James Jacobs wrote:
Gotta admit I do love the Warlock. More a fan of the original 3.5 version than 5th ed., but there must be a reason so many people are giving this a go.At a (late night) glance, this looks pretty cool.
Maybe play with the traits of the Eldritch Blast? Would the MAP apply to later levels when getting two or more blasts?
Curious to see the feats you come up with. Been following your various house rule ideas and am a fan of many of them. When I’m able to actually play 2e more I’m sure I’ll want to use a bunch.
Yeah the PDF maps are decidedly not high resolution. Some can still be usable for vtt or printing, though they'll be blurry. The 1" = 10' scale maps, however, are just painful to even try. We've been asking for years for Paizo to release the high res maps for sale (I get not for free, but obviously the high res maps exist... I see little reason not to sell them). There was a thread or two back a few years with someone from Paizo commenting, if I recall correctly. I can't recall what their answer was, just that I wasn't satisfied and that we never have been given the chance to buy the maps.
I like this idea a lot. I’m not a fan of where they went with wands. I was also under the impression that they were trying to move away from “spells in a stick”, but they kept that and also made it essentially a once a day item. I agree the broken and destroyed ideas seem rather unfun.
You can start with the Ancient Red Dragon (level 19) and add some abilities from the Hydra (only a level 6 creature but it has five heads). That should get you pretty far. Take a peek at some other level 20 creatures to make sure it's numbers are relatively close.New to Pathfinder and running four level 20's? That's brave! Jumping into the deep end there. Good luck!
Thanks for this! If nothing else, having the errata in one place until Paizo makes a real errata file is very useful.
I like some of what you've done with the other items so far as well.
A couple questions:
First, your spontaneous casters; they would not have to learn the same spell at a higher level in order to heighten it (signature spell notwithstanding)? That solution for them never sat well with me.
Second, What's your thought (if any) on Magic Missile? There is a thread debating if it is subject to the miss chance from Concealed, since it specifically avoids mentioning it in the spell description.
I started looking into Strange Aeons. 2e dopplegangers are no joke.
We’re early in book two right now, and I’m considering converting. I’d already brought in Unchained revised action economy and Automatic Bonus Progression, so the feel of action won’t be a sudden change. Classes and items are pretty different though...
On a related note, 1e had a bunch of improvised weapon feats (such as Catch off Guard and Throw Anything); I haven’t found anything in the crb that might offer a way to make an improvised weapon fighter, or something to negate the -2 penalty for using improvised weapons. Am I missing anything or has this basically been simplified out of the game (subject of this thread notwithstanding)?
Our group has always ignored the diagonal=extra movement stuff. One square = 5 feet, regardless. I isn't spatially accurate but we've never had it be an issue; all participants in a combat, heroes and villains alike, use the same movement rules so we just don't see a reason to use it. For spell effects we use curved templates, or vtt software, and eyeball the things, so even there have not had a problem making a ruling as to area of effect. We have terrain and maps with grids so hexes (which I do personally like) aren't a good option. To each their own.
I'm curious about this book as well. Let us know how it plays! When I looked at drivethrurpg there were was a review that was concerned about some of the heritage feats being too powerful.
Thank you! Not any time soon for a full redo of the other pages, it took me a while on my spare time to do this. I actually don't mind the other sheets as much (well, the B&W ones), they don't hurt my eyes like the original main sheet! Looking at them, I may just edit the pdf to change shading from black to gray or something.
For other options check out what Uchuujin and Viemexis made, I like theirs as well. They're also in this thread, not hard to find.
Thanks for those links VestOfHolding! Very interesting. And, I'm afraid, applicable to these sheets, especially the color one. Very busy, hard to follow, unflattering colors; it made my eyes very unhappy.
I gotta say that, while they weren't perfect, I kind of liked the playtest sheets better. Landscape should also be an option for those who like them as well.
Oh, and the B&W character sheet I just downloaded still has Pathfinder misspelled in the footers.
