OK, theory time-not from a lore perspective, but from a meta one. So far, they seem to be keeping around gods that the setting would be vastly different without. So if they're going to kill one, it would need to have enough of an impact to make a difference, but also not so big of an impact that the entire setting changes. Also, i suspect they're less likely to kill off more unique deities, or risk their setting becoming bland. So, ruling them out... - I don't think its Gozreh. Too unique of a concept of a god to get rid of in my book. low Chance
- Gorum: too low profile? also we've never seen their face. but, if they're replacing them with a more unique deity, i could see it. medium chance.
- Rovagug: Same as Lamashtu, but 10 years of worrying about him getting out, him dying would feel like an appropriately built up event. likely to generate the most fuss, and could lead to interesting stories, thogh i think theres supposed to be an existing deity taking over the place of the god, so that's why this isnt my #1 pick. high chance
But that's me.
Ezekieru wrote:
I would think its charisma because people with high attributes in that stat are more likely to... ...
I had a bard that inspired via comedy. Insulting the enemies to make the party feel they could take them on better was the idea, though it mostly turned to bad dad jokes I found through quick google searches. Best bit happened at a flgs. My turn coming around when I wasnt expecting it. "Uh... wanna hear something funny? 'Something funny'!" Got booed by the next table over
Captain Morgan wrote:
Right. Sorry, I kind of mixed referring to the magic traditions for spellcasting and themes of monsters (divine vs arcane) with the skills (k arcana and k religion). I was referring more to how the new traditions feel, and kinda forgot about Dungeoneering lol. I suppose a better way to put it would be Arcana had some of it trimmed and fused with Spellcraft. That trimmed part mixed with dungeoneering to make occult. I was only thinking of it originally in terms of the traditions and idnt consider the skills fully
I think some of the confusion comes from the fact that, for the most part, occult is the old arcane. Before druids and clerics both used divine magic. But it was clear that they were different sources. Arcana and Occultism were one I the same, with arcana checks being used as anything non-divine. That lead to weird otherworldly magics using the same check as figuring out understand how a magic gateway worked. Yes, they feel similar in the way nature and divine did, but they're still different flavorings. Arcana mostly got manufactured magic, while occultism got the naturally occurring non-native magic
Chelliax, but for the simple reason of not being able to wrap my head around what it's supposed to be. Without having every played in something with Chelliax in it, I have never learned about them naturally, and when I tried to look up stuff about it, it seemed there was little actual information as not to spoil a variety of APs.
Kobold Catgirl wrote:
@ Necrogiant: Basically what Kobold said here. I interpreted it as them criticizing Paizo making it be hoops to jump through, and then saying that it tripped over the a low bar, which I read as more frustration than fierce criticism, but to each their own. Regardless, my original point still stands, which is that if you need to have a narrative reason for this to happen, plenty of things within the lore could be used as a justification for the ending of the majority of slavery in the scope of the pathfinder setting. Also, does anyone have Mona's actual statement? I've looked around but havent been able to find it.
Ian G wrote:
So what if it is? Maybe they had more to say with slavery-based stories. That doesnt make them less tone deaf, nor does it change that their I mentioned before that they kind of treat slavery as an element of a fantasy race and. Ot a terrible thing with lasting repercussions Basically, they've moved slavery into the part of the CRB where they mention checking with your players before adding this instead of having it as default setting. Which is honestly where it belongs
NECR0G1ANT wrote:
A) the letter... doesnt do that? It mentions them and that they did a pitiful job of it. But fiercely condemn? Not really B) I'm not saying it's caused my players. Im pointing out that if you need a story explanation, it's not a stretch to find one
Plus, countless adventuring parties have been fighting slavers in multiple adventure paths for multiple years. Perhaps that's enough dominoes toppled that we've finally seen some results! And thank you, Kobold, didnt even think of that. (Call me Goofy, the GE3K is a mess lol) in the setting if the neutral countries are abolishing slavery, the evil ones may need to follow suit to maintain relations or risk war with those who *just* fought to get rid of it. But seriously. The way the slavery economy is in this setting it comes across as if the person writing thought that slavery and its effects are long ago enough that its... well... fantasy. So it was put into this fantasy setting, not realizing the echoes of it are still reverberating and the wounds havent healed.
