Philetus's page

Organized Play Member. 38 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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Since my wife and I got the Core Set and CotCT during the pandemic (and played it every night for months), we haven't shared it with out normal tabletop group yet. So, we still have months -- if not years -- of content to go through with them. But still, I am really kind of bummed out by this.

I will continue playing and tinkering with the game (shameless plug to the first two books of The Year of Shroud and Scale), but I have some suggestions about how Paizo and the community may want to move forward. I'm sure some of this has already been done, and if so, I hope someone will point me in the right direction:

1. Online shop discounts:
If you know where to look, there is still a lot of first-edition content in the Paizo shop, with old five seasons of Society play, class decks, expansion decks, et al., in addition to the original adventure paths. In the process of making this a legacy product, I'd like to see Paizo put most (if not all) of these old products on sale. The class decks provide a lot of expansion on the Boon side of things, and the old Society paths will provide more than 100 scenarios. Making it much easier for the community to access these might make it easier to take the blow of losing any hope for new products.

2. Distinct conversion guides:
This would almost certainly be a community project, and it may already be done. But to make it easier for new (Core Set) players to get into older content, it might be helpful to have title-by-title conversion guides for the best way to play old modules with new cards. Basically, if you want to pick up Season of the Shackles, what rules updates to do you need to be aware of, what cards will you need to have to play it, how would Core Set characters need to be adapted to playing it. I'm sure there would be a lot of crossover from scenario to scenario, but there are also a lot of rules changes over the years that new players won't be aware of.

3. Expanded homebrew permissions:
If Drivethrucards is still going to be allowing users to create PACG cards, I think it would be a show of good faith for Paizo to allow players to create cards from the old APs, so that those cards could be used in the corresponding Society play Seasons. Having not played any of the original Seasons, I don't know how much crossover there is, but if I could buy a $15 pack of cards from Drivethrucards that would let me give Paizo $40 or $50 to pick of the PDFs for a Society Season, I think everyone wins.

In addition, I would be curious to see if Paizo would now allow players to create homebrew content from published adventure paths. I started tinkering with a PACG adaptation of Jade Regent, before being told that was a strict no-no. :)

4. Homebrew initiative:
Game writing is hard. But, I know some people have been writing and sharing their own content for the game. If you've ever had the idea that there is a story that you'd like to tell with the game, now might be the best time. (I've gone through and categorized a lot of the Location and Story Bane cards from the Core Set and CofCT, if anyone wants to jumpstart their homebrew planning.

5. Centralized location for all content, including homebrews:
Again, this is something that may have been done already, and I just don't know about it. As far as I know, there are at least three major PACG communities, with varying degrees of activity and support: the Paizo forums, the Org Play Online Discord server, and r/Pathfinder_ACG. Each seems have have bits and pieces of what's available, between the old APs, Society Play, Paizo one-shots, homebrew one-shots and and longer homebrew campaigns. I think it could be very helpful for there to be a central repository of what all exists for the game, broken down by where to get it, what you need to play it, what it costs, etc. I am sure there is a ton of stuff out there that I'm missing, and would love to pick up to continue my PACG experience. Having a central database like this might also stoke the interest of some people to start working on that homebrew they've been thinking about, and help us create more content as a community.

Sorry to be so long-winded, but this game has been important to my wife and me over the past year, when we couldn't get our normal group of silly friends around a table for most of Sunday to play Pathfinder. The other shoe dropping doesn't really surprise me, but it does sadden me, and I'd like to see the community do what it can to keep the game alive.


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Update: Book 1 is complete and live. Take a look, give it a play, tell me what you think.


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Hey, folks. Just started tinkering with a L1-L6 homebrew (my last attempt ran seriously afoul of Paizo's CUP; mia culpa). The storybook is still very rough (cleaning that up will be the last thing I do), but I'm curious about how the thing plays.

Posted the first scenario here (I'll probably keep adding to the same file, or at least link from it). Bang on it, comment, have fun. Let me know what you think. And if anybody wants to play Thargrap, the Blood God summoner, in this, so much the better.

Book 1: Unusual Alliances


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Yes, please. Looks like a fun character, and I'd love to see more.

Had to put this on a single sheet for our next home playthrough of Rotting Ruin. Anybody else is welcome to use it, too. (Hope that's OK with the designers.)

Single sheet, portrait and landscape (cards are slightly bigger on landscape, for those of us with bad eyes).

