I'm so happy with the result of the Player's Guide - what I submitted was polished to become this amazing little product! I hope it's helpful to you as you start your wild ride in Drift Crashers!
I'd also like to thank the developer, Jason Keeley, and the editing team for making this the best thing it could be! Janica Carter, K. Tessa Newton, Solomon St. John, and Simone D Sallé, thank you! Editors are often overlooked in gaming prose, and I wanted to shout them out for the hard work they do.
Hope you enjoy the crash, folks!
also if you like the rift remora please let me know because it is my favorite option in here and i am proud of it okay thanks bye
Hi, all! I've been working on this passion project of mine for a good long while, and I'm excited to finally share it with the community at large! Here is the link to my dissertation on the shortcomings of every mortal ascended to deification in the Lost Omens setting, and why Baphomet is better.
Why I Wrote This (WotR Book 3 spoilers):
Once upon a time, I ran WotR as my very first full-on campaign to GM. As you can imagine, it ended incredibly poorly, as we were all struggling with the mythic rules.
There was, however, one silver lining in Book 3. The antipaladins of Baphomet in Xanthir Vang's center of operations were taken alive, and I decided to have one of them be more than a hulking brute. He was well-read and fond of elucidating, which surprised my PCs. He offered to spill some beans on the operations of the Templars, on the condition that he was allowed to pen a short opinion piece on Baphomet's superiority to Iomedae that was to be circulated to the public.
A few days passed ingame, and I composed what I consider to be my first piece of original RPG writing; A Misguided Inheritance. Naturally, they executed him on the spot and left it to languish, but I got to thinking after that fateful encounter. What if he got away? What if, against all odds, he became a deceitful scholar, interested in the worship of mortal deities across the Inner Sea Region? Of course, this interest was only so he could pick apart their teachings, prove their hypocrisy, and extol the superiority of the Horned Lord, but hey! Still a scholar.
I've been working on this endeavor for a while in between paying gigs, and I'm excited to share it with the internet at large. Thanks for glancing, and I hope you enjoy!
I love this scenario. I love it SO MUCH. Immense kudos to Mr. Greenshields for not only creating a memorable location, but for making it full of life - and unlife!
I did, however, notice something that some PCs are definitely going to enquire about. Sylvina (of Knicks and Knacks, on page 6) knows the (uncommon) consecrate ritual. I know that RAW she only uses it to cleanse the shrine of Urgathoa's influence if she's friendly, but does she potentially teach the PCs the ritual under the same conditions and/or if made helpful? Despite it not being on the Chronicle sheet, I know my PCs would jump at the chance to learn an uncommon mechanic.
Sadly, my financial situation has radically changed; as a result, I must cancel all of my active subscriptions with Paizo. Thanks for the great reading, and a stupendous CS team!
I was recently making a start on building a Giant Instinct Barbarian for PFS, and I was hoping to have more than one Large-sized weapon, due to having what some might denote as a 'wacky build'; details on the build are listed in a spoiler at the bottom of this post, and I believe the math/logic is airtight on it. I'd rather not discuss it (in this thread anyway), and would instead prefer to discuss this line in Titan Mauler, the 1st-level Instinct Ability.
CRB pg. 84 wrote:
You gain access to
one weapon one size larger than you, of any weapon type
otherwise available at character creation.
This implies that Large-sized weaponry is not normally accessible (despite not specifying rarity). However, in the Item Sizes section (pg. 295), it gives rules for differently-sized equipment without outright stating its rarity. The only word on bigger equipment comes from the above quoted passage in the Giant Instinct section. So here's my query: is Large-sized equipment available to all? Or is it Uncommon/Rare for Small/Medium or smaller creatures?
My Build:
Put simply, I'm using Rage with alchemical bombs. The Rage ability gives static bonus damage that isn't based on Strength (a restriction alchemical bombs possess); furthermore, Raging Thrower simply specifies the following:
CRB pg. 88 wrote:
Thrown weapons become especially deadly in your fury. You apply the additional damage
from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the
devastator class feature, apply their benefits to thrown weapon attacks.
Alchemical bombs are denoted as weapons in multiple cases, from Table 6-8 which displays it as a ranged weapon, as well as this line in the Crafting and Treasure section:
CRB p. 544 wrote:
Bombs are martial thrown weapons with a range
increment of 20 feet.
...
Most bombs also have the splash trait. When you use a
thrown weapon with the splash trait, you don’t add your
Strength modifier to the damage roll. If an attack with a
splash weapon fails, succeeds, or critically succeeds, all
creatures within 5 feet of the target (including the target)
take the listed splash damage. On a failure (but not a critical
failure), the target of the attack still takes the splash damage.
