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Serpent's Skull started with an astoundingly good opener, Souls for Smuggler’s Shiv, but then the "spirit" seems to leave the AP. Where did this AP go so wrong?
Like many I got the Pathfinder 2nd Legacy Bundle. This included all six volumes of Ages of Ashes. This has given me a small logical problem. The Goblinblood Wars were not that long ago [especially given the lifespan of some races]. The devastation from those wars deeply scarred the people of Isger. So PCs not native to Beachhill are likely to regard Goblins as enemies.
If I already have several PF 2E rulebooks, is buying the Remaster worth it for me?
Will the changes to the Wizard in Pathfinder 2nd Remaster allow a player/game master to recreate existing spell schools? This would be mostly about converting existing characters.
(Why yes. I did create a similar thread in Serpent's Skull.) With the problems rightly pointed out by Tarondor with Council of Thieves, is path worth fixing? (Especially, in light of Paizo's own "redo" of this concept.") * - If so, how would you go about this?
D
Looking at the provided backgrounds available for Pathfinder 2nd Editon, I am seeing a few holes. So I was inspired to add a few. Check them out. Apothecary (Common Background)
Apprentice Wizard (Common Background)
Druidic Initiate (Common Background)
Squire (Common Background)
Depending on the response, I may add some more.
Heroes! With Pathfinder 2E Remaster coming out in November of this year, What should we do with our existing PF 2E books? Not just the main books, but sources such as Secrets of Magic, Guns & Gears, Beginner's Box, etc. The reason I ask is that there are more then a few changes being made that will make parts of this book invalid.
This isn’t about Serpent’s Skull, per say, but about what happens after. We know from page 32 of Sanctum of the Serpent God that when that AP's heroes activated the Seven Spears, the resulting earthquakes destroyed much of what remained of the ruined city. We also know from page 87 of the Lost Omens World Guide that the events of the Serpent’s Skull AP happened in 4710 a.r. Has anyone given any thought to what has happened in the ruined colony of Azlant the years that followed? Does the Mwangi Expanse deal with the aftermath in anyway (I don’t own that book yet.) Is there anything I need to worry about? I have some thoughts for some adventures (inspired by I9 Dwellers Of The Forbidden City), since the AP itself isn’t worth salvaging.
This is a branch off of this other thread. I am having a similar problem to Reynard (from the other thread). But, I do have some different obstacles … * - My players prefer Pathfinder 1st Edition. … and don't like the new system, but have never actually tried it. I can expand on their complaints if needed.
If it matters, I do own the PF2E Beginner Box, Player's Handbook, APG, Gamemastery Guide, and Abomination Vaults. (and PDFs bundle that came out recently).
Or did that kind of end with PF1? What I'm talking about are conversions of Red Sonja/John Carter/Cadfiel/etc? … Or in my particular case, La Of Opar.
Given the problems with Colonialism baked into Sargava (and the old pulps in general) is this AP worth adapting into Pathfinder 2nd Edition?
Heroes! In people's humble opinions which First Edition Adventure Path has the best Campaign Traits? This is going by three criteria:
This is related to, but distinct from my previous thread.
This is a branch off of my previous thread. But, what APs would work well in Pathfinder 2nd Edition? The obvious answer would be "All Of Them" but is that actually true? Following on, despite the Lost Omens World Guide presuming outcomes for the PF1E APs, which ones would still work in the new timeline?
Since it is mentioned in the Abomination Vaults (page 3 and 7), have people used the Beginner’s Box as a “prelude” for the AP? Since I am still very much in prep (using the hardback version), and I haven't even approached my player group. I am looking for the community's opinion on:
This is a "lifeboat" thread from Does 2e eliminate previous canon? One problem I am finding with interpreting Cheliax in Pathfinder 2nd Edition is the way that summoning was broken up. One of the core conflicts in Cheliax is that the Wizards (who summoned Devils and other fiendish creatures) did not give due respect and deference to the Asmodeus and his faith. With the way that the summoning lists have been broken up - with no "in lore" explanation - this is now a non-issue. Well, that and the way that slavery is also no longer going to be used in the setting.
