pixierose wrote: One thing to Consider... Lasmashtu might not be mentioned because perhaps she *Penned* these false prophecies... I feel like it could be significant that she was left out completely but it doesn't have to be that shes the one that dies. I always was a little suspicious of that beast from Erastil's prophecy and the references to nightmares. I agree with this stance... I'll take it one step further. These were all abandoned plans. Lamashtu is the killer. This wouldn't be the first god she killed, and honestly, it'd be nice to have her have some proper villain behavior.
Troodos wrote:
I don't like this take, as I feel like it diminishes Shelyn as a character. Yes, it's easy to show her artwork with Sarenrae and Desna to a queer person and say "Poly Lesbians=Pathfinder Good" but if you presented me with the same characters with the same dynamic and told me nothing bad and permanent would ever happen to them under threat of being edgy or "burying the gays" I'd roll my eyes. If there are no stakes, there isn't really much of a conflict. No conflict means there isn't a story. I've played Pathfinder long enough to know is representation everywhere. I've stat at multiple Pathfinder Society tables with brand new players and explained to them about Kyra and Merisiel when they're picking their first characters. If you read adventures, a lot of NPCs are highlighted for their different sexualities, romantic attractions, or gender status, even if it's not relevant to the adventure. I don't think anyone should be off the table just because they're queer rep. The LGBT experience can be a messy one. Sometimes tragic things happen, and we don't get to keep the happiness we find. For me, Lamashtu represents my queer experience more than anyone in The Prismatic Ray, to the point where I have her holy symbol tattooed on me. While I don't want anything to happen to her, that's the way the story plays out sometimes. It won't diminish my fondness for her (if anything, it might strengthen it), and I won't call out Paizo for having an agenda, good or bad, behind the selection besides trying to tell a compelling story. It's been confirmed the Prismatic Ray is going to be shaken up. I know many people are calling for more members to be added, but I foresee a character leaving or being replaced. My current main theory is that Zon-Kuthon dies and Shelyn becomes more distant overall in grief or in pursuit of answers.
I feel like Numeria is an undersold aspect of the Inner Sea region. Expedition to the Barrier Peaks is one of the most iconic heroic fantasy adventures of all time, and instead of one dungeon, we have an entire nation. There's so much you can do: robots, aliens, androids, and it works within the setting rather than just being an isolated one off. Even Casandalee is right there. It's my second favorite area of the Inner Sea, and I'd love to see it more, even if it's just Org Play bounties/scenarios and one off adventures as a litmus test.
David knott 242 wrote:
I believe Nixret was created just for this story, but she may have made a cameo earlier that I can't recall. She's a kobold from the Sewer Dragon tribe. If you're unaware, the Sewer Dragons reside under Absalom. You meet them in a few scenarios from PFS1 and again 2-05 from PFS2. They're extremely close with the Pathfinder Society, and it's not uncommon for members to become Pathfinders.
ograx wrote:
Pretty sure they left around the 2015-16 time frame. Baldman Game's runs their AL content For Gen Con, Past Time Events runs their Magic stuff. Other than their in-house conventions, I think they only show for like the Paxes and Gary Con anymore.
Hmmm. A bit more restrictive than I was expecting. I wasn't expecting any of the undead archetypes and skeleton I was expecting 160+ ACP, but I feel like Hallowed Necromancer really fills in a playstyle gap that the campaign is missing. And I may have wanted to turn my lost pet into a ghost familiar. Such is un-life.
The Seattle area lodges tend to congregate on the Emerald Lodge discord server found here: https://discord.gg/hnsYuHe As of right now, it's purely online as I don't believe any store in the area is having in-person play. Under normal conditions, you'd probably want to hit up Phoenix Comics and Games on Broadway. It's a great comic shop with decent event space. Mox Bellevue is also worth a trip at least once.
Going back to the original question, I don't think so. My first lodge formed at the start of season 6. It was in the middle of nowhere with 8 active to semi-active players. Any con with GM support was 2.5+ hours away and often required an overnight trip. A lot of players felt it was unfair to have to pay out of pocket to attend a con, and then also have to GM for race boons, so they didn't. We also had players who refused outright to GM even at a local level. For those players, with their perspective, non-common races are more available than ever before. Yes, other races opened up as time went on back in 1e, and I believe this will continue until 2e.In the moment, however, as long as you're participating in org play, you're still progressing toward unlocking something, even if you don't have the time to prep, can't play regularly, or otherwise feel uncomfortable GM'ing. You can have a kobold and play 20 games, 10 con or RSP games, or 7 premium support games for your first locked uncommon.
