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Looks like a CRPG based on Starfinder 2e was announced:
Other than the information on those pages, not a whole lot I can find, including on the developer,
Also, is this an original story, or an AP adaptation? I expect more details will eventually be shared, and even a dedicated sub-forum for the game, but I'd definitely like to find out a bit more before the Kickstarter launch.
Just finished my last campaign, and need several new players to start up a new one. We will be playing online using Foundry VTT, and the returning players are all in the Seattle area, but that's not a requirement to play. We historically have played Tuesday nights 7-10 PM PST, but could potentially change to another weeknight other than Friday. We will likely start the campaign 1 month after a group is assembled, to give me some prep time. The campaign itself will be a pre-published adventure path or campaign, but not Rise of the Runelords, Shattered Star, Return of the Runelords or Kingmaker. Tentatively looking at Strange Aeons, but can be flexible. Also have a few non-Paizo AP options which could work. Once we have a full group, we can collectively decide. The game is PF1, with several years of house rules. Most are small balance changes for specific spells, items, etc., though a few are more global (such as a reduced number of bonus types). Generally, I'm open to anything published by Paizo, and will consider 3P content after I review it.
I'm really enjoying this animated show. It's not MCU, but is MCU adjacent. Many things are different from the Tom Holland Spider-Man and MCU, but many things are also the same. Peter is about as close to Holland's in personality as possible, and the full Marvel set of characters seem to exist, with multiple cameos/features in different episodes, but the biggest difference is that instead of Tony Stark as a mentor/father figure, this version has Normal Osborn. It does a great mix of fighting crime and super villains and having Peter try to juggle school, home, Oscorp internship, friends and family. There's also a pretty deep bench of supporting characters. Has already been confirmed to be renewed for seasons 2 and 3, so they'll have time to develop many of the characters who fans know have a future storyline in the comics. Final 2 episodes come out next Wednesday.
Just finished watching this show, and it's fantastic! Came out a few months ago on Hulu and I missed it when it came out, but saw it getting a lot of buzz near the end of the year. Very glad I gave it a try. I don't want to say too much about it since it's hard to without giving spoilers, but I will say this. 1) It's one of the 3 weirdest shows I've ever seen (the OA and Brand New Cherry Flavor are the others in case you're curious), but 100% in a good way.
The creators of The Expanse (writers and TV producers) have []url=https://variety.com/2024/tv/news/the-expanse-captives-war-tv-series-ama zon-expanding-universe-1236215983/?fbclid=IwZXh0bgNhZW0CMTEAAR0U7pum7HTDkir _SYdBGq5qOLqGTUGjABR4znqbvvqmDjyteeBK93wk71s_aem_Yia498ZKV_qbbEA0kDyG4A]sig ned a deal to bring their next project "Captive's War" to Prime Video[/url]. With that creative team coming back, and an already established good relationship working with Prime Video, I'm excited for this and their future projects. I'd guess the earliest it will air will be late 2027, since there's no mention of the project already underway before this, but it should be worth the wait.
Great bonus surprise before last night's Agatha All Along finale, Marvel/Disney+ dropped a combined sizzle reel/trailer for all their content through the end of 2025. First look (outside of cons) of Daredevil Born Again, Ironheart, Wonderman, What If? season 3, Marvel Zombies, and Eyes of Wakanda, as well as some new stuff from the Spiderman animated show coming. Everything also got a release date, which is fantastic. Tail end of 2024 and 2025 looks great for MCU.
I don't know what the best sub forum is for this, but figured since it's closely tied to the movies (though also TV, comics, video games, and toys and collectables), I'd put it here. Four of the top Star Wars collections in the world are joining forces to create the ultimate Star Wars collectables museum. This article has a good summary, as well as a promo video. There's a few familiar faces in there, whom most on the forum will recognize.
Teaser trailer released at Gamescom earlier this week for a brand new show. It's from the creative team behind Love Death and Robots, and will have 15 episodes, each based on a game setting. Mostly will be video games, but will also include Warhammer 40k and Dungeons and Dragons (which admittedly have video games). All animated, in different styles, similar to Love Death and Robots. Looks like it will be a blast!
Teaser trailer released today. Looks good, despite the super weird release date for a movie like this. I've heard of counter programming, but this seems like it would do better the week before or after without direct competition with romantic comedies. With this and the Agatha All Along trailer dropping this week, I wonder what big new drops will happen in a few weeks at SDCC.
Coming mid September, and teaser trailer out now. Great to see Aubrey Plaza in it, and not at all surprised she's the instigator of chaos. Looks like a lot of fun even though few details are there.
Being developed by Joe Manganiello. Seems likely that it will have the budget to be well done, based on what I've seen of the movie and the current competitive landscape. Can't wait to see who they case in this, though I expect most will be relative newcomers. I could see Joe himself either go for a starring role as Tanis Half-elven, or more of a supporting character like Dragon Highlord Verminaard. Or just develop the show and not be in it I guess, but considering how big a D&D fan he is, I'd think he'd want to be on camera.
