Pathfinder Roleplaying Game Superscriber
Hey, just checking in. I see that Order #7780367 has shipped, but that was the edition of the Pathfinder Adventures subscription to my subscriptions. Does this shipment also include my subscriptions placed in Order #7939687 (the remainder of my 2nd Ed subscriptions)? Or will the two orders be shipped separately? Just want to know how many packages to be on the look for. Thanks. Rodger
Pathfinder Roleplaying Game Superscriber
I ordered subscriptions for the Pathfinder Adventure Path, Roleplaying and Campaign Setting lines. I selected the options to have the Adventure Path and Campaign Setting lines to start with the Age of Ashes and the Lost Omens guide respectively, but the system changed my selections to begin with the last issue of the previous AP and the Druma book. I would like the subscriptions to start only with the 2nd Edition material. Could you please update my subscriptions to start with the correct items? Please let me know if you require any other information to process this request. Thanks in advance. Rodger
Pathfinder Roleplaying Game Superscriber
My debit card information recently changed and, though I changed it in my Account Settings, I'm not sure the information is being correctly used for this order. Could you please confirm you are able to authorize my card with the new expiration date? Please let me know what I can do to verify my payment information is correct. Thanks.
Pathfinder Roleplaying Game Superscriber
I placed order 2385509 to ship with my next subscription shipment, and it was showing up on my subscription page, but it wasn't included in the email sent out this week about my upcoming shipment (order 2352256) Now, it's still in my Sidecart but listed as "Will ship with future shipment." I placed another order (2412932) and it says it will ship with my next order. Is there a problem with order 2385509? I want everything to ship with my January subscriptions. Will this be possible? Thanks.
Pathfinder Roleplaying Game Superscriber
I put together a Darkmoon Vale mini-AP with some of the modules a few years ago, an an introduction to Pathfinder for my group. In my campaign, Drazmorg is the big bad, a semi-lich follower of the whispering Way who believes that if he defeats the Whispering Tyrant and takes in his power, he will fully ascend and then begin transforming all of the world into an undead paradise. In my version, Tar-Baphon's prison in Gallowspire is held together by certain seals in locations important to him in his actual life, and one such seal exists below Droskar's Crag. Meanwhile, tensions between the townsfolk of Falcon's Hollow and the fey court of Queen Syntira are deteriorating due to the machinations of Kreed and his grip on the region. My image for Falcon's Hollow is very much inspired by the tv show Deadwood. I used a number of the published adventures set in or around Falcon's Hollow and Darkmoon Vale. I connected them together with some homebrew adventures directly related to the PCs' actions and stories. Here's my set-up: Hollow's Last Hope - 1st adventure; intro to Falcon's Hollow.
I cannot stress enough how useful the Darkmoon Vale sourcebook is to any campaign set in the region. Pick it up if you haven't already.
Pathfinder Roleplaying Game Superscriber
I would like to remove the Pathfinder Adventure Path: Rise of the Runelords Pawn Collection from my sidecart as I no longer wish to purchase the token collection at this time. It was moved there from order #1964363. Please let me know what I can do to make this change. Thanks.
Pathfinder Roleplaying Game Superscriber
I actually think RotRL is one the best APs for rangers, given how the escalating threats in the campaign so closely fall into the favored enemy/terrain progression. Here is what the player in my campaign has done with her ranger: Favored Enemy/Terrains:
1st - Goblin +2 (being from Sandpoint, it made sense.) 3rd - Forest +2 5th - Undead +4, Goblin +2 8th - Underground +4, Forest +2 10th - Giant +4, Undead +4, Goblin +2 13th - Mountains +4, Underground +4, Forest +2 Currently, the group is in Janderhoff, tracking down information on a some leads at the beginning of chapter 6. Going forward...: I'm guessing that she will increase her bonus against giants to +6 at 15th, and she'll probably add evil outsiders as her new one as they have come up in the campaign (and since her character has a problem with the demon who killed her father and the devil that is currently partnered with her lover). As for terrains, Urban is also a good one in chapters 1 and 2, and useful in chapter 6.
Pathfinder Roleplaying Game Superscriber
My order confirmation states that this subscription order (plus one additional purchase) shipped out on Dec. 16th, but I haven't received it as of yet. I thought with the holidays, it would take a bit more time, though I'm concerned at this point. Is there any way to determine where the package may be? Thanks.