After playing 2e for about a year, an associate on a discord server asked me to GM an AP as a favor. I said sure, but after about 2 weeks, I regretted it. I completed the first chapter, then work got in the way and I was somewhat thankful for it. It was the final nail in the coffin for 1e. I think 2e has a much better gauge on the power-threat level. Play feels more powerful across levels, but also the threats feel in accordance with that power. I (almost) never feel anything anything is unfair or a cakewalk on either side of the screen. I occasionally miss my dips and multiple archetypes, but I don't think I'll be going back, and I know 5e isn't for me. Maybe Starfinder org play because I feel like they've had some good stories, I'm still interested in other non-D&D/PF games since they scratch a different itch.
Blake's Tiger wrote:
You pay for anything above 1000gp, so your character would need to be level 14 before you pay out of pocket. It's like actual insurance but in reserve.
Eric Nielsen wrote: Those are the bugs/workarounds I'm aware of. If none of those apply, report the issue to pfsreportingerrors@paizo.com. include the event code, session number, your paizo id, character number and details of what you were trying to buy, but getting rejected. Thanks. None of those worked, unfortunately. I suspect it is because it's 2-00 and the multiple tiers. Sending an email now.
We had an interesting discussion over on my local PFS lodge's discord and thought I would bring it up to a wider audience. A number of spells and effects target a living creature. The basic question is do the rules make an unseen servant be a living creature? We had an incident where a GM ruled that a haunt did not trigger for a US but did for someone's familiar, and it it ended up killing said familiar; the basis for this was the idea of the haunt triggering on a living creature. While we're generally fine with the ruling in the moment, there has been much discussion on the subject, and we're in 3 camps. 1. Because it is classified as a creature and does not have any trait that says otherwise, it is living. 2. Because it is classified as a creature but otherwise does not have a trait that indicates it is living, that it is not a living creature. 3. The fringe that says it has a creature stat block just because it is a conjuration spell and can be damaged, but otherwise it should probably not be considered a creature and instead just a targetable mobile blob of force energy. Thoughts and perspectives are welcome.
So, my characters tend to be inspired random bits that get rattled together in my head and see what falls out. I'm going to use -2001-2004 as some examples. My -2001 is inspired by the former aspis agent background. One has to ask themselves, who would pivot from starting as Aspis to being Pathfinder. Someone repentent? Maybe, but why not join something like the Knights of Lastwall. Someone irreverant? I'd argue this as being more likely. So, we pick the ranger, and what can a ranger be irreverant to without actively harming the party or being a jerk to a potential novice gm? Their animal companion. So I tend to tell people not to heal it, offer to sacrifice it for minimal advantage, boot it during introductions, etc. I half joke about picking up trick magic device just for a wand of final sacrifice, and explode the damn thing just to save on travel expenses every couple of scenarios. My -2002 is loosely inspired by the idea of we're living in a simulation. He argues that since Casandalee's ascension, the likelihood of all these major upheavals across the inner sea happening in such rapid succession is almost zero, and as such, it must be a simulation. He frees people from this simulation with negative energy to offset the energy in the simulation. My -2003 is inspired by my one of my favorite songs from a musical and a very solid pun. My -2004, should a certain something should be sanctioned, will be about as close to a literal cartoon character you can get.
Not to necro, but can I get an interpretation of the hazard in Encounter B's crit fail result. It says the PC loses 1d4 actions worth of air, but suffocation seems to be a round by round action, and the actions you take on your turn determine how many rounds you lose Would I shave it off the end (lose 3 actions=lose 1 round, but nothing before that) or would I deny them actions on their next turn?
Lau Bannenberg wrote:
The only thing relevant I could find it the example text for applying multiple chronicle sheets. Emphasis mine. Pathfinder Society Guide to Play (second edition) wrote: Example: Aubrey is a GM. Over the course of a convention, she runs four scenarios, and she assigns all four of them to the same character, Kyralos. Before any of these Chronicle sheets, Kyralos had just reached level 3. Aubrey applies Chronicle sheets to Kyralos one at a time. She wants to spend all of her Downtime to Earn Income, using her Scribing Lore. For the first three Chronicle sheets, Kyralos is level 3, and her bonus on Scribing Lore is +5. She doesn’t have any special boons or rewards that help her find better tasks, but she can always find tasks of up to her level -2, as described in the Downtime section of this guide. So Kyra finds three level 1 tasks and rolls three Scribing Lore checks against DC 15, the standard DC for a level 1 task on page 503 of the Core Rulebook. For her next Chronicle sheet, Kyralos is level 4. Aubrey levels up Kyralos to 4, which increases Kyralos’s bonus on Scribing Lore to +6, and allows her to always find level 2 tasks. Now Aubrey rolls one check at +6 against a DC of 16. While her chances of success are the same in this particular example, this level 2 task lets Kyra earn more money. I assume the intent is there, but it's such a piece of minutiae
So, here's a bit of an oddball question I haven't been able to find a direct answer on, or any discussion really. Are GM's able to slot boons for their GM credit characters? Obviously, it wouldn't affect play, but it may affect downtime as a GM. A lot of boons can offer different downtime activities, such as off-hours study or practiced medicine. I think getting some clarification on this topic would really help.