Add splash damage together with the initial damage against
the target before applying the target’s resistance or weakness.
You don’t multiply splash damage on a critical hit.
This also only gives the restriction of Strength not applying; not anything else. Rage simply states that 2 (or in Giant Instinct's case, 6) additional damage is dealt, and it's halved if the attack is agile.
...put simply, I want to multiclass into Alchemist, and brew a bunch of Large-sized alchemical bombs that are less condensed, but that I can throw with enough fury that they're more effective. Even before I multiclass, at level 1 (alas for Ancient Elf not being accessible yet!), that's still 1d6+6 damage (1d4+6 for thunderstones). I can only assume that Rage doesn't apply to splash damage, as it's a static bonus provided by the bomb. Or (un)holy water, if you're getting overly specific.
I'm not doing this because it's optimal; I'm doing it because (as far as I can tell) it's pretty airtight rules-wise, it works, and it's very funny. For those curious, if it is ruled that Large weapons are uncommon, I'm probably going for frost vial being my specific Large weapon. Demon Hunter background, and all that.
Please keep replies regarding this specific build in spoiler tags. Thanks!
In the Alien Archive 2, they are immune to cold, and their breath weapon is cold. I thought this was odd, as three true dragon types in a category having cold seemed off...
So I checked my Bestiaries, and lo and behold, the Time Dragon had electricity-based breath/immunities. I understand c/p errors (lord knows I have them), but I just wanted to make sure that Time Dragons actually wield electricity, rather than cold. Thanks!
I placed an order yesterday for SFS Scenario 1-11, but it seems it did not fully process. If you all could finalize its process, I would greatly appreciate it.
Come experience the wonder and mystique of the doppelganger, able to impersonate and emulate virtually any other character!
Create the doppelganger you want to play in the Pathfinder Roleplaying Game, growing in power until you can become the perfect double of your mark.
Written by Joshua Hennington, this supplement includes:
-The immicker race of shapeshifters
-Alternate racial traits and favored class options
-New class archetypes: the Mental Grifter (Psychic), Mophic Petitioner (Cleric), Versatile Armsmaster (Fighter), and Natural Mimic (Druid)
-Doppelganger racial paragon class 1st -20th level, plus a variant multiclass to combine the paragon with any other class
-Class and race specific feats to round out any doppelganger character
From the same company that brought you the hugely Successful In the Company of Dragons and In the Company of Aberrations comes the next book in the extraordinary Questhaven Campaign Setting where your imagination is the only limit.
I'm hoping to cancel my subscriptions to the Adventure Path and Player Companion lines, at least for right now. It's been a great series of products, and I hope to find the opportunity to resubscribe one day!
I'm currently working on my character for this, and I have to ask; are traits allowed? And if they are, can we select from Ultimate Campaign or are we confined the the Advanced Player's Guide?
I recently got my subscription in the mail a few days ago. I was eagerly awaiting the opportunity to read Armor Master's Handbook (and resist the temptation to not read The Inferno Gate, as I was passing it on to my GM) in a physical copy, but...I didn't receive the AMH. Somehow, in my package, there was Heaven Unleashed in its place. I don't mind the delay, however, and will be happy to return my (admittedly lightly read) copy at Paizocon, should it be necessary.
Also, I have one more issue, and didn't want to clutter up the board's backlog any more than it already has been. When I poked around in the PaizoCon schedule, looking for events that piqued my interest, I saw that I was already placed in my volunteer events. Initially, I thought that was great - but I saw I was also placed in some additional afternoon volunteer events.
Now, don't get me wrong, I'm happy to volunteer as needed, but I'm uncertain how comfortable I am with both wanting to explore the con beyond ACGOP, and also the urge to leave this appointed post. I hesitate to click the 'remove' button, for this reason; I was wondering if anything with the system was awry.
Thanks for all of y'all's time! Can't wait for Paizocon!
I want to play this SO MUCH...but my con mornings are, including my volunteer/things i want the most, entirely booked. is this sort of a walk-in thing, or will it last the whole time with the same group?
Yes, I'm aware that I'm skipping in a potential minefield here, but...this seems a good AP for it!
I'm gonna start playing HV with a small group, and I got to thinking. We may be evil, but who's to say we can't drag others down with us? Yes, that's right folks: I want to make a paladin not only fall, but become an antipaladin (Tyrant or otherwise).
