James Jacobs wrote:
OK, not long to wait either way. Thanks!
Hi James - very excited for this (and claiming FULL CREDIT for this release as a result of this forum post). If I understand correctly, having joined the adventures subscription service, we should be getting the new compilation PDF on the 20th of January... Will the updated player's guide be dropped separately at any point, or is it included in the adventure PDF?
Neflite wrote: Also Remastered should be a must by now :D Well literally yes: any future Paizo publications will be under the ORC license as opposed to OGL and will need to be remastered by default. I saw James Jacobs mention elsewhere that part of the reason Gatewalkers got the remaster treatment was because it had relatively few OGL monsters etc that needed overhauling, and that the same bears true for SoG.
Some hastily cobbled together supporting evidence of SoG's popularity (although I'm sure Paizo will have by far the most important data - book sales): GM and player surveys putting SoG as easily the most popular AP The discord thread for SoG has over 33,000 posts - this is in comparison to most AP threads having an average of 1,000-2,000 posts. Abomination Vaults, a highly popular AP which predates SoG significantly, has less than half of the posts with 14,000 at present.
It's well documented by now that Season of Ghosts is a gigantic f#$&ing hit. Given that it's now formally announced that Gatewalkers is getting the compilation/remaster treatment, can we expect the same for SoG? I would personally relish a fully remastered update of this amazing AP.
James Jacobs wrote:
You are a gentleman and a scholar, thank you.
Mekura wrote:
Ah, some very good points here. I hadn't read that particular stat block closely enough - the aura of past regrets is definitely an avenue for some interesting "flashbacks" hinting that all is not as it seems. Looking forward to reading more about the mechanics of it all in book 3 so I can figure out how to plant some more seeds in book 1.
Have just finished reading through Let the Leaves Fall - delighted to see it's as well put together as book 1, really can't wait to start running it. Wondering what people's thoughts are on Zhi Hui revealing the nature of AP plot: ?
the mindscape To me it seems somewhat anticlimactic to have such a fundamentally reality-altering reveal just be delivered in dialogue. Would be interested to hear if anyone has any thoughts on a more dramatic or cinematic way of revealing the information to the party. As an aside: I can't overstate my excitement to start running this. Such an amazing AP so far.
Tizzles wrote:
This is amazing, will be a huge help to keep this campaign organised (not one of my strengths). Thank you!
Yes my mistake, the PCs are level 9. And to think I thought the encounters would be too easy as I had another friend joining to bring the party to 5 PCs for this session. Glad to see it's been equally lethal for other parties, I feel better about my GMing now! An interesting point raised on reddit is that Black Lotus poison was initially DC20 in the CRB before being errata'd to DC26. So it seems like the AP encounter was written with it balanced around being DC20. Just something to think about for anyone else planning on running it.
Just lost 2 PCs on the Lizard Lounge balcony encounter. Did I do something wrong or is that Black Lotus poison way too potent for this level? Con track with accelerated progression and a DC26 Fort save at level 10? None of the PCs made the perception check to notice she wasn't drinking a second glass but is there anything else they could have done to avoid dying?
I'm having trouble using the AP maps for areas B, C and D. It seems impossible to align them to a grid on roll20. If I look closely I can convince myself that the stock grid isn't actually square - look at the bottom right corner, and compare the height of the row containing the words "B. The Blue Room" compared to the height of the row immediately above it. It's not just me is it? Am I crazy or are the rows alternating in considerably different heights? Importing the map into Roll20 has been a pain either way. Any help or advice would be appreciated!
Jason Keeley wrote:
Ah, I see where I was confused - I'd lumped that effect in with the "initial" effect of the Will save. That makes perfect sense now, thank you!
I have a quick question I hope someone can help me with - I'm a relatively new GM, getting ready to run my 3rd session of Diaspora Strain tomorrow. I'm a bit confused about the tortured apparitions that appear in area G of the mines. I understand the sequence of events around their appearance: the concealing fog, screams, doors lock, the Will save against being shaken and the Fort save against negative energy damage. I'm just not sure how exactly it's supposed to play out after that. What does the trap do in subsequent rounds of combat? I know it has a combined HP pool of 120, Mysticism checks can harm it as well as other attacks. But after the first round, what "actions", if any, does the trap take? The flavour text says the apparitions claw at the PCs but there's no info on melee attacks or anything in the stat block. Am I missing something?
I'm currently playing a level 6 infernal sorcerer through book 2 of Hell's Vengeance. I'm not hugely familiar with a lot of the lore/setting/mechanics (either this campaign or Pathfinder generally) so today I've just been looking ahead at ways to go with the build as I level, researching feats, prestige classes, and other such fun things. I'm thinking of going prestige into Diabolist and take a load of Damnation feats, for flavour. I came across the spell Create Soul Gem and have been doing a bit of reading on The Soul Trade. It seems to apply exclusively to demons but it got me wondering about devils. Would a contract devil, or other LE outsiders, accept souls of defeated NPCs for trade? Or just as gifts to help gain favours? Would they value them at all? Are there any other interesting uses of soul gems? I'm intrigued by the idea of taking the souls of all the LG Iomedeans my party will kill along the course of the campaign, and trading them to eternal damnation.
