Lem

Flynn Greywalker's page

RPG Superstar 9 Season Star Voter. Organized Play Member. 350 posts. No reviews. No lists. 2 wishlists. 4 Organized Play characters.



The Exchange

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I wanted to provide feedback on this pc/consol game as a long time Paizo and Pathfinder lover. I have been playing it now for the past three weeks. I do love how you can really create the character and class you love. And I love that is sticks pretty close to the AP and to the feel of it. I love the npcs and the different side quests to help them. I also have enjoyed seeing how kingdom building is in a electronic setting. It will help me to better GM and possibly play the path.

That said, I have a few critiques that I have left Owlcat and I wanted to share them here. Please understand, I am not trying to belittle the amazing work done by both teams on this. I just want to share some of the frustrations in trying this and then leaving a bit sullen. And, what it may share with potential PC and Console gamers that could be converted to loving TTRPGS.

I am disappointed in the quest time limits and being forced to follow it closely instead of having freedom to play and enjoy the setting. Unless you just follow the main story, you lose your kingdom no matter how well you build it. I think this is not a good thing and puts on pressure that you don't find in many other RPG games for the PC. And, it takes away all of the good work you are doing. Most of us gamers and RPGers who play it are NOT used to KINGDOM BUILDING.
I do like kingdom building and being faced with tough choices. And I love the variety of responses you can choose to get different outcomes. However, to then put the added pressure of "choose the right decisions on the side running of the kingdom" and then "oh by the way, you have a main quest with a time limit that will destroy everything you build" is more RAILROADING than open world play.
Please, please, please, Owlcat Games and Paizo, please learn from this and allow for the open fun that is the Table Top RPGs. Also please embrace what you teach us as GMs and players that the players write the stories and should be allowed to follow more open courses to have an enriching experience of building their character's story. This game flies in the face of that in SO many ways.
The quests, structure of them, and the kingdom building are amazing. The time limit and you must follow the main quest or else you lose everything I HATE. And I do as a GM. It goes against everything we try to teach in a table top RPG and for some people who will learn to game and love those through this vehicle, you will fail them at that and teach them hack slash and stick to the main story or else you will fail. Not good. More open architecture, time limits and building. And more intuitive ways to let them make choices without losing.
This is just one Pathfinder Player and GM's opinion.

The Exchange

Adam and the adventure path team,

Will there be a second path into the Azlanti Ruined empire? Having a sequel would be fun and it would let more of the lost magic of the lost empire of man.

Also, are their plans on an Arcadia Adventure path (based across its continent) in the near future? I was seeing some of Luis's posts in what he is running on his on as his own work. I was hoping that would happen since there is such a teaser with the 1e Paths.

The Exchange

Paizo team,

So far I am liking Planar Adventures. I know you are going to be looking for Errata soon, so I thought I would start the thread. On page 18, under the Portal Seeker archetype, first paragraph, second sentence. I suggest removing While. It is a improper sentence. Instead, cut the word out and start with In many cases. It flows smoothly that way and makes sense.

Again, great job. I will find more I am guessing. Putting out large books will have their share:)

RicMTheGM

The Exchange

Okay, SPOILER ALERT for those that don't want to read on in regards to the Charnel God from the Bestiary 6...

Here we go, so, I have my party in a campaign facing the Charnel God/Goddess Acavna in a dungeon in Baba Yaga's hut. The Warpriest, Cleric and Paladin all failed a roll against the creature's ability of Severance. I know that this severs the contact between them and their deity, stuns them for round 1 and then staggers them for 24 hours. Would this also sever their ability to use divine spell or spell like abilities and power (ie the Paladin's ability to smite evil)? I would think so since if they are severed from their deity from which these powers come, it would affect them. Please give me your thoughts at fellow GMs.

The Exchange

Customer Service Team:

I am trying to convert the Interactive Map using Nitro PDF reader so that I can use the maps in Fantasy Grounds 2. However, when I start the export, it says the material is password protected. How can I do this export to JPG map files so that I can use them in my upcoming Fantasy Grounds Game?

Thanks.

RicMTheGM

The Exchange

Starfinder Paizo team, is the print version of Incindent at Absolom Station out for good and we can only get the pdf or will you be printing more in the future? I was hoping to get a print copy, but with the GenCon and store sellouts of it, I am thinking I won't.

The Exchange

I have a question on the NPC Adept Class. In 3.5 rules, I remember the Adept NPC class getting one domain choice. However, did that transfer to Pathfinder. I don't see anything in the Core Rulebook on it and have searched to see if they do or don't still get that. Need help on this one.

