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How are your players "maxing out perception"? Are they aware that it is not a skill and can't be increased with skill feats? I've seen a few players get confused by that. Are your players all taking Canny Acumen for Perception as their first general feat? That feat would make perception proficiency maxed compared to their skills at some levels, but even then, a low wisdom character might prefer another strategy.

Other than that, it seems mostly left up to the creativity of the players and gm. Perception is the most common way to decide initiative, as there are a lot of situations where you are just watching out for threats. Dungeons tend to encourage using mostly perception or stealth. That's ok.

However, PochiPooom has given quite a few examples, and I'll add a couple more based on what I've seen in online games.

If the players are trying to track a creature, they can use survival as they are actively looking for it using specific methods.

In a social encounter in which they are trying to convince an npc that they bear them no ill will, when they are, in fact, ready for a fight, they might use deception to hide their intentions for as long as possible while they try to get more information, or diplomacy, if they are honest, as they try to keep the other calm and to pay attention to cues in the conversation.

Gladiators literally jumping into an arena or fighting pit might use Athletics to see who manages to land on their feet and be ready to fight the fastest. (That one I just made up.)

If you want to make full use of this new rule, it's up to you as gm to put the players in situations in which they are not just walking through a place trying not to get jumped, whether it's because there is room for creative ways of attaining some goal or because you are requiring that they do some specific tasks to keep moving forward. Encourage the players to be creative in their descriptions of what they do, and pick a skill based on that.

Also, note that scouting gives a +1 to initiative, not perception, so other players might use other strategies during that time.

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The dedication feat is the first feat that makes you part of the archetype. (In this case, the initial ranger multiclass feat). Once you have that, you can pick any feat from that archetype you want, so long as you fill the prerequisites such as level or previous feat taken. The limit is that you must take at least two other feats from that archetype before you can start going into a different archetype (for example, multiclassing as monk as well).

It's explained under proficiency in the rules.

Basically, if you are untrained, you do not add your level (your proficiency bonus is +0). Trained gives you a bonus equal to your level +2, expert is level +4, master is level +6, and legendary is level +8.

Considering Embrace the Pit, one of the bloodline powers with the evil descriptor being discussed here, specifically states "you can take good damage, even if you aren't evil" while taking on aspects of a devil with this power, I'll consider this an oversight and rule that good characters can't use evil spells, but neutral ones can.

morbon wrote:

I've been trying to do the math, and it seems difficult to make it match up, but feel the intent is to level up at the end of each part. From all I can tell, all of the encounters in part 1 seem to be Low 1 to Severe 1 encounters, assuming a party at level one. All encounters in part 2 are Moderate 2 to Severe 2, assuming a party at level 2. All encounters in part 3 are Low 3 to Severe 3, denoting a party at level 3. However, adding the math this way left me over 100 XP short in both parts 1 and 2, and then over 100 xp over in part 3. I just want to see someone who has figured it out to compare against to see where I'm off.

Moderate, Severe, etc are just guidelines. If you go according to the xp given by individual creatures, plus the stuff given by non-combat achievements, you'll be about 10 to 20 xp off, if I remember correctly (maybe 30 after the first level).

The intent seems to be that the players will level up at the end of each part of the adventure.

However, I tried to add up xp listed and xp from encounters and always came up a few points short. I was also surprised that some skill challenges (and side quests from the toolbox) listed no xp reward at all.

For this reason, I'd probably opt for milestone leveling in this module. You can announce a level up at the end of each part (or when the module states that something is a major accomplishment and worth 80 extra xp, at least in this module).

I don't know where to ask about this, but I'm having trouble with the pdf I just bought. Usually, when I get pdfs from here (such as Planar Adventures or the Playtest Adventure), I can open them on Acrobat Reader on my iPad and I have an icon at the bottom allowing me to highlight things, add comments and such. Yesterday, I bought this adventure. (It looks great from what I've read so far, by the way). When I wanted to add a comment, I noticed the option is not available? Is there something different with the 2E pdfs? Was there a mistake when I downloaded it? I don't understand.

We don't have exact latitudes, but it states somewhere in the first book that it is sub-tropical climate. Descriptions of plants (oaks, evergreen, but also some palms and fruit trees bearing mango etc.) seem to fit with this: it's not the jungle, but it's quite warm. When picking animals, I've mostly gone at it based on what I would expect to survive on the beaches and in the forests in Florida.

Well, for starters, the end of the first AP book includes some really cool, new options for weird animal companions: the enchanter heron, the gliding turtle and the sea crawler.

