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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. Organized Play Member. 19 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Personally, I expect to see it return, as it is generally well-liked and well-used, in addition to being a classic character type. Either as a Rogue Racket in PC2, once all the kinks are worked out, or, my preferred choice, pulled altogether and repackaged as a new Archetype that can be used by multiple classes.


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I am playing as an Anadi fighter/sorcerer (arcane) at the school to research Druidic Shapeshifting. I have not felt ostracized from the adventure for being neither a Wizard nor a Druid, as I do still have Arcane and Nature trained. Some other posts suggest that the Magaambyan Attendant and/or the AP may lock out certain abilities for characters without access to those skills at high levels, but you will at least get some access through that Dedication.
So far, I feel that if the character has a reason to be at the school, you might be able to get away with playing a non-spellcaster, with just the splash from a free cantrip and free Dedication, at least in the first few books.


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There were issues with the original, the community has some workarounds to improve the AP. What happens to the AP if we replace Drow with Serpentfolk? Does it still work? Does it tell the same story or go off in a completely different direction? Do the events or insight from later APs affect it? What are your opinions?


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Time Stop!

I wouldn't need it often, but when I did, it sure would be nice to have an extra few seconds!


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I am planning on leveling up long-time circus members, likely coinciding with critical successes (and will be looking at this thread to do so), but I am also considering a lower-level noon show for some of the acts to stay relevant, still earn money for their upkeep, and still be fishing for crits (both success and failure) to affect their story. This would happen at some point when the circus is pretty big, but I haven't broken down all the math details yet. If I can get the numbers to work, I would like to add an upkeep on circus members, to encourage the adventurers to keep everyone working. I am already looking at some of the others ideas, like combining acts, to keep old performers relevant.


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Most of my players had ties to the Brevic noble houses, so had at least one point of contact, usually a minor goal, and some context of Brevic politics, with built in enemies. I used Redcelt for reference to expand upon Brevic politics and schemes going on in the background. I used the Venture Capital option, though I did not follow up on it as much as I would have liked; there are a lot of ties to Brevoy embedded into that system, as well as BP from houses the PCs were connected to, strengthening those ties.

My PC run NPC ruler (a player who did not attend the games, but read the reports and occasionally made his wishes known) had strong ties to Brevoy, especially House Orlovsky, and to House Surtova through his ex-wife. Through his eldest child and heir, there is a subplot to find a spouse for him, which is tying back into Brevoy politics well. Through the heir, we have also had a chance to interact with Skywatch and Queen Natala Surtova. The diplomat trained under Mivonese duelists, so we have been able to tap the rivalry of Rostland and Mivon, as well as tie in Aldori duels. And because of her sticking her nose in to snub the new nation, my PCs hate Dame Sarrona Lebeda and are set on preventing Elanna from marrying King Noleski, something that strengthens their bond with Queen Natala.

Finally, more kudos to Dudemeister's Hargulka's Kingdom, which was the perfect buildup for that part of the story, and a better ending to Book 2 for my campaign. Thanks for the insight into the centaurs, as well!


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As a fun thought experiment, I have considered this a couple times as a potential reboot of our Kingmaker campaign. I would start each character in a different region (Greenbelt, Nomen, and Glenebon) and restructure the maps slightly, as well as the enemies, specifically CR spread. I would need 1 or 2 low-level mobs for each area, keeping mites and kobolds, as well as bandits, for Greenbelt. For the Nomen, I have considered another low-level fey (attached to the spriggans) and undead (wandering rogue from Vordekai). For Glenebon, I would keep the boggards and water striders, maybe adding goblins or barbaric spider-riding kobolds to the land areas. Greenbelt already has trolls for mid-levels, Nomen already has centaurs and manticores, Glenebon needs something in the CR 5-8 range, maybe chuul/crabmen or athach, plus barbarian patrols. I could probably reuse random encounter tables across all areas. Each land probably needs an endboss and mini-dungeon, similar to Vordekai. Greenbelt could level-up the Talonquake or Hargulka's fortress. I do not know if I will ever run this version, but I have had a lot of enjoyment thinking about it.


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I really liked the 3E prestige class versions of those classes, and being someone who likes to customize and kit bash characters, I actually preferred them to the base class. A clean pathfinder conversion of it should do the trick nicely.


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Not exactly. There were two Living City adventures where we had to pretend to be lower level. One we were enchanted to look like children (my brother kept his glamered full plate, and as a swashbuckler, I got better). Another we just had to portray low-level adventurers to lure the bad guy out (it was fun to pull out our low-level or beginner certificate magic items, and play up the beginner adventurer tropes - we all bought 50' of rope and 10' poles, my swashbuckler went shopping to specifically buy ugly and mismatched clothing). Both were lots of fun.
In a home game, we were near leveling and had some down time, so we purposefully answered an ad requesting novice adventurers, and we went on a classic mini-quest of killing spiders in a basement, fending off a thief ambush in an alley, and escorting a merchant to the other side of town. There was really no danger, but we all had a blast with it!


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I have always liked wemics, but with the recent use of centaurs, that might not work as well. Beastmen would also work thematically, hairy Wildman primitives with natural camouflage and SR. Yakfolk or gnolls could work. Given the high level of the adventure, feral or advanced minotaur barbarians should fit right in.


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I had a d12 table of minor skill checks when exploring a hex. From that, some interesting features emerged. The PCs kept getting a Kn (geography) check SE of Oleg's that developed into a series of ravines that the party eventually just stopped going through. Another Plains hex by the barbarian cairn got developed into fields of wild violet whinnis, a less harmful variant of blue whinnis that only affected them in large doses (such as travelling through a field of them or setting up camp, and at a lower DC. A hill hex near Nettles Crossing kept coming up with enough positive rolls (roots and berries for rations, herbs to replenish first aid bags, alchemical reagents, etc, that the group made sure to pass through every time.


