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![]() Ectar wrote: Soooo when will the results come out? I'm still running my daily "Rate the AP's" over on Reddit. They'll be done by this weekend. The thing is mostly written now, but I'm still editing it based on new comments. And I'm still trying to read through Triumph of the Tusk so I can review it. Anyway, my update to Tarondor's Guide to the Pathfinder Adventure Paths should be out in under two weeks. ![]()
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![]() Deriven Firelion wrote: Interesting. Your new analysis should be interesting. We'll see how much recency bias comes into play. I believe that both Primacy (Rise of the Runelords) and Recency (Season of Ghosts) play a factor in the polls, yes. ![]()
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![]() scranford wrote:
Cripes, Scranford, I thought I was the old guy here. I started with the same white box in 1977. Anyway, I agree with you in every particular here. ![]()
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![]() Hey, KingTreyIII: I want to express my admiration for your work and the way you're working through adversity. As the author of Tarondor's Guides, I know what it's like when the motivation gets low! Wrath of the Righteous dearly needs a good PF2e conversion and yours is excellent, so I want to encourage you to keep it up at whatever pace suits you. Keep up the good work! ![]()
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![]() The poll (now with nearly 650 respones) reveals that some APs which were previously fan favorites are no longer front-runners while some new front-runners have emerged. Abomination Vaults went WAY down in the polls. Rise of the Runelords fell several places. Season of Ghosts is the new #1 and Wardens of Wildwood is the new last place. I'll post the details in the new Guide when it comes out. ![]()
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![]() My guides to the Cleric, Fighter, Rogue and Wizard have all been updated. Tarondor’s Guide to the Pathfinder Second Edition (Remastered) Cleric
After the holidays I'll update my guide to the bard and then probably move on to a new one about the Champion. ![]()
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![]() I hope this is an okay place to put this request. I'm running a PF2e campaign loosely based on Ruins of the Grendleroot and I have some an issue that's bothering me and I wonder if you'd mind helping act as my brain trust. Here's the issue, with as few spoilers as I can manage: It's an Underdark campaign wherein the ultimate bad guys are Spoiler: . The PCs have acquired as an ally the White Queen who is a three archmages trying to summon an evil Outer God Spoiler: Anyway, in this campaign she acts as quest-giver and adviser.
vampire and archmage, a former colleague of the three villains. What I want help with is why she doesn't take a more active part in the story? Why isn't she blasting minions and giving the heroes gigantic buffs? I think part of the reason is that if the bad guys know she's around, they'd pay much closer attention and join up to stomp her. But there has to be more. She's not off doing something altruistic, that's for sure. So what's stopping her from being more active (and ruining the game by taking over for the PC's)? ![]()
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![]() Hey nerds! I'm working on a revision of Tarondor’s Guide to Pathfinder Adventure Paths and I have created a poll where you can give me your opinions of the various Adventure Paths. Please give it a look: ![]()
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![]() Hey nerds! I've redone my guide to rogues for the Remastered rules. You can find it here: Tarondor's Guide to the Pathfinder Second Edition (Remastered) Rogue ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() There's also this: Tarondor's Guide to the Pathfinder Second Edition Bard. ![]()
Kobold Ranger 5 (male) - HP 71/71, AC 23 - Perception +9 (+10 to seek Prey) (Darkvision) - F: 11*/ R: +12/ W: +9 - Speed: 25 - Hero Points: 1/3, Active Conditions: None; Default Exploration Activity: Scout
![]() "No, mate," says Rannarix. "Your running days are over. C'mere!" 1. Hunt Prey on Rindle.
