I'm guessing you've already mapped out the stretch goals, but what I'd like to see, if possible, are the following:
1. Player maps (without secret doors, etc.) that can be handed out;
2. Player visual handouts (such as illustrated rooms - especially ones that are odd-shaped or on a grand scale); and
3. A separate file that has all the maps in one place (unless this is already an appendix in a part of the main book).
No disrespect to the writers, but I'm disappointed that it wasn't more Vaughan-heavy in the writing department, but I suppose with him off probably playing doctor somewhere it is what it is. :)
It's likely the first printing will have lots of errata that will quickly be found once the book is in the hands of the masses. I would hate to have spent money on a deluxe book with all that.
IMO they should release a deluxe version only after the errata is taken care of.
I had such a negative emotional reaction to 4e that if elements of it are in P2 (such that it *looks* like 4E in any significant way), P2 is a non-starter for me. Having multiple 4E designers (talented though they may be) work on P2 is concerning for me, and seeing evidence of 4E-like mechanics in the playtest documents (on an admittedly brief glance), was a huge turn-off.
If the text comparison of 4E to P2 upthread is accurate, I won't be able to stomach P2.
I agree. I follow paizo-goings on pretty closely, but I have no clue as to "the best" answer. I can only assume that Paizo are the most likely to be able to navigate to that. They've got a pretty good track record (barring the MMO, which it seems to me to be their only real "miss" in judging the market).
**cough** … Ninja Division … **cough**
And the virtual tabletop which was promoted but never came to be.
There's enough PF1 out there for a lifetime if needed.
All this said, though, if the poll has similar results *after* PF2 is out, then there's a problem for Paizo. Right now PF2 is not a complete game, so we just can't judge.
I think PF1 is too big for the homebrewing GM (as was D&D 3.5 at the end), but for those that run published adventures, it's just fine.
If you're a homebrewer, the hard part is designing encounters to challenge the PCs because the CR's are all out of whack when the broken things start to trickle in.
GMing published stuff - like the Adventure Paths - is much easier (as it's usually more of a controlled environment).
For the player (or at least the type of player I am), PF1 is fantastic, and for me it's the best fantasy RPG I've ever played.
Frankly, I'm looking forward to PF1's product end, but I will still keep playing it - I still have so much more to explore in the system.
Since I'm not interested in PF2, I will miss getting my subscriptions package every month, but I won't miss the #$%^!&* popcorn. :)
The thing which makes me wonder is what would have happened in the theoretical case that Paizo would have designed PF2E as an improvement on the 3.X engine, by getting rid of the typical problems which crop up during play or at least smoothing them out. Don't tell me that would have been impossible, we have Starfinder after all. In fact, Starfinder seems to be a very decent skeleton for just such an PF2E edition.
That may end up being what 2E becomes.
A lot of people love 1E so making it too not-like-1E could be bad for the bottom line.
I'm going to disagree here, but not for the typical reason: I think it is absolutely vital to the survival of 2e that it is NOT backwards compatible with 1e, or even anything resembling backwards compatible.
There are several reasons for this, but the biggest one is that the more closely 2e hews to 1e, the more likely people are to treat it as a supplement for 1e rather than adopt it wholesale.
So...rather than have those that love 1E buy some of the products, you think it's better if they buy none? :) (Cuz that's what I did for that other RPG that went from 3.5 to 4E.)
Any new edition is a finacial risk. Just like with D&D 4E, things don't always work out - even for the top brand.
If PF 2E fails to sell enough because people don't like it, well, there's always the opportunity PF 3E to go "back to its roots" like D&D 5E (kinda) did. :)
I'm gonna be honest. As soon as someone states they haven't played the game yet. It's really really hard to take their feedback seriously. How the game reads and such might be important to you and maybe it's a deal breaker right from the start and that's completely fine. But I really do not value your analysis of how the game will be played unless you ACTUALLY play it.
I mean isn't that how everything in the real world works? Imagine someone reviewed a fighting game and they state in the review that they didn't actually play it, they just watched a trailer and read the wiki. It'd be ridiculous. Now to say: I don't like fighting games and this is a fighting game so I won't be playing it. Completely fine, but please don't act like you know how the game works unless you play it.
