Samurai

Shisumo's page

Goblin Squad Member. Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber. *** Pathfinder Society GM. Starfinder Society GM. 5,297 posts (14,584 including aliases). No reviews. 1 list. No wishlists. 18 Organized Play characters. 24 aliases.



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Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

I seem to have gotten skipped for two months' worth of Society subscriptions (August and September for Starfinder Society, and September for Pathfinder Society). Can these be added to my account please? Thanks!

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

Here's mine:

Spoiler:
Arazni.

Anyone got any others?

Liberty's Edge 2/5

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Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

Is there any word on if or when Plaguestone will be sanctioned for Society play?

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

I'm just trying to get a good timeline in my head for when the Tyrant uses the Radiant Fire, because I've decided to have each use act as a mythic trial for my PCs. (I believe this will put them at tier 3 by the adventure's end.) If I'm doing my math right, the timeline looks like this:

Roslar's Coffer: Day 0 of the AP
Vigil: toward the end of Book 3
Gallowspire: about 5 minutes later
Renchurch: very end of Book 4
Hammer Rock: sometime in Book 5?

And then, of course, Sun Scarab's Keep: very end of book 6.

Does that look right?

Liberty's Edge

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Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

A thread to discuss the 2E reveals from the Oblivion Oath stream! (SPOILERS LIKELY)

So far: three new heritages - dwarf (death warden), goblin (unbreakable), gnome (chameleon)

Confirmed backgrounds - street urchin, guard, field medic

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

One of the things I am most excited about with Attack of the Swarm is the opportunity to learn how the Pact Worlds set up their military structures. Is there a Pact-wide military force, a la the UN Peacekeepers, or NATO's integrated multinational units? Do individual planets have their own navies, which might or might not offer units "on loan" to coordinated commands?

This is particularly interesting to me because the first adventure's title, "Fate of the Fifth," suggests that the PCs will be part of the Fifth, presumably some kind of military unit designation. Will there be rank and issues of command/promotion? A typical modern fireteam is composed of four members, just like the typical size of a role-playing group, but fireteams are not generally as widely-specialized as a RPG group, with medics and technical specialists part of the same group as the infantry. Will we see a description of military doctrine in the Pact that suggests that PC-styled units are widely used, or will the PCs be assembled from more disparate units that follow a more traditional structure, but have been decimated until only the PCs are left?

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

I need to make some modifications to this order, please. I'd like to remove the Bestiary and the Lost Omens World Guide from it. (I will be getting both via subscription and don't need two copies.)

I do want to leave the Deluxe Core book in the order, but I am curious - is there any way to get that version to substitute in for the regular version I would get via subscription otherwise? If not, it's fine, I'll get both.

Liberty's Edge

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Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

As much as starting the game off with, "You wake up in a coffin," sounds appealing in its way, I really think that Part Two will be much more impactful if there's a scene beforehand where the PCs get a chance to interact with the people of Roslar's Coffer. Shall we put our heads together to see what we can come up with?

Liberty's Edge

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Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

I just completed a SFS playtest session with a melee-spec'd kasathan biohacker. First, my build, then my report.

The character:
Maedren Echo Depending Insiah Contelesh
Male kasatha biohacker 4
LN Medium humanoid (kasatha)
Init +0; Perception +3

DEFENSE HP 28; SP 24; RP 5

EAC 17; KAC 18
Fort +4, Ref +1, Will +4

OFFENSE

Spd 25 ft. (30 ft unarmored)
Melee ghoulish painclaw +8 (1d8+6 S&P)
Ranged yellow jacket wraith-sting rifle +4 (injection only) or
medic injector pistol +4 (1d6+2 P&F, injection DC +2 or knockdown)
Offensive Abilities biohacker theorems (quick load, treat condition 3/day), injection expert +1, injections 7/day (counteragents -2 AC, -5 DR, -5 resist, vulnerability to energy type; restoratives +1 AC, +2 skills, +10 speed, blindsense), spark of ingenuity 1/day (counteragents add dazzled; restoratives remove dazzled, fascinated, shaken)

STATISTICS

Str 18 (+4), Dex 10 (+0), Con 10 (+0), Int 10 (+0), Wis 16 (+3), Cha 11 (+0)
Base Atk +3
Feats Armor Proficiency (heavy), Weapon Proficiency (advanced melee), Weapon Specialization (simple melee, small arms)
Skills Acrobatics -1, Athletics +3, Computers +7, Culture +10, Diplomacy +7, Life Science +10, Medicine +10, Physical Science +10; armor check penalty -3 Racial Modifiers +2 Acrobatics, +2 Athletics, +2 Culture
Languages Akitonian, Brethedan, Castrovelian, Common, Eoxian, Kasatha, Shirren, Triaxian, Vercite, Ysoki
Noncombat Abilities custom scanner, desert stride, primary field of study (genetics), scientific method (instinctive)
Theme Tempered Pilgrim
Gear ghoulish painclaw, basic formian hide, synaptic accelerator I (Strength), yellow jacket wraith-sting rifle, medic injector pistol with 50 explosive darts, serum of healing mk 1 (x8), 435cr

We playtested using SFS adventure Duskmire Accord 9, but I don't expect to have any major spoilers in this report. There were two combats, but due to blowing a Will save (not an indictment of the class' Will save, because I rolled a 3), I only really participated in one of them. During that fight, though, I felt fairly effective - I was able to hit reliably at this level, for palpable (if not amazing) damage, and it was really useful to have rider effects on those attacks. I attempted to use my genetics counteragent, but unfortunately the target was poison immune, so that failed. Afterward I stayed with reducing the target's AC with the basic counteragent. I was successful 3 times over one combat, which felt very satisfying. I only used one restorative, but it was also useful to be able to increase my speed to help offset my armored speed reduction.

Out of combat I was much less impressed with the class, unfortunately. I was far from unable to contribute, at least, but it was frustrating to realize that my 4th level character's Medicine, Physical Science, and Life Science scores were matched by the 3rd level operative sitting next to me, who also had ranks in almost literally every other skill in the game. I was still the party face, essentially because no one else had invested in Diplomacy at all, but I was very aware of how little the class gave me a reason to buy my Charisma.