Pathfinder Roleplaying Game Superscriber
Looks like this preview is garner some good press too. Wired Magazine: Geek Dad article. Box looks amazing. Can't wait.
Pathfinder Roleplaying Game Superscriber
godsDMit wrote: Anyone else come to mind? Again, spoilers! In my game, I changed the leader of the ogre demolitioners on Skull's Crossing to an alchemist, one using his bombs to move along the destruction of the dam. The displays of his work actually led to the party fighter spending his winter studying alchemy (and taking his first level in alchemist by the end). Changing Barl Breakbones isn't much of a stretch (he was a magus in mine), but I think changing Mokmurian would interfere with the thematic connection he has to Karzoug. I could see adding in an alchemist to the raid on Sandpoint in Chapter 4, and possibly changing one or two of the NPCs in Sins of the Saviors, particularly in Runeforge, to a alchemist. Unfortunately, his name escapes me, but the clone wizard could be an alchemist, deriving his cloning ability from the use of runic alchemy (now that I think about it, I might actually make that change myself). Using the archetypes from Ultimate Magic can also give each alchemist a nice distinction. Hope that helps.
Pathfinder Roleplaying Game Superscriber
Just as the subject says. I wasn't sure if this was covered in any of the material, but given how intertwined humans and halflings have been throughout the course of Golarion's history, I'm sure it's come up. I have a player whose PC is currently stuck in a love triangle with his recent halfling lover and his returned childhood love. Due to some of his family history, the notion of having children is important to him and will influence his decision. Thanks.
Pathfinder Roleplaying Game Superscriber
HangarFlying wrote: Has anyone run the AP using material from the APG? Specifically, I'm curious about the extra classes. I have one player that I think would love to play a summoner, and I'm just curious as to how well they will fit in. I'm currently running my group through the AP (we're over a year in and nearing the beginning of Chapter 4), and I have allowed my players to use a good number of options from the APG, with great results. I feel that the classes fit in very well, thanks mostly to the design of the classes as well as the design of Sandpoint and Varisia as a whole. For example, one PC is a young dwarf descended from a line of Janderhoff Wall Wardens, who began as a fighter specializing in defense. After some disturbing encounters at Skull's Crossing... Hook Mountain Massacre Spoilers:
The lead ogre atop the Crossing was an alchemist, using his bombs to slowly destroy the dam along with his demolition crew. Being the first time the party faced an alchemist, they were taken aback and nearly defeated. The dwarf has now been studying alchemy to create bombs for use in defense of the town, essentially building an artillery. As you can tell from above, I have been changing the NPCs in the campaign as well, updating them and changing them with the new APG info, which has been great fun for the group as a whole. Facing an alchemist or an witch breaks up the monotany of fighting barbarian ogres over and over again.
Pathfinder Roleplaying Game Superscriber
Where in the rules is it stated that you must meet the caster level requirement of a magical item in order to craft it? I'm looking for the specific line of test. Also, if you do not meet the caster level, is it possible to overcome this by adding +5 to the check DC to create the item, as if this is a requirement that you do not meet? Thanks.
Pathfinder Roleplaying Game Superscriber
I'm confused as to why the Hunters' Maze is presented as a combat-heavy dungeon crawl. At this point in the story, if things progress as assumed by the pervious adventures, the PCs have forged an (uneasy) alliance with the other urdefhans in Ilmurea, and in fact, may need to continue this alliance in order to have enough of an army to successfully distract the growing serpentfolk forces, as Kline suggests. Based on the description provided in the write-up, the urdefhans stationed in the Hunters' Maze were inadvertently cut off from their brethen and underseige by the serpentfolk flooding into the city. However, when the PCs meet these urdefhan, there are no serpentfolk around to hold them in, and the adventure states that they attack anyone wandering into their territory, including the PCs. I can understand that these urdefhan would be on guard, but wouldn't it make more sense for the PCs to reunite the urdefhan and strengthen their alliance for the upcoming battle against the serpentfolk? As presented, the PCs have to destroy a signifcant force that could be of use to them, and who share with them a common enemy, in order to find the "weapon." Some groups, of course, will relish doing in the urdefhans and their daemon masters, but I don't understand how this section fits with the overall story. Now, of course, every group will handle this differently, and I know that the writers cannot know how every group will react. After GMing in Golarion for a few years, I greatly appreciate and love all of the work the Paizo crew does. This instance, though, just seems like a dungeon crawl for the sake of XP-gathering, and a large one that deflates the impending doom of the serpentfolk rise. I feel like this page count could have spent developing the world-crushing menace that is the serpentfolk, something that for most of the AP is played out in history lessons and ancient tales than actual interaction with these insidious snakes. I hate to complain. Just looking for some guidance. Thanks.