Looks like we're getting a Warhammer 40K show with asperations for a full cinematic universe, with Henry Cavill staring and an executive producer. Sounds like he'll have control/input into the overall creative direction, assuming that it's successful enough to warrant spin offs and connected titles. While I never got into 40K much, the fact that Cavill is a huge lifelong fan and will be guiding it makes me interested. I hope it's successful enough that they can get to Warhammer Fantasy as well - which I enjoyed the RPG of quite a bit.
First trailer is out for The Boys spinoff, Gen V. Definitely looks gory enough to continue on the legacy!
Trailer just released at D23 today! I can't wait to see Nick Fury in action and in full espionage mode. Also the return of Maria Hill, James Rhoads/War Machine, and Martin Freeman's Everett Ross character only a few months after Black Panther 2. I'm guessing there will be a lot of other MCU characters showing up, or at least their Skrull impersonators. What existing MCU characters do people think have been Skrulls for a while?
I'm enjoying this quite a bit. Came out about 2 weeks ago on Prime Video. I can't say how close it is to the original comic books, but it's entertaining, has some fun nostalgia vibes of the late 80s, and gumptious 12 year olds on bike to deal with a time war. Despite similarities with Stranger Things (though it's based on a comic which predates ST by 4-5 years) it has more differences than similarities. Much more focused on the 4 main characters and their personalities and issues. Fingers crossed for a season 2 pickup.
So far I'm enjoying the show, but it's not my favorite - good, just not great. A little too much on the mystery, and too little on explaining - clearly lots of characters around her know a lot more, but just aren't sharing enough "for her own good?" At least a few are starting to share things. I don't know her from the comics at all, or what's changed, but the last episode had an interesting hint at how Naomi might connect to Superman & Lois. They referenced that she was originally from Earth-29, which upon research is Bizzaro Earth. Funny how Bizzaro is the big bad this season in Superman & Lois. Seems like there's a way to connect the shows after their current seasons are over (and that Naomi might actually take place after S2 of Superman & Lois, since it started with Superman as a blur showing up in a fight).
Have been eagerly awaiting this series to be picked up by someone for years. News is out that rights for the first 6 books have been secured and it's being developed by a talented sounding team.
New Arrowverse show in development and is looking to cast David Ramsey as the lead, reprising his role as John Diggle, to mentor 5 younger heroes as they navigate both freshman year of college and becoming super heroes. Not a lot of other information, including who the 5 young heroes will be, but guessing it could be ready for the fall season if they're signing contracts now.
Not a lot of details yet, but what little is known is that it's about a post-Batman world which "will pick up in the wake of Bruce Wayne’s murder as his “adopted son” (no word on which “son” that might be from the myriad potential options and Robins throughout the Batman canon) teams up with the children of Batman’s enemies after they are accused of killing the Dark Knight." Also not word yet on how it will or won't connect with Batwoman. Since the description doesn't seem to fit with the Batwoman show, I'm guessing it's on another earth...maybe the same one as Stargirl to continue the theme of "children of established heroes and villains" - could make for a weird but fun crossover with very different views on life between those two sets of characters.
Starting up a new RotRL campaign, in person, and are down a player. If you're interested, we play in Ballard, Monday nights, from 7pm to about 10pm. The 3 returning players from my previous campaign are discussing character concepts, and we're hoping to start playing in the next several weeks. After playing online the last 18 months, we've decided to keep using a VTT and have a hybrid game, so laptops at the table is the plan, and if anyone is remote for a session, that works as well. As I'll be hosting at my house, vaccinated players only please.
J. Michael Straczynski is working on a pilot and developing a full reboot of Babylon 5 with CW. Per his post on FB, he sounds pretty excited to re-do B5 with all of the writing skills he's developed since the original, and has full support and lots of flexibility from CW. Here's hoping that means they'll stay out of his way and let him write it exactly as he wants.
Trailer released today. There's an RPG based on the same artist's work, don't know how much (if any) the show borrows from the RPG, or if it's only from the artwork which inspired both game and TV show. Looks intriguing and worth checking out when it releases in April.
Not much information so far, other "we will be going to space with a Green Lantern television series, but I can’t reveal any more about that just yet." I'm guessing that they'll reveal more after the Crisis crossover event potentially reveals John Diggle becoming Green Lantern. Having a high budget HBO Max show should be able to do the character justice, and having a direct connection to the CW Arrowverse shows would be a great way to entice a large fan base to pay the $15/month price tag for the new streaming service.
CW just revealed a pilot is ordered for Superman & Lois show.
Haven't finished it yet, and the first few episodes are a bit slow, but there's a cool setting and plot, as well as good acting and production values. Also, the Nerdist teamed up with the series creator, Amazon, Legendary Television, and Monte Cook Games to create a free Cypher System setting based on the show.
Turn based cRPG based on tabletop games (predominantly D&D 5E). Has some pretty cool sounding features, including 3D tactical movement, including climbing and flight, as well as lighting impacting visibility, darkvision, different creatures being attracted to light or repelled by it.
