Corvin Vathis's page

21 posts. Alias of AFigureOfBlue.




I'm planning to run this AP in the future; really loved the first three books on my first read-through, then hit some stumbling blocks in book four. Most of them I think I can fairly readily adjust (or can tinker with once I'm actually prepping to run book 4), but there's one thing I was hoping to see if others had any thoughts on:

In book 4, the Fang and Key is described as being a ceremonial item which marks the PCs as being the legal rulers of Willowshore. It then is also able to provide the PCs with magical access to a number of parts of the manor and the mindscape in the last part of the module. Is there an explanation I've overlooked as to why this ceremonial item with no apparent past connection to the manor has such powers in it?

The only thing I can think of would be if the intent is about the bearers being the 'rightful rulers' of the area or similar and that that is what grants them more access to the manor and mindscape, but that's not a concept I'd want to use in a game I'm running (a society having something that ceremonially marks who its ruler is is something that I can roll with; but having something magical provide an in-universe 'objectivity' to who rules a place or people carries with it some political implications I'm not interested in including in my campaigns).

Does anyone know of any other explanations I could go with for why this item has the effects it does? Or if not, an alternative to the item entirely as far as it's role in the third part of book 4 goes?


I was hoping that the hardcover release would adjust the description of area Q, the Broken Eggshell, on Bonmu, or else add something later in the AP to follow up on it, but it seems the text is unchanged. Has anyone running this campaign added anything into the 2nd or 3rd module to follow up on the teaser of "[the PCs] and have a chance to meet Moku in this Adventure Path’s subsequent adventures." which the AP doesn't follow up on? Do you feel it's better to add something in, remove the eggshell altogether if it's not followed up on, or leave it there as another one of Bonmu's unexplained mysteries?


I recently encountered a situation which seems unintended (or, if it is intended, at least doesn't seem logical). The spells fire shield and fiery body (and maybe some others that have similar wording) damage anyone who hits their caster with a melee attack, anyone who touches the caster, or anyone who damages the caster with an unarmed attack.

This creates a rather odd situation when ranged unarmed attacks are involved. For instance, the attack granted by the leshy Seedpod feat is a ranged unarmed attack that represents throwing something at the target (and, why would throwing a seedpod inflict damage on the thrower, but not throwing a dagger). Or consider the wind crash strikes from a monk's wild winds stance, which are ranged unarmed attacks that represent "sending out waves of energy at a distance." Or the "wisps of blue energy" created by a kitsune's Foxfire feat.

RAW, these attacks, despite being made at a range and not thematically involving the two creatures actually touching or even being in close proximity, would still cause the attacker to take damage from effects such as fire shield.

I'd suggest that these spells be errata'd to remove the "unarmed attack" clause. Any unarmed attack where taking damage from the spell makes sense is probably also going to involve a melee attack and/or touching the target, two situations that the spell already accounts for, but this interaction with ranged unarmed attacks doesn't seem to make any sense and is likely unintentional.

Does anyone know of any ranged unarmed attacks that should logically have the attacker be damaged by such effects? Or know of any spells that have a similar issue as the two mentioned above?


In 1E, the ability to take a swift/immediate action "refreshed" at the end of each turn. In 2E, the ability to take reactions refreshes at the start of each turn. Although the 2E version is conceptually simpler, I think it leads to some undesirable situations.

In 1E, I can cast Feather Fall the moment I start falling. In 2E, I can do that... if I didn't happen to use a reaction on my own turn.

Or, just look at the stat block for a balor (as an example). It has two reactions - a standard attack of opportunity and one that triggers when it kills a creature. So, now, if it kills a creature and uses that reaction, it suddenly can't make an attack of opportunity for the full round? That could be crippling if some important spell gets cast and the balor "lost" its attack of opportunity because of this. If reactions refreshed at the end of each turn, then the balor's attack of opportunity would get "precedence" in a way, allowing it to respond to enemy actions before getting back to its turn and deciding if it wants to use that special kill reaction. If it had to make an attack of opportunity, then it just can't use that kill reaction - but that seems to me like a much better way for things to play out, since it puts a more sensible choice in the creature's hands ("Do I attack now and then not be able to use this other thing" vs. "Do I use this other thing now and then just hope nobody does anything I need to interrupt before my next turn").

