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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
As recently as August 4th my purchases were receiving the 15% discount to all purchases from the store. Now it seems that the 15% discount ONLY applies to AP purchases. There was no notification of the change to the terms of the subscription. Looking back at the email sent out on June 27th detailing the changes coming to the subscription service it mentioned that the discount would remain in the transition to 2e (and on my July and August purchases it did) What happened to the discount and why was there no notification of changes before charges were applied? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
I'm running Return of the Rune Lords at the moment, and one of my players is playing a devout follower of Brigh. I'm looking to see if there is any information about her that I missed that I could use to fill in some story points. Is it published anywhere when/how she became a deity? She is currently only a demigod, so odds are it was relatively recent (on a cosmic scale). I'm mostly wondering because.... Massive Return of the Runelords Spoilers:
In book 6, where the players travel to the Dimension of Time they get a vision of their past selves. The player in question has the Intrigued by Thassilon trait, and I was thinking of having them see their past self as an ancient Thassilonian/Azlanti clockwork engineer working on the most advanced clockwork they have ever seen. Basically hinting that the PC's past life was the one that originally built her own Goddess in the past. I just want to make sure I'm not missing anything thats already out there. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
So. I hate XP. I feel it adds a needlessly complicated level of abstraction and busy work that doesn't really add anything to the game. As I am running the AP at the moment I am using milestone advancement to level up my players. Unfortunately the section at the beginning of each adventure isn't the most clear on when level ups are expected to occur, and not all of them tie in to plot points. I like to have the milestones occur after the PCs have defeated a significant foe, or done some other plot critical task, while some of the advancement suggestions are things like "while the PCs explore this dungeon" or "before they get to boss X." To that end, I have made my own milestone breakout and I just wanted to get some second opinions to see if I have overlooked anything and to share it with others who may want to do the same. There are some pretty hefty plot spoilers in here so its hidden behind the tag. Advancement Spoilers:
Note that I've taken the optional suggestion to give my players mythic ranks. They will only be guaranteed to get the one. After that they may or may not earn further ones depending on their actions. They are fairly heavy optimizer, but even still I only reasonably expect them to get no higher than Mythic Rank 2. Milestones: 2nd: Clear Rodericks Wreck
Optional Mythic Bumps:
Thoughts? ![]()
I think most people agree that Intelligence, as it currently stands is one of the weakest stats in the playtest. Another issue that seems to come up quite frequently is while I like to refer to as the Reaction Traffic Jam. Many classes have far too many actions that take a reaction, and not enough reactions to do them. Examples: Paladins wanting to use a shield (defense is their thing!) and use their primary class feature. Wizards that want to both identify a spell, and counter that spell. Multiple races with reaction abilities wanting to take classes that rely on reactions (Dwarf, Half-orc etc wanting to be Paladins and Fighters) Reach builds Anyone wanting to ready an action etc. So, the potential solution (either as a default rule, or as a general feat) Characters get a number of reactions equal to their intelligence mod (min 1). This gives the stat some real use, and helps alleviate some of the issues with too many reaction actions not enough reactions. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
I am playing a psychic detective in a Strange Aeons game (not super important, just for context). We have just started book 3 (level 7) and I am beginning to feel very ineffective in combat, and was wondering if anyone had any ideas for improving my combat contributions. A substantial portion of the foes we encounter are either mindless, or non-humanoid, and wouldn't you know it most of my spells are mind effecting, or for humanoids only. Although the flavor is great for the campaign, the psychic spell list seems to be a bad fit. Current Feat/Spell list is as follows: Spells
Feats -
In combat I mostly stab with my +1 Inspired Spear for underwhelming damage (d8+16), although I am beginning to run into more and more creatures whose DR/immunity are reducing it even further. The rest of the party is a Crossbow Ace (big DPS), Phantom Blade Spiritualist (also big DPS and bad touch spells), and a Life Oracle. I am willing to retrain pretty much anything that can be retrained. ![]()
![]() Does forced movement provoke attacks of opportunity? The rules seem to be unclear. In the combat section it states that if you leave a threatened area you provoke. It says nothing about it having to be willing. My primary concern is when using the Gravity Hold ability of a Solarion. If it does provoke you can use it to grab your opponents and move them past friends for AoO's/ If it doesn't provoke you can use it to grab your friends (or yourself) and move them into and out of combat without triggering AoO's. Either way it's a solid use of the ability, I just need to know which way I should be using it. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
So I'm working on a PFS Inquisitor that makes heavy use of smoke to give himself concealment. The only issue is that it could severely hamper my party as well. What (if any) options are our there to help my party overcome the concealment granted by the mist? Limning doesnt work as it explicitly rules fog/smoke out.
Anyone have any ideas? Thanks, ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
So, I was messing around and hit upon a concept I wanted to try. Someone who uses a tower shield and a mount for high mobility and high defensive potential. I was wondering if anyone had any advice for ways to make this work better. My design goals for this one that can't really be changed (without a super compelling reason) 1. PFS Legal
With that in mind this is what I have so far: Class: First Mother’s Fang Knight of Arnisant Cavalier 2/Fighter 2/Cavalier 8
Str – 18 (+4)
Feats
Mount: Constrictor Snake: Size Large
Str 15
Special Attacks: grab
Advancement
4th-Level Advancement: Size Large; AC +1 natural armor; Attack bite (1d4); Ability Scores Str +8, Dex -2, Con +4; Special Attacks constrict 1d4. I am not super happy with the Dirty trick line of feats, and I kinda wonder if I should be incorporating vital strike in there since my attacks will mostly be standard actions. My current action economy is as follows: Mount: Move
Any thoughts? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
My wife has decreed that her next character be a dwarven bard. I am trying to come up with a fun build for her to play, but am running into some difficulty coming up with something that is both fun to play and effective. I would appreciate any builds or ideas people could share. These are the restrictions I am working under. 1. Must be PFS legal
Thanks! |