They have a playable demo out on Steam, which is pretty fun so far.
I had previously set up my AP subscription to end with the final volume of Tyrant's Grasp, and 1st edition. I just got my order confirmation for the subscription however, and it also is including the first AP volume for 2nd edition, Age of Ashes, Hellknight Hill. Please remove the Hellknight Hill AP volume from my order.
Fox21 optioned the book series.
No word yet on where the show will air, or even if it will make it into production, but I'd say it's likely with the landscape out there now.
I'm running a Shattered Star campaign with three remaining players after someone had to quit due to life events. Looking to recruit a couple more. The PCs are currently 6th level, and in book 2 of the AP. We play on Thursday nights (generally alternating, but adjusting for schedules) from 7-10 at the my house in Ballard (near the MOD Pizza). We're hosting a meet-n-greet at Mox Boarding House (formerly Card Kingdom) in Ballard on Thursday 10/18 at 7:30 PM. Look for a guy with a black and red motorcycle helmet.
After our play session last week the group unanimously decided to stop playing PF2 playtest. The biggest issues was that we weren't having fun. I would have pushed through and run more of it, but with none of the players wanting to, it wasn't really an issue. I'm pretty sure if I had insisted that I would have ended the group entirely. I plan to continue to read the updates, skim the message boards, complete the surveys, and see what the final version of the game looks like in August 2019, but if the final version of the game is substantially close to the playtest, I'm not predicting that my group will want to switch over. The other group I play with is even less interested in the new version - we played 1 playtest session and everyone agreed that going forward we'd much rather return to our previous PF1 game. As much as I'd like to have playtested more (despite also not being a fan of what I've seen so far), I'm mostly relieved that I don't have to. I'm not starting this thread to debate the merits of PF2, since that's covered more than enough in other threads. I did want to share this data point though, and would be curious to hear how many others have had similar experiences. Ideally, one of the surveys will have a few questions around if your group decided to quit playing the playtest, do you prefer PF1 or PF2, and are you expecting to play PF2 once it comes out? While I don't think Paizo will change their plans from these types of questions, I hope it would give them a better sense on how much of the PF1 audience will be moving to PF2, and how large of a print run they should make for PF2 (and not just the Core book which will sell like hotcakes no matter what, but for subsequent products which will better correlate with how many people play PF2 rather than bought the Core book to see what the game looks like.)
This came up last night in our part 1 playtest - how are you supposed to read the effects on color spray (and probably other spells which use this syntax) Failure Blinded for 1 round, dazzled for 4 rounds.
is the target blinded for 1 round and then dazzled for 4 rounds, or stunned for 1 round, and then blinded for 4 rounds? Or is the target blinded for 1 round, and simultaneously dazzled for 4 rounds, or in other words blinded and dazzled for 1 round, then dazzled for 3 more rounds? (or on a CF, stunned for 1 round and simultaneously blinded for 4 rounds, or in other words stunned and blinded for 1 round, and then blinded for 3 more rounds)? We ruled that these effects occurred in order, since it didn't make sense for someone to be both blinded and dazzled at the same time, when blinded overrides dazzled specifically in the condition description. Either way, the effects aren't clear as written.
This came up last night in our playtest part 1 in the final battle against Drakus. We got lucky when he critically failed his save against color spray and wound up being blind for 4 rounds. (if he hadn't, I'm pretty sure he'd have TPKed us). I was playing a rogue, and though - great, I'll sneak attack him all 4 round every attack, cause he blind. Nope, that's not true it turns out. The cleric and barbarian both were prone and dying, and the sorcerer stayed out of range as he should have. So it was just me versus the blind Drakus. The other party members kept returning to 1 hp, getting up, grabbing their weapons, and then taking an attack of opportunity or sometimes staying up until his turn, and he was able to hit them despite being blind often enough to drop them again, so there was no flanking possible. I figured, no problem, he's blind, of course I still sneak attack him.....except I couldn't. Sneak attack reads "You deal additional damage to flat-footed creatures (see page 322). If you Strike a flat-footed creature with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged attack, you deal 1d6 extra precision damage. For a ranged attack with a thrown weapon, that weapon must also be agile or finesse." Since sneak attack only works on flat-footed creatures, not blinded or other conditions, I first checked the blinded description to see if that made the creature flat-footed also. The blinded condition is "You can’t see. While blinded, you treat all terrain as difficult terrain. All other creatures and objects are unseen to you (see page 303) unless you succeed at a Seek action to sense them. You automatically fail or critically fail (whichever’s worse) Perception checks that are fully dependent on sight, and if vision is your only precise sense, you take a –4 conditional penalty to Perception checks. You are immune to visual effects. Blinded overrides dazzled." Nope, blindness doesn't also make them flat-footed. So then I tried to feint him using deception. While the feint action didn't have the visual trait, it's pretty clearly a visual maneuver, both from the description of "with a misleading flourish" and the fact that it's pretty hard to deceive someone when they can't see you since you're unseen by them. Since blinded creatures are immune to visual effects, the GM (rightly) ruled that I couldn't feint him. The blindness condition also doesn't give any kind of bonus to an attacker - just limits the blinded creatures movements, perception and attacks. So not only couldn't I get the bonus to hit him from him being flat footed, I couldn't do the extra damage. Seems like the best fix would be to either have sneak attack work on more than just flat footed creatures, like blinded or stunned, or to at least have people who attack a blinded foe gain some offensive bonus versus them.
