keftiu wrote: What email are people contacting management through? This Support Page has information about e-mail addresses and even templates to send
David knott 242 wrote:
I can't speak for anybody else, but its my hope that if Paizo can unionize the staffers at larger 3pp like Kobold Press will look to unionize under CWA as well and then that will snowball into WotC staffers looking to do the same. It might be asking a lot of this particular movement, but it could be the start to something bigger than just Paizo.
Here to show my support! I've sent my e-mail and been tweeting all afternoon about it! Come on Paizo Execs, you've published these stories when it's the workers vs. the company. You're the company that published Fly Free or Die! A story about workers. Don't be like EJ Corp! It's time for you to voluntarily recognize this Union!
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Excited to see some Bounties for Starfinder! Great little bites to introduce players to the game without necessarily all the trappings of the Starfinder Society. Not to mention all the neat short stories that could be told!
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Oh, maybe the AP title "Strength of Thousands" might be more literal than I previously thought! With these lines: (bolding for emphasis) Quote: “The last act that group performed was sending a magical message to Azure Leopard and Old-Mage Jatembe, a plea for help. Then the teeth and magic of a thousand Agohbindis overwhelmed them.” Quote: “After a moment, Azure Leopard saw her teacher’s intent, and joined in with no prompting. Together their magic augmented the roots of the forest’s trees, which burst free from the soil. The pair sent out magical messages to the Tempest-Sun Mages to direct their energies into these roots. The magic roots stretched out of the soil, wrapping around each of the thousands of Agohbindi shards, holding them in place. Jatembe directed all the other warriors except Azure Leopard into the sky as he prepared the next stage.” I may be reading too much into it, but it's fun to think about! Regardless, this was a fun read!
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Kevin Mack wrote:
I have to disagree there with you. I don't think AP works: They are too long, and forcing something as big as Ancestery choices is rough. Especially something like Human. Its one thing to bar an 'uncommon' ancestry (Like in Ironfang Invasion, you probably shouldn't play a Hobgoblin). A schtick like that isn't something that could sustain for 6 books, and it'd be a stretch for a 3-parter. Free RPG Day -- It's been done before, its basically what Paizo has been doing since We Be Goblins started 1st Level Module -> This has more to do with the level of threats that they wanted to present in this book as well. There is something to be said for a niche adventure starting at a higher level, allowing for a bit more breadth in the story you can tell. To Wei Ji, I think it comes down to relatability. Some people like to play characters they can easily relate to, and being the Human ancestry is a way to accomplish that. It isn't all Min-Maxer's either. My Dad plays a variety of Humans, and he is far from a Min-Maxer, and its just how he likes to play (Although his current Dwarf Wizard a lot of fun!)
Beyond that though, once we're done with CotCT (about half-way through Book 5) and a short break for me, I plan on running my players through a start of [Plaguestone/Troubles in Otari/Dead God's Vault(right title?)] and then into The Slithering. I'm thinking what I'm going to do is at the end of whatever my first Module is, an event is going to happen that grants everybody an extra Ancestry feat that may be used on a Heritage. With the rider, that if they're humans it needs to be a versatile heritage, likely due to something they were exposed to previously awakened something...
Amanda, it was so awesome getting to chill and hang out with you in Sacramento last year at InterGalatic ConQuest! I still think of the morlawmaw/vesk hybrid that joined us as an NPC, Thurstazya during an UNFORGETABLE rendition of Skittercrash. Everything your co-workers said about your infectious energy and enthusiasm is so true! I wish you the best in your adventures over at Kobold Press!
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VixieMoondew wrote:
Also, as stalwart adventurers, they don't know if some evil cult of evil might attack during the ritual (or the ritual could go horrendously wrong for whatever reason and they need to react.
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This was a fantastic read. My players are about a third of the way through Skeletons of Scarwall (Book 5 of CotCT) and this brings me back to the very beginning. I shared it right away with my players. This was nicely timed to bring things back around to remind me (and hopefully them!) of where they have been on this crazy adventure! The story was great and evocative. That artwork along with it is gorgeous!
