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![]() MMCJawa wrote:
From a commercial point of view you are probably right. Personally, I would still prefer explicitly themed bestiaries (similar to the „... revisited“ series) to the subtly themed bestiaries of today, because I feel it would reduce the number of books I have to carry for a given adventure. ![]()
![]() Would it be possible to give each bestiary an explicit theme, after the first one?
To that end, I would be happy to have a bigger core bestiary and much thinner thematic bestiaries. I also wouldn’t mind if some monsters were reprinted across different thematic bestiaries. ![]()
![]() Let‘s talk about stat blocks and character sheets. Here is my personal wish list for PF 2E: I hope that PF 2E stat blocks will follow the same basic layout as PF 2E character sheets. This would make it much easier for novice players to figure out what is where when they are handed a stat block for the first time (e.g. a summoned creature). I want to see at first glance which feats on a stat block provide an active ability (e.g. a special kind of attack that is not repeated anywhere else on the stat block) rather than just a passive bonus to something (which is already factored in in other parts of the stat block). Something to help novice (or lazy) game masters to prepare encounters, and make sure they are aware of all the special capabilities that a creature has. Related to the above, I would like both character sheets and stat blocks to show both the innate statistics (based on class, levels, feats, etc) and the current statistics (including temporary effects from gear, spells, raging, etc.). Today, Paizo tends to give some plain text notes as part of the stat block (something like „the statistics above assume such and such spell has been cast. If not use the alternative statistics below...“). This is already very helpful to figure out if an effect has already been incorporated, but I am hoping for a more elegant and less verbose solution. Also I noticed at my own games that players often forget where a certain bonus came from and whether it is still active or not. ![]()
![]() Two additional interesting facts I stumbled upon during my research: 1. While there is indeed no rule that prohibits dead characters from taking actions, there is a rule that prohibits the players of dead characters to do so: This isn't in the PRD, but if you have the actual CRB, it says this:
CRB, Gamemastering, Handling PC Death wrote: When a PC dies, his player no longer has any input into the game [...]. That player has to sit at the table quietly, watching and waiting while everyone else continues to have fun with the game. So, by RAW, players must sit still and are not even allowed to have fun while their charecters are dead (I need to start enforcing that rule at my table). Note that this doesn't apply to NPCs (so the GM could still make them act normally after they died) and that it isn't tied to the dead condition, but to the act of dying (so a player whose character gaining the dead condition via that family domain ability instead of by dying is still allowed to act and have fun - while the other player whose character doesn't have the dead condition anymore still hast to sit quietly without having fun. At least thats how I would rule it). 2. The Additional Rules chapter lists a few more "conditions": "Hold portal" and "Arcane lock" are conditions that can be applied to objects (Just like with "broken", I assume objects unfortunately don't count as allies for the purpose that family domain ability) "Favorable conditions" can double the weight one can push or drag (no examples given - by RAW I would have to assume that "favorable conditions" means invisible or incorporeal - and maybe prone while people are shooting at you). Difficult terrain, obstacles, poor visibility, and impassable are conditions that hamper movement (probably conditions of the terrain, not of the character). ![]()
![]() A module about shutting down the Chapel of Rent Flesh. It could be the adventure about Kytons we've all been waiting for - and it would be the perfect tie-in module for Iron Gods. ![]()
![]() I can't help but notice one small detail on the final cover: it doesn't just say "Iron Gods", but "Iron Gods TM". Wouldn't that make it the first trademarked AP title ever? Almost as if Paizo wants to make more with the phrase "Iron Gods" than just a single AP. Like a whole spin-off game where Androids and AIs are fighting the Dominion of the Black in space... (Note to Paizo: even if that hadn't been your plan all along, I absolutely wouldn't mind at all if you stole that idea from me now.) ![]()
![]() Remember the child-goddess from Ankar-Te in Kaer Maga? What were your inspirations when creating her? Did you ever reveal any more details on her, beyond what we can find in City of Strangers? Would you like to reveal more about her one day, or do you prefer for her to remain a mystery? Did you recently get a promotion? (I.e. has your messageboard title always been "Managing Editor"? It looks weirdly unfamiliar.) ![]()
Female Human Sorcerer 8, HP 63, AC 13, touch 12, flat-footed 11, Fort 5, Ref 3, Will 6 (+2 vs. charm, cold, fear, fire, sleep)
![]() Ana gives Thorvald a curious look when he speaks about 'womens' many words'.
"Certainly." she says curtly as she leads him towards the door. ![]()
![]() Gate to the East
1: A bold plan
2: To the horizon
3: Lords of the steppe
Reign of Winter spoiler:
these strange events involve a group of foreigners who arrived in a chicken-legged hut, as well as a group of frost giants. 4: The lotus eaters
In case you are wondering how to get from the Castrovian Sea to Iblydos:
Maybe a magic portal in the middle of the Castrovin Sea? This wiki page gave me the idea in the first place. 5: The fabled kingdom
6: What lies so far behind
Final twist: There really is no BBEG for the heroes to kill at the end of it all. ![]()
Female Human Sorcerer 8, HP 63, AC 13, touch 12, flat-footed 11, Fort 5, Ref 3, Will 6 (+2 vs. charm, cold, fear, fire, sleep)
![]() Ana embraces Thorvald, kisses him and whispers in his ear: "Patience, my love."
Then she turns to the remaining bandit and explains, in a matter of fact tone of voice:
Intimidate: 1d20 + 13 ⇒ (6) + 13 = 19 ![]()
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![]() I'm a little bit confused after reading about Arazni (former demigod turned into a Lich by the necromancer Geb). Which of the following statements are true? A. Gods have souls.
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