All in all, considering I was building for a character version that has been roundly criticized as the worst biohacker option (melee bad, instinctive bad, melee instinctive THE WORST), I was pleasantly surprised by how useful I felt at this level.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

Can anyone think of examples of these classes in sci-fi or sci-fantasy?

Some of my thoughts: Elizabeth from Bioshock Infinite is clearly a witchwarper. Considering how often he gets beat on, I kind of like the idea that Worf is a vanguard. I haven't come up yet with a good biohacker example though.

What you guys got?

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

At first glance, it looks like the vanguard has the same MAD problem, at least at low levels, that the solarian has. Like the solarian, you have a non-attack key stat, so you need both Con and either Strength or Dexterity, and unlike the solarian, you've got several reasonably good in-class reasons to want Con as high as possible, so you can't just dump it and live off of Extra Resolve.

Given that and Starfinder's very tight point-buy*, trying to raise both Dex and Str just isn't feasible - and frankly, right now Dex looks like the clear winner. The only thing you get for going Strength over Dexterity is a better add to your entropic strike damage at 10th level, but until then there's no benefit at all. On the other hand, Dexterity gives you better AC and initiative, and more importantly makes you not completely useless in starship combat or in skirmishes that require any sort of ranged attacks.

So tell me what I'm missing. Where's the hidden gem of a Strength build that sorts this question out for me?

* Please, please, please consider making PF2-style ability score generation an optional system in the ACOM. It makes solarians and vanguards so much less painful at 1st level.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

I cannot figure out how this feat works. The failure result doesn't really explain how you get frightened, and the critical failure result seems to duplicate the regular result. Can anyone help me out?

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

I've got a few questions around Leaps and the associated High Jump and Long Jump actions.

1) Thanks to Powerful Leap and boots of bounding, my 9th level monk can Leap 20 feet horizontally. Because of the way Powerful Leap and the boots are written, though, I have absolutely no idea how high he can Leap. Do they somehow stack for vertical Leaps? Shouldn't they?

2) Although I have Quick Leap, neither Powerful Leap nor my enhanced movement seem to interact with the Long Jump or High Jump actions, so while I can High Jump or Long Jump as a single action, I need to make a roll to use them - and they don't actually seem to make me go any further than my regular Leap does; this is basically explicitly true for High Jump, where I would have to critically succeed on my Athletics check to go higher than I can do automatically thanks to Powerful Leap. Is this intentional?

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

Right now, I am in general very pleased with the basic structure of PF2 as the playtest seems to be trending. The action economy, leveling feat slots, TEML, even the magic baselines I'm pretty happy with.

The question, though, is what is going to go into that structure between now and next August - what feats (class, skill, general) are going to be available once the developers add that extra 150 pages of content? The reason why I think this is "the" question is because my largest complaint still remaining, and that of several posters I have noted on the most recent playtest blog, is that there aren't currently enough feat options for weird, out-of-the-box concepts inside each class or the general feats that everyone has access to. I don't feel the sense of a straitjacket that I have seen others comment on, but I don't blame them for feeling it.

A couple examples.

* There are, speaking in very broad terms, roughly half a dozen common "fighting styles" that martial characters use, such as unarmed, two-weapon, sword and shield, heavy two-hand melee, reach/"battlefield control," or archery. In the playtest doc, only the fighter has ready access to even a majority of these, and no class can do all of them without a multiclass archetype. While I understand and even kind of approve of the class siloing, it would be really good if all or almost all the martial classes had some variant on each of these available to them.

* Right now, no proficiency except skills can be raised above Expert outside of class features or class feats. I would like to see the ability to use general feats or generically-available class feats permit any proficiency to be raised to Master, should the player's concept so require it.

Right now, the developers' approach to these issues seems to be via archetypes, whether multiclass or otherwise. ("Mounted Combat" is basically an archetype right now, for example, and Jason mentioned in another thread creating an archetype for two-handed weaponry.) I don't think that's necessarily a mistake, but I do think it's limiting in its own right, since archetypes are exclusionary. That leads back to the sense that the character space is too tight and there's not enough customization possible. There's also the "pick your feat as though you were an X of half your level" complication, which locks out any multiclass option higher than 10th level.

If the plan is to allow these kinds of customization options via archetype, then I would strongly urge the developers to consider making only the multiclass archetypes exclusionary, or at least reducing the minimum feat obligation to just one more feat on non-archetype Dedications. If that's not the plan, then please find some other way to give us the tools we need to color at least a little outside the lines in the PF2 Core.

Liberty's Edge

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Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

Requests for the Skills chapter in the final version:

1) Please move all the actual Skill Feats into the Skills chapter, next to the skills themselves.

2) Please provide proficiency-gated uses of as many skills as possible, from Untrained all the way up through Legendary.

3) Please give at least 2-3 Skill Feats for each level of proficiency for each skill.

Proficiency gating is really the raison d'etre of the entire proficiency system as it applies to skills; it's the only real justification for the small size of the proficiency bonuses as compared to the level component of skills modifiers. I also happen to really like the potential development space. So please, please take advantage of it!

Liberty's Edge

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Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

As written, "I ready a lightning bolt for as soon as he comes around the corner!" appears to be an illegal choice. Is this intentional? Is there some way around it short of Quicken Spell?