The Sacramento Starfinder & Pathfinder Society lodge is pleased to announce that we will be at this years InterGalatic ConQuest at the McClellan Conference Center! On top of our regularly scheduled games for this convention, we have a host of other exciting opportunities to have some unique gaming experiences! We will be running the multi-table interactive Starfinder Society Scenarios #2-00: Fate of the Scoured God, during its exclusivity period between Origins and GenCon! That isn't all though! We have two of Paizo's own coming to visit us! Robert G. McCreary, Creative Director of Starfinder and Amanda Hamon, award-winning designer and developer! Come out and play with us July 19th-21st at InterGalatic ConQuest You can purchase tickets here: http://intergalacticconquest.conquestsac.com/
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Sebastian Hirsch wrote: So high-level pregens would be very much needed, and frankly while I would hesitate to run 12+ PFS1 material at a public convention, it might be perfectly viable to run a 9-12 or higher at a public event. Any table where new players can't legally play is problematic in some locations. Outside of specials, like 2-00. I would love to see some level 12 pregens so that if I run a table at my FLGS, where I can only run 1 table, and I get a walk-in and I'm running a Level 9-12 Scenario, I would much rather say to them: "If you'd like to try out some high level play, I have a host of premade characters ready to go!" or if I have a new-ish regular that might've been coming the last 3-4 sessions, I can say to them that it is a fun time to experience high level play, and since these don't happen very often, come have some fun with us still, and play a pre-gen! Basically, in my opinion, level 12 pregens allow for more inclusive experiences, especially at the local stores. I would hate having to turn somebody away just because they aren't super invested in Society play yet.
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Stone Dog wrote: I anticipate Oracle Feats that represent sorcerer-ness being inflicted on somebody by something other than heritage. Feats that deliver potentially stronger abilities, but also carry hinderances in the bargain. I like that idea. A feat (or Archetype, so series of feats) that provide a good bonus, but comes with an anathema as well.
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John Ryan 783 wrote:
While I expect much of the back-end math is different, I think they are going to be working on a similar philosophy as they did with Pathfinder Unchained and Starfinder, which is: Monsters/NPCs work off of different math than PCs do. This has many merits in that it is super easy to homebrew/create your own monsters. It also makes it easier for Paizo and other 3PP folks make monsters and stuff for adventures and what have you. However, it does make it a bit harder for consumers to double check math on published material (especially early SFS scenarios), until the Alien Archive came out.
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Crayon wrote: Can't say I'm a fan of bundling mechanics with background - it always seems to result in clumsy mechanics and cookie-cutter backgrounds. This is, probably one of the better implementations I've seen, but I do have a question - since all the Backgrounds shown thus far share a similar template, what's the intent behind having the individual Backgrounds? I imagine that just like Themes in Starfinder, this background system will give them space to, in the future make more specific backgrounds for different products. Much like the variety of Int-based themes in Pact Worlds are similar-ish mechanically (especially pre-6th level), but they each tell a different story about the character and where they are from.
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Skub wrote:
They offered print versions of the playtest version of the 1st Edition of Pathfinder and there were plenty of big changes made between the playtest version and the final version. Paizo has realized that they have a market of people that will purchase special edition collectible level material from them when it is offered. As a business, why not offer something like a Special Edition Playtest version of a book they are already sending to the printers? That is just leaving money on the table, since they are first and foremost a business not a charity looking to design and develop a game for us to enjoy. I already know of a handful of people that plan on pre-ordering that Special Edition book and at least one other book. What does that mean for Paizo? They've now just sold 2 copies of the book, instead of 1. Is it a money grab? Maybe, but we all get to vote with our dollars and people that make the decision to buy both do so know that.
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Sid De Squid wrote: So what exactly is the reasoning for GMs not to be able to get points for the Alien Archive Boon? Because GMs who run more games than they play get the short end of the stick, because GMs are not getting any points wouldn't they just want to play and never GM except at cons? Sure GMs get slightly more opportuinty to get race boons but not that much more, and sure its great for the players but there has to be some incentive for GMs to run because the GMs by the actual scenarios not the players. In my opinion it'd be fair if GMs get points toward the Alien Archive Boon because they're buying the scenarios and actually running them. The Regional Support GM Boon does give access to the legacy races, however it is after 12 games GM'd. I do think that they should look at future Regional Support GM boons. In the future, access to races via this boon should be on par with the Player Focused Boon. This coming from a GM that has yet to actually play an SFS scenario, and does not normally see the chance to outside of Cons.
