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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber. Organized Play Member. 421 posts. 1 review. No lists. 2 wishlists. 9 Organized Play characters.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

If something is not on Roll20 for PF2, that was a choice Roll20 made, not Paizo. My understanding is that Roll20 tends to be selective about what they support because they have a small team handling Paizo stuff.

In the past I've had the most success finding out what's coming to Roll20 or not by looking/asking in the Roll20 forums.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

At least this isn't a thread from 2013 this time.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
Finoan wrote:

Interesting. So this pdf may or may not exist.

But in either case, I'm still thinking that if it is going to be updated for Remaster, the pdf will get updated at the same time as the printed version (if such a print version exists), and will most likely be later than the online versions of the data get updated.

Or it may not be updated at all. Not everything will be. I'm not expecting Age of Ashes, Extinction Curse, or Fall of Plaguestone to get a Remaster reprint.

The PDF absolutely exists. You don't even have to solve the ARG anymore to find it, its linked on the Dark Archive PDF store page. The OP was asking since Dark Archive was Remastered, and this went along with that.

Ravingdork wrote:
Perses13 wrote:
When Dark Archive came out, Paizo had an ARG with the reward being an additional 9th adventure. If you go to the store page for the PDF of Dark Archive you can find the ARG and the link to the adventure PDF.
ARG? I'm not familiar with that acronym.

ARG stands for Alternative Reality Game. Most of them tend to be a series of clues and puzzles hidden in media put out on the internet where the solutions led to more puzzles to solve. They're often a marketing tool, so a lot of times the end solution was a secret trailer or some other tie-in. I think they were biggest about 20 years ago; the most famous ARGs were marketing for Halo 2 and the Dark Knight.

In this case for Dark Archive, there were "pages" from the Dark Archive in people's downloads and Paizo's youtube channel that had puzzles, and when you solved the last one it had a link to the 9th Adventure the OP is talking about. The pages are here if you're curious.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

When Dark Archive came out, Paizo had an ARG with the reward being an additional 9th adventure. If you go to the store page for the PDF of Dark Archive you can find the ARG and the link to the adventure PDF.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Steal ideas from other systems. Both Draw Steel and 5e deal with this problem by giving the creature extra abilities they can use outside of its turn. Or if its a significant solo boss, giving it a multi-stage boss fight like a video game could be cool. There's at least one PF2 AP that has a multistage boss fight.


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A bunch of books got leaked by Barnes and Noble last week, including this one.

Page Count:
According to their store page its 224 pages.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

My reading of glitching is that armor is treated the same way as other equipment. You still only roll if you're using an action from the armor. Basic armors don't have actions, but special magic armors and some armor upgrades do.


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Citadel Hell's Destiny Spoilers:

Citadel Enferac is only mentioned briefly in the backstory of a side mission involving an infernal airship.

Citadel Gheradesca gets a whole chapter of the AP. Citadel Gheradesca is under the control of the Order of the Manacle, the splinter group of the Order of the Chain that's loyal to Cheliax. While it still has prisoners from all over the world, since the Order of the Manacle took over its only been taking prisoners from Cheliax.

The PCs do an infiltration to break out some rebel prisoners as part of the AP. What happens to the citadel after the PCs rescue some prisoners and presumably kill a bunch of Hellknights isn't really covered, but that's not all too surprising considering this is an AP. A mass prison break sounds like a great hook for a GM if the party bungles the infiltration but succeeds in rescuing the rebel though.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

That'll probably be a question for Infernal Inheritance to answer.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Hell's Destiny Spoilers:
Hells Destiny has the PCs go to Khari for about half a chapter, where they help an ongoing rebellion in the city, and by the end of the AP, Khari is back in Rahadoum's hands.

There's mention of Rahadoum and Corentyn doing joint naval patrols of the Arch of Aroden but the book also says its too early to tell if relations between the two nations will stay positive or become a rivalry


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Ravounel's expansion is covered by the AP in the same way Corentyn and Khari no longer being part of Cheliax is.

AP Spoilers:
Part of the AP is the PCs traveling to western Cheliax and Ravounel and solving problems to allow the strix and Pezzack to unite against Cheliax with Ravounel's support. Ravounel supporting the strix is specifically mentioned in the wrap up section as well. The AP also mentions Ravounel offered to annex Corentyn too but was politely refused.

For Cheliax turning into Hell, my reading of the AP is that the transformation was limited because it started with Egorian and was expanding outwards, so the PCs disruption stopped the ritual continuing into the farther areas of Cheliax's empire, rather than the ritual caring about possession. But I'm open to the possibility of being mistaken.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Yes, the creatures "pulled into your body" can't be targeted with most abilities because there's no line of effect to the creature being engulfed or swallowed whole.