General - include rules for improving items which aren’t weapons and armor, i.e. from a lesser to a standard to a greater version. potent - aside from shoe horning game balance reasons, why can you only have one stat boosting item at a time? treasure by party and character wealth - these don’t seem to work out together. If you give the treasure indicated on table 11-1, then characters will have more treasure than in table 11-2. increasing price for special materials as quality goes up - this doesn't make any sense. If 80% silver is enough for an expert weapon to count as silver, then you don’t need 90% pure for a master weapon - it would be just as silver and should have the same effect. hardness - how is a shield that much thinner than armor? I’d think regular hardness is for stuff like walls, not as thin as armor. Don’t bury the hardness rule for structures in a sentence - include it in the table. It would be better to have the table have the material down the axis, and across the top be thickness - thin, regular, and thick - then the hardness for each in the body of the table. special materials - the price for light compared to 1+ is really off. 1/10th the weight for a L item should be 1/10 the price for a special material. And the price for bulk 1 should be per bulk, not the same for a 1 bulk item and a 500 bulk item. Special nonmagical items - these items aren’t at all necessary. The special material rules are fine, but writing up the example items make for the most boring item entry possible. There must be better uses for this page of space. snares - what does “found snares cannot be collected or sold in their complete form” mean? They have a price, why couldn’t you sell them? What prevents you from “collecting” them - I’m assuming this means you can’t keep them in inventory? Or does it mean you can’t hand them on your wall as part of a collection or capture them in a poke-ball? Looks like you mean you need to disarm them to get their half value in components, as detailed in disabling snares, but this is not at all clear from the line in the first paragraph. caltrop snare - is this really worth it? You’re spending 17 sp and hoping an enemy enters the square to save the action of putting the caltrops out yourself. If you had time to set up the snare in the first place, why not simply put caltrops out normally ahead of time? hobbling snare - what if the target is uninjured? Is there no way for them to remove the hobbled then other than waiting? Or can they injure themselves then get healed? stalker bane snare - how long does this last? How can a victim remove the powder? striking snare - this does the same damage as lightning, freezing or exploding, but doesn’t have the extra effect of flat footed, persistent damage, or hobbled. Shouldn’t it be cheaper and lower level? alchemy and resonance - if they’re not magical, resonance shouldn’t be involved, since that’s your ability to use magic items. It is yet another game balance thing which doesn’t make internal sense in the game. Especially when it only applies to bombs and elixirs - if alchemy needed resonance it should for tools and poisons also. method of exposure - why do all poisons have to have only one trait? Can’t you have both ingested and injury, etc? acid flask - 1d4 persistent damage from a level 1 item seems very over powered if there’s not a limit. There should be a duration...otherwise that acid could eat through a 10 foot steel block or more. General listing question - why do some items have combined listings for standard, greater and true like antidote but others have separate listings for lesser, greater, true, etc.? Should stick to consistent format. bestial mutagen - how come the drawback never increases while all other mutagens have stronger drawbacks as they get more powerful? poisons - the ones which only do damage are pretty boring. Also, seems like inflicting some damage and conditions is better, but they’re priced less and lower level - compare giant centipede venom, level 1 to black adder venom, level 2. blightburn resin - this should inflict weakness and/or radiation sickness disease, to tie into being related to blightburn, not just hp damage. bomber’s eye elixir - for removing only a -1 penalty which happens sometimes only (screening), this seems like it could be a level 1 item, and even then would rarely see use. cat’s eye elixir - should be named for the effect better - like echolocation, or blindsense - cat’s eye suggests low light vision. elixir of rejuvenation (and p. 367 philosopher’s stone) - these should have a price - since while you can’t craft them normally, you can sell them. hemlock - this shouldn’t be level 17 - hemlock is naturally occurring and can be used to poison someone without special preparation. Make hemlock low level, and use another name for a level 17 ingested poison. I'm pretty sure the Athenians who poisoned Socrates weren't 17th level. It was a standard method of execution. infiltrator’s elixir - don’t make it at GM’s discretion - just say it’s the rule that it works for another creature of your type if you’re not humanoid. quicksilver mutagen - shouldn’t this also apply to attacks with finesse weapons in melee? thunderstone - how far away is the sound able to be heard? runes - does the example need to be a +1 expert longsword, since you need it to be expert before it can have a potency rune? transferring runes - this is another gamist conceit - permanent magic items should be permanent. If you don’t like them, sell them and buy what you like. weapon potency runes - why do they increase accuracy, when item quality already does that? Seems redundant. potency runes - requiring the previous + bonus is needlessly complicated. To create a +5 weapon requires 5 separate craft checks. Just allow for doing it all as one process. armor potency runes - having different prices for heavy