Swift/immediate actions refreshed at end of turn for exactly this reason, always allowing you to "sacrifice" a future swift action to take an immediate action now. It seems weird to me that reactions don't work this same way. Reactions that actually react to somebody else shouldn't have to be sacrifice in favor of self-triggered reactions, but rather it should be the other way around.

Other than this, the new action economy looks pretty fantastic to me.


In D&D3.5, magic items were in the DMG and nonmagical equipment in the player's handbook, and although PF1e combined these into one book, it kept the chapters separate - but they were still largely distinct, with a differentiation between magical and nonmagical gear.

In 2E, I'm a bit confused about why they're still separate, or at least, why they have the division they have. The Treasure chapter contains alchemical equipment and nonmagical snares which in 1E would have been in the Equipment chapter, so it makes the divide between the two types of items a bit confusing.

Is there some reason I'm missing that makes it worthwhile or useful for these to be separate? It seems like it would just make it harder for players new to the system to find what they're looking for, when items are really just items when it all comes down to it.


As the header asks, what does the augmented subtype do? Why do certain templates grant it but not others (and is it gained or not if the template doesn't specify)?

Does it just serve as a note to GMs that, hey, the creature used to be this, or does it have some mechanical meaning which isn't discussed in the creature type descriptions of the Bestiaries?

Thank you!


Are these decent stats for a two-weapon-fighting barbarian?

Level 12 orc (not half-orc) barbarian, 15 point buy:
AC 23
HP 143
Fort +13, Ref +9, Will +4
DR 6/-
Melee:
+1 furious battleaxe +17/+12/+7 (1d8+8/x3) and
+2 furious longsword +17/+12/+7 (1d8+9/17–20)
Melee (while raging):
+1 furious battleaxe +22/+17/+12 (1d8+13/x3) and
+2 furious longsword +22/+17/+12 (1d8+14/17–20)
Rage lasts 30 rounds/day. I might use the elemental rage rage power [APG] for increased damage.

The low AC and saves really worry me, and the attack rolls aren't super-awesome looking either because of the -4 to each one from two-weapon combat. Having never played above level 10 before, do these look decent?

Thank you!


How important to you are sample creatures for templates?

If templates in a bestiary (Paizo official or otherwise) didn't have sample creatures, would you miss them?

If a book which consisted exclusively of templates (like Green Ronin's Advanced Bestiary) didn't have many sample creatures, would you miss them?

Note that the same space which would have been used for the sample would be used for other content... more art, more monsters or templates, a new item or feat related to the template, more descriptive text (which is all too short due to space, at least in the Paizo Bestiaries), etc.

What if the book was cheaper because the samples weren't there? Writing a little fluff text or a new item/feat presumably doesn't cost as much as writing up a full stats block.

Templates with obvious main uses (e.g., human warrior skeletons and zombies, werewolf lycanthropes) would still have samples, but not things like half-celestial and ghost.

What are your thoughts?


Pathfinder books, including APs, smaller supplements, and core books, since the release of the PFRPG (and maybe a few before that) specify that the "game mechanics" of the book are open game content, except for anything already declared as product identity. Books prior to these used the broader and clearer word "contents", referring to the entire contents of the book, except for things declared as product identity.

I'm wondering what the definition of "game mechanics" is. Are feat, spell, creature, etc. names (barring any proper names included therein) OGC? How about (and this is the big one) descriptive text contained within stat blocks? I just opened the Advanced Player's Guide to page 239 and saw, in the description of a spell: "Retribution blasts those who have the temerity to assault your person". Since this is part of the spell description (and an integral part of it, in my opinion), it seems like it should qualify as part of the "game mechanics"... but at the same time, it is purely descriptive text. Many spells have such examples (even material component descriptions like "a pinch of sand" or "a bit of plaster" aren't really game-mechanics-based).