The Exchange

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So, I've thought long and hard on this one as a GM (since DnD3.0). I understand why the great Gary Gygax and team decided Paladins should be bastions of LG (even if it was giving us players and GMs the finger in a sense).

However, a LG Paladin of say Cayden Cailean goes against the very mantras of that God. Or of Desna. Or of Shelyn. They are about freedom, creativity, dreams. Even a LG paladin of a CG Empyreal Lord flies in the very face of their beliefs.

In the Reign of Winter homebrew Golarion respin I am running, I made the decision to allow a Taldoran pc Paladin of Cayden to be CG. I know right now some of you are saying "blasphemy!" At me. That's okay. But, I felt a need as a fellow GM to share my thinking and let the group comment and discuss the merits and demerits. In my thinking, it allowed the player to run a character and holy warrior devoted to upholding his god's tenants. And yet be a paladin of those.

What are your thoughts on this? How about the Paizo team's? Again, I'm not looking to argue. In fact I'm pretty open to hear the various points of view.

RicMTheGM

The Exchange

Okay, I love this adventure path. I will say that first, so that Tito and Wes, you don't feel like I am diminishing any of the great work there.

That said, my biggest question mark comes with the pc backgrounds. Supposedly they were henchmen that worked for Count Lowls IV as his cronies that were then sacrificed as test subjects (losing their memory). However, if the party starts at first level, that is hard to justify in my mind. It says that The Sleepless Agency agents of Cesadia ran into the party several years ago. If they are first level, how did they work for Count Lowls IV years back? And stay 1st level?

Please help on this one...I want to make the back story believable for my players and make sure that they can incorporate a good backstory for their characters. And I am guessing players won't be using good alignments for their characters ...

The Exchange

Deafening Critical (Combat, Critical)
Your critical hits cause enemies to lose their hearing.

Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

This is how the feat reads. However, here is my question/concern. If an opponent is PERMANENTLY Deafened, how can a fortitude save reduce the effect by a round. Isn't the effect permanent?

The Exchange

Guys:

First, I do want to say I love the content and art of all the material I have ever bought. However, it seems like the spine quality of the books, from the hard covers to the campaign guides lacks. My fiancé bought me a brand new Occult Realms Campaign Guide from Madness Comics in Plano, TX. The spine with the name is bad. There are many places the coloring is gone and its white (from what I would normally think is rubbing wear). This isn't the first time. The Shackles Isles had this issue too. Is there a way you guys can challenge the printer to do a better quality inking? Or material? I know it's not Paizo's writing faults. This is a manufacturer issue.

I have pictures if you want to see.

Ric Mohri
Ricmoh43@yahoo.com

The Exchange

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All,

What material would you love to see Paizo publish in the next two years when it comes to Golarion and the Inner Sea?

Me, I would love to see more information on the Crown of the World. Also, other continent material would be great. It would also be great to do an exclusive dive into the Grey Gardeners in Galt, Nidal, Iobaria.

The Exchange

I know this probably has been asked somewhere way back in the thread history, but is there any thought or plan to convert this mega adventure and Age of Worms to Golarion and Pathfinder?

Sorry to those who have been through this if it has been asked before (in advance).

The Exchange

This can be anything topic wise for core books, but what are some books the Paizo team or even loyal players want to see written for the system?

Me, I would love to see another class book with the following: Treasure Hunter, Elementalist (not the Kineticist, but an elementalist themed class), Scion, Sailor, Sky Captain (for the airships of Alkenstar),Tinkerer (or Clockwork animator) and Grey Guard.

What are things y'all want to do or see done?

The Exchange

James, Adam and Liz:

Is there any plans for an off-Innersea adventure path? I am looking at Casmaron, Iobaria, Azlanti or Arcadia based path. Or a mix of all of these above. I know you guys have to be mulling it, since so many of us have brought it up. I know you can't reveal secrets, but I also know you can hint that it is somewhere in a near timeline to do. Inquiring and hopeful minds want to know:)

The Exchange

Okay, since we hit the topic of where we want the next APs to be and lands we are excited to explore more, I have a question for all of you fellow Pathfinders and for the Paizo team (yes you James lol and definitely Ms. Liz): Where do you not plan to do APs in Avistan or Garund?

I am guessing these may top some of the list:
1. Brevoy - even thought it is fun, it may take a lot of resources to work with considering Iobaria is right next door.
2. Druma - The Kalistradites may be interesting, but not enough to do a whole AP.
3. Andoran - Yes, it is the nation of freedom, but then, outside the Darkmoon Vale, it isn't that unique to do a whole AP in.
4. Thuvia - Eh.
5. Nex - Yes we want it, but it would have to be a grand epic ride of exhausting levels to try and do.
6. Alkenstar - Even though we love gunpowder, the adventure alone covers it.
7. Jalmeray - Why do that country when you can just do one in Casmaron?
8. Mediogalti - Adventure sure, but a whole path with the Mantis Assassin? Hmmm....
9. Lastwall - Taldoran crusaders? Nah we have The Wraith of the Righteous to cover it.
10. Mendev - See Lastwall
11. Nirmathas? Eh. Molthune is about as interesting.
12. Isger - Eh..