Inqui wrote:
Well, they may try. But losing a large part of the trade business might be enough to make it topple. And, if they're removing slavery as an inherent setting status, between our two theories, the slave trade collapsing seems more likely Edit:: or at least, enough of a blow to mitigate it put of the main scope of the setting
Mentioned it in another thread, and I'll say it again here: Good for them deciding to remove slavery from their setting as something active. For those who believe that they need a story reason for this to happen, good news: it actually already has! Absalom has a PFS scenario that abolished it, and Katapesh has a large portion of their slavers as the foes defeated by the PCs. With two major blows to the slave market in two of largest cities in the world, it stands to reason that the market collapsed shortly after. There. Story reason taken care of.
Good for them deciding to remove slavery from their setting as something active. For those who believe that they need a story reason for this to happen, good news: it actually already has! Absalom has a PFS scenario that abolished it, and Katapesh has a large portion of their slavers as the foes defeated by the PCs. With two major blows to the slave market in two of largest cities in the world, it stands to reason that the market collapsed shortly after. There. Story reason taken care of.
With the two new classes being announced, what are people hoping to see in them? For the Thaumaterge, in almost expecting it to be skilled and martial focused, with some focus spells. Perhaps with a trinket focus thrown in like the alchemist with alchemical items, maybe getting multiple uses out of them. Giving them cantrips (and only cantrips, perhaps with feats to frant them the occasional spell) would be cool too. As for psychics... i have no idea. I figured that was the purpose of the Occult Sorcerer. So instead, I say... make them prepared Occult casters. Cleric/druid style, so no spellbook, just access to the Occult list (though my real preference would be Arcanist style casting, but oh well). This is literally the last class I thought would ever hit PF2, so I'm not sure what they would do with it.
Leviasin wrote:
Who needs a curse when you've been partially possessed by a demon? Or silcer other creature? One that devours magic it comes in contact with. If someone does exercise it, the effects still linger, and even grow as they take the power as their own. Could make for a cool boss fight at some point. Or perhaps that's from the history and they're working with the aftermath of magic eating
Perhaps flavor part of it in a way that they are studying magic to learn to better resist it? Then, when they get to later books, be like a defense against the dark arts-esque teacher. Maybe they take that wizard archetype, but only take things dedicated to counterspelling. Dunno if that's viable. But could be interesting. Sure it breaks anathema. But it's your game :) Edit:: had a minute so i played around on pathbuilder. Counterspelling is tricky. But read aura and detect magic as ways to find magic, with each of the spell slots being filled with a heightened Dispel Magic would give the player a total of 4 spells to deal with (the 4th being the level 1 spell, so something will have to fill that. Perhaps True Strike) and then they can go around ending magical effects wherever they find them. They would need to pick up a bunch of wizard feats, but enough of them dont have to do with spellcasting that i think you could get by. Bespell weapon, just in case. Steady spellcasting. They won't be the most helpful unless they cast Dispel magic. But still. An idea worth looking at. An orc who hunts demons who was cursed to devour magic could be cool flavor for that, coming here to have the curse removed but instead learns to embrace it, dispelling magicn wherever they go.