I like to keep most of the island as something exotic that doesn't have all the same animals, but since there are boars, it's easy to add a few more animals. Based on the warm climate, forests, and presence of boars, here are a few animals I picked out from the animal companion list: badgers, birds (some types of eagles eat fish and might be a good fit?), boar (of course), frogs, giant porcupine, reef snake, giant salamander, giant skunk, stags, as well as anything aquatic, though those are difficult to bring along on an adventure. I've kept it light on the predator side, so some kind of big cat would probably fit in well there.

Matthew Downie wrote:
JackieLane wrote:
Carrying enough gold pieces (or even platinum) to buy some of the magic items would be absurd with PF1 costs.
If you've got the 400lbs of platinum coins for a Mirror of Life Trapping, you can probably afford the Bag of Holding to carry them in.

Oh, I'm well aware of that. My main point was the first part of my reply. Still, are you supposed to leave the bag of holding to the merchant on every large transaction, or do you just dump 400 pounds of coins on their countertop? I'll admit, I've never played at such high levels that this would happen (I've played at most level 10). Maybe giving away bags of holding makes sense once you have that much gold. I've only dealt with the discrepancies when dealing with commoners. The rest is mostly me thinking about things with friends, extrapolating and joking around as we picture the scenes.

I'll also add that I am by no means saying second edition economy is suddenly perfect. Just that it reduces some (but not all) of the weird discrepancies in first edition.

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graystone wrote:
Doktor Weasel wrote:
It is a bit jarring to have the value of coins suddenly change.

This is it for me but more than a bit. It seems like like something done JUST to reduce the size of numbers people use: that's cool for new people but seems off for someone coming over from PF1.

That said, this is pretty low on my 'things that bug me' as for as PF2 goes.

I don't think it was meant so much as a way of simplifying math as it was a way of making the world make sense a little more. I guess they could have raised the price of mundane things and the pay-off of crafting and professions and such, but then copper pieces would have been worthless to absolutely everyone.

When you think about it for two seconds, Pathfinder's economy is just weird. We had adventures where homeless, starving children gave the players jewelry worth multiple gold pieces, which could have given them all they needed for what, a year? Regular guards were also walking around with magic weapons worth more than their salary for years to come, possibly even a life-time. Magic item shops were often seemingly worth more than what the whole village owned. Even a second level adventurer was filthy rich by the standards of living for other characters. The only way we got through some role-play moments in my group was through just turning a blind eye to the financial discrepancies.

This new silver based system makes it so it makes a little more sense that lots of people (but not everyone) would be able to get low-level magic items, but adventurers will still become very rich and have impressive items eventually, as they face great dangers and explore forgotten areas.

Edit: I had somehow skipped some of the replies, but yeah, there is also the matter of weight. Carrying enough gold pieces (or even platinum) to buy some of the magic items would be absurd with PF1 costs. It may not be perfect in PF2, but it's at least a little closer to something that makes sense.

Ted wrote:
Sounds great, Beefy and Jackie. I guess I need to pick up the last two books in the AP. In the meantime, what specific names are listed in either the Ioun Imperative or the Spindle Solution? Are the Knights of the Ioun Star mentioned at all? (see Occult Mysteries).

Re-reading parts of book 2, I just found another brief mention of the Knights. apparently, they send expeditions to search for Azlanti lore, and they must have found this island at some point and died there (at least one), because some loot (p. 35) has their sigil on it.

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For me the top one would probably be the oracle. A lot of classes I can imagine vaguely recreating through multiclassing, but the oracle, with its curse and revelations, was so much fun and I don't think a divine sorcerer is enough to represent it.

Your ideas for diluting wealth sound like a good solution. It's in part what I'm expecting to see happen in our game. While I like your ideas overall, I do have a few things to say about some specific characters.

I'm not sure regaining noble status would even be a possibility in Andoran, considering how the Andoran people perceive the whole concept of nobility. That doesn't mean Taran can't try to get back in people's good graces by offering them something (for reputation) or by building some commercial thing (for power, since business seems to be the new big, influential thing in Andoran).

As for the Paladin, maybe he will want to contribute something just to help people around him? Erastil is a god of community, after all. Make the npcs likable enough and give them some big challenge, and hopefully the paladin will want to help.

The wizard does sound a little harder to tie in, but what you have seems pretty fun. Just be careful about how much knowledge he has of the Spindle Solution. The level of power required for the stasis spell and the knowledge of the coming of Earthfall seem to place him pretty high up in the ranks of the Spindle Solution, but book 5 revolves entirely around the players not knowing where the Spindle Solution's secret base (The one where they stored the doomsday weapons, rather than the official one) is located. I'm sure you could make this work by saying he was tied to a different, specific project and that information about the location of that base (he might only vaguely know that there is one) and its content was on a strictly need-to-know basis.

