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Pathfinder Adventure Path, Lost Omens Subscriber. Organized Play Member. 65 posts. 1 review. No lists. No wishlists.


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Hello, please cancel my AP subscription, and if possible order #18580125. Thanks.


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The Rot Grub wrote:


Anyone see the Vermlek demon on page 82? They have 3rd-level harm spells, which seems... strong for a Level 3 creature. Basically the 2-action version would do an average of 37 negative damage on a failed save.

I scaled it down by 1 spell level when I ran them against my party.

I just ran the two Vermlek encounter against my players, and it was definitely a bit much. They aren't exactly tactical geniuses, but it still used basically all of their resources for the day. Two players went down at various times. The Vermlek's also taking damage helped them a bit against the AOE, but still should probably be lowered a bit.


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Ha! And like magic it is shipped!


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Fingers crossed here. Mine would have been shipped friday, but I had a weird issue with my debit card pop up at around 4pm. Called and got it fixed straight away so the charge went through, but it seems to have delayed my actual shipping a bit.


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roll for combat put out an awesome circus sheet, though it doesn't work as well as the OP for at a glance during discord play.


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Gaston from Disney's Beauty and the Beast.


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Zapp wrote:
Jabba Von Hutt wrote:

I guess some people are confused between running the show in the background which is a team decision and the actual show's Master of Ceremonies which the story implies that Thunder did both.

But in the list of non-performer jobs there was no MC listed.

For those of a younger generation who probably never have seen an old school circus. Please refer to the movie the Greatest Showman where Hugh Jackman is presenting the acts in front of the audience.

The answer is:

Sorry for being blunt, but you assume there is a role for a MC and there just isn't. The adventure doesn't care about having a Master of Ceremonies. It doesn't matter who does the presenting.

The important thing is who decides which performers get on stage, and when.

That said, you could totally add a non-performing role here. Just make sure it is just as optional as the others. After all, with only four heroes, there will always be loads of non-performing roles unfilled.

After all, the most important thing is for each player who wants their character to perform a circus trick to be allowed to do just that :)

Sorry for being blunt, but their first post is literally spit-balling ideas for house ruling an MC role. Did you even read it? They aren't assuming anything, because they literally say "could this be another PC option for non-performer tasks."

Their follow up post saying " But in the list of non-performer jobs there was no MC listed." Reads to me as them identifying a hole in the rules that they would like to fill, and not as them thinking they had somehow gone selectively blind to the words "Master of Ceremony"

Your post about "all the players collectively" also completely misses the point. . They aren't trying to create a role that specifically takes over the shows, just a role for whoever is announcing the acts.

The important thing is that each player that wants to take on a particular role within a circus, be that performing a trick or being the face of the show, can. I have a player that is great at playing the showman, but doesn't really care about the trick mechanics. It makes sense to bring them into the role of MC, and to provide mechanics to reward them for doing so.


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Right now the skill system feels a bit too samey to me, and a bit claustrophobic. I feel like I have to pick the three skills I want to become legendary in, then never venture away from those. In an effort to add a bit more breath to the system, I've been thinking about instituting the following house rule:

If you use a skill increase to raise a skill to below your maximum proficiency, you can increase the proficiency of a second skill, as long as the resulting level of proficiency is below your maximum.

So for example, at third level you'd have the choice of raising a skill to master, or becoming trained in two new skills. At 7th, you could raise a skill to master, or two trained skills to expert, or become trained in two new skills, ect.

I was inspired by the stat system, where a stat boost above 18 only adds 1 to the stat. My idea is kind of like that for skills. So, what do you think? Any just glaring problems with this that I'll regret? I'm a little concerned about rogues, but at the same time, they are supposed to be skill monkeys.


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I was pretty confused on how to run it too. I ended up running it a bit like 4 separate enemies that had no move speed. Each had 20 hp (was going to do 32, but quickly realized that would have been insane, so I dropped it behind the scenes). Still not sure how it was intended to work, but your 1/4 idea is how I'd probably run it in a future play through.

They succeeded, but it was tricky. One of my players was a Sensate Gnome, and she rolled perception at the door. I ruled that she could smell a strange floral scent. She rolled nature, and ID'd it as something she hadn't smelled in his wagon before. They started to look around the cart, so I let them find a small window towards the front. The Iruxi lifted her up to get a look, and she was able to ID the plant. The Monkey Goblin monk with thievery decided to break the window and sneak in to remove the pods. He removed one no problem, but failed on the second one. Got blasted with 3 bursts, fell against the door, and was dragged out by the rest of the party. After that they managed to take care of the pods without too many major issues.