The main point of grabbed in this context isn't being off guard, its the immobilized condition and the chance to fail manipulate checks. I guess if you have two creatures engulfed they could fight each other and off-guard would be relevant but yeah that part of grabbed is pretty niche.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

The Swallow Whole and Engulf creature abilities also give the grabbed condition, so I wouldn't interpret grabbed doing anything different than those abilities here.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Your link doesn't work. Also you might want to give a spoiler warning.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
Kavlor wrote:
So... As I see there would be Corentyn, Arpden Arch, Khari, Egorian as playable locations, but not Westcrown...

Despite saying that its about key "places featured in this campaign" that section seems more focused on what's near Corentyn than being an exhaustive list of where you go in the adventure.


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Curmudgeonly wrote:

Foundry's just a platform, who makes content for it is not gated by them. You could write a module for Foundry today.

Paizo would be the one to inform you if a product is being made.

I seem to have left the word team out of my post. My apologies for confusing you.

***

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

My understanding is that the linked sheets are simply examples, rather than an exhaustive list of what's available for PFS.

Personally I use Pathbuilder to make my PFS characters.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Foundry having an easily accessible roadmap for what products are getting modules and when updates are happening is something that seems increasingly necessary for them to do.

It wouldn't solve everything, but I'd definitely be less annoyed over situations like Tales from the Vast not getting Foundry support if that announcement had been made before subscribers got their hands on it.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Would it be possible to put the Luminary class section of the playtest forum at the top of the playtest section? Or have the old class playtest stuff archived like normal for Pathfinder playtests. Having to scroll past threads that have been irrelevant for a year to find this section seems odd.


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griefninja wrote:
-some kind of vtuber/idol class that buffs allies and debuffs enemies with tech instead of spells.

That's not too far off what they just released the playtest for


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

I found the Tian Xia World Guide nice to have but not essential to run the AP. The Goka section in the World Guide is nice but I largely used the gazetteer in the AP. There's some very brief coverage on the Iron Mountain and the Celestial Dragon that I found useful background info (although the book gives two contradictory takes on the ritual).

The Character Guide I mainly see being useful for player options, not for the GM.

I don't have the original three volumes, just the hardcover, so I can't tell you if anything was fixed in the hardcover. However, there were several errors that I found that when I looked them up seemed to also be in the original volumes (mostly minor stuff like an encounter claiming it was moderate 15 instead of moderate 14).


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

The starting wealth advice is for new characters, not characters from a previous campaign. You're not expected to downgrade existing characters. I highly recommend you check out the player's guide for the AP which is free. If you look at that you'll see the guidance for starting treasure is under the header for creating new characters, not existing characters.

My experience is that starting wealth tends to be a bit lower than what a character would pick up if they had campaigned to that level, but that's fine since you don't have 10 levels of experience with that character, more control over your items, and making a level 11 character already takes ages anyway.

However, if your GM is letting characters from a previous campaign play, they may want to up the starting gold to make things a little more even. Unless the party has some loot no ones using lying around the new characters can claim. Personally when I ran Fists of the Ruby Phoenix everyone wanted to play new characters and so the starting gold was fine.


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Given the numerous other issues their new store has had with digital products, it doesn't really surprise me at this point that something that works fine for hardcover doesn't for the digital versions.


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griefninja wrote:

The movie Project Hail Mary is very fun and I enjoy how the aliens are depicted in that. An ancestry inspired by them would be super fun.

Having way different atmosphere requirements reminds me of how a lot of aquatic ancestries need to soak in water to avoid drying out. You'd just "replace soak in water for an hour" with "breathe in ammonia for an hour." The way they use their limbs could also be fun. Do you use all four as legs for more speed, or do you hop around on one to have three "hands" free? It'd be interesting to see ships or stations built with two atmosphere zones or space suits for personal use.

Their vision being totally different is also fun. They echolocate, basically, so not being able to see stars or most other species writing could be a very interesting hurdle for a species in a sci-fi setting.

Rocky has been what I've thought of pretty much every time someone has brought up Vlaka senses over the past year.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

This seems like a case where the writer simply forgot that Brenneri have a swim speed or that that negates off-guard and it wasn't caught in editing.


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Grumpus wrote:
Perses13 wrote:
Paizo's working to get everything before 2021 in the new library eventually.

Are you sure about that? it's been over 5 months and I have not heard anything that indicates this is a concern of theirs.

I never understood why they didn't migrate everything at once, even if it takes a lot of time, surely 5 months is enough time to transfer it all to one place?

I'm simply going off of Paizo's public statements when the new library was launched and responses to subsequent questions about it, such as here and here. As for why it hasn't happened in 5 months, I can only imagine its because whoever would be doing that has also been working on the other technical issues with the store.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

A typo, or Cheliax spies trying to sabotage the Hellbreakers?