For sinking extra gold as a group, maybe you could get some inspiration from the kingdom building rules? I've seen someone here on the forums who did that. Letting players use some of the money to contribute to building better defenses, trade or amenities for the community is a good way to sink extra gold. Hopefully the "it doesn't sell, you'll need to wait to find a buyer" solution will be very rare. Also, if it does happen, I'll probably be very honest with the players about my mistakes putting in too much treasure. Knowing them, if they have not already started contributing to the colony, they probably will at that point, quite frankly.

As for the statue, I haven't thought much about it. Perhaps it represents a goddess, such as Jaidi or Lissala as she was first worshiped? Or it could be a statue of some noble or some very important scholar who made an important discovery? It depends on what part of Azlanti culture you want to show more prominently. (Edit: It seems to me like the Azlanti loved any reason to praise someone and uphold a model, and wished even more to see their own person and lineage gain status in the society.) Part of me wonders if there was some object that was originally set in the hand of the statue. It could even have been a sort of lighthouse, with the statue holding up some gigantic luminous gem or contraption. That's about all I can think of for now. I'll be back if I think of something else.

I haven't listened to the Glass Cannon podcast, mostly because I'm already trying to keep up with too many broadcast games. Also I think I'd rather experience the story just with my group. Reading highlights here can give me inspiration, but I don't really want to see the whole story unfold with completely different characters.

I'm actually only in the process of prepping the first few levels, since we should be starting the game at some point in August (our usual GM has said he would go all the way to the end of the current chapter of RoTR we are in before we make the switch so he can get a break). Therefore, I can't comment much on how things might work out, but I intend to make a few changes (not too many) to the loot.

Here's what I'm trying to do : Anything that is significant to the plot has to stay. Other than that, I might switch an item or two here and there to give my players things that they really want. I'll try to keep some balance between giving them what they want in loot, letting some of it appear in "marketplaces" based on what would make sense for the place they are in, and requiring that they order specific items from Andoran and wait for them. I don't think it's a problem if they get the items they ask for, especially since my group tends not to ask for much, so long as it doesn't always show up the same way.

Looking at the loot, this adventure gives a lot of it: the devs made sure players would be able to adventure underwater despite the high price of some necessary items and that players wouldn't be under-geared if they skip some encounters. It gets even worse if you decide to throw in a few items from the end of the books, too (which I intend to do because some of them are really cool and I like dropping unique items my players don't know about). My players are completionists, so I'm sure they will get too much gear at some point. I'll have to keep track of that. I don't mind them having more gear than normal, as a lot of it is mostly utility and cool stuff that doesn't break the game. However, if I see they have way too much, I'll make some items sell at a lower price and sometimes even not sell at all if needed, and maybe things they order from the mainland will cost a little more or something.

I seem to remember in the playtest there was a condition that basically gave you a penalty to everything (enervated? I'm not sure). I think it basically made your proficiencies work as if you were one level lower. Is that gone now? If not, what is it named?

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Meophist wrote:
So, I didn't notice before, but the Ki abilities, Ki Rush and Ki Strike, are uncommon? Doesn't this mean that you can't pick them normally?

I'm pretty sure in the playtest, everything that was limited by which class you were was considered uncommon. Uncommon rarity only means that you have to have specific character choices (like class, ancestry, origins, etc.) to pick the option.

You've convinced me, Ted. Showing players how they can survive for a short while underwater by using Congeal Water does seem like something useful to let them better grasp the rules.

As for the necklace, doesn't it just give air-breathing and a land speed to aquatic creatures? I doubt that would do any good for most parties (at least not mine, they are three humans, a dwarf and a halfling), and it would likely be difficult to sell. In fact, there are so many of these necklaces in the adventure that I will surely have to reduce the price at which they can be sold (or how many of them they can sell before flooding the market). I'll have to calculate how much the net value comes up to at some point when the group gets close to book 2.

Yeah. Searching again on the internet for solutions if she really wants an orca, I have been reminded of an item created for this AP that the players will get at level 4 or 5 if they don't skip the relevant encounter: the necklace of air adaptation. A lot of enemies at the beginning of book 2 have the item. I had completely overlooked it because none of my players have any water-reliance.

If you are willing to houserule that piscine animal companions have a neck slot or that the necklace can be transformed into a belt, and if you can give them some item to lengthen the "hold breath" ability of the orca by level 10, it could work.

Your player will only have to accept leaving her orca behind when they go inland during the first three levels, and it can at least help in the various coastal/boat encounters of that book.

Yay! That was a great blog, thanks!

