Seltyiel

Nicolas Paradise's page

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber. Organized Play Member. 228 posts (394 including aliases). No reviews. 1 list. 1 wishlist. 3 aliases.


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Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Not sure although some other party choices mean I am likely not gonna go for this but I really like Ragathiel and have a mini that would look great for it. So how about we turn this into a character optimization thread for the archetype.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I am thinking of playing one in an upcoming game. It seems fun but I am not so sure on the tower shield it is affordable at low level but it takes away from your ability to do damage especially at lower levels. What I got so far is Marytr and Good blessings race either Human or aasimar. I am completely lost as to what feats to take. I don't see any way to remove the -2 to attack from tower shield as I said so I don't know if it is worth going down that path. I was thinking Divine favor and cure light wounds as prepared 1st level spells. 15 point buy is what I think the game will have so in order am thinking 15,12,14,10,14,7 Aasimar making the wis as high as it ever needs to be before items and making the dump cha less bad. If human probably still put the stat in wisdom to get more uses out of fervor at 2nd.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Gamerskum wrote:
For those with it already How many Gods made it into the book? and are there options for worshiping a pantheon?

Don't have the book but the stream covered that the book has an example of one Pantheon that being the Godclaw and that from there you can infer how others would work.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Kyros731 wrote:
Still waiting for my copy, would you be open to answering a question? Not looking for specific details but are there any new spells?

We already know there are new spells. They showed one in a blog and talked about a few in the Stream.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Still nothing for me. Here is hoping the luck of Desna falls on us all so we can dig into the pdf and start chatting on the Forums. The blessings and curses system they talked about in the stream 2 weeks ago looks real cool and I have always kind of done something similar for players who actively express their efforts to impress their gods in my games. Also real excited for all the new feats and domains.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
zergtitan wrote:
They are open till 5 PM Pacific so I am keeping a visual on both email and website until then. (8 PM in my timezone)

I am doing the same. I am really hoping it ships soon not only for the pdf of this but, the pdf of part one of extinction curse and I also have a bunch of stuff I ordered on new years with the holiday discount combined into this order that I am waiting for. The big one for me being a rusty dragon flip-mat that was just released. My party in RotR is prepping for the assault on Sandpoint and I think it would be fun to have an encounter in and around the Rusty dragon.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I too have been checking my order page to see if it is available as i often don't get the email notification until after I see it available on the site.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

My group should be finishing this week. I had 2 player deaths vs the blind wolves in the first blight and I was only giving them 2 actions a turn instead of 3.

Outside of spite's cradle the party had to use most of their daily resources to handle the orcs. They had to make camp outside before they even when in. The whole first floor drained a lot of their resources because they triggered the falling ice trap and the water elementals did good damage. They still have the the 4 dredges and all 3 fights on the bottom floor to deal with. I am pretty much going to give everything but the last fight the weak adjustment otherwise it will be a tpk. My players for the most part like pf2 but don't like this adventure because of how grueling it has been.

The party is Goblin Bard(meistro), Human Alchemist(bomber), Half-Dwarf Druid(wild shape, barbarian dedication), Lizardfolk Barbarian(Dragon)[replacement for half-orc barbarian that died], Leshy Sorcerer(Dragon blood)[replacement for Goblin ranger(animal companion/flurry) that died]

The 10 above crit rule and the fact that almost all encounters in the module are +1 or +2 above apl means there are lots of crits on the party so pretty much every other encounter at least one player is dropping to dieing 1 or higher and than taking 10-40 after every combat to heal up with medicine.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Yah it was the rules for large that made me ok it and it allowed them to not have to spend 2-4 days or waste a bunch of money on scrolls.

Either way it was creative use of magic and I regret not roleplaying a twonsfolk seeing a wizard pop into town and dump a buch or tiny people out of his pockets.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So the party in a game I am running needed to cross a large distance and the party wizard just gained access to teleport but the party is pretty big (6) plus has 2 cohorts and an animal companion (large size wolf) and an npc ally. They were wracking their brain for a bit and than the wizard came up with using reduce person(mass) to make the whole party tiny and I suggested the ranger use carry companion on her animal companion. So the 7 medium people become tiny thus I ruled they count as half a person for the spell since the spell says a large counts as two. So with one teleport instead of what would originally needed 4 (there and back twice) they got where they needed. This also will give them a pretty big advantage as it is for the beginning of a chapter of an ap and traveling by magic buys them two weeks of prep they wouldn't have if they went on foot.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
UnArcaneElection wrote:
Nicolas Paradise wrote:

Honestly a lot less than you think. There are the obvious thing like the change of rulers with the passing of time and coming and going of elections.

