GospodinSneg wrote:
You had Spoiler #81! I wasn't sure if it was healing or temporary!
malcolm_n wrote:
1) That's a lot prettier than the one I'm making, but I'm not going to stop, because I'm learning a lot from transcribing it myself. 2) I have a few of those in my list HERE.
Dungeon Novice wrote:
12 has been included to my list thanks to Ryan from Know Direction!
Edge93 wrote:
I've updated my list to include 99 and I've taken from the other list to include my own.
GospodinSneg wrote:
Yeah, that's me, and I almost didn't get that. Here's the link for what I currently have. https://drive.google.com/drive/folders/1bhGC2tXb3OkMxdMK1B9Q12ehw4f6mVvu?us p=sharing
I'm going to update this when I can find all of them, in order. # 1: The First Rule - The first rule of Pathfinder is that this game is now _yours_. Use it to tell the stories you want to tell, be the character you want to be, and share exciting adventures with friends. If any other rule gets in the way of your fun, as long as your group agrees, you can alter or ignore it to fit your story. The true Goal of Pathfinder is for everyone to enjoy themselves. # 2: Ancestry - An ancestry is the broad family of people that a character belongs to. Ancestry determines a character's starting Hit Points, Languages, senses, and Speed, and it grants access to ancestry feats. Ancestries can be found in Chapter 2. # 3: Background - A background represents what a character experienced before they took up the life of an adventurer. Each background grants a feat and training in one or more skills. You can read about backgrounds in Chapter 2. # 4: Class - A class represents the adventuring profession chosen by a character. A character's class determines most of their proficiencies, grants the character Hit Points each time they gain a new level, and gives access to a set of class feats. Classes appear in Chapter 3. # 5: Proficiency - Proficiency is a system that measures a character's aptitude at a specific task or quality, and it has 5 ranks: untrained, trained, expert, master, and legendary. Proficiency gives you a bonus that's added when determining the following modifiers and statistics: AC, attack rolls, Perception, saving throws, skills, and the effectiveness of spells. If you're untrained, your proficiency bonus is +0. If you're trained, expert, master, or legendary, your proficiency bonus equals your level plus 2, 4, 6, or 8 respectively. # 8: Reactions - Reactions use this symbol (arrow). These actions can be used even when it's not your turn. You only get on reaction per encounter round, and you can use it only when its specific trigger is fulfilled. Often, the trigger is another creature's action. # 9: Free Actions - Free actions use this symbol (diamond with a smaller diamond on inner-left edge). Free actions don't require you to spend any of your three single actions or your reaction. A free action might have a trigger like a reaction does. If so, you can use it just like a reaction -- even if it's not your turn. # 11: Rock Dwarf Your ancestors lived and worked among the great ancient stones of the mountains or the depths of the earth. This makes you solid as a rock when you plant your feet. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to knock you prone.
# 14: Elven Lore - {Feat 1 [Elf]} - You've studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore. # 15: Chameleon Gnome - The color of your hair and skin is mutable, possibly due to latent magic. It takes a single action for minor localized shifts and up to an hour for dramatic shifts throughout your body. When you're in an area where your coloration is roughly similar to the environment (for instance, forest green in a forest), you can use the single action to make minor localized shifts designed to help you blend into your surroundings. This grants you a +2 circumstance bonus to Stealth checks until your surroundings shift in coloration or pattern. # 16: Animal Elocutionist - {Feat 5 [Gnome] (Prerequisites - Burrow Elocutionist)} - You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn. You can speak to all animals, not just animals with a burrow Speed. You gain a +1 circumstance bonus to Make an Impression on animals (which usually uses the Diplomacy skill). # 17: Unbreakable Goblin - You're able to bounce back from injuries easily due to an exceptionally thick skull, cartilaginous bones, or some other mixed blessing. You gain 10 Hit Points from your ancestry instead of 6. When you fall, reduce the falling damage you take as though you had fallen half the distance. # 18: Very, Very Sneaky - {Feat 13 [Goblin] (Prerequisites Very Sneaky)} - You can move up to your Speed when you use the Sneak action, and you no longer need to have cover or greater cover to be concealed to Hide or Sneak. # 19: Hillock Halfling - Accustomed to a calm life in the hills, your people find rest and relaxation especially replenishing, particularly when indulging in creature comforts. When you regain Hit Points overnight, add your level to the Hit Points regained. When anyone uses the Medicine skill to Treat your Wounds, you can eat a snack to add your level to the Hit Points you regain from their treatment. # 21: Human Heritage [Half-Elf] - Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait and low-light vision. In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat. # 22: Human Heritage [Half-Orc]: One of your parents was an orc, or one or both were half-orcs. You have a green tinge to your skin and other indicators of orc heritage. You gain the orc trait and low-light vision. In addition, you can select orc, half-orc, and human feats whenever you gain an ancestry feat.
John Wass wrote: I would recommend the Pathfinder Pawns: Rise of the Runelords Collection. I've found it to be incredibly helpful for my group. We started RotRL two years ago (we only play once a month), and having these pawns has made my life a LOT easier when running combats. That's a great idea, but they're not available anywhere. (Amazon has a set for sale for $5,000) Quote:
The group just fell apart. The only time we ever talked was during play, and when we had a long break because of a work schedule change, it never got back together.
What are the products you would recommend using to run a new Rise campaign?
I've ran this AP up to book 4 with another party. My new group is all new players to Pathfinder with a few of them never having played a TTRPG before. With Rise being the most supported adventure ever, Golarion having grown so much since its release and Pathfinder getting so many more rules to expand, improve, and clarify, I know there are 1st party ways to make the AP that much better.
Fumarole wrote: I like the landscape format. When playing I always have more room to the side of me than in front as communal resources like the map occupy that space. This format will make keeping my character sheet fully on the table easier. It will take a bit of getting used to but I think I will come to prefer it. I also like the landscape format. It feels like It can fit more information on there without looking cluttered. The third page for spells also helps clear it up a lot. |