armor makes no sense and is another weird unrealistic rule that’s needlessly complicated. corrosive - why does this ignore acid resistance if it’s acid damage? Seems counter to it being acid damage. What’s the point of acid resistance if acid ignores it? Same for flaming, frost, and shock. dancing - so it can fly action once, then either fly again or strike? Why can’t it just have 2 actions usable to fly or strike? Seems odd - and also makes the whole point of dancing very limited if you only get 1 attack a round out of it. Finally, having it fall to the ground if you fail the flat check is super harsh - would make more sense to fly back to you 40 feet and end if your hand if you have a free hand. glamered - very weak power to require resonance - don’t think anyone will ever use at that expense. holy - why does this give you vampiric abilities against evil? That seems very much non-holy. What holy person wants to take in the life force of an evil creature in the first place, or any living creature for that matter? returning - how can you not have a free hand if the weapon returns after the strike is completed - you wouldn’t have a chance to draw another weapon or item - so of course your hand is free. shifting - this should be a focus action not operate - applying your will to change shape is much cooler than having a play-doh weapon you physically have to manipulate to change shape. slick - shouldn’t bonus also be to DC to avoid being grabbed? spell storing - this shouldn’t be an action, either a reaction or a free action. Using it already costs a resonance, and it costs a spell slot, so it can’t really be used too often. It’s weird to hit someone, and then take just as much time as it would to hit them again to target them with a spell. The spell should affect the target while the weapon hits them, not afterwards. void - why change brilliant energy from a light based effect to a darkness one which does negative energy instead? Lame. Also, if it ignores armor and non-living matter, why would TAC bonuses from armor apply? vorpal - should add that multi-headed creatures can lose benefits of multiple heads, for things like bite attacks, all around vision, etc. magic items - these general rules should appear before runes, since many runes use the magic item rules. activate an item - what’s the logic of the administering person spending resonance rather than the receiving person? At the very least it should be either. If you’re out of resonance, but your dying friend has them to spare, you should easily be able to use theirs for healing them with your potion. investing items - aside from not liking resonance in the first place, items should have either investment or activation, not both. Also, investing an item should allow for continual use, without turning off 1/day when you do your daily preparations, and then invest an item for 1 minute. This makes many defensive items deadly in dangerous environments - like items that protect you against fire on the plane of fire, or protect against severe cold in the arctic. Also, don’t have the “unless the GM says more than a minute” clause. Just let the rules dictate this - either always a minute, or have specific items say they take longer. activating potions - conflicts with activating items on page 376, which states “which requires the administering character to instead…..and it spends your Resonance points”. shields - why can’t they have armor runes as well? Doesn’t make a lot of sense. investing a staff - what does it mean to invest charges in a staff if you already have one invested? How do you expend charges, and from where? trinkets - why do they have the requirements? It makes sense when it’s a particular feat or ability and the trinket affects how it’s used, but not at all for something like ghost dust. The whole point of the trinket is that it’s magic - you shouldn’t need a certain level of proficiency in the skill, just let the magic work. affixing a trinket - it’s magic - it should just affix magically, rather than requiring an hour to affix it using the repair an item task. wand statistics - isn’t it time that the spell cap limit for wands was removed? Why not allow 9th level wands? wand table - prices are too high - there should be more than a 10% discount for using a wand vs. a scroll. There’s really not enough benefit to a wand without a bigger discount. aeon stone - change the name back to ioun stone. Most of the name changes due to WOTC IP make sense, but Ioun stone isn’t part of their IP, since it’s from the Jack Vance books. gold nodule - this seems extremely overpriced - a 10th level item for 875 gp to learn 1 language? lavender and green ellipsoid and pale lavender ellipsoid - having a flat check after each use make this over priced. It should simply be able to be used for a fixed number of times, or a fixed number of spell levels dispelled. orange prism - seems over priced now that spells don’t have level dependent effects. Only increasing the level needed to dispel them shouldn’t be that much. alabaster reliquary - effect for good seems pretty random - you’re critically hit, so you heal yourself (that part is good), and also reduce the frightened condition? How often are you critically hit and are frightened? How about something more generally useful, like a circumstance bonus to AC or saves for a few rounds? anklets of alacrity - the water walk activation is pretty random for this item. Most characters would want the constant abilities and not care about the water walking. Should be a power which actually makes sense for being fast. Also, why are these anklets rather than boots? antimagic oil - if it makes you immune to all magic item effects including your own, there shouldn’t be an exception for your armor and weapon - makes no sense. armbands of athleticism - can these please be bracers? Armbands aren’t a cool type of