You can substitute goblin for kender in your post and it would fit better."Striking character motivation and gripping past" are just an excuse, you can even roleplay an ogre or an awakened oak with that excuse. That doesn't mean that you'll ever see awakened oaks as a core race.
Goblins belong to optional races, because their description on paper fits a disruptive playing style better than anything else. Any goblin resembling a civilized person that won't be attacked on sight is a special snowflake just like an ogre paladin or an awakened oak blight druid.
I'd rather give goblins an Intelligence bonus (I remember their blue subrace of psionically gifted goblins) and a Charisma penalty, but my goblins are not Pathfinder goblins I guess... still, given their description in PF1, I expected a wisdom penalty right from the start, instead PF1 goblins have average wisdom and a penalty to charisma. Their difference from 3.x goblins didn't show in their stats.
Goblins are a no for me as well. Honestly I can't see a role for a goblin in party other than comic relief, if not disruptive play for the sake of it. Also, goblins always had a charisma penalty, so why remove that penalty and have a bonus instead? Cha bonus with Wis penalty just screams comic relief, when those pests are dangerous as a whole.
Same here, I think Eberron will be good in PF2.
- Dragonmarks as ancestry feats.
After a couple thoughts, I updated the crew role with the following edits:
Crew Role: Stargazer (suggested for Mystics, Solarians, Technomancers and Priest-themed characters)
You use your mystical understanding of the Cosmos to guide your ship through the worst of space combat.
I approached the uselessness of Mystics in the ship combat and crafted a new role that any mystical class trained in Mysticism can cover. Technomancers, Mystics and Solarians alike are ideally suited to this role, but Mystics especially so.
Stargazer (Solarian, Technomancer and Mystic only)
You use your mystical understanding of the Cosmos to guide your ship through the worst of space combat.
Quantum Tunneling (Push)
Great Unification (Push)
Until tihs is fixed, I'm going with the following fix that I found on reddit with some minor tweaking:
- DC "Base" + "Tier" => DC "Base"-5 + 1.5*"Tier"
Also, the DC to hack computers is adjusted to 15 + 3*"Computer Tier" (since those vary from 1 to 10)
So, an easy DC of 10+tier becomes 5+1.5*tier, a hard DC of 15+2*tier becomes 15+1.5*tier and a nigh impossible DC of 10+3*tier becomes a difficult 20+1.5*tier. Since both actions that require this high DC also expend a resolve point, lowering it to a still difficult one makes more sense.
By the way, I'm retconning all skill DC's in the game to follow this pattern.
I don't use herolab as well, I actually prefer notepad to develop my npcs, I've become pretty good at making npcs quickly, and on the fly if necessary.
At the same time, I give math reps for a living, and while I concede the use of a calculator for particularly long numbers, I rather teach tricks to do the calculations with one's mind.
I find this reading enlightning.
So I was thinking to houserule dex-to-damage in this way. Suggestions are appreciated.
I think this modification lets characters who want to rely on their dexterity to hit vital spots to still do so, while doing less damage than a strong fighter would. The benefits of a high DEX are already wider than the benefits of a high STR, even without DEX to damage.
What do you think about this?
I'm running it with hero points and replaced the mythic part.
They'll get somewhere beyond 20th level as a result, but they'd be able to face Deskari at level 20 anyway, perhaps even sooner.
The game is getting better since we did the replacement, encounters are more interesting and the players like it as much as I do.
We had session yesterday.
After "The Talk", everyone was at least willing to give hero points a shot (3+half level felt better than 3+tier as it took away all references to mythic tiers). They leveled up their characters to 11 to make up for the 3 tiers they lost and substituted the mythic stat bonuses with the +4/+2/+2 from alternate ascension.
Without mythic rules about legendary items, I can now personalize the four legendary items the party has. As an example, the psychic has a multi-dimensional crystal crafted from a partly exhausted Nahyndrian crystal and augmented with her psychic abilities, so that it exists in multiple dimensions at the same time depending on how she "rotates" it, and it allows her to use rope trick, clairvoyance and teleport.