The first character I try to build will probably be a bard/sorcerer multiclass with the celestial bloodline. I'm not sure which muse I would pick. I might go with Maestro if it's the same as the playtest, since I want this character to mostly act as a support, and be particularly good at fighting demons, aberrations and other creepy, not-of-this-world monsters.

I was also hoping to create a cavalier type of fighter, but if I understand well, the cavalier archetype has been pushed back to some unknown book? I guess I could always ask my GM to let me use the one from the playtest, with some modifications if necessary.

Since orcas aren't actually classified as aquatic animals, but rather have the hold breath ability, it technically couldn't stay underwater for more than 2 hours at a time, approximately. That shouldn't be a problem except for the fourth book, which is almost entirely spent in an underwater city. As a gm, I'd highly recommend you give the payer some kind of cheap item that allows them to cast waterbreathing for a while on an animal or to give it permanently. Maybe something that only allows animals with Hold Breath to stay underwater for a full day/forever? As a GM, you have the possibility of making stuff up if you want. :)

What I'd be more worried about is the fact that most of this ap doesn't happen underwater. Is the player aware of that? What does she intend to do when her character needs to explore on land? I'd have suggested an amphibious companion, but I know only 3: the giant leech, the electric eel and the giant salamander. There are a lot of other animals with "hold breath" which at least have a land speed, though. Maybe that could become an in-between if the player wants something special to go in the water but doesn't want to leave the AC behind when exploring on land?

I understand the wish to try the aquatic options, since we don't get to see them often, if at all, but given the choice and the way animals with hold breath work, I'm not sure it is actually worthwhile. Maybe

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Absolutely. For a month now, I've been annoying my boyfriend with speculation, excited comments about small tidbits of information found here and comments about the things I'm looking forward to doing in the new edition. This is not about to stop. I'm really looking forward to this, and I absolutely will be at my local gaming store on the first to get the books they pre-ordered for me.

We won't be playing it anytime soon, since we are just starting Ruins of Azlant and about half-way through Rise of the Runelords, but it will be fun reading about it and preparing characters for other potential game. In fact, we might end up playing the one-shot adventure in between other gaming sessions just to see how it goes.

On another note, what has everyone's impression been concerning the fuath at the beginning of the adventure?

I'm thinking about maybe replacing it with some kind of crab, because as it is, I feel like it's just another sentient thing going after the colonists, but this one is harder to tie in with the rest, which makes the environment seem not only dangerous, but downright hostile.

Has this been a fun encounter? If the PCs didn't find it, what did you do with it? If the players don't find it right away, I feel like sending it into the village to kill some npc would just be sad and not leave the players much chance to protect their people, but maybe it could still be good if I do it right? Another idea I had, if I don't remove it, is tying it to Helekterie, since those gremlins apparently revere sea hags. Maybe it could go into the village, but only kill some farm animal and steal something, then run back to Helekterie, or it could wreak havoc on the boat when it comes back a few weeks later, forcing the sailors to stay for a few days while the boat gets repaired and provisions get replenished? I just don't know what it might actually decide to do to try to impress Helekterie.

Ted, I don't remember seeing anything about the Knights of the Ioun Star in this AP other than a mention in a small block about throneglass, simply stating that said knights were great at turning this material into weapons. As for known members of the Spindle Solution, there was Grand Arcanist Jazradan, who was leader of the Spindle Solution and whose projection players encounter in book 1 and multiple times after, Harighal, who was known as an ambassador from Thassilon, Lurisian, General Rashimos and Varliss, an elven advisor and ambassador. There are lots of details about these characters and their contributions to the Spindle Solution in the sixth volume of the AP, but for now, I understand you mostly need their names and titles.

As for General Rashimos' failure in Arcadia, Beefy, all we know is that she was successfully invading Arcadia when her efforts were stymied by the Azlanti government's intervention and Arcadians managed to push back through might and magic. Rashimos believe that is all the fault of the veiled master, but there is no indication as to why they would want to stop her, or even if it really was them. Could as well just be a blunder or sudden change of heart from Azlanti officials. I'm still trying to figure out what might have happened, and I don't even know if it will ever be relevant. XD But you're right, it's strange to think the algolthu would worry about anything at that point, so it may very well just be that Rashimos was looking for someone to pin the blame on.

I like your idea for the poison. Do some algolthu have innate regenerative abilities? I haven't found any, but I'll admit I just skimmed over a couple stat blocks. From what I've gathered, the Spindle Solution developed a few very powerful "doomsday" weapons. Other than that, I think they focused on things that would better the mind of humans and protect them against mind control, various weapons allying magic and technology, and creating mindless allies (oozes, constructs), which can't be mind-controlled. Outwardly, I think they developped many ioun stones and made them more widely available to people to make their lives easier. One of their means of making the magic from ioun stones available was the tower I told you about in an earlier post.

