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![]() With the announcement of the anthology book Claws of the Tyrant I'm wondering why not bring back Dungeon Magazine? Write the adventures in house or by authors outside of Paizo. It's where Paizo started right? Why not go back to that? Was it not successful? Heck even as a PDF only product I would totally subscribe to that which is how I read all my Pathfinder products. ![]()
Pathfinder Adventure Path Subscriber
![]() With the move to strictly online play (thanks Covid) I've been looking for a way to make the Chronicle Sheets into Form Fillable PDFs. Seems I can do this with any Chronicle Sheet for an Adventure Path but all the Chronicle Sheets for Pathfinder Society Scenarios are password protected (understandable) but I can't fill these out online and send them to players. Can I download form fillable Chronicle Sheet for PFS Scenarios or is there a plan to allow this? ![]()
Pathfinder Adventure Path Subscriber
![]() I'm considering running this AP but I'm hesitant if it doesn't come with a phonetic pronunciation guide for all the Asian NPC/monster/place/item names. I really don't want to butcher the pronunciation of these names and a phonetic pronunciation guide will help immensely with this. Thanks
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Pathfinder Adventure Path Subscriber
![]() The last battle of: Kang the Conqueror! Tyrant of the timeline, master of endless legions, warrior and conqueror without compare, Kang is in search of the one thing he cannot have. But he is not the only one after the Missing Moment , and Kang soon finds himself in a new position — on the run across the events of the Marvel Universe’s future!
https://www.marvel.com/comics/issue/103089/timeless_2022_1?cid=eml_newslett er_20230406_unlimited_featured&mi_u=17928699 ![]()
Pathfinder Adventure Path Subscriber
![]() With the upcoming release of the new Treasure Vault, with it's updated Crafting rules, I'd like to suggest something. I feel we need future Adventure Path Player's Guides to mention whether their will be Downtime opportunities to Craft in the Adventure Path or if it will be non stop go, go, go with little or no chance for that. I hate having to tell players if they take Crafting because they want to make stuff in downtime that there will be hardly any downtime. I get that the GM can slot downtime whenever they want but sometimes it might not fit in the story so a little guidance from the writing team might go a long way. Thanks ![]()
Pathfinder Adventure Path Subscriber
![]() This particular question plagues me every time I GM or play in an AP. From experience a 4 person group seems to struggle while a 5 person group has an easier time of it. A 6 person just ROFL stomps encounters even when you Elite all the enemies. Action Economy which plagues that other game seems to rear its ugly head here too. So for anyone who has been lucky to read the PDF of Book 1, is this a 4 person or 5 person Adventure Path? ![]()
Pathfinder Adventure Path Subscriber
![]() The Clockwork Handlers have an ability to Grab a target on a successful Strike with one Action then Hogtie them using two Actions. So basically if it succeeds on the Strike it can basically tie up one character per round without them being able to resist the effect until they can Escape? That seems OP, am I missing something? Someone on Reddit mentioned you need to Restrain someone to tie them up. Since the Clockwork Handler auto succeeds the Grab it can't roll a Critical Success to Restrain the target. So how does it ever use the Hog-tie ability? ![]()
Pathfinder Adventure Path Subscriber
![]() On page 15 of Ages of Ashes it suggests that PCs can use Command an Animal to change its attitude from Indifferent to Friendly. No where under the Nature skill and Command an Animal does it say you can do this. So how do you accomplish such a task? I can't find an official ruling anywhere. ![]()
Pathfinder Adventure Path Subscriber
![]() I used to DM Pathfinder when the only rulebook was the Core one. Now I'm Playing more and about to roll a character for the updated Rise of the Runelords AP. I would like to create a Healer character who is an Archer. I am open to any suggestions regarding Class, Deities, Races, Feats, Traits, etc. Thanks in advance. ![]()
Pathfinder Adventure Path Subscriber
![]() So yesterday I played a session of Mummy's Mask book 5. I haven't played in a year and I made a 14th Mesmerist. The GM asked that all players play Occult classes which I was not familiar with and the Mesmerist was the only one not taken so I went with that. In the final room of the Slave Temple(?) we encountered the Black Genie(?). Round 1:
Round 2:
Round 3: I cast Possession. Black Genie fails saving throw.