My GM said he'd be open to the idea, so I'd like to get some tips. Without citing specific paladins, how woukd you go about corrupting the incorruptible?
It is with a heavy heart that I ask the Customer Service team to cancel my Campaign Setting subscription, effective immediately. Thanks again for all you do!
Admittedly, this isn't for an Iron Gods campaign (a thing that I've had the poor fortune to have crumble around me), but for a homebrew. However, I'm sure this concept could easily be ported into an Iron Gods campaign, so I'm hoping to crowd-source here!
On page 40 of the Campaign Setting Book Numeria, Land of Fallen Stars, it details the adventuring site of Hollow Garden. Basically, it's the entertainment deck of the starship that suffered a horrible malfunction, turning psychotic and luring adventurers in to subject them to physical and emotional tests.
Sound familiar?
Yeah, I'm basically thinking I could port in a Portal ripoff, and this would be the place to do it. At least it'd get me to shut up about tech in my group, anyway.
Fwiw, here's the text in question detailing the site:
Hollow Garden: Demon-Inhabited Self-Customizing Gauntlet of Horrors:
Numeria, Land of Fallen stars wrote:
When the ancient starship crash-landed, a large section
of an entertainment deck slammed into the lowlands
of the Numerian Plains. Damaged and without access
to the backup systems of the ship’s main computer,
the subsystem that ran the holographic and modular
entertainment rooms lost what little mind it had. One of
its versatile pleasure mannequins malfunctioned, and
the entirety of the computer was downloaded into its
system when it tried to repair itself amid the wreckage.
Adopting the name of one of the many personalities it
was programmed to impersonate, Celmak Toysiel, the
robot set about repairing its fellow damaged robots
and the holographic emitters, continuing its original
purpose, albeit with much more deadly results.
The entertainment module retains a limited array
of external sensors, which Celmak uses to scan the
surrounding region for new potential victims. When
sentient creatures approach within a mile of the ruin,
the entertainment deck begins to emit odd pulses,
holographic images, and other enticements to lure
travelers into entering. Celmak is particularly fond of
creating idyllic gardens. Those who approach always
find the doors to the ruin’s underground bunker left
invitingly open, with bright lights that only occasionally
flicker to guide creatures down the sloped passage.
Indeed, to all outward appearances, the area looks like
a recently opened and undefended segment of the ship
that is currently malfunctioning, devoid of guardians,
and ripe for plundering. Potential victims walk into
its foyer and discover a reception area, typically a lush
garden (actually a series of clever holograms, synthetic
plants, and robotic animals). Once the explorers enter,
the doors leading out silently shut and lock magnetically
to seal the new participants within. From then on, the
only known escape is death.
Celmak greets explorers through remote speakers
in a dull, androgynous voice. The malfunctioning
mannequin explains to its guests that they have been
chosen to make history. Should the PCs survive, they
will be hailed as heroes among their people and will
become wealthy beyond imagining, for the rewards
of their participation are great. As it speaks, Celmak
scans the newcomers’ minds and seeks out their hopes,
dreams, loves, fears, suspicions, and convictions, using
technology originally designed to allow the robot to
provide clients with the ultimate relaxing experience
without the need for overt requests and orders. It also
gauges newcomers’ abilities so it can create the most
thrilling entertainment possible. Once its analysis is
complete, the doors to the Hollow Garden whisk open,
revealing exactly what sort of participation the host
desires of its guests.
As the PCs traverse the rooms, fight robots, overcome
obstacles, and face myriad holographic illusions, their
thoughts are monitored and their actions recorded by
hidden cameras throughout the dungeon. To further
complicate matters, Celmak often seeks to “heighten
the drama” by releasing clouds of psychoactive drugs,
toxins, and other odorless, invisible gases—these
substances can simulate the effects of spells with the
emotion descriptor such as confusion, rage, or unnatural
lustUM, though many other effects are possible. Each
scene is carefully crafted by the robot specifically to test
its guests’ responses. Periodically, Celmak offers color
commentary, usually snide remarks or insults directed
at those who seem to be having too easy or too difficult
a time in the current scene. In between scenes, the
mannequin provides minor magical or technological
trinkets from its accumulated hoard—either from the
ship’s stores or from past victims’ gear—to participants
whose actions it deems particularly heroic, brave, vile, or
debased. Each item, whether a simple healing potion, a
medlance, or a weapon, is hand-picked to prolong the
entertainment, but somehow never allows (much less
guarantees) success.
