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Prince Maleus wrote:
Adventure Toolbox:
Stats for Aerekostes, both as a magic sword and hero-god to be worshipped.
Various magic items tied to some hero-gods. Details on worshiping the hero-god Iapholi. Monsters: Cyclops Seeker (Creature 10)
NPC stats for Iapholi and Pteios. Mythic Options: Some of the Mythic options here are tied to being a hero-god of Iblydos:
Heroic Weakness- Mythic Feat 14 (you gain a legendary weakness that you are vulnerable to, but you can use the pain and humiliation to make yourself stronger)
In addition there are some Iblydan Mythic Feats: Hydra's Bond (Mythic 4) - resistance against being forced to act against your allies
There is also a mythic poison, a mythic spear, and two mythic shields.
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The Raven Black wrote: Here's hoping the Guardian MC archetype allows for light armor/unarmored builds. There are quite a few guardian feats of 10th level or less for use without regards to armor, and only one of the MC feats is specific with medium and heavy armors. So if you want to use defending and taunt alone, you can do it. :)
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So initial analysis of the rule at 14th, 15th and 16th levels. There has been no noticeable reduction in difficulty for each class's primary functions or secondary abilities. The players still feel challenged and we have had a few near deaths in combat. In exploration mode there was no difference at 14th, and only a small increase in success for the PCs at 15th and 16th. None of the players was under the impression that things had gotten easier, though they seemed to feel more confident in trying different approaches to problem solving than they used to. Example: When doing research or interrogations, players would use some of their trained and expert skills to aid or make outright skill checks to attempt the challenge. They did not always succeed, and the increase in successes overall was minimal, but there was enough of a chance that they were willing to try it. Considering that this house rule increases in effect over time, I think we can safely extrapolate no significant difference in play below 15th level. So far I see no reason not to keep this rule going forward. Will see how 17th level feels before making a definitive decision though.
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Jeff Wilder wrote: I noticed the "Second Edition banner" on the cover. As someone who is (finally) running a 2E Remaster game, I'm a little confused about the use of "Second Edition" versus "Remaster." Can someone summarize what each means, in the context of books published SINCE the Remaster? Remaster are old rules that have been adjusted to fit the new ORC/post OGL remastered rule set. Anything that isn't primarily a rules update (i.e. new material) should just have the Second Edition logo going forward.
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MasterKobold wrote: Okay, if his two goddesses are here, then do we get art (a piece of art? even a small one?) with the Promise of the Unyielding? No, afraid not. While the two goddesses are involved, the story is more direct involvement or standard involvement (clerics, champions, etc.) Ironically, heralds really don't fit into the story arcs.
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Benjamin Tait wrote:
New Monsters:
Engerra (Firefly Agathion) Lvl 9
Garrholdion (Guardian spirit constructed by faith) Lvl 20 Mirmicette (Kleptomaniacal Fey) Lvl 6 Moldering Steed (Willpower consuming undead horse) Lvl 16 Raised Cavalry (Mounted undead troop) Lvl 19 Splintered Officer (Undead creature with a split soul commanding undead forces) Lvl 19 Stelemora (large Fey plant that creates gardens) Lvl 7 Tallusian (Red Panda-like Azata) Lvl 5 My favorite part of this adventure is hard to decide on. On the one hand, you have the three VERY different adventures that make up this anthology. There really is something for any group's tastes (so long as they like horror elements). The first adventure is pure zombie movie: Survivors that have been holding out for a long time forced to leave their shelter and deal with the undead horde. The second is a group of people working a heist for an evil graveknight (completely different feel than any heist story I've ever encountered!) And the third is a high level quest involving gods and powerful undead, a classic high fantasy type adventure with horror elements. But the truth is my favorite aspect of this anthology is the continuation of Arazni's journey. We get more insight into the intertwined destinies of Iomedae, Arazni, and the man responsible for the whole mess, Seldeg Bhedlis. As a villain, he is different in that he is a planner whose plans are not well thought out. The destruction he causes is often as much collateral in nature as deliberate. This doesn't make him any less dangerous, but does make him quite different and interesting.
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Got the download yesterday. I'm already envisioning from the side notes how to make this feel like the players are in a horror movie that they know what is coming...but not when and each time they think it is about to, it twists. Very cool adventure! Great start!
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Yep, this and the ten year anniversary of the gates to the Refuge of Nex reopening occurring at the same time as the "Impossible" release and I suspect hijinks will soon be afoot! This makes the Convocation and the relationships developed there all the more important.
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VerBeeker wrote:
...and that the one school that did attend that has ties to Nex (the Arcanamirium in Absalom) wasn't all that interested and only sent a token representation.
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Evan Tarlton wrote:
LOL! Thought of this as well! :)
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Ed Reppert wrote: I've always been interested in heraldry. I wonder how accurate (in terms of English and/or mainland European heraldry -- they're different) this implementation will be. Looking forward to reading it when I have time. Heads up on this, it isn't a heraldic rule set. It's a series of lists of images that can go together and can be rolled on to create symbols that look like heraldry. If you want heraldry rules, you could use your own knowledge. It's all surface, any depth has to be GM provided.
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OK, this is SO much more than just a bunch of NPC stats. Lists of problems for magical academics (including the school's familiars unionizing). Things that certain deities consider blasphemous in their followers. Noble titles and how to construct heraldic symbols. A list of low-level criminals and their bounties. Popular plays and songs for performers. List of forbidden books that scholars may have with the number of nations that ban each. Hobgoblin hobbies. This is awesome!
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Prince Maleus wrote:
Looks like Sneak Attack with a ballista is back on the menu! ;)
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Davelozzi wrote:
From reading the description, the seventh map is of the Shining Kingdoms region itself, all six nations together.