You can certainly value or not value anything you like, but RPGs (like any hobby/entertainment) require an emotional buy-in, so if *anything* about the RPG is a turn-off, that's relevant to how the game could be received.
Things that turn people off (especially a significant number of people) should be very relevant to Paizo at this time, since if they ignore it, they risk losing customers.
I'm not a fan of the playtest stuff, but with Gen Con and the fact that they have to go through hundreds if not thousands of critiques (both positive and negative), I think we should cut Paizo some slack as far as responding goes. :)
Also, I would think the playtest was organized to examine certain aspects of the game and therefore what you see in the playtest documents (layout, structure, etc.) will not be presented the same way in the final version.
This is a "throw stuff at the wall and see what sticks version."
I can see where your coming from, Fnipernackle, and I'm sticking with PF1 too, but I don't *want* any new content. There's just *so much* that I have left to explore in PF1 that I'm looking forward to not having to buy or create anything else for a very, very long time.
Do you really need to create new content at this point instead of exploring the thousands of pages of content that's already available?
Now that said, if you (and others) enjoy creating new content, then absolutely do so!
I don't really NEED new content, but there are things we have made that we would like to compile in a completed form for future reference. We also want to "cut the fat" as Gulthor said above and fix some things in the official rules that we would like to see fix/expanded/improved, like the cleric for example. We just want to actually make an actual pdf for our changes and fixes for future reference. I have done pdf projects for community projects on the boards as well as my own in house tinkering. I just hope there will still be people interested in helping balance those out as well as people who would be interested in free pdfs that I compile so that my group isn't the only one benefiting.
Honestly, when I heard about 2nd edition, I was saddened. I still don't think we need a new edition, as a soft refinement like Unchained was fine. As I have looked at the second edition rules, I'm not impressed and it's not 3.x anymore; it's a new entity and I'm not looking for a new rpg. The 2nd edition community will not be getting my services in the future (not like anyone cared), but there are still things I want to make and I don't want it to be just for 5 other guys.
I'm going to miss this community, but I hope it sticks around for years to come.
Ah, I get it now - sounds cool.
As for PF2, the 4E-like elements creeping in are a huge turn-off for me. I'll look at the playtest stuff (because *free*), but I love the 3.x engine (and PF1's improvements to it) and am not in a hurry to leave it.
At this time, I intend to keep playing PF1 - but I don't need any publishers to release new material for it. There's quite enough already for me to keep playing for decades.
Hmm. Looking over the lists of changes from the podcast I see a few things that I find problematic. I'm not a big fan of some of the ideas borrowed/adapted from Starfinder, for example.
I am not overly sold on the initiative system either. I still have hopes for this, but they aren't as big as before.
Well, if Paizo handles this playtest like the original 10 years ago, there will be a whole bunch of things in the playtest that seemed awesome when they wrote it that got cut because in practice it sucked.
I do want to point out (since I looked it up) that 2nd Edition AD&D was first released in 1989, and third edition followed it in the year 2000- eleven years later. If 3rd edition was a reasonable thing to do after 11 years of AD&D 2nd edition, then I fail to see how Pathfinder 2nd edition being released 11 years after Pathfinder 1st edition is even remotely unreasonable; particularly since Pathfinder has been much better supported than AD&D 2e. Note- I still have all my 2nd edition books and I do not consider them worthless.
The difference is that 2E helped kill TSR and when WotC bought TSR's properties, they needed a new D&D edition to make the purchase profitable. Also, 2E had become broken and other RPGs were becoming more popular than D&D.
lord mhoram i feel kind of in the same boat. part of me is sort of relieved
You know - I think this is the heart of the way I feel about this.
I've been a completest with regard to Pathfinder, but this will indeed be a good time to break with that.
I, like lord mhoram, will also likely pick up the 2nd ed core rules once it's out, but maybe the key to enjoying 2nd edition at this point is to not be a completest (knowing I will never ever be able to use everything before Pathfinder 3E anyway).