There are 3 Major things that I can think of all of which are AP spoliers.
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **

** spoiler omitted **

:P everyone gets creaky with age.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I think a lot of the Doomsday dawn stuff ended up on the youtube channel but is likely buried at this point.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Instead of a beginners box per say I would prefer a proper starter kit that has the CRB 4-6 figures of iconics a flip-mat once side with a premade adventure map the other side blank. A mini bestiary and adventure book set around a small town maybe Breachhill since it is kind of the Sandpoint of 2E
a set of dice and than an info sheet showing all the online resources of archives of nethys. Price it at $99 and maybe put coupons with one time codes to get like 10% off the bestiary.

Failing that the 1E beginner box isn't bad so a 2e version would be fine but instead of wasting page space for info for leveling up to 4 or something instead direct them to the prd and used the space/cost saved to make the other elements of the box more premium like a few minis multiple adventures or mats ect.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Theater of the mind works just fine. I certainly think maps can help people get a grasp of the situation and I have to admit since I started a collection in the past year buying and painting mini's is super fun.

But honestly as long as the GM has a piece of graph paper and a pencil so they can accurately track for themselves I think it is fine.

Grand Lodge

Male Human

@Gm Wolfe
So I just looked over the recruitment page and noticed something I missed as a sub system that I wasn't aware of. Background skills. So that means that I have 2 extra skill points for use in skills classified as Background? Or in m,y case 1 for background skills since I have one in Knowledge(History) Already and than get 1 adventuring skill point as a refund/trade for the adventuring one I spent on history?

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Laran wrote:
willot wrote:

If I were to choose a Bloodseeker as a Familiar does it loose attach and blood drain?

Also it flys so one of it's familiar abilities it gains must be flier. It fly speed is 30ft but flier is 25ft, which one is used?

Does the familiar gain the frighten 4 condition if it has the animal trait?

A familiar is a Minion but is it a summon minion?

Minions: "......For an animal companion, you Command an Animal; for a minion that’s
a spell or magic item effect, like a SUMMONED MINION, you Sustain a Spell or Sustain
an Activation; if not otherwise specified, you issue a verbal command, a single action
with the auditory and concentrate traits." What does this mean?

1) It loses the attach and blood drain since it does not have the ability to attack (with the exception of touch spell if you take that ability). It is NOT an attack buddy

2) It must take the fly speed and gets the fly speed as described in the familiar abilities (not the bestiary)
3) It is not an animal that would get the frightened condition if attacked
4) It is a minion NOT a summoned minion. Thus you command it not sustain it

Actually it can attack however it needs something to attack with since they have no natural attacks.

Core Rulebook pg. 217 said wrote:
If it attempts an attack roll or other skill check, it uses your level as its modifier.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Managed to work up a quick backstory on break. But I can polish it when I get home if I am in the running and the story isn't up to snuff.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Lanathar wrote:

I am on that discord under a different user name

Haven’t completed anything for the upload as I need to sign up to github

I have finished my Koruvus so might do that

Hoping to use Christmas to do book 1 and put it in one hit
I am finding the treasure somewhat problematic because I haven’t sat and focused on it yet

I agree. Treasure is where I am having some difficulty with conversion since a lot of early 1E treasure seems to be the basic bit stat items that 2E got rid of Like rings of prot, cloaks of resistance and so on. Also most of the low level treasure in 2E is consumable and although usefull doesn't feel as good to receive as a player I think.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

There is a discord of people working on 2e conversions for 1e ap's we have some usable conversions of some 1e Npcs from Book 1 like Nualia, Tsuto and others as well as guides and suggestions for conversion.
Here is a thread with a link to the discord.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Only skimmed the thread but say a player really wanted to be a fighter or champion in heavy armor who says they are a circus performer. A circus has lots of roles. A Champion could serve as the religious leader in the troupe or a champion or fighter could be a bodyguard/bouncer for either the show or the star performer. Maybe the fighter is the older sibling to a young performer and is their guardian and agent.

But if you wanted to not have heavy armor for some reason suggest that a Fighter go a dex route like maybe a free hand fighter or dualist and a champion is maybe of a deity like Desna so wears light armor and throws a startknife and runs around the battlefield a lot.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So the GmG comes out in February and one of the features that I believe was mentioned in a stream was leadership.

With the way 2E works I can't imagine how a character would gain leadership unless it is a subsystem that you track points and those points allow you to gain followers. Howvere with familiars and animal companions being pretty nerfed in 2E I also can't imagine what a cohort would look like either.

Anyone care to speculate or theory craft hiw this might work.

Grand Lodge

2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Honestly a lot less than you think. There are the obvious thing like the change of rulers with the passing of time and coming and going of elections.

There are 3 Major things that I can think of all of which are AP spoliers.