Heroes! People familiar with Tarondor's Guide to Pathfinder Adventure Paths on Google Docs, would note that he suggests that this AP (Serpent's Skull) should have been only a three part AP. Has anyone run it that way?
With the new changes that Wizards is making with OGL 1.1 (which appears to invalidate ALL previous versions of the OGL), where do we go from here?
Heroes! I am trying to find any information on other [Non-Golarion] settings for Pathfinder 2nd Edition. For example:
Reviewing the Abomination Vaults Player's Guide, I have found a few problems, specifically with the suggested backgrounds. Let's review them.
Eldritch Anatomist, page 4
Fogfen Tale-Teller, page 4
Market Runner, page 4
Ruin Delver, page 4
Starwatcher, pages 4-5
Witchlight Follower, page 5
Missing Adding these background might have been both more helpful and more logical to the setting.
I'm sure others may have different observations about these, and I welcome discussion. :)
Given that it is REALLY had to get a combat bonus through feats or backgrounds in PF 2E, how would one convert the "Gnoll Killer" trait (LoF Player's Guide p10) to 2nd Edition Pathfinder?
It turns out my wife [who has become a huge Critical Roll fan] has purchased the Tal'dorei Reborn Awakened Tier. It arrives tomorrow. Spoiler:
Yes, I know that this is a good problem to have. I was already hoping to run the Abomination Vaults, but now I have buy-in! I already have the Pathfinder 2e version. But … For those who may be more familiar with Exandria,
What books are considered "Essential" for running PF 2E? - the Core Rule Book (obviously)
What else?
Now that multiple groups have done this part, I have a question about how GM's handled this room. The habitat dome is 350ft in diameter (actually too small for what it is supposed to be). Mapped out for miniatures this works out to almost 6ft (1.8 meters) in diameter. That is far larger then most gaming tables. And remember, this is just one room. So, what I want to ask, is how have other GMs handled this mapping challenge?
What foods work well for having at the gaming table? That Don't Take Too Much Treasure! 1 - I am talking Real Food. Snacks are rarely balanced enough to keep people happy, focused, and energized.
As we are slowly moving back to real F2F gaming (Yay Vaccines!), what have people had success with?
Hmmm ... What Pathfinder 1st adventures could be adapted to a Hyborian (Conan/Red Sonja) inspired setting? Why yes, I have been reading too much Conan (both Howard and pastiches). I do realize that I would need to remove most of the magic, and change most humanoid monsters to humans (undead being an exception). I'm looking for ideas.
Having watched Taking 20's first and, especially, second, I am definitely looking at changing over to 5E Come in at this late date, what books are now considered "the essentials"? I know we need:
With the introduction of Animal Companions in Alien Archive 3, did Paizo create a character sheet for those animals, should someone actually use those rules?
I am a big fan of both Flash Gordon and Buck Rogers, however, I am painfully aware of the Yellow Peril elements in both. I am looking for stories that have that kind of optimistic adventuring spirit, preferably without the heavy racism (or sexism). Does anyone have some ideas? Answering my own question, I can think of two right off:
What I DON'T want is "dark", "gritty", or "hard science".
"Blasting off on a desperate mission to save Earth from the evil plottings of the tyrannical space lord Ming the Merciless. Dr. Hans Zarkov and Dale Arden have joined me, Flash Gordon, on a fantastic journey into worlds where peril and adventure await us." For those unaware, Bundle of Holding is currently offering The Savage World of Flash Gordon! Now beyond that, I am looking at converting it to Starfinder. (... or would Pathfinder be better?)
Pathfinder has (or had) the Fighter/Cleric/Rogue/Wizard mix. Has an equivalent "mix" emerged for Starfinder? I'm the GM (Against the Aeon Throne) and will be advising my players for "Roll20." Also, would a "stay with the ship" type NPC be a good idea for Space Combat?
