Can you explain the difference between this skill feat and battle medicine? Does it allow you to go further up the feat tree to continual recovery or legendary medic because you can substitute your nature skill instead of medicine? If not, why take it over medicine? Would an animal companion ranger be better off with taking medicine instead?
Thebazilly wrote:
Ah ok now that makes sense. Thanks for the clarification.
I own nearly all the modules made by paizo. I love using them and playing in them. For me they are the perfect position of an ongoing story that is longer than a scenario, but not requiring 6 months to a year or more to complete. It also prevents burnout that can occur during campaign stories, and illicits more investment in a story than a scenario. For me at least it is the perfect goldilocks size. It's the collaborative storytelling that makes the game shine, and the module is an important tool to any rpg for promoting that process. Especially for time constrained GM's. So if you need me to say it I will, please don't stop making modules. They are important in so many ways.
Well if they drop modules, I guess it would leave an opening for 3PP's to fill. Hopefully, they won't though. In our local Con (Megacon in Orlando), we usually have an all day Pathfinder module slot. This is great because it allows us to play a full day story, and also get PFS credit for it. Hopefully that's not going away, since scenarios are too short and AP's are too long.
I would lean more towards neutral evil. He sought after knowledge and his methods of obtaining it were evil, but he wasn't about complete and utter destruction of all those around him for the sake of destruction. He just thought his goals were above common law and would do what was "necessary" to achieve those goals.
The last I had heard, modules were on the back burner for awhile. But awhile has come and gone, and I miss my module goodness arriving in my mailbox. Paizo has always produced some great adventures and I hope that this will continue. I know modules aren't huge financial successes, but for me, they perfectly meet my needs as a GM that's working full time in health care and wants to have a premade adventure ready to go when I'm off to run with friends. I also enjoy the shorter length of story compared to AP's because that kind of time commitment isn't possible. So what do you say? Can we get a little mailbox love? I would be ever so grateful to you. Sincerely, Ellestil
I feel that, so far, the play test is not hitting it's intended goal of streamlining play and being more new player friendly. I am a pretty experienced gamer and even I found several parts of the play test material confusing. So if I were to hand this over to my casual players to read over and build a character they would throw up their hands and not want to try. I feel there is still too many floating conditions and modifiers in the game. It doesn't feel smooth and relaxed in tone. It already feels like choice overload may be a concern which would slow down play. Not to mention as a GM I would find this edition harder to run than PF1 or 5E. So I would recommend trimming the crunch down somewhat, make character building easier, make GMing easier, reduce the amount of floating conditions and modifiers, and tighten up the cross hairs on what your target audience is. I don't know about everyone else, but in my circles, people would be happy with a game that falls somewhere between PF1 crunch and 5E ease of play.
John Lance wrote: It is possible to run Midnight Mirror in 6.5 hours, I did it for a really prepared group at the LFGS here in Asheville, but you have to really push the action and you have to have an aggressive group of players who don't waste time. Otherwise, I would agree with the 9 to 10 hour estimate, especially if you want them to encounter everything without short-cuts or hand-waves. We also completed it in about 6 hours, but that was with 6 players and a good balanced group. 10-12 would be plenty of time though.
Wolfgang Baur wrote:
If I could jump in on a preorder in January that would be great.
JPSTOD wrote:
Unfortunately homebrew games aren't PFS legal. The issue I'm addressing mainly affects convention play or in store play concerning PFS players. The new 64 page format is too large for a Saturday all day slot. Believe me there are lots of players who sign up for module slots. But those modules that are PFS legal are limited. I understand the 64 page module isn't going anywhere but that's fine. All they need to do is release more interconnected stories like Plunder and Peril that have separate shorter stories that cover various levels. Say, two connected stories each 32 pages long. At a store or convention all day slot you could run part 1 or part 2. If the convention does Friday and Saturday all day module slots you can host part 1 on Friday and part 2 on Saturday. If the players from part 1 can't be there for part 2 it's not a problem because part 2 is a loosely connected story and can be run on it's own anyway. No loss. Of course this wouldn't replace full length 64 page stories, those are great also and I prefer them over AP's. I just feel there is still a demand and need for shorter modules as well in homes, stores, and conventions.