I like the idea of the Ioun Imperative being pretty much the CIA or MI6 of cold war era fiction: sending agents all over the world to gather information, sometimes creating alliances and trading technologies, creating some brand new gadgets (the ioun stones that are more practical for adventurers and warriors than for the general population, for example), spreading whatever information or misinformation they believed would further the goals of their nation.

Through this, the algolthu would have simply sought to gain information and influence in other regions. Perhaps the development and spreading of arcane knowledge and technology could also serve them to counter the rise of religions, which they abhor, by giving people other options which they may deem more effective. That didn't exactly work, even in Azlant, but it could still have been part of the algolthu's ongoing plan. That, I'm just making up on my own, though. In fact, a large portion of this post is me extrapolating and having fun trying to fill in the details.

Beefy GM wrote:


I'm definitely interested in any prep you've taken the time to do. I've eaten up what you've posted here and am heavily incorporating into my group's campaign.

Thanks in advance for anything you make available. As an aside, I've been looking for more information (homebrew or otherwise) on the Ioun Imperative than what's included but there doesn't seem to be much out there. Any suggestions?

Is there anything specific you would like to know? I have all 6 modules of the adventure path. I looked through them quickly, and most of the information we get is about the Spindle Solution rather than the Ioun Imperative at large, other than it being an intelligence agency that develops weapons for Azlant. Book 2 mentions one of the Spindle Solution's achievements: an area on the southernmost island on our map where people don't need to eat or drink to survive.

Other than that, most of the information is in book 6. I'll try to summarize it here:

Book 6 spoilers:
The Ioun Imperative was largely controlled by algollthu, who tried to prevent Azlanti from finding out about their influence on their population, but the Spindle Solution was trying to fend off their influence in Azlant. Outwardly, they pursued the betterment of humanity through mixing magic and technology and tackled social and ecological problems. Secretly, they also sought protections against mental control and built various weapons in their base, the Compass.

We know that some of the things the Ioun Imperative developped were ioun golems that are used to protect places of importance and mezlans (intelligent oozes also presented in bestiary 6)(Mezlans were pretty much prototypes, they were never used past testing because they were too expensive/difficult to make).

High-ranking members of the Ioun Imperative used to wear helms that covered their face, hid their identity and allowed telepathy. The remaining helms are now worn by the leaders of the Pathfinder Society.

The Ioun Imperative was burdened by excessive bureaucracy (at least according to Jazradan).

From details given, I extrapolated that somehow, the Ioun Imperative didn't want Azlanti to overtake Arcadia, despite algollthu seemingly wanting Azlant to have power everywhere. That is something I've made up and might flesh out someday, though. All that is said is that some agents prevented a general from succeeding in Arcadia.

As you see, there wasn't much revealed about what the Ioun Imperative actually did. Most of the AP is focused on the Spindle Solution and specific individuals within the Ioun Imperative. It could be fun to work out some extra details, though.

If you want to, we could throw ideas back and forth and see what we manage to make up.

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I disagree as well. What I've seen is that usually, the more powerful races are banned, so they just end up being there, teasing you with options you can't take because they are judged "OP". As for the weaker ones like kobolds, chances are you get judged for picking the lesser option, and even if you don't, you're at a disadvantage in terms of effectiveness. Oh, the number of times I've wished to take a specific race just for flavor, whether weak or powerful, and been convinced to pick one of the more standard races. For every option to be viable, they have to be approximately the same strength.

I do understand the wish to see some more powerful races, but I think that should be left to non-playable options or for some system for creating custom races. Or maybe they could represent the "powerful" ancestry by making them not more powerful, but letting them draw power more from their ancestry than from other things? That could come in the form of interesting racial archetypes or the ability to take some powerful ancestry feats in place of some of the class feats or something... Just throwing ideas out there.

Also, having some playable races much stronger than others would stray from what second edition has gravitated towards so far, as they try to reduce the discrepancy in power between characters, from feats to class, etc.

Haldrick wrote:

My group have just reached Nal Shaker, so I have read Helekhterie in more detail.

She has a Spell lattice 2nd. What spell is in it?
She has 6/4/2 spell from her level plus the inflict spells plus Colour Spray and Hypnotic Pattern. So as written it has not been taken into account.
I was tempted with Shield of Fortification to stop the fight ending to early.