David knott 242 wrote:
Yeah? Like how? Has there been a large book released recently without the option? I don't have the Starfinder pdf so I've no idea other than the core rulebook and Bestiary 6 split pdfs I have.
inshal chenet wrote:
Only the first two books take place in Ustalav. The second book takes place mainly in Thrushmoor, which is featured in Carrion Crown book 4. But it's mainly the location, not so much npcs or other story beats AFAIK.
"Did anyone's players figure out the Argus Wall?"
My players tried several things, including hacking away at it and setting fire to it, before realizing it was a haunt via a Religion check. They then picked up on the clue of its question of "Who am I become?" and remembered that there was a big mirror in the laundry room, which of course worked. I vastly prefer the players figure stuff out rather than having a skill check provide all the answers (which means a lot of Paizo's haunts need a bit of reworking, since many of them require steps to cleanse that there is no way characters could know.)
I think Amber Die talked about it back in the thread a bit. Basically, if you have the whole thing on a table, you'd cover up the unexplored areas with cardstock or something until it's revealed.
When I ran it, I used a digital map, with fog of war, and displayed on a television. Worked great.
That's a great way to run this. It's a Call of Cthulhu THEMED adventure, and getting the low-powered, fragile character feel in Pathfinder is really tough without changing a lot and adding many limitations to the players. Even the Player's Guide talks about this, and how the themes don't allow the GM free rein to kill the PC's. It SHOULD be challenging and a little unforgiving toward the players, but overall survival is assumed.
As far as the backstories go, you have time before having to reveal them fully, so you can build them slowly if you need to. You can also integrate things that come up during play too, and look awesome when it looks like it was all planned from the start!
There are plenty of places for you to plant various seeds, especially in book one (in their dreams), and in book two (with townsfolk chatter). I would definitely include the Yithian in your mind-swapped pc's dreams in book one, that's a perfect place to do it. Maybe have Kaklatath reach out periodically in that pc's dreams even later. Read Lovecraft's Shadow out of Time novella if you haven't, that has tons of things you can mine for a pc who has been mind swapped in the past. This AP allows for some really strange events to happen as dreams and even time itself can be a little wacky.
1) The point buy won't make a HUGE difference, but that plus five players will definitely skew things in favor of the pc's. Class selection and teamwork make a bigger difference, imo. This AP leans to the difficult side early on for the default of 15 point buy/four PC's, but in our experience Paizo AP's are written a tad too easy except for some specific encounters. In this book one, for example, the Nightgaunt does have the potential to be a killer, as do some of the early doppelganger fights, depending on dice rolls. Look on these boards for things other GM's have posted; The Order of the Amber Die guys had some good points regarding the Nightgaunt fight, as did many others. Lots of things have been written and ideas tossed around, definitely worth looking at.
2) The AP leaves things very vague regarding the PC backstories, giving some hooks mainly in book two, so you have a lot of freedom there. Having more interconnected stories might actually make the plot flow a bit better than as written. The assumption given in the AP is that the PC's were slaves sold to Lowl by Weiralai; I ignored the slave part entirely and only one of my PC's actually had a connection to her. Feel free to do whatever, just be sure to look ahead and pay attention to how the various plot hooks (mainly throughout books one through three) will work in order to maintain a coherent plot. And plant the seeds of Ariadnah early and often; the AP doesn't do a great job of having her presence felt between a few mentions in book one and her final boss appearance in book six.
Occult Adventures says that Plane Shift does not allow travel to the Dimension of Dreams, so we can just have that be the roadblock to pc's getting to and from there with the mega gear, which the module clearly does not expect the party to take to the real world. Look back to page 2 of this thread, someone was asking a similar question back then, though I don't think it was ever definitively answered. Sure, the module mentions Plane Shift for some npc's, but Paizo writers once in a while throw in contradictory stuff by accident, and you can just leave that part out of the narrative.
If the players really want to slack off on the plot like that I'd hit them hard! Maybe even have many of the townsfolk perish as Carsosa begins to suck the town away in a second Thrushmoor Vanishing or something. Consequences are needed.