Wrath of the Righteous:
The Worldwound is sealed and the demon lord Nocticula get redeemed and becomes a CN Goddess

Return of the Runelords:
The remaining Runelords return to life and are either defeated or allied with the PC's. In the end the Runelord of Envy captures and Island off the coast of Varisia and starts a new nation. Shorsen the Runelord of rust allies with the PC's changes to CN from CE and claims the territory of the former runelord of greed Xin Shalast and starts a new nation "New Thassilon" as a home for artists and outcasts that worships the newly redeemed Nocticula

Tyant's Grasp:
The Whispering Tyrant is set free and uses a mega weapon to destroy mayny cities and settlements in Lastwall and Ustalav. The PC's being Victims of the first attack end up in the dead roads not quite fully dead as pieces of an artifact of Aroden are implanted in their bodies during the destruction of their home. Eventually gaining the aid of Pharasma they return to life. The Tyrant having destroyed more places sets his eyes on Absomlom and the Starstone set on becoming a Deity. Parts of Ustalav and all of Lastwall fall and are now called The Eye of Dread. The PCs manage to defeat the Tyrant at great cost however ultimately only his Physical form was destroyed and his phylactery is still in tact and he his reforming on the Il\sle of Dread and in the wake of his destruction even on the isle of Kortos undead constantly rise from the earth.

Grand Lodge

Male Human

I know Eran and Din's players are familiar with PbP and forum formatting but here is a helpful guide/link for everyone on some PbP basics. We will figure out what works for as as we go but this is a good foundation.

Guide to Play By Post Gaming

Grand Lodge

Male Human

This will be the place for any posts and discussion that is not directly relevant to game-play. Once you have your Alias' setup make a brief post here so that you get added to the game as a player.

Given that I know you all you will be able to maintain a paper sheet yourself but I would like to have some kind of access to it for reference whether that is on Google Drive, Dropbox, OneDrive or just directly sending me the file for download whenever changes are made.

If you have any questions about the game let me know here or text me or messenger me whichever is most convenient for you.

Grand Lodge

Male Human

Book 2 Summery So Far:
After a few days of rest and preparation the party set out for Scrapwall. Joram the priest of Brigh requested that while there the group look for an old friend of his by the name of Dinvaya as his information showed that is likely where she was. Upon the advice of Kohnir they headed for a Crusader fort across the Selen river from Scrapwall to seek information before heading right into the hornets nest as it were.

The group made their trip as directly as possible and made it to the fort in a mere 3 days. Upon their approach they were greeted by the sight of black smoke. On top of the nearest rampart some people dressed as guards with their faces covered claimed the fort was hit with a plague and that they should move on. Nerium and Eran both offered their services as healers, however the rest of the group though there may be foul play. This inkling proved to be true when being allowed through the iron portcullis of the fort the guards inside dropped it on top of Eran and Sting. Nerium using his strange druid magic shape-shifted into a strange creature with wings and 4 arms and flew over the wall to confront their assailants. Ari and Bronik threw bombs and fired through the portcullis. Eran did what he could while pinned to fight back and to heal, however on of the enemies hit sting with a fatal pistol shot. After a short desperate struggle the group overcame their foes but at the great cost of the life of Eski/Sting. Nerium with his strange customs tried to immediately cover Sing with dirt to "return him to the earth" before being stopped by Ari and Eran. After a quick search of the fort they found Stripped and bound crusaders of Sarenrae who were being held here in their own fort by the attackers. The crusaders informed them that the attackers were members of a Gang called the Smilers from Scrapwall and that they killed and ate the other crusaders and their mounts. Once freed the Crusdares offered the fort as a refuge to the group and to help them provide a burial for their lost friend. They took the offer of help with the burial but declined to stay in the fort as their mission in scrapwall seemed all the more urgent and personal with the loss of Sting.