Oh! I hadn't noticed the spell lattice. Thanks for mentioning it! I feel like they might have left it empty so it could work as loot for any party, based on what we want to give, though it may also be an oversight.

Shield of Fortification does sound like a good idea. I didn't particularly like that spell until I noticed it works for sneak attack as well as crits. It will be especially efficient if the party has a rogue. In fact, between that and the mists, if there is a rogue in the party, they might not have much fun.

Do you have a spontaneous spellcaster in the group who might enjoy using this spell afterwards? If so, I think it would be pretty cool. It will likely prove useful for the party later on.

For my own game, I'm thinking of giving her either Silence (a good overall spell which the group's bard might be happy to have) or Twisted Futures, mostly for thematic value, though it might become of use against some of the player's abilities as well.

On top of that, which is very true, we must not forget that at higher levels, we should have better access to spells and magic items, as well as some feats that might make specific tasks easier. So if there's a very important DC to pass, more bonuses could be added to those numbers.

Just wanted to say, based on what I've seen above, that glasstopgames also has #10, which is about activities and the way they are noted. :)

pixierose wrote:
What if they cut out the middleman completly. it isn't Aasimar or tiefling, its onispawn heritage, or agathonian heritage or angelkin.

I absolutely agree. Sure, various tiefling heritages would have some things in common, but it would allow for some great customization, and it would be quite simple to use.

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I do hope they have made bloodlines somewhat more relevant. Giving them more powers (and more relevant ones) and focus points could work pretty well for that. I also like the idea of slightly more hp, but maybe they could leave it tied to bloodlines as well? I don't really expect the imperial bloodline sorcerer to have barbarian-level hp and survivability, but it does make sense for the draconic or demonic ones, for example.

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Considering the Tarasque comes from French folklore originally, I'd say they probably aren't leaving it out completely. This is not an Inevitable kind of matter, where they would need to step away from it to differentiate themselves from D&D.

Because of that, I'm leaning more toward them keeping it for a more focused book. And I'm really hoping for something about the heralds of all the deities. That would be quite interesting. Also, they might indeed have simply wanted to try something new for the second edition bestiary, so it would be a little more different from the first edition, or they might have something planned for Treerazer.

I'm really unsure about this. I don't even know if I want to play a caster or not. XD But so far, based on character concepts I have in mind, I'm leaning towards either a bard or a fighter.

It might be a silly question, but I'm curious, what might be Ylatina Xo's origins? I'm sure the bard in my group will be curious about this character, and I could change the name and make it any culture I want, but this name is interesting, has me intrigued and might give me some inspiration.

The Young Squire Pettypants wrote:
Blue Eyed Devil wrote:
The module "From Shore to Sea" and the info on the Sun Temple Colony from "Lost Cities of Golarion" are both very useful. "Aquatic Adventures" is also pretty handy.

Does anyone know where the island of the Sun Temple Colony is located with respect to the island of Ancorato (the first island explored in the Ruins of Azlant adventure path)?

According to page 6 of the first Ruins of Azlant book, the Sun Temple Colony is about 300 miles north of Ancorato. So it's quite a distance if you decide to make the players go there in between adventures. However, only people who have read this will know, so you could easily make it a little closer if you want to use it.

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I think it's mostly meant for the GM. With the combination of resonance, which limits the number of items you can actually make use of, and item levels, which make sure you don't get items with way more power than you should, it's easier for GMs to decide what loot they will give, as they don't have to track character wealth (including consumables etc.) as precisely. They can just give any item that is of appropriate level and be aware that if they decide to give something of a higher level, it should be a big, rewarding power boost. They have to give very precise limits upon character creation, especially for the playtest, to avoid characters coming in with basically every item that could possibly ever be useful, but once a game has started, I think the gm can have fun giving whatever they want, so long as they don't give too little.

Cheburn wrote:
JackieLane wrote:
RAW, only reactions and free actions can do this, not regular attacks

And it's not reactions and free actions. It's reactions and free actions where the provoking trigger was the "Concentrate on a Spell" action. So if you use an action to Stride from a character and provoke an AoO, then Concentrate on a Spell, you would not lose the spell you are concentrating on.

Edge93 wrote:
So no, just getting hit while the spell is up does not hinder it. Getting hit during casting (Be it AoO, Readied action, or other) does, and so does getting hit during the Concentrate on a Spell action, but that is much rarer as few things can disrupt you there (Readied actions might be able to, IDK.)
A readied action allows you to attack as a reaction with a trigger you designate. So a character could ready an action to attack when a caster concentrates on a spell, and that damage, if the readied action hit, could disrupt the spell (since it is damage from a reaction where the trigger is the "Concentrate on a Spell" action). And since they have to burn two actions on that, I'm not sure it's going to be everyone's first move.

