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![]() I'm quite frankly thrilled to announce the launch of my Starfinder adventure on StarfinderInfinite.
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![]() Steven "Troll" O'Neal wrote:
Funnily enough, that was in fact the original inspiration for them. :) (Source: I'm the author of that one, and a few of the others. :P - looking forward to seeing what they look like now, compared to what was turned over. :) )
Paizo Blog: Battle of the Pantheons: Pathfinder Society contest hosted by the Know Direction Network
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![]() Blake's Tiger wrote:
In order: There's no subscription for Wayfinder. It's all free. They release a single book once per year, at PaizoCon (or May this year, since no PaizoCon :() - you can download them all for free on this very website. They also do Open Calls, once per year - these run for several months each time and have the last 2 times been for Starfinder. They announce these in the Third Party Products section of the forums here, but you can also simply keep up to date by following them on Facebook, where they put it up. You can find that here: WAYFINDER FACEBOOK ![]()
LG Male Dwarf (Ancient Blooded) Champion 1 HP 23/23 | AC 19 | F +8 R +3 W +7 | Perc +5 | Stealth -2 | Speed: 20 ft | Active Conditions: ---
Fortitude: 1d20 + 8 ⇒ (14) + 8 = 22 Gorholt shakes his head to clear the dizzying sensation, and runs off to flank with Saliss. As he does, Torvald's weapon clangs off his shield, causing Gorholt to pause momentarily. No, we better deal with these serpents first, then we will cure him. attack roll on serpent: 1d20 + 7 ⇒ (3) + 7 = 10
Nope, not a hit LOL. But the saves are good! ![]()
LG Male Dwarf (Ancient Blooded) Champion 1 HP 23/23 | AC 19 | F +8 R +3 W +7 | Perc +5 | Stealth -2 | Speed: 20 ft | Active Conditions: ---
Fortitude save: 1d20 + 8 ⇒ (19) + 8 = 27 WOW! Well, at least I finally got a good roll NOW. :P Gorholt emits a hacking cough, and spits to clear his mouth. "Damn, that stuff is nasty. Guess I should have paid better attention when I was younger." ![]()
LG Male Dwarf (Ancient Blooded) Champion 1 HP 23/23 | AC 19 | F +8 R +3 W +7 | Perc +5 | Stealth -2 | Speed: 20 ft | Active Conditions: ---
Gorholt will Search. I figure he can survive a hit or two without his shield being raised if needed. Gorholt looks at Viola, as she moves across, impressed at her ability to move silently. He looks down at his own hobnailed boots and smiles to himself. As he moves across, he looks high and low, looking for anything that stands out, with every sense on alert. ![]()
LG Male Dwarf (Ancient Blooded) Champion 1 HP 23/23 | AC 19 | F +8 R +3 W +7 | Perc +5 | Stealth -2 | Speed: 20 ft | Active Conditions: ---
Salliss wrote:
You're right. I keep forgetting about the level difference, so I didn't even check any of the less "tanky" characters. But looking at that, Viola would be even better upfront. Her Perception and saves are the highest by far. Maybe Gorholt should just hide in the back like a brave little Champion. :P I think what we should do is probably this: Viola - Rowing scout Saliss-Front,
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LG Male Dwarf (Ancient Blooded) Champion 1 HP 23/23 | AC 19 | F +8 R +3 W +7 | Perc +5 | Stealth -2 | Speed: 20 ft | Active Conditions: ---
Smirking slightly at the mention of legal counseling in this backwater area, Gorholt gave a formal bow to Pip. "Greetings Pip. Gorholt Cragborn at your service. And yes, I was indeed on my way to meet with the good Venture Captain. Would you care to join me?" ![]()
LG Male Dwarf (Ancient Blooded) Champion 1 HP 23/23 | AC 19 | F +8 R +3 W +7 | Perc +5 | Stealth -2 | Speed: 20 ft | Active Conditions: ---
It'd been a long day and a long trek. But finally, Iceferry was in sight. Just another hour or so on the march, and it'd be time to rest weary legs at a warm in. Up ahead, Gorholt could see a small band of travelers resting in the shade. Hoisting his shield back on to his back, Gorholt quickly adjusted his chain mail and straightened his tabard. "Right. Time for me to move." Dotte-di-dot ![]()