Thod wrote:
Group 2 player here. We definitely had a below par composition for this adventure. None of us were social characters, only one intelligent character, and none of us had the lores. The biggest impact for me, and likely the rest of the players, was the fact that there's such a disconnect between the first 80% of the adventure where you earn your treasure and the last 20% where you earn your fame and prestige. We did extremely well during the combat encounters and diplomacy checks but hit a bad patch of randomization during the critical part making a lot of it feel pointless. I think it would have gone over between if the first set fame and prestige was either 3/5 -or- both diplomats and second was 5/5 or 3/5 and both diplomats. When I do get around to running this, I might add a bit of dialogue letting the pc's know just how important the meeting is compared to anything that might happen before it to prevent any feelsbad.
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The grey outside is complimented by the flame cast light inside. Wetness from the days of rain hangs in the entry of the tavern, but thankfully abates with the help of the fire within. The bar keep nods as you enter and then continues to wipe the worn wooden counter. Three stools stand empty. A stairway rises to the left as you walk in, the rest of the open area is full of six medium sized tables. Only one is full - surrounded by a trio playing cards and drinking. A lone old man is asleep at one of the other tables. A woman walks from behind the bar with two large mugs in hand. She is on her way to trio who cheer her approach.
Through the carved tunnels you walk. For most of you these are the very same passages you walked during your youth. For one, you walk the tunnels with slight apprehension, your instructions were clear - but way is new. Regardless of the familiarity, soon you cannot help but know that something is different. Only a select few are invited into the central passages that surround the dome. Columns stand as they do periodically throughout the city, but here they are larger. These columns have stood as long as the city itself. They were built even before the dome rose, defiant into the merciless desert above. Escorts greet each of you as you near the innermost buildings. Each takes a different path, some winding through buildings, others heading into upper levels. Doors, stairs, halls, and alleys. It is clear the elders meant to disorient you. Likewise, the pace is deliberate. All of you arrive at the same time, a central corridor lies ahead. The escorts gesture silently as the large doors ahead slowly open. The large room has a simple stone table in the center, surrounded by sturdy wooden stools - a luxury that few ever see let alone sit upon. Tapestries line the walls, just below the railing the lines the upper level. Nearly all represent one of the houses of the dome. Accept for two. One, displays the ancestral crystal - symbolic of your forebearers who live on through the gearforged. The other, newer than the rest, shows a humanoid silhouette - embroidered with a small gear. One upon its head and one upon its heart - the symbionts. Just beyond the railings you can make out figures in the shadow, observing. It must be the council of elders. A slight gleaming in the torch light tells you that even the gearforged is in attendance. At the table sits a newly elected elder, he motions for you to join him at the table. “It is good to see each of you here. As you may know, I am Oso. I have, as my first task as the newest elder, summoned each of you here because you represent the best of your houseses. I leave it to each of you to decide whether or not it is prudent to reveal your house affiliations or not. In time, the trust you build in the field will take precedent over whatever faith you hold in the old ways.” A slight murmur can be heard from above. Oso smiles as he continues. “Your first task is simple. You must make your way to the corridor, where a repair squad awaits you. Your job is to guard them as they conduct urgent repairs within the corridor. Word of this must not leave this room. The corridor is in great danger. Attacks have increased and all but the perimeter guard have been summoned to protect the mines. So it is left to the four of you to insure that our lifeline stay operational. There is little time, but if you have questions speak them quickly. But before you do, I would suggest introducing yourselves. Though we here Oso gestures to those above, know each of you, you may not know one another.” I've left some details here open as I'd like to leave each of you some latitude in how your house is defined and if you decide to reveal your house. Simply put the houses represent the families that survived through centuries. Most are associated with specific talents or areas of one of the three lost cities. When resources were scarce, the houses often competed with one another to increase their chances at survival. Though cooperation has since long been established as the unspoken law of he city, the council of elders still honors the old ways. Unless of course infighting endangers the city.
