Deighton Thrane wrote: It's incredibly easy to create a fairly mediocre or bad fighter as a new player simply because there are so many feats, and a great number of poor to awful feats. Experienced players usually know to avoid these feats, but a new player might not. Aside from certain feats being fairly poor, a number of feats just don't synergize well together and don't add to overall efficacy. I'm hoping that PF2 can avoid the "useless feat" trap better than PF1. As more and more feats are introduced in future books, there will invariably be some that play out better than others. It would be great, though, if experienced players didn't have to steer new players away from feats that were presented in the core book.
GM_Beernorg wrote: also, bats are adorable! Yes, they are. YouTube, Imgur, and the like have done a lot for bats' reputation. Baby bats wrapped in tiny blankets, yawning bats, and bats gleefully eating fruit are all much more positive images than the classic "vampire bat feeding on a large herbivore" pictures that were common a few decades ago.
BigNorseWolf wrote:
Or chemistry. There are some powerful stenches hiding on lab shelves. Years ago I worked for a chemical supply company, with a lab and a warehouse full of various chemicals. One day an employee knocked a 500ml bottle of a chemical related to pyrrolidine off the shelf, and it shattered. We evacuated the warehouse, the lab, and the office. We left every door in the place open overnight, with no fear of thieves. If they could get inside to steal anything, they would have earned it. That was the worst smell I've ever experienced.
I've got The Blight and Sandy Petersen's Cthulhu Mythos for Pathfinder coming in, and recently picked up a couple of bundles of smaller pdfs that I've barely downloaded, much less read. Of course, there are much worse problems to have than an embarrassment of pdf riches, but there's definitely a lot of reading coming up. I hope to use the 40% off coupon on some of the Blight accessories that I couldn't afford during the Kickstarter.
GM_Beernorg wrote:
That reminds me of the BBC Bird Brain of Britain videos I saw years ago on PBS (and their equally impressive squirrel obstacle course videos. It's pretty amazing what squirrels will do for a few calories' worth of nuts).
Werthead wrote:
I haven't read the Heritage Universe series, but I'll add them to my "read this sometime" list. It could be a Brin story, but I agree that it's probably not from any of the Uplift books.
The Herald Frog wrote:
Thanks, The Herald Frog. Where did you see this particular bit of good news? There hasn't been a Kickstarter update email yet this month.
One more detail that might jog someone's memory: The robot "shepherds" that accompany the animals occasionally leak wisps of vapor. It's possible that they might be using a liquefied gas as a coolant. The character who sees them speculates that these particular robots might be quite primitive (if they use components like vacuum tubes that produce a lot of waste heat), or very advanced (if they use low temperature superconductors).
KarlBob wrote:
Nope,it wasn't them. That sounds like a neat series, though. Maybe I'll give it a try soon.
Wrong John Silver wrote:
If I recall correctly, some people were pretty excited about the Eldritch Archer Magus archetype, because it can transition directly into Arcane Archer without multi-classing. The World Walker druid to Nature Warden progression that I mentioned earlier is another example. The flavor text for Nature Warden even mentioned that many wardens had started their careers as single-class druids, but World Walker was printed at least a year after Nature Warden. Some people seem to feel that the Prestigious Spellcaster and Favored Prestige Class feats have "redeemed" prestige classes in Pathfinder. I'm not sure I would go that far, but they are nice.
I really enjoyed playing a Nature Warden in a Kingmaker campaign. (By starting with the World Walker druid archetype, I avoided the need for a dip into ranger to pick up favored terrain.) The campaign dissolved before I reached level 9 and Guarded Lands, but it was still a fun, flavorful class. Prestigious Spellcaster (which wasn't written at the time) would have made it even better.
Werthead wrote: They sound a bit like the Inhibitors from Alastair Reynolds' REVELATION SPACE novels, but they don't enslave other races. They stop them from colonising other stars and try to avoid widespread genocide, but will do it when necessary. Interesting. That could be them, if I'm mixing up two different universes. I'll look up the Inhibitors and see if that's it.
I remember an odd alien species, but I've forgotten which novel they come from. In the novel, a race of robots is moving through our galactic neighborhood, enslaving a series of other races as they go. In one scene, one of the viewpoint characters witnesses the race that created the robots. They're small mammal-like creatures whose brains are roughly on par with rats or squirrels. They developed tool use, but they never evolved true sentience/sapience/"person-hood". Over millions of years, these creatures built simple tools, then more complex tools. Eventually, their tools built even better tools, and the complexity increased until it resulted in a race of fully-sentient robots. Does this sound familiar to anyone? Edit: For some reason, my memory suggests that it might have been a C.S. Friedman book, but I could easily be wrong about that.
