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Fubbles the Baby Cow's page

Organized Play Member. 103 posts. 1 review. 1 list. No wishlists. 1 Organized Play character.


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Sovereign Court

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Hi Legendary Folks, I just started to code this for Hero Lab Classic and noticed that there are a few domains conspicuously missing: All four alignment-axis domains, plus the Liberation, Madness and Weather domains. Two new domains seem to have been added: Freedom (which used to be a sub-domain of Liberation) and Life (which seems to be an ad-hoc addition.

Designer questions:
1. Were the changes purposeful? If so, what was the thinking behind the additions and deletions?
2. For clerics of PF Core deities, if your god's domain was deleted, are there suggested substitutions for the deleted domains? Which deities should get the Freedom and Life domains?

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Thanks for the input Matt, and for going above and beyond with the updated description.

I'm almost finished with the Hero Lab file for the Legendary Rogue and will happily share it with you, Endy, or anyone that would like to give it a try.

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Hmm wrote:

I will admit that I had to force extract the maps out of the PDF in order to run my game in Play-by-Post. I'm disappointed to see the image protections on this AP -- I thought we were done with that after all the complaints about the Season 6 PFS scenarios.

I would like to see maps that online play can use.

Hmm
VC, Online Play

Hmm, if you have the extracted map assets, would you be able to share? PM me if possible.

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I'd like to know the status of interactive maps for AtAT as well. I will be running this campaign in about a year, and interactive maps are an absolute requirement for me as a GM.

Seriously Paizo, my status as a Starfinder consumer is greatly affected by this. In this age of digital gaming, interactive maps are as close to 'required' as you can get.

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Quoted from the NPC Gallery entry for Hakotep in Pyramid of the Sky Pharaoh:
"...Hakotep was afflicted with a recurrent disease of astonishing virulence, and he eventually succumbed to the malady in -1611 AR."

Spoiler:
Were there no 5th level clerics around back then?

Okay, it says "astonishing virulence." Fine. Were there no 13th level clerics around that could cast heal? I mean, he's the Pharaoh. Summon the highest-level cleric in Osirion, have him cast heal and Hakotep lives to a ripe old age. My players will notice this plot hole and I'd like to provide them with a plausible reason why a simple disease could lay low a Pharaoh. Or maybe a way for Hakotep to die that isn't so mundane.

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The Osirian culture believes that a person's essence is divided into three parts:

The ba: The personality, or psyche
The ib: The emotions, will, and thoughts
The ka: The "vital spark"

If all three pieces are intact at the time of a person's death, they are ready for the journey to the afterlife.

This brings me to a question regarding the main plot of Mummy's Mask:

Spoiler:
When Pharaoh Hakotep died, his ib and ka were stolen. The ib was trapped in an artifact called The heart of Hakotep, and hidden in Sothis. His ka was similarly trapped in an artifact named The mask of the Forgotten Pharaoh, and hidden in Wati. Hakotep's ba remained undisturbed and left within his dead body.

When the priestess Serethet stumbles upon The heart of Hakotep, she is possessed by Hakotep and now housed two intellects within her mind: Her own and Hakotep's. When Nebta-Khufre locates The mask of the Forgotten Pharaoh, he gets to be a super-necromancer, thanks to the powers of the mask.

Here's the crux of the biscuit: When Netba-Khufre is defeated by the PCs, Hakotep's ka returns to the Mask of the Forgotten Pharaoh, and the PC that wears the mask gains some of its abilities. However, when Serethet is defeated, Hakotep's ib returns to Hakotep, and he awakens as a mummy. Why does the ka return to its prison when the ib is free to return to its owner? Shouldn't the elements of the soul all behave the same way? Both return to the owner, or both return to their prisons? Either way, the AP is significantly changed if both behave the same, but I'm looking for some reasoning why the ka and ib behave differently.

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I just recently tackled this topic on my blog. The rules that resulted from a series of posts are listed here.

General gist is that knowledge checks to learn monster lore shouldn't be based on CR. If you're interested, have a look.

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Thanks for the feedback Endy! Always appreciated.

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Hi everyone, the Bait and Switch feat lists positioning attack rogue talent as a prerequisite. Positioning strike is a talent that doesn't appear to have been modified or replaced in Legendary Rogues. However, the design paradigm for Paizo rogue talents (i.e. usable once/day) has typically been changed in Legendary Rogues to once per opponent per day.

In the designer's opinion, is the prerequisite for this feat acceptable as is, or would it be more aligned with the design choices for Legendary Rogues to alter positioning attack to be usable once per opponent per day? Or perhaps to change the feat prerequisite to be the positioning strike rogue talent as detailed in Legendary Rogues?