Liberty's Edge

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Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

The various class kits from Ultimate Equipment were some of my favorite parts of that book, because it made covering the adventuring basics incredibly easy to do. I thought I might not be the only one, so I went ahead and did some conversion, adapting the contents of the UE kits to their PF2 counterparts where possible, then adding up the cost and Bulk. (Unlike the UE versions, there's no "package deal" discount.) If anyone's interested, here's the list:

Adventurer’s Kit
a backpack (1 sp, -B), a bedroll (1 cp, LB), a belt pouch (4 cp, -B), cookware (10 sp, 2B), a flint and steel (5 cp, -B), hemp rope (1 sp, 1B), rations (5 days; 25 cp, 5LB), torches (10; 1 cp, LB), and a waterskin (5 cp, LB). Total: 16 sp; 3.6 Bulk

Alchemist’s Kit
alchemist’s tools (60 sp, 2B), a backpack (1 sp, -B), a bedroll (1 cp, LB), a belt pouch (4 cp, -B), cookware (10 sp, 2B), a flint and steel (5 cp, -B), hemp rope (1 sp, 1B), rations (5 days; 25 cp, 5LB), torches (10; 1 cp, LB), a waterskin (5 cp, LB), and a writing set (15 sp, LB). Total: 91 sp; 5.7 Bulk

Bard’s Kit
a backpack (1 sp, -B), a bedroll (1 cp, LB), a belt pouch (4 cp, -B), cookware (10 sp, 2B), a flint and steel (5 cp, -B), handheld musical instrument (8 sp, 1B), hemp rope (1 sp, 1B), rations (5 days; 25 cp, 5LB), torches (10; 1 cp, LB), a waterskin (5 cp, LB), and a writing set (15 sp, LB). Total: 39 sp; 4.7 Bulk

Cleric’s or Paladin’s Kit
a backpack (1 sp, -B), a bedroll (1 cp, LB), a belt pouch (4 cp, -B), candles (10; 1 cp, -B), cookware (10 sp, 2B), a flint and steel (5 cp, -B), hemp rope (1 sp, 1B), rations (5 days; 25 cp, 5LB), religious text (10 sp, LB), torches (10; 1 cp, LB), a waterskin (5 cp, LB) and a wooden religious symbol (1 sp, LB). Total: 27 sp, 1 cp; 3.8 Bulk

Druid’s Kit
a backpack (1 sp, -B), a bedroll (1 cp, LB), a belt pouch (4 cp, -B), cookware (10 sp, 2B), a flint and steel (5 cp, -B), hemp rope (1 sp, 1B), holly and mistletoe (free, -B), rations (5 days; 25 cp, 5LB), torches (10; 1 cp, LB), and a waterskin (5 cp, LB). Total: 16 sp; 3.6 Bulk

Rogue’s Kit
a backpack (1 sp, -B), a bedroll (1 cp, LB), a belt pouch (4 cp, -B), caltrops (3 sp, LB), chalk (10; 1 cp, -B), cookware (10 sp, 2B), a flint and steel (5 cp, -B), a grappling hook (1 sp, LB), a mirror (10 sp, -B), pitons (10; 10 cp, -B), replacement lockpicks (5; 30 sp, -B), thieves’ tools (30 sp, LB), torches (10; 1 cp, LB), and a waterskin (5 cp, LB). Total: 91 sp, 1 cp; 3.9 Bulk

Wizard’s Kit
a backpack (1 sp, -B), a bedroll (1 cp, LB), a belt pouch (4 cp, -B), cookware (10 sp, 2B), a flint and steel (5 cp, -B), hemp rope (1 sp, 1B), material component pouch (5 sp, LB), rations (5 days; 25 cp, 5LB), torches (10; 1 cp, LB), a waterskin (5 cp, LB), and a writing set (15 sp, LB). Total: 36 sp; 3.8 Bulk

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

I'm building a halfling ninja for my main PC in DD - that is, a halfling monk (Pathfinder Hopeful) who will be multiclassing rogue - and most of my build is already more or less picked out. Str 14, Dex 18, Con 10, Int 12, Wis 12, Cha 10 (I will be grabbing Toughness ASAP, but I need those skill points...); trained in Acrobatics, Deception, Thievery, and Stealth (plus Pathfinder Society Lore and another Lore I haven't picked yet); Tiger Stance; and....

Yeah. No idea which ancestry feat to take.

Lucky Halfling? If I don't take it now, I don't get it at all, but not terribly on-theme.
Distracting Shadows? Fits the ninja idea, but I don't plan to do a lot of sneaking in crowds, more solo-y.
Sure-Footed? Also ninja-y, but is it worth taking? Also, can't afford Athletics training yet...
Unfettered? Fits his escaped-slave background, and I don't think I have any other reactions, but it's super niche.
Weapon Familiarity? Boring, but I could definitely use a ranged option, especially since I expect I won't have a spare feat for Monastic Weaponry.

Anybody got a suggestion or make an argument?

Liberty's Edge

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Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

I ran the complete Rose Street Revenge this past Saturday for a group of 6 reasonably-experienced Pathfinder players. This was my first time GMing the new system, and their first times playing it. The party makeup was as follows:

Gnome ranger (two-weapon focus?)

Halfling cleric of Calistria

Half-orc monk (Tiger Style)

Half-elf sorcerer (angelic bloodline)

Goblin fighter (greataxe)

Elf bard (lore muse?)

I was extremely intrigued to note that no one played a straight human. This has matched my Starfinder experience, which is that humans are just not as interesting as the other races these days. The player of the half-orc monk found the entire character creation system frustrating, and she struggled with how the multiple attack penalties worked to some extent as well, but my impression was that she had gotten a grip on everything by the end of the session. A couple other players had smaller issues with character creation – the player of the ranger found the design of the character sheet very unintuitive and lacking enough space for all the things she needed to write down, and the fighter’s player misunderstood the mathematical relationship between Trained and the actual proficiency modifier (he thought Trained gave a +1 and all the higher proficiencies were one higher as well) – but those were less of an obstacle and were resolved before play started. (See Recommendation 1 for ideas for the character sheet.)

All in all, we spent somewhere between 1-1/2 and 2 hours on character creation.