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I didn't consider this until I had already started my first session and the ring leader asked me what he could do. My spur of the moment decision was to give him the abilities of the Carnival Barker, since it struck me as roughly analogous. I also misread the send in the clowns action, so I let them be the one to make that decision.

I do like the idea of Charisma being more important to their role, so I'm thinking about something like they use a reaction to roll performance against the trick DC of another performer, and if they succeed they give the performer a bonus. Basically they hype them up, so they perform better.


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I just gave them the full section, but told them that everything starting with payout and prestige isn't particularly important for them to know right off the bat. It's a bit hard to tease out any other parts to cut down. I thought about just listing the traits they have access to currently and cut out any Non-Performer roles that are unlocked by upgrades, but I ran out of time.


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keftiu wrote:


LOWG mentions the “many-eyed goloma, bone-feathered shisks, and inevitable-worshipping conrasu with their biological machines and living wooden exoskeletons” among the odd ancestries spotted in Nantambu, alongside gnolls, catfolk, elves, and anadi. No further info, no art.

I’m dying to meet them all.

Absolutely desperate for anything else about them, the Anadi, and the Shoony. Though it seems we *might* get the Shoony in the new AP. The Bone-feathered Shisks are probably the most intriguing to me. Undead birds? Some kind of porcupine-esque creature descended from birds?


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They are called the Shoony in the Extinction Curse Player's Guide. We don't really have any more info than that, at the moment.


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So, any ball park for when we might see Akashic make it's way to 2e? Incarnum was one of my favorite 3.5 books, and while I didn't play much pathfinder 1e, I've gazed longingly at your work from the 5e side of the fence. Now that I'm making the switch to 5e, I'm chomping at the bit to work Akashic magic into my games.


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Really love this! Gives me a lot more to go on for the various personalities.


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Chapter 1 is going to have a ton of new characters being introduced already. Adding another group of people to remember would just muddy the waters further, and make the whole circus a mushy mess in a lot of people's mind. It'd also balloon the number of suspects, slowing down the pacing of the adventure.


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I view the traits as the PCs learning how to best show off that aspect of a trick. A water trick without the aerial trait might still involve diving into a pool of water, but adding the aerial trait means that they are really playing it up by doing several flips as they fall.

With the dancing animal trick above, maybe it starts off with just the animal trait. You still have them dancing due to magic, but the dancing is pretty basic, and the magic isn't really all that apparent. You haven't practiced impressive moves, so they are really just shuffling around in time. Still cool, but it's level one cool. Go up a few levels, and maybe now the bears are really getting it. They are waltzing their way around the Big Top. But the magic is still just basic to help them with the timing. Few more levels, and now you've learned to do all that while really amping up the magic. It sounds like there is a full symphony playing. The bears are literally flying around the tent insuring everyone gets the best view. It's still the same fundamental trick that you started with, but it's definitely got some extra oomph as you go on.

Oh, and if anyone tried to pull the "doesn't have the animal trait, so they can't break out" line, then I'd point out it only says animal tricks, nothing about the animal trait. For example, bad weather specifically calls out tricks with the aerial or fire TRAIT.

The players don't have to find someone with the animal handler role before they can select it. One of them just has to decide to be an animal handler for any given show. The non-performer roles don't work like traits. Though, some are restricted based on upgrades.


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Looks cool! I see it starts at level 5, what level should they be afterwards? 6?


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Ron Lundeen wrote:
Matopi Golem wrote:
The Rot Grub wrote:
Michael McLaughlin wrote:
I enjoy the new sidebar at the beginning of each chapter that announces the treasure that the PCs are able to earn. Helps me keep track of where those items are at.
Yes! And it helps when I decide to scale it for a larger party.
I just wanted to weigh in as well that those treasure sidebars are a great little innovation.
These are tricky to implement properly (it's another double-check for our already overworked editors), but I believe it'll be worth it in utility for you, the reader. Please provide feedback about this!

I absolutely LOVE these sidebars. Before I had to spend time going through and highlighting all the notable treasure, then flip around in other books to figure out what each item did so that I can keep in mind how my player's capabilities might be changing throughout the adventure. Now right at the start I can look at the items I'll need to be familiar with, read them, then not worry about it too much while I actually read the adventure. I'm also going to be running this AP for 5 players, so I imagine this'll go a long way towards helping me scale up the loot. Thank you so much for these sidebars. They are seriously awesome!