Thanks for posting Rust. Very cool to see a new GM getting in on this.
Tell us how your players make out DaveMage! Interested to see how they handle the big bad.
Here's how it ended:
The players did not have the power to defeat the big bad, so one of the players sacrificed himself by putting a bag of holding into a portable hole while touching the dragon. Poof! Both were gone and that ended the adventure. :)
Been a month since the last update (which basically was just a - still working on it, timeline unknown update) and getting close to 4 months over due.
I am starting to get a little worried about the project. If they budgeted that the revenue from the Blight was going to support the company (or provide a significant portion of the companies income) through July and now that same amount of revenue is having to pay the way through January (at best? I just dont see anyway we get a physical product before then) it seems like cash flow could start to become a significant issue.
Between that and the fact that at 4 months past due we still don't have even an estimated release date, this project is starting to feel like it may have blown up to too large a project for the frogs to manage effectively.
I still trust it will get done but if this were any other company we would be firmly at the point where I would start to wonder if this project was going to be vaporware. That thought is a little disconcerting.
Nah - "too large a project" does not apply to the frogs. :)
No other publisher on the planet has produced as many game books as large as they have.
"NCC 1701" were call letters seen on a airplane that one of the designers thought was cool. One of the early star trek reference books that is not really canon retconned it to mean "Naval Construction Contract", but this was just one author's idea that had nothing to do with the original designation.
I agree that the new ship looks like something that happens when a federation starship and klingon battle cruiser love each other very much...
Richard Pett - I'm enjoying the previews but if you were to recommend your favorite adventure that already in print (either for Dungeon or Pathfinder), which would it be?
Or, if you can't choose a favorite, which one would you recommend someone read first who is new to your work.
HP 52/60 AC 27 TAC 14 FF 25 | CMD 26 (27 vs grapple) | For +12 Ref +10 Vol +8 (+2 vs mind-affecting and poison, +4 vs fear aura 10'; immune fear and disease) | (Smite: 0/3 LH: 7/7 L1: 2+/2+ L2: 1/1) | Init +3 |
Relevant boons
- Caravan vanity, 5PP PFS Field Guide #13: Can use Intimidate, Diplomacy or Bluff for Day Job rolls.
- Friend of Janira Gavix #3: +1 to Knowledge checks while in the Grand Lodge.
- Confirmed Field Agent #3: Can acquire a wayfinder for 1PP
- Explore, Report, Cooperate #3: Cross this boon to require the GM if certain action is good, bad or have no effect to accomplish the secondary success condition.
- Blinded vision #4: +1 CA and TS while flat-footed and in surprise rounds.
- Sky Key Core #4: You assisted the Pathfinder Society in the recovery of a strange relic known as the Sky Key, though it appears this is just one piece of a larger device. Each time you earn the Sky Key Component boon, you also recover one spent Prestige Point.
- Goblin Bane #5: +2 bonus on Intimidate against humanoid (goblin).
- True Ally of the Lantern Lodge #6: Amara Li promises to help you in the future. Whenever you spend 1PP to gain a +4 on any skill check while in Tian Xia the bonus rises to +5, or +6 if in Goka.
- Budding Friendship #8: Thanks to favor gained from Lady Silviana, in the event one adventure with at least one encounter in Absalom finishes with 0 PP, you can cross this boon to earn 1 PP instead.
- You owe Master Torch a favor #10: Whe he calls in this favor, you are obligated to fulfill his request so long as it doesn't violate any morale restrictions of your race, class, or alignment.
- Djinni's Admiration #12: You have won the admiration of the captive djinni Jairo. Although you were unable to secure his freedom from an enemy of the Society, he may be able to repay your kindness in the future.
- Gnoll Tactics #12: All your characters has access to: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, pack rager barbarian archetype and flindbar.
- Mutani Manual of Martial Mastery #13: Obtained knowledge from the Mutani Manual of Martial Mastery, +1 dodge bonus to CMD with one combat maneuver (grapple).
- Gripplis’ Favor #14: You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.