Those are my thoughts on ones you won't probably do. What are y'all's thoughts?

The Exchange

Team (James Jacobs, Erik, or Wes), are you guys going to do any more hard bound special edition adventure paths like you did Rise? I would love to see an updated hard bound: Legacy of Fire, Skulls and Shackles, World Wound, Reign of Winter and Serpents Skull. Or even Carrion Crown. Is there thought on this in the future?

I am hoping so. These would be great to update with the new classes, typo correction and revised info.

The Exchange

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Wow, I was shocked at the EN news D&D5 band wagon and anti Pathfinder rants. You guys published some good stuff. The only good things they had to say we're in regards to Golarion and the APs. Comments from readers included "We hope Paizo buys WoTC and DnD5E" and "Can't wait till they convert the APs to 5E."

http://www.enworld.org/forum/content.php?3114-The-20-RPG-News-Stories-Which -Got-You-Talking-This-Year

Why do you think so many think the 3.5 Pathfinder is rules bloated, cumbersome and not player friendly? I have loved the system since I made the switch from D&D 3.5.

In fact, I can't wait for more. The Occult Adventures and Advanced Class Guide were good. Even Unchained got great reviews.

Is there a plan to woo EN News back to the cause?

The Exchange

Okay all you fun fellow GMs, which of the other continents of Golarion have you fleshed out and what twists have you written up for each?

In my case, did Arcadia. I will adapt it to Distant Shores, but it should be fun...

The Exchange

All, the channel force feat reads ,"Prerequisite(s): Ability to cast at least one force spell, channel energy class feature.

Benefit: A swift action, you can expend one use of channel energy to grant your weapon attacks a bonus on damage rolls equal to the number of dice of your channel energy. This extra damage is force damage. This lasts for your next three weapon attacks or until the end of combat, whichever comes first."

So, does it add the number channel energy dice, say 12d6 to the attack and damage (i.e. +12) or does it ad 12d6 force damage to the attack?

The Exchange

In an mainly undead baddy campaign, how will the following plan of action of one of my new players that is looking to play a 10th level wizard affect the undead:
1) The wizard wants to use the spell Unprepared Combatant in round 1 to lower the undead baddy's initiative place in the next round of combat.
2) Then, using the dazing spell metamagic feat, he wants to then cast a spell with this and daze the creature due to lowering it's reflex save by 4.

Would this work on say: Ghouls, Ghasts, Wights, Liches, Vampires and Zombie Lords? Or would Dazing Assault work better as a feat?

Thanks for your grizzled veteran designer wisdom.

The Exchange

I have some questions for F. Wesley Schneider and James Jacobs (and others who want to chime in) regarding the vampire defection of Lord Seirvage from Tar Baphon, the vampires in Caliphas and the AP:

1. Is there a Nosferatu Vampire court that opposes Lord Seirvage's court locally in Caliphas? Or are the more prevalent in Varno, Sinaria and Ardeal?

2. When General Seirvage defected from Tar Baphon at the end of The Shining Crusade, how many Moroi vampire nobles left with him to Caiphas?

3. How does Doctor Low's Tong cooperate with the vampires or is there a treaty there?

4. How many Moroi nobles are left in Caliphas at the time of the AP?

5. Are there Drow or Duergar vampires in Caliphas?

6. How does Mother Thestia and her branch of the church view Lord Seirvage? Is there an uneasy peace treaty or does she want him eradicated? Is our favorite Iconic Half Orc Inquisitor part of Mother Thestia's Cathedral?

7. Is Mother Thestia part of the Esotaric Order?

Thanks again.

The Exchange

I have some questions (deeper) about the Ustalavic based Esotaric Order of the Palentine Eye for F. Wesley Schneider, James Jacobs and the group. From running Rule of Fear and Carrion Crown, I want to flesh this order out more for my players. Here are my questions:

1. The Nine who run the organization after Aldus Cantor's disappearance, are Judge Daramid and Count Galdana part of these nine?

2. You mention first station titles. Are there examples of the next eight upper stations?

3. Are there members that are agents in hiding for Count Neska, Count Senir and Count Lowls IV?

4. Is the Headquarters in Sothis, Caliphas or Lepistadt?

5. How does the Pharasmin church throughout Golarion view the Order and its members?

Thanks.