Between the upcoming Secrets of Magic and Strength of Thousands, it's a good time to be a mage. What kind of spellcasters do people intend to play? I have a few up my sleeve I'm excited to share: 1) Trivinnius Rez, gnomish tinkerer who, in a lab accident, fused his soul with his construct friend (yet to be named) Gnome Summoner
Ashanderai wrote: I can see so much possibility for the tactic of using an eidolon tanking on the front lines while the summoner hangs back and gets touch healed by the cleric/other party healer, saving the the group the problems of having to get the healer up to the front line tank, getting the tank to fall back for healing, or casting a less powerful ranged heal. I could see Divine Summoners doing that with or without a healer lol
HumbleGamer wrote:
You could replicate 5e lairs using hazards, though they'd act differently, would fill the same role
So i realize I'm a tad late to the party, but I figure it doesnt hurt to try, right? About me:
Spoiler:
Well I just turned 30, finally admitted defeat in my battle against my thinning hair (though I'm told I rock the Lex Luthor look quite well), and I tend to always go for the pun. I like to think of myself as fairly witty, though usually dont find my zinger till later, but that's why I like pbp! Been playing ttrpgs for almost a decade now: Pathfinder 1 and 2, 5e, Starfinder, and a bit of Warhammer 2e of all things. I try to make everyone laugh (or groan) and consider that to be what drives me! My character: Spoiler: I'm thinking a bard! A half elven woman named Mareona (or Mari, for short) who travels all over the place, though always comes back to her sisters in Willowbrook, going around telling tales to gain money to bring home, while also gathering stories to entertain her family. Of course, that hardly matters now. With the blood of one sister still staining her blouse, she hopes she'll still find the other... but has also taken it upon herself to still tell tales to inspire, and in remembrance.
graystone wrote:
I'd thought that, though it's far away enough from the mention of manipulate traits that it stuck out as potentially separate
I feel like I've pitched this before, but a shipwreck-themed one could be cool. Book One: Stranded on island, need to build a shelter, get attacked by creatures trying to sabotage you Book Two: investigating the creatures, finding out they lure ships to the island to hunt their crews for sport. Try and take them out. Book Three: Those creatures, despite doing this for sport, work for something bigger, nastier. Something that wants to erupt the volcano on the island to try and blot out the sun.
Intend to stick to APs, but will make up things/places on the fly if need be. My friend and I have traded running games for our group, and while mine have been Golarion, his were in generic locations (small town over a mega dungeon, an icy mountain area, etc) so we've crammed them into Golarion for funsies.
Let's also not forget about the pandemic. I love Starfinder, but with the pandemic, we dont meet up any more to play in person for our old Society games. I was one of my area's 3 main SFS GMs, and none of us really run right now. I ran our first game in over a year tonight, and it was just as fun, but we just havent been able to make it work. I fully intend to go back, and i believe every table im signed up for at Paizocon (all SFS) is full. Maybe there's a problem, but it may just be it's tough to grow right now for the obvious reason.
One of my Arcanists was like that. He was the third of his name. The first was a wizard who studied magic all out. The second a sorcerer born with magic from his fathers study. The third being the arcanist, who wanted to expand where his father was content. Break the rules, enhance his power, see what's out there for magic.
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For five years, the faithful of Seven Maidens have attended church in smaller wooden structures rebuilt after fire destroyed the previous temple, and while their new pastor Abstalar was helpful, kind, and wise, church wasn’t the same. Now, the new cathedral is finally done. All that remains is for the Festival of Heroes to renew the site’s blessings from the gods and it will be as if the Sandpoint Fire had never occurred. All about the small square before the new cathedral children play, adults talk and vendors ply their wares. Merchants from as far Castle City are in attendance selling all manner of goods: Calatian incense, Goron snap poppers for the kids, and one fellow is wearing all green as he shows his new 'fairy balloon game'. Others sell food, such as Kakariko Spiced Cuccoos, Desert Curry and even stranger, though local favorites dominate the stalls. The air is clear, the sun shining, and mood quite jovial! Nothing, some say, could ruin this day. Everyone in the party is in attendance as the crowds go about their business, preparing for the long day and night of festivities ahead.
In the town of Seven Maidens, the annual Festival of Heroes is about to take place. The newly built Cathedral of Light draws the adherents to it as the market square bustles with activity. But unknown to it's citizens, dark times and foul prophecies are at play. An ancient evil stirs, evil worms it's way into the hearts of those who once professed the Light, and the Demon King regains it's lost Power. But all is not lost for it is told in legends that whenever Evil rears it's ugly head, heroes rise up to confront it. THE LEGEND OF ZELDA: THE PATHFINDERS Well? Basically I'll post some info about the new deities to worship, new races to play and some info on the setting/the map, but this will be just a modified Rise of the Runelords game set in Hyrule! Any takers?
