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Does anyone still have a copy or link for this? PM me, please.
Thanks!


I am assuming that a character gets one cure power each level, can this be confirmed? Also, there is a reference to demonic patrons later in the book, but no mention of them elsewhere.


Under Found Ley Lines feat, it mentions a table to show what strength ley lines you may creat, but I don't see theach table. Please advise?
Really enjoy the class overall though, looking forward to putting it into practice!


We might be in the minority but my group LOVED the Arcanist as it was. Any chance of keeping it around in some capacity; an Archetype for either the Wizard or Sorceror, perhaps?


Will this book offer any advice in the vein of magic item management, i.e. is a given spell better selected as a potion, scroll or wand? Thanks!


Some other suggestions, es:p. based on lyrics
Calistria- Livin' La Vida Loca by Ricky Martin
Zon-Kuthon- Paint It Black by the Rolling Stones or While My Guitar Gently Weeps by the Beatles
Shelyn- Somebody to Love by Queen
Desna- Age of Aquarius from Hair
Cayden Cailean- Beast of Burden by the Rolling Stones
Besmara- Seven Deadly Sins by Flogging Molly

Apparently the bulk of my pantheon enjoys classic rock...


Was this a holdover from 3.5 rules or something new to PFRPG? Would more Rangers take the time to talk to their quarry, or take up arms and scare the daylights out of them (i.e., Intimidate to Demoralize)? No wrong answer, just curious.


Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Maybe I'm colored by 2nd Edition tradition, where a ranger's favored enemy bonus reflected hatred and enmity towards that race, but does anyone know the logic or reasoning behind the bonus to Bluff? Seems like Intimidate would be a better fit...

Release the Ninjas!


Slow advancement track, and thus 1/2 WBL from the standard chart. My plan is to use the Fame & Reputation system from UCamp,as well as other sources (Inner Sea Magic, Faction Guide, etc.). Rather than a whole separate total for Hero Points, etc., my plan was to have onePoint total for all over these, but with a cap on certain purchase (only 3 Hero points can be spent per level for instance).
Therefore, what would be a reasonable amount of PP to award per level, given the multiple opportunities for expenditure: 5? 10? 20?

Thanks?


How much overlap in content will there be between the content in this vs. Ulimate Campaign? In other words, will any of the material be identical to what's found in UCamp, & if so, how much? Thanks


I 'm considering houseruling it to allow access to the Adept Spell list. Never known someone to turn down a Cure Light Wounds. Still hoping for an Official Response if any Paizo peep has the time; is the lafk of Divine Study simply fluff-related based on the way Divine Power works, or were there gameplay/balance considerations that went into this decision as well. Thanks!


Not a problem, Viscount. In fairness, while I'm an experienced rpg-er and decent writer, this will be my first PbP on these forums. I'll research the 101 on entry-level etiquette and protocol, but if I post something out of format, please just let me know. You needn't worry about evil characters on my end, not my bag. Right now I'm leaning towards a half-elven bard of Cayden Cailean, looking to make his hometown known for its entertainment and micro-brews, and I can keep him on the shelf until you give the signal.
One thing I would like to know though, is your plans for test driving the system. Is this campaign designed to take the rules out for a spin and see how they handle, or a stress test to see how well things hang together? In other words, how optimized would a build would you be comfortable with me putting together?
Thanks!


Typed a longer post but my smartphone was not smart enough, apparently. This is an Awesome idea, and I am definitely interested. Might take the opportunity to use the Bafkground Generator and see what develops, but some manner of Cayden Cailean disciple is also likely. Thanks for posting this!


In the Fame section, some of the options at the early levels include Arcane Study 1 & 2, which gives the buyer some limited ability to cast spells from the wizard spell list. However there was no mention of an equivalent for Divine Study and low-level clerical spells.
Before I houserule that option to help my PCs address a lack of magical healing in their "toolbox", I was curious to see what the developers thought; was the omission of Divine Study deliberate, and if so, what were the factors behind that decision?
Thanks for all your hard work in publishing and supporting such great reads!


Thanks for the clarification. Does the same apply to teams & organizations, I take it? (Don't have the book in front of me). Thanks again!


Ditto. I was wondering the same thing. Where my ninjas at?


The description of this item says it can be wielded as a heavy shield, albeit a weightless one with no chance of spell failure? Does that mean you need to be proficient in heavy shields to properly take advantage of it, or just that it can be used in conjunction with shield feats, etc? Can an arcane caster cast spells with the hand that the shield is on, or does he or she need both hands free? Thanks!


At Thistletop there are a couple of situations where the PCs can suffer ability score damage from goblinberries or contract tetanus, but the Anniversary Edition doesn't specify a cure for either; is it just a saving throw?
For these and certain poisons throughout the adventure, how have others handled their removal? Spells like cure disease are too high level for the party to cast at this point, & if someo e like Father Zantus is able to, then why wouldn't he step up to clear out the goblins more actively?
If the answer is scrolls & potions, where would the party likely acquire them, & how would theyafford them in a worst case scenario where they are all afflicted?
Thanks in advance for any advice!


