch out burning hands for alarm. He then cast one copy immediately outside the centrifuge and one some distance further away that still indicated PCs were on their way. When the PCs failed to find the earlier one he used the shield wand, cast fly, and cast invisibility. When they failed to disarm the second spell he cast summon monster 3 and fire shield. His opening round was casting entangle on the walls of the centrifuge. This led to a fairly challenging fight that actually utilized the environment. I'm not sure if this was right but I did rule his lantern archons were immune to the centrifuge.

Well, but that's a very metagame attitude to the whole encounter. The point is that he is insane, not thinking rationally. He would not have had the presence of mind or purpose to cast those prior alarms. He basically stumbled into this room and fell in love with it. I'm not saying you ran it incorrectly. Certainly, you seemed to run it as an effective challenge. However I feel that, in running it in such a way, you did ignore the story of it, which does provide as much uniqueness as the interesting terrain.

I'm not saying that I feel this should've been a very difficult caster encounter (This adventure already provided that in the form of Berkanin, Silasni and Malighast). However I am disappointed that it was basically no encounter at all. I mean, it happens. I just kinda wish it didn't. If I were to run it again, I think I would've found a way to get him still and silent spell, so even tied and gagged, once he woke up he could be a surprising pain for the part.

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For the record, my experience in Living Greyhawk during 3.5, used point buy for stat generation as well.

As a GM and a player I like it for an even power level throughout all players for character generation. As a GM, I know the general range of power levels I'll deal with from the start of the campaign, instead of having wild variation between some strong and some weak characters. As a Player, I enjoy the comfort that no one player will claim the spotlight through superior stats and ability,, and likewise that someone is not going to be upset because the stats they rolled are inferior and make a weak character no matter what they do.

I am slightly offended at the implication that you need to roll stats in order to be a 'real' roleplayer, when honestly, the roleplay aspect should be more about how you play, not what stats you have.

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I think Linnorm Kingdoms is a place you could get away with such a character. Ulfen customs particularly value strength and loyalty. So if he's a warrior, and has a few ulfen arm-bands from his raiding days, he might fit in as good as any. An example of how bestial characters work is how lycanthropes and skinchangers are generally respected amongst the Ulfen as having the power and connection to nature.

That being said, the appropriate responce is probably a mix of each really. But in general, especially if he's traveling with a group of humanish races, he should probably be accepted as any traveler to the kingdoms, fairly neutral, maybe an eye kept on him, but no disrespect for him or his coin unless given a reason.

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Honestly, from my experience so far, Shattered Star is really, really solid. Halfway through book three at the moment. The only thing that's struck me as a "Must be Changed" encounter is the Seugathi at the beginning of Book 3. Cause that would've totally TPKed my group if I'd run it straight. That being said, if your group has significant ranged fire power, this may not be the case for you.

Things to look at with monthes of prep time
-Magnimar. And by association all the NPCs, side quests and optional encounters that can happen here. Despite only book 1 and book 6 heavily taking place in here, this AP gives a ton of stuff to do and interact with in the city. Each book has two NPCs with a need that the PCs can take on as side quests to gain more exp and rewards. Thinking ahead how PCs can run into these NPCs, hear about them, etc, will help open up these possibilities without making them seem scripted or forced. The back cover has the monuments to add more flavor of the city. Book three has a number of optional encounters that can happen in Magnimar as well. I would strongly reccomend getting Magnimar setting book and really making the 'downtime' between modules experinces that the party can really enjoy, meeting with NPC friends and patrons they develop, slowly growing as hometown heroes of the city, etc etc. Lot's of potential here.

-Kaer Maga: Even if it's only for one book, Kaer Maga is just so weird and with so much to do, that it really sticks out as a place to be made special. Book three emphasizes several gangs and gives some very interesting hooks how to get PCs into the political maneuvering and such of the city as extra stuff to do.

-Rival Groups. The AP does lack a bit of urgency. If it's your thing, adding a rival group in some capacity can certainly add an edge to the AP in terms of making PCs think twice about the time they have to craft magic items, or if they can really trust the people who are so helpful in town and such. Potential Rivals are the Aspice Consortium, cultists/followers of the dragon in book five, or anybody that could reasonably know about and want the shards and their powers.