Part One: Dragons

The players elected to begin with the kobolds. The exploration modes made a great deal of sense to the players, and everyone but the cleric chose to operate in searching mode once the tactics were explained to them. The trapdoor was a bit confusing – the Disable a Device action seems to suggest that any trap should have a minimum number of successes needed to disable it, but none of the traps had that information listed, so I just let it ride with a single success. The PCs had no trouble spotting the trap, and the Thievery-trained bard easily disabled it. I was even more confused by the slashing blade trap, although I didn’t realize it until I took the GM survey, because apparently there are two of them? I had absolutely no idea. I really thought the mod was written oddly, and there was a single trap just before the Dragon Sharks’ lair, which was strangely referenced a page before its stats were presented. Still, the PCs found and disabled that trap easily as well, but since no one was sneaking, I started the encounter as soon as they made their first attempt to disable the trap. The combat itself was pretty intense, with the monk being knocked out but a nasty pick crit and the Dragon Shark sorcerer making great use of the three-action magic missile option. This was our only experience with the dying rules, and it came as quite a surprise to the PCs that healing the monk didn’t immediately wake her up as well. The monk’s player wasn’t completely thrilled about that, but most of the group seemed to recognize that it was a change intended to stop the “weebles wobble but they don’t stay down” nature of magical healing in PF1. I couldn’t get a good read on whether they thought that goal was a positive one; some seemed to like the idea, others – particularly the angelic sorcerer, who healed the monk and was then afraid he’d just wasted the spell and the action – were less visibly enthusiastic.

I did note that there didn’t seem to be any minimum damage on a successful attack, and one of the kobolds did manage to crit with their pick and still deal no damage (2d8-2 is still zero when you roll snake eyes). Not sure if that’s a problem per se, but it definitely felt bizarre.

This was by far the longest of the first three sections in terms of time, which I rather expected, given that it was also the first one, and everyone was still getting up to speed. Puddles and Snippets seemed to run much more smoothly.

Part Two: Puddles

The players chose Puddles next, and this one was incredibly short. The PCs quickly found the Muckraker and handed over the donation to get her information; the Frog’s Tongue prompted a little bit of roleplay (the sorcerer decided that fried fish sounded good, and ordered some fish and chips), but that section didn’t last long either. Being able to Recall Knowledge untrained helped the group overall, but I did have a little fun describing termites as jungle-based insects that swarm their prey like piranhas and then scatter, because other than hunting they are very solitary. (Two crit fails on that check!) When they reached the mansion, most of the group chose to use the fighter’s grappling hook and rope to climb up to the second floor (used the rules for climbing with a rope in the adventure), but the cleric, who had also succeeded on the termite roll, used Acrobatics and made it up the stairs just fine. The bard actually did fail the climbing roll, and I described a section of balustrade breaking free and knocking her on the head.

I had a weird ruling I had to make when we got to the fight. The cleric was the only PC to win initiative over the ooze and the bats, and he used his very first action to make the Nature roll to calm the bats. He critted, so they were immediately taken out of the fight, and since they never moved, I decided that the ceiling didn’t start crumbling either. In retrospect, I maybe should have gone the other way just to test out hazards, but it seemed like a just reward for winning init and getting that crit on the Nature roll. Regardless, with no bat swarm and no acid splashes, the ooze was not much of a challenge – it opened with the acid wave, swung and missed with its pseudopod, and then got the snot pounded out of it by the PCs. The monk in particular was really effective, as four attacks that all connected took out a hefty chunk of even 60 hp. Total combat time was less than one round.

The “forensic” part of the exploration seemed to happen quite smoothly, especially since the major clues didn’t require any roll to find. The swarms of corpse flies and death’s head moths were nicely creepy, and the cleric recognized their significance (after the goblin ate some and then made his Nature roll to recognize the species, apparently by their taste). I have seen a “Forensic Examination” use of the Medicine skill suggested on the forums, and I thought it was an excellent idea; I had it in mind when I was describing the results of the PCs’ rolls on the body in the attic.

Part Three: Snippets

Snippets was the only one left, which made the decision-making process pretty straightforward. Figuring out how to set up the initial inquiries was a bit tricky – although I have good players who are self-motivated and instantly suggested a few ways they could go track down some leads, things like Merchant Lore or Religion don’t immediately leap out as options for “where do I find a thieves’ guild?” So I decided to just read off the list of options and let them decide what they wanted to roll. One of the players did ask if the Bloody Barbers had their hands in illegal gambling or fighting rings, and if so could they use their Gladiator Lore to roll. I thought that was an excellent idea and allowed it, giving a few random locations in the Docks, Puddles, and Precipice District where such things might be found. The PCs rolled 3 successes and 2 failures, so they just barely made the cut (no pun intended).

Then they reached the Smiling Cut, the players were much more focused on the Rose Street Killer than on the Barbers, so the conversation stagnated almost at once. The PCs immediately took a shine to Snips, especially after he was bullied, even to the point where they offered him a job at the Grand Lodge. Snips demurred, however, saying he had “prospects” at the Smiling Cut, but it wasn’t until the bard flat out asked him, “Are those prospects with the thieves’ guild?” that things moved forward. One Perception check later, to recognize the lies behind his frantic denials, and the bard hit him with a charm person. He then became quite helpful (I decided he had a Will save of +1, and did not roll well), cheerfully informing the group about the meeting of Barbers out behind the shop. The PCs sent two flankers out to circle the building, and the rest just stepped out the back door. Combat immediately ensued.

This wasn’t a terribly difficult fight for the PCs – Barbers weren’t in particularly strong position to get into flank, and even when they did they didn’t do a whole lot of damage. I did manage to crit the monk once (again!), but 4d4 still isn’t that impressive damage-wise. By comparison, most of the PCs dropped their targets in one hit, and the greataxe was especially nasty in that regard. The cleric critted on his Pain domain power, meaning that one of the Barbers died really really badly. The PCs didn’t keep any of the Barbers alive, so they were forced to get the information from Snips only.

Part Four: Haven

The PCs were initially confused about where they should look once they found the sinkhole, especially since the bottom is shrouded in fog, so I let the one PC who made the Perception check to find the sign for the Sanguine Thorn also note signs that people had been climbing in and out of the sinkhole. One PC crit-failed the climb down, but did make the Catch Ledge roll to halve the damage. Once down, the PCs chose to forgo the main entrances and walk in through the holes in the walls. (The mod said something about some of them being hidden, but none of the holes are marked with an S.) We went straight into combat.