Pathfinder Roleplaying Game Superscriber
lordzack wrote: So where would be the best place to put the flumphs in? I'm considering doing the same in my current campaign, as I want the PCs to know about the truth of Mhar Masif. Xin Shalast Spoilers:
That the mountain is acutally the material prison of a Great Old One trapped between worlds, like Karzoug. I'm thinking about adding a flumph in as a resistance fighter. More Xin Shalast Spoilers:
There is a race of skulks descended from the original human inhabitants of Xin Shalast who are being terrorized and worse by the vampiric outsider (can't remember its name offhand). The flumph will have come to spread news that this Old One could reenter our world if Karzoug succeeds in freeing himself, but found the skulks in need of his help. Once the PCs defeat the creature and save the skulks, the flumph will speak with the PCs about his purpose in Xin Shalast. I'm hoping that puts even more fear into my PCs, and shows them just what is at stake here.
Pathfinder Roleplaying Game Superscriber
Thomas Miller aka tqmillerusa wrote: Looking back on when I ran this AP, I wish I had done more with Chopper and the Sandpoint Devil for that matter. I decided to take Stoot in a different direction for my current RotRL campaign: Stoot succeeded. Spoilers in case my players stumble in...: After removing his own eyes and tongue, Stoot completed his ritual, and thus succeeded in turning himself into a demon. Given his obsession with all things avian and with eyes and tongues and the art work in the Bestiary, I decided to make him a shadow demon with a bird-like form.
To tie this to the characters, one of my players is the daughter of Wade Deverin, murdered by Stoot, who developed a hatred of birds after her discovering her father's body. Her uncle Gaven took the death of his brother hard and blamed himself, handling raising his niece rather poorly. Now, five years later, he has been playing around with things he shouldn't in the hopes of countering his depression and guilt and has allowed Stoot to return to Sandpoint to truly enact his revenge on the city. The player's character, Tamaze, has been trying to help her uncle through his depression, and became very concerned when she discovered he's taken up whittling to calm his nerves. Currently, in my game, the party has returned home to Sandpoint to winter after the events at Hook Mountain. Upon arrival, they discovered someone has been stirring up supernatural trouble around the town, including agitating the Sandpoint Devil and freeing Malfeshnekor from his prison (a good bit of trouble since the PCs failed to take care of him previously), coupled with the reappearance of some Stoot carvings. I've placed some red herrings around, like Vhiski aiding Gaven in his endeavors for a price, so the PCs are going to to be in for a shock once they realize what's going on.
Pathfinder Roleplaying Game Superscriber
I believe there is some feat that allows you to wield a scimitar as if it were a light weapon (for use with Weapon Finesse, etc.), but I can't seem to locate the exact feat anywhere. It has something to do with the dervishes of Sarenrae, I believe. Anyone know what supplement I can find this in? Any help would be much appreciated. Thanks.
Pathfinder Roleplaying Game Superscriber
Name of PC: Elsbyth
Story: After taking out the majority of the ogres, the party found Jaagrath in the former chapel of Fort Rannick. The PCs dove into the fray, and Elsbyth challenged the ogre Pappy in the name of Iomedae. Well, Jaagrath landing an amazing hit (a crit with his ogre hook). 114 points of damage later, Jaagrath dashed her broken body against the chapel floor. and Name of PC: Tamaze
Story: In the same battle with Jaagrath, Hookmaw and Dorella overheard the combat and joined in. Hookmaw charged the ranger, and drove his hook right through her (another crit with an ogre hook). 104 points of damage this time, and Tamaze died. The party raised Tamaze, but Elsbyth decided to remain dead. Her player is bringing in an Oracle of Battle.
Pathfinder Roleplaying Game Superscriber
One of my players in my RotRL campaign wants a prestige class for his character. Here is my first draft of a prestige class based on the sorcerer's destined bloodline and the old WotC Fatespinner PrC. Please, any and all criticism is welcomed. Thanks. Spoiler: Hit Die: d6.