I'm gauging interest a low magic campaign / play test. A limited number of character races would be available (dwarf, human, and one homebrew race). Classes would similarly be limited to non-casters (barbarian, fighter, monk, ranger, rogue, and gunslinger). The homebrew race would have access to the cleric class. Furthermore, classes like the ranger must select an archetype that does not have access to spells. I am in the process of looking over / developing an alchemist archetype, which may also be available. Campaign themed alternative racial attributes would be provided and themed archetypes will be available. Characters would likely start higher than level one and the point buy would likely start at 20. If you are interested and willing to exchange email addresses please post below (email addresses will be exchanged via PM). So as not to give my ideas away via the boards, this is all the information I will provide. Players in my current campaign are welcome.
Disclaimer: I am in no way employed or associated with Dreadfox Games. The material below has been developed in my free time as a fan of the class published as by Dreadfox Games. For any Puppetmaster fans out there I thought I'd share this. Would love to hear thoughts / feedback. Expressive Weapons:
Just as a skilled craftsman can create a weapon, a puppetmaster with working knowledge of a weapon can modify it to give it the expressive characteristics necessary to be employed as a rod puppet. To create an expressive weapon a puppetmaster either be proficient with the weapon in question or have at least one rank of the appropriate Craft skill for fashioning such a weapon. Individual expressive weapons also have other specific requirements that must be met in order to be created. Although a puppetmaster may choose to create such a weapon from scratch, only non-magical / non-masterwork weapons can be modified with expressive qualities after creation. An non-masterwork / non-magical expressive weapon may still be modified via spells (such as masterwork transformation). To create an expressive weapon a puppetmaster follows the normal rules for crafting a weapon. Once the weapon is created, the puppetmaster makes a Craft (puppetry) check in much the same way an additional check is required for creating a masterwork weapon. If using a weapon that is already created, the puppetmaster makes this same check. The DC for this Craft (Puppetry) check is equal to the DC for crafting the weapon (see Table: Craft Skills). The cost of materials for creating expressive qualities is 100 gp. To use an expressive weapon as rod puppets a puppetmaster must have the Expressive Weapon wonder. Expressive Masterwork Weapons:
A skilled craftsman can, in the process of fashioning a masterwork weapon, create the expressive characteristics necessary for a puppetmaster to employ the weapon as a rod puppet. In addition to the normal requirements for creating a masterwork weapon, these weapons have other requirements the creator must meet. In addition to following the normal rules for creating a masterwork weapon, the crafter must also make a Craft (puppetry) check as detailed for creating expressive weapons. No additional time or cost is added beyond those normally required for crafting a masterwork weapon. The expressive characteristics must be added to a masterwork weapon while it is being created, they cannot be added afterward. To use such weapons as rod puppets a puppetmaster must have the Expressive Weapon wonder. Rule Excerpt:
[T]he weapons described below can also be crafted in non-masterwork versions. However, any penalties described as a part of the weapon are increased by 1. All other requirements and puppetry benefits remain the same. Example weapon
Whip, Striking Serpent: This masterwork nine-section whip has been crafted to mimic the appearance of a serpent. The linked steel bars make up the body sections of the serpent, with the final bar, a 6-inch weighted end forming the head of the serpent.
Benefit: This weapon can be wielded as a single-handed weapon, a two-handed weapon, in pairs with other nine-section whips, or as a puppet of The Striking Serpent by a puppetmaster who has the Expressive Weapon wonder. Special: This weapon can only be created by someone who knows the myth of The Striking Serpent or possess at least 1 rank in Knowledge (nature).
Picked up the Puppetmaster class by Dreadfox games and started toying around with ideas for archetypes. If you haven't already, I highly recommend the class. Anyhow, if you have an idea for an archetype I'd love to see it. I'll share the one I've been working on below.
Female Human
All but one of the trio of buildings has been secured for the approaching night. As you approach the Inn it is clear that only those interested in weathering the cold evening air have remained outdoors. The few others cast shadows inside the tavern that takes up the majority of the first floor of the Inn. Entering, only the barkeep looks your way. "Sit where you like. I'll be with you in a moment." Two large men sit near the rear of the tavern, chatting quietly. A third sits near the bar, in a near stupor from drink. Several tables sit empty in the middle of the tavern. One booth is occupied near the window. The hooded figure seems to be captivated by parchment on the table.
Greetings. I'm looking to gather a small group (3 or 4) for an apprentice-level game on the boards. Still evaluating both Super Genius Games and Tricky Owlbear offerings to start the game off. We'd start off RP heavy and if time / technology allows transition to RPTools. I've used RPTools in the past, but haven't tested it with my current router set up. Disclaimer:
If you're still interested read on & post away. I'll think of some crazy way to select those interested if needed. The Setting:
The Characters:
2-page preview is up on rpgnow. Anyone else have info on this? Tough to tell from the description what the four archetypes are about. Barbarian, cavalier, monk, and witch as far as class, but not sure of much more. |