Currently there is welcome message at the top of the Pathfinder message board. May I suggest that - during this enforced down time - that an appropriate variant of that welcome be created and added to every Paizo message board?
All of the following backgrounds revolve around one of two current events in the city of Riddleport. The first is the manifestation of the Blot, a strange and ominous shadow in the sky that looks like nothing so much as a cloud of darkness. The Blot captured the interest of Riddleport’s citizens when it first manifested, but that was months ago—now, after the strange cloud hasn’t done anything particularly dramatic for so long, most folk have grown accustomed to it. Most—but not all; some, such as the Order of Cyphers, remain concerned by the strange cloud, and worry that it may be the harbinger of something worse. The other event is a gambling tournament called “Cheat the Devil and Take His Gold.” Held at the recently reopened Gold Goblin Gambling Hall, talk of the tourney has spread throughout the town of Riddleport and has even reached some taverns in cities as far as Magnimar or even Korvosa. Excitement for the tournament has been building for a month, and now that the day is finally here, people from all over are flocking to take part. The somewhat restrictive entrance fee ironically makes it not possible for many of Riddleport’s own citizens to attend, but in the case of each PC who takes a Second Darkness Campaign Background, that 1 gold entrance fee has been paid, either by an interested party or by yourself (this expense does not come from your starting cash).
Fools for Friends
Spoiler:
The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town for most of your life, traveling there only when absolutely necessary, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship. Benefits * - Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. * - You gain your choice of the Deception skill and the Lie To Me feat or the Society skill and the Streetwise feat. You grew up here and so gain the Riddleport Lore skill. * - In addition to whatever remains of your starting funds, you enter the Gold Goblin with a pouch of 10 silver that you have saved for the tournament. Note: This background gives you access to both the Elven and Varisian languages, but you don’t get either of them automatically. Into Enemy Territory
Spoiler:
The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town for most of your life, traveling there only when absolutely necessary, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship. Benefits * - Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. * - You are trained in the Forest lore. You also gain your choice of the Nature or the Survival skill. In either case, you gain the Toughness general feat. * - In addition to whatever remains of your starting funds, you enter the Gold Goblin with a pouch of 10 silver that you have saved for the tournament. Note: This background gives you access to both the Elven and Sylvan languages, but you don’t get either of them automatically. Looking for Work
Spoiler:
Although out of work, you aren’t particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin’s fortunes reverse after this big gambling tournament, you’re relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You’ve secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it’s a place you’d want to work at, and hopefully get a chance to catch Saul’s eye and make an impression. You’ve long worked at honing your skills, and are quite accomplished and certain that you have something to offer. Benefits * - Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. * - You are trained in the Innkeeper lore. You also gain your choice of the Diplomacy skill and the Hobnobber feat or the Intimidation skill and the Quick Coercion feat. * - In addition to whatever remains of your starting funds, you enter the Gold Goblin with a pouch of 10 silver that you have saved for the tournament. Note: This background gives you access to both the Elven and Varisian languages, but you don’t get either of them automatically. Optimistic Gambler
Spoiler:
You’ve always seemed to have trouble keeping money. Worse, you always seem to have debts looming over your head. When you heard about the “Cheat the Devil and Take His Gold” gambling tournament, you felt in your gut that your luck was about to change. You’ve always been optimistic, in fact, and even though right now is one of those rare times where you don’t owe anyone any money (you just paid off a recent loan from local moneylender Lymas Smeed), you know that’ll change soon enough. Better to start amassing money now when you’re at one of those rare windfall times! You’ve set aside a gold coin for the entrance fee, and look forward to making it big—you can feel it in your bones! This time’s gonna be the big one! Benefits * - Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. * - You are trained in the Games lore. You also gain your choice of the Deception skill and the Charming Liar feat or the Thievery skill and the Pickpocket feat. * - In addition to whatever remains of your starting funds, you enter the Gold Goblin with a pouch of 10 silver that you have saved for the tournament. Note: This background gives you access to both the Elven and Varisian languages, but you don’t get either of them automatically. Researching the Blot