Prerequisites:
Class Skills:
BAB: Slow
Weapon and Armor Proficiency: Destined Disciples gain no proficiency with any weapon or armor. Spells per Day: At each level except 1st and 6th, a destined disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a destined disciple, he must decide to which class he adds the new level for purposes of determining spells per day. Greatness in the Blood: A destined disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the destined disciple does not have levels of sorcerer, he instead gains bloodline powers of the destined bloodline, using his destined disciple level as his sorcerer level to determine the bonuses gained. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell’s level. Spin Fate (Ex): Destiny conspires to empower the destined disciple. At 1st level, a destined disciple receives a pool of fate points equal to half his destined disciple class level + his Charisma modifier.
Bloodline Feat: Upon reaching 2nd level, and every three levels thereafter, a destined disciple receives one bonus feat, chosen from the destined bloodline’s bonus feat list. Pulling the Strings (Ex): As the destined disciple continues on, he becomes more keenly aware of the workings of Fate. The insight bonus granted by his touch of destiny increases by an amount equal to his Charisma modifier. It Was Meant To Be (Su): At 3rd level, a destined disciple gains the It Was Meant To Be bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the destined disciple gains another use of this ability. Fickle Fate (Ex): At 4th level, a destined disciple more clearly comprehends how his destiny affects the lives of others. Once per day as an immediate action, he can force any other creature, friend or foe, to reroll a roll that it has just made. A destined disciple must have line of sight to the creature to be affects. That creature must abide by the result of the second roll, whether it is higher or lower than the original roll. Spin Destiny (Ex): At 6th level, the pull of destiny on the destined disciple strengthens. He can now add fate points to any skill check, attack roll, or saving throw that he attempts. In all other ways, this functions just as the Spin Fate ability. Flash of Insight (Su): At 7th level, the destined disciple has learned to peer past the veil of Fate to see its machinations. Once per day as an immediate action, he can select the exact result of one die roll before the roll is made. This effect can alter an action taken by the destined disciple only, and cannot be applied to the rolls of others. Within Reach (Su): At 9th level, a destined disciple gains the Within Reach bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the destined disciple gains another use of this ability. Seal Fate (Su): At 10th level, the destiny of the destined disciple becomes a vortex, affecting the ebb and flow of destiny for all around him, sealing the fate of a friend or foe. Once per day as a swift action, the destined disciple selects a target creature he can see within 30 feet with Hit Dice equal to or less than his. The creature receives either a -10 penalty or a +10 bonus on its next saving throw, as decided by the destined disciple. If the selected target has more Hit Dice than the destined disciple, the ability does not work but the use of the day is not expended. This effect only lasts for 1 round, so if no spell or other effect is brought to bear on the target creature during the round, the creature’s fate is no longer sealed.
Pathfinder Roleplaying Game Superscriber
I think the change to Tsuto is a great move, and your other proposed changes could work. I do, however, think that the change to Orik may be a bit much. Spoiler:
Orik is portrayed as a down-on-his-luck mercenary that keeps getting in over head because of the women he falls for. In my game, I played this up quite a bit, and the PCs acutally befriended the poor guy, even as they killed Lyrie and subsequently lied to him about what happened to her (she attacked the party before they ran into Orik, and when the group found out, they told him that Nualia killed her to spare his feelings about the kind of person Lyrie really was).
From the standard narrative view, it seems unlikely that an anti-paladin would be following Nualia wihout very good reason. To me, the anti-paladin seems like the complete bad-guy package and ultimately the BBEG, which may take away from the impact of the revelation that Nualia is the cause of the recent trouble. Of course, you know your game better than anyone. Just my opinion
Pathfinder Roleplaying Game Superscriber
My players just began HHM, but I played out their travel from Magnimar to the Hook Mountain region, in order to add in more of their own personal plots. I used this time to do some foreshadowing of Myrianna's corruption. As the PCs left Sanos Forest and entered the Shimmerglens, I had a former vassal of Myrianna's, a fey named Laryssa prye on the PCs using whispering wind to send a message begging for help from deeper in the swamp. When the PCs investigated, Laryssa attempted to strike down the PCs and use them as her playthings. For Larryssa's stats, I used an alternate version of the blodeuwedd queen from Kingmaker, with the terror template from the module City of Golden Death. I described her as being covered in fungus and moss, with hair of sickly cattails, with her body constantly dripping fetid bog water. Laryssa's Stats:
Laryssa, Corrupted Sidhe CR 8
XP 4,800 Female terror blodeuwedd queen NE Medium fey Init +5; Senses darkvision 60 ft., low-light vision; Perception +12 Aura allergen (30 ft.; DC 21 Fort or sickened for 1d6 rounds), fear (20 ft.; DC 21 Will or as fear) DEFENSE
OFFENSE
STATISTICS
Hope this helps.