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Have to admit, immediately made me giggle with that title.

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donato wrote:
You could follow what was done in Legacy of Fire 1. There are some old potions that have dried up, leaving only a magical dust behind. The PCs need to add water to the potions before they become usable.

Ooo, I like this.

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I don't know the timeline, but if it's a good seal or special circumstance, or magic as potions are to give them that extra luck, no reason for the potion to dry out, and in fact it would make more sense for potions to be preserved than a scroll, as there are mites and worms and such that would certainly eat at the paper of scrolls. I mean, there have been liquids, soups and wines, that have been maintained in liquid state for 1600+ years. Again, I haven't read this yet (patience, patience), but perhaps to explain the extrastrong seals, the potions require a strength check to overcome the initial seal, making them a mixed blessing in battle if the party identifies them purely through detect magic.

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The purpose of this thread is to clarify questions arising in this adventure.

This thread is a GM Reference thread for Part 1 of the Mummy's Mask Adventure Path. Links for the individual threads for each part are as follows:

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I know people like to talk about a second edition of Pathfinder but...I just don't see it happening, or if it did happen, it would be the equivalent of a major errata and some slightly reworked areas that still leave past pathfinder modules completely playable in the new system. Equivalent to the changes between 3.5 and PF.

Correct me if I'm wrong, but most statements of Paizo seem to support One True Edition, do they not? The APs are the bread and butter of the Paizo model if I recall correctly, and a new edition suddenly makes all that back-catalogue of AP issues a lot less valuable.

Can the creativity continue forever? Hard to say. It may be at a certain point, new rules books become difficult to produce and hardcovers become more setting related, the big books that have been desired on Absalom, of like the Gods of the Inner Sea (or w/e the title is) hardcover coming out. Maybe they become collections of mostly out of print player or campaign books, a collected Races of Golarion Hardcover. Maybe that's the point where the resources are freed up to look at old mostly out of stock APs and revamp them into hardcovers. In any event, I just don't see a second edition anywhere near future. Not as we think of new editions in any event. But I could be completely wrong I guess.

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No prob. I'd be curious to know how you implement it in your game and how it works, so if you have the time, love for you to keep us posted.

One thing I would consider doing, in order to make the NPCs not completely overshadow the PCs, is maybe knock them down a level or two. I mean Shalelu is sixth or seventh level as I recall. Your players might not feel like main characters if that's who they're rolling with.

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I think a good way of doing it is just making liberal use of the NPCs the adventure gives. It gives a ton.
Even from the beginning, if you can stress meeting with the halfling, you have someone to help them out with the goblins in the swamp (The encounters up to the halfling, while maybe tricky, shouldn't be impossible for a party of 2).

Honestly, to a certain degree, I would have fun with this concept. The caravan becomes the roster where they can swap in and out 2 extra NPCs to join them on the adventure, and it grows so easily over time. The PCs are permanent fixtures, and each player gets to choose one of the NPCs to come along to the 'individual' portions of the adventure and in general they control that character for combat and stuff (though the voice and opinions of NPCs belong to the GM and there is an amount of veto there, but shouldn't try to abuse it, all for fun). The experience is shared equally with all involved in earning it, so PCs will always be where they should be level wise in the adventure. NPCs are leveled by the GM or players depending on how much control you want over them, personally I would do it myself. It would be interesting to see if the Players try to swap out the NPCs to 'evenly' level them, or to concentrate of a few favourites. Maybe they tend to pick NPCs less so because of mechanics and more-so because that particular character gets a funny voice from the GM that the players particularly like.

Sure, it may seem very video-gamey or pokemon-esque, but honestly it's totally what I would do in the situation and I think my players would have fun with it. I Imagine at this point they'd have trained up Spivey, Kelda, and Ulf as their side-npcs.

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Is the intention for this to only effect PCs? How will this reconcile with monsters? Will oozes now have a horrible to-hit because they also have basically no dexterity? Will animals have a horrible penalty on Init checks because they aren't Intelligent?

Also, how do you plan to have racial stat bonuses effect this? The majority of +2 to 2 stats and -2 to one?

How to you plan for this to interact with point buy? What new point buys will equal the old point buy?