Am I/did we miss something? Am I able to shut a major encounter down that quickly? ![]()
Pathfinder Adventure Path Subscriber
![]() I am a long time Pathfinder player but this year my group has switched to D&D 5e. I still see Paizo as the best source of adventure modules and hence my question. The Party works for a faction called The Emerald Enclave. THEIR BELIEFS ARE:
THEIR GOALS ARE:
Basically, I'm looking for any Pathfinder modules that would fit into the themes the faction represents. Open to Adventure Path as well. Currently, the group is 5th level and it's even enough for me to convert from PF to 5e. Hopefully, someone with knowledge of all if not most of the published modules can offer some suggestions. Thanks in advance.
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Pathfinder Adventure Path Subscriber
![]() So the four lights have to remain within 10 feet of each other because any that move away from the others wink out. Does this mean the lights can be in a line 10 feet apart from each other or must they travel in a square so that each light is within 10 feet of the other? Basically it's a Light spell with a slightly bigger radius than can be sent 120 feet away. A Light spell on an arrow has a greater range so the bigger radius is the only positive of this spell. Paizo how about allow the four lights to be independent of each other so the caster can send them off in four directions? Just a thought. ![]()
Pathfinder Adventure Path Subscriber
![]() Let's say a take an Elf which gives me an Ability Flaw in Constitution. If I take a Background that gives me an Ability Boost in Constitution does that mean it cancels out the Ability Flaw giving me an Ability Score of 10? I can't find anywhere in the rules that cover this specific situation. ![]()
Pathfinder Adventure Path Subscriber
![]() Ok can someone clarify at the end of the Incident at Absalom Station what happens?:
The PCs leave the Drift Rock aboard the Sunrise Maiden and are attacked by a ship but we don't find out what happens until Volume 2?. Also do the PCs level to 3rd or are they still 2nd at the end of Incident at Absalom Station? ![]()
Pathfinder Adventure Path Subscriber
![]() I'm running Dead Suns at the moment and just curious to know how much power/recognition/responsibities will the PCs have once they are accepted in the Starfinder Society? Are they like law enforcement? Do citizen have to answer questions? Can they arrest suspects? Do they have a salary? Or Are they more like Private Investigators? ![]()
Pathfinder Adventure Path Subscriber
![]() I can see a lot of people picking "safe choices" like Sea Witch and Aquatic Druid etc and personally I don't want to do that. I'm not really familiar with the classes beyond the Core Rulebook so I was wondering if there are any classes that will be poor/bad choices for this AP? If so why? ![]()
Pathfinder Adventure Path Subscriber
![]() If you're a player in the Dead Suns AP don't read the spoiler unless you want to be... spoiled. Ok seriously I hate the name of this...:
Stellar Degenerator? Really? I know Death Star and Starkiller Base were taken but that name is seriously on the nose, like early 60s B-grade Sci-Fi bad. Anyone got any better suggestions? ![]()
Pathfinder Adventure Path Subscriber
![]() One of my players built his character, a Vesk, as a melee tank with a Doshko and Step-Up thinking things were the same with AoO, and now believes his build is useless. Is it? Would he be better off rebuilding to a less Unwieldy weapon? Should he drop Step-Up since you can do AoO with it and the laser pistol wielding alien can just shoot you in the face without provoking? ![]()
Pathfinder Adventure Path Subscriber
![]() Ok it seems a character cannot be killed via hit point loss unless they take damage equal to double their hit point total after stamina is gone in a single attack ie death from massive damage, correct? So if a character at 0 hit points and laying in fire doing d6 damage per round does that mean they cannot burn to death because the fire doesn't do massive damage in a single round? I assume characters can still die from lack of oxygen, CON drain, and various death effects?
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