Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. Organized Play Member. 306 posts (310 including aliases). 2 reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.
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Spoilers for the Adventure Path, naturally, though hopefully the title was vague enough!
AV spoilers:
So... Paizo has announced drow will no longer be in Pathfinder post-remaster. While one could technically play with them in AV anyway, some folks (myself included) might take it as a fun chance to do something new. They do have a big part in the story, with both Volluk and his assistant being drow and, far more importantly, the Level 9 drow community.
So, what do you guys intend on doing?
- You could have the urdefhan replace them, and have them fight against some other big threat. But in another recent AP, you also aid urdefhan (and against drow... what are the odds?) which might be rethreading ground if you've played it.
- You could have them be cavern elves, which they essentially already are... but it removes the fun twist of "they're normally a danger, but these ones are on your side".
- You could have a city of fleshwarps escaped from upper levels, but that'd make two levels with fleshwarp theming
- You could have them be another darklands denizen, like serpentfolk, duregar, deep gnomes, caligni, etc, but they don't have the same vibes as drow do
So what do you guys think? Keep 'em, replace 'em, what's the plan?
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Hey howdy, everyone! I'm Derry, your gender non-comformiest GM, and I'm here to present (for your listening pleasure!) the third campaign of the award winning Dice Will Roll podcast!
Do you have what it takes? To stand among legends? To overcome impossible foes and challenges? To be the greatest fighter in the world? Then prove it... AT THE RUBY PHOENIX FIGHTING TOURNAMENT!
Once every 10 years, adventurers from around the world are invited to the eastern continent of Tian Xia, where dragons rule nations and kami live in sprawling forests of spirits. It is here that they compete in a martial arts tournament organized by the mythical sorceress, Hao-Jin, the Ruby Phoenix. The prize? One of the infinitely powerful relics she collected over the millennia, from weapons that have felled nations to handwoven demiplanes, artifacts anyone in the world would do anything to own. 32 teams will compete in the trials of Danger Island, 8 will compete in the finals in the city-state of Goka, and only ONE team will stand victorious. Are you ready? Then FIGHT!
Join Masami Takahara, the Kitsune Magus, Xie Chuji, the Dhampir Monk and Sangku, Witch-Prince Of The Sea, the Undine Witch, as they take on the dangers of Danger Island, the trials of the tournament and adventures beyond! Lots of references to anime, JRPGs and more by folks who grew up on the stuff. We've previously run Kingmaker and Extinction Curse, and our newest show is angled to be the best one yet! So come along, and keep it rollin'!
Hey hi! I'm going to be running this adventure soon, and I want to try to involve a player backstory into the campaign. They're a former ninja who defected to the Golden League at a young age. She's kept her past secret from the party, and intends to try to keep it that way. Now, what kind of GM would I be if I didn't force them to reckon with their past?
The only problem is... I'm not sure WHEN this should happen. I was considering having them catch the PC alone in Goka in Book 2, and for the Clan leader to try blackmail them into winning a reward from the Tapestry, but then that runs into the problem that this won't really get a chance for payoff; not enough time will have passed if it happens at the end of Book 2, and come Book 3, the party will have their hands full saving Hao Jin, and then it's too late by the time they actually get the treasure, it feels cheap to come in like "Not so fast! No happy ending quite yet!"
I can't seem to figure out the best time to incorporate this backstory hook, and I could really use advice!
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Posting this here from the main thread for visibility.
Obviously, this situation is a lot, with many moving pieces. However, one thing has become clear; employees are being mistreated. Writers, artists, developers who make the stories we love, and use the platform of Paizo to reach more people than they ever could alone. But that's coming at the expense of abuse from their employers, and it has to stop.
This situation has evolved into is a call for accountability and for better working conditions for Paizo Employees. Those interested in helping more can find the hashtag #PaizoAccountability on Twitter, where several former Paizo staffers, freelancers and community members have put together a list of demands, which are:
* Paizo needs to hire a whistleblower/arbitration company.
* Said company must investigate Sara Marie's wrongful termination.
* Executives need to be held accountable and investigated
* Executives need to enter good faith negotiations with their employees
* Salaries need to be posted and raised; some employees live below the median living wage in Seattle
These are requests put together by people who know Paizo and have or still do work with them. These aren't fantasies, they're fundamental requirements of the employees to fix this company. I, the guy in charge of the Dice Will Roll Podcast, and many other content creators like Jessica Redekop of Valiant, Perram of Know Direction and Rise of the Rulelords have joined in in calling it; if you want things to be better, or maybe you just want to stop hearing about all this, then help us end it and email these fundamentals to customer.service@paizo.com and help make a change.
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Hey! So, one of my EC players has a tie to Proteans (she's a Witch), and I was delighted to read in the Zevgavizeb gazetteer that he was originally a Qliphoth Lord turned into a Demon by the Proteans to cause instability in the Abyss. I'm thinking it could be a great story beat for my campaign to have the Proteans reveal themselves to the Witch and explain why they've put her on the path to stop Sarvel Everhunger that she's on, and explain their involvement with the very problem they now face. I'm wondering... Could I swap out Bokrug with a Qliphoth of some description? Maybe Dagon, another former Qliphoth Lord? Is there someone else more thematic to put into Willowside?
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Hey gang! After browsing the forums and reading through the rules for the Circus, I got the urge to expand on it. So, compiling ideas from Zapp and IcedMilk in the Circus Analysis Thread, and then expanding on those further, I bring you...
THE GREATEST RULESET EXPANSION ON ALL OF GOLARION!
Featuring...
*Rewards for Successfully Completing Acts
*PC Wages
*Tie In with the Reputation Subsystem
*Expanded Trick Traits
*NPC Training
*More Use for Non-Performer Roles
*More Upgrades, like Amusement Rides and Drumrolls
*More Actions specifically for shows, like Building Hype and Taking Risks
*Locales
*Expanded Random Events
And much more! Feedback welcome, we'll be using these in Dice Will Roll's playthrough of Extinction Curse which starts Thursday the 30th alongside the release of the APG in order to show off some of the new character options available in the book! Hope you enjoy!
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Mild Age of Ashes & Extinction Curse spoilers ahoy!