Morgen wrote:
I've often found the only way to really roll a character is 3d6 straight down the line. Any other method is for wimps and parasprites.

I do miss the days when an 18 was a big deal, much less an 18/00.

All the suggestions here are worth considering, I'm also kicking around the idea of rolling each score as 2d6 + 6.


Thank you both for these, as well as your responses in other threads.


Misroi wrote:

You know your players better than anyone else, Dan. If you don't think they'll take kindly to this particular story, then by all means, adjust it so that you can give them the best play experience possible. Some groups want to always be Big Damn Heroes; some have no problem with being villified by the people they protect like Spider-Man. While Burnt Offerings skews more to the former, this vignette skews to the latter.

I kinda like the scene, mostly because it's a believable reaction from the woman. Grief is a powerful emotion, and people work through it differently than others. She's upset that her brother is dead, and can't blame the dead goblin. She's casting about for someone who she can point to being at fault for this, so she has to blame the next best thing - the party that was too late to save him. It's definitely a good RP scene. How does the party handle this? Do they get defensive and yell back at her? Do they slump their shoulders and take it? Do they apologize and try to help her work through her grief? There's a lot of ways it can go.

That said, your decision to make it play out as a moral decision is interesting as well. What motivates the party? Saving someone's life or killing a goblin? Matthew's refinement is interesting as well - my only problem is that it forces one PC to make a decision for the rest of the party. Maybe a better solution would be to create a chase for the PCs. If nobody stops to stabilize the father, then he dies - however, that means there's one less person chasing the goblin, and it might get away to wreak more havoc before it's killed.

These are all good points, especially in treating the sister's reaction as a meaningful scene in itself. When I read it it seemed almost like an afterthought. My critique is that the negative outcome was unavoidable as written; no matter what the PCs do, the father's death and the sister's hostility is a foregone conclusion.

Your take on it though is an RP challenge; how will the PCs respond to this adversity.This I like, but even moreso if they brought it on themselves.


Tangent101 wrote:

There's one other thing to consider: have him dying... and as they turn him over notice his face is mostly gone. Gnawed away. So. Do you heal him, knowing the magic will not restore his face and leave him mutilated? Or do you let him pass away and accept you let him die... but that it might actually be for the best.

But then, I'm evil. ^^;;

Jeez, & the kid was having nightmares Before!


I'm reading the Anniversary Edition and thinking of how I might GM this. As a 2nd Edition guy, 4d6 drop the the lowest was how we rolled starting abilities for our characters back in the day. Question is, if I do that for my players, all Pathfinder rookies with some 3.5 experience, am I going to be setting them up to fail at the higher levels?

We played dozens of campaigns/settings/adventures in high school, but I don't think we ever had a character above 5th level.


Since the Seven Deadly Sins are a theme inthis path, I was thinking the sister might be a good tie-in for Wrath. Your take on it puts the sin of Pride on the players, though... and an argument could be made that the father brings his doom on himself through Sloth, I suppose.

Regardless, I don't like the idea of the PCs getting there too late to do anything AND taking the blame from the sister. I might have them arrive as the dad has the runty little savage cornered, play it for laughs... then have his throat slit, to the PCs shock. With some swift healing they might be able to save him, but only if they can drive off his attacker. If they fail in this, THEN the sister's scorn can be heaped on, and deservedly so. For 1st level PCs and/or new players, this might be a good spotlight on "stabilize the dying" rules.


In the Anniversary Edition, New Rules Appendix, the option is given for a starting wizards to specialize in Thassilonian "Virtue/Vice" Magic. My question is, how much info should a Thassilonian scholar start with? Is there a spoiler-free exposition out there? Didn't see such a thing in the Anniversary Player's Guide. Thanks!


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Does the goblin in the closet have to kill the dad? The sister seems to blame the heroes, but gives them no way of preventing it. Is there a reason for this?


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Foreshadowing for Nualia: have peddlers selling remnants from an aasimar, touting their healing properties: ivory nail clippings, pearl babyteeth, strands of hair etc. Have folks look for similar items from paladins, and good-aligned clerics, or very high-Charisma PCs (“My, you’re as pretty as an angel!”. Have them feeling uncomfortable with this sort of attention might help them see where Nualia is coming from.


I like the Steel Falcon. Distinctive role with mechanics that bring it to life. While the clas has a definite focus, its abilities aren't prohibitively narrow. (The Subtle Manipulator ability is wonderful!)
I also prefer the prestige classes that Aren't a 10-level path. I'd rathe have a smaller one like the Steel Falcon and still be able to advance in my primary class(es).


So back in 2nd Edition there was a kit for Paladins called the Inquisitor, who specialized in fighting evil wizards.