Right, I had forgot that it only applied with the concentrate action.

RAW, only reactions and free actions can do this, not regular attacks, and it has to be enough damage in a single attack, so as long as you stay away from creatures that have attacks of opportunity and can deal decent damage, you should be fine. I haven't seen many melee casters in my group so far, but when they did, it usually worked out fine. I'm currently playing a goblin cleric and, with decent AC, a reach weapon and some smart positioning, I've managed not to waste any spells.

Invest in your AC to avoid as many hits as you can. At some point, it would probably also be good to get Steady Spellcasting, a level 4 cleric feat that allows you to take more damage without losing spells. Other options that mitigate damage, such as resistance, or that allow you to move more easily without provoking (some skill feats and ancestry feats, mainly) can also help. So yes, it's risky, but feasible and potentially very fun.

As said before, standing up is a move action, so it does trigger attacks of opportunity from creatures that have them, unless you have a feat that states otherwise (mainly, the skill feat Kip Up).

As for tripping, DCs are static, set to 10+ whatever the bonus is. So in this case, you would have to roll your athletics check, and you would need to beat the DC, which is 10+ the target's Reflex save bonus. Therefore, you would have needed an 18 to trip that NPC. It would work the same if your weapon had the trip ability, with the difference that, in that case, you would have added its magic bonus to the roll. Also, trip weapons can be used to trip (otherwise you need a free hand), and if you crit fail, you can drop the weapon instead of falling.

Edit: I got ninja'd. Good point about the check penalty. I sometimes forget that.

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I do wish we had one or two more types of bonuses. Maybe adding a morale bonus and a spell or magic bonus or something? I understand they wanted to simplify things, but it's to the point that characters that act first make others much less useful and interesting because things like debuff spells and successful intimidations or flanks don't stack... Also, the bonuses and penalties from spells never make any sense. Why give a conditional bonus that isn't actually from a condition? Why are some other spells circumstancial? How do we keep them straight?

Here's what I imagine:
Conditional : physical things within the affected person : so conditions like enfeebled, drained, fatigued, blind, deaf and others, including basically brain damage like stupefied. Some spels give conditions that then give you these modifiers.

Morale : Conditions related to emotions : fear, courage, rage, fascination, enervated (I think that's what it's meant to be), maybe mutagens (considering their origin in the story of Dr Jekyll and Mr Hyde) and others

Circumstancial : physical things coming from the outside : flanking, concealment, slippery ground, entanglement, grapple and such.

Item : Only item bonuses give those. No spells, unless they create or change an item. Edit: Weapons might have to be an exception, although effects that give temporary weapon enhancements could probably be reworded somehow.

Mystical : Effects brought on by magic (wether spells or strange places) that just make you better without really changing much in appearance. This would be for things like luck bonuses, bless, bane that basically give you the favor of the gods or other forces in the universe. It could also include some class features that come from within but aren't natural, things with flavor similar to ki control by a monk or the powers of 1E's occult classes, for example.

These five types of bonuses would then be added to your proficiency and ability. Yes, it's a bit more to keep track of, but it allows more abilities to be relevant together, it makes most situations fall into one clear category that has sense in the game world, and it's still way easier than first edition's, as everything simply applies to a roll, rather than having to keep track of the conditional modifiers to your stats and abilities at the same time.

I'll admit that is one thing I was disappointed about with this iteration (as well as the previous one, but in first edition, we house-ruled it a little and allowed special abilities and racial modifiers to skills after a couple levels). I can understand that the stats are made differently and it would probably be too much to allow druids to become any animal and get its exact stats.

However, when I first opened the new Bestiary to check out the summons, I was thrilled to see how each animal had its own little ability (sometimes multiple) that made it really different. I was disappointed when I then checked out the form spells and found out that we would be some kind of generic cat or whatever other generic form we picked upon transforming.

If they are worried about giving the form spells too many abilities and druids suddenly outclassing everyone in everything (which I can understand), I hope they will at least consider remaking the shapeshifter class in such a way that it picks specific animals and gets the special things about the animal. I know it's a lot of decisions to make, but it makes playing shifters so much more interesting than turning into a cartoon-cat shaped bad rogue with a striped or spotted cosmetic skin or something...

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I've played a druid with an animal companion and it really doesn't take so much more time or spotlight than anything else. An animal companion's actions are quite simple and always will be, since they have very few options. Because of this, it takes little time to make decisions. Also, some people seem to forget that animal companions can never get more than two actions in a turn. 4 actions total instead of 3 isn't anywhere near double the time other characters have...