After a short rest and a bit or mourning the group crossed the Selen river and headed for Scrapwall. They were stopped at the gate by a Gang called the Steelhawks asking why they had come. The group was honest about their intent. They were here to stop hellion and the Lords of Rust as they were a threat to their home. The Steelhawks as all gangs in Scrapwall were technically loyal or at least beneath the Lords of Rust. However one of the Steelhawks close to their current leader heard this and asked the group to come speak to their leader Slaid. The group made their plans known to Slaid and she agreed to have the Steelhawks leave the group be if they first prefomed a favor for them. The favor was to recapture their main base back from the Smiler named Birdfoot whom had been given control of it and the Steelhawks for good service to the Lords of Rust. The group agreed, however before they set off Slaid's current right hand a Half-Drow by the name of Din asked to accompany the group. with the loss of Sting the group welcomed any help that was willing. They asked Din how she could be of help. Din explained she was a magus one who blended magic and steel. She grabbed her rapier to demonstrate. However upon drawing the blade she was shocked to find that it was dark balck in color and crisscrossed with lines of glowing blue connecting geometric patterns. "What happened to my Sword!?" Din's call was answered by a voice familiar to the rest of the group.
"What happened to your sword? What happened to me? Ari what is going on?" Said a voice that was clearly Sting but was coming from the rapier in Din's hand.
"Sing is that you? You died. Why is your voice coming from a sword?" Ari asked confused.
"A sword? I am not a sword I am an android!" Sting retorted.
Din taking a minute to absorb the situation scratched her head and than replied. " I have heard of this but never in this manner per say. I think your friend Sting now inhabits my Sword as a Black Blade. Black Blades are magical living weapons that form a bond with Magus to achieve a common goal. There have been Black Blades in my family but I have never heard of the Soul of the dead becoming a Black Blade." Din explained.
The group took some time to discuss this revelation. However, they ultimately decided to move forward with their mission.
Over the course of the next few days the group made quick progress of gaining Scrapworth a mark of ones reputation in Scrapwall. Accomplishing such tasks as killing Birdfoot the smiler and returning leadership of the Steelhawks to Slaid. Killing the leader of the Smilers in her own base and rescuing the second in command of Redtooth's Raiders a gang of ratfolk. With knowledge from Redtooth the group pillaged a crashed albeit haunted space vessel for it's supply of explosives and used said explosives to destroy Scrapwalls communication array. The array being what allowed Meyanda so transmitt power from Torch to Scrapwall. Amid these tasks the group also made contact with Jorams missing friend Dinvaya and gained her Chapel to Brigh as a base in scrapwall. She agreed that she would leave with them from Scrapwall and reconnect with Joram but not before the Lords of Rust were dealt with.

With the many exploits of the group they had gained the attention of the Lords of rust!

After leaving the destruction of the receiver array and having a small scuffle with a group of Gremlins the group is in need of rest and on their way back to the Clockwork Chapel.

The forum is no in the hands of the players. Post questions and Out of character chat not immediately relevant to game play in the discussion thread

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

This is definitely something I would be intrested in. I am currently running both RotR and Iron Gods in 1E so if I were to convert anything I would probably be looking at Shattered star as the logical progression from RotR.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Viosanxi

Grand Lodge

Male Human

Continued from above.

As the group went back into the ruins again they cleared out the level where they found Kohnir and found a central chamber that appeared to be some kind of technological lift called an elevator. However, the lift was damaged. Ari was able to identify the damaged part and deduced that Kohnir could repair the part allowing her to make the lift function again.
While making their way out of the ruins with the part the group was ambushed by the merchant Sanvil, the previous group member Bella who now had dark purple skin and the group of Skulks whom were previously allowing them passage. Sanvil let it be known that he was a member of the Technic league and could not allow such a discovery of a crashed space vessel beneath Torch go to them, and asked for them to surrender and cooperate. Sting however was thrown into a rage at the mention of the Technic League and began to attack. Sanvil with the aid of Bella and the Skulks proved nearly fatal for the group however. Luckily Kohnir saw Sanvil poking around near the cave entrance and thought it odd. He thought of following but was hesitant due to his promise to his daughters and friends. But, he went with his gut and went into the caves after much deliberation. Should he have waited any later things might have been bad however he arrived just in time to see his daughter and friends struggling against Sanvil. Kohnir let loose a mighty fireball outright killing Bella, and the Skulks and knocking out Sanvil. Before anyone could react to the situation Sting charged the unconscious Sanvil and slit his throat. Kohnir was quite angry at this as he was no longer a threat and could be questioned, but he knew some of Sting's secrets and told him that they would talk about this later. A search of Sanvil's possessions revealed a notebook with a list of names. Most interesting of which was "Garmen Ulreth - warehouse?".
The group saw fit to follow up on this list and scouted out the warehouse district of torch. There they found thugs from the Ropefist gang not so secretly known to be serving the Gambling House owner Garmen Ulreth. The group decided to break in and find out what was going on in the warehouse, under the suspicion that it may have something to do with the extinguished torch. Inside the group was beset by a number of ropefist members but also a loud whirring as if heavy machinery were being operated in a mill. After subduing the ropefists and even their Leader Garmen(who managed to flee when things weren't going his way) the group looked for the source of the noise. They came across a crate with a large piece of technology with screens and antennae. Ari though she could disable it but wasn't sure what it did and if that was a good idea. They took the device to Kohnir's shop so he could look at it and the Baine's together discovered the device was siphoning power from someplace below torch and transmitting it roughly 150 miles North West. Thinking that turning it off would fix the torch they did so. Unfortunately it would not be that easy. Knowing that there was something more going on beneath the town the group prepared to make another expedition into the depths and see where the lift led.
The group took their final delve into the depths. They repaired the strange lift and were moved to a new level of the ruins. Here they encountered a gang of some kind of religious Zealots made up of Orcs and ratfolk. After killing the majority and capturing and questioning a ratfolk they learned some very telling information. These Zealots served an Android named Meyanda who is the high priest of a god named Hellion and she was using the reactor of the ruins to gather power for her God. In exchange for it's life the ratfolk divulged information about Meyanda's remaining forces and her morning ritual so they may be able to ambush her. With this information the group attacked a room that Meyanda had made a temporary chapel to her God that was guarded by her minion a terrible mute gargoyle covered in technological scraps. With her guards defeated the group set up an ambush for this android for when she was supposed to come deliver her morning sermon. Upon the next morning Meyanda came out from the locked reactor room accompanied by her drone bodyguards. She called out for her disciple Gruethur the gargoyle which is when Sting jumped out from hiding and attacked her. Meyanda was no slouch in combat and it took a long struggle with her and her robot drones but the party was able to subdue the android.
With all immediate threats dealt with tAri and the group investigated the reactor. Putting two and two together Ari was able to figure out that the reactor was in a state of overload and that normally to stop a catastrophic meltdown the reactor would vent the excess heat which in this case took the form of the purple torch the town had been known for. It seemed Meyanda overrode the reactors safety protocol to be able to siphon the power to her God. Ari worked out a method to re enable the safety vent. When this was done on the surface at the top of the hill where the torch was normally the size of a bonfire, bursted out a purple beam of fire that shot a hundred feet clear into the sky and did not cool down to its normal bonfire size for almost a week as the reactor vented its huge overflow of heat.
With their friends saved and the Torch restored the group took to interrogating Meyanda. Although she was happy to sing the praises of her fierce deity Hellion and that they would be sorry for interfering and they would see his wrath upon the Silver mount she didn't give them any information they though explained the plot to steal the torches power. The town council thinking that this Hellion and his followers whom or whatever they were may be a danger to Torch still since they took his source of power, asked if the new town heroes would be willing to seek out this Hellion and make sure he was not a threat to them. With the offer of further reward the group agreed and set out for scrapwall the junk city as it was the only place of relevance at the distance the power transmitter was sending to. They took some time to prepare and at this time Esik revealed that She and Sting were the same person which is why the two fo them were never seen together. Ari was already aware of this having been friends with Esik for some time now but this cane as a surprise to Nerium, Bronik and Eran.