Many of the PFRPG books also include short descriptions before classes, feats, and archetypes, and this question comes up again. Although the descriptions aren't really "game mechanics", they are integral to understanding the topic. I note that d20pfsrd.com includes this descriptive text, such as on the page describing the Two-Weapon Warrior archetype. Is that within the bounds of the definition "game mechanics"?

I'd just like to have some clarification before I put too much work into some OGL websites/books/etc. (not specifying what it is ATM).


As stated in the title. I'm looking to get a group together in West Chester. Check out my craigslist posting for the game for details. You can contact me via the email address in the posting there.


Hi; please cancel all of my subscriptions. Thanks!


Hi!

One of my players seems to have disappeared and hasn't posted in about a month, so I'm looking for a replacement. This is a permanent slot... if the original player comes back, you can both stay in the game.

If you're interested, please post here and then in the game's discussion thread once you're pretty much ready. If there's interest I can help out with character background so that you can be added into the campaign smoothly.

I'm really looking for someone who enjoys a mix of roleplaying and combat, maybe with a little bit of emphasis on roleplaying (at least the first half of the campaign is going to be fairly urban-based, so there'll be a lot of good Roleplaying opportunities).

Thank you for your interest.

EDIT: You can also read up on what's already happened in the adventure thread. If you're interested in joining the game, please do not look at spoilered text. Thanks!


It doesn't seem like I've gotten a confirmation E-mail for order #1052381 yet. I checked my spam folder, and its not there, so I'm wondering if the order got placed okay or if the E-mail got lost.


Hi-

As a superscriber having selected the "hold for monthly shipment" option, I have to ask: Will the October shipment of PF14, PF15, LB2, D4, Elves of Golarion, and Gods & Magic go over the 4 pound (if I remember correctly) weight limit before the shipping charge starts increasing exponentially? If so, would it be possible for me to change my shipping method to "hold for each AP," just for this month, if that would be cheaper?

Thanks!


I just thought of these two variant ideas that might make the cleric be more than a simple healer who has to always be adjacent to allies:

Swift Healing: At 1st level, a cleric can cast any cure spells that she has prepared as swift actions instead of standard actions. A cleric casting cure spells spontaneously or from magic items does not gain this benefit for those spells, although cure spell-like abilities granted by the cleric's domain benefit from this ability.

Ranged Healing: At 1st level, a cleric can cast any cure spells that she has prepared as if they had a range of Close (25 ft. + 5 ft./2 levels) instead of Touch. A cleric casting cure spells spontaneously or from magic items does not gain this benefit for those spells, although cure spell-like abilities granted by the cleric's domain benefit from this ability. If using a cure spell at a range to attack undead, the cleric makes a ranged touch attack.

Then there could be a feat for each of these abilities that allows them tot apply to spontaneous casting, or maybe a class feature at another level.

With this variant, clerics would be able to use more of their non-healing spells and not need to stay in the middle of the action if they don't want to.

Comments? Ideas?


I just signed up for the Pathfinder AP and Modules subscriptions, and I have two more questions (Cosmo answered my others in another thread):

-The Pathfinder Advantage did not look like it was applied to the Module. I believe that Cosmo said that's because the Advantage does not apply to your first subscription shipment until you have received at least 1 AP adventure, correct?

-I had accidentally backed up a page while I was getting the subscriptions set up, and returned to the main cart page. I noticed that the shipping method had changed from the "Hold for Monthly Shipment" option that I had selected to the "Never Hold Anything" option. I changed that, but then when I first looked at the My Subscriptions page, the "Never Hold Anything" option was checked again, so I switched that over to the "Hold for Monthly Shipment" option. Is it kind of normal for it to switch like that? Should I be checking the My Subscriptions page periodically to make sure it hasn't reverted again? I'm just concerned because I really don't want to have the stuff shipped separately.