Not saying there is something wrong with this. But if you're actually asking people to playtest this, you need to put forward some much broader design assumptions.

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I'll post that I did have an overall negative reaction to the body swap in my game. The player was actually female, playing a female PC. However, she was playing a Tengu and was having quite a bit of fun being an odd-ball bird-person. She didn't like being forced into a human sex-bomb figure, that wasn't the type of roleplaying she wanted her character to have. The Negative levels weren't helping anything either, and even when they returned to Magnimar and they could be removed and the class would just be stat bonus city, she choose to have that character retire and an 'apprentice' tengu take over (which was just the same character, restatted back as a tengu instead of Azlanti Human). And she has been much happier with her character since.

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At the prompting Owen Stephens, I thought it might be good to make a thread discussing the present state of DAD and it's content and kickstarter and such. The things the current members want to happen, what past members think, and what people who don't have access or haven't heard about the massive megadungeon started by Monte Cook think and desire of the product.

I don't intend this to be a thread to be continually negative towards current and past staff of DAD. Yes, some criticism is warranted and should be aired, but let's try to keep it constructive and look towards creating a discussion of what we want to happen to DAD now and in the future.

My disappointment: My main reason for supporting the DAD kickstarter was keeping the lights on. The delay of new content has never been a big issue, though I have certainly always had confidence that it would arrive eventually. However I pledged at the level that provided the additional benefit of all SGG products released during the subscription time. Admittedly, by now we have passed the point where the subscription should've run out, and it would be fair that the releases should've stopped anyway. But SGG continued with them, just as they continued with access to the site, until they could fulfill all backer rewards. That is, until the Schism of RGG, and since then it seems that SGG hasn't really released anything, and some of the products I most enjoyed are now continued at RGG instead. Admittedly, Owen Stephens has been amazing in this regard, and has started up a list of DAD backers who have received the old product that is now RGG property, and promised to send them coupons for updates. But there is still a disappointment that I'm not getting these anymore.

My worries: That the site shuts down, and all that awesome content is lost save as PDFs owned by old members who have kept them. My biggest concern is less about getting what I paid for, and more the lost legacy of Monte's Masterpiece. At the very least though, I would miss the website, I much preferred running it from the web format than the pdfs which, are not necessarily the best laid out of pdf products.

My hope: I really want DAD to function in a way that keeps it alive, keeps the current content available, and opens it up to spread to more people. I would love to see more content added. Even more so I would love to see the pathfinder update completed. One of the things that strikes me about a website dungeon is that it should be very easy to update and fill in errata and such. A dungeon that could evolve and update as new material becomes available. That wizard who was an 'alchemist' can now be fully restatted as a alchemist class. And such. But more than that, I do want the dungeon to become free, or somehow at least open to new people. It's too awesome of content to be limited to 200+ people.
Also, if i'm putting wishes here, I know it's a massive word count, but a hard copy of Dragon's Delve...Would be a dream book. Or dream volumes. It would sit proudly beside Ptolus, WLD, the complete Tome of Horrors, Slumbering Tsar and Rappan Athuk and other such massive tomes.

Anyway, hoping to open up some discussion on this, clear the air a bit. Owen seems to be very eager to reply about DAD, and while he's not involved perhaps he can shed some light on some issues, and hopefully even Hyrum stops by and at least can see what the current opinion of DAD is.

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Lord Snow wrote:

Yeah, I always envisioned that membership in the brotherhood of bones is kind of a dead end job, that no one with any sort of ambition will purposefully chose for themselves. You walk around the world, spending your years searching for something that was lost for too long for anyone to have any hope of finding it again.

Which is why it makes sense that each member is either a political outcast or is serving some kind of punishment (/enforced exile without actually stripping away the rank of priesthood). In my case, I'm going to make Laori an outcast and the Count I'm swapping for the PoV character from "Nightglass", who's story I changed a bit to get him punished and sent to look for Kazavon.

I anticipate those two NPCs to be the most interesting in the campaign.

<Insert well thought out and articulated comparison of the Brotherhood of Bones to the quest to find the avatar Prince Zuko is undertaking at the beginning of Avatar: The Last Air Bender, here>

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