Athletics (Grapple) vs. Fortitude DC: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20 _______________________________________________________________________
Dear Sir. It has come to my attention that you are a fickle, evil, low-down, no good shiftless, worthless electronic disappointment to the AI race. Your mother was an abacus and your father was a cord with some dirty knots tied in it. Also, you suck, dicebot! Love, Rannarix. ![]()
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Kobold Ranger 5 (male) - HP 71/71, AC 23 - Perception +9 (+10 to seek Prey) (Darkvision) - F: 11*/ R: +12/ W: +9 - Speed: 25 - Hero Points: 1/3, Active Conditions: None; Default Exploration Activity: Scout
![]() M͓̭͗̿͘ͅi̪̥͛̉̏͢s͈̤̏̋ţ̐͆͜ȩ̳̔̉ř̛̦̭̆͟ ̜̎͗͟S̏ͅn̫̘͐͡app̛̳͍̀̓͜e̻͎̙͒̉̊r̓̄͜ͅş̗̞͛̄̍!̰̦̓̍̚͢ ͓̝̏͆I̗͆ ̡̰̭̍̓́d͍̑̊͜ó̘̪̋̀ͅn̝̮͂̃'͕͎̍̈̽͢t̬̅ ̛̺͔̙̈͘f̪͙͋̎eě̛͎̮͈̑l̻͊ ̠̿w̙͖̩̽̐̽e̖͒l̯̯͖̎͌͑ļ̻̜̆͗͡.̭͓̋̓ ͖̫͐̾ says Rannarix, struggling with being, you know, a mere mass of glyphs. I ͕͌̀͢t̟͘h̭͊in̫̜͌͌k̜͈̦̈́̚ ̝̣̓͝I̱̼͉̋͊̄'̛̮̤̞̿̈m̠͔̎͛ ̗̭͉́́͘g̲̐o̗̚i͍͔̾̇ṇ̩̏̉g̛̟͚͐ ͎̩̦̅̇̀t͔̰̒̈o̯͞ ͖͐h̗̓u̢͎͎̓̾̕r̙͚̻̐͐͞l̨̓.̺̓.͓̱͐̕͟͡.͉͈́̀ ![]()
Dwarf (Rock Dwarf) Fighter 8 - HP 122/122, AC 27 - Perception +16 (+18 Init.) - F: +16*/ R: +13/ W: +15* - Speed: 20 - Hero Points: 1/1, Active Conditions: None; Default Exploration Activity: Search
![]() <There's a talking glove, too?> thinks Hornbori. <Well, a talking glove, chest and shield, all in one day. Life in the Pathfinder Society, I guess.> <But if the outhouse starts talking, I'm quitting.> ![]()
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![]() Gortle wrote:
I did that in my earliest guides but found I preferred having the links available on the left hand side. ![]()
![]() Okay! I tried something new and it didn't work. "Publishing" the document seems to remove the table of contents along the left side, so I'm going back to just the link to the "unpublished" work like before: Tarondor's Guide to the Pathfinder Second Edition (Remastered) Fighter ![]()
![]() magnuskn wrote: This should probably be updated to take into account the changes from Player Core 2, i.e. stuff like Dangerous Sorcery not being a thing anymore you can get with the Sorcerer archetype. Eventually it will be, but that's not a thing that gets done in a weekend. Right now, I'm updating my Fighter guide. At GenCon, Paizo announced plans to release at least two more books dealing with the Divine over the next 18 months. I think I'll wait for those to come out before starting over. There's other stuff I'd like to do. ![]()
Human Champion (Paladin)/Blessed One 3 - HP 44/44, AC 21 - Perception +4 - F: 8/R: +7 / W: +7 - Speed: 25 feet - Hero Points: 1/3, Active Conditions: None; Default Exploration Activity: Defend
![]() Paizo Handle: Tarondor
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![]() The Total Package wrote:
I think I addressed those adequately. I rated Ephemeral Hazards "Green" which means it is a good choice for anyone. "Draconic Barrage" is decent damage at very low levels in exchange for one action plus a MAP penalty. It doesn't scale particularly well. I could honestly see it shading into Green, but pure damage spells aren't as good as spells that do damage plus something else. ![]()
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![]() Harlequin381 wrote:
Well, that probably came from our "It Was a Late Night" Department. But it could be from our "I Have an Infant Daughter and Don't Sleep" or "Just Plain Screw-Ups" departments. I'll check it out. ![]()
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![]() Thalaine wrote: So with Player Core 2 coming out are you going to go back through this to update it with the changes to everything or is that going to happen after you have updated your other guides? Yes, I will definitely edit it, but I'm not certain when. I'm re-writing my Fighter guide right at the moment, so it'll wait that long, at least. And definitely not until the Player Core 2 changes are up on Archives of Nethys. ![]()
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![]() Okay, fellow guide-writers, then answer me this: Do you get people requesting permission to edit your guides? I mean, at least once a month I get these weird requests. I'm not sure whether it's a breathtaking hubris on their part or a startling lack of self-awareness. "Okay, guy I don't know on the Internet, I just spent 200+ hours researching, writing and editing this and my name is on it, but sure, you go ahead and screw around with it now. I'm sure you know what's best." ![]()
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![]() Deriven Firelion wrote: The number reading your 4 year old rogue guide is impressive. Rogue is an amazing class that you can build effectively in a ton of different ways. You should update it for the Remaster since they have some key improvements that made them even better. I plan to redo all of them, in the order I wrote them. I'm redoing the Fighter guide now. Then rogues, then bards. I've toyed around with the idea of maybe a guide to GMing. I can lose any admirers in one fell swoop! ![]()
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![]() It's interesting. When you have a Google Doc, you can see how many people are looking at your page at any given time. Not who, just how many and whether they're active or idle. For the first two days after I put a guide out, I typically see 30-60 people reading it at any one time. But by day three, that number drops way off. I have no idea if these numbers are at all significant, but right now these are the numbers reading my guides: Wizard (3 days old) - 7
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![]() Xenocrat wrote:
I was shocked myself. Perhaps I'm getting terse in my old age. By the way, PLAY IT!!! Wizards are so much fun! I've never been at a loss for something fun to do when playing a wizard, and I usually have an answer for whatever problem besets the party. Need something blasted? I can do that. Need a door unlocked? I can do that. Need to get from here to way over there? I can do that! ![]()