Thanks!


Anyone have any word on these yet? I'm just trying to decide whether or not to subscribe, and I'd really like to know as soon as possible before the current window for available "start subscription with" products changes. Any answers here would really help. Thanks!


Is it possible to determine how much shipping would cost for a subscription before committing the subscription? If so, could someone tell me how... I can't see to find it anywhere.

EDIT: Also, if I were to start a new subscription now starting with PF13, would I get the Player's Guide for free? Or did you need to subscribe before now to get the Guide?


Hi! I'm hoping that this thread can be used as the primary thread to discuss the barbarian's rage and rage powers. I'll start it off.

GENERAL RAGE IDEAS

I think that having a barbarian using rage points for their normal rage, and not just their rage powers, is a good idea. However, assuming that the barbarian has a Con score of about 14, they can only rage for 6 rounds a day at 1st level. This is similar to how long it could be in v3.5... with the exception being that barbarians are now more dependent than ever upon their rage ability. I think that making it 10 + Con modifier at 1st level would be better (or just use Con score) for this sort of build, but then using the 2 + Con modifier at additional levels.

SPECIFIC RAGE POWERS

Animal Fury: Could have the option of using the bite as a secondary attack in conjunction with a weapon attack, with the bite taking the normal -5 penalty to the attack roll.

Guarded Stance: Should cost more rage points... 6, perhaps?

Increased Damage Reduction:I think that this should by +1 DR per 2 rage points, maximum of DR 5, and minimum barbarian level 8th.

Powerful Blow: Should probably use 1/2 barbarian level, not barbarian level, to determine effect.

Quick Reflexes: I don't think that you should be able to use this in the same round as Combat Reflexes.

Renewed Vigor: I think that this should be scalable. If you pay 12 rage points, its 2d8 + twice Con modifier hp, and if you pay 18 its 3d8 + three times Con modifier hp.

Strength Surge: Should probably use 1/2 barbarian level, not barbarian level, to determine effect.

Surprise Accuracy: Should probably use 1/2 barbarian level, not barbarian level, to determine effect.

RAGE FEATS

Just like spellcasters have metamagic feats, I think that barbarians should have "rage" feats, which require the ability to rage. These feats would effectively be additional rage powers that the barbarian would gain access to as long as he has the feat. This way, you could give barbarians more rage powers than normal at the cost of a feat. Maybe the most powerful rage powers could be made into feats, or maybe "improved" versions of other rage powers.


I was just thinking about this a few days ago... Paizo is planning to switch all of their APs, modules, chronicles books, and companion books over to PRPG when the final rules release in August 2009. BUT, since the core book won't contain monsters, wouldn't that mean that until a "core" monster book is released, the other books will have to contain full statistics for every monster so that players who don't have the 3E/v3.5 MM can still use the books? And would it need to continue like that until there is a real PRPG monster book? I'm just worried because statistics are statistics... what makes Paizo's stuff great is the fluff, and if there isn't as much room for that... eck.

Just a thought.


Wow... I guess that that was quite a spelling error in the title line for an ERRATA thread.


[A note: The players in my PbP game shouldn't look at this].

Okay, so I'm creating an NPC. The exact character in question is a Dwarf Cleric of Lamashtu (long story) with the Madness and Strength domains. How do I determine the save DCs for his domain-granted spell-like abilities? Madness, for example, grants lesser confusion as a spell-like ability, but lesser confusion is not on the cleric spell list. So, is the save DC determined as if it were being cast by a member of the class that can use it? If there were multiple classes at different levels, which one would you use? Is the save DC automatically determined as if it were a level 0 spell?

I vaguely remember seeing something in a v3.5 book about this, but I can't seem to find it.