Hopefully, me censoring W*ndigo was enough to pique your curiosity into reading this thread. Regardless, with how TTRPGs are looking at cultural and racial sensitivity lately, I wanted to bring up an elephant in the room that's been on my shoulders since Day 1 of getting the first Bestiary: the W*ndigo.
I'll be clear: I'm white as snow! I'm hailing from Ireland, the closest I've come to interacting with the First Nations is dating a Canadian. That being said, using your platform, etc etc, this is something I feel we as a community (and if possible, one Paizo can weigh in on eventually, especially now that they're hiring sensitivity readers) should discuss.
The long and short is the W*ndigo is a HUGE part of Algonquian culture, even today. This isn't some random critter from folklore, it's an extremely serious topic that, for the most part, is trivialised and turned into another good ol' fashioned Monster of the Week by the rest of the world. Granted, the PF version has more inspiration from Blackwood's novel than from folklore, but even saying the name of the creature is considered taboo. I was hoping Paizo might change the name and some features to make it into a creature inspired by the folklore but seperate enough to be respectful of Algonquian culture. It was honestly a surprise to get to its page in the Bestiary when I first opened it, full name right there, considering Paizo tends to be on the ball with sensitivity lately. I was willing to drop it (whatever! I just won't use it!), but now both Adventure Paths in 2e have at least one W*ndigo encounter, one of which is pretty important. It's getting harder to avoid the topic, so I'm bringing it up now.
How do we approach this situation? What alternatives are there, in name or in spirit? And how do we do this in a way most respectful of the cultures this figure was, unfortunately, trivialised from?
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So... I made Valthazar the sibling of one of my group's PC's dhampir. Valthazar is likely part of a plot to somehow resurrect their dead vampire mother (cleric of Zon-Kuthon who tortured her kids for divine gratification!), who my group killed in Carrion Crown. I've found myself at an impasse... What now?
I'm having difficulty figuring out WHERE I should put Valthazar. We're into Book 4 now, and the best idea I've had is putting him alongside the Book 5 boss, but that doesn't sit right. I'm wondering if I could have a sidemission involving the vampire family and their double-undead mother (anyone who can suggest a good way of bringing back a vampire without just making her a wholly sane and functional creature gets a cookie!) in Book 6, or even having the clan appear during the final fight... but I'm really lost! Any ideas are appreciated!
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Hey folks! I'm Derry, the GM of Dice Will Roll! We're a group of four friends who want to bring some diversity and fun to your table!
Dice Will Roll started out way back when the Playtest for Pathfinder 2nd Edition was released. We were beyond excited to listen to other people play, we realised something- so many of the Pathfinder Pods out there have casts of predominantly, for lack of a better descriptor, middle-aged straight white men. Not that that's an issue by any measure- we just found it hard to find anyone we could really relate to or really represent us! So we decided we wanted to be the change we wanted to see in the world, and make our own show that did just that for people out there like us, and made Dice Will Roll, the Gayest Pathfinder Podcast on the Planet, where we ask the Hard Questions like... is it cannibalism to eat an awakened and polymorphed chicken? Is it morally acceptable to kiss a goblin? Or is it blasphemy to write slashfic about your deity?
The show's been going since February now, and we've just hit about 50 episodes, having gone through Books 1 through 4 of the iconic Kingmaker AP (converted to 2e by yours truly!) to completion at the time of writing. We've laughed, we've cried, and we've told a hell of a great story so far- and we want you there with us! Join the cast on their adventures to build up the Kingdom of Kilcela and face terrible foes, legendary challenges and more in this campaign that's been given a few extra homebrewed touches to tell a damn good story about its heroes.
The Cast Includes...
Ichor Eteocles, a gay Human Bard with more than a little pride and great aspirations of becoming something legendary and building a legacy to remember! (Played by Ritz S., a nonbinary Californian theatre kid and Furby enthusiast!)
Kaska Tanavin, a lesbian Half-Elf Druid with a love for animals (especially her wolf companion, Issorar!) matched only by her dry sarcasm and wit! (Played by Luna "KK" S.N, a bisexual Filipina and Graphic Design major!)
Alden Felstad, a transguy Half-Orc Fighter who collects swords by the dozen and wants nothing more than to be recognized world-wide as an amazing hero! (Played by Dave P., a trans Latino artist!)
All other characters, from the nonbinary centaur deputy to the aroace cleric mayor, are played by yours truly- Derry L, a genderfluid Irish Game Master!
Check out the spoiler tag for a list of links to follow to access our show. Let us know what you think, and above all else, Keep It Rollin', everyone!!
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A few of my players are VERY excited for the playtest. One of them was wondering how the abilities of some classes might interact with the abilities of others- speficially, Barbarian-Witches (Cackle and Rage? Sign me up!).
Of course, this isn't a thing right now- there's no Multiclass Archetypes in the Playtest Document, and they're not particularly straightforward to homebrew (nor would homebrewing be very useful to the Playtest Process!), so I was wondering if there were any plans to have us check out the interactions between different class abilities and feats with the new classes!
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The APG announcement has caught both hype, surprise and intrigue from the players around the forums. Lemme open with Paizo, we really don't deserve you. Please, here's the keys to my house; take everything you like.
Anyway, rather than setting up a tonne of threads about what each class will be like or clogging the APG announcement thread, let's discuss what each class might be like, going off context clues and how the old class works!
INVESTIGATOR
Could use a lot of stuff from 1e, but I doubt they'll get to keep sneak attacks or alchemy (as core class things, at least. Maybe as feats?). What might the class paths be? Presumably, inspiration and skill feats will play a big hand. How might they change?
ORACLE
Oh baby. Ohhh baby. Going off what they've hinted... I believe that they way that Oracles might differ from, say, Divine sorcerers, is that they get to use both the Divine and Occult spell-lists AT THE SAME TIME. Perhaps they'll have a limited amount of slots, but this would go immensely well with both the blessing and curse flavour while making it an incredibly unique and standout caster. I'm hoping to god that's the case! C'mon, Desna, just this once...