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So I got my Tiefling boon, and for it, I was considering making a fighter that is obsessed with wielding the largest weapon he can find. Starts off with 1-3 levels of Titan Fighter (1 just to get the ability to wield a large 2 handed weapon, 2 for the bonus feat, 3 for the 1 point reduction in attack penalties) Takes at least 8 levels of primal companion hunter next, with one level of living monolith for my 6th character level (to be able to enlarge). After my pet dies, I'd enter a period of indefinite mourning for it, not replacing it and gaining access to the evolutions for myself. At 8th level, I'll be able to evolve myself to large for 8 minutes a day. With the swift enlarge from Living Monolith, I'll go huge. Equipment wise, I'm going to need a Large 2hander for when I'm not eidolon size increasing, and a huge 2hander for when I am. (Yes, I know huge weapons aren't always available, so I'll need the fame. I'm not going to need this till 8th level, I'll be able to afford at least a +1 enhancement on the huge weapon) I'm thinking either a great sword or an earth breaker as a primary. Eventually, I'd like to have both just for DR purposes, but as a primary, I'm trying to decide between the higher crit mod, or the higher crit chance. Either way, they are both going to have the impact magic special ability to treat the weapon as a size category bigger. So the way combat against a BBEG looks is: Round One: Buffs! Double Enlarge (YAY, I'm HUGE now!) Lead Blades. Round 2: Charge! So, starting off with the 2d6 for a medium sized Greatsword: 3d6 Large, 4d6 Huge, 6d6 Gargantuan (because the enlarge also enlarges my equipment) 8d6 Lead blades 12d6 Impact. My STR is +10 from both the enlarges (+2 from enlarge, +8 from evolution). The advice I'm seeking: Are there any other damage dice increasing effects that I missed? Are there any PFS legal ways to decrease the penalty for wielding a weapon that's too big for you? I see that effortless lace isn't legal for PFS... Is there anything that I might have missed?
So I'm in the process of creating a character for PFS. I've envisioned this grippli that rides a snake that shows up and defends towns from evil cultists and rides off into the sunset before ever getting a thank you. While adventuring with companions, he stays back on his horse, inspiring confidence in his allies with tales of "The Siege of Ashimar" and the "defense of the nine mountains" battles. (Example battles are examples!) Essentially, class build is: 1: Mysterious Stranger Gunslinger
Sacred Huntsmaster, because I got a cool boon for a special snake that I want my froggy to ride. Infiltrator because I think it'd be fun to detect as evil for a day, also- opposing alignment spells. Inquisitor is pretty much how I'm going to be getting all my super cool magical bonuses. I understand that Mysterious stranger is Cha based instead of wis based like a normal 'slinger, and that inquisitors are wis based instead of cha based like the mysterious stranger. I'm okay with having average stats. I think my stats are: Str 8 Dex 18 Con 10 Int 10 Wis 14 Cha 16. Willing to reconsider spread. Eventually I'd put 1 point into wisdom for access to fifth level spells (probably at 12, if I want to do Eyes of the Ten with this character). I've considered "calling" myself a mysterious stranger but playing as a musket master... Not as interesting, I think. I like the idea of dual pistols later on. I plan on using gloves of storing to be able to free my hands and reload the pistols. The one level of bard literally for the inspire. Having access to 2 or 3 abundant ammunitions is nice, too. I've considered taking Magical Knack Bard for increased caster level to let the ammunition last a couple extra minutes. Inquisitor for access to bane, essentially. Oh, and the mount. The inquisitor spell list has some cool spells as well. The biggest problem I see with this build is having to use the first round of combat to buff up my pistols. Second round of combat... Or maybe first... I'd also inspire my allies. I think this could be a fun character. It's been fun planning him out, at least. Suggestions? Anyone try this before? Suggestions for feat progression? My first idea for feats are: Rapid Reload, Point Blank Shot, Rapid Shot, 2 Weapon Fighting, Improved 2 weapon fighting, Tandem Trip (bonus), Precise shot, Mounted Combat, Target of Opportunity(bonus). I'd like to get dead eye (deadly aim?) In there. The ranged power attack feat. Not sure where at, though. I've thought about splashing a level or two of fighter to get a couple extra feats, but I'm not sure if it's worth delaying inquisitor or gunslinger things even more for that.
So I'm playing character of the above classes. My deity is Imbrex. I'm an Oath of Vengeance paladin and I'm Order of the Gate Hell Knight. Order of the Gate Hell Knights summon Bearded Devils. Not a power I plan on abusing lightly, but I figure I'd be perfectly fine (Just as the oath of vengeance states) working with a bearded devil (lesser devil) to take out a greater devil, or a demon. Thoughts? Anyone run across this before? I know I can't be the first. |