Crai wrote: Thanks, KarlBob. You're welcome. Bill Webb wrote:
Woo hoo! The stars are aligning, and the human sacrifices are coming along nicely. Soon the prophesied time will arrive.
Crai wrote:
Sounds about right to me. The update above gives the status of the remaining items.
Haladir wrote: Any updates on the status of the book? I believe this is still the latest news on when the main book might be ready: silverhair2008 wrote: Greg just posted an update. We have a date!
MMCJawa wrote: Well, how many mid tier heroes capable of taking on these monsters are there? The population of any setting is not equally divided by level. And those higher level characters probably have other stuff to do than eradicate owlbears or bulettes around the world. In some worlds , you could just check the census records. (In this series, everyone has their class and level tattooed on their forehead. Really.)
Hythlodeus wrote:
Not to mention the fact that the Red Mantis certainly have enough money and high level spell casters to teleport important people and items as needed.
Rysky wrote:
Or the return of the gods and divine magic, followed in short order by the failure of both divine and arcane magic (and their replacement by two new types of magic), the theft of the world by an evil goddess, the death of said goddess and the demotion to mortality of the primary god of Good, and the return of primal Chaos to destroy the world. *cough* Dragonlance *cough* apocalypse du jour *cough*
I've really enjoyed playing a couple of halfling druids. One was an Osirian desert druid in the Pathfinder Society. The other was a world walker druid who later took up the nature warden prestige class in a Kingmaker campaign. Something that I haven't tried yet that looks like fun is the mouser swashbuckler archetype. Facing big opponents? Dart in underneath them and wreak havoc from below. One class that's particularly effective for halflings is cavalier. Since their mounts are generally medium sized, they don't need any special feats to ride in dungeons and other confined spaces.
As a GM, on more than one occasion I've told groups "You finished all the events I had planned for this session an hour ago. You were still role-playing, so I didn't announce that the game was over." I've read advice books for GMs that rave about keeping the tension high and glossing over the "boring" parts of a story, but I'm happiest when my campaign world feels like something that persists between the adventures.
96. There was an old AD&D adventure where every room was linked to the other rooms by teleport gates, but with a twist. A doorway from Room A lead to Room B, but trying to return through that same doorway landed the character in Room C. There was a consistent pattern to the room connections, but it took some trial and error to figure it out.
rknop wrote: Raia's looking pretty good talking on her holo communicator with her friend who just played really nasty pranks on Londo Molari. Not many fishes Left in the sea.Not many fishes, Just Londo and me. I don't really have a favorite iconic yet, but I love the space goblins on the First Contact cover. Especially the one with his ears cramped up in a fishbowl helmet.
DungeonmasterCal wrote:
There's a trope for that. (Warning: TVTropes.com may be hazardous to your productivity.) TNG proved that Star Trek writers don't understand our evolutionary past, then the Voyager episode "Threshold" showed that they're equally clueless regarding the future of evolution.
To me, the most encouraging thing is that several auxiliary products (three stand-alone adventures and a bestiary) have been released. More news on the status of the main book would be great, of course... On a personal note, Spoiler: I'm going to go ahead and start a Thornkeep/Emerald Spire campaign while I wait for the main Blight book. If I started a regular Adventure Path, I'd probably feel compelled to finish it before starting Levee. Maybe with a super-dungeon, it will be easier to say "Wow, you've reached the bottom level!" and make the switch.
Richard_Sharpe wrote:
Richard_Sharpe, you might get more responses to your question in another section of the Paizo forums. The discussion in this area is specifically about Pathfinder Online, the MMO that Goblinworks has been working on for several years now. I think that if you brought up these points in the Advice section, or in Pathfinder RPG General Discussion, it could spark a lively debate.
There are a few of us on this forum occasionally. I'm not sure how many of the current players are in US and Aussie time zones. My subscription lapsed in April 2016. As of the last I've heard, I'm afraid you can't roll a half-orc yet. So far, characters can only be dwarves, elves, and humans. For more information on the history and current state of the game, check out Goblinworks.com
Adventure paths that start with a home base for the characters but end elsewhere are another symptom of the steep power curve across an AP. A place that contains threats to a Level 2 party is likely to be a cake walk for a Level 16 party. Partitioning the area can help to keep characters in appropriate surroundings without abandoning the starting zone altogether (for example: streets of Absalom at low levels, nearby siege towers at mid levels, then the Test of the Starstone at the climax). Skull & Shackles provides a series of potential home bases as the characters progress, so they don't have to be wanderers all the time. As a GM, it's not too hard to add some local flavor to each of the bases, so the characters care about the places where they dock up between voyages.
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