End of Book 1

Grand Lodge

Male Human

The Story thus far.

In the Norther Region of Numeria the Land of Fallen Stars is a small but special town called Torch disaster stuck. The town was named after a large purple flame that constantly burns atop its highest hill. This torch is heavily tied to the economy of Torch as it is one of the only sources of heat hot enough to forge Skymetals.
For unknown reasons the torch extinguished. Desperate for answers with the towns main source of income disturbed, Kohnir Baine one of the towns Councilors began to explore the town. Baine found a small cave entrance at the base of the hill where the torch came from after following a group of strange footprints. Baine and the other town leaders put out a call for adventurers. First a group of Halflings takes up the call but do not return. A second group made up of town thugs enters the caves and also do not return. Baine decides to take things into his own hands and enters the caves with with some locals. Baine and his party manage to make progress and combat a group of monsters likely responsible for the demise of the previous groups. Moving forward Baine finds some chabers made of Skymetal and a deactivated construct. Baine and his group leave the caves taking the construct with them to study it. The next day another group of explorerers from out of town answer the call, while they initially see success and make it deep into the skymetal ruins they ultimatly are killed and do not return. Baine decides to enter the caves again making it very deep into the ruins but encountering grave peril ultimately not returning.

Val and Ari Baine both adopted daughters of Kohnir as well as Esik a friend and colleague become very worried at Kohnir's disappearance. The town council more desperate and now even more worried at the missing Kohnir offer up a sizeable monitary reward as well as a magical scroll of resurrection that they are hoping won't be needed for use on Kohnir.

With the reward offered Ari and Esik are able to gain the assistance of a group of adventures. They are Bella a mysterious Elf wizard who employs the use of guns. Malakai Flintfist an Oread monk and weaponsmith who came to torch to try to forge skymetal. Grul a dwarf Cleric passing through town and hearing of its plight. Finally Nerium a strange creature made of trees who is a druid in command of the living sappling of a rare tree claiming to be sent by his people to investigate the existence of men made of metal and if they are a threat. Esik not one for combat enlists the aid of a friend of theirs named Sting a local legend of sort who fights crime in the area with their Rapier. Finally Ari rounds out the group as she has been taught Alchemy, technology and her favorite bombs by her adoptive father Kohnir.