(Well-spotted, that's a pretty bizarre error)


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Your content is in your account library as far as Paizo is concerned. When they updated the store they also made a new library interface for downloads. The problem is your old purchases from before 2021 aren't in the new library yet. Paizo's working to get everything before 2021 in the new library eventually, but at present the old library is still active until that transfer happens.

So its unlikely that they'll put stuff from 1 in 2, but they're working on getting everything from 2 to 1.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
Sarcedor wrote:

Also for the good old prophecies at the end of Stolen Fate we have:

** spoiler omitted **

There's an old thread discussing these here that had both James Jacobs and Luis Loza weigh in.

In that thread it sounded pretty definitive that:

Spoiler:

The "mortal entertainers" is a reference to Curtain Call.
The "humble village growing" is Season of Ghosts.
"Ultimate power" was Godsrain.
The "new lands from ancient civilizations" is Shades of Blood.
The "sun destroyed" is not Shades of Blood, but some future adventure.

At this point, from what I can tell the only three that are left to be fulfilled are:

Spoiler:

3. The return of great evils thought lost to time. (Assuming this isn't Runelords. I could also see Vaultlines or Bastion fulfilling this one)
4. The sun destroyed
6. They see countless spirits shrieking in agony (unless you're right that this is Season of Ghosts)

The Raven Black wrote:

What do we have here that could be related to Wardens of Wildwood, Myth-speaker and Bastion of Blasphemies ?

James Jacobs on mentioned in the thread above that Wardens of Wildwood doesn't have a prophecy associated with it. Bastion of Blasphemies presumably has a villain and they could be an ancient evil or plotting to destroy the Sun, but we don't know enough about the AP yet.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

I think you're thinking of Wardens of Wildwood. I know Mythspeakers has a festival as well.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Given the context of that section I think its meant to be the name of the "League-affiliated ship" mentioned one page earlier. I suspect an earlier draft named the ship but it was cut and the editor missed the reference to it on page 17.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Previous books have had song lyrics in a sidebar before, so there's precedent too.

***

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Bandoliers actually were an item in PF2e at launch but were errataed out along with some other containers to simplify the mechanics of item storage. As squark mentioned they're now just considered part of your clothing/armor.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Do we have a link to these sample pages?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

James Jacobs responded to a similar question about a month ago here. Although since a month has gone by, hopefully you get a more up-to-date answer.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Since Khizars are the only Uncommon ancestry, if you follow that guideline you know every species except them.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Yeah, I can confirm that I don't see any new ancestry player options, or any new player options at all at first glance.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

There anything preventing the party from using Force Open on the door?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Scouts Warning is not from a Lost Omens book.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

It's actually a bit more nuanced than that for World War One. It didn't get the one till later but World War caught on pretty quickly, at least in the USA. (Source)

Of course, since the name Inner Sea War is clearly inspired by World War, does that mean there's going to be an Inner Sea War II in a few years.


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Yeah we'll know for sure once Hell's Destiny and Lost Omens: Infernal Inheritance are out. Until then it's just speculation based on product blurbs.


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If she stays at level 18 she'd also be a good act 2 boss with minions and then the party goes to hell and a devil is the final boss. But a warshard giving her a level boost could also work. There's plenty of directions the AP could go in.


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Ravingdork wrote:
Tridus wrote:
Sibelius Eos Owm wrote:

(PS - I did see RD's comment that alerting the guards on a crit fail might be too much punishment on top of breaking a pick, but I feel like breaking a pick is a token penalty anyway, and the point of alerting the guards is that it creates an immediate situation thats not standing around trying again. The guards dont need to be alerted at every door, but something need to happen besides standing around trying again - I kind of like the idea that there's a maximum number of tries at a door before it jams up entirely)

Yeah breaking a pick is a token problem at best. They're so cheap that carrying a handful of extra ones isn't a burden at level 2, let alone later in the game. Breaking one is so rare if you're any good at this (and that's usually the only person attempting it) that you can buy 10 early on and never use them all.

It's only a problem if you run out mid-dungeon and can't just leave to get more.

Pretty sure there is no rule saying you can't repair a broken lockpick using the Craft skill either.

Not only is there no rule against it, its explicitly called out as an option in the rules for Picking a Lock. "Fixing a broken toolkit requires using Crafting to Repair it or else swapping in replacement picks (costing 3 sp, or 3 gp for an infiltrator thieves' toolkit)."


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Tridus wrote:
Perses13 wrote:

I think an issue being overlooked here is the reasons adventures use stuff like the basic lockpicking and climbing mechanics is because they save page space. The writer can just say "This is a 100 foot high cliff (Climb DC 15)" or "The door has a good lock on it". Then they let the climbing/lockpicking rules take over and instead of spending a section of their word count on a VP minigame, they now have space they can use to put in art of a bad guy or throw in a new stat block to an encounter.