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Hilary Moon Murphy wrote:
I love the fact that Teki spontaneously rose from the worship of adoring goblins without ever having to take the Test of the Starstone. And there is old Tar-Baphon, still trying after all these centuries...
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BotBrain wrote: I don't have the book yet, what's the name and deal of the polar-bear dude? They seem cool. Yrmidar, the werebear frost giant deity of shipbuilders, camaraderie, and the hunt. Can choose holy as sanctification. Yep, a good frost giant deity.
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Scintillae wrote:
Better that than small pox...
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Teridax wrote: One important thing: apex items you receive should also raise the cap under your system by 1, otherwise characters would no longer be incentivized to use apex items to boost their key attribute like they normally do at 17th level. The normal progression for a key attribute is +4 at level 1, +5 at level 10, +6 at level 17 (when you get an apex item), and +7 at level 20, so the progression you list almost has it entirely right. Good point. I'll add that to the apex item ruleset. Teridax wrote: I do agree that partial boosts are not very elegant, nor were the +1 ability score increases before them. My impression of this proposed change is that because it caps attribute mods rather than lessens the benefit you get from boosting them, players would instead boost some other attribute rather than their key attribute at levels 5 and 15, while being able to boost their other attributes much more quickly. If you start with a +4/2/2/2 setup, for example, you could boost your lesser attribute mods to +6 by level 20, when they'd normally cap at +5, and boost a fifth score to +1 at level 5, then +2 at level 15. As written, it looks to be an overall buff to player characters that would mostly take effect at high levels, even if the PCs would also be operating at a relative -1 to their key attribute at those levels. Obviously, this would change the game's balance somewhat (your PCs would be able to have better defenses overall, higher skill mods, and probably better Perception too), but that's something for the table to decide to take on, and I don't think this change would be so disruptive that it would completely change how the game plays either. This is pretty much my take on it as well. I'll be taking notes on the feel of how challenging high-level play remains with this rule. We'll have ample opportunity to test it as we're playing Prey for Death, which starts at 14th and goes through to 18th level.
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This rule does increase the total of attribute modifiers when a player chooses to increase scores above +4, but under the RAW a player can choose to not raise a modifier above +4 and by 20th level they would get the same modifier total as this. I’m going to see how it affects play, but the highest PC modifiers will still be in line with the RAW, so I don’t anticipate too much power creep.
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A player at my table suggested that the use of partial boosts is too limiting, and I thought of it as a little complicated to explain and a rather inelegant solution to the removal of Ability Scores in the remastered rules. I came up with this house rule that is simpler and keeps the maximum attribute modifiers at the same levels as the partial boosts system. Replace the wording under Attribute Boosts on page 19 of the Player Core with the following: An attribute boost increases an attribute modifier’s value by 1. At 1st level, a character can never have any attribute modifier that’s higher than +4. This maximum increases to +5 at 10th level and to +6 at 20th level. When your character receives an attribute boost, the rules indicate whether it must be applied to a specific attribute modifier, to one of a limited list, or whether it is a “free” attribute boost that can be applied to any attribute modifier of your choice. Dwarves, for example, receive an attribute boost to their Constitution modifier and their Wisdom modifier, as well as one free attribute boost, which can be applied to any other attribute. When you gain multiple attribute boosts at the same time, you must apply each one to a different modifier.
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Archpaladin Zousha wrote:
Naderi is on the table, between Milani and Nin. HERE
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Ed Reppert wrote:
To me it implies he has his "clerics" trained in occult spell casting to fake it. Pretty much like in 1e, except now we have magic lists separate from just divine and arcane to use.
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VerBeeker wrote: Huh thought there was supposed to be a section on Gorum and the other dead gods, but I can’t find it in the PDF In the appendix lists of gods there is a section called "In Memoriam (other dead, missing, or unaccounted-for gods)." Stats for their faiths are found there.
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Elfteiroh wrote: ...archetype is fun, with everything worded as if you were ordering divine magic to work and let you take cleric dedication for Razmir ignoring prerequisites, and you don't need 2+ feats from Razmiran Priest before taking it (still use divine list, but tradition is occult, and use Charisma), and there's a feat to lie even under "you can't lie" spells, cause you're not even sure if you're lying at this point. Most other feats let you craft better and better masks with fake healing and stuff for free in 4 hours (bound to you only, no resell value, use the best of you class or spell DC). It has a lvl 20 feat named "Living God" that let you make the best mask that is a free CHA Apex item that let you cast manifestation (remastered wish spell), but any effect you do with it has incapacitation. Actually, I believe they just use the occult spell list. This would be in keeping with the first edition Razmiran priest in that they have little real healing. In this case, soothe. If they had actual full healing and affliction removal spells, most of the feats tied to their masks become unnecessary and don't make any sense.
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Edmond Bass wrote: Sorry if I missed it, but was a corresponding Adventuee Path announced to use the Mythic rules? No, there won't be a mythic style Adventure Path at this time. The devs have said we might see something along those lines later, but not for immediate use of the rules.
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bugleyman wrote:
Just checked. The download I just did is still one big piece. I suppose it can be segmented using the PDF reader's Take a Snapshot tool, but that takes some work. Really wonder why it was done like this in the first place.
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Kobold Catgirl wrote:
Pretty sure it was THIS post by Wes, KC. Third quote, from Bulmahn. Really used the Wayback Machine there! :)
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I only saw the PMG post and dealt with him slightly, but I always felt he was an enormous part of the boards I was posting on. The Smurf avatar was what made me feel comfortable enough to post here, and I have felt a part of the community ever since. This is a terrible blow. Rest in Peace, Gary. |