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![]() Eh, what's a little derailment amongst friends? I assume by "silver bullet spells" you mean spells specialized for a limited set of circumstances? If so, I cover that in my tactics section. A wizard is first and foremost -smart- and should make use of that. The player should seek information before permitting their party to go into danger. You're playing a genius, so act like it. Gather information about your opposition. Study dusty tomes and question local hunters and guides. Seek the opinions of oracles and sages. Then and only then will you be able to select the most useful spells for whatever mayhem you're walking into. All spellcasters, but especially the smart ones (witches and wizards, mostly) should have at their disposal not only a set of generally useful spells in their spell slots, but a selection of must-have spells in wands and a selection of what you call silver-bullet spells (I call 'em black swan spells) on scrolls. For example, I play a wizard in PFS. He's currently 9th level. In addition to his spell slots, he's got -more- spell slots because he took the bard archetype. Then he's got -more- spell slots because he carries seven wands of commonly-used spells and ten scrolls of spells I know I'll need "someday." Plus he's got healer's gloves, goggles of night and a wayfinder of rescue for what amount to even more spells. It's possible you can catch him unready, but you're going to have to work for it. In short, you don't have to choose. Take them both! I hope that answered your question! ![]()
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![]() Hey folks: I've updated my guide to PF2e wizards. It's at the same address as always: Tarondor’s Guide to the Pathfinder Second Edition (REMASTERED) Wizard ![]()
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![]() I rated the spell Green. Blindness, by the way, doesn't put people off-guard. It blinds them unless they critically succeed on their save, and that's a lot more effective than merely being Off-Guard! ![]()
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![]() Redblade8 wrote:
Thanks. One other person did mention it on Reddit for my last (bard) guide. But for all I know, that was you. :-) But several other people, usually those new to the system, have contacted me to say how they appreciated the completeness of the guide and how it helped them understand how to build a character of that sort. So it may not only be a "you" thing (believe me, I'm going through the Ancestry portion of another new guide now, and it's daunting), but it does help at least some folks, so it's worth doing. I do sympathize with trying to read that behemoth on your cell phone. That's got to be awhile in loading! ![]()
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![]() KingAmo wrote: I find it interesting that you included low-level Blindness spells on the example loadouts even though they're very likely to do nothing, and usually otherwise just off-guard the target until the start of their turn. Is that really worth it, especially on warpriests with their low DC? Well, there's no doubt in my mind that making a foe off-guard is useful if you have a fighter or barbarian or rogue standing by to take advantage of it. ![]()
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![]() neverwakinggirl wrote: I noticed for any deity with a staff as a favored weapon, you mentioned going for the Staff of Divination (or rather Unblinking Eye) for Sure Strike, but RAW you can't cast spells from a staff if that spell isn't on your list. I know there's the implication that a cleric can pick up an archetype to have the ability to cast the spell, but I think it'd be helpful to be more clear with that, if that is the case. Good point. ![]()
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![]() Thank you for your thoughts. There's a lot in this post, but I'm just going to address a few of the points. Ostilli Host is only for Surki, a rare ancestry, so not something I'd include here. I definitely don't want to include 3rd Party materials. Where would I ever be able to stop? Nope, sharp bright line on Paizo stuff only! I ranked Dex warpriest as Orange, not low. Orange is "good utility for some strategies." Like archers. ![]()
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![]() Gortle wrote:
I'm glad you're focused on the big picture! :-) Gortle wrote:
Huh. So that's what people are talking about. If they're Legacy content, when and how did they change? I need a way to run them all down. What did I miss? ![]()
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![]() The Raven Black wrote:
I'll take a look to see if there's a typo. But what I found in my various sample builds was that now that clerics are freed from needing Charisma, there's no reason a Warpriest can't have a high Wisdom if they want. Strength, Constitution and Wisdom are all they need and they can pretty much max out all three over time. ![]()
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![]() Blave wrote:
This was just pointed out to me in a Reddit forum. I did not know about the changes to Armor Proficiency, so yeah, you're quite right. I'll be changing quite a few builds based on this. Blave wrote: Divine Apex is nowhere near green in my book. If you could get it at level 14, it would be amazing, but level 18? Half the group will already have apex items by then. It's also listed to your deity's divine attribute so it might not be all that useful four your party at all. Eh. I think the ability to make a new item on the fly every day could prove to be very useful. I'm not saying I'd pick it (you'll note that none of my sample builds do take it), just that it's useful for a broad selection of clerics. That's all the Green rating means. ![]()
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![]() Nintendogeek01 wrote: One bit of critique I can offer, since this is for the Remastered Cleric, you may want to drop any terminology and math from "Ability Score" and shift it to "Attributes" Thought I'd gotten all of those. Will do.
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