Over the next week this group comes across many wonders and perils in the caves and runis beneath Torch. They come to an agreement with a group of creatures called Skulks in exchange for unmolested passage through the early sections of the cave. Here they find the remains of some of the members of previous expositions and deliver them back to their loved ones for thanks and rewards. Past the early caves they enter the skymetal ruins where Kohnir discovered the construct in his first trip. Past these early ruins the group finds themselves in what seems to be an artificially constructed desert in complete darkness where they do battle with alien creatures and four armed skeletons. Navigating the darkness the group found a false wall at the far end leading to more skymetal chambers where they found another of the four armed creatures but this one was of flesh and bone not a mere undead. After a hard fough battle over it Ari was able to use the strange technology in the rooms to bring daylight and weather to the artificial desert. This daylight although artificial turned the skeletal remains of the creatures and their fleshy leader to ash.

Diving deeper into the next section of the ruins it became more clear that these ruins were once some kind of vessel from the stars like the one rumored to be the heart of the Silver mount in Starfall. These rooms were particually grueling as many strange foes were found within including, tiny plant creatures and skymetal constructs.

At this point Grul, Malaki and Bella left the group for different reasons. Luckily 2 new adventures came to town hearing of the call for aide. A large mute healer named Eranand a Tiefling Gunslinger named Bronik. Together with these new allies the group pushed a little further and found Kohnir in some strange technological 'hospital' attended by a skymetal construct preforming experiments upon him. They dispatched the construct and quickly evacuated Kohnir to the surface to the town priest Joram. Unfortunately Joram was unable to cure whatever was done to him because it seemed to be technological in nature. Ari and Esik sought out the aide of a traveling tech salesman named Sanvil for a cure. Sanvil belived he had just such an item in his colection that may help. He traded this item in exchange for knowledge of what the group had encounted in the caves below town and the promise that they would bring him anything they found for him to study.

Luck be it Sanvil's cure worked quickly with just a simple injection and with a few days rest Kohnir was restored. Kohnir was eager to return to the caves and find the source of the still extinguished torch and study more of the ruins. However Ari, Val and Esik all insisted that he not put himself in danger again and that they be left to investigate more.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Thanks Crystal. I am familiar with the formatting and whatnot been on the forums a while just never did a PbP and didn't see any obvious add/accept player buttons.

One of my players my fiance is an English major, another is a long-term MUD player and another has been playing since the 80's so I am sure we can get the tone down quick. I also ran a PbP on geocities back in the day.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I am starting a PbP here and I know all my players already. How do I add them to a game? Do I just link them to the thread? If so what stops anyone from posting in any thread and being added as a player?

Grand Lodge

Male Human

This is the beginning of the thread more info to come.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Gorbacz wrote:
Oh yeah CE Champions of Ragathiel *starts the flaming chainsword* burn, maim, kill, burn, maim, kill

Ragathiel is LG, NG and LN. . . and hates his demon daddy and kin so I don't think he will have any Anti-Paladins

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So I didn't have time to format but here is a real quick quick conversion using the NPC rules.

Nualia:

Nualia CE Aasimar Warpriest of Lamashtu

Perception +12
Religion +12
Survival +12
Str +5 Dex +2 Con +2 Int +2 Wis +4 Cha +2
AC 22
Fort +9 Reflex +9 Will +15
Spell DC 22
Hp 95
Attack Bonus +15
Spell Attack +14
Bastard Sword +1(Potency) +16 (1d8+5[two-handed 1d12+5])
Claw +15 (1d6+5 [agile])
Divine font (Harm) 3/day 1 action 3d8 2 action 24 3 action 3d8
Prepared Spells
cantrips; daze,shield +3 others
1st; Fear, Heal, Heal
2nd; Silence, Heal, Heal
3rd; Heroism, Heal, Heal
Chosen of Lamashtu
One Action Stance
Duration 1 minute
You channel your inner anger and hatred to deliver the fury of the mother of monsters upon your foes.
Your ac is reduced by -2 however you recieve +2 to hit and damage and deal +1d6 evil damage with sucessful attacks.

Also of note she should have her Yeth Hound with her. It isn't in the 2E Bestiary but the hell hound is so just give it flight and trade its breath weapon for Bay that gives the deafened condition for a few rounds with a DC 17 fort save.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Lanathar wrote:
Nicolas Paradise wrote:
I actually want to take a shot at this but am at Work. I will try and get on tonight and build something with the monster rules. If she were going to be a player this is an obvious conversion but in the name of optimization for 2e I would change the bastard sword to a Falchion Lamashtu's favored weapons since 2E clerics prof with weapons only improves for their deity's weapons.
Or she could just have an attack bonus appropriate for he level with no attention paid to class proficiency...

Oh for sure. I kind of meant those as separate statements of Class rule vs npc rules. I would defiantly try and carry over more of her abilities from 1E Her fury of the Abyss and ferocious strikes kind of work like 2e rage and she does have a heavy anger component so giving her an ability close to rage could be nice. Also her claw would agile so if she is ever out of spells/channels she could use that as a better chance to hit 2nd attack.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Tarot wrote:
Nicolas Paradise wrote:

I don't have much more to contribute other than Alchemist seems like the biggest flop of 2e.