The goblin fighter won init, so he rushed straight in and took a swing at Wennel. Unfortunately, 5 damage with a greataxe meant no damage to the skeleton with resistance slashing 5. The first round of zombie attacks were pretty effective, ending up with three people grabbed and one person bitten as well. Conversely, however, two 3-action castings of heal from first the cleric and then the angelic sorcerer fixed almost everyone and basically nuked all the zombies, all at the same time. Wennel was largely unaffected, but even on a save the zombies took 7 damage, and the one that crit-failed took a whopping 13.

Heal... is really strong.

With the adds out of the way, the PCs focus-fired on Wennel, and he went down without seriously threatening anyone else. Ironically, the goblin was immune to goblin pox, so I had to switch Wennel's target to the ranger; unfazed, she proceeded to pummel him with a table leg, even despite taking a ray of enfeeblement to the face as well. This was the only fight where the fighter really had a chance to use his AoO, but alas, Wennel's high AC, especially with the shield up, meant it didn't do any good. Finally, the monk - sans her usual Tiger Stance - moseyed over and punched Wennel in the face, and that was that.

General Impressions:

It flowed well. Combat seemed to move more cleanly than I am used to, with everyone, good guys and bad guys both, being more dynamic. The initiative change didn't have the impact I was hoping for, other than making the cleric suddenly the speed demon of the game, which I'm not sure is necessarily a good thing. Maybe higher levels will see it have a stronger impact? The spellcasters seemed to feel like they had lots to offer in general, although there were some concerns about offensive options for the sorcerer. The monk and fighter were both very strong frontliners, the monk because she always had two attacks and the fighter because, well, d12s hurt when they land. The ranger seemed less effective, but I think she was still waiting for her two-weapon fighting to really come online. The ranger's player seemed to be content with it, though, even to the point of suggesting she'd rather level the ranger up for the next PFS playtest over making a new character.

The ancestry choices seemed to make no difference whatsoever, with the sole exception of the goblin - only PC with darkvision, and he kept eating things with his Eat Anything feat. Beyond that, though, the whole group could have swapped ancestries and I would have never noticed. I don't believe that anyone at any point ever used their Background skill feat, but they were free, so...?

In general, it was a good experience, at least for me, and I'm looking forward to starting Doomsday Dawn on Wednesday!

Recommendations:

1. Two ideas were presented with regard to the character sheet to make things more clear. One was to separate out Trained/Untrained (since currently, no basic uses of most skills care about anything other than trained or untrained) and the higher proficiencies, so the +1/+2/+3 for expert/master/legendary would be more intuitive. The idea here would be something like a checkbox labeled Trained, and then just off to the side the E/M/L dots would be waiting, possibly with the actual modifiers printed there as well. The second idea was to include the proficiencies chart from page 291 of the PF2 core directly onto the character sheet so it could be updated by the player as the character levels, sort of how old charsheets had BAB which you changed as you leveled and then you changed everything else that BAB affected.

2. Whether there was one trap or two in Dragons, it was weird and inconvenient to have the trap stats show up later than the first mention of the trap. That’s never happened in a PFS mod before, so I assume that was a weird editing artifact of the playtest and not the usual plan going forward, but regardless, please don’t do that again.

3. I would strongly suggest a Diagnose and a Forensic Study action be attached to the Medicine skill.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

This is a simple question: do sorcerers really start out with 9+Int trained skills?

Liberty's Edge 2/5

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

DRAGONS

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

Can someone update me on this order? It's been pending for almost two weeks, and although one piece has already arrived, it's still showing as "pending."

Liberty's Edge 2/5

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

One of my regular SFS players has such an abiding hatred for Zo! that I am completely incapable of not giggling whenever I think about this mod...


I like Simar!

No idea who she is or how she factors into the AP but I like her :3

Liberty's Edge

2 people marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

There's always a danger when you try to apply too much real-world science to science fiction, let alone fantasy. Still, I'm curious about how people plan to approach the hard science, the physics and cosmology of reality, to their Starfinder setting. Will you be limiting two-way interplanetary communication, because Castrovel and Akiton are 20 light-minutes apart? Will your planetary systems never include blue giant primaries, because those stars are far too young to have developed a solar system? Or is all that too much to worry about, and not any fun besides?

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

1) I have the accessories subscription, but my Subscriptions page only seems to be showing the GM Screen, and I am also hoping to get the Core Book Pawns and Pawns Bases as well. Can you confirm that's going to happen?

2) I see that there is supposed to be a free SF Society subscription if you subscribe to the other four subscriptions. Do I need to add that subscription myself and expect to see the cost go to zero, or will it be added to my account automatically on account of me having the other four?

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

A couple months back, I found myself wondering whether it would be possible to build a single character that, with an adequate number of mythic tiers, could solo an Adventure Path. I put the question of how many tiers to the forums, and in the short thread that followed, the answer seemed to be "no amount of tiers would be enough." That seemed unlikely to be true, so I decided to test it.

The parameters of the test are these: a single character, using any Paizo material I feel like using, built with 20 point buy and 10 mythic tiers. Two traits, one of which would have to be a RotRL Campaign Trait, and the option for a Drawback to get a third. I will level when the AP assumes the level will happen, and I will be using the Automatic Bonus Progression system to limit how much extra money I will have to play with - both of these should keep the fact that there is one player instead of 4 from power-leveling or over-equipping the PC.

I will be both player and GM, although for the sake of narrative I might pretend to divide the two. I will only be presenting the mechanical challenges, but any skill check that someone might need to roll I will roll, to establish success or failure on.

The character I decided to build is Atalanta, a human Unchained monk (no archetype) || champion.