item. They’re practically wristbands a 70s athlete would wear. arrow catching shield - hardness is way too low for damage at this level bag of holding - so it has 1 bulk instead of L bulk like a normal sack - which is from the magic, even though you can’t use it without spending resonance? If the magic of the bag doesn’t work otherwise, it should be L bulk. If it’s broken, items shouldn’t be lost forever - that makes destroying artifacts super easy. Instead, they should be lost in the astral plane like it used to be, so you can recover something important with a quest if you need to. Shouldn’t require resonance to open or close, should be resonance free - or no one will invest their RP in it compared to more useful items. barding of the zephyr - why aren’t they horseshoes anymore? Why can’t it be used on normal animals? Why can’t the animal wearing it use their RP on it? barkskin potion - since this just casts a spell (which the blogs said potions wouldn’t do anymore), why can’t there be generic rules for potions like there are for scrolls and wands? beacon shot - should deal damage if ripped out, and also should allow a Medicine skill check to remove which takes more time. belt of the five kings - please use prior name belt of dwarvenkind or at least belt of the dwarven kings, to be more generic for any dwarven culture. bracers of missile deflection - this doesn’t do a lot. It should be usable 1/round, or have some effect since a +2 AC is often going to cause no impact. 10% of the time it makes a crit a normal hit and 10% of the time it makes a hit a miss. breastplate of command - should have some bonus to actually command troops, as well as provide the bonus to fear continuously, not just 1 per day. bronze bull pendant - shouldn’t armor trinkets be defensive in nature? candle of revealing - only lasts 1 minute? Even birthday candles last longer than that! choker of elocution - this is cheaper than the golden nodule aeon stone, and does more. collar of inconspicuousness - why only on animal companions and not other animals? Shouldn’t they get to spend resonance instead of the PC? divine prayer beads - why aren’t these still a strand of prayer beads? What happened to the karma, summons, and wind walking? doctor’s marvelous medicine - 12th level seems pretty high for getting 3rd level neutralize poison or remove disease, and 18th is high for 6th level versions. At those levels will you ever really be needing to remove effects so low of levels? doubling rings - clarify that even as two rings, only 1 RP is needed to invest them (or explicitly say they need 2). These seem super under priced - even doubling a +1 potency saves 15 gp. Being able to double up to +5 would save you over 50K gp. dragon’s breath potion - seems under priced allowing theoretically 120 uses if you had the resonance. Most potions just work once. Also, using 2 actions for a breath weapon seems excessive - not really believable it needs an action to inhale. Sounds like a Clinton joke. ladder feather token - what’s the bulk of this? swan boat feather token - specify if it moves on its own, or needs to be crewed to move 60 feet. tree feather token - what happens if used where there isn’t enough space for it? Does it stop growing to fit, or does it break the ceiling and/or walls? flame tongue - the flame aura seems weird - is it actually an area on fire, shouldn’t it burn things then? If it’s granting flaming to attacks, it shouldn’t be an actual aura of flame. markets for magic - don’t be vague - give actual rules for how markets work, with settlement size impacting price limits and availability. ghost ammunition - since this re-appears, is the price still for a group of 10, or is it for a single piece? gloves of storing - shouldn’t need to be both invested and cost RP to store an item. It has no constant effect, so just have the activation cost. hat of disguise - how does it take 1 minute to activate? It’s magic. horn of blasting - the 2 action activation should include rules for damaging objects and structures in the cone, not just creatures - as this is what the historical versions of this item did. It’s far more boring as just dealing sonic damage to creatures. horseshoes of speed - animal companion rules (p. 284 under young companions says ACs never get item bonuses other than from barding). So these wouldn’t work on ACs. Since items are for mounts, why shouldn’t they spend resonance on them instead of the PC? immovable rod - what does 8000 pounds of pressure mean in PF2? How much BULK does this support? Why require a critical DC 30 athletics check? Just make it a DC 40 check. inexplicable apparatus - this seems like it’s a gold machine - after you earn back it’s high cost in crafting days. It doesn’t do much other than give you gold in the long run. knapsack of halflingkind - halflingkind is long and awkward. Can you make this a Halfling Haversack to more closely tie it to the handy haversack it replaces? Also, make it clear if you need to spend resonance to open each compartment. You shouldn’t need to invest this item since it has no passive effects, or better yet, not need to spend RP to use bag of holding compartment. lion’s shield - requiring this to cost a RP is ridiculous. It provides no benefit over simply attacking with your normal weapon. maestro’s instrument - much preferred the flavor and game/folklore history of pipes of charming magic armor and magic weapon - we had all the rules for these earlier in the chapter, no need to repeat them here - give us better use of page count. mattock of the titans - shouldn’t a giant totem barbarian be able to wield without a belt of giant strength? The activation is pretty silly to say it’s non-magical, and that you achieve the earthquake effect in 2 actions by digging furiously, and affecting an area of a 60 foot burst. mesmerising opal - this should be a weapon trinket