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Hi Legendary Games team!

Just posted a positive review of Legendary Rogues, thanks for the awesome product.

I have a question about the Finesse Training and Finesse Specialist Rogue Talents. Finesse Training allows the rogue to add DEX to damage for finessable weapons, and Finesse Specialist allows the rogue to select ONE weapon to add DEX to damage. Why would one select Finesse Specialist? Unless I'm missing something, Finesse Training gives you more than what Finesse Specialist offers.

What am I missing on this? Why are there two distinct talents?

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Marc Radle wrote:
Fubbles the Baby Cow wrote:

Hi Kobolds, loving the New Paths classes, using the spell-less ranger as my default core Ranger class, and my wife is currently playing an 11th level skin-changer.

We ran into a question about the skin-changer. The Animal Shape (minorO ability says "His options for new forms include all creatures with the
animal type. This ability functions like beast shape I, except as noted". Later additions to the Animal Shape class ability reference Beast Shape II, III, etc.

I read this to mean that the skin-changer can take the form of any creature with the Animal type, and gains abilities of the chosen form as listed in the Beast Shape spells. However, in the Hero Lab file for skin-changers, magical beasts begin to be listed starting at 8th level.

Does Animal Form allow Magical Beasts as well as animals?

Thanks for all your great work!

Hey there!

Awesome to hear you are getting so much out of the classes in the New Paths Compendium!

You are reading the ability correctly - Animal Form only allows creature with the Animal type, just as the text says. It does not allow Magical Beasts as well as animals. It sounds like HeroLab is incorrect!

Thanks for the clarification Marc. I appreciate the assist.

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Hi Kobolds, loving the New Paths classes, using the spell-less ranger as my default core Ranger class, and my wife is currently playing an 11th level skin-changer.

We ran into a question about the skin-changer. The Animal Shape (minorO ability says "His options for new forms include all creatures with the
animal type. This ability functions like beast shape I, except as noted". Later additions to the Animal Shape class ability reference Beast Shape II, III, etc.

I read this to mean that the skin-changer can take the form of any creature with the Animal type, and gains abilities of the chosen form as listed in the Beast Shape spells. However, in the Hero Lab file for skin-changers, magical beasts begin to be listed starting at 8th level.

Does Animal Form allow Magical Beasts as well as animals?

Thanks for all your great work!

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Name: Samuel Vimes and Kurpal
Race: Human Fighter and Halfling Rogue
Origin: Trunau for both
Adventure: The Hill Giant's Pledge
Location: The Vault of Thorns
What Done it:

Spoiler:
the Brambleblight + Ewigga

Story: no big deal, Sam and Kurpal teamed up as usual to help Kurpal flank and get his sneak attack bonus, but at a critical moment, Ewigga cast a Pyrotechnics spell, blinding both of our heroes. The brambleblight had no problem smashing both of them into compost.

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+1 to both Everyman Unchained: Fighters and Legendary Fighters. I would also recommend Rite Publishing's Secrets of Martial Mastery.

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Thanks for all the help folks. I'm running the encounter this weekend, and I'll just keep the SLA's as-is. I agree it's much easier that way.

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Omnius wrote:

They aren't.

Racial spell-likes remain, as normal. If you want to change them, that can be discussed with your GM.

That said, a green hag is not normally an available player race, so presumably you're using race creation in some capacity. You could just as easily create them with a bonus feat instead of spell-likes and use that to buy the illusion sphere.

Or, if you're just playing a green hag as is, there is no rules compliant answer to your question because you're already throwing some rules out the window to do that. Unless this is an NPC from a GM perspective, in which case that should probably be mentioned.

Sorry, I should have clarified that I am the GM, and I am creating an adversary for the group.

So things like the hag's invisibility and alter self work under the old vancian rules?

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I'm creating a green hag sphere caster with 5 levels of druid. A green hag has spell-like abilities under the vancian casting system, including at-will invisibility.

How are these abilities affected by using Spheres of Power? Does the hag need to take the illusion sphere so that she can use invisibility? Or do the spell-like abilities function as normal under vancian rules?

Thanks for the advice!

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Brother Fen wrote:
necromental wrote:

After these very useful comments (buy more books/do it yourself, nice one guys), I'm gonna try some:

You know you can reply to the thread without being a smart ass. If the OP wants to learn about the setting - PICK UP THE BOOK. That's what we've all done at some point. It's an excellent book and setting at that and well worth investing in to help one's game.

Don't want to create or promote drama, but I already have the book. I agree that it's an excellent setting, which is why I want to get opinions on the topic.

I would love more suggestions on ideas for suitable Midgard locations for Paizo adventure paths.