Spoiler:
You may or may not be seeking membership into Riddleport’s most prestigious magical guild, the Order of Cyphers, but you certainly have heard their call for aid in determining the nature of the strange shadow in the sky above Riddleport. You arrived in town several days ago and had some issues with security and safety at several inns before you finally settled on the Gold Goblin; you’ve been staying there as a guest for several days now, and the owner, Saul Vancaskerkin, seems like a nice guy. He’s even given you a pass to attend the gambling tournament he’s about to throw—you’re not sure how into gambling you’ll be, but perhaps there’ll be some visitors from out of town you can talk to about the strange shadow in the sky. At the very least, you’re hoping someone at the tourney will be into magic—there’s not really enough folk in this town who seem all that interested in magic, you’ve found. Your interest in magic dates back quite far, and as a result, you’ve developed a knack for identifying magical phenomena. Benefits * - Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. * - You’re trained in either the Arcane or Occult skill. You gain the Quick Identification skill feat. You are also trained in the Scribing Lore skill. * - In addition to whatever remains of your starting funds, you enter the Gold Goblin with a pouch of 10 silver that you have saved for the tournament. Note: This background gives you access to both the Elven and Thassilonian languages, but you don’t get either of them automatically. Scouting for Fiends
Spoiler: You belong to an organization (most likely a religion) that has definite views on the menace posed by the lower planes. The willfulness with which the city of Korvosa (they even allow a temple of Asmodeus to operate in broad daylight!) tolerates infernal influences is, to you and your organization, the greatest symbol of what’s wrong with civilization today. And now, in Riddleport, there’s news that a gambling tournament is using devils and Hell as an idle decoration. It’s likely that this is just an example of poor taste, but there’s a chance that something sinister may be lurking beneath the goings-on at the Gold Goblin. You have been contacted by your organization (or may have decided on your own) to travel to Riddleport (if you don’t already live there) and attend this tournament under the guise of a patron. Keep an eye on things there, even after the tournament is over; if you can, get a job working for the owner. Demons and devils can be subtle, and it could take weeks or even months to find proof of their involvement. Benefits * - Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. * - You’re trained either in the Religion or Nature skill; and the Fiend Lore skill. You gain the Incredible Initiative general feat. * - In addition to whatever remains of your starting funds, you enter the Gold Goblin with a pouch of 10 silver that you have saved for the tournament. Note: This background gives you access to both the Abyssal and Infernal languages, but you don’t get either of them automatically.
Have you ever looked at converting AD&D material to Pathfinder? I’ve tried it, I1 Dwellers of the Forbidden City and it isn’t as easy as it sounds. Have others tried to do this?
I know it's not "sexy", but ... The best defense against the Coronavirus is the same one we should be using against the Flu.
Skittermander (20 point race)
Though skittermanders are mammals, they begin life in something akin to a larval stage. A skittermander whelp looks like a miniature version of an adult, but with more prominent ears and a tiny, secondary mouth on its abdomen. Once born, whelps are left to fend for themselves. They are truly omnivorous, capable of digesting fruits, leaves, raw meat, and seeds. Additionally, a whelp’s secondary mouth allows it to attach itself to large prey and feed at its leisure. Thanks to a numbing mucus secreted by this mouth, less intelligent animals rarely even notice the whelp’s samplings. A swarm of skittermander whelps has been known to bring down a trundling bovine monoux in a matter of minutes. After 6 years, whelps mature into adult skittermanders, begin to walk upright, and lose their secondary mouths, but they maintain their taste for anything remotely edible. Skittermanders living in tropical climes have short, soft fur, while their arctic cousins grow tough, shaggy hair. Their coloration varies even more, with tones of blue, green, and violet being the most common, but with no obvious correlation to their surroundings. The average adult skittermander is 3 feet tall and weighs about 35 pounds. Skittermander
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