Legendary items aside, the party faced enemies from the "futuristic" background of the party android (here, the player loves science-fiction and bought the technology guide on day 1). Without getting too much into the backstory, they are facing an incubus fighter clad in powered armor (posing as the "emperor" of the character's surviving people who are essentially enslaved to craft more technological items for the demons), his entourage of 6 tiefling fighters, an enemy NPC with MIRV rocket launcher (commanding a unit of 8 tiefling shooters and 4 snipers as well) and a friendly NPC both from the android past (the friendly one just rolled a natural 20 to avoid getting dominated into attacking her former lover and instead shot at the emperor himself in an act of defiance as he was struggling against the mental subjugation... when the dice gods are in tune with the story!).
For the first time since mythic went in use, the fight lasted for more than 4 rounds... we ended the session at the beginning of the 5th round, the android and the emperor locked in melee combat with monoblades near his (golden, of course) throne in a futuristic cathedral (the android pierced through its rose window, flying with her friend on jetpack), the paladin of shelyn barely saving from death her halfling ranger friend who fell to snipers and rockets and riding on top of her trusty frost drake to outmaneuver the rocket guy through structures in the military encampent, the other party members moving through the psychic crystal "rope trick" shaped as a window to help the android while the tieflings fire zero, laser and arc rifle shots at them.
For me, it's a cinematic wet dream, which wouldn't have been possible with mythic as it was. The party spent roughly a quarter of their hero points in various phases of the battle (the paladin cheating death for his frost drake which was then healed with a heal mount spell, the arcanist casting a spell he hadn't prepared, the android trying a failed hasty diplomacy and on the subsequent round closing the distance with an extra move action, and more!) and it feels more mythic to us this way than with mythic abilities - the android would just have killed the emperor in one or two rounds with move and mythically buffed full attack on the same round.
At the end of the session, everyone was really happy with the hero points change, the fight they're into is pretty epic and lasts long enough so everyone can shine for his actions, even NPCs who roll natural 20 against dominations :)
We're in book 3 right now, but I reworked some stuff to better fit my players' backgrounds and themes... They might be able to rescue Aroden himself if they defeat Deskari, but I digress.
After they one-rounded a CR 20 mythic annihilator robot (which I conveniently dropped upon them to show how broken mythic is) at level 10+3, I'm going to give my players "the talk" during our next session.
I really hope I'll finally be able to convince them and turn to regenerating hero points instead, else I foresee there being either cakewalk encounters or TPK-threatening encounters with no middle ground, depending on who wins initiative by book 4. I already have to massively adjust encounters, but I woud welcome some sort of uncertainty lasting more than "roll for initiative".
Characters would reach up to level 25-26, roughly gaining one extra level every two tiers but spreading them evenly. After level 20, I'll advise multiclassing, or use the "beyond 20th level" section. At least, PCs are gonig to make good use of their capstones during the full length of book 6!
Meanwhile, they'd get 3+"tier" hero points, regenerating 1/day, 1/level and 1/epic action (GM discretion). Thanks tangent!
I just went through my first session GM'ing this AP for 4 PCs.
They faced the malfunctional drone and with a very good roll on knowledge (engineering), they determined a way to shut it down by tearing off a wire (they could locate it because the drone didn't have much plating to speak of), so after a successful grapple and pin they could easily disable it and nobody was injured.
They talked with Val, Dolga and Joram, and then entered the caves after a rather difficult swim (only the android could take 10 and succeed, all the others had a low strength score, no swim skill and were sickened, good for them thay had water breathing) they dispatched the fire beetles with ease, climb up to A3 (ignoring A2 for the moment, yay vision blocking software!), recognize poor Parda, notice the half-eaten corpse in A4 and all hell broke loose with the Blindheim!
They were dismayed when I told them to save against blindness EVERY ROUND, complaining that the fight was about to become a TPK and barely surviving with no casualties thanks to Vicol's channel positive energy and some lucky hits from Xari and Sophia. The arcanist (the only one who kept his sight) fled in the wrong direction alerting the skulk watch, who disappeared just after being spotted.
Now the PCs are rightfully fearing for their lives, every last of their spells, spell-like abilities and supernatural abilities exhausted and a long journey ahead to save Khonnir. They're also going to give proper burial in Torch to the dead, both Parda and the unknown thug when they come back to the surface (and I imagine that will be pretty soon).
Yeah, the Blindheim scared the hell out of my players and I fully recognize a cause for TPK there without the support of a cleric AND some good rolls, but I'm definitely having a lot of fun GMing this!