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Marc Radle wrote:
Fubbles the Baby Cow wrote:

I will be moving my campaign world for future campaigns from Golarion to Midgard, but I still want to use Paizo adventure paths in the campaign. Nuria Natal is a no-brainer for The Mummy's Mask, and some AP's don't transfer well due to their deep connections to Golarion lore (I'm thinking that Rise of the Runelords, Shattered Star, Return of the Runelords), and Midgard doesn't have an Asian-themed location to place Jade Regent.

With those exclusions in mind, where would you place the remaining AP's in Midgard?

Great question!

As an aside, you know about the new Midgard Player's Guide for the Pathfinder RPG, right? :)

Also, be sure you grab a copy of the Midgard Worldbook, the HUGE new, revised Midgard campaign setting book. It's system neutral and gives you everything you need to know about the Midgard setting! The Midgard Worldbook should be available some time in March if I'm not mistaken ...

OH! Regarding your "Midgard doesn't have an Asian-themed location" comment ... you miiiiight not be able to say that for very long ... uh oh, did I say that out loud?

Thanks for the reply Marc, I am really loving the work on Midgard! I was not aware of the Midgard Player's Guide, thanks for the link! I am awaiting the release of the new World Guide with giddiness.

Did someone say Asian-themed Midgard areas? I may faint...

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I will be moving my campaign world for future campaigns from Golarion to Midgard, but I still want to use Paizo adventure paths in the campaign. Nuria Natal is a no-brainer for The Mummy's Mask, and some AP's don't transfer well due to their deep connections to Golarion lore (I'm thinking that Rise of the Runelords, Shattered Star, Return of the Runelords), and Midgard doesn't have an Asian-themed location to place Jade Regent.

With those exclusions in mind, where would you place the remaining AP's in Midgard?

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Adam, do you know if the Herolab files for SoP will be available for purchase for us poor souls that didn't get to back the kickstarter?

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Already using:
New Paths Compendium by Kobold Press: In addition to the Spell-less Ranger, this compilation includes several other New Paths classes like the Battle Scion, the Shaman, the Elven Archer and the Savant into the PFRPG, offering several new 20-level base classes to the game. The classes are well designed, flavorful, and fill empty niches in the game that don't typically overlap with existing Paizo base classes.

Laying Waste by TPK Games: Replaces the CRB critical rules with a flavorful set of additional conditions, but is different from the Pathfinder RPG Critical deck in that it scales using a severity system. Each critical hit is guaranteed to deal at least maximum damage, with the possibility of adding ever-more-powerful effects as the severity of the crit increases. There is also a system for critical fumbles, along with a large number of feats that work with the new crit system.

I want to begin using:
Spheres of Power by Drop Dead Studios:
Strange Magic by Interjection Games
Ultimate Charisma by Everyman Gaming
Legendary Rogues by Legendary Games.

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Under normal rules, any enhancement bonus I gain for my animal companion (either purchased or found) comes out of my pocket. If I want my AniComp to have an Amulet of Mighty Fists +1, I have to pay for it out of wealth I would normally have spent on my PC.

If this is the case under normal rules, then using the Automatic Bonus Progression rules would require me to choose between my PC and my AniComp when doling out the various automatic bonuses. So if I want that same Amulet of Mighty Fists for my companion under the Auto Bonus Progression rules, I would have to confer one of my weapon attunements to the companion's natural attacks.

It sucks because you're essentially splitting your bonuses between two characters, but that's the way I see it working.

Please chime in if you have a different understanding. I'm using this variant in my next campaign, and would like to be sure I am handling it correctly, as I have a druid, a ranger and a dragon rider in the campaign.

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Currently running: Carrion Crown. Very close to the end of book 6.
Shelved: Curse of the Crimson Throne (after book 1)
Legacy of Fire (mothballed mid-book 2)

Played: Kingmaker (ended after book 3 bossfight TPK)

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Thanks sir! I've been looking for another Pathfinder podcast to add to my playlist. Best wishes for a long podrun.

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Third Party Publishers: take note.

Before I buy any Pathfinder product, I check to see if Endzeitgeist has reviewed it first. If it reviews poorly, I don't buy it.

I learn about most 3rd party offerings through Endzeitgeist's website.

Takeaways: Endzeitgeist's reviews create customers. Please continue to support him.

Thanks Endzeitgeist!