If you improve the base mechanic to include options for handling these things in exploration mode, which may include failing forward, that saves the writer page space and GM time spent learning to handwave these things or learn the new custom minigame.

The base mechanic is one of the things I'm taking issue with, on those. Locks that require 4 successes and where a failure does nothing are not interesting. If you're skilled at the task you're probably going to have to make 5-6 rolls where nothing really goes wrong unless you get a nat 1. That's not interesting, and the failure case is exceptionally dull because it's literally "nothing happens". That's just what's in the rulebook.

That could instead be a single check with a base time requirement of X and the following outcomes:
Critical Success: You unlock it in X / 2 time. That you have unlocked it is unnoticed by any creatures on the other side.
Success: You unlock it in X time. That you have unlocked it is unnoticed unless a creature is observing the lock or specifically checks.
Failure: You unlock it in X * 4 time. That someone is tampering with the lock is easily noticed by creatures on the other side.
Critical Failure: You break your lockpicks and any creature on the other side is likely to notice someone as tampering with the lock.

That's still a generic rule that can fit in the rulebook, except it's now one check that advances the narrative immediately in one way or another unless it's literally a lock to an empty room,...

Total agreement there, and a great start for how to improve lockpicking. I was mainly responding to the people under you getting into the weeds arguing.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

I think an issue being overlooked here is the reasons adventures use stuff like the basic lockpicking and climbing mechanics is because they save page space. The writer can just say "This is a 100 foot high cliff (Climb DC 15)" or "The door has a good lock on it". Then they let the climbing/lockpicking rules take over and instead of spending a section of their word count on a VP minigame, they now have space they can use to put in art of a bad guy or throw in a new stat block to an encounter.

If you improve the base mechanic to include options for handling these things in exploration mode, which may include failing forward, that saves the writer page space and GM time spent learning to handwave these things or learn the new custom minigame.

I get the argument that we shouldn't throw the baby out with the bathwater here. Its okay to fail to open something when its a side room, or to not climb up that cliff or even fall off it while checking out the cave halfway up. But often the only time being meaningfully wasted is your time rolling a bunch of dice in real life, not the game.

To me the core issue is these systems exist the way they are to create tension in combat. Picking a lock works the way it does to build tension while the rest of the party is fighting off guards. The way climbing works is to have a cool fight on the side of the cliff. The problem is almost every lock I've seen in a game was picked out of combat. And I've only climbed one or two cliffs while fighting enemies. So the systems are used regularly while designed around rare situations. I don't know how to fix that, the immediate idea is what if you split the rules based on mode, but I'm sure that raises a whole other can of worms.


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I believe the term Inner Sea War used in the thread title came from a polygon article on Battlecry! where they talked to Jason Keely."Battlecry! will tell the story of the wide-ranging conflict known to inhabitants of the world of Golarion as The Inner Sea War."


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Its not a direct sequel, as in, there's no cliffhanger ending or clear set up for Hell's Destiny to begin moments after Hellbreakers ends.

However, the adventure calls out that there's more to do for Isger to truly become an independent nation, so there's plenty of reasons the player characters might wind up in Cheliax to kick off Hell's Destiny. The AP will likely have a paragraph suggesting reasons for Hellbreakers characters to wind up where they need to be. And also include options for those who want to run it standalone.

Continuing the Campaign Spoilers:
The main mention of Hell's Destiny is in the Continuing the Campaign section, which mentions this:

"While Isger still has plenty of adventure left, PCs who wish to continue the fight against Cheliax can transition into the next Adventure Path, Hell’s Destiny. In this campaign, the PCs join various factions such as Andoran and Ravounel to directly confront Cheliax and mount an attack against its hellish forces as their enemy prepares their most diabolical plan yet."


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

There's a lot of PFS modules out there, and a lot of Eberron locations. There any specific places in Eberron you're interested in?

Off the dome, Escaping the Grave has you going into the Gravelands to find missing Pathfinder and recover items of historical value from a town in there. I could see this adventure being reflavored to be the Mournland instead, although it'll lack the weirdness of the Mournland and be undead focused.


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Starfinder just did a Hyrngar heritage for dwarves, so if Paizo does a Darklands book I definitely would expect that to be included. I don't really see a lot of players wanting playable sekmin the same way there was a vocal group that wanted bugbears though.

Personally, what I would want is some modular tables for terrain and hazards similar to how some Lost Omens books have creature encounter tables.


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Personally my decision to keep PF2 and SF2 largely separate has less to do with balance and more to do with having played or run PF2 for 7 years and wanting to see the new stuff. And my players seem to agree, since none of them took the few PF2 options I did allow.

My impression has been that organized play's decision to keep PF2 out of SF2 for now is for a similar reason.

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