Brother Fen wrote: All of the adventure paths start at level one and for the most part can be run as standalone modules. Pathfinder probably has more level one modules than anything when you take that into consideration. This is true and a good suggestion. The only limitation is for PFS only one dungeon will get you credit. And I don't believe all AP'S give credit either. Using the old module 32 page format, you can run a module on an all day slot. Using the new 64 page format you cannot if it's one large story. You can run an AP as you said but it's one dungeon and would be hard to stretch out all day. Using the Plunder and Peril style you can run parts and the whole part will count.
I've heard good things about Phantom Phenomena also. I'm sure I will run it in the near future. I was actually quite happy with the 32 page modules back in the day. I also liked the module Plunder and Peril because it was three connected shorter adventures. I would be happy with a module going 1-2 for chapter 1 and having a semi-ending. Then 2-3 for chapter 2 and 3-4 for chapter 3. Each having a separate but loosely connected story so you could play 1 chapter and call it finished, or play all 3 and call it a mini-campaign. It gives you the option depending on your amount of time. Still making larger stories like they do now, but maybe doing 2 large 64 page stories a year and 2 loosely connected 64 page 3 parters a year. Essentially giving you 8 stories a year without having to change the format at all. 2 long and 6 shorter stories. Or even 3 long and 3 shorter. More variety, more stories to use, not as much heavy load one one person either since the three parter can be divided up among authors. Imagine a RPG Superstar competition where there are three winners who each get to contribute their chapter and collaborate to loosely connect them.
I find I can do more with less in the 5E design, and the players seem more vested in who their characters are instead of exclusively in what their characters can do. It's more conducive to RP and less conducive to Power gaming/Min Max. You CAN still PG/MM, but it doesn't overshadow everyone else like it would in PF if someone made a RP based character vs a MM character.
To sum up, I see it as their own version of the Advice thread started so long ago, but in their own words and view. The aim being to take someone unfamiliar with a class and how it plays, then showing them how to build one that can be effective in a group adventure. All the while giving options so the player can build something they like.
Imbicatus wrote: The stonestrike bonus to hit and damage caps at +5 at level 20. Again, this stacks with any other bonus you may have. Stone strike is not actually enchanting your weapon, it's just giving you a bonus to hit and damage and letting you bypass some DR and Hardness. If you had a +5 weapon, you would be at a total +10 to hit and damage. It will also stack with any defensive stance powers, competence or morale bonuses and so on. Great, thank you. This is actually better than I thought! I appreciate your time to answer, and I really look forward to playing the class in the campaign. Wish me luck! I have a feeling I will need it!
Sorry to keep bothering you, but thanks so much for being helpful. Ok, so to beat coldiron and silver the weapon itself would need to be +3. And with stonestrike activated it would also defeat magic and adamantine. Final question, then I will leave you in peace lol. Is the limit of stacking the weapons bonus and my stonestrike bonus on to hit and damage +6? Or could it go over +6 at higher levels?
Imbicatus wrote:
It does. But man it really gets some nice things. It is definitely the way to go for a dwarf paladin type. I am going to be using one in a mythic ROTRL game, can't wait. I'm just trying to get a good handle on understanding it in case my GM has questions and I can intelligently answer them. I know it's not a class people see everyday.
Imbicatus wrote:
I don't understand. Do you mean it would count for stacking with the weapons enhancement for both to hit and damage bonus, but not be included in overcoming DR? Or that the higher of the two would only count towards DR?
Ok so, let me see if this is correct then. Since the magic bonus of a given weapon helps it to defeat DR of different types depending on its total bonus. According to this chart, +1 overcomes DR/magic
At +1 and +2 Stonestrike, I still only overcome DR/Magic and Adamantine. But starting at +3 (Level 10), I would overcome DR/Magic, Adamantine, Silver, and Coldiron. Is this correct? And as my weapon bonus increases I ignore more DR types. That brings on the question then, what happens when my weapon is made +2 and I use Stonestrike +3 with it, for example. Does it become +5 total and there ignore up to +5 listed DR's?