since it’s about attacking messenger’s ring - what if you don’t serve a lord or organization but are instead served by others or just a lone wolf? necklace of fireballs - so you need to invest it, which does nothing, then spend 2 operate actions to use (2 more RP)? Even if it’s just 1 RP per use, there’s no reason it should be invested. oil of weightlessness - having 1 or even 2 bulk weighless is pretty pointless. There’s lots of ways to transport stuff, using magic for stuff so light is possibly the least impressive magic item I’ve ever seen. And for 1 hour only it doesn’t even let you transport it long distances (like back to town to sell loot) ring of the ram - should have the ability to force open doors like older versions did. ring of wizardry - how does 1st level version work if no more than 2 can be of the same spell level - but it gives you 3 slots, and max level is 1st? robe of eyes - how can it change to have eyes when worn if it’s not invested? This should only happen if invested I would think. robe of the archmagi - why even bother with the drawback if you’re the wrong alignment or not an arcane caster when you need to invest it first? Who even puts on magic items without knowing what they are since you have to spend the RP and time to invest them? runestone - what exactly does this do? Just act like a piece of paper you can put a rune on? Why would you do that ever? Just to carry in your pocket and smile? How does this help you in any way? salve of antiparalysis - why is the greater version even the same item? How would someone petrified also be paralyzed and need both effects at once? Just make these separate items - and let the anti-petrification one be called stone salve like it used to be. salve of slipperiness - shouldn’t this also let you use on a surface for a grease like effect? Shouldn’t the bonus also apply to DC to avoid being grabbed in the first place? slippers of spider climbing - don’t require investing if they have no constant power - only RP to activate. virtuoso’s instrument - why isn’t this part of the maestro’s instrument description as a greater version? It’s exactly the same thing, but higher level. wolf’s fang - as an attack item, this really shouldn’t be on armor.
Lots of this chapter should be in the playing the game chapter instead. Don’t split the rules for topics between PC and GM. proficiency gated tasks - why include this? You already have proficiency gated skill feats, so tasks should simply require those feats or not. There’s no need for a task to require a proficiency level greater than trained otherwise. performance and audience - audience levels seem scaled poorly. I’d suggest having 15+ for another plane, and scale down from there. Absolom could have 15th level audiences, the capitals of places like Cheliax in the 12-14th level range, other large cities 9-11, towns 5-8 and villages 1-4, etc. ordinary task levels - lots of these seem too low. Climbing a tree is fine for level 1, but climbing a cliff is a lot harder, not just 1 higher DC. Similarly, swimming in an ocean is fine for level 1, but stormy would be much harder than level 5, only 4 higher DCs. identifying a monarch is fine for level 0 if it’s a larger kingdom in the region, but different continents or planes should be significantly higher levels, not merely bumping it from high DC to severe. Should have knowing about a crime boss for a city as a task on the list as well. Survival skills should be terrain dependent. Finding fresh water in a forest or plains is level 0, sure, but in a desert or swamp, should be level 3-9. skill dcs by level - I don’t really get the advantage of this system. Why not have just levels, and have adjustments alter the level by 2-4 depending on the adjustment? This seems needlessly complicated, with a second axis which really doesn’t add any value. xp awards - please please please don’t re-introduce XP for finding treasure. The treasure is reward enough - give XP for the traps and guards of the treasure which the PCs overcome, but not for the rogue collecting a splendid gemstone! Environment
temperature, below freezing and 95 degrees or hotter is more than mild! Need to rename these to be taken seriously. Hazards and Traps
dispelling a magic hazard - why are only SOME magic hazards able to be dispelled with dispel magic? There shouldn’t be exceptions to this - either it’s magic and it can be dispelled or it’s not. Only spell effects which themselves can’t be dispelled should be exceptions. breaking a hazard - why would destroying a trap trigger it? I can see for some like a pit (which would be odd to try to destroy in the first place), but if you destroy a spear launcher for instance, wouldn’t that prevent it from triggering? saves - how do most traps have a reflex save? Like the pit - how exactly does it dodge, or even a spear launcher or poisoned dart gallery? I get a trap that’s like an automaton having one, but not immobile traps with just a few moving parts to attack with. reset - please always include this entry. When reading the spear launcher, it’s not included, so it’s not clear how it could be reset, or if it’s built to auto-reset. example hazards - please don’t have disable be super specific like the hidden pit DC 12 to remove the door - there should be multiple ways to disable any trap, you could remove the trapdoor as suggested, but you could also jam the mechanism so it won’t open, lay boards over it, etc. spear launcher - why is stealth dc 19 trained? Is there any character who wouldn’t be at least trained in Perception? poisoned dart gallery - why would destroying the control panel disable the trap? This seems like it would instead prevent the trap from ever being disabled. How is this trap not also magical, creating an infinite number of darts - continuous barrage even says is creates a dart! Does it have a super fast 3D printer in it?