I'm preparing to start the ap after the new year, and have a Paladin pc lined up. I'm using the Fear rules from Horror Adventures and will just use their suggestion where fear immunity becomes resistance instead; in this case that pc simply uses a lower tier of fear effect.And I look at it that Paladins and Clerics (and other classes who might be super LG types) will have extra role playing opportunities due to the moral grayness that permeates much of the campaign. I think between the guilt/forgiveness traits and me simply not hardlining the moral compass there won't be situations requiring multiple atonement spells (unless the LG pc actively crosses even the blurry lines).
Benchak the Nightstalker wrote:
That's an awesome idea to run something as a flashback; heck, even loot they gather there can be "found" stashed as Hubaris mentioned.My group ran through Crucible a while back, so I'll have to stay away from that one lol.
Did anyone incorporate any other modules into your Strange Aeons campaign? If so, what were they, and do you have any suggestions/tips?
I'm thinking of running Carrion Hill. It's for level 5 pc's; it seems the most logical place to insert would be between books one and two, after the group leaves Briarstone but before they arrive at Thrushmoor.
Obviously I'll have to mess around with clues, motivations, and geography.
James Jacobs wrote:
That's awesome! Any chance of us reading those?
There is a pretty good timeline someone came up with here in the message boards. It only picks up with the advent of the fugue state, but it might give some good info for you.The backstories are intentinally left vague, so, for example, what I'm going to do is customize each of my players' backgrounds using a blend of what is listed in the module and other, original, things.
Book three especially has more information on the timeline and backstory, as that is where the characters get their memories back, so I'd recommend reading through that. The whole path is worth reading over ahead of time, I think, as there are even things in book 6 that relate directly to the opening moments of the campaign.
I agree with you wholeheartedly, but this has come up in discussions before. Here is one in which James Jacobs commented:http://paizo.com/threads/rzs2mfxh?Why-dont-the-adventure-path-map-folios#16
I would buy the maps for use on digital displays (as you point out Weissrolf, the ones included in the Interactive Map PDFs aren't often useful for this purpose). Perhaps with the increased usage of VTT, and enough customer demand, Paizo will change their minds and figure out a way to make this happen.
I really like the sound of this! I'm in the (very) early planning stages for running this AP, and I am intending to use the Horror Adventures fear system as well. I've been toying with ideas of using things like this to make the fear effects interesting and dynamic while still keeping the threat alive. I also agree on using the agile template and some of the lair action ideas from 5e; anything to make solo creature battles viable and interesting without resorting to adding more and more minions or amping up their hp.
Please keep us posted on how this works in play!
Erich Zann himself shows up near the end of the campaign, but this viol doesn't actually foreshadow that in any logical way. I just removed it from my game.
Has anyone here run the campaign and had their players recognize the viol? I am surprised they didn't have it tie into Zann in any way; though from book one to book six is a pretty big gap I suppose.
Thanks for the write up, and nice addition / tweaks there! Would love to hear your other ideas and additions, if you get time. Thanks!
I've been looking at this as well. My group is getting close. I like the idea of somehow forcing them to walk the trenches (lest it get a bit too easy). Perhaps since the entire area was designed to bring down flying enemy cities/ships the air space just above the trenches has a built-in downdraft powered by air elementals? Wouldn't prohibit flight entirely but would make it a hassle to do so.
Michael Boozer wrote:
I second this. We've printed out several maps in the past for table top use, but most, especially the larger ones, are very blurry after enlargement. I'm honestly not sure what the use is for a lot of the pdf maps in the AP map packs. Not really great for vtt or printing, so we are stuck mapping by hand anyway. They're obviously not drawn in the relatively small scale supplied to us in the pdf; I'd be willing to pay a little extra for the original higher resolution images.
In the OA playtest, the Aether Kineticist could choose the Wild Talent Foe Throw starting at sixth level. In the final product the prereqs changed slightly (class needs to be the effective level of the power x2), and Foe Throw is level 3 now (thus at least a sixth level Kineticist - as before). However, my issue is that they separated Wild Talents into Infusions and Utility Wild Talents, and Foe Throw, being an infusion, wouldn't be able to be selected until the class gains its first infusion after level 6, so 9th level. This seems off to me, having it at sixth level before but not until 9th level now. Am I missing something?