Although I did have an idea for a bomber build that takes an alchemical familiar and gives it manual dexterity and lab assistant. You use one action a round to quick bomb. One to command the familiar and have one free for movement/skills. The familiar uses its two actuons to quick alchemy and throw a bomb, sure its to hit is only = to your level but it will still splash on a miss.

Hrm. A better idea here might be to keep the familiar in your pack, have it quick alchemy twice (dropping the bombs as free actions), then use Quick Bomb to draw and throw both bombs it makes. Then you at least have something resembling a decent action economy.

For some reason I thought quick bomb had a once per round clause but it doesn't.

However Quick alchemy is one action so using it and quick bomb twice is the same actions as ordering the familiar them using quick alchemy and placing the bombs in your pouch or whatever and than throwing twice. So it isn't really more efficient in fact it is one action less efficient.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I want Aasimar to be able to gain wings and a halo.

I want tiefling to be able to gain wings, a bite, hooves, or a prehensile tail.

Catfolk claws, acrobatics/Athletics bonus to landing from a fall.

Tengu swords, languages.

Orc ferocity, orc weapons.

Dhampier all the different Golorian specific heritages to match the different Vampire types.

Grand Lodge

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I don't have much more to contribute other than Alchemist seems like the biggest flop of 2e.

Although I did have an idea for a bomber build that takes an alchemical familiar and gives it manual dexterity and lab assistant. You use one action a round to quick bomb. One to command the familiar and have one free for movement/skills. The familiar uses its two actuons to quick alchemy and throw a bomb, sure its to hit is only = to your level but it will still splash on a miss.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I actually want to take a shot at this but am at Work. I will try and get on tonight and build something with the monster rules. If she were going to be a player this is an obvious conversion but in the name of optimization for 2e I would change the bastard sword to a Falchion Lamashtu's favored weapons since 2E clerics prof with weapons only improves for their deity's weapons.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Lord Fyre wrote:
Nicolas Paradise wrote:
Yah I mean I guess that is a fair trade but the Inferno pistol is 1300GP over Wealth by level for 4th in a single item where as a laser pistol would be 4000g over. I also think that early in the adventure it could make other characters still relying on mundane weapons and limited spells fell real weak next to Han Solo killing the whole town at touch ac. By the mid to end of book 2 it would be a fair drop.
Sounds like it might be better to take it out entirely, and give Meyanda a more traditional magic ranged weapon.

I mean the point of the Infeno Pistol is to provide a taste of player usable tech that doen't break the power curve in book one and James Jacobs said as much in the GM forum for book 1. I suppose how you fluff combat will decide how effective that is. But the book boss using some foreign weapon that the players have never seen before can be quite effective at setting the tone for the rest of the AP as book one is this slow crawl of escalating scale of introducing tech and aliens and forign concepts like power and robots to players who are likely more used to standard fantasy.

Grand Lodge

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Yah I mean I guess that is a fair trade but the Inferno pistol is 1300GP over Wealth by level for 4th in a single item where as a laser pistol would be 4000g over. I also think that early in the adventure it could make other characters still relying on mundane weapons and limited spells fell real weak next to Han Solo killing the whole town at touch ac. By the mid to end of book 2 it would be a fair drop.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I don't think any of the investigation side quests should have had any combat. Since this is when the party is meeting they split up so the party Champion ended up solo vs the boar went down and I had the boar lose interest after so the Champion woke up in the house.

Also the fight locations are overly favoring the enemies in most of the fights that can make things go bad fast. The crawl only cave entrance to the den. The acid pool with the wind outside the sculptors lair.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

The treasure table is really good and I will likely use it thanks!

The encounter table is nice but each book and Numeria Land of fallen stars has their own that work well so not sure how useful they will be but I will save them both fore sure.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

As a GM I would also allow regional languages through heritage like Hallit. Again as a GM adding a language to a background also seems fine. Also again GM fiat you could allow a character who is spending downtime learning to gain the language with enough time and successful skill checks.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So I will paste an exert from the combat tactics for the goblins in the beginning of rise of the runelords.

Goblin!:
During Combat You should take care to present these goblins’
tactics in battle as scatterbrained at best. One goblin might
try to clamber up onto a nearby table of food (Climb DC 5) so
he can gain a +1 bonus on attacks for higher ground against
a PC. Another might get distracted by a plate of salmon and
waste his action stuffing his pockets with food for later. A
third could grab up a big carving knife if his dogslicer breaks.
Each time a goblin takes an action, he should interact in some way with the environment, even if doing so wastes an
opportunity to hurt a PC. The point of this battle isn’t to test
PC resources but to set the scene and flavor for the insanity
that is the goblin.
Morale These goblins are convinced that the plan to raid
Sandpoint can’t fail and are far too excited to consider the
possibility of losing the battle. As such, they fight to the
death—but more by accident than out of any real sense
of bravery.