SWASHBUCKLER
The surprise of the announcements! How will this play out? I'm not sure what they'll do to differ them from Rogues, since Rogues have a tonne of mobility powers, and that's not even mentioning the finesse stuff. Is panache enough to set them apart? How will it work? This one needs a lot of speculating!
WITCH
Ah... the one we all knew was coming. I doubt it needs much change from 1e; a debuff, occult caster with maybe some extra special familiar feats. I don't buy into the spell-list/patron thing, but I won't be mad if it shows up either.
Discuss! What are your ideas? What proof have you?
"I am super excited to announce that I am down here in LA to film a Pathfinder Second Edition show with the awesome folk at @GeekandSundry! Stay tuned for more information!"
-Jason Bulmahn
Discuss! What does this mean, folks? I've always commented that Critical Role is the reason 5e did so well- could this be a genuine competitor move once more?
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We've had thread after thread discussing whether or not Gunslinger should be an Archetype, which Hybrid classes deserve to stay or how to convert the concept of a Summoner to 2e- this thread isn't about that. I want to see what you guys think would make great brand new classes, niches of fantasy not yet touched by Pathfinder! Maybe this thread will serve to help Paizo brainstorm ideas and see what its users want in the future, so let's keep it simple: a niche, whether gameplay or flavourwise, which can't be used by any current classes in Pathfinder and can have widespread use in a variety of settings.
Here's a few of my concepts so far!
Marshall
The Marshall was a Mythic Class, but it always felt so unique and different. A melee combatant with inspirational abilities. As it stands, there's no class that *fits* the concept of a disciplined soldier. Sure, I could use Fighter, but they seem too rough and tumble. And Champions are great, but what if I'm not in a crusade? What if I'm just fighting for my king? The Cavalier was close to this concept, but I didn't want to be tied down to a horse. So bring back the Marshall to buff allies with a rousing speech and rush into battle!
Archaeologist
The most popular Archetype in PF history that was so different to the base class that it was essentially a new class. An adventurer skilled in lore, tomb robbing and luck- and with the volume of tombs around Golarion, this diehard adventurer would be an excellent fit to many parties, especially ones which delve deep into dungeons!
Archivist
They say knowledge is power- so prove it! Unlike the Wizard, I'm thinking a true master of knowledge- someone who can identify foes, traps and treasures and use their powers against them. This one isn't as fleshed out as the others, but that's okay- the concept is all that's needed to start us off, and an explorer with a big book of knowledge that he can use to solve fights without magic or weapons is certainly a fun concept!
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Hey folks! We're Dice Will Roll!
We're a group of 4 LGBT friends- an Irish Pansexual Animator, a Trans Latino Artist, a Nonbinary Californian Theater Kid and a Filipino Bi Graphic Designer, who've been friends for years and playing Pathfinder for a lot of that time. A while back, we realized that there wasn't much Pathfinder content made by LGBT folk, so we decided to be the change we wanted to see in the world and make a podcast. We just didn't know where to start! So when Paizo announced 2nd Edition, we gave Doomsday Dawn a try- but wanted more. What better way to get that than play one of Paizo's most legendary Adventure Paths of all time? So legendary, in fact, that Paizo announced an official conversion a few months later? We're ahead of the game, folks!
Here's the blurb for our first episode, Brambles & Bandits. Our audio in early episodes is a little shoddy, but we quickly improve, so give us a shot and give us your feedback on our grand adventure into the Stolen Lands!
Enter the Stolen Lands; an untamed wilderness thriving with brigands, beasts and worse. In desperate need of heroes, a call to adventure was put out- unfortunately, no heroes were available to respond, so we just settled for a handful of gay dorks.
Join Dice Will Roll in their new campaign, a conversion of the iconic Kingmaker Adventure Path to Pathfinder 2nd Edition for an irreverent journey through modern TTRPG, with adventures spanning from rolling 4 Nat 1's in a row to standing up to the darkest forces of the multiverse.
Bandits get bitten. Stew gets crunched. Journeys get started. All this and more in this episode of Dice Will Roll, the Gayest Pathfinder Podcast on the Planet, where we ask the hard questions like... What's the fastest way to get rid of a Bandit Problem?
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The Relics included in the back end of Book 3 have absolutely fascinated me. There's one for every type of player, and it's a fantastic list of items. However, unlike War For The Crown, Tyrants Grasp does not award players the Relics. I can't let that happen! How would I get the Relics into the AP, when, and where?
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Hi folks! I'm intending to bring my players up to 20th level in our Kingmaker Campaign by the time we fight Nyrissa (don't worry, we're using 2e rules, so everything's being rebalanced regardless!), and I had a specific request. Where could I feasibly fit in Grendle? I really love the monster, and I know my players who adore Beowulf will be over the moon to see him present. The question is how? When? Why? What's a good place to put this incredibly dangerous monster in? In 2e, he's only CR 19, so he could be feasibly faced as early as level 16, which my players should be by Book 5.
I'm looking for a good reason for him to appear without drastically changing the plot. Any suggestions welcome!
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Noon question, be nice to me! I live all the way out in Ireland- if I preorder the CRB, Bestiary and World Guide, should I expect it to arrive close to August 1st or not at all?
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Hey everyone! I'm currently GM'ing for a group of three, and so far, they're adoring Kingmaker. However, one of my favourite things to do while running Adventure Paths is to give characters personal ties to the story. I've been able to do this nicely for 2/3 of the party, but I'm a little lost as to what I should do with the third one.
Story hook number one, for the Fighter-
Spoiler:
He's experiencing dreams during which a young girl calls out to him for help, asking to be rescued, in the middle of a dark forest, while a malicious presence seems to be searching for her. The girl, when found, is in fact a Nymph- one going by the name Briar. She doesn't give him other details, only that she's afraid, and she doesn't want to be found by "her". As the story continues, knowing my player, he'll become very attached to Briar, adopting her like a daughter in his dreams. You can imagine how he'll react to find she's in fact a legendary intelligent sword who's been calling out to a worthy hero to rescue her!
Reason this Hook works:
This gives the Fighter a reason to want to stop Nyrissa on a personal level, other than "she's gonna destroy our kingdom". He wants to protect his 'daughter', and it'll validate him in his eyes as a true hero, completing the idealistic young man's story arc as a kid who grew up idolizing the Aldori Sword Lords and other adventurers like them.
