Where does it say that the Whispering Tyrants phylactery is in Gallowspire with him? I was thinking of having the adventure continue with the group discovering that his phylactery was hidden in place X, but when they find it they also find that its a artifact in its own right, and then they (and I) would have to figure out how to destroy it.
Son of the Veterinarian wrote:
Actually a little bit of both. There was a whore on our first ship and she wanted me to soak up some of her bad luck with a good shag. I couldn't and because of that the other pirates have made a little bit of sport of my Tengu for it. I think only ducks have the right equipment, but if you ever seen a pic of one of those on a duck... well you would know why being un-equipped might be better than being ill-equipped.
http://io9.com/so-wait-why-dont-birds-have-penises-512211510 I just saw this and I had to post it because this has actually been a topic of some debate in our Skull and Shackles game, where I am playing a Tengu. Whoring is one thing this pirate can not do. So my question, being newly armed with this information, would you play a Tengu any differently now?
So is there any player make aids for this adventure path that can be shared? A flow chart? Anything? I do hope that Paizo allows player made aids to their products. If people are coming up with this stuff to help make your products work better than there must be a need. (I feel that I need it at this point.) And that need can either be filled by Paizo or the fans. I don't really care which at this point, but a flow chart for this adventure like the one I have for the last book of Carrion Crown would be grand. The plot in this one is way too convoluted to navigate without visual aids. Also in the end I am not sure that my players will care which evil is in charge or who is taking over who so it may not matter.
Yup Ultimate Campaign, thats what I meant. I dont have anything against Gothic Horror... just that we are doing Carrion Crown now, so doing more doesn't sound fun. I read up on Taldor, and honestly that sounds like a good place to set things as well. Certainly has the old great houses vying for power. However it may be a bit too decadent for the feel I want to do. I also read over the Kights of the Inner Sea... but in my mind you need landed nobles before the Knights matter much.
Cool thanks. I thought Cheliax may be one, but I was hoping for other options. Once Ultimate Adventure comes out I would love to make a campaign with some of the rules from that where the players have to navigate courtly intrigue, competing houses, pledges of fealty. I should say Game of Thrones has been a driving factor in wanting to run something like this.
I would love to do more crafting, however with all of the different items to make figuring out what pluses I get and what are required to make the item has sort of eluded me. Too many things spread out over too many books. Anyhow if there was a flowchart that helped you figure all of that out it would be great.
Steve Geddes wrote:
You know a PDF only version of the old style folio would be great. I get the physical books, and finding a copier is a pain the ass. I would love to have legal copies of the maps and handouts without needing to buy the books in paper and PDF.
I am going to give each player a single mythic tier, sorta. I am setting them up, and not giving them much choice. I do understand that this is a significant bump in power, but they could kinda use it as they are sort of newbish at times. They are interested in playing this characters past the end of the AP so if we do I will allow them to get more tiers at that point, but not until then. Mythic Upgrades: ARCHMAGE Mythic Power (Su): Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You must choose one ability score as the one most associated with your mythic potential. Once made, this choice can’t be changed. You can draw upon your mythic power a number of times per day equal to your mythic tier plus your mythic ability score’s bonus. In addition to abilities gained from your mythic path and overall mythic tier, you can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score. Arcane Surge (Su): You can expend one use of mythic power to cast any one arcane spell. This spell must be one that you prepared for the day (even if it has already been cast) or be from your list of spells known (if you cast spells spontaneously). If the spell requires a saving throw, any nonmythic targets making such a saving throw must roll twice and take the worse result. In addition, when using this ability you can roll twice and take the better result on any check made to overcome spell resistance, adding your archmage tier to the result. You can’t apply any metamagic feats to this spell. Bonus Hit Points: Whenever you gain an archmage tier, you gain 3 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics. Bonus Metamagic Feat (Su): You can select one metamagic feat as a bonus feat, at mythic tier 1. The bonus metamagic feat may increase the level of the spell by no more than one level. Metamastery (Su): You can expend one use of mythic power as a swift action to pick any one metamagic feat that you know that increases the level of the spell by no more than one level. For the next 10 rounds, you can apply this metamagic feat to any arcane spell you cast without increasing the overall spell level or casting time. You can also use this ability on a spell cast from a scroll, staff, or wand. You can’t have more than one use of this ability active at a time. If you use this ability again, any previous use immediately ends.