Atalanta
Female human Unchained monk 1 || mythic champion 10
LG Medium humanoid (human, mythic)
Init +12; Senses Perception +9

DEFENSE

AC 19, touch 19, flat-footed 15
(Dex +2, dodge +2, monk +5)
hp 61 (1d10+51)
Fort +3, Ref +4, Will +5
Defensive Abilities hard to kill, immortal, mythic saving throws, pure body, pure destiny, unchanging, unstoppable; Immune non-mythic curses, compulsions, disease, petrification, poisons, and polymorph

OFFENSE

Spd 60 ft.
Melee unarmed strike +9 (1d8+11, 20/x2) or
flurry of blows +9/+9 (1d8+11, 20/x2)
Ranged shuriken +3 (1d2+6, 20/x2) or
flurry of blows +3/+3 (1d2+6, 20/x2)
Special Attacks aerial assault, champion’s strike (fleet charge), critical master, fleet warrior, flurry of blows, force of will, ever ready, impossible speed, legendary champion, perfect strike, shatter spells, stunning fist 1/day (DC 20), surge +1d12

STATISTICS

Str 23 (+6), Dex 14 (+2), Con 13 (+1), Int 10 (+0), Wis 21 (+5), Cha 8 (-1)
Base Atk +1; CMB +7; CMD 26
Feats Dodge(M), Improved Unarmed Strike(M), Stunning Fist(M), Titan Strike(M), Weapon Focus (unarmed)(M)
Skills Acrobatics +7 (+19 jumping), Disable Device +9, Diplomacy +3 (+5 gather information), Knowledge (local) +4, Perception +9.
Languages Common
SQ amazing initiative, dual talented, legendary hero, mythic power 23/day, recuperation
Traits Affable, Monster Hunter, Wisdom in the Flesh (Disable Device); Drawback Pride
Combat Gear flask of acid (x2); Other Gear shuriken (20), monk’s kit, 3gp

Obviously, spoilers for Rise of the Runelords follow.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

*slow clap*

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

Given that we're starting a whole new game system here, I don't suppose you guys included pregens in the back of the book like you did with Pathfinder originally?

Also, akatas. Grrrrrr...


Hello everyone, and please check in so I know you got your PM! Gameplay thread is already up next door if you'd like to start wandering around the lovely village of Phaendar!


The morning of the Spring Market Festival dawns grey and cool, the last clouds from yesterday’s rains still wandering slowly eastward, but the golden sun creeping over the horizon promises warmth and light in the hours to come. The small village of Phaendar wakes with the brightening morning, its small handful of streets beginning to fill with merchants, travelers, farmers, and all the many tradesfolk who have assembled to sell and buy, swap and bargain. The large oval that is the Market Green in the town’s center – fully half the size of the entire town, close to 75 yards across its longest stretch – quickly accumulates wagons, tents, carts, and stalls of all shapes and sizes, along with food vendors, entertainers, shouting children, strolling sweethearts, bemused grandparents, and more.

This is the raucous setting in which you find yourselves on this Starday, the first day of Gozran. As you too walk the streets and alleys of Phaendar and its market festival, you see old friends, long-standing rivals, and strangers aplenty, all going about their lives in this sudden bloom of prosperity. While commerce aplenty happening in the Market Green, the festival events in the surrounding town are largely focused on four locations: the Phaendar Trading Company, which seems to be acting as a central clearinghouse of information on who and what can be found where in the festival and the Market Green, in addition to doing a brisk business in its own right; the Taproot Inn, which has offered its hospitality to many of the town’s visitors, and which is currently hosting an outdoor stage where a Varisian woman in exotic-looking silks and shawls is singing and dancing before a rapt audience; the Riverwood Shrine, where the faithful can offer their prayers to Desna, Erastil, the Green Faith or any other good- or neutral-aligned deity, and where the well-known Caydenite priestess (and ex-Chesnardo Ranger) called Aubrin the Green is demonstrating her archery skills to an ooh-ing and aah-ing crowd; and Oreld’s Fine Shop, an otherwise unremarkable alchemist’s shop that is home – today and tomorrow only! – to local celebrity Wee Patterson, the Tiniest Aurochs, a miniature aurochs the size of a large dog who acts as the Market Festival’s pint-sized mascot. A sketch artist sit nearby, charging 1 gp for a ten-minute charcoal sketch of you and Wee Patterson together, a memento you will no doubt treasure forever!


The morning of the Spring Market Festival dawns grey and cool, the last clouds from yesterday’s rains still wandering slowly eastward, but the golden sun creeping over the horizon promises warmth and light in the hours to come. The small village of Phaendar wakes with the brightening morning, its small handful of streets beginning to fill with merchants, travelers, farmers, and all the many tradesfolk who have assembled to sell and buy, swap and bargain. The large oval that is the Market Green in the town’s center – fully half the size of the entire town, close to 75 yards across its longest stretch – quickly accumulates wagons, tents, carts, and stalls of all shapes and sizes, along with food vendors, entertainers, shouting children, strolling sweethearts, bemused grandparents, and more.

This is the raucous setting in which you find yourselves on this Starday, the first day of Gozran. As you too walk the streets and alleys of Phaendar and its market festival, you see old friends, long-standing rivals, and strangers aplenty, all going about their lives in this sudden bloom of prosperity. While commerce aplenty happening in the Market Green, the festival events in the surrounding town are largely focused on four locations: the Phaendar Trading Company, which seems to be acting as a central clearinghouse of information on who and what can be found where in the festival and the Market Green, in addition to doing a brisk business in its own right; the Taproot Inn, which has offered its hospitality to many of the town’s visitors, and which is currently hosting an outdoor stage where a Varisian woman in exotic-looking silks and shawls is singing and dancing before a rapt audience; the Riverwood Shrine, where the faithful can offer their prayers to Desna, Erastil, the Green Faith or any other good- or neutral-aligned deity, and where the well-known Caydenite priestess (and ex-Chesnardo Ranger) called Aubrin the Green is demonstrating her archery skills to an ooh-ing and aah-ing crowd; and Oreld’s Fine Shop, an otherwise unremarkable alchemist’s shop that is home – today and tomorrow only! – to local celebrity Wee Patterson, the Tiniest Aurochs, a miniature aurochs the size of a large dog who acts as the Market Festival’s pint-sized mascot. A sketch artist sit nearby, charging 1 gp for a ten-minute charcoal sketch of you and Wee Patterson together, a memento you will no doubt treasure forever!