Story hook number two, for the Bard-
Spoiler:
The Bard is the estranged bastard son of Castruccio Ivoretti, who was denied linkage and forced to live a life of poverty with his mother, mocked and humiliated by the nobility of Pitax. His aim is to succeed to spite his father and avenge the treatment his nation gave to his late mother.
Reason this Hook works:
As well as foreshadowing Pitax early on in the campaign, the bard's realization that his father was part of something bigger will drive him to want to personally end his father's legacy. As well as upping the tension in Book 5 dramatically, he'll be very involved in trying to undo Nyrissa too.
And now I'm left with the last character, a Half-Elf Druid. I need to give her a personal reason to want to fight the BBEG- something to lose or gain that's specifically close to her heart that nobody else has, the same way the others do. Her backstory is that she grew up on a farm on the border between Restov and Greenbelt, and her family suffered greatly when famine swept and they were unable to provide food, losing both money and credibility (A druid who can't even grow food?). She now roams Greenbelt, hoping to make money back for her family (and unwittingly, become a leading figure in a fletching kingdom!) alongside a rescued wolf pup. She doesn't currently seem to want to run the kingdom much, so giving her motivation to care for it soon is a good plan, as we haven't started Book 2 yet but the PCs know of the charter.
I'm considering toying with having an important, primal, almost deity-like figure of the Green Faith approach her and have her promise to keep this growing kingdom in balance with nature... but this doesn't seem pungent enough. Additionally, what kind of figure would I even use? The Grim White Stag? He's more closely linked to Erastil, and the Fighter is the Erastil worshipper here. Has anyone any ideas on how to improve this idea and make it a heartwrenching plot device the ways the others work? I don't have a Ruler chosen yet- my Bard would certainly like to be Ruler, but if the plot needs the Druid to be divinely chosen, I'll work with it. Basically: help!
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Hey everyone! I'm Derry, the DM of the Dice Will Roll podcast. We're a new podcast group, and our premise is simple- we're a group of 4 gay friends who hang out and play Pathfinder, and we're here to sprinkle some diversity into your TTRPG experience.
We've loved Paizo (who we've made it our semi-ironic quest to have sponsor us!) since we started our first campaign with Carrion Crown, and we've kept loving it since PF2 came out- and when we finished playtesting Doomsday Dawn, we gathered to get together and try convert Kingmaker to 2nd edition. We got permission from Owlcat games to use the official CRPG soundtrack with this, and using Captain Morgan's updated Skill Feat list from his thread (thanks Cap!), we were able to put together quite the show!
Obviously, we're only fledglings, so we'd really appreciate any and all help we can get in getting this off the ground. Feedback, reviews, moments you liked or observations- any and all of it is much welcomed! If you have any time to help us out, we'd really appreciate a listen!
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I'm just asking for a flamewar, but it's a point I think is worth putting out: most TTRPG fans I play with are extremely excited for PF2, including ones who were negative about PF1. The way some of you on the forums go on, you'd think Paizo were on a kamikaze mission into a volcano at night with no fuel left in the tank, but PF2 has some pretty innovative and revolutionary ideas that modernise the D20 system in a good way! Here's a few things the two DND 5e groups (about a total of 7 others) I play with who honest-to-Iomedae avoided Pathfinder until a few months ago had to say about PF2- and yes, they've played PF1, since I bullied them into it!
-UTEML is extremely welcomed by them, especially in its current state. They like the higher numbers at higher levels, because it gives a sense of genuine power, which is something PF's always been about. Previous versions (Level-4 specifically) didn't get them so jazzed, but 1.7's numbers certainly did!
-Classes have a stronger identity than they ever did in either PF1 or 5e. Paladins are holy knights who defend the weak. Rangers are hunters, whether they track animals or do mercenary bounty work. Bards CAN be musical fools, or they can be mysterious esoterics of forbidden knowledge. Sorcerers are wild cards with potent power in their veins. It /feels/ right, and plays that way too. And the class feat diversity allows you to build and specialize a story character, not just a combat flowchart. I know some tweaks in classes would be optimal, but I'd personally take a PF2 Paladin over a 5e one any day.
-The Magic Traditions are much better and flavourful than spell lists for each class. The lack of level 6 casters and the presence of level 10 spells was also praised.
-Weapon Runes were seen as a fantastic idea to keep martials on level with casters.
-The three action system and the flow of combat was quick, fun, and easy to use.
Overall, they're pretty positive about everything so far- and as someone who's been GM'ing for nearly 2 years now every weekend, often multiple times a week, I think PF2 is a vast improvement over PF1. Sure, there's nostalgia, and sure, there's a lot of options we won't have at launch; but frankly, the game has all the good parts of PF and none of the drag and clunk inherent to a 3.5 clone on steroids. I should add, the players above are not my only players- the group of PF regulars I've been doing the 2 years of GM'ing for weren't keen on Doomsday Dawn, but the second I threw them into the Kingmaker conversion I made for them, they immediately and utterly preferred it to 1e. Likewise, the 5e groups weren't ALL positive about PF2, but their complaints were ones that were shrugged out of the game regardless, like resonance and signature skills.
The TL;DR is you lads need to remember that it's a remake of a 10 year old game; it won't be the exact same as the original, but frankly, it runs better and smoother, and while being sad it's moving on is understandable, nothing can stay the same forever- and if PF needs to change to attract a modern audience in the Streaming generation of TTRPG, I'd reckon PF2 is doing a stellar job at it!
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Hey folks! My group and I are going to be playing Kingmaker in 2e for our Podcast, Dice Will Roll- expect updates on that sooner or later- but to do so, I took upon myself to start converting the entire Adventure Path to Second Edition, and I was caught by surprise- the devs really weren't kidding when they said converting 1e stuff to 2e would be hard!
Conversion is mind-numbingly simple. The most work I had to do was copy pasting things into the right format- not a chore at all! I'll be working on the next chapter and adding them to this doc soon- additionally, if you care less about Kingmaker and more about bad guys to throw at your players, I've a seperate doc with story agnostic monster blocks from the AP, covering everything from Grigs to Slurks! Any and all feedback is welcome. Read on, my friends!