![]() And now it's time to reveal the 4 adventure pitches. We're excited to see what you think of the contestants' work, but remember: THERE CAN BE ONLY ONE (Winner)! - Choose your favorite and cast your vote. :) ![]()
![]() And now it's time to reveal the 4 adventure pitches. We're excited to see what you think of the contestants' work, but remember: THERE CAN BE ONLY ONE (Winner)! - Choose your favorite and cast your vote. :) ![]()
![]() And the votes are now in. Your Final 4 of the Designfinder Contest are now about to start writing their adventure pitches, and the winner will get to complete their adventure, and have it released. It is up to YOU, the voters, to ensure that the most interesting adventure gets to release. :) For now, you can see the final 4 contestants and their entries on the Open Gaming Network ![]()
![]() And the votes are now in. Your Final 4 of the Designfinder Contest are now about to start writing their adventure pitches, and the winner will get to complete their adventure, and have it released. It is up to YOU, the voters, to ensure that the most interesting adventure gets to release. :) For now, you can see the final 4 contestants and their entries on the Open Gaming Network ![]()
![]() And Round 3 for Designfinder is now over. The judges have their comments in, and everything is ready for you to see! Voting is coming live a little later today (who knew webmasters needed sleep???), but it'll be ready for you later. In the meantime please enjoy this round of VILLAINS! ![]()
![]() And Round 3 for Designfinder is now over. The judges have their comments in, and everything is ready for you to see! Voting is coming live a little later today (who knew webmasters needed sleep???), but it'll be ready for you later. In the meantime please enjoy this round of VILLAINS! ![]()
![]() And the results are now in for Round 2 of the Designfinder 2018 Contest! Please head on over to see if your favorite won, and feel free to discuss them on our forums (links to all are in the comments). Also, we're now opening up for the Round 2 discussion threads and the Critique My Item threads for those who have an interesting in talking about what's happened, and what can be done in the future. :) A hearty well done to all those who made it this far, and a good luck to those who now move on to round 3! ![]()
![]() And the results are now in for Round 2 of the Designfinder 2018 Contest! Please head on over to see if your favorite won, and feel free to discuss them on our forums (links to all are in the comments). Also, we're now opening up for the Round 2 discussion threads and the Critique My Item threads for those who have an interesting in talking about what's happened, and what can be done in the future. :) A hearty well done to all those who made it this far, and a good luck to those who now move on to round 3! ![]()
![]() Round 2 is now over for the contestants in the Designfinder Contest, and the judges have retired to the 9th layer to deliberate! The 15 entries (we had an unfortunate DQ) will be revealed, along with the judges comments, comments on the 26th, after which you'll be able to vote on your favorites to go through to round 3! - Once revealed, please feel free to comment and discuss the various entries, UNLESS you're one of the contestants. In that case, you should refrain as it could get you disqualified. And may I say that some of the entries we've received were really good, and were places I'd want to explore with my own gaming group. ![]()
![]() And now, the moment you have all been waiting for. And slightly early too! The reveal of the DesignFinder 2018 Top 16! Well done to all those who entered, and congratulations to all the competitors who made it through to round 2! The link can be found in the first comment, and each individual item can be discussed on the Open Gaming Network forums (Clicking on the item's name will take you there, though you will have to sign up to comment!) See you for round 2! It'll be up on the navigation bar too, as soon as our webmaster wakes up. :P ![]()
![]() Don't worry. No one was disqualified for forgetting their name and location. IF people put it into the item itself, then it would be DQed.