1 person marked this as a favorite.

The morning of the Spring Market Festival dawns grey and cool, the last clouds from yesterday’s rains still wandering slowly eastward, but the golden sun creeping over the horizon promises warmth and light in the hours to come. The small village of Phaendar wakes with the brightening morning, its small handful of streets beginning to fill with merchants, travelers, farmers, and all the many tradesfolk who have assembled to sell and buy, swap and bargain. The large oval that is the Market Green in the town’s center – fully half the size of the entire town, close to 75 yards across its longest stretch – quickly accumulates wagons, tents, carts, and stalls of all shapes and sizes, along with food vendors, entertainers, shouting children, strolling sweethearts, bemused grandparents, and more.

This is the raucous setting in which you find yourselves on this Starday, the first day of Gozran. As you too walk the streets and alleys of Phaendar and its market festival, you see old friends, long-standing rivals, and strangers aplenty, all going about their lives in this sudden bloom of prosperity. While commerce aplenty happening in the Market Green, the festival events in the surrounding town are largely focused on four locations: the Phaendar Trading Company, which seems to be acting as a central clearinghouse of information on who and what can be found where in the festival and the Market Green, in addition to doing a brisk business in its own right; the Taproot Inn, which has offered its hospitality to many of the town’s visitors, and which is currently hosting an outdoor stage where a Varisian woman in exotic-looking silks and shawls is singing and dancing before a rapt audience; the Riverwood Shrine, where the faithful can offer their prayers to Desna, Erastil, the Green Faith or any other good- or neutral-aligned deity, and where the well-known Caydenite priestess (and ex-Chesnardo Ranger) called Aubrin the Green is demonstrating her archery skills to an ooh-ing and aah-ing crowd; and Oreld’s Fine Shop, an otherwise unremarkable alchemist’s shop that is home – today and tomorrow only! – to local celebrity Wee Patterson, the Tiniest Aurochs, a miniature aurochs the size of a large dog who acts as the Market Festival’s pint-sized mascot. A sketch artist sit nearby, charging 1 gp for a ten-minute charcoal sketch of you and Wee Patterson together, a memento you will no doubt treasure forever!


Please check in, everyone, and we'll get things moving as quickly as possible!


So here we go! Please check in to confirm you got your invitation, and we'll get the party started shortly!

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

With the release of the Ironfang Invasion Player's Guide, the time has come to begin recruitment for this PbP! As the title indicates: all characters for this PbP must be fighters. The character creation guidelines are as follows:

* Races: any race from the Core and Featured Races in the Advanced Race Guide except hobgoblins, plus androids, changelings, gillmen, gripplis, kitsune, nagaji, samsarans, vanaras, vishkanyas, and wayangs.
* Classes: fighters only. Any Paizo-printed archetype is legal, and Variant Multiclassing, from Pathfinder Unchained, will be available. Any prestige class that you might qualify for, you can take, but doing so excludes using VMC and vice versa.
* Abilities: 20 point buy. Be aware that I regard scores of 7 or lower after racial modifications with some skepticism.
* Traits: One Campaign Trait from the Ironfang Invasion Player's Guide, plus any one Paizo-printed trait that is legal for your character.

If there is sufficient interest, I will run two tables of five players each. Given the challenge of this idea, players may wish to collaborate on partial or entire parties, to be submitted as a group, and I am more than willing to accept such submissions. I would take or pass over such groups together.

Recruitment will be open through midnight (CDT) on March 26. Who's interested? Who's got questions?


1 person marked this as a favorite.

Looking cool and tough. Will there be a Vesk iconic?


The rusting shell of a skyvan Ganlan Skreeg uses to get around the vast canyon-city of Maro may have seen better days, but it's hard not to wonder if those days were in fact somewhere in the lost years known as the Gap, centuries or more back. The five of you are crowded into the skyvan's cargo compartment while Skreeg himself pilots the ancient machine through the midday traffic of Maro's Lower City. More that a thousand feet above you, the sun's light has turned the canyon walls a flaming red, but in the Lower City dawn is still an hour or more away. Only on the equinoxes does the Burning Mother actually manage to shine her light all the way to the canyon floor, even at high noon. The rest of the time, shadows wrap themselves around the depths of the Edaio Rift, hiding all kinds of skullduggery from the harsh light of day.

Access to light is one of the clearest marks of class in Maro, and it's hardly a surprise that Ganlan's office in a crumbling motel room is only a few hundred feet from the bottom of the Rift. Indeed, although the cybernetically-augmented dwarf referred to the two long platforms in the skyvan's cargo compartment as "benches" when he invited you all in to take seats on them, both the presence of a lumpy pillow on one and the general stench of unwashed dwarf suggests that the skyvan has served Ganlan as residence as well as transportation at various points.

Still, the skyvan's altitude continues to climb, and it's clear that your eventual destination is somewhere on the Rift's rim or near to it. This is to be expected; the elites who run the People's Entertainment Consortium of Akiton don't generally rub shoulders with those of Ganlan's ilk. It's enough to raise the question of how Ganlan came into contact with the Consortium at all, but he insists that he's arranged a berth in the next Crawl for your team. You are meeting with the Consortium rep now to officially sign up for the Canyon City Crawl, scheduled to start in three days' time.

That is, if you can make it to the meeting without this ancient rattletrap falling out of the sky.


Hey everyone! Please check in to verify you got the invitation.

I'm going to go more thoroughly through everyone's characters over the next couple of days, with an eye toward starting the gameplay thread by the weekend. If you have any last-minute changes you want to make, now that the group is assembled, please feel free to do so.