- Scholar of Ashkurhall #16: When examining crafts of dwarven origin gain a +1 to Appraise, Knowledges and Linguistics or use Perception or Sense Motives on place of that check. Cross this boon to apply the benefits to crafts of any origin for the duration of the scenario.
- Sky Key Component (Sargava) #16: Piece recovered. It once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall in the Bandu Hills.
- Pathfinder Excellence (resistance) #17 [ ][ ]: As a swift action cross one checkbox to obtain 1d8+level*2 temporal hp during 10 minutes. While they are active you also have DR 2/- against Aspis agents. Alternatively, as an standard action heal 1d2 ability damage. Cross the boon after 2 uses.
- Pathfinder Excellence (skill) #17 [ ][ ]: Before a skill check cross one checkbox to roll twice. If in opposing an Aspis agent, add up half your level to the roll. Cross the boon after 2 uses.
- Outstanding Bounty #18: You posses the bounty document for Jethzerai issued by the City of Brass on the Plane of Fire. While adventuring in the City of Brass, turn the bounty to restore 4 spent Prestige Points. Alternatively, give the document to a native of the Plane of Fire with an Intelligence of at least 8 to obtain a +10 Diplomacy with him. Cross after use.
- Redoubt's Repairs #18: Forgo a Day Job check and cross this boon to restore 1d4+1 charges to a timeworn device.
- Curious Pipefox #19: Yrishi the pipefox wishes to continue adventuring with you. Cross the boon to ask Yrishi for help before attempting a K. history or religion check to treat the result as if it were 25 even if you are not trained. Alternatively gain a +5 on the check.
- Greenheart's Blessing #18: The peaceful and benevolent spirit of Galdron Greenheart infuses you when you set it to rest in the shrine beneath the Green Market. A small fraction of the luck and fortune in business that imbues the market stays with you as a result, and brings you success for the rest of your life. You receive a +2 bonus on all Day Job checks.
- Coiled Companion #21: Allows having a Cinder Asp or Razor-Scale Python animal companion.
- Ectoplasmic Enhancement #22: You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all your natural attacks, unarmed strikes and weapon attacks as if they had the ghost touch property for 1 round. When you use this boon, cross it off your Chronicle sheet.
- Savior of Old Flotsam #22: In thanks for retrieving her precious folding boat, Venture Captain-Benarry commissions you a single token made out of a splinter of Old Flotsam herself. This special feather token functions as a feather token (swan boat), except that the boat appears stocked with a wooden chest full of useful items. The chest contains a potion of cure light wounds, a set of masterwork thieves' tools, 100 sheets of parchment, a viel of ink with an inkpen, a fishing net, 20 days worth of trail rations, and 10 gallons of cheap ale. The chest and its items persist after the boat's duration expires. You may purchase the feather token (Old Flotsam) for 450 gp or 1 Prestige Point.
- Return the favor #23: Use this favor to have your body and possessions recovered at no cost.
BACKGROUND:
Xien is a nagaji paladin follower of Nalinivaty. He was called out by his order to join the Pathfinder Society in order to pay tribute to the organization by means of service. This was done as payment for the help the Society has provided to Nagajor in recent years. Additionally, he is supposed to spread knowledge of Nalinivaty and Nagajor among the occidental nations. Of course, bringing back knowledge of those nations to Nagajor.
Back on the start of his journey, the Nagaji Oracles revealed he was chosen by the Great Naga for this job, and it is written Xien will see the ascend of the Rubi and make the whole in the Earth for the fitting. Whatever it means, it probably announces a new era in the relations between both continents.
Xien is a stout nagaji, provided with a portentous will to make things happen. He is narrow minded and obtuse, not really a vivid one, things takes time to come inside his brain. Nevertheless, his courage and personality usually results inspiring for those around him.
In combat he is a defender and a protector, an imposing foe worthy of the omen over him. His favourite weapon is the trident, which he loves to use to impale the enemies of Nagajor and the Society. He very rarely questions orders, and honour is for him over morality, ethics or any other consideration, he just follows the Nagajor leader orders, and by extension of his mission in Occident, the Pathfinder Society orders.