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Changes I made to Haunting of Harrowstone:
1. I had Adivion attend the Professor's funeral. Players learn that he and the Prof were colleagues at the University of Lepidstadt in the past, and that Adivion is sweet on Kendra. This introduces Adivion right at the beginning of the AP.
2. I had the Professor's body located away from Harrowstone. This way, the PC's don't charge in there immediately, and have to spend some time in Ravengro figuring out what is going on.
3. I tossed out the Trust mechanic entirely, and had the player's relationship with the various townfolk grow out of RP.
4. I added an encounter in Ravengro where the Professor arises from the dead as a ghoul and returns to his home to find Kendra. This was a really good OMG moment from the players.

That's all I can think of right now.

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Vordekai ate my king.

'Nuff said.

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Guys, I'm glad to hear that you're trying to get the podcast going again. I loved the show, and watched with dismay as your releases grew further and further apart. I have to admit I thought you had podfaded.

Curious, what have you changed that will allow you to release on a more frequent basis? Has SteelWind's professional life eased up any? Do you plan on keeping the AP review format? There's a lot of unreviewed AP's out there...

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Current character: Willow, LN half-orc druid 10 (Erastil)
Gone to the Boneyard:
Walder Fitzroi, CN Cavalier 6 (Order of the Cockatrice)/ Aldori Swordlord 4
Viserys Visnocens, NG elf Alchemist 7
Sprenkel Spatturban, NG gnome Barbarian 4 / Fighter (mobile fighter) 2

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If Paizo AP's were available for Realm Works, it would finally push me into the "I'm gonna buy Realm Works" category.

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Greetings to each of you, those who found me named me Willow. I have studied and meditated with my rescuers, and they have raised me in the ways of the forest. I offer my meager services to those heading to the shrines of Thyr and Muir, along with those of my elk companion, Hmarfrd.

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I didn't see my name on the most recent roster...what do I need to do to get included? I have my character ready, do I need to send a copy?

Please help, I want to play in this campaign, but don't know what the next step is.

Thanks!

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Logan1138 wrote:
Fubbles the Baby Cow wrote:

I'd really like to give this a try. I'm an experienced player, but completely new to PbP. I have a half-orc druid named Willow that I can bring to the table, but I would ask you for a little patience if I don't completely understand the gaming medium at first.

That being said, I absolutely love FGG's products, and would love to be able to game in them. Please let me know if I can be a part of this campaign.

Welcome to PbP gaming, Fubbles (I love your screen name, btw.). I'm a relative newcomer myself.

My poor Lawful Good Aasimar cleric. His potential companions: a tiefling thief, another thief and a half-orc. *Face palm* ;)

Thanks for the welcome Logan. My half-orc was raised by druids, so his outlook may not be what you expect from a his normally savage breed.

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I'd really like to give this a try. I'm an experienced player, but completely new to PbP. I have a half-orc druid named Willow that I can bring to the table, but I would ask you for a little patience if I don't completely understand the gaming medium at first.

That being said, I absolutely love FGG's products, and would love to be able to game in them. Please let me know if I can be a part of this campaign.

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My Kingmaker character (Aldori Swordlord) got a Ring of Freedom of Movement. No more being grappled. Priceless.

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Hi folks, just wanted to jump in and introduce myself. I live in Kittanning, Armstrong county

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I live in Armstrong county, but would be willing to travel to the city for PFS. I'm a long-time PFRPG GM and player, but am brand-new to PFS. If you guys set anything up in the evening, I think I could join.

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Name: Rish Vander
Race: Human
Classes/levels: Monk 6
Adventure: Broken Moon
Location: Ascanor Lodge
Catalyst: The Vilkacis
The Gory Details:

Spoiler:
Having been presented with concrete evidence implicating his involvement with the Whispering Way, Estovion Lozarov summons the Vilkacis, hoping to kill the party before the evidence can be returned to the Palatine Council in Lepidstadt. Once summoned, the Vilkacis possesses the nearest available host, who turns out to be the noble cynic Corvin Tergsvor. The possessed Corvin goes on a rampage, killing Cilas Graydon in his chambers before charging down the stairs, seeking more prey.
The group, meeting with Delgros in his cottage, overhears a commotion coming from the lodge. Investigating, they find Corvin, soaked in blood, a feral gleam in his eyes. Corvin immediately attacks. An intuitive guess by the group allows them to believe that some entity is possessing Corvin, so they attempt to subdue him using non-lethal damage. Once successful, the Vilkacis emerges from Corvin's unconscious form, and lunges at Rish, taking control of the monk's body effortlessly.
After dealing some major damage to the group, they realize that they have to take the monk down quickly. Czynforde the paladin deals a devastating series of blows to the unfortunate monk, the final blow turns out to be a fatal one. The monk collapsed to the floor, while the spirit of the Vilkacis sank into the floor of the lodge, to fight another day.