Disguise it as a necklace of adaptation... not having to breathe is a nice boon especially if you used stinking cloud or poisonous vapors a lot. I know I would keep the item just in case, especially if I don't need a necklace of natural armor.
On an unrelated note, I'm approaching the end of book 2 and I'm about to make some houserules regarding mythic so far.
- Mythic points are 3+tier instead of 3+double tier.
About raising saves with consumables, potions of heroism (400 gp) or good hope (1050 gp) are very handy.
I guess those who are not experienced enough to curbstomp an AP, are also not experienced enough to adapt it. Instead, those who are experienced enough to run powerful characters, are also knowledgeable enough to make due alterations to an encounter, as you are doing.
I think that what JJ is trying to tell us is that they have to build APs for everyone. If they build for the first set of players, the second set will have to adjust encounters using their experience as guideline. If they build for the second set of players, the first set won't be able to do so and TPKs will be common among them. Common TPKs are no fun and could bring new people away from the market.
I don't have any problems running the AP with some adjustment to date. I just do some preparation to see how an encounter would go against 4 unoptimized PCs (elite array, blasty wizard, healer cleric, greatsword fighter with no tactics, two weapon rogue built around traps and weapon finesse). According with the difficulty that unoptimized party faces and the resources it expends, I adapt the actual fight against my PCs accordingly.
I would like to see a few sidebars here and there on important bosses like "How to challenge more powerful PCs" with special tactics that are effective against optimized PCs, but since a GM should be the best fitted to develop that tactic, the sidebars would cut into the AP print space and not everyone would be using it, I understand why it's not here. The community already provides GMs excellent advices to make encounters more interesting.
CN Human Barbarian (Invulnerable Rager, Urban Barbarian)
STR 17 (13 pt) +2 Racial bonus here
Skills: Intimidate, Acrobatics, Perception. All maxed.
I currently start with an Adamantine Greatsword, a +1 Mithral Breastplate, a Cloak of Resistance +1, a nonmagical battle mask, two SLWS and a few potions.
Highlights of the build:
After level 15, I'm not sure what to take, I guess unexpected strike, improved critical and increased damage reduction x3, but the build itself is complete at 15th level.
You did the right thing in my opinion.
If they don't loot or give to charity, it's easy to convert to other forms of resources using the downtime rules.
Say they left Millorn with his stuff (about 2000 gp) instead of looting. Millorn would then acknowledge that not everyone is out to get him and help the PCs later in the form of 20 Magic as he's crafting scrolls or other magic items for free to pay his debt of life.
Say they donate 600 gp to charity in Kenabres. Word spreads and people are willing to help the PCs in their time of need, earning them 10 Influence and 15 Labor.
No good deed goes unpunished!
I'm sorry if my words are offending you or anyone else. English is not my native tongue, so I just use the first thing that comes out of the dictionary. I don't mean to disrespect anyone here. I guess "unusual" would be a better word instead of "odd" then. By my dictionary, they're synonims.
As a Physicist, I studied statistics at University. One can use "normal" statistics when there are at least 20-30 samples. If sample is as low as 6, then one uses Poisson statistics. Keeping in mind the variance, 1 unusual fact can be expected, but it's still a surprise. More unusual facts and the chance that something else is skewing the analysis skyrockets.
There were 12330 people in Kenabres before the fall. I read in the wiki that LGBT people are about 5% of the total population in USA, and I don't have reasons to think Golarion to be any different, or it should be written somewhere. The chance that 4 important NPCs out of 6 be LGBT is abysmal. Since an AP is a written work and not reality, I think that's done on purpose by the writers to send a message to the readers.
PCs need some backstory explanation because they are special, they are unusual by definition, the story revolves around them. NPCs? not so much. NPCs are there to interact with PCs, so anything important or unusual about their backstory should be relevant to the PCs in some way, otherwise it's wasted space that should have been used for more PC-related stuff, IMHO.
In a massive war against demons etc... it's not unusual that there are many LGBT NPCs fighting, nor is unusual that there are many dwarves or elves or halforcs or [insert other unusual races] NPCs fighting in a human-dominant environment. What's unusual is that the main cast is made up of LGBT NPCs mostly, as if they were the majority of population in Kenabres and not the other way around, or if being LGBT provides more "oomph" to be on the spotlight.