CHARACTER SHEET
LB Medium humanoid (nagaji)
Paladin 7
Init +3; Senses low-light vision ; Perception +0
DEFENSE AC 27, touch 14, flat-footed 25 (+3 Dex, +9 armor, +1 natural armor, +3 shield, +1 deflection; +1 boon when flat-footed; +4 deflection towards smite target)
hp 60 (7d10+14)
Fort +12 (2 Con, 4 Cha, 5 class, 1 enhancement), Ref +10 (3 Dex, 4 Cha, 2 class, 1 enhancement), Will +8 (-2 Wis, 4 Cha, 5 class, 1 enhancement) [+2 vs mind-affecting and poison, immune to fear and disease, +4 vs fear aura 10’]
OFFENSE Speed 20 ft.
Melee mwk cold iron trident (1H) +13 (1d8+5) 20/x2 piercing 10' brace, or
+1 bashing spiked heavy darkwood shield +13 (2d6+6+bull rush) 20/x2 piercing, or
+1 bashing spiked heavy darkwood shield (2H) +13 (2d6+8+bull rush) 20/x2 piercing [power attack +11 (2d6+14+bull rush)], or
spiked gauntlet +12 (1d4+5) 20/x2 piercing, or
mwk cold iron trident (2H) +13 (1d8+7) 20/x2 piercing 10' brace [power attack +11 (1d8+13)], or
mwk cold iron battleaxe +13 (1d8+5) 20/x3 slashing, or
mwk silver flail +13 (1d8+5) 20/x2 bludgeoning disarm trip
Ranged mwk cold iron trident (thrown) +11 (1d8+5) 20/x2 piercing 10', or
light hammer +10 (1d4+5) 20/x2 bludgeoning 20', or
sling +10 (1d4+5) 20/x2 bludgeoning 60'
Fighting routines:
[dice=mwk cold iron trident-PA]1d20+13-2[/dice]
[dice=Cold iron/Piercing damage+PA]1d8+5+4[/dice]
[dice=mwk cold iron trident-PA]1d20+8-2[/dice]
[dice=Cold iron/Piercing damage+PA]1d8+5+4[/dice]
[dice=mwk cold iron trident-PA-2WF]1d20+13-2-2[/dice]
[dice=Cold iron/Piercing damage+PA]1d8+5+4[/dice]
[dice=+1 bashing spiked heavy darkwood shield-PA-2WF]1d20+13-2-2[/dice]
[dice=Cold iron/Piercing damage+PA]2d6+3+2[/dice]
[dice=mwk cold iron trident-PA-2WF]1d20+8-2-2[/dice]
[dice=Cold iron/Piercing damage+PA]1d8+5+4[/dice]
With smite evil: [dice=mwk cold iron trident-PA+smite evil]1d20+13-2+4[/dice]
[dice=Cold iron/Piercing damage+PA+smite evil]1d8+5+4+7[/dice]
[dice=mwk cold iron trident-PA+smite evil]1d20+8-2+4[/dice]
[dice=Cold iron/Piercing damage+PA+smite evil]1d8+5+4+7[/dice]
[dice=mwk cold iron trident-PA-2WF+smite evil]1d20+13-2-2+4[/dice]
[dice=Cold iron/Piercing damage+PA+smite evil]1d8+5+4+7[/dice]
[dice=+1 bashing spiked heavy darkwood shield-PA-2WF+smite evil]1d20+13-2-2+4[/dice]
[dice=Cold iron/Piercing damage+PA+smite evil]2d6+3+2+7[/dice]
[dice=mwk cold iron trident-PA-2WF+smite evil]1d20+8-2-2+4[/dice]
[dice=Cold iron/Piercing damage+PA+smite evil]1d8+5+4+7[/dice]
STATISTICS Str 20, Dex 16, Con 14, Int 5, Wis 7, Cha 18
Ability increments: +2 Str/+2 Cha (racial), +1 Cha (4th), +2 Str (belt), +2 Cha (headband)
Base Atk +7/+2; CMB +12; CMD 26 (27 vs grapple) [7 BAB, 5 Str, 3 Dex, 1 deflection] FeatsTwo weapon fighting, Power attack, Improved shield bash, Shield Slam Skills (1/level+7=14; -3 ACP) Acrobatics +7* (3 Dex, 3 rank, 3 class, 1 trait, -3 armor), Climb +8* (5 Str, 2 tools, 1 rank, 3 class, -3 armor), Diplomacy +11 (4 Cha, 4 rank, 3 class; +2 on Day Job rolls), Handle animal (others/reptiles/mount) +8/+10/+14 (4 Cha; 1 rank, 3 class; +2 vs reptiles; +4 mount), Heal +2 (-2 Wis, 1 rank, 3 class), Intimidate +4 (4 Cha; +2 vs goblins), K. nobility +1 (-3 Int, 1 rank, 3 class), K. religion +1 (-3 Int, 1 rank, 3 class), Perception +0 (-2 Wis, +2 keen senses), Ride +7 (3 Dex, 1 rank, 3 class), Sense Motives +2 (-2 Wis, 1 rank, 3 class), Concentration +8 (4 CL, 4 Cha)
Traits Shield trained (religion, Gorum): You were trained to use shields as weapons. Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you. (invalid, looking for another one, armor expert?)