CHAMPION
Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score. Bonus Hit Points: Whenever you gain a champion tier, you gain 5 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics. Sudden Attack (Ex): You can expend one use of mythic power to make a melee attack at your highest attack bonus as a swift action (in addition to any other attacks you might make this round). When making a sudden attack, you roll twice and take the better result, adding your champion tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction. Critical Master (Ex): Whenever you roll a critical threat against a nonmythic creature, you automatically confirm the critical hit and deal the maximum amount of damage against that creature.
GUARDIAN Mythic Power (Su): Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You must choose one ability score as the one most associated with your mythic potential. Once made, this choice can’t be changed. You can draw upon your mythic power a number of times per day equal to your mythic tier plus your mythic ability score’s bonus. In addition to abilities gained from your mythic path and overall mythic tier, you can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score. Bonus Hit Points: Whenever you gain a guardian tier, you gain 5 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics. Sudden Block (Su): You can expend one use of mythic power as an immediate action whenever a melee attack is declared against you to force the creature making the attack to roll twice and take the worse result. You also add your guardian tier as an insight bonus to your AC against this attack. Once the attack is resolved, you may make one melee attack against the creature that made the attack. The damage from this attack is treated as epic for the purposes of overcoming damage reduction. Cage Enemy (Ex): You can prevent an enemy from escaping your reach. Any creature attempting to move out of you melee reach provokes attacks of opportunity, even when making a 5-foot step. If the attack of opportunity hits and deals damage, the creature does not move out of your reach and its action is wasted. Creatures taking the full withdraw action do not provoke an attack of opportunity from you due to this ability (although they still might for other reasons, depending on their movement). In addition, if you charge a creature and hit with the charge attack, that creature cannot move from its space until the beginning of your next turn, although spells that move the creature still function.
HIEROPHANT Mythic Power (Su): Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You must choose one ability score as the one most associated with your mythic potential. Once made, this choice can’t be changed. You can draw upon your mythic power a number of times per day equal to your mythic tier plus your mythic ability score’s bonus. In addition to abilities gained from your mythic path and overall mythic tier, you can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12. Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score. Bonus Hit Points: Whenever you gain a hierophant tier, you gain 4 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics. Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell. This spell must be on one of your divine spell lists and must be of a level that you can cast using that divine spellcasting class. You don’t need to have the spell prepared or on your list of spells known. When casting a spell in this way, treat your caster level as two levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than the highest-level divine spell you can cast using that spell’s spellcasting class. Faith’s Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell requires a melee touch attack, it instead requires a ranged touch attack. Mythic Paragon (Mythic)
TRICKSTER Mythic Power (Su): Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You must choose one ability score as the one most associated with your mythic potential. Once made, this choice can’t be changed. You can draw upon your mythic power a number of times per day equal to your mythic tier plus your mythic ability score’s bonus. In addition to abilities gained from your mythic path and overall mythic tier, you can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12. Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score. Bonus Hit Points: Whenever you gain a trickster tier, you gain 4 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics.
Fickle Attack (Ex): Whenever you roll damage for a melee or ranged attack with a weapon or alchemical item, you can reroll any damage die with a result of 1.
Ability scores are not really an in character thing anyhow, so if you are trying to manage your disbelief, don't worry about the scores of other players. In the online game I bet you will not be able to see other peoples scores. So this shouldn't be an issue for you. Also the scores are not used the same way in the online game as it is in the table top game.
Darcnes wrote: Stuff Gotcha. I agree, knowing how we will be treated if we us something and its later found to be an exploit would be good. I have played table top for years and never heard of RAI as an acronym. Good to know. Yeah I agree as they are intended and how they are written are two different things. I am pretty confident that this early group will be good at taking any rules as written to their farthest logical use and figure out how to break anything thats breakable. I think I saw somewhere that Ryan and crew knew that if something can be exploited it will be. Thats good to hear, because thats the reality of games these days.