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Hey lads! I'm going to be running Kingmaker using 2nd Edition rules soon as part of a Podcast- the details of which I'll be sure to plague y'all with in good time. However, I wanted to get a few things right!!
My players HEAVILY prefer storytelling over combat. A fight or two is good, but we're all big into improv, and want to be able to tell as good a story as we can! As such, we know there's some stuff that needs fixing. Allow me to regale a few of the things I know for sure need fixing up before we can touch it-
SPOILERS AHOY!
Spoiler:
I know Nyrissa is a big one. From what I know, she doesn't appear until the last book, which is frustrating to many. I know the Kingmaker Videogame does something with her- I have yet to play much of it, but I did get up to a part with her appearing in a dream, so was suitably surprised to find out she was the BBEG. I don't, however, want to make her a huge surprise villain; I already pulled that with this group in Carrion Crown, and my players aren't fond of the "THEY WERE EVIL ALL ALONG!" trope. Her backstory seems to be one that could be woven sympathetically and tragically, and it's one I'd be interested in toying with- but I need to foreshadow her somehow. I'm considering having parlays between her and the party druid in dreams, but I don't know when or why these parlays should happen. Any advice on how to do her is extremely welcome!
Additionally, if the CRPG fixed any plot holes or added new plots that would be worth trying out, I'd gladly give it a shot- or any much needed fixes are welcome. Link me your rewrites, link me your ideas- I welcome any and all help I can get!
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Hey! I know it's pretty late to start a Podcast, especially since Playtesting for part 1 ended a few weeks back, but hey, give us a shot, first! We're Dice Will Roll, a new Actual Play podcast with a big focus on diversity, especially a nice dose of LGBT stuff! We saw that most of the podcasts playing Doomsday Dawn were (presumably) straight, cisgender white dudes in their 30s. That's more than okay for sure, don't get it twisted- we just wanted to see some more representation for LGBT folks, women, POC, etc!
Episode 1 is more of a set up than anything, but we'd super appreciate support and feedback! If you know anywhere or anyone we can advertise this to to increase our audience, it'd be super appreciated! We're up to date with the playtest, and so far we're loving it- we'll be uploading more episodes soon!
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How should one approach this? I'm used to running games with only 3 players but I'm worried about all the TPK stuff I've heard people talking about, especially in later books. What's the best idea? Just go in as is? Recruit a number 4, even if they're not usually part of the group? Allow NPC companions and run the risk of the GMPC issue? Make fights easier?
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Just asking for quick clarification- for some skills, such as Athletics, some actions are against an enemy's Fort DC- such as Shove. Does this mean "you roll fortitude against their athletics", or what?
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To quote my previous thread in the old playtest forums...
Derryzumi wrote:
Let's not play any games here. After the Half-Orc reveal, everyone's thinking the same thing. Please, please PLEASE full Orcs for the CRB. Give Half-Orcs something to fall back on, give us something up against certain other systems without them in core, and just a great way to placate fans of those big ol' meat boys. To be clear, I personally am not asking to replace goblins, I love those guys- I'm saying it might be a fun option to port those orc feats you gave to half-orcs to a new ancestry, give em a few more mechanical toys (we could really use a race with an inherent strength bonus, I feel!) and voila- a way to get Celestial/Tiefling Orcs in the future, and please fans of the concept who aren't as happy with the human heritage decision (which I think is great!). I know it's frankly impossible for em in the playtest by now, but I know people would super appreciate this change. If not for CRB, then as soon as possible alongside other classic options like Tiefling or Aasimar, and not as much of a pushover as 1e! Who's with me?
Said thread had 29 faves, and a lot of good discussion on it- and now that we know that orcs were originally intended to be core instead of goblins, I say "why not both"? Discuss, now that we know more about how ancestries work!
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Just browsing through the Bestiary- the unique reactions some monsters have are incredible, and make combat so much more varied and unique. I'm looking at stuff from Goblin Scuttle to the Grim Reaper's Death's Grace- keep this up, Paizo, it's a really fun trend!
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One of my players, who's been a ride or die Paladin fan since day 1, is severely disappointed in the Paladin in 2e, and I can't help but agree. The removal of one of their most iconic abilities, Smite, makes them overall a much weaker class. Their one offensive ability is retributive strike, which requires a reaction- and while I love it, you also need your reaction for all the shield stuff you're given. None of the Paladin's abilities are particularly good at damage dealing- I understand the desire to make them tanky, but at the cost of ALL DPS I think is a huge mistake. Plus, the level 20 abilities are super weak; in PF1, you got the power to banish fiends with your smite, and you got DR10 at level 20. Cool! At level 20, you can give your mount wings or give your sword the dancing property. It's just not as exciting. Overall, I think most classes are looking great- paladin though needs a big rework to make the legendary heroes from 1e instead of defender healbots.
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Let's not play any games here. After the Half-Orc reveal, everyone's thinking the same thing. Please, please PLEASE full Orcs for the CRB. Give Half-Orcs something to fall back on, give us something up against certain other systems without them in core, and just a great way to placate fans of those big ol' meat boys. To be clear, I personally am not asking to replace goblins, I love those guys- I'm saying it might be a fun option to port those orc feats you gave to half-orcs to a new ancestry, give em a few more mechanical toys (we could really use a race with an inherent strength bonus, I feel!) and voila- a way to get Celestial/Tiefling Orcs in the future, and please fans of the concept who aren't as happy with the human heritage decision (which I think is great!). I know it's frankly impossible for em in the playtest by now, but I know people would super appreciate this change. If not for CRB, then as soon as possible alongside other classic options like Tiefling or Aasimar, and not as much of a pushover as 1e! Who's with me?
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Something one of my players is interested in doing in the playtest is playing a Human Paladin of Torag who was raised by Dwarves since he was a few months old. I was wondering- how would this work, mechanically? Are there going to be rules stating somewhere along the lines that Adopted Characters may take the Heritage race of their own race, but the ancestry feats of the race that raised them? Has anything been said before about this?