In the city of Neverwinter, a dwarf named Gundren Rockseeker asked you to bring a wagon load of provisions to the rough-and-tumble settlement of Phandalin, a couple of days' travel southeast of the city. Gundren was clearly excited and more than a little secretive about his reasons for the trip, saying only that he and his brothers had found "something big," and that he'd pay you ten gold pieces each for escorting his supplies safely to Barthen's Provisions, a trading post in Phandalin. He then set out ahead of you on horse, along with a warrior escort named Sildar Haliwinter, claiming he needed to arrive early to "take care of business." You've spent the last few days following the High Road south from Neverwinter, and you've just recently veered east along the Triboar Trail. You've encountered no trouble so far, but this territory can be dangerous. Bandits and outlaws have been known to lurk along the trail. With the group is a young Halfling named Radell Swampfoot who sits on the small wagon leading it towards Phandalin, his home town. "We're just a few hours away from town. Quaint little place, not as hustle and bustle as Neverwinter but, eh." He shoots the party a wide smile. You all may give me a marching order and may now talk amongst yourselves for a short bit.
Alright, this is for all OOC banter and such. I'll open the main game later in the day once everyone has checked in here. While you all wait, how about you come up with ways your characters know each other. Maybe they don't. Maybe they've known each other on-again off-again thanks to Gundren! The ideas are there!
So, thanks to some odd bits of my life finally starting to come together, I find I once more have some free time on my hands and that itch to run a game rising once more! So, I am looking to pick up four players for a game of Dungeons & Dragons 5E, the adventure being the one found in the Starter Set, namely The Lost Mines of Phandelver. For those wishing to play, I will ask for the following for the submissions: ~ Point spread of 15, 14, 13, 12, 10, and 8.
Also, please note that if players are really into it, I may extend the campaign out further, following up on loose threads of and kernels of possible adventure!
This game shall be ran on Roll20, with the days chosen for game a week or so in advance every session. The system being used is the Unofficial Elder Scroll RPG, which can be downloaded here and the blog maintaining all the updates here. The game is set in the time of the video game TES V: Skyrim. Characters will be built on the Medium Power Level CrP and begin play with only some clothing appropriate to the region of Skyrim (shirt/dress, boots, and cloak). Once I get 10 submissions, I will my picks and then will close the recruitmen. Then we can discuss more about the style of game and what will occur.
Any of you guys from the game want in, post here and we can work out characters. •20 Point Buy
The morning air was cool and crisp, the sun's brightness shining from the lack of clouds in the sky. It was around mid morning and the party were now approaching the trading post ran by Oleg. They carried on their persons a writ from the Swordlords of Restov declaring their mission: Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne. The cart the Swordlords provided is drawn by a stubborn mule called Block, who whines as they road ever-so-slightly changes pitch as you all draw near the closed gate. A ringing of hammer blows can be heard as you get close...
Call me crazy, but I like running games. And I'm running a game I ran previously IRL (for a short while, all of the first book). So, without further ado, the recruitment thread is open. NOTE - I will only accept Paizo official Pathfinder material. No 3rd party.
I'll keep an eye on this thread and any thoughts or questions, just ask. Oh! And don't make a profile unless chosen, okay? No need filling up your character list, yes?
A strange light in the sky holds a danger unknown for ten thousand years! Deep beneath Golarion's surface, the greatest shame of the elves is stirring once more. Seething with hatred, the drow have come up with a plan to wipe out their ancient enemies and bring a second Age of Darkness. And this time, there's only the heroes to stop them... I'm starting up a play-by-post of Second Darkness, the third AP from Paizo. Deadline for submission will be October 5, game starting a day or two afterwards. Character generation rules are as follow:
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