Recently, a group of demons from the Worldwound,
led by an incubus named Vlathherex (CE incubusB2
fighter 6) fled through the failed Wardstone border and
took up residence within the Garden. Celmak had never
seen demons before and was impressed by their capacity
for cruelty and perversion. The robot has offered the
outsiders recurring roles as “regular cast members” and
releases them into scenes as desired to heighten the
action. Vlathherex and his allies agreed to the deal as
a way to stay entertained while they wait out potential
pursuers. Yet Vlathherex has begun to worry Celmak
has no intention of allowing them to leave. He and his
demonic allies who are capable of teleportation have
noticed that they are unable to use this ability within the
Hollow Garden. Vlathherex hopes to find out whatever
creates the Garden’s dimensional lock effect and disable
it, and may just be convinced to ally with particularly
skilled explorers in exchange for guaranteed mutual
escape. A treasure trove of wealth and magic items from
fallen victims awaits whoever can shut Celmak down.
My original thoughts were that it could have timed puzzles (accompanied by everyone's favorite buddy, deadly neurotoxin), various combats where a specific strategy is needed, and at the climax? Attach inhibitor memory facets to various places in the facility to bring down the megalomaniacal Celmak.
I just got back from Paizocon, and it was a blast! Kudos to those in charge of volunteering for the card game - they helped me a lot.
I got a chance to run the demo while I was there, and I love it - it gave me a nice way to give people a quick overview of the game. I'm going to attempt to get my FLGS to sign up as a distributor, but in the meantime, I was wondering when the demo would be made available. Will it be emailed with 1-1A and 1-1B, or should I wait for it online?
We all have that favorite thing, our own personal 'bauble' on our characters. Whether it's a favorite weapon, instrument, or even a simple wondrous item, everyone has a signature item.
Some of us invest a tad too much in our signature items.
Take me, for example. I sunk about...10k, give or take, as well as 5 PP into a homunculus familiar that's basically a disarm/steal/trip bot that flies above the fray, harrying foes with his whip. The 5 PP was to retrain him out of Lightning Reflexes into Whip Prof, I sunk 4k to give him an extra HD (and Agile Maneuvers), and I spent a pretty penny to give him vanish as a 1/day SLA. Perhaps I'll give him a breath weapon later on.
Now, I have a friend who dreams big. And by 'dream big', I mean he has his sights set on an enormous purchase: an airship. I didn't believe it was PFS-legal at first, but...I was proven wrong. though I doubt it was intentional that vehicles could be bough, it turns out they can, airships among them. 50k is the price tag - that's a LOT of Fame needed. To top it all off, he's a Vow of Poverty Monk! The airship will be his only possession!
But enough about my exploits. What are your adorable money pits?
There are plenty of paladin debate threads. This is not another one of those, sort of. And in a way, it is. It is a way of discussing some potential issues I may have with the antipaladin class.
NOTE: IN NO WAY DO I ENDORSE PLAYING AS AN ANTIPALADIN EXCEPT UNDER VERY CERTAIN CIRCUMSTANCES. IN NO WAY DO I RECOGNIZE THIS AS A NORMAL PLAYABLE CLASS.
Now, let me begin by saying I've always been fascinated by the paladin class. I see it as a roleplaying challenge that can be quite fun, yet challenging in its own way, to make work. It also is a challenge to have one's code not interfere with the rest of the party.
One cannot say that all wizards are the same, for sure. Neither are all rogues, fighters, etc. I find paladins to be similar. If not in class abilities, than in personality and beliefs. All paladins (in Golarion at least) serve a deity. The deity can vary widely in his/her/its philosophy, and may not even be Lawful Good. This can affect one's code drastically, depending on the deity's slant. However, I have found they can make effective characters, far from the cries of 'sticks in the mud' that bad players have perpetuated.
Then we come to the other side of the coin. Antipaladins.
Seeing as it is merely an alternate class, one would think that the same would be true, just in a different way.
As for me, I'm not so sure. Antipaladins, regardless of their deity, are firmly rooted in a Chaotic Evil alignment. They can't change, unless they want to retrain and/or lose all class abilities. They have to stay in their cesspool of hatred. Forever.
Let's look at their code of conduct, shall we?
Antipaladin Code of Conduct wrote:
An antipaladin must be of chaotic evil alignment and loses all class features except proficiencies if he willingly and altruistically commits good acts. This does not mean that an antipaladin cannot take actions someone else might qualify as good, only that such actions must always be in service of his own dark ends. An antipaladin’s code requires that he place his own interests and desires above all else, as well as impose tyranny, take advantage whenever possible, and punish the good and just, provided such actions don’t interfere with his goals.