Darcnes wrote:
I don't really want to use any exploits, I just want to find them, and report them. In my mind exploits ruin the game for everyone. I would hope that nothing bad happens to those that report them. And I dont know what RAI means.
Being wrote: Are the anti-griefing measures already planned adequate? Can we think of a way to exploit whatever that system proves to be, subverting it to some unintended consequence? From what I have heard and read I think it will be ok, but we need to really see the exact rules and system before some of us more creative types can figure out how to break/exploit the system. I am all for working out where the system can be exploited and then reporting it so they can fix the holes.
Nihimon wrote:
I don't see the issue. You have options and tools, they just don't suit you or overwhelmingly favor you so you don't like them. Well to me it sounds like a choice. You can either endure the torment, ignore them and wait for them to tire of your lack of response and move on. Or you can take action and take your lumps for it. As someone that was a Ninja in EVE I can tell you the best way to take care of players like this. Do not acknowledge them at all. Don't engage them, don't talk to them, don't do anything with them. This will kill their fun. They are counting on you getting pissed off and doing something dumb. Or they want you to flag yourself so that they can jump you with their friends. I think the game as described will have enough things in it so that you can deal with this stuff, and I don't think it needs more.
Nihimon wrote:
Can't you say "Good sir, please leave before I separate your neck from your head." And if they don't leave, you attack them. I think your best bet is to ignore them, or report them for griefing.
@Summersnow The game has not even started yet as you well know, so players giving their honest reaction and plans to planned mechanics is a good thing. This allows GW to see how players will react to whats planned and they can stay the course or change things. This plan with how to deal with the bounty system would be a bad thing if it was not posted here for discussion and instead only lived on a small corner away of the internet away from GW eyes. I honestly hope that we get more and more posts from future players on how they will react and deal with/exploit planned mechanics. Its far better to see honest reactions to the game now while we are still in the early development stages than after the game goes live. I was in the 'Beyond Protocol' beta and the first 3 months of play. In that the player group I was figured out how a spawning mechanic worked. While still in beta we privately talked to a mod about what our plans were. We didn't report it on the message board or publicly because we didnt want the other guilds to also use this trick. The mod said it was fine and we thought we were good to go. The mod didnt report this to the devs at all, and the devs never once though about people taking advantage of the system like this. So when the game launched and we did exactly what we said we were going to do, and the other guilds complained, the dev came into the game space declared that we were cheaters and proceeded to blow up some of the things we had built (even though things we had built had nothing to do with the exploit we used). Now if we had sat on this information the whole time yeah we would have been exploiters and cheaters. Looking back I can see that we didnt do a good enough job of reporting out findings because we wanted to keep our discovery out of the use of the other guilds, even if we reported it to a mod. We should have emailed the dev or even posted it on the message board. So since we are not in game, and these honest player reactions are being posted publicly, do you still feel that people should be banned already for suggesting work arounds?
Two things... DarkOne I am sure that people all over the world will be able to take part in combat. This isnt a twitch game combat system from what they have said. I bet you will be fine. Stock Code? STOCK CODE! Did I miss something and we will have a working and worthwhile stock system in this game? Woot woot! Ok bonus 3rd thing... Welcome!
Dario wrote: This sort of feels like a solution in search of a problem. Most of the things identified as challenge behavior are either ignorable or are reportable. I agree with this. There really isnt an issue here that this would address, in fact I can only think of MORE issues this system would cause. EDIT: This is concerning the whole Challenge mechanic. Ignore them, report them for griefing, or do what you really want to do, which is attack them.
Hark wrote:
I want to see this as well. Very badly in fact.
I am sorry for my abrasive stance. I will be better in the future. Please see The-Blog-Posts-Everyone-Should-Read for some good information and links.
Hobbun wrote:
You should be able to craft in town, and the best part is that people doing that will be an important part of the game. It may also be the road to riches for you.
Keovar wrote:
I do think auto follow should be included, really. Just maybe it should randomly drop so that people will have to pay attention. However since that would be a pain for real players maybe something that makes you have to hit different keyboard buttons to keep the link alive. Yeah I know its an arms race between botters and the rest of us.