You will have been brought together by Ganlan Skreeg, a rather scummy dwarf with only one arm - the other has been replaced by a cybernetic prosthesis, but it doesn't seem to work too well and frequently sparks and twitches alarmingly. Ganlan is a professional Crawl recruiter, but not exactly the cream of the crop; he's been the face of your contacts with the Consortium so far, though, and he's promised you all that he's landed your group a gig.

One order of business, once you all meet each other in the rusted-out motel room Ganlan calls his "office," is to decide on a team name...

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

Akiton was once one of the great industrial centers of the Pact Worlds, but now the Red World is fallen and decaying, its mighty cities and great factories as crumbling as the societies they once supported. The remaining elites squabble and fight to hold onto their dwindling power, and the many destitute and forgotten who inhabit the canyon slums search desperately for hope among the ruins of the lives they now can only imagine. There is anger and despair in the Akitonian winds, and whispers of revolution twine through the rusting alleys and dusty streets.

But there is still one thing that keeps the fear at bay, one thing that sates the masses and stills their bloodlust before it rages against the megacorps and the technorati: the Crawl. Sponsored by the People's Entertainment Consortium of Akiton (PECA, or just "the Consortium"), the Crawl harkens back to the tales of heroes and adventurers before the Gap, a bread-and-circuses extravaganza of blood and violence that pretends to recall the "dungeon crawls" of ancient tales. Crawlers, as these gladiators and faux-adventurers are called, can earn great fame and even wealth by participating in the Crawl, but most will find only death. But still, there are always those who will volunteer, seeking money, or renown, or simply the chance to experience something different than the desolate future that Akiton now offers. Are you one such? Will your name echo across the Akitonian sands, torn from the throats of thousands upon thousands of cheering fans - or will you end your days in ignominy and pain, adding your blood to the red dust of Akiton?

This is a recruitment thread for a Pathfinder game that will transport some of the concepts of X-crawl into the Starfinder setting, but will nonetheless use Pathfinder rules. The setting is Akiton, the Red, a rather Blade Runner-like world whose economy is collapsing and taking the fortunes and dreams of the locals with it. In order to maintain social order, the various megacorps that run much of Akiton have established the People's Entertainment Consortium of Akiton to pacify them with gladitorial games; these games are fashioned like absurd, game-show versions of traditional "dungeon crawls." The prizes are over the top and the announcers are straight out of the Let's Make a Deal, but the dangers are lethal and the average lifespan of a Crawler is only about 30 minutes after they first enter a Crawl.

If you're familiar with Xcrawl, this is going to be slightly darker take on it, a bit more The Running Man or Hunger Games than the traditional presentation. It's also going to be set (obviously) in the Starfinder/Pact Worlds setting rather than the NAE.

So, character creation and other relevant house rules for this campaign:

* Races: any core, plus ratfolk, kasatha, android, triaxian, or lashunta. Other "alien-y" types are probably also on the table as well.
* Classes: any Paizo printed except gunslingers, and any tech-based or gun-based archetypes are not allowed. (Guns and high-tech items are "too modern" for the Crawl, you see.)
* Starting Level: 6th, with appropriate Wealth by Level. We call 'em "credits" these days, though, not gold pieces.
* Abilities: 20 point buy. Be aware that I regard scores of 7 or lower after racial modifications with some skepticism.
* Performance combat: We'll be using these rules, and the serialized combat options will apply from one Crawl to the next.
* Future Tech: The setting will use the "Guns Everywhere" option from Ultimate Combat, and items in the Tech Manual (except for the cortex gun) will likewise be 10% of their listed cost. Of course, using any of those items in the Crawl is against the rules...

I'll be taking no more than five characters, and I'll be looking for interesting personalities as much as functional builds. Given how little we know about the actual setting at this point, backstory elements are up to you as far as such things go. Recruitment will run through midnight my time (-6:00 GMT) on Feb 28, and I'll announce players on Mar 1. If you've got questions, now's the time to ask.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

So, two questions:

1) How many mythic tiers would you add to a 1st level character to give them a good chance of being able to solo an AP? (Keeping in mind that the XP increase is also going to basically power-level the PC until they are around 3-4 levels over the intended APL...)

2) Is there a class/mythic path combo that would be especially suited for it?

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

I'm thinking about running Ironfang Invasion when it releases as a PbP, but with one particular and very important caveat: all the PCs must be single-classed fighters. I'd allow any Paizo archetype, nearly any 0-HD race, traits and such on the table as per usual, but everyone would be a fighter. It's a wartime AP, if there's any time and place where an all-fighter group seems like it would make sense, this is it.

Are there four or five players out there who might be up for the challenge?

(Note: this is an interest check thread only - I am not yet recruiting specific characters. Just wondering if anyone would want to do this crazy thing with me.)

FYI: I'd appreciate it if those who believe such a group is doomed to death and failure could pass the thread by. I understand it's a challenge. If you want to give it a go, please step up - if you just want to mock it, there are lots of fighter-hate threads available on the forums already for that purpose.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

Let's say the Gap ended roughly 300 years ago. (I get the impression this is the right general range from what's been leaked so far, but I'm really just pulling a number out of the air.) What do you suppose we see when we look 300 light-years away from wherever we are? Does the Gap comprise an effective limit on the visible universe at the appropriate range, based on X light-years since the Gap ended?

In theory, we'd be able to look past it to the other side of the Gap, but then we'd know how long the Gap lasted... not to mention the weirdness of being able to see things 3000 ly away and 300 ly away, but nothing in between.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

Um, surely that's not how much shipping I'm actually going to be charged for a single Player's Companion book.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

If possible, I need to suspend my subscriptions for one month, restarting them in September for a double shipment then. Is that doable?

Silver Crusade

This is cool. I am enticed to play this class. I am thinking what character background to create for mine. I have been trying to find a right fit for a character that is similar to a curandero, and this might be it.

Liberty's Edge

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Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

This definitely calls for an illumination pun.

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