Title says it all. I've seen him/it mentioned a lot in various books, but I haven't found a real description anywhere. Am I being blind, is it in a book that I don't have yet, or isn't there a full write-up yet?

Thanks!


ALGRET:

Spoiler:
As a part of your daily clerical regime, you clean the Sculpture of Torag at the temple. This day, though something is different. Just as you get around to the back of the intricately-designed sculpture, you see a small card leaning up against the statue’s left foot; a Harrow card, in fact, an item used in fortunetelling. This particular card represents The Paladin, used as a symbol of strength, not only as a term or rank within the church. As you pick it up, you notice that there is writing on the back:

I know what the goblins have done to you. They have wronged me as well. I know where a small group of them dwells, yet I cannot strike at them. Come to my home at 3 Lancet street at sunset. Others like you will be there. The goblins must face their fate, and justice must be done.

What do you do?

CORVIN:

Spoiler:
You are sitting in your small, rented apartment, leaning over your spellbook and studying its arcane runes and sigils. As you begin to turn a page, you feel a small object between the next two pages, a small thing slightly thicker than the paper that you normally use for your spellbook.

Turning the page, you see that it is a Harrow card, one of the cards that belong in a 54-card deck used primarily for fortunetelling. The card in particular is The Wanderer, and as you turn it over you see that there is writing on the back.

I know what the goblins have done to you. They have wronged me as well. I know where a small group of them dwells, yet I cannot strike at them. Come to my home at 3 Lancet street at sunset. Others like you will be there. The goblins must face their fate, and justice must be done.

What do you do?

GOBURN:

Spoiler:
Your travels have brought you to the grand city of Korvosa, one of the three major cities of power in the land of Varisia. You’ve rented a small apartment for yourself, just a block away from the nearest bar.

While reaching for your enormous weapon before leaving your home (for you never leave without your axe), you feel something lying on its hilt: a card. A simple Harrow card, used in fortunetelling and in a gambling game called Towers. This particular card represents The Keep, a symbol of strength and unshakability. Looking at it, not knowing where it may have come from, you see that there is writing on the back.

I know what the goblins have done to you. They have wronged me as well. I know where a small group of them dwells, yet I cannot strike at them. Come to my home at 3 Lancet street at sunset. Others like you will be there. The goblins must face their fate, and justice must be done.

What do you do?

LIANDRA:

Spoiler:
Your most recent delivery run involves the transportation of some “valuable papers” to another crimelord. As you hand the box over to one of his thugs for delivery, a tough brute who you’ve never heard speak, slowly opens it up and peers inside before letting out a small grunt.

“What is this rubbish?” He asks you, picking up a small card from inside the box: a simple Harrow card, used in fortunetelling and in a gambling game called Towers. It’s back towards you, you can see that there is writing on it.

Having helped package the box, you have no idea how the card managed to get there, but you apologize and take it from the gruff man, who you hear mutter, “Bloody half-breed.”

But you know not to argue.

As you return back to your home, you study the card in more detail. It represents The Rabbit Prince, a symbol for capriciousness of combat. Studying the writing on the card’s back, it reads:

I know what the goblins have done to you. They have wronged me as well. I know where a small group of them dwells, yet I cannot strike at them. Come to my home at 3 Lancet street at sunset. Others like you will be there. The goblins must face their fate, and justice must be done.

What do you do?

SKAZZ:

Spoiler:
Your travels have brought you to the grand city of Korvosa. You’ve rented a small apartment for yourself, just a block away from the nearest weapons store.

As you are leaving your home to investigate the region surrounding Korvosa, as you often do in your search for vengeance, you see a small object lying right before the door out: a card. A simple Harrow card, used in fortunetelling and in a gambling game called Towers. This particular card represents The Mountain Man, a symbol of strength of power. Looking at it, not knowing where it may have come from, you see that there is writing on the back.

I know what the goblins have done to you. They have wronged me as well. I know where a small group of them dwells, yet I cannot strike at them. Come to my home at 3 Lancet street at sunset. Others like you will be there. The goblins must face their fate, and justice must be done.