Was wondering what the Community would suggest as a build for a paladin using the current PFRPG rules? our insight is appreciated, Thank You!


"Lastly if your going to play one be sure dm and player are on the same page as far as the code and the gods interests and you should be fine."

+1. One of mu all-time favorite books was the Complete Paladin's Handbook for 2nd Edition, which had a whole section on the Paladin's Code. It walks the player through Key Virtues and gives examples, but the best part was a piece on creating your own oath. With cooperation from the DM so that certain philosophical issues can be hashed out beforehand, the paladin know what he is getting into with eyes wide open. He might not agree with every facet of his order, or his superiors may take a different view, but that's where character and plot development may stem from. Sturm Brightblade of the Dragonlance Chronicles is an archetypical example of this.

Back to the OP, would I ever consider banning paladins? Not completely, but I do miss the days when the weren't a dime a dozen. Choosing to invest a 17 in your warrior's Charisma was a bold statement back then, esp. using the 4d6 method. I would have liked to see paladins be a prestige class when 3rd edition came out, something for a lawful good fighter to aspire to. I've even thought about a campaign where all the sub-classes were initially closed off (bards, rangers, etc.) and the initial choices were fighter, cleric, thief and wizard. Don't know how that would fly in 21st century sensibilities, though.


"Is Marvel Super Hero Squad still around?"

I'm not sure, that level of cartoony art turned me off, but I could be overlooking something good.

I definitely second hitting up your local library, esp. with inter-library loans. Easy on the budget and can sometimes open new doors; you never know what literary adaptation might take his fancy. BIG Caveat though: read through the book yourself first just in case something inappropriate lurks in the pages.

It might be hard to fond really old titles, but if he likes silly Spider-Man, there was a book in the '80s called "Peter Porker, the Spectacular Spider-Ham" He fought Duck-tor Doom, of course... It was part of a line of Marvel comics under the STAR imprint all of which were good.

Another surprisingly good series were the Archie Ninja Turtles Adventures. Starting with issue #5 or so, theu began a great run of sophisticated storylines, with an environmental theme worked in as well. Good stuff.


I've had a surprisingly hard time finding a similar product on the other side of the aisle, but the Marvel Adventures: Avengers series has been pretty good.


The new(er) series of Super-Friends books written by Sholly Fisch is highly recommended. I was dubious at first of what looked like a product tie-in designed to sell toys, but the writing is clever, ther art engaging, and best of all, it's age-appropriate. Each self-contained story feels like a Saturday morning cartoon, complete with puzzles, games, and lessons learned.
The stories do draw on the rich continuity of the DCU, so you'll have fun catching the references without bewildering the kid. My 3-year-old loves 'em, and there's no question that it's helped with reading and comprehension to boot.

Enjoy!


Bookmarks & multiple windows are your friends, use lots of them. I tried this for a while, until the Collector in me had to have the books in print.

the command "ctrl-F" to find text is also a major time-saver. Good luck!


Congrats, Paizo! This "summer surge" is good news not only for this company, but the hobby/industry in general. For what it's worthm this summer I ddi notice a lot more Pathfinder books on the shelves of my local Barnes & Noble.

Here's a question I hop someone can answer: what are the actual numbers we're talking? Couldn't find it in the article: is it # of units sold, overall sales #'s or something else? What are the total numbers of the gaming industry as a whole, and what percentage of the audience at large is that. Both the record industry and the comics market have had very different ideas of what constitiutes big numbers over the decades.

I'm reminded of nothing so much as the great Marvel/DC rivalry, which sometimes led to frenzied fans, but typically a sense of friendly competition across both sides' bullpens. While I understand there is some history and/or bad blood between the two companies, hopefully one day that sense of mutual respect can become the norm.

D&D, Pathfinder, I likes 'em both and all, Thanks to all those who work towards putting out products that have brought me such enjoyment over the years.


-A new family has come in with strange customs, and we don't want them corrupting our children's minds, dang it!

-An Enchanter is stealing the locals' business by using magic (Mending Spell?) Make him stop! This could also work with a Construct supplanting laborers

-Neighbor keeps moving his fence closer onto my property!

-We found a treasure chest in the walls of our cottage, but can't agree on how to divide it.

-The local tax collector is skimming off the top.

-The well's gone dry!

-Nobles/Knights both want to use the same emblem for their coat of arms.

-Two scholars with conflicting histories want to use the ruler's library.

-Family fled their house during some disaster. Squatters have moved in and now won't leave.

-Serfs need permission from their lords to marry. And leave their fief, and start a business, and go on a pilgrimage, and build a house, and wear fancy clothes, and tie their shoes, etc.


Perhaps the Ranger might get usful tips from an organization of some kind? A Hunting Lodge perhaps, or an order of woodsmen?

I've always kicked around the idea of a Ranger organization structured similarly to the Boy Scouts, with mottos, codes, events and "merit badges" of some style.