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I did not want to love Blood of Shadows, but I do! I did not have love or even like for any of the featured races, and only looked at it because I had just gone through the process of stealing all the shadow abilities to present them to a new character, so they were fresh on my mind.
I loved The Taint of Shadow section (alternate racial traits to non-shadow races), and I hope this continues. In fact, I would love to see this approach applied retroactively to the previous Blood books; giving a taste of celestial, fiend, vampirism, or lycanthropy to any race? Yes, please!
I originally saw that each race had 4 pages each, and thought that might be too much. I was wrong. Not only did they need at least that much space, but many of the options presented were not race-specific. Thank you! There has been too much arbitrary exclusion on these type of rules. Obviously I can house rule them, and PFS does not apply to me, but I appreciate the loosening of restrictions. Special note for the gloom chymist - Treating glooms differently than bombs removes all the other discoveries that affect it, so I would like to see the discoveries that were cut before I would consider playing one, but it is a concept I look forward to seeing expanded. The dusk knight was not very powerful and would be difficult to justify playing in a combat or mechanics heavy campaign, but it was a great concept!
I generally only give a passing glance to the back half of the book, but the magic items were very good (though I would still appreciate the add-on abilities to "+1" or specific magic items). The shadowcraft weapons, however, seem like they will require a bit too much additional rolling. Great concept, nice special abilities, and the additional rules make perfect sense for how quasi-real shadow work mechanically, but I would have liked simpler rules.
Great feats! I especially appreciate the "missing feats" that I had actually assumed already existed, and the new love for an old prestige class.
The spells, also something I generally gloss over, were good spells, and much needed to make a shadow-themed caster.
The layout and writing were able to turn a concept I cared nothing for into one of the best Blood of... books so far! But where did the special center spread go? I look there before I even check the contents!


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If you talk to the players and reset the campaign, replace the Stag Lord with their previous characters!

If they stay evil and want to continue with the campaign, they could still build a kingdom, but you will have a lot of work to rewrite who is with them and who is against. Maybe they could ally with other nations of the non-good alignment. Would Irovetti sponsor them instead of Restov?


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I am looking forward to the Tournament rules discussed in another thread, but I would love a "me too" to tide me over until then.

Email:
joekerwuzhere@hotmail.com


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Yes, Yes, and another Yes for the tournament and festivals product, please! Can I assume this will include and supersede the tournaments that were left out of the original AP?


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Yes to everything, please! I would especially like the Tournament Handbook. I would give a long look at the entire Kingmaker "Spicing Up the Rushlight Tournament" thread (where I hear Jason Nelson has a few extras that did not make it into the AP). Personally, I have been using the Dire Destiny Books "The Very Last Book About Mounted Combat" for the jousting rules (and yes, I bought the PDF solely for those rules - the rest of the book was just icing for the cake). I would love to see expanded rules for jousting, pretty much anything I have ever seen at a Renaissance Faire, more contests (even more details built onto the Ultimate Combat duel systems) and maybe a sample tourney (preferably a Golarion specific, but still general fantasy, tourney, though I would not mind seeing the difference between an Alkenstar challenge and an Ustalov faire).

I would also enjoy a spiritual successor to the Adventurer's Armory along the lines of the Alchemy Manual, something allowing small customizations (both magical enhancements and non-magical masterwork add-ons) to armor and weapons (and even other gear) similar to agile armor, heavy or light weapons, weapon cords, weapon-lock gauntlets, or bladed boots - small, if any, bonuses, possibly offset with negatives, and adding small options and character to your equipment.

And a final request: Polearms! Nothing but Polearms! Would a 64-page monstrosity showcasing a 2-page spread for each polearm be out of the question?


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You are in a FANTASTIC position! A fourth member of a party that already has its bases covered? It is the perfect time to play a "fifth member" class that does not /quite/ fill one of the basic roles. Bard is a great choice in this role, choosing skills around the skill monkey wizard. Alchemist if the wizard is not a blaster type, or focusing on mutagen-enhanced close-combat. Magus or witch would work well in that party. I would lean toward a paladin for a second front-line combatant with extra healing or an archer (ranger or fighter). The best thing is, I don't think you can go wrong in that party set-up, and I envy your position! Good Luck!


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Thank you for this post!
I personally like the Wand of CLW. When I play a caster, I pick one up and do not feel bad for spending spells on combat. When I play a combat specialist, I do not feel bad about getting beat up (especially if roleplaying the poor tactics of a low AC barbarian). As any other class, I like to have one just in case of emergencies. We rarely spend the money before level 4, but I will sometimes purchase them by the dozen for high-level out-of-combat healing (same price as a Cure Serious Potion).
As a DM, I am OK with the party healing up between encounters. It definitely changes the way combats work throughout the day, and mini combats do very little in the way of depleting resources, so I have generally stopped using them as they add little to affect the outcome. I will sometimes hit them while they rest, however, especially if the party is attempting hit-and-run tactics or resting while the area is on alert.
There have been some very good suggestions, and I may take a few for nonstandard campaigns. Additionally, I may start to use the crafting rules for people who can use the item, and make CLW Wands deity-specific (we already do to a certain extant, as we will sometimes make Wands of Faith Healing, which admittedly, is very munchkin-y).


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I enjoy the Continuing the Campaign articles. I usually read more than play them, but I feel it adds to that story. Additionally, My group sometimes revisits previous campaigns to to say hello to some old PCs. I plan to extend Kingmaker using Birthright rules (we've never gotten to use them before), so those help especially help.