About Pharithstilis Euduethistlestory:
Pharithstilis's parents were the slaves of a powerful wizard of Nex. Their master was particularly cruel, and performed a variety of arcane experimentations using them as test subjects. He was interested in fully unlocking the First World magic inherent in Gnomes. When Pharithstilis was born, his parents, fearing he would share their fate, made a daring escape. His father made the ultimate sacrifice ensuring the infant gnome and his mother reached freedom. The young mother first found refuge in Osirion, but her former master had agents who were able to track her down. Again she fled and stowed away on a trading vessel bound for Cheliax. There she settled and raised her child in relative security amongst the Gnomish population in Brastlewark. When Pharithstilis began exhibiting arcane abilities beyond that of most gnomes, talk began to spread. A wandering elven druid from Crystalhurst recognized Pharithstilis's innate talent and taught him to harness and control the magic which flowed through his veins. Pharithstilis and his mother established themselves in Brastlewark, and became a link in an underground network helping escaped slaves from Garund and Cheliax make their way to Andoran. Pharithstilis developed the obsession of crafting jewelry, and his little shop became the front for the underground operation. Their old master, however, employed his own network of agents, and eventually the lost Pharithstilis was discovered. Coordinating with Chelish authorities, a raid was executed on Brastlewark. Pharithstilis selflessly used his magic to deter the slavers as his mother and the few escaped slaves they housed got away. He could only hold them off for so long, and was himself captured. Bound, blindfolded, and gagged, Pharithstilis found himself on a slaver ship bound for Garund and the wizard in Nex who claimed him.
description:
Pharithstilis is still young and wide-eyed, even for a Gnome. He has a fluffy head of feathery peacock-blue hair and long eyebrows which stick out like antennae. He sports a fine coat of green and blue which reaches past his knees. His trousers are a bright pink. Other than his clothes, all of his belongings have been taken away. However, he was able to hide a ring of protection in one of the hidden pockets of his coat. Despite his situation, Pharithstilis keeps a bright and hopeful disposition. Knowing that he can't be stripped of his powers, at the first chance he gets he will try for escape.
stats:
Pharithstilis Euduethistle Male Gnome Sorcerer 1 CG Small Humanoid (Gnome) Init +3; Senses Low Light Vision; Perception +2 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 11 (+0 Armor, +0 Shield +1 Dex, +1 Size, +0 Nat, +0 Misc) hp 9/9 Fort +2, Ref +1, Will +2 Resist none -------------------- Offense -------------------- Speed 20 ft. Ranged Ranged Touch Attack: 1d20+2, 20/x2 Light Crossbow: 1d20+2, 1d6, 19-20/x2 Melee Melee Touch Attack: 1d20+1, 20/x2 Dagger: 1d20+1, 1d3, 19-20/x2 Special Attacks None Spell-Like Abilities (1/day): Ghost Sound, Mage Hand, Mending, Speak With Animals (3/day): Dancing Lights Sorcerer Spells Known (CL 1): Level 0 (at will)[DC 14] Acid Splash, Daze[DC 16], Detect Magic, Prestidigitation Level 1 (4/day)[DC 15] Color Spray[DC 16], Mage Armor -------------------- Statistics -------------------- Str 10 (+0), Dex 13 (+1), Con 15 (+2), Int 12 (+1), Wis 10 (+0), Cha 18 (+4) Base Atk +0; CMB -1; CMD 10 Feats Arcane Talent Traits Naturally Gifted, Outlander: Exile, Skills Acrobatics +1, Appraise +1, Artistry +1, Bluff +4, Climb +0, Craft (Weapons) +3, Diplomacy +4, Disguise +4, Escape Artist +1, Fly +1, Heal +0, Intimidate +4, Kn. Arcana +5, Perception +2, Ride +1, Sense Motive +0, Spellcraft +5, Stealth +5, Survival +0, Swim +0, Use Magic Device +8 Languages Common, Gnome, Sylvan, Elven Other Gear Masterwork Backpack, Bedroll, Flint and Steel, Torches (10), Iron Pot, Mess Kit, Belt Pouch, Soap, Trail Rations (5), Waterskin, Light Crossbow, Dagger, Crossbow Bolts (20), Acid Flask, Alkali Flask -------------------- Special Abilities -------------------- Low Light Vision Defensive Training +4 dodge bonus to AC against creatures of Giant subtype Illusion Resistance +2 racial bonus against illusion spells and effects Keen Senses +2 racial bonus to Perception skill checks Obsessive +2 to Craft(jewelry) skill checks Gnome Magic +1 to DC of illusion spells, gain ghost sound, mage hand, mending, and speak with animals as spell-like abilities (1/day) Hatred +1 to attack against reptilian and goblinoid humanoids Fey Thoughts Kn. Nature and Perception as class skills Naturally Gifted Gain an additional use/day of any one spell-like ability gained through Gnome Magic Outsider: Exile +2 to initiative Arcane Talent Gain Dancing Lights as spell-like ability (3/day) Eschew MaterialsCan cast any spell requiring 1gp or less of material component without that component Fey Bloodline Arcana spells of compulsion subschool gain +2 to DC Laughing Touch (Sp) melee touch attack, target creature laughs uncontrollably for 1 rd, can only move and act defensively, can not be affected again for 24hrs (3+Cha/day) |