What do you do?


ALGRET:

Spoiler:
As a part of your daily clerical regime, you clean the Sculpture of Torag at the temple. This day, though something is different. Just as you get around to the back of the intricately-designed sculpture, you see a small card leaning up against the statue’s left foot; a Harrow card, in fact, an item used in fortunetelling. This particular card represents The Paladin, used as a symbol of strength, not only as a term or rank within the church. As you pick it up, you notice that there is writing on the back:

I know what the goblins have done to you. They have wronged me as well. I know where a small group of them dwells, yet I cannot strike at them. Come to my home at 3 Lancet street at sunset. Others like you will be there. The goblins must face their fate, and justice must be done.

What do you do?

CORVIN:

Spoiler:
You are sitting in your small, rented apartment, leaning over your spellbook and studying its arcane runes and sigils. As you begin to turn a page, you feel a small object between the next two pages, a small thing slightly thicker than the paper that you normally use for your spellbook.

Turning the page, you see that it is a Harrow card, one of the cards that belong in a 54-card deck used primarily for fortunetelling. The card in particular is The Wanderer, and as you turn it over you see that there is writing on the back.

I know what the goblins have done to you. They have wronged me as well. I know where a small group of them dwells, yet I cannot strike at them. Come to my home at 3 Lancet street at sunset. Others like you will be there. The goblins must face their fate, and justice must be done.

What do you do?

GOBURN:

Spoiler:
Your travels have brought you to the grand city of Korvosa, one of the three major cities of power in the land of Varisia. You’ve rented a small apartment for yourself, just a block away from the nearest bar.

While reaching for your enormous weapon before leaving your home (for you never leave without your axe), you feel something lying on its hilt: a card. A simple Harrow card, used in fortunetelling and in a gambling game called Towers. This particular card represents The Keep, a symbol of strength and unshakability. Looking at it, not knowing where it may have come from, you see that there is writing on the back.

I know what the goblins have done to you. They have wronged me as well. I know where a small group of them dwells, yet I cannot strike at them. Come to my home at 3 Lancet street at sunset. Others like you will be there. The goblins must face their fate, and justice must be done.

What do you do?

LIANDRA:

Spoiler:
Your most recent delivery run involves the transportation of some “valuable papers” to another crimelord. As you hand the box over to one of his thugs for delivery, a tough brute who you’ve never heard speak, slowly opens it up and peers inside before letting out a small grunt.

“What is this rubbish?” He asks you, picking up a small card from inside the box: a simple Harrow card, used in fortunetelling and in a gambling game called Towers. It’s back towards you, you can see that there is writing on it.

Having helped package the box, you have no idea how the card managed to get there, but you apologize and take it from the gruff man, who you hear mutter, “Bloody half-breed.”

But you know not to argue.

As you return back to your home, you study the card in more detail. It represents The Rabbit Prince, a symbol for capriciousness of combat. Studying the writing on the card’s back, it reads:

I know what the goblins have done to you. They have wronged me as well. I know where a small group of them dwells, yet I cannot strike at them. Come to my home at 3 Lancet street at sunset. Others like you will be there. The goblins must face their fate, and justice must be done.

What do you do?

SKAZZ:

Spoiler:
Your travels have brought you to the grand city of Korvosa. You’ve rented a small apartment for yourself, just a block away from the nearest weapons store.

As you are leaving your home to investigate the region surrounding Korvosa, as you often do in your search for vengeance, you see a small object lying right before the door out: a card. A simple Harrow card, used in fortunetelling and in a gambling game called Towers. This particular card represents The Mountain Man, a symbol of strength of power. Looking at it, not knowing where it may have come from, you see that there is writing on the back.

I know what the goblins have done to you. They have wronged me as well. I know where a small group of them dwells, yet I cannot strike at them. Come to my home at 3 Lancet street at sunset. Others like you will be there. The goblins must face their fate, and justice must be done.