Dropbox link: Thargarp, single sheet.


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Two points I'd like to add from a DM perspective (most of the useful stuff about the PC side of it has already been said: don't be stupid).

First, when players create their characters, I ask them for their alignments on a 1-100 scale (stolen shamelessly from the Neverwinter Nights computer game). 100-67 is law and good, 66-34 is neutral and 33-1 is evil/chaotic. This allows the players to really define how they look at life (a paladin or monk who has law of 70 is vastly different from one who has law of 100; I played a halfling paladin with a Law of about 70, who was reluctantly taken into his order and always had to make conscious decisions to stave up his chaotic racial nature), and it allows me to see how close characters are from slipping into another alignment. Chaotic characters who slip below about 15 are dangerous to the party. You really are getting into mental instability (if played well) and recklessness that can end the party up in serious trouble. This holds true for every facet of chaos. The Chaotic Good (5/75) ranger who can't keep himself from striking down the land-grabbing baron in his own hall is far more dangerous to the party then the Chaotic Evil (20/15) thief who amuses himself by killing beggars in the street.

I recently played a very long, fun campaign with a chaotic neutral (with slight evil tendencies) gnome psion who was ancient and senile. The character was always roleplayed well, so when he decided that the best idea to get back at someone who'd pickpocketed him was to burn down his favorite bar with him -- and about 30 other NPCs -- inside of it, we knew two things: This was perfectly in character for the gnome, and it was time to get the heck out of Dodge.

The other thing from a DM's point of view, is that I will allow any alignments in the party, but if you're CE, or CN with evil tendencies (which most people at the table will be able to see, even if you can't), I will not step in on your behalf in any way if the party decides it needs to deal with you. Knowing that they have to maintain their usefulness to the party will keep a lot of CN and CE PCs from drifting into the dangerous levels of chaos.


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I spent some of this evening reading the thread of fixing Monk damage, and someone on there suggested just making an unarmed fighter. Here's my riff on that. Feel free to slash and burn, or take and modify. But any feedback might be helpful to those who are dealing with the monk issue.

*******

This class combines Fighter, Monk and a couple of touches of Rogue, while placing very strict limitations in the hope of creating a character who specializes in unarmed combat and can hold his on on the front lines of a fight, acting as the primary tank of a party. Giving him a Fighter's number of feats, and adding some of the Rogue talents to that feats list, hopefully allows for a significant breadth of character development and individualization.

*******

Unarmed Specialist
The fighter takes up arms for battle. The monk uses mysticism for his powers. The rogue uses cunning and guile for his deadly attacks. But the unarmed specialist enters battle with just his fists, and in this, is the master of his craft.

Alignment
Any.

Hit Die
d10.

Starting Wealth
5d6 x 10 gp (average 175g)

Class Skills
The unarmed specialist’s class skills are Acrobatics (Dex), Climb (Str), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level
4 + Int modifier.

Table: Unarmed Specialist
Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Unarmed Attack, Unarmed Training I, Bonus feat, Weapon Restriction, Armor Restriction
2nd +2 +3 +3 +0 Bonus feat
3rd +3 +3 +3 +1 Armor training I
4th +4 +4 +4 +1 Bonus feat
5th +5 +4 +4 +1 Unarmed Training II
6th +6/+1 +5 +5 +2 Bonus feat
7th +7/+2 +5 +5 +2 Armor training II, Improved Unarmed Attack
8th +8/+3 +6 +6 +2 Bonus feat
9th +9/+4 +6 +6 +3 Unarmed Training III
10th +10/+5 +7 +7 +3 Bonus feat
11th +11/+6/+1 +7 +7 +3 Armor training III
12th +12/+7/+2 +8 +8 +4 Bonus feat
13th +13/+8/+3 +8 +8 +4 Unarmed Training IV
14th +14/+9/+4 +9 +9 +4 Bonus feat, Greater Unarmed Attack
15th +15/+10/+5 +9 +9 +5 Armor training IV
16th +16/+11/+6/+1 +10 +10 +5 Bonus feat
17th +17/+12/+7/+2 +10 +10 +5 Unarmed Training V
18th +18/+13/+8/+3 +11 +11 +6 Bonus feat
19th +19/+14/+9/+4 +11 +11 +6 Armor mastery
20th +20/+15/+10/+5 +12 +12 +6 Bonus feat, Supreme Unarmed Attack

Class Features
The following are class features of the unarmed specialist.