Arslanxelan wrote: I don't agree with a lot what the OP is saying but he has every right to post his views. Being polite and respecting other peoples views is also forum 101. I believe he has every right to express his concerns. However if the OP wants to be well received and effective he needs to do a few things. - Become informed. Its very hard to convince others that you are worth listening to, or following when you don't know what you are talking about and show disdain for readily available information. - Word your concerns in a matter that engages the readers and elicits their concerns as well. If you must word things in a manner that is more informative and less conversational then you need to do the next point. -Pick your audience. If you are just tossing a grenade into a room you can't expect it to hit its mark on the first toss. The concerns expressed here are not totally without merit however since they were not presented in a manner that seems suitable for people to actually discuss and they serve more as a warning to Paizo, addressing Paizo would be the OP's best bet. -Forget that you are a beautiful or unique snowflake. You may be but here on the internet we are all the same. Marsh I don't have anything against you personally, and I admit I have been a jerk to you here, but you have not done yourself any favors at all either. Anyhow Merry Christmas, and best of luck in all you do.
Captain Marsh wrote:
RISKS AND CHALLENGES Learn about accountability on Kickstarter Because Goblinworks has the funding to make Pathfinder Online, even if the timeline is a long one, there is only a very small chance that the game will never see release. One of the largest costs for a computer game project of this scope is the costs for people. If there are significant delays that prevent us from releasing the game to paying customers on time, we would need an influx of capital to make it to the later release. If we couldn’t get that capital, then the release of the game could be in jeopardy. Also, if we were to lose a key member of our staff, it could impact our ability to produce the game. Thankfully, we have contracts in place for all of our key staff, so it would take an extraordinary situation for us to lose one of them. The key Goblinworks staff has started and grown many successful companies. They have seen MMO games through to completion. In any project of this scope, there will be unseen challenges that will spring up, but the depth of experience of our staff makes us confident that we will be able to meet those challenges head on and defeat them.
Captain Marsh wrote:
So like tell them. That's a big part of my issue with this post. I am not trying to silence you, I am telling you that you are saying this in to the wrong end of the telecommunication device. TELL RYAN, TELL LISA. We only know what is publicly available, and by your own admission you are not interested in the knowledge that can be had publicly, you should address those that can best address your fears. Posting this here does not do the community a service, it just insights the natives. You are anxious, ok. You are uninformed by choice, ok. Becoming informed may help with the anxious feeling you have. Seriously man I really believe much of what is happening in this thread is of your own creation.
Captain Marsh wrote:
Ok lets talk, how does your public questioning of their business practices "help" Paizo, in a way that sending them an email would not? You have only offered your concerns on how it will hurt your hobby. It may come as a surprise to you, but mere concern doesn't mean much. How has the opening of GoblinWorks hurt your hobby so far? How do you see PFO hurting it in the future? I have seen a division in with some Paizo fans. This is what I have seen... I have seen some Paizo fans that support the new venture, and they seem to be joined by some new people that had not heard of pathfinder or Paizo before and are now here because of the MMO. I have seen this group opposed by a hand ringing mass of Paizo fans that stumble in here, uninformed, uninterested in PFO and sometimes angry that Paizo dare make something that they not like, and try to dissuade continued production of PFO. To me it seems the latter group is the one poo pooing in the pool. So all that being said, cheers mate, lets find common ground, adventure together and if we can not then just agree not to disrupt the other persons enjoyment.
Captain Marsh wrote:
Captain Marsh wrote: No. I don't want to use my search function. I want to express my views about our game, our hobby, and our community. I don't think anyone told you to be silent. Most of us here do want to have good meaningful conversations about the PFO game. You however admittedly do not want to be informed, you want to express yourself. Your concern seems to the with the whole notion of PFO. That ship has sailed. PFO is a real thing. You may be under the delusion that the game can be stopped from being made. Please divorce yourself from any such notion. And since it will not be stopped... and you have not offered any solutions to the emotional questions you have put out there this topic can only prove to disrupt the community.
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