The Exchange

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My Pathfinder Brethern, I need some help after wracking my brain. I have been GMing Pathfinder for 19 months now (coming from D&D 3.5) and I finally have fielded a pretty great group. My players consist of:
1. The helpful team player.
2. The zealous RPGer
3. the teen hack slasher (my son).
4. The comic/role playing half distracted older player
5. The quiet but helpful older new convert from D&D
6. The friendly, funny, chatting Power Gaming, I'm the superman optimized fighting type battle machine leader.

My group has great synergy, are great to run and love having fun. However, I have a problem with my player 6. He is hooked on the warpriest and maximizing his character to get the most combat impact and win the combat feats/powers out of his character. He sees nothing wrong with this. However, some of the players are seeing that I am trying to amp up the CR of the adventure path and feats of the monsters and anti hero NPCs to make formats more even against the party. Their characters aren't able to take the monsters like he does.and have voiced their concern about him always wanting to play the powerful fighting types.

His response is that I should include more skill base role playing solve it situation that he won't have the skills for, use the hostage situations where the bad guys threaten with innocent hostages to make his character back down from violence to beat them and other similar situations. He isn't seeing anything wrong with his characters being superman like when they get to 7th level or higher. And, when I countered after a session saying I should use warpriest said to offset his power, he balked saying he might survive, but the other characters won't.

What should I do to keep the APs challenging, but not so crazy the party will die? I hate to see his warpriest end battles all the time in one round. And I don't know if his suggestions will solve the issues. He is a good friend and a good person. It's just his maximizing power play takes the fun out of an AP or adventure.

The Exchange

Overall, I like this product. I did find one typo on page 17 under Occarin. The last sentence references finding more info about it on page 17. I believe that the authors meant page 46.

Again, I love the strong background information, timeline and places of adventure.

The Exchange

Team Paizo:

Have you heard from others gamers that the print run of some of the pawns in these boxes weren't set right? I had that issues and when I puched some of mine out (about 12-15 per box), I lost a fifth of the monster outline once I punched them out. I believe this could be a print issue. Do you guys have a plan to have the printer QC it more thoroughly in the future?

Ric

The Exchange

Does the team have plans for adventure paths in Rahadoum, The Mana Wastes or Taldor?

The Exchange

With a gunslinger, do the pistols they use invite and attack of opportunity if used at close range me lee? Are their feats or other abilities that negate AOs when using their gun of choice?

The Exchange

I have a 5th level tiefling sorcerer playing in my campaign I GM. He has a scorpion familiar. He has a +15 to initiative due to being diviner focused and his familiar and feats. Is that possible? What is the maximum he can stack to get this?

The Exchange

Paizo Team:

Are there plans for an Epic Level Handbook (like in D&D 3.5) for character levels going from 21 to 40 or so?

Thanks.

Ric

The Exchange

Paizo Team, I need your help with the Magus. It is in regard to their ability to cast as a two weapon fighting skill. I have a player that is running a Goblin Magus/Bard. He is 5th level between the two classes (total) and has the ability to Spell Strike. What I need to know is, the description says that a magus can deliver the spell he is wielding as part of the melee attack. Here is where it gets confusing for me as a GM. It says on page 10 of the Ultimate Magic, that "Instead of a free melee touch attack normally allowed to deliver a spell, a magus can make one free melee attack with his weapon(at the highest attack bonus) as part of casting this spell." So my questions is, does he make two attacks per round (like two weapon fighting with the -2 to each), one with the spell infused weapon and one without? My player seems to take it this way and the way I read the text seems to say this. If so, this makes the magus majorly powerful at 2nd level (especially if they have a high dexterity like my goblin player does). And, he matches it with combat casting and another feat. He basically killed a marsh giant in 3 rounds with this. Please help me to clarify this because it seems too powerful.

Ric M "Aka" Flynn Greywalker

The Exchange

Guys:

I love this path. It has been interesting and I would love to see a second or third set of adventures set into a path here. You can explore more of the islands that weren't along with helping a party to build their own pirating operation. They could attach the Rahadoumi or Chelish navies. Also, the different ports could be explored. I love the whole introduction of pirates into Golarion. It makes for a fun spin on things. Please let me know if there are plans for more paths with these or with Mwangi, Sargava or the Sodden Lands.

Dorian Greywalker real name Ric M.

The Exchange

Guys, I love what has been done so far with the Inner Sea books. However, there is so much of the world that still needs fleshed out. Is there an ETA as to when you will have Casmaron mapped out and then the remaining 6 continents? I am a DM that likes to have a basic framework for a world fleshed out and then add his twist to it. I don't have the time I would like to create one from scratch like I used to.

Please keep up the great work!

Ric