Weapon and Armor Proficiency
An unarmed specialist is proficient with all simple weapons and gains no armor proficiencies at 1st level.

Unarmed Strike (Ex)
At 1st level, an unarmed specialist gains Unarmed Strike, as per the Monk class feat. His unarmed strikes do 1d6. A character may select the Two-Weapon Fighting feat chain to allow for multiple off-hand attacks, while retaining his full STR bonus on his offhand attacks.

Unarmed Training (Ex)
Starting at 1th level, an unarmed specialist gains a +1 bonus to attack and damage rolls when he is using unarmed strike. Every four levels thereafter (5th, 9th, 13th, and 17th), he gains an additional +1 bonus on attack and damage rolls. An unarmed specialist also adds this bonus to any combat maneuver checks made with his unarmed strike.

Bonus Feats
At 1st level, and at every even level thereafter, an unarmed specialist gains a bonus feat in addition to those gained from normal advancement (meaning that the unarmed specialist gains a feat at every level). These feats must be selected from the list of Combat Feats, with additional feats added to this list as the unarmed specialist advances in level. An unarmed specialist may qualify for feats that are restricted by Fighter class levels (i.e., Weapon Specialization, Greater Weapon Focus) at the same level that Fighters would be eligible.

At 2nd level, an unarmed specialist adds Fleet, Evasion (as per the Rogue class feat; only functions if current Armor Check Penalty is 0) and Bravery (as per the Fighter class feat) to his list of selectable feats, both for his bonus feats and his feats gained through normal level advancement.

At 4th level, an unarmed specialist adds Unarmed Strike: Magic to his list of selectable feats.

At 6th level, an unarmed specialist adds Fast Stealth (as per the Rogue Talent), Ledge Walker (as per the Rogue Talent) and Stand Up (as per Rogue Talent) to his list of selectable feats.

At 10th level, an unarmed specialist adds Defensive Roll (as per the Rogue Advanced Talent), Improved Evasion (as per the Rogue Advanced Talent; must have Evasion; only functions if current Armor Check Penalty is 0) and Unarmed Strike: Alignment to his list of selectable feats.

At 14th level, an unarmed specialist adds Unarmed Strike: Metal to his list of selectable feats.

An unarmed specialist may swap out feats after 4th level, as per a fighter.

Weapon Restriction (Ex)
An unarmed specialist who uses any weapon, even those with which he is proficient, takes a -2 penalty on attack and damage on all attacks in any round in which he uses weapons. This penalty resets just before his next turn begins.

Armor Restriction (Ex)
An unarmed specialist loses all class features related to his unarmed strike if he begins a round with an Armor Check Penalty greater than 0. See Armor Training below.

Armor Training (Ex)
Starting at 3rd level, an unarmed specialist gains proficiency with light armor, and learns to be more maneuverable than an average person while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. At 7th level, he gains proficiency with medium armor, and may move at his normal speed while wearing medium armor.

Improved Unarmed Strike (Ex)
At 7th level, an unarmed specialist’s unarmed strike does 1d8 damage, plus that granted by Unarmed Training.

Greater Unarmed Strike (Ex)
At 14th level, an unarmed specialist’s unarmed strike does 2d6 damage, plus that granted by Unarmed Training. In addition, the threat range for his unarmed strike increases to 19-20. If he has Improved Critical: Unarmed Strike, the threat range is 18-20.

Armor Mastery (Ex)
At 19th level, an unarmed specialist gains Damage Reduction 5/—.

Supreme Unarmed Strike (Ex)
At 20th level, an unarmed specialist’s unarmed strike does 2d8 damage, plus that granted by Unarmed Training. In addition, he automatically confirm all critical threats and the damage multiplier of his unarmed strike increases from x2 to x3.

Additional Feats
Unarmed Strike: Magic
(An unarmed specialist’s unarmed strike acts as a magic weapon, for purposes of bypassing damage reduction.)
Unarmed Strike: Alignment (An unarmed specialist chooses one of his two alignments. His unarmed strike acts as that alignment, for purposes of bypassing damage reduction. Once this choice is made, it is permanent, but this feat may be taken again and used to add the character’s second alignment.)
Unarmed Strike: Metal (An unarmed specialist chooses one type of alchemical metal (silver, cold iron, adamantine, mithril). His unarmed strike acts as that metal, for purposes of bypassing damage reduction.)

PS: If anyone wants to format that levels chart, by all means, be my guest. Some things escape me.