Hmmm. I was hoping that I had just overlooked something and that this ability would be more awesome than I thought. I mean, just to heal my elemental (which costs 2 LOH) or channel against a stone creature(uncommon), seems hardly worth it. I'm not sure if my GM would be opposed to me taking an alternative channel instead, but I feel at this point if I can, I will. My LOH's are better served to stance-cycle as mentioned, which is one of the Stonelords best options early game. So now about his Stonestrike ability. It says that the weapon counts as both magic, and adamantine, and that it also will ignore hardness equal to double his level. Does this mean that the weapon would bypass DR since it is counted as both magic and adamantine?
I'm confused about this ability. Specifically, why does the stonelord get it? Is it only to heal his earth elemental summon? Or is it also used to heal the stonelord himself, since starting at level 2 he starts to become stone like. Nowhere does it say (until level 20) that he is considered of the earth element type. I just don't see the benefit of this channel if it is only used on his summon elemental, which is weaker than it should be at the levels he gets it. He even gets channel earth before the elemental, you think that would be reversed. So if it is only for the summoned elemental healing, or of course the channel against stone creatures, may as well pick an alternate channel ability instead that would be more useful.
The most heard complaint in my circles is that the Warpriest just doesn't shine well enough. A cleric heals and casts better, while fighting about as well. A Paladin fights better, while healing just as well. I felt a Warpriest should be a class that buffs his party or debuffs his opponents WHILE beating them down. I hit the monster and rally everyone around me giving them bonuses, or I hit the monster and cripple it a few turns giving it negatives. The whole mental image though was of a priest that fights in war and rallies the troops while demoralizing the enemy, he represents his god in battle as if the gods themselves where there to fight. I don't get that vibe with the current iteration of Warpriest, and a lot of that has to do with action economy as well as too much MAD. Of course I understand this class could easily be tweaked to be overpowered and as such great care is being taken not to make it so that it overshadows the other classes. I just feel right now it isn't standing on it's own just yet.
Luck Blessing
Quick Channel
Variant channeling
Charm Blessing
So.....
This has a lot of potential if I am doing that right. You could ruin someone's day with that combo AND role-play the heck of that scene! Use it as a free trip even on creatures far bigger than you. Use it to call a creature to you that is attacking your squishy magic user and make him provoke attacks of opportunity while doing so. Anyone else digging this?
Azaelas Fayth wrote:
Could you give more details on how the class played at various levels and what build you went with? How it performed according to the purpose it was made for?
Serious question, could a 16 Musket Master with Rapid Shot,Haste, Alchemical bullets, and a Beneficial Bandolier,use dead shot and gain two more attacks added to his base of four attacks? Meaning Dead Shot would now roll 6 dice instead of four? Since those would be the full round action pool of all his potential attacks.
Just make it a cartoon show and you will have a whole generation of kids growing up talking about how in the day they used to watch Pathfinder Adventures every Saturday morning on TV. Soon enough those kids will be playing table top RPG's and again talking about their adventures they shared. Then they will get older and meet women and forget about Pathfinder for awhile, it happens. Later, as they get yet older still and now have money, they will see a Pathfinder product on the shelf and pick it up, remembering all those good old adventures on TV and around the table, and they will play it again! You can thank me later! P.S. No seriously, make a TV cartoon for Cartoon Network, it's a no brainer. I will personally pitch in for funding it on Kickstarter if you do.
Hello there, So I set up the PFS event for a home game, but I was wondering something maybe you folks can answer for me. When I do I report the Dragon's Demand completed if running in campaign mode (the whole story)? Since this will take more than one night to complete, do I just wait to report it until we are finished with the whole story? Or do you report each chapter separately as they are completed? When picking the module for the home game pfs event, it doesn't give you chapters as an option, only the whole module. Thanks for any answers! Sincerely, Ellestil
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