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zimmerwald1915 wrote:
Possibly? But remember that Ravounel is not technically part of Cheliax as far as Hell is concerned.
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Kerney wrote: At least Cheliax will be headed towards freedom, true, civil war and all that but hey. Well, with the exception of the Archduchy of Ravounel which would probably become free of Cheliax with its own Hell-bound contractual reasons, but still has a Thrune in charge, albeit he is now a Genius Loci on top of his own regular power.
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So I am looking to get some newer players to play an Adventure Path. I'd like to be able to give them a 1-2 page list with a one sentence description of each of the APs. Below you will find what I've written up about each of them. I've only personally read/played/GMed 4-5 of the APs, so any help getting the best description possibly would be much appreciated! Rise of the Runelords - Traditional high fantasy including goblins, giants, dragons and many other foes! Curse of the Crimson Throne - Urban campaign after the death of the city-state’s king. Second Darkness - Explore elven ruins & eventually deep underground, eventually fighting dark elves! Legacy of Fire - Desert adventure including genies and planar travel! Council of Thieves - Urban adventure that helps guide a city before it tears itself apart. Kingmaker - Explore the vast wilderness and ancient ruins to clear space for your budding kingdom! Serpent’s Skull - Explore ancient ruins, racing against other parties to be the first to explore them, hopefully preventing an ancient sleeping god from arising! Carrion Crown - Horror adventure that pits the players against traditional horror themes. Jade Regent - Travel from traditional European fantasy across a land bridge to the Asian-themed lands! Skull & Shackles - Explore the seas as pirates, fighting sea monsters, other pirates and more! Shattered Star - Seek all of the pieces of an ancient artifact, delving deep into the history of a land! Reign of Winter - Fight the machinations of a reviled Winter Witch, and travel through time & space! Wrath of the Righteous - In this mythic adventure, players will fight off the hordes of demons streaming into the world! Mummy’s Mask - Delve into ancient tombs and uncover the secrets of a cult to prevent the rebirth of an ancient tyrant Iron Gods - Barbarians and robots collide in this adventure to bring a dash of high-tech into this fantastical game! Giantslayer - Fight orcs & giants, preventing them from overtaking the human lands! Hell’s Rebels - Rebel against an evil Hell worshiping empire to free a region from its grasp. (Not directly influenced by Hell’s Vengeance) Hell’s Vengeance - Play as the villains, helping the evil empire put down a divine inspired rebellion (Not directly influenced by Hell’s Rebels) Strange Aeons - Madness has grasped the players and they must discover not only their own past but also stop the madness of cults from spreading across the globe!
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Lord Twitchiopolis wrote:
I think the reason the Law/Chaos axis doesn't get the attention that the Good/Evil axis does, is because ultimately it will be harder to write an entire AP along. Good/Evil has many great literary examples both modern and classical. Not to mention the Good/Evil delineation between the two is more clear than the Law/Chaos line. Especially since I see Good/Evil as a character's Morals and Law/Chaos as a character's philosophy/approach in life. With that being said, the Law/Chaos spectrum is a lot more subjective and is going to be harder to pin-point than say Wrath of the Righteous' being the Good campaign and Hell's Vengeance being the Evil campaign. I do have to say that having read most of Hell's Rebels, it definitely feels like it could be the Chaotic campaign, that could be played by Lawful people, but chaotic players are going to have a more interesting go at it. Maybe one of the future APs will be a bit more Lawful? Maybe Strange Aeons, trying to fight the chaos/insanity that the Cthulu mythos is guaranteed to try and impose on the players.