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For those who cared to see, Caliphas was obviously cursed. From dusk to daybreak some seaborne leviathan exhaled its chilling breath upon the city, filling the night with a haze of clinging fog and sour dreams. From daybreak to dusk the residents took their turn, a thousand blaspheming chimneys pumping burnt offerings to choke the heavens while the people clambered and cried in a cacophony to rival fabled Dis. So foul and bleak ran the course that when true wickedness made the city its home, and when the sewers began to run and reek like a slaughterhouse sump, nary a soul took note, and those who did could hardly decide if the monsters were fiends or angels.
—Ailson Kindler, “Her Wounds Never Bled”
Step into Caliphas, the haunted capital of the cursed land of Ustalav, home to undead, abberations and worse! In a city where doom crouches behind every corner and despair walks the halls of every home, you can never know who to really trust... not even your own mind!
CALIPHAS, CITY OF SHROUDS is a Discord-based Text RP set in Caliphas. In the server, each district has a category, and each category contains key locations of the city- places like the Maiden's Choir Cathedral, Restoration Park or Havenguard Asylum, equipped with multiple Pseudo-DMs to fill them with frights and horrors 24 hours a day, seven days a week! The server isn't meant for a set campaign; rather, it's a simulation of what life is like in the wretched streets of Ustalav's darkest city. Player on player interaction is the main goal, as is discovering the deepest secrets of the city that never should have been!
The server's got a pretty high number of LGBT minors, so this mightn't be your cup of tea if you're kinda iffy around playing with teens or people who aren't cishet- most of whom are very left-leaning if that spoils the broth for you.
The server's predominantly aimed at beginners too- experienced players like most of yourselves will fit in fine, but don't be surprised when nobody's min-maxing!
The server is NOT a play by post adventure. It's a character-driven place where you can have your characters interact with one another and uncover the mysteries of Caliphas and Ustalav as a whole. Levels are awarded automatically depending on your activity in the server, and you can even unlock multiple characters the more you play!
The setting is set 6 years after Carrion Crown, so there may be spoilers for that AP if you're not careful- that being said, make sure not to Metagame if you have played Carrion Crown! Don't spoil anything that we might be keeping surprise! ;)
Finally- please be chill! don't talk crud about other people's choices of class or race, this is just a place to hang out and throw your Ustalav themed characters and have some fun.
Here's a link into the Server! Click it and dive right into the horror that awaits you, and prepare to meet your doom..!
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Okay, lemme explain. I have a new player in the group, a Dual-Cursed Oracle with the Dark Tapestry Mystery, a reflavoured Aboleth Curse and the Haunted Curse. She plays her character as a partial amnesiac- an Aasimar orphaned during childhood who looked to the stars, only for the stars to look back. For her whole life, she's been tampered with by forces she can't understand- blanking out for days on end with zero recollection of what she's done, as well as short term memory problems and invasions of her mind while she's sleeping, etc etc. Basically, she's set it up for this backstory to be involved in the plot, but as written, I'm not sure there's much opportunity for an encounter with whatever's manipulating her.
As such, I'm wondering if there are any boss monsters I could replace with some sort of entity from the Dark Tapestry? Preferably, it should be something plot significant; I'm talking maybe even Rivozair or at least giving it the aberration subtype if nothing better comes up. Heck, maybe Rivozair's just a creature which looks suspiciously like a dragon, but isn't quite. If anyone has any suggestions as to what I could do, other things I could put in, or even just ideas for a way to include this without changing the plot, I'm all ears!
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I'm toying with the idea of giving my players a door out of death for their characters- in that should their character be slain, their souls will be interrupted by a devil (potentially Mephostiles himself) and offered a contract- do XYZ for me, and you'll get another shot at life, along with a few extra fun powers.
What could I do, story-wise, to make this work? I know at least 1 of my players is not keen on alignment shifting, and certainly having a rebel turn Lawful Evil would be unfortunate, even if they're allied with Mephostiles, who wants Thrune to fail.
Anyone have any tips on how this potential plot hook could pan out in a both mechanically and narratively interesting way?
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So! I'm running Hell's Rebels for a group, and this is their second AP ever after Carrion Crown, which they adored. I was running through the pawnset for Hell's Rebels, and I found the Skinsaw cultists, and I was a little disappointed that my players wouldn't get how much of a throwback this was. They don't know anything about Rise of the Runelords, much less the Skinsaw men and the infamy of those books! And I could certainly explain it to them, and leave the story intact, but something dawned on me- would it be viable to replace the Skinsaw Cultists with Whispering Way cultists?
I haven't managed to read up on what the Skinsaw Cultists are doing in HR, and I'm not sure if the WW are at all an appropriate replacement, but certainly the two cults have a lot in common- worship of a powerful entity involved in the domains of secrets, death and murder, and the shock of seeing the Whispering Way in Kintargo would definitely affect this particular group more than the Skinsaw Cult.
Is this at all an appropriate change? What would I have to change in order to get them properly adjusted into the story? Any and all advice is appreciated!
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A lot of people have issues with Paladins, and in my POV, they're mostly correct. I mean, there's nothing wrong with drawing inspiration from other games- it's true that Overwatch took a lot from Team Fortress 2, but at least they gave it their own spin to it. Torbjorn took a lot of influence from, say, TF2's Engineer, but they also gave him things that made him different. Paladins made no such effort- most of the characters seem directly lifted from Overwatch, along with several core mechanics. It's particularly blatant is some cases- a dwarf hero who uses a molten shotgun and deploys turrets? A skull looking hero wearing dark robes and wielding powerful handguns? A jetpack hero? A knight hero with some fire abilties and a giant, rectangular shield? This is a bit too much to be a coincidence, even if Hi-Rez claims it is. On top of that, the fact that they've recently complained that Overwatch's newest hero, Brigitte, to one of their heroes, Vivian, over minimal similarities is just the peak of hypocrisy. I just don't think I can understand anyone who believes Paladins is a unique idea.
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This is my first time being part of a playtest, so forgive me for asking- what's the playtest Adventure expected to be like? Will it be kinda like "walk into the dungeon, kill the monster"? Will it still have decent amounts of roleplay and story to it? What levels are the books expected to run through? I'm super excited to give it a try, but I wanna know what kind of stuff to expect too!