There are some interesting ideas here. Pertaining to Snickersnax idea, I like the way it would differenciate sorcerers and wizards, and I think it would be interesting. However, in some situations, I think it could become very difficult in some cases, sometimes rendering some spell slots entirely useless or meaning that certain situations requiring a spell would make you use up all your max-level and minimum level spell slots, then not being able to help.

To keep with this idea, give a little more flexibility and still make sorcerers specialists, I think along with this change, a feat could be created that would allow a sorcerer to pick one spell from there repertoire which they would be able to cast at any level. That way, say a celestial sorcerer wants to be able to always heal his allies, much like a cleric, but still wants to do some other stuff with their max level spell slots, they can pick that feat with the Heal spell and cast Heal at whatever level they want any time they want. That would make them potential specialists with a very specific type of magic they know very well, but still very much hammers in everything else.

That does sound like a good idea, which I'll keep in mind for future games, but I fear it will only stay as a house-rule. It's not something that gets discussed a lot, since there is magic and other means of forgetting languages even exist. :S

Our group had to go back once to buy a wand of Heal after we found the first treasure, and I think we decided to sleep for the night, since we were out anyways. Encounters can get out of hand quickly, and with no efficient way to heal up, it's difficult to keep up and spend long days indeed. So far, my group has done at most 4 encounters in a day in the playtest scenarios, which wouldn't be so bad if it wasn't for the fact that combat is supposed to be very short, and in a dungeon, there is often little else to do but keep fighting until you make it out...

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Yeah, I've noticed in previous fights that even slightly higher level monsters tend to dish out high amounts of damage very reliably and have fairly high saves.

And I can see how getting slowed ealy on could be very detrimental.

As for the conditional penalties, I'm still unsure about the ruling. Flavor wise, they do affect different things (strength and... level of experience), however, the rules state that the penalty applies to "checks that include a proficiency modifier" for enervated and "attack rolls, damage rolls and strength-based checks" for enfeebled. While they are not the exact same set of checks and rolls, it still applies to the check, not to your stat, which makes me think it should not stack...

It sounds like you were little unlucky. Did you never manage to hit him through his mirror images? The chances aren't very high, but the way you describe it seems to imply you never did.

Same goes for the conditional penalties and such. Reading your original post, it sounds like you had high conditional penalties, but from what I see in this encounter and the rest of the scenario, apart from possible high poison giving you -2 to everything strength based, there is nothing that should have given you a penalty higher than 1, since conditional penalties don't stack and the given conditions don't stack either. Or is there a rule I'm not understanding properly?

I'm preparing this for tomorrow, and I wouldn't want to make it too easy or too hard for the players.

Edit: Oh, I just noticed that enfeebled from the shadows stacks. Did you get your shadow thorn from you a lot?

Here is what I understand of it. Maybe we can get some kind of confirmation later.

If the poltergeist targets multiple people (all creatures within 30 feet), it does its telekinetic objects Strike (its basic Strike, noted at the top of the offensive black, at "Ranged") with a -2 penalty to hit. So it would attack with a +11 bonus (or +6 if it already attacked), dealing its normal telekinetic object Strike damage to each target it successfully hits, which is 2d12. If it misses on a target, it does no damage.

If you take two actions to hit a single target a single time, you want some advantage. So if you do throw many objects at one creature, you get your full to-hit (+13), and do more damage, going up to 4d6+4. You also get the added bonus that if you miss, it still deals minimum damage (8), which I guess means one of the many objects managed to hit.

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I'd also like to mention, for those who didn't take the time to read the second level invisibility spell (which I do believe is what the quasit have), that you reappear if you make hostile actions without reappearing. Which means no invisible wolves attacking more than once per casting of the two-action casting spell.

Also, if the quasit doesn't move after casting invisibility, you can still hit it, and if it does, you can Seek to make it sensed so that you can hit it. That is something I think the GMs should remind their players, as it is written right in the spell description, and is quite simple logic. So if the quasit turns invisible, it can either move, healing on the next round (which gives you a whole round to find it and hit it before it heals anything at all), or heal right in that spot and risk getting hit too. It's not an easy fight, but it's certainly not impossible to manage if everyone talks about the possible rules that apply, whether it's a player or the GM that remembers how invisibility works.

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I think it is interesting for the bigger magic items, and I like the fantasy of magic things you find being mysterious and intriguing, and needing you to spend some time trying to figure out what it is, but I'll admit I'd like to be able to identify some things more quickly, mainly potions and other consumables. Maybe they could make it 10 minutes to identify all common consumable magic items (up to your level?)? It leaves room for some potions and such being very strange and mysterious, as well as all the big items.

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