Pathfinder Roleplaying Game Superscriber
Name of PC: Elsbyth
Story: During the party's travel to Fort Rannick, I decided to add in some encounters, both combat and roleplay, to make the travel more interesting. During a night camped along the Yondabakari River, a boggard raiding party attacked the PCs: five boggards, a boggard barbarian, and a boggard witch. Well, the PCs responded quickly to the assault, and the paladin took on the barbarian herself. It was a brutal fight, both devastating each other with attacks. Suddenly, the boggard witch cast lightning bolt at a line of PCs, and Elsbyth failed her save. She went from 3 hp to -24. Luckily, the PCs used a scroll of reincarnate to bring her back. I rolled the dice and she came back as a dwarf. Considering that the character has been in love with her dwarf best friend since the start of the campaign, this worked out better than any of us could have imagined.
Pathfinder Roleplaying Game Superscriber
I have been GMing our game since November, and we finally reached the Shadow Clock on Friday. First deaths. Name of PC: Barley
and Name of PC: Gorvak
Story: Even with some information about what to expect at the Shadow Clock from Ironbrair, the party failed to plan ahead. When confronted with the Scarecrow, Tamaze, our ranger, and her firepelt cougar Barley charged the brute. Knowing that his Artificer's Touch would be a great help against the just-identified golem and charged as well, standing next to the cougar. Then the Scarecrow goes: Power Attack and Cleave. The first hit Gorvak for 20+ damage. The second hit Barley, and with the crit dealt 96 points of damage as the cougar's head flew from his body, leaving a space between the characters. On his turn, Gorvak, trying to prevent the Scaracrow from escaping, 5'-steps next to Tamaze, which sets up the Scarecrow: Power Attack and Cleave. Needless to say, Gorvak didn't last. Even worse, the sorcerer Pais raised Gorvak with the party's only scroll of raise dead, only to have Gorvak fail his save and be turned to stone shortly after...
Pathfinder Roleplaying Game Superscriber
vocaldc wrote: First of all, how much beans should I spill? Well, Tsuto is well aware of Nualia's powers and the strength of her forces in Thistletop, but he is also extremely loyal and in love (or at least, in lust). I doubt Tsuto would tell the PCs anything about the forces in Thistletop, at least no more than is mentioned in his journal. What he would do is brag about how powerful his love has become, her new found purpose, and that she will certainly come to his rescue when she realizes he has been captured, thus dooming Sandpoint and the PCs. In my RotRL game... Spoiler:
one of my players happened to play a PC who was Nualia's childhood love. When he found out Nualia was alive and lovers with Tsuto, he tortured the half-elf for information and revenge. Despite the torture, I held to Tsuto's description in the adventure and he only told the PC about Nualia's transformation and her new-found power. Of course, the PC wound up killing him because of this. vocaldc wrote: Secondly, I'm still a little unclear about how Tsuto and Nualia got together in Magnimar. What sparked the relationship? I'm sure it's in Burnt Offerings somewhere, but I'm just not finding it... I'd like to have their story 100% dialed in prior to the interrogation. I'm not sure that it's actually detailed how they met in Magnimar, but since they are both essentially exiles from their home town and both have "daddy issues," they could have bonded over that. Also... Spoiler: While they probably knew each other in passing at the least, having grown up in the same town at roughly the same time, it's also quite possible that Xanesha introduced them. Nualia quickly fell under Xanesha'a tutalege while in Magnimar, and Xanesha could have found Tsuto during one of her meetings about town while in her humanoid form. Finding two individuals from Sandpoint with deep hatred of the town would be a boon to her. Plus this is a great way to foreshadow the lamia's involvement in the story.
Pathfinder Roleplaying Game Superscriber
In the Pathfinder Campaign Setting, and throughout the RotRL AP, the War Razor is listed as having a critical threat range of 18-20, but this seems to have been reduced to 19-20 in the Armory? Is this a mistake on the part of the Armory? If not, why the change?
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