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Third thread in a row, but man is there a lot I wanna see discussed. Archetypes are, hands down, one of my favourite part of the game! Seeing them advertised as being much more important in 2e, however, could be either a good or a bad thing. If they go from being optional to required, it could have major impact on the game, and who knows how that'd go. Will they be run similarly to, and pardon the trillionth comparison to 5e already, the way specializations work in 5e (i.e at level 3, you choose the equivalent of an archetpe. For bards, it's choose between lore and valor, for Clerics it's domain... Etc, etc)?
Will they still be an optional add-on?
Will they (god forbid) be the way they worked in Starfinder?
I always felt that Archetypes were the best way to really customize your character and get them feeling the way that you want them to. However, making them mandatory might end up with a limited as to how many may exist for a class,which limits creativity with concepts. I'm all for Gunslinger being a Fighter Archetype, but what about super specific ones, like Brawler's Constructed Pugilist?
I have a feeling that the team has a system in mind already, and we'll find out soon, but for the sake of argument- how would you like to see it work?
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I'm a HUGE fan of Adventure Paths. I'm looking to run as many as possible with my current group of players, and the first question on my mind when I saw 2e's announcement was- will it be easy to run 1e's APs under this new system? The immediate answer seems to be yes, since Crypt of the Everflame was adapted- but what about APs that are, pardon my use of words from an older thread, exotic? How easy would it be to run, say, Strange Aeons or Skulls and Shackles- games that rely heavily on archetypes or even whole classes that may ultimately be left in 1e? Will they be as easily transfer over, or are they doomed to stay locked to 1e forever?
On top of that, presumably Return of the Runelords will be 1e's last AP- what comes next? Maybe we can expect to see more 1-20 level games now that high levels are evidently more balanced? What do you hope to see come in the AP department in 2e and beyond? What did you like/dislike and hope to see altered? So long as Roleplay stays as important as combat,I'm pleased!
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One of the big draws to Pathfinder for me were the huge number of classes. I understand that many of them won't be included immediately in the first release of Second Edition, but classes like Gunslinger and Witch are all but part of the lore of Golarion, so will have to turn up eventually. What about more obscure classes, like Skalds, Psychics, etc? Is it likely they'll transfer into the new edition at all? If so, what kind of thing would you like to see changed about any of the Base/Hybrid/Occult classes that haven't been added to 2e yet should they eventually get put in? Will there even be a demand to?
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I really like the idea of making Kintargo somewhere worth fighting for- somewhere that has character, that feels lived in, somewhere the players could just walk out to the stores and meet a familiar face to talk to while doing your shopping. Basically, I want players to be able to say "I want to go down and shop at the Devil's Threads today!" and be able to make it different than a day where they say "I want to shop at the Newt Market!" Basically: I want to turn shopping into a roleplay experience!
The way I've envisioned it is by making the stores more like the kind you'd find in an RPG video game- X shop sells X list of a specific type of items both mundane or magic (Devil's Threads selling clothing type items, the War Cage being an armory, etc) that I can hand the players when they enter the store to avoid the feeling of being overwhelmed by letting them buy literally any item on the list- if they're LOOKING for a specific item, they can ask the store that's most likely to have them, and I can roll that 75% roll for magic items for said item, whether or not its magic or mundane, to "see if there's some in the back", reinforcing the feeling of scarcity martial law brings with it, and making players feel they need to rid Kintargo of Thrune for the small businesses and the faces behind it as much as any other reason! Plus, giving my players a reason to meet Hetamon Haace in the Devil's Threads before he's revealed to be the Rose of Kintargo is pretty choice, as is the fact that this system could make the Black Market teams in the Rebellion doubly useful for getting items we usually couldn't!
My questions are: what kind of items do you think should be sold at these places? I plan on having different magic items every week, but mostly this is for figuring out mundane items! There's also some religious organizations which offer spellcasting, like healing type stuff- I would also be interested in putting names to the faces of the clergy there, and what kind of stuff they'd sell there too!
These are the shops listed through the Adventure that I thought might be interesting to expand upon:
○ The War Cage (+1 frost lucerne hammer)
○ Olmer’s Smithy (+1 rallying chain shirt)
○ The Devil's Threads (Boots of levitation)
○ Vespam Artisans (Ring of force shield, Serpentine owl figurine of wondrous power)
○ House of Golden Veils (Scroll of raise dead; this is also the Church of Abadar)
○ Shadowsquare (Scroll of restoration)
○ Crissali’s Fine Tomes (Scroll of teleport)
○ Songbird Hall (Wand of cure serious wounds (25 charges); this is also the Church of Shelyn)
○ The Newt Market (Wand of greater invisibility (15 charges))
○ Alabaster Academy
○ Church of Asmodeus
○ Church of Zon-Kuthon
If anyone has more suggestions on way to make this better, lmk!!
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I'm almost finishing up my current campaign with a group of three players and I'm soon going to be running Hell's Rebel's for the same group, and I'll be honest: I love DM'ing, but I miss the days of being a player! However, due to my previous group I was a player in disbanding in a particularly unpleasant way, and my current three players not having quite figured how to DM yet, I've been a little starved for play. That, on top of how well the four of us get along (one of the players is my boyfriend, and the other two are his old highschool buddies, and I've known them for a solid year now) and the fact that they're a group of three has slowly risen up with the age old cursed question- dare I make my own Player Character to interact with them?
I understand the concept has flaws. The very nature of a GMPC means I can't have my character make any story decisions, as I already know how the story goes. The players need to be in total control at all times, and my character can't do more than offer the same advice a regular NPC would provide. The list goes on. What I want to know is has anyone else here made a GMPC, would they recommend it or not, and what kind of tips would they give to someone considering playing one?
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I'm coming close to finishing my current campaign with a group of players (we're in Renchurch at the end of Carrion Crown!) and we're going to hop soon after into Hell's Rebels. The players are excited, I'm loving it, everything looks perfect- there's only one small issue I have so far.
How can I bring the Rebellion Upkeep to life?