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Bumping for more input :)

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I'm starting to prepare for Feldgrau, and have noticed that maps for several encounter areas have not been included with the adventure. The locations lacking maps are:
F4 - Homestead
F6 - Glassblower's shop
F7 - Buther's shop
F10 - Tavern
F11 - Apothecary
F12 - Gravedigger's shed
F13 - Town square
F14 - Armory
I understand that it was probably impractical to include maps for all of the Feldgrau locations. So I ask the community: What alternate maps have you used for these locations? Preferably from other Pathfinder or Dragon Magazine issues, but all suggestions would be welcome.

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Regarding flesh golems, remember that magical fire has the effect of a Slow spell on them. My group used this knowlege to great effect in our campaign. While still dangerous, their effectiveness is reduced when they can only take one action a round.

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I would be in favor of losing the fiction and trading it for more AP-related content. Adding a few monsters, and expanding back matter articles would be okay, but I really love the idea of having an article consisting of fan-generated modifications/alterations/expansions of previously-published AP's.

I'm running Carrion Crown presently. While it is a really good AP, I have been able to improve it significantly by adopting modifications suggested by the kind folks on the Paizo boards. What would have been even better would have been a follow-up article featuring a few of the mods that the Paizo community have suggested to make the installment of the AP more enjoyable/interesting/cohesive. In order to get the ideas, I had to spend a lot of time reading through the various posts and threads. Having the ideas distilled, and centralized in a single location would be an amazing aid to a GM looking to run an AP, and would also likely increase sales, as has been previously mentioned.

I have other venues for obtaining my fiction, including Paizo novels, free website fiction, etc. I have never really used any of the fiction in an AP, and consider it dead space, thus reducing the overall value of an AP issue, and reducing my likelihood to purchase it.

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I had Adivion attend the trial. Adivion is an old rival of Alpon Carromarc, and seeing an opportunity to cause him grief, began to spread the rumor that Alpon was the Beast's true creator. After the Beast was found guilty and escaped, Adivion ramped up the rumor-mongering, causing a rabble to form, hell bent on getting their pound of flesh from Carromarc.

Judge Daramid enlists the group to reach Schloss Caromarc before the mob arrives, secure the Count, and return him to Lepidstadt, where he could receive the protection of the court.

This added a "ticking clock" element to the this chapter of the story, forcing the players to carry on when they would have normally rested and healed. It also presented a nice moral quandary for our paladin when the Count offered the wealth of his manor house in exchange for his freedom to escape.

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Regarding the weaverworm encounter:

Spoiler:
the statblock for the Weaverworm is incorrect as published. See the Broken Moon sticky thread at the top of the forum for the corrected stats.

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Name: Dabro Valenslav
Race: Human
Classes/levels: Inquisitor of Pharasma 6
Adventure: Broken Moon
Location: The Weaver’s Tower
Catalyst: The Song of the Weaverworm.
Song. “Pretty. I want to go to there.” (chomp slash slash) Owww….

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Voomer wrote:

Sounds like it played out well. One question I have is why Adivion would want to put suspicion on the Count, knowing that if people go to the Schloss they might find evidence of the WW's involvement?

I also had Adivion interact with the party in Lepidstadt, but he was trying to get the party to think a group worshiping the Outer Gods was behind the theft. When the party asked him about a rumor they heard that Caromac was an accomplished alchemist, Adivion said he hadn't heard anything along those lines. I may follow someone else's suggestion of planting a letter from Adivion to the Count in the Schloss, which might generate the first real suspicions about Adivion...

Prior to the start of the AP, Adivion sends Auren Vrood out to retrieve the various items needed for the Carrion Crown formula. He initially has a lot of faith in Auren, and assumes he will complete the missions without complications. Auren turns out to be not as thorough as Adivion believes. First, he kills Professor Lorrimor, not knowing that he was Adivion's long time companion and partner. Next, one of his team accidentally leaves a symbol of the Whispering Way in Schloss Caromarc.

Adivion knows nothing about the missing symbol, but is furious about Petros's murder. He still needs Auren to collect the remaining two items for the Carrion Crown potion, and he knows that Auren has a fairly good lead on the group, and should be able to acquire both items before the group catches him. Adivion decides to take his revenge for the professor's death by purposefully letting the group know that the Whispering Way is responsible for Petros' murder and the theft of the Seasage Effigy. Once the group catches up with Auren and the WW cultists, Adivion hopes that the group kills him (after, of course, all the CC components have already been sent on to Caliphas). Adivion assumes that the group will believe that they have caught the bad guy, dispatched him, and now can go home, while he proceeds to Gallowspire.

Does that sound plausible, or is it too convoluted?

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