Also looking at both RotR and the 2E bestiary the iconic goblins are still Pyros(usea torch to set unattended objects on fire) and Wrachanter(a bard singing goblin songs to distract, inspire and a whip to trip)

Grand Lodge

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KujakuDM wrote:

I upped the Tech Treasure in the campaign by a lot on the whole. Lots of incidental tech items and what not.

Here is the table I made:

https://docs.google.com/spreadsheets/d/1uqkzlUUZ7Yf5FMt_1ZPhveaCYpbvIA6GMy8 3xR_PEXY/edit?usp=sharing

I also made my own encounter table:

https://docs.google.com/spreadsheets/d/14Bxu8zbGdDmXeKFBdovxeK7B-N1rEVLJfWt eRLXoaBU/edit?usp=sharing

Your links don't work but I would be interested in seeing your treasure table.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So Fall of Plaguestone is pretty brutal honestly. I have had 2 perma deaths and a at least 2 other dropped to dieing. The biggest thing I have noticed when this is happening though is when the party is using poor strategy. In my most recent game the swashbuckler Used a finisher to take down

Spoiler:
The Sculptor
and decided to run up to the
Spoiler:
Blood Ooze
solo on the next round and got nocked down from full.

But I have had the traps in this module take people to unconscious and the two

Spoiler:
Blighted wolves in the blighted den
is were the party barbarian and ac ranger died but it could have been easily avoided if the party just didn't fight in their den and instead lured them into the difficult terrain cave entrance.

The biggest thing about 2E as a GM I have noticed is that it is much more a party game. Sure each player can shine on their own but trying to solo at level encounters like in 1e just doesn't work anymore. In fact the only classes with the dpr at level 1 and 2 to do that kind of stuff if they roll well are Fighters and Barbarians using 2h weapons. Especially dragon Barbs getting 4 rage damage and likely having 18 str means min 9 damage regardless of weapon but average 13 with a Greatsword/axe.

But seriously look at the encounter ratings in the module most are severe with the rest being moderate. Even with a larger than average party of 6 plagestone has been a challenge for my group.

Grand Lodge

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Strill wrote:
Nicolas Paradise wrote:

Unknown Adventurer NG. Cleric 1

Perception +6;
Languages Common, Elven
Skills Acrobatics +6, Athletics +5, Lore: Farming +3, Medicine +6, Nature +6, Religion +6, Survival +6
Str +2, Dex +3, Con +0, Int +0, Wis +3, Cha +1 Items Hide, Wooden Shield (Hardness 3, HP 12, BT 6) AC 18 (+20 with shield raised),
Fort +5, Ref +6, Will +8 HP 16
Shield Block Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Speed 25 feet
Melee Mace +5 (Shove), Damage 1d6+2 (B)
Ranged Longbow +6 (Deadly d10, Volley 30 ft.), Damage 1d8 (P)
Divine Prepared Spells DC 16, attack +6 1st Magic Weapon, Heal; Cantrips Stabilize, Shield, Light, Disrupt Undead, Know Direction Focus Spells (1 points) Vibrant Thorns Duration 1 minute Your body sprouts a coat of brambly thorns that harm those that strike you and thrive on life magic. Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed attacks, take 1 piercing damage each time they do. Anytime you cast a positive spell, the damage from your thorns increases to 1d6 until the start of your next turn. Heightened (+1) The damage increases by 1, or 1d6 after you cast a positive spell.
Addtional Feats Assurance, Domain Initiate, Skilled Heritage
Addtional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Warpriest), Domain Initiate (Nature), Skilled Heritage (Nature)
Warpriests don't get Domain Initiate at 1st level, neither do they get a 1st-level class feat.

Natural Ambition. It didn't list in the statblock for some reason.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

That is odd but secret doors are easier to hide than trap markers just cover the whole area with black.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I agree the treasure in book 1 and 2 is a little lacking but I think if you convince your players not so specialize early they can get some good stuff to carry them to book 3 where the tech really starts to drop. However book 1 offers free masterwork weapons to the whole party for finding a corpse plus a decent amount of gold so with a little downtime between book 1 and 2 the party should be set. My biggest gripe is that there should be more nanite canisters sprinkled about as it sucks to get Meyanda's pistol and be locked to 20 shots and that is assuming your group doesn't use the cannisters for the black hypogun.

It is probably advisable to make a random treasure table for the tech guide with low level items that can be found in books 1 and 2 in the caves and in the various bases and scrap heaps in Scrapwall.

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