I know my players will enjoy the mechanical side of managing the rebellion- or at least, one of them will- but I need to figure out how to actually roleplay the different things out- like events, assigning officers, etc. In fact, the less mechanical I can make it, the better. I'd almost prefer to have them individually speak to each team and assign it manually, etc etc. Are there any tips for how this should be achieved? Where would all of this go down? Etc etc
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As memey as the title sounds, this is a genuine request on behalf of one of my players, played straight. He plans on playing an escaped slave from the Shackles who has grown to use rap- similar to this kind specifically!- as a way of sticking to the faith of Milani and inspiring teammates to fight for a better future. He'll be used in the Hell's Rebels campaign, and the player's eager to have him fight at the front lines rather than sit at the back and cast spells the way a bard would.
What would be fun build for this guy? It doesn't need to be the most optimized, though the player DOES love doing some sick damage- but stuff like flame magic to "drop fire" or feats which would help make the guy rough and tumble would be super appreciated! He's open to VMC'ing if needs be, since he's not usually too good at picking feats himself. According to the player, "i want him to hit good, rap good, and bc of the nature of his background, sleight of hands good".
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First things first, I feel that exotic has a weighted term, so allow me to explain what I mean by it exactly: stuff that doesn't fit the classical fantasy theme.
Second things second: this ISN'T bashing the classical fantasy books! I think Hell's Rebel's, the campaign I'm planning on running next, looks absolutely fantastic, and I am HYPED for Return of the Runelords. That's not what this thread is about- it's more for gauging if anyone else feels the way I do about the settings of APs.
Let me explain: between #37 and #90 of the PF Adventure Paths, there was HUGE diversity in what kind of games each game would be. Gothic Horror! Vikings and Samurai! Pirates! Mummies! Reign of Winter literally took us from Irrisen to Triaxus to Siberia, 1917! That kind of variety is definitely what sold me on Pathfinder compared to D&D- in D&D, can you play as an Android techslinger blasting lasers at an giant metal spider AI claiming to be God? I don't think so!
Since the end of Iron Gods, though, the general feeling has been a lot more similar, bar Ruins of Azlant and Strange Aeons, in that they all feel much more... vanilla, in a sense. Yes, they have things that make them unique: Hell's Vengeance is an Evil AP! Return of the Runelords will run players from Level 1 to 20! And I cannot stress how much I love the concept of Hell's Rebels. But I suppose my gripe is that a lot of it feels very classic fantasy, ones which don't need characters built specifically for the setting (eg you don't need to design a character who clearly looks like they belong diving into pyramids or standing at the deck of a pirate ship- rather, a character designed to be played in Giantslayer could potentially be re-used in War for the Crown with only minor changes, design and archetype wise. No races which are particularly fitting the way Changelings fit into CC and Androids into IG, no archetypes which fit THIS AP extremely well the way Buccaneer or Corsair fit Skulls and Shackles, etc). Basically, what I'm saying is that a lot of the newer Adventures have similar atmospheres to each other in comparison to older adventures, which to me is a pity because of the amount of cool settings Golarion has to offer!
There's the Realm of the Mammoth Riders, which is just begging to have a prehistoric adventure run with it. Tian Xia had the last few books of the Jade Reagent, but could easily be expanded on and have an AP set exclusively in its borders to make choices such as Ninjas and Samurai or Kitsunes and Tengu less eyebrow raising. The Mwangi Expanse was featured in Serpent's Skull, but I believe it has potential for even more. Alkenstar is a huge one, only having starred in two modules, despite having an INCREDIBLY unique setting which allows for some use of technology rules while still retaining a very fantasy feeling! Rahadoum got some attention in modules, yes, but a whole AP in a land where religion is forbidden? Now THAT would be some fun stuff to play, especially as a Cleric or a Paladin disguising their religion. And that's just scratching the surface!
Basically, I'd love to see APs with the same diversity of older books, and I'm wondering if anyone else feels the same, or has other locations/settings they'd love to see more APs set in. I get that this kind of fantasy isn't everyone's cup of tea, and they'd prefer to have more classical fantasy books- but I want to know if other people also prefer more exotic APs too!
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Okay, so Carrion Crown was my first proper time GM'ing, and I made a few small rulings earlier which, long story short, were huge mistakes and ended up with my players having the capabilities to do ridiculous amounts of damage in a single blow. Like, absurdly so. I know WHERE I went wrong, and I know how to fix it, but I've decided to choose not to for the last bit of this campaign. My players have genuinely too much fun being able to deal this damage, so I'm not gonna take away their toys this late into the campaign- what I've been doing instead is multiplying boss HP for a while. It's been working out fine for the most part, and to make Adivion's fight more challenging, I was planning on literally multiplying his HP by a factor of 10 to really give them the sense that they're fighting an unkillable mega-lich. I've read the thread about spicing up Adivion's battle, and I've thought about empowering all his spells and whatnot- but I think Mythic Tiers would be a very interesting route to take instead.
Bear in mind: I'm still new to Mythic Stuff, so I'm not an expert in the terminology. What I'm trying to say is:
Help me build a forsaken lich who can withstand several 100+ damage rounds in a fight! (And please don't lecture me on the damage stuff, I'm already looking out for how to keep that balanced for my next game with em!)
Okay, first things first: I was SO happy to see that Rexus was a trans character! Like, I loved him before, but checking into his profile and finding that was like finding your Christmas presents early. I KNOW my players are going to love it, because 2 of them are FtM trans too, and at least one of them is playing a character who's specifically trans too (though he's not quite as far down the line as Rexus- moreso "just escaped slavery on a pirate ship, cut my hair off and got some new clothes, pit stop in this city for a while"), so finding out a MAJOR NPC like him is canonically transgender too was SUPER uplifting!
However, I need some advice with how to tackle the issue, since I'm still getting a feel for Rexus. Would he be the type to keep it to himself until he absolutely needs to come out of the closet to others, like the "missions to supplement his dwindling supplies" suggested in the Campaign Role section, or would he immediately spot the trans PC, and be like "whoa, me too buddy"? Somewhere in between? Would he confide in the trans PC in private after some trust has been earned? Etc, etc! Any other tips into making his character all the more perfect (because God, what a guy!) would be super appreciated!