Reckless (combat): +1 acrobatics and it is always class skill
Languages: Draconic, Common
Deity: Nalinivati Favourite class: Paladin; skill x7
SPECIAL ABILITIES Resistant (Ex): +2 racial bonus to saves against mind-affecting effects and poison
Serpent's Sense (Ex): Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks
Armored scales: +1 natural armor
Aura of good (Ex): Emanates an aura of good that can be detected with detect magic
Detect evil (Sp): Detect evil at will. Move action, tells if a target is evil.
Smite evil (Su): 3/day Swift action; Add +Cha (+4) to hit and +level (+7) to damage against one evil creature until it is dead, bypassing all DR. Damage bonus is twice if the creature is evil outsider or dragon, or an undead. Gains also a +Cha (+4) deflection bonus to AC.
Divine grace (Su): Bonus to all saving throws equal to Charisma bonus (+4).
Lay on hands (Su): 7/day (level/2 + Cha) 3d6 heal per touch use (1d6 each 2 levels). Standard action; Swift action to use it over himself. Only 1 free hand needed. Can damage undead with a touch attack without neither AoO nor saving throw allowed.
Aura of courage (Su): Immune to fear (magical or otherwise). Allies within 10 feet gains a +4 morale bonus against fear. Only works while conscious.
Divine health (Su): Immune to all diseases, including supernatural and magical and mummy rot.
Mercy (Su): On laying hands on a target, all conditions given by the Paladin mercies are removed. Such conditions return after 1 hour if the affliction that causes the condition is not removed. 3rd level: fatigued, 6th: staggered.
Channel positive energy (Su): Spend 2 Lay on hand uses to channel positive energy like a cleric. Heals 4d6 (1 dice +1/2levels beyond 1st) hp to living creatures, or harms undead, 30' around the paladin. Undead have a Will DC 17 (10+level/2+Cha) to halve damage. It is a standard action, no AoO, and requires to present the holy symbol.
Spells: Can prepare spells from the paladin list, with caster level equal to paladin level -3. DC and bonus spells work with Cha.
Divine bond (Sp): Snake-like lizard with camel stats (Eidi). Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter. Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Divine bond mount (Eidi):
Eidi is Xien’s animal companion mount (divine bond class feature). It is a Camel animal companion, aesthetically reskinned to look like a sneak-lizard kind of animal mount. I do this because the paladin class does not consider nagaji’s in the way a giant snake or lizard makes more sense for this kind of character than a horse or a camel. Although statistically the mount is exactly as the legal camel, let me know if you do not feel comfortable as a GM and I will play as if Eidi was a camel.