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Orfamay Quest wrote:
Not to mention many of the Chaotic (and even Neutral) deities along the Law-Chaos spectrum do not have formal churches that some are thinking about. Many of the Chaotic deities in Golarion (Cayden, Gorum, Desna etc..)are called out as having loose, if not non-existent hierarchical churches.With that being said, I feel like there is no "formal" authorization for those churches to begin with. Now the Law deities (Abadar, Iomadae, Asmodeus etc...) might have something different to say about that since both the god and the church are Lawful and probably have fairly strict hierarchies (the Catholic church hierarchy comes to mind when I think Lawful churches)
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Neo2151 wrote:
My 7th level Sylph Wizard(Air) in a Rise of the Runelords campaign always has at least one MM prepped AND through one of the side-mods our GM added also has a 5th level wand of MM. As many people have said it is nice to be able to throw that guaranteed to hit 4d4+4 force damage to the BBEG to topple them down when I know from the queues from the GM (either unconscious or conscious) that the BBEG is about to topple over but our front-liner just missed the mark, is low and HP and I'm right after the front-liner, but the BBEG is right after me. My wizard ended up killing off the BBEG and ensuring that the front-liner didn't get pounded into mush. I've also used MM (albeit from a wand most of the time) on fights I know aren't going to last very long and I don't want to waste any of my precious 2-4th level spells. RISE OF THE RUNELORDS SPOILER-Book 2 Specifically: In Book 2 of Rise of the Runelords, you fight lots of ghouls, my Wizard used to almost always exclusively have Color Spray and Sleep prepped. Even as an experienced player I learned a harsh lesson when we went out investigating the farmhouse and got ambushed by ghouls and after my second level spells were used up, I was relegated to using a Wand of Shocking Grasp (CL:1), which isn't a very good idea for a wizard to begin with, but it was really the only thing I could do a that point
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At least in this campaign, I don't think it would be too much of a stretch to make a ruling that says Smite Evil from a Non-Mythic source does not bypass DR/Epic. This would allow a Mythic Paladin's Smite Evil still bypass DR/Epic. Whether or not that should be the case in all campaigns, I don't know yet as far as my table is concerned.
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Magnimar is a pretty interesting city in Varisia. Maybe lean it towards learning more about the Irespan and what is exactly inside the ruins (besides the giant bug creatures (can't remember their name off the top of my head)). Kaer Maga would probably be my choice if I was going to do a homebrew urban campaign in Varisia, mostly because it really is such a mysterious city to begin with that delving into that history and maybe creating some of it yourself just sounds like a lot of fun. Not to mention with the 'City of Strangers' having so many outcasts it leaves both you & your players with plenty of room for villans with interesting races. As far as additional resources, I would say you have it nailed down for cannon, especially once you start working your way through the city's book as well. Inner Sea Magic & the Faction Guide can also be handy as it does detail some of the better known magic organizations & factions throughout the Inner Sea Region.
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wraithstrike wrote:
Honestly I can understand reading it that way. I've also hit the FAQ button. I just feel that the purpose of that Mythic power is to basically allow your players rest for an hour, instead of 8 and hit the ground running with all of their power available to them (with the exception of any spent Mythic power). Something like that could truly feel 'mythic' when you imagine the party only being holed up in a room for an hour in the middle of a dangerous dungeon instead of 8.
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d20pfsrd.com wrote: At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and [regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day. Emphasis Mine It is my belief that the parts that I highlighted are where it is saying that you overcome recent casting limit since it is resetting all class features that have a particular limit per day. And the fact that they call out spells per day right in their list of examples tells us that it is in fact overcoming that general rule (albiet without calling out the rule itself). On a side-note as far as I know Mythic play is not PFS, so much if not all of the Mythic rules can be interpreted as RAI more-so than other rules that affect PFS play as well. And as a a current GM of WotR, I will probably be following the interpretation that allows the regaining of spells. Yes this will actually allow some long-term buffs become INCREDIBLY easy to cast and then blow a mythic point to regain that slot BUT with recuperation in mind, Books 3-6 make more sense in regards to the pacing of some of the 'dungeons'.
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Avatar-1 wrote:
Actually the penalty for encumbrance and ACP do not stack. d20pfsrd wrote:
emphasis mine. My party looked into this quite a bit when we had a cleric with a 14 Strength wearing medium armor and it just didn't make sense that those penalties would stack. That is like double jeopardy.
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Matt Thomason wrote:
That gives me an idea that I let the party make the 4th Character and each session essentially let a different player play that character. So that no one player is ever always encumbered by playing that character. Hehe, maybe make that character have a very mild form of multiple personality disorder to explain why s/he acts slightly differently from 'day to day'. Option 5 does seem like something I could do, but I'm always worried about Action Economy taking them out then, much like when dealing with Option 1. Spoiler: Also, the AP is supposed to take them through Level 20/Tier 10, so it means in the end I'd be editing the final book regardless some to since they would 'cap' earlier so might not be quite powerful enough to finish off Deskari.
Albeit that is a concern very far down the road |