At this moment in time, all submissions are anonymous to the judges, and I am the only one that can tie each item back to the original submitter. ![]()
![]() And with that, we've reached the end of the Open Call of the Designfinder Contest 2018. For those interested, we received more than 150 submissions, which, given the short amount of time allowed by the contest (and the fact that we didn't announce it ahead of time), is really impressive! Thank you to everyone who entered, and hopefully, you'll all follow along to see the winners. :) I know that some of the veterans from the RPGSuperstar will be asking this question though: "Critique my Item, will it be back?" - and the answer is - that's up to the competitors. I hope that people will take the opportunity to share their creations and get feedback on their items where possible, but we do ask that people wait a few days after the reveal of the winners, so that they can get their time in the bright lights. :) See you soon. :) ![]()
![]() For anyone still keeping an eye on this particular thread, and hoping for RPGSSuperstar, you should check out the Designfinder Contest 2018! It can be found here Designfinder Contest ![]()
![]() So this week we look at spells. The first change is one that's already been mentioned before, which is that spells now take 1 to 3 actions to cast, i.e. verbal, somatic and material casting actions, which is an interesting change. It means that, given the right combination, it should be possible to cast multiple spells in a single round. It also seems, from some of the previews that some spells will have options that allow you to use several of the casting actions, to make the spell more powerful. I'm quite keen on this change as it allows an added degree of flexibility with many spells. The next change is heightened spells, the ability to cast spells at a higher level, apparently without using a feat for it, and with it having an additional effect. The most obvious is of course heal, which is now one single spell, but which can be heightened and allows you to use that single spells as the healing spell for each level (though arguably the previewed regenerate spell is more powerful once you get access to it, provided your group has a chance to do some downtime). - being able to combine that with the use of MORE actions to really make that heal spell pop is just a godsend (no pun intended). But yeah an AOE Heightened heal spell sounds really good to me. Cantrips are also changed, to now automatically be of your highest level spell, though you can still use them at will. That means that not only do you not run out of spells and options, but the options you have are far more of a viable fall-back option than the ones that are currently available in Pathfinder 1. I have to admit that I really like this particular change, though it could potentially unbalance the magic users, but on its own, I'm very much on board. It also makes perfect sense for an archmage to have more powerful cantrips than a mere apprentice. Spell Points I'm on the fence about however. While the idea of swapping domain, bloodline and other powers over for something more broadly usable is a good one, I think we need to see some examples of this before we can pass judgment about whether it's a good thing or not. As a general rule, I'm against having pools of points of any sort. Not because they're a bad design, but because they're an added thing for a player to manage when gaming and accounting can really bog down gameplay. 10th level spells: Now this'll be interesting, and it makes sense to move wish and miracle to this level due to the sheer flexibility of them, and the sheer wonder of what it SHOULD be possible to do with them. (See your nearest copy of Aladdin for details :P ). The other spells that are mentioned, we, of course, have no details on, but I'm guessing that the critical failure that's mentioned in today's blog is for fabricated truth and that it pertains to this line "The target believes the fact for an unlimited duration.". Rituals: Give me those magic summoning circles. The idea of planar binding and other spells of that nature going wrong is so central to a lot of fantasy and horror stories, that it's hard to understand why it's not built into the system already. That said, other systems, like Dungeon Crawl Classics, have dived into the deep end of this particular pool, with some very interesting results. I like this addition a lot, and I'm looking forward to seeing what Game Masters can come up with, for wicked ideas, when that evil wizard completes his ritual and summons some beast from the dark netherworld. Three final notes to make: The saving throw is now no longer specified in the short "blurb" text, but it's contained within the description of the spell, and there are now apparently more descriptors of the spells (just from the ones we've seen today, we have Death, Healing, Necromancy, Negative and Positive - at a guess I'd say that Necromancy appears to be remaining a schoold with the others being descriptors, but could it be that Necromancy (and the other old schools) will now be descriptors instead? We shall see). My final note might be a bit of a stretch, but one thing I definitely noticed is that there's no mention of SPELL RESISTANCE. Could it be gone? If it's still there, I suspect there may have been some changes to it. What are your thoughts on this? Until next time, ![]()