CHARACTER SHEET
N Large animal (Camel)
Animal companion 5
Init +4; Senses low-light vision, scent; Perception +10
DEFENSE AC 22, touch 14, flat-footed 17 (+4 Dex, +3 barding, +5 natural armor, +1 dodge, -1 size)
hp 52 (6d8+18+6)
Fort +8 (3 Con, 5 class), Ref +9 (4 Dex, 5 class), Will +3 (1 Wis, 2 class) [+4 Will vs enchantments]
SPECIAL ABILITIES Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Link (Ex): The paladin can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The paladin gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding his animal companion.
Share spells (Ex): The paladin may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A paladin may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Devotion (Ex): +4 Will save vs enchantment spells and effects.
Worn
Mithral full plate, 10500 gp 25 lbs, +9 AC, +3 Max Dex, -3 Armor check
Paladin outfit, 2 lbs
+1 cloak of resistance, 1000 gp
Belt of giant strength +2, 4000 gp
Headband of alluring charisma +2, 4000 gp
Ring of protection +1, 2000 gp
Pearl of power 1st, 1000 gp
Weapons
spiked gauntlet, 5 gp
mwk cold iron Trident, 330 gp 4 lbs
mwk alchemical silver flail, 398 gp 5 lbs
mwk cold iron battleaxe, 320 gp 6 lbs
light hammer (x4), 1 gp 2 lbs
+1 bashing spiked heavy darkwood shield “road opener”, 4267 gp 5 lbs (+3 AC, -0 penalty check, 2d6) sconced (1 gp 0.5 lbs, can carry a lighted torch in the shield)
Sling, -
Bandolier (3/8)
Alchemical fire (x2), 20 gp
Acid flask (x2), 10 gp
Potion of fly, 2 PP
Potion of enlarge person (x2), 50 gp
Scroll case (3/4)
Scroll of resist energy, 1 PP
Scroll of delay poison, 1 PP
Scroll of remove paralysis, 1 PP
Paladin's kit 11gp 30 lbs
Backpack
Bedroll
Belt pouch
Cheap holy text
Flint and steel
Iron pot
Mess kit
Rope
Soap
Torches (x10)
Trail rations (x5 days)
Waterskin
Wooden holy symbol
Belt pouch
-
Waterproof bag
-
Scroll case
-
Gold: 104gp+1398-1000+1217+1299+1881+1181.5=6080.5gp-4000-1000-1000=80.5gp+992-10 00 (pearl I)+1322.5-2000 (ring prot)=1395gp+1342+941+936=4614gp
Total gp earned: 150+479+462+430+500+1398+1217+1299+1881+1181.5+992+1322.5+1342+941+936= 14531gp
17)+2500
18)+?=11514 gp
19)+1610+175(mwk breastplate)-10500(mithral full plate)=2799 gp
20)+1328+5=4132 gp
21)+1616+50=5798 gp
22)+1620+50+653(dragon light shield)-4267(spiked heavy darkwood shield)-4000(headband Cha +2)-100(potion of enlarge person x2)-5(spiked gauntlet)=749 gp
23)+1990+50
Scenario equipment:
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Xien's talking rules:
Why Do Speakers of Chinese Languages Have An Accent In English
Delete last consonant if word ends on more than one: jump -> jum, audience -> audien, world -> worl
Reduce double consonants: action -> ashiong, Bruce -> Buce
Link consonant words with vowel: bus station -> bus estationg
Vowel Dark L (Ls with no vowel sound after): table -> tabe, roll -> roo, too old -> too owe
When facing final n, deleted or make it ng: station -> stationg
Confuse w and v: with -> vith
Make voiced consonants voiceless: live -> lif, grab -> grap, said -> sait (or sai)
Some dialogues also have:
Confuse n and r to l: another -> alother, far -> fal
Convert sh to s: English -> Englis
Levelling ideas:
Mitrhal full plate (+3 Dex to CA) 10500gp
Feather Step Slippers, 2000gp (ignore difficult terrain)
Knight's pennon (battle) [slotless], 4500gp (heroism 1/day 60 min)
Silver Smite Bracelet 16000? gp (+4 paladin levels for smite)
Bracers of the Merciful Knight 15600 gp (+4 paladin levels for lay of hands, 1/day lesser restoration)
Leveraging quality (+1) add shield attack enhancement to combat maneuvers