While the character is in essence CE, this feels very restrictive. Even moreso than a paladin's code, if I may be so bold. He always has to put himself first, which as a general rule precludes cooperation, depending on your GM. He cannot ever commit a good act that is out of pure altruism - this is limiting as well. Perhaps not as much of a problem for some, of course.
I suppose what this boils down to is, can antipaladins be as diverse and as not-2D as a paladin can be? Can they be a rewarding roleplaying experience? Can worshipping a CN deity, and thus being more chaotic than evil, mitigate this?
One of my PCs is planning on taking the Divine Source Path Ability - 3 times, no less.
book 2 spoilers:
Louise the sorcerer plans on taking this ability after the liberation of Drezen. This is an OOC choice, not an IC one - Louise will simply notice that she can grant spells.
She even has a potential, yet unwitting follower lined up - the ex-paladin Arles! You DO remember him, right? He got a facial art in book 2.
She didn't turn him back towards his faith - she promised him that she would do everything in her power to end this, as well as re-establish his self-confidence. High Priest, anyone?
There is also something I discussed with the player - the possibility of a religious schism. Maybe that's not the best word, but it's all I can think of. True, the good fiaths have generally worked together against the demons, and maybe I'm overestimating this, but...
This is a mortal god.
One who could be setting up herself as the new patron of the crusades.
But again, maybe I'm blowing it out of proportion.
Any thoughts on how to proceed, on this general idea, or as to whether I'm blowing it out of proportion are appreciated.
I got to thinking...why be so restrictive when it comes to the end of The Worldwound Incursion?
Plz don't read if you haven't done final dungeon of TWI:
The game gives each char a mongrelman ranger 1 to accompany them into the Grey Garrison. But that seems dull. Why should everyone have the same companion? So I came up with an idea.
Give everyone different companions of an equivalent CR.
Each of the mongrelmen ranger 1s are CR 2, so this gives me a Level 3 NPC to work with.
Louise the Human Sorcerer gets:
Ellen, Wizard 3: Ellen is a childhood companion of Louise, and is every bit as NG as her friend. She isn't the best at selecting her spells (yeah, I'm not great at this), but she is more than dedicated to the fight! She will become a cohort for Louise at level 7.
Timeor the Kyton-Blooded Cavalier gets:
Furgon, Mongrelmen Ranger 1: Yes, this is the default companion option, but I got an interesting dynamic: Furgon is a female mongrelman. A mongrelwoman, if you will. She immediately is drawn to Timeor's high Charisma, and I think a little romance of not-so-beautiful and the beast isn't out of line. She will (hopefully) become Timeor's cohort upon Ascension.
Riqueza, the Ratfolk Gulch Gunner gets:
Fortuna, Ratfolk Gulch Gunner/Monk: Riqueza's long-lost sister recently was passing through Kenabres on her journey for enlightenment, and will have a tearful reunion with Riqueza...as soon as they both pop a cap in some demons. Gunslinger/Monk may seem like an odd choice, for a simple reason: it is. But Riqueza's player made a note of monk/GS in the bio, and I had a similar idea for a PFS char, so who am I to say no?
Atticus, Aasimar Cleric of Baalzebul gets:
Fazij the Tiefling Rogue: They spared this guy, who was a lackey of Chaleb. The party has expressed interest in wanting to redeem him, but Atticus...well, atticus is LE, and wants to bring him predominantly to the side of Law. Personally, I think that will make for a nice altered Redemption mechanic...but the most fun part is, Fazij took a shine to Atticus for his ruthlessness, and atticus can't stand the chaotic fiendspawn. So it will make a nice master/apprentice relationship.
So. What are you guys' thoughts on altering this part of the Worldwound Incursion?
A gnome, who curiously has a head full of tufty white hair, comes to the stage.
"Thank you all for coming today. Let us get down to the main topic at hand - the curse of the Ruby Prince. We all serve Osirion - that much is true. And I am certain that no one would intentionally harm our benevolent ruler Khemet III - least of all our leader within the Society, Amenophus. And while I bear no ill will towards Amenophus, the fact remains that he was a part in the curse being placed upon the Forthbringer. But we are not gathered here today to talk of the Sapphire Sage."
His brow furrows, and he starts to fiddle with the musket slung over his shoulder.
"No, we are gathered here today to find the one who was responsible for placing the artifact in that museum. The one who did not bother to detect any curses on it. The one who Amenophus, for his own reasons, decided to protect. The one, who, for all we know, could be an assassin planted within our ranks!"
"Would anyone like to come forward with any sort of information?"