What do you do?


I just have a question about the Modules: How many pages are typically taken up for the pre-made characters, credits, TOC, ads, and the "next volume" preview (if there is one)? That stuff is pretty much useless to me, so I was wondering what part of the page count I wouldn't use if I started buying them (although I'm sure that the rest of the content more than makes up for those pages!)

Thanks!


The biggest thing that had drawn me to 4th edition before scraping it for Pathfinder was the "all classes have powers" concept. I love it. And I was thinking... Paizo's already done something with it in the form of the Vital Strike feats, but is there any chance that we could get maybe 25-50 combat feats that allow alternate types of attacks with additional benefits (balanced by equal penalties)? It would still be backwards compatible, and it might help draw some of the 4E players over to PRPG.

Just my ramblings. Anybody else have ideas about this?


Hi! Iziak here. I’m wondering if anyone around these parts would be interested in a Rise of the Runelords/Curse of the Crimson Throne Hybrid Play-By-Post.

Although I know that there are some other RoTR and CotCT PbP’s already active, the main reason that I want to do this is because A) I need a group and B) I want to test out the PRPG Beta rules. Also, this game will be different from those because it combines many elements from both Adventure Paths into a single campaign. Also, I’m fine with you joining in even if you’ve already read or GM’d one or both of those Adventure Paths.

Now, on we go:

POSTING GUIDELINES

I hope for postings from everyone at least once per day, if not more. If you are unable to post on a particular day, I may post in your stead if necessary. I plan to check the ‘boards a few times a day, but sometimes that might not happen… I’ll take a look as much as is reasonably possible, and I hope that you do the same.

I don’t feel that other players are going to cheat… that’s just not cool and it goes against the spirit of playtesting. So, you can roll your dice at home. Just post the total, MODIFIED, result. For attacks, please post attack roll and damage roll at the same time.

CHARACTERS

All rules in the Pathfinder Roleplaying Game Beta Playtest Edition are usable by players. In addition, in the spirit of backwards-compatability, I’m also allowing most rules (by Paizo, Wizards, or another company) designed for 3.0/3.5. If you use something not from the PRPG Beta, however, please notify me of the source and page that it is in, and provide full rules text (for a race, feat, spell, or magic item) or provide most rules text if asked (for classes and other major rules elements).

Ability scores are generated using the standard PRPG Beta point buy system.

The following races are allowed: the core seven, tieflings (without a level adjustment and without the darkness spell-like ability), changelings (with the addition of +2 to any ability score), shifters (with the addition of +2 Wisdom and the removal of -2 Intelligence), and warforged (with the addition of +2 Intelligence and the removal of -2 Wisdom).

The following classes are allowed: the core eleven, warlock, duskblade, hexblade, scout, psion, psychic warrior, wilder, soulknife, dragonfire adept, factotum, dragon shaman, artificer, warmage, and spellthief. The Chaotic Good paladin variant in Unearthed Arcana is also fine for use.

Other races or classes may be possible, but please check with me before using them.

PLAYTESTING GOALS

I hope to start a thread in the Playtest Discussion forum to cover various things regarding three points, as they are found in the campaign:

1) Backwards Compatibility is a first. I am allowing most 3.0/3.5 rules from most companies into the game without modification to make the rules equivalent to those in PRPG Beta (although any changes necessary to make them function will be made). Monsters and NPCs may be tweaked slightly to account for a few more hit points, etc., as explained in the Beta.

2) Fun is about on par with compatibility. If one of my players or I ever comes across a new rule that really doesn’t make sense and detracts from the game, or one that makes the game immensely better, I hope to post information about it.

3) Simplification is important. Rules such as polymorph and grapple have hopefully been simplified, as has turning undead to some extent (with a positive energy heals living/hurts undead and vice versa) but whenever such rules come into play I will report on how well they play.