![]() And now we've seen the Alchemist being released, and there are a number of interesting reveals here. First of all is the revelation that anyone can now learn to create alchemical items like the Alchemist can, by taking the Alchemical Crafter feat, although the Alchemist will still be better at it, as he gets more formulas. Nonetheless, it provides a level of flexibility for other characters. The bombs also start as being actual alchemical items (a change that I really enjoy the look of), so that instead of "random bomb X", the Alchemist will now be throwing recognizable equipment like alchemist's fire and thunderstones. (Should be interesting to see a damaging tangleweb bag too. Well, one can hope). - Of course, the alchemist's versions will do more damage, but it is a neat little change that makes the items far more useful and recognizable. Of course, the Alchemist still retains their mutagens, making them more capable in various ways, though the details of the mutagens are still unknown. Presumably, they'll remain pretty close to the current ones. The Alchemist feats allow the bombs and alchemical items to become more powerful, higher DCs, more accurate, and do more damage. Pretty much what is expected, but Debilitating Bomb looks particularly interesting as it lets you apply different conditions to the target of a bomb. I could easily see someone making an alchemist's fire bomb that also caused the primary target to be sickened or something similar. It would make for some great storytelling, with the target retching as he burns alive. (Gruesome yes, but interesting). Finally, the mutagen feats allow the Alchemist to warp their mutagens in various ways, like gaining natural weapons, bonuses to Intimidate check or even making him stealthier. All interesting stuff, but I would have liked to have seen a bit more of the mutagens PRIMARY effects, but hopefully that'll come eventually. That, and I hope it gets possible to make a PROPER Jekyll/Hyde style character, but it looks like the Mutagen feats should make that possible. See you next time, Edit: I forgot to mention one thing. They teased the Oracle here. Could that be joining the Core classes as well? THAT would be an interesting choice, and one I'd be happy to see. ![]()
![]() Right, so there's been a lot of back and forth about why or why not goblins should be included in the Core Rulebook. I'll openly state that I'm for it, since I think it's a pretty cool dynamic that it brings to it, and if people can accept Half-Orcs (after all, the descendants of Orcs, even if they're half human), in the long run, I think Goblins could be accepted as well, ONCE THEY PROVE THEMSELVES to their communities. That said, we have no idea how far into the future PF2 is set, or if there have been any earth-shattering events causing a large number of Goblins to turn from their old ways.
With that out of the way, let's dive into the actual statistics.
Finally, the race feats are all interesting and feel like something that a Goblin could have as a racial trend, like their racial love/fascination/unhealthy obsession with fire, for instance, being represented in "Burn it" or their junkyard tendencies with "Junk Tinkerer". As an aside, I expect to see dogslicers and horsechoppers make an appearance in the equipment section if this is to have it's maximum potential or impact. Anyways, those are my thoughts. See you on Friday for the next round. :) ![]()
![]() Planpanther wrote:
Don't worry. I'm about to post about Gobbos too. :P ![]()
![]() So, yesterday Paizo gifted us with another blog post about the upcoming PF 2.0, and I had a few thoughts on it that I wanted to note down as well. It didn't feel right to post it in the blog post itself, as people were already digging far beneath the surface there (possibly mining what cannot yet be seen). So here's my own take on it: Modes:
Meanwhile, Exploration Mode is the travel-time, the random NPC interactions, and (I think) the roleplaying aspects and situations of the game. It's likely where most people spend their time when playing Pathfinder (or indeed ANY roleplaying game, whether Tabletop or computer), so I'm happy to see it being called out specifically, especially with skill uses for this being useful. Another thing mentioned in this is the opportunity to use OTHER skills for Initiative. This makes sense to me, in a lot of ways. (And it's something that's been explored a bit already in Star Wars by Fantasy Flight Games, in terms of Cool / Vigilance). Using other skills than Perception (with Initiative defaulting to Perception) makes for interesting gameplay. Suddenly there's a very good reason for your rogue to be using Stealth when getting around, as he's more likely to get the drop on his opponent, your ranger might be using his Nature skill to try and read the angry bears next move and so on. There's a lot of potential here I think. Downtime mode also looks interesting, and it's something that I've seen house-ruled in every single game I've played in, usually along the lines of "X amount of days passes and nothing happens", with only the merest nod given to skills and professions. Being able to use this, out of the core book, a bit more productively sounds good to me. Other take-aways:
What I am MOST excited though is COUNTERSPELLING as a reaction! That is something I've been looking for, for longer than I can remember, as it'll allow for some epic spell duels, rather than the current "I hold my action and wait, just in case he casts a spell". I am hopeful that this also means that we'll see counterspelling being simplified so that you don't have to use the same spell to counterspell (dare I hope that it'll be even better than the current Improved Counterspell, so that you can sacrifice a spell of the same level, rather than just of the same school? Perhaps even better, and put in opposing schools once more, so that you need to counterspell with an opposing spell!) I'm also a fan of the mentioned Magical Crafter feat. Oh boy have I been waiting for this one! Finally, we'll get to see the "master craftsman" trope in our games, without these necessarily being spellcasters. Dwarves forging axes beneath the mountains, elves creating bows under the moonlight and people like Theros Ironfeld (from Dragonlance) or even fantasy equivalents to Masamune! Yep, color me in as being in favor of this one. Finally, there's retraining. I think this is a good idea to implement, but I'm hoping there are some restrictions on it. While it'll cut down on the "oh, I'll just roll up a new character" syndrome that some people seem to have, I'd like to see some consistency on characters, and things that'll either take longer to retrain or which are impossible to do. (The mention of it being "as little as a week" leaves me hopeful that this is the case). Anyways, that was my 2 copper. See you for the next post. :) ![]()
![]() Hello everyone, First of all, I apologize if this comes across as rambling. I had a sleepless night, and thoughts just kept rummaging around in my head, so this is just as much to get my own thoughts straight, and hopefully to liven up your day a little, with either some introspection, some discussion, or some outrage. Take your pick. ;-) My name's Kim Frandsen, and I've been playing Pathfinder since the inception of it, and RPGs since I was 13 (now clocking in at 38, much to my chagrin). I'm also both a freelancer and an editor for the current version of Pathfinder (for anyone curious, have a look at my profile, my own works are up there.) But this is not about me - This is about the (hopefully) bright future of Pathfinder. There's been a lot of talk about how the game might change, and what the new mechanics might be, but apart from the glimpses, we get through the podcasts and so on, we won't know for certain what we have until the Playtest version is available in August.
Well, it's about the general principles of what I hope (and want) to see in a game, both as a player, a GM, and someone who's written for Pathfinder (and plan to do so in the future). Any game in my view should boil down to 3 principles: Fast, Fun, and Furious - though these are not as straightforward as they sound, so I'm going to break them all down. FAST:
FUN:
FURIOUS:
Finally, I'd like to see player behavior incentivized as well, as part of this. Each GM and playgroup have their own playstyle - some roleplay every encounter with a shopkeeper, others just want to murder everything in sight, loot their corpses, and burn the dungeon. And either approach is fine, but I'd like to see a way for a GM to encourage his group to continue on their merry way.
Right, those are the sleepy thoughts of a father, who's been up way too early, and who knows he's got a full day of work ahead of him, after 3 hours of sleep. :P Let me know what you all think. :) ![]()
![]() Character themes:
Archetypes:
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![]() Does Space Stations count? If they do, you'll find one in here (a BIG one):
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![]() I'd chime in here as well. If you want some decent builds, check out the old Order 66 Podcast. They construct and deconstruct classes pretty well on that show (I got my build inspiration from there). They've now moved on to FFG's Star Wars, but their old episodes are still up and available and there's more than 200 of them, packed with good stuff. ![]()
![]() Curtisin wrote:
The deadline is coming up fast, with just over a week to go. We've gotten some good pitches in, but we can always use more. :) ![]()
![]() Open call from D20Pfsrd Publishing is up! Go check it out HERE! ![]()
![]() D20Pfsrd Publishing is looking for authors for the Affordable Arcana series.
D20 PFSRD Publishing is looking to, in effect, restart our Affordable Arcana series. This is a series where we present a bunch of magic items, created and priced to be affordable. (Our first series was about magic staffs, priced to be affordable for low level adventurers, and we'd be looking to make similar magic items for the "low level market", with each book themed around a single type of item (rods, ring, wondrous items, and so on). Respond to: curtisin@gmail.com with your name, credits, and pitch (which should be around 500 words, and include a single item (which would be included in an eventual release). Subject line should be "D20PFSRD Affordable Arcana" Respond by: June 15th (deadlines will be agreed on an individual basis, but will generally be a month after we accept your pitch, with a final deadline including editing 2 weeks later). ![]()
![]() Having worked on this, I can say that some of the villains you find in there are REALLY well-done. Probably some of the best "mid-range" villains I have yet to see, at least of the monstrous variety. And a few are not the standard "evil" ones either, giving any GM something to choose from for his campaigns. :)
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