I never saw Casablanca, no, but I'm fairly sure the story focuses on the main characters, not the minor ones. That's my point.
I did 8 hours, and the party barricated inside the inner room while all manner of random encounter spawned outside... As soon as the temple was sanctified again, a blast of holy light surrounded the PCs and the noise of the critters vanished, as they fled the area.
Thanks for all the replies :)
The Worldwound is at most 107 years old, while an elven wizard would be at least 120 years old. I'm handwaving this by letting the PC be a precocious 105 year old elf, and his parents among the first to investigate the Worldwound. He's not yet graduated as a wizard, but Khorramzadeh didn't wait for him to be "ready", so he'll have to learn "applied magic" the hard way.
If only Aroden died a couple decades earlier... :)
I ruled this way:
That allowed a 13th level character with 2 mythic tiers to have a succubus (treated as level 12) as a cohort.
Now I'm just waiting to see how those characters and their cohorts will behave...
At some point I had an enemy wizard who summoned a succubus to fight against the PCs... at one point, the wizard casted black hentacles and dimension door'd away... in a safe spot to scry the area... the tentacles couldn't "harm" the succubus (1d6+4 vs DR 10) but they got the party in a pretty bad situation... all... those... grappe... checks...
Wow so many new posts :D
@Steven T. Helt
@Everyone who submitted a (lengthy) background!
Choosing the Chosen on March 1st looks like a good omen :) So many things happened that day... http://en.wikipedia.org/wiki/March_1
Since historically they could pierce armor, I'd give hand/light/heavy xbows the ability to bypass up to 2/4/6 points of armor bonus (not counting enhancements) and/or bypass up to 1/2/3 points of damage reduction.
So a warrior with an adamantine full plate would have an AC 6 points lower and/or would not benefit from its damage reduction against a heavy crossbow user.
Inspire courage (as a move/swift action) and a moderate BAB effectively negates any high-ish touch AC. 7 bab +3 dexterity (counting a +2 item at 10th level) +2 inspire courage is +12. +2 from the d20 roll and it's a 14+, 15+ if you're small sized (likely since both small sized races also have a +2 cha bonus). Monks may afford a higher than 15 touch AC, but most monsters and most characters, even rogues, won't.
The DC is high since Charisma is high and the DC scales with the bard's level just like saves scale with level, but it's much more common for a bard to raise charisma at levelups than for a warrior-type to raise constitution because strength is more important for them. Even if you halve 6 words out of 10, the average damage is still pretty big, just do the math, I did and true, the group fighter is the one who behaves best against such an ability, but goes from full to about 10 hp on average, just a little fluctiation on the damage rolls and he's still in immediate life danger.
Damage reduction doesn't work against supernatural abilities.
I'm not worried about high level play, I'm worried about the levels at which the words are more powerful: 6-10 and maybe up to 12 too. At the level you get the words, they're pretty much the most powerful direct damage ability I've seen so far. I'd really like you to prove me wrong.
Weird Words is a supernatural ability and as such they don't provoke attack of opportunities and can be used while grappled without any concentration check. Maybe the bard will provoke one attack of opportunity from the fighter because there is a ranged attack involved, but once unleashed, the words pretty much slaughter that fighter.
Sneak attacking rogues need a full attack action, have to hit normal AC (normally way higher than touch AC so misses are much more frequent than just on a 1) and either they find some sort of greater invisibility for ranged or they put themselves in danger in melee. Weird words is a standard action and doesn't need anything of the above.
It's way easier to counter an enchantment than this ability and no spell outright kills an enemy at 12th level or earlier (ok, phantasmal killer does but you have to fail two saves in a row, not going to happen often)
I fail to see how those drawbacks can actually be important for a bard, since most of them are exceedingly rare (high touch AC), just a minor inconvenience (you need BOTH high fort and high hp to survive a single blast, and two blasts pretty much guarantee your death anyway) or do not apply (grapple and damage reduction).
As a house rule, I might slow the words advancement to 1 per 2 bard levels, so max is still 10 words at 20th level but it's not utter annihilation at levels 6-12 when you concentrate them on a single target.
There does not seem to be a reason why those feats wouldn't work with any ranged attack, otherwise you'd have the weird case when you can hit normal AC more easily than touch AC (think a human commoner with no armor in melee with an ally...)