I’m hoping for a total of 3-5 players. I already have one player, Tomato26.

The following spoiler is for anyone interested in how a hybrid of the two APs would be. Please don’t look at it unless you’ve already read one or both of the APS.

Spoiler:
Instead of Sandpoint, much of the action takes place in and around Korvosa. PF7 is left mostly intact, but with some elements of PF1. After that, PF2 and PF8 really blend together with the PCs exploring the haunted mansion to try to find the source of the disease. The fortress in PF3 would be used near the end of PF9 (which would have a lot of modifications). Much of PF4 becomes a dungeon-crawly side trek in PF10, which is modified quite a bit. PF 5 and 6 remain mostly intact, but with a decent number of modifications.

If there are any other questions, please post here.

Thanks!


I've added information to the main thread regarding a possible combination of RotR and CotCT into a single campaign.


I've added information to the main thread regarding a possible combination of RotR and CotCT into a single campaign.


For some reason I can't edit my post. Anyway, anyone interested in additional information regarding my hopes for playtesting should take a look at this .


Hi-

My previous post seems to have completely dissapeared, so I'll try again:

I'm considering starting a PbP game (still haven't quite decided) but if I do I wanted to try and have an actual meeting time where everyone in the group is on and active for 3-4 hours or whatever, instead of having a slow and stilted kind of game the way the most PbP games are (at least the one's that I've viewed on this site). This, however, brings up two questions:

1) Is Paizo okay with this? Because if there are 5-7 people on at the same time constantly posting, it would mostly take up the "recent posts" bar on various pages of the website... If you guys would rather not have a game like that, I understand completely.

2) Provided Paizo doesn't mind, I have to wonder how you access additional pages of the messageboards... if nothing is posted for a week or so in a thread and it drops down below the bottom of the page, is it still accessible? Is it gone forever? I just don't see any obvious "next page" buttons.

Thanks!

EDIT: My previous post appears to have popped back into existence. I've deleted it.


I know that adding new races to the game is not Paizo's goal with the Pathfinder RPG, but I think that adding in some MM races/subraces to the core rules would be nice, namely: drow (just getting rid of their SR and spell-like abilities should make the LA +1, which is about the equivalent of all the Beta races), high elves, orcs, goblins, hobgoblins, KOBOLDS!, lizardfolk, etc.

Obviously, they'd probably have some disclaimer saying that they were usable by the GM's permission only, but I think that making those races more accessible would be a good idea... I know that a lot of players don't buy monster books, so having information on those races (especially the kobolds) would be great.

Does anyone else have thoughts about either adding in MM races or creating all-new races for PRPG?


Just looking through the spells and magic items chapters, I need to ask if you could maybe reformat the stat blocks. For spells, maybe you could just say that "all casting times are standard actions unless otherwise noted," which would save a lot of space. You could also only put the Saving throw entry in if a save is actually allowed, and maybe just write SR is spell resistance is allowed, and have nothing if it isn't.

For magic items, I've mainly just noticed that the first two lines and the construction section uses a larger font then the rest of the description... could this be made smaller so that you can fit more stuff in in the final PRPG rules?

Just some suggestions.


I know that the spells & magic item enhancement is already available, but does anybody have any idea of when we'll get the prestige classes/cursed and intelligent items/Game Master rules mentioned on page 403 of the Beta?


The title really says it all. V3.5 half-orcs have +2 Str, -2 Int, and -2 Cha. PRPG half-orcs have +2 Str, +2 Wis, and -2 Int.

I know that this is mainly to keep most races in the +2/+2/-2 structure, but still... a Cha penalty seems fair for a half-orc. Actually, I think it would be a better penalty than Int.


I just noticed that on the Pathfinder RPG main page, there is a link to see an FAQ about the Pathfinder RPG, but this link only takes you to the top of the same page. Is this supposed to go somewhere and either the link isn't working or is this an old link from when the Alpha was still up or something and it's no longer supposed to work.


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