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I've at least gotten the names of them from people, Juggler and Staff Acrobat.


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The fairground organ idea sent me searching on spotify and I quickly stumbled on this playlist. I had been searching for carnival and circus as my general keywords. For whatever reason didn't think to try fairgrounds.

Fairground Organ Music

I haven't listened to much of it, but after a random sampling it seems pretty promising. I'll probably use it as a spice in some of my other playlists.


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Oooh, I thought these were done for the time being! I guess it was just the ones written by James Jacobs that were done. Great to have another awesome story for the series!


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Ron Lundeen wrote:
Winkie_Phace wrote:
hey so ah, who are the Shoony?
Oh, I am very excited for shoonies. But you're in the wrong Extinction Curse volume for them. I'm so looking forward to pulling back the curtain on them!

Fair enough, they just seemed like they may check an awful lot of boxes in the quote like: "narrow slice of the world where such a new ancestry exists."

and: "not something that warrants inclusion in a fuller treatment of widely available ancestries."

At least based off of the single sentence I've got to go on :) I might just be overly excited at the possibility. I'll stop being off-volume now, though.


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Ohh, those are awesome, thanks!


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The Rot Grub wrote:

This question is not addressed in that thread, in any designer discussion, or in the Errata 1.0.

In an earlier thread I started on this same topic, someone linked to a video where Jason Bulmahn treats a natural 20 as one degree of success higher, in contradiction with this language on page 278.

They need to address this!

Hence why they said "Has been reported" not "has been addressed"

Reading is FUNdamental! :)


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The Adventure Paths are a major reason for me being here as well. I just also happen to love the system (so far). Age of Ashes was a thematic miss for me, but the next two both have bones of ideas I've wanted to run for over a decade, so I'm excited! I rarely played PF1, but I always made sure to check in on the APs.


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Ron Lundeen wrote:
QuidEst wrote:
Terevalis Unctio of House Mysti wrote:
Will drow become playable ancestry in this?

Pretty unlikely.

I'm going to make a bold prediction: Paizo will never release a PF2 playable ancestry in any AP book but the first. It'd be giving a player option that nobody playing could use, even with retraining. I might be proven wrong some day, but I imagine it'd be under pretty specific circumstances- the AP involves the creation of a completely new ancestry, for instance.

(*nods, notes prediction in Predictions Book*)

Or we might, if an AP volume puts its focus on a narrow slice of the world where such a new ancestry exists. It isn't new for the people of the world--there's always been those people living over there--but it's not something that warrants inclusion in a fuller treatment of widely available ancestries. Something like that would be entirely appropriate to include in an AP volume.

hey so ah, who are the Shoony?


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Ah, discussion thread for the ranger guide is over here.


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FedoraFerret has a good ranger guide going.

part 1

and part 2


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You mention a companion guide in part two, where is that? Still on it's way? Really appreciate the guide, it's been really useful for plotting out my character.


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Are there any modern mythos writers you recommend?


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NumberA wrote:
Winkie_Phace wrote:

Awesome! I was just thinking about trying to find some of these. Any chance the files are posted somewhere?

I'll put them up on Thingiverse as soon as it will let me :) There's a 24 hour lag for new users so I can't share them immediately.

Awesome, I really appreciate it!


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Awesome! I was just thinking about trying to find some of these. Any chance the files are posted somewhere?


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These have been great, and a big part of why I went ahead and reserved a copy of Gods and Magic. Can't wait to read more! (even though I know this was the last one... for now.)


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theLegend76 wrote:
There's gonna be a dev chat on Twitch on Thursday where they talk about Extinction Curse, so we might hear more about it then.

Are you sure it's Thursday and not their normal pathfinder friday?


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The Penecontemporaneous One wrote:

Tangential question; will rules for Neutral Champions be in Gods and Magic?

Thanks tons - looking very much forward to this book, regardless!

Nope.


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UnArcaneElection wrote:

^That looks like the discussion thread -- maybe you meant this for the guide?

Yep that's the one! Since there were potential problems linking to the guide itself, I figured I'd link to a link I knew worked. Adds a bit of work, but figured it'd make up for it in insurance.


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Samurai wrote:

Just beg the devs to fix your rules problems for you from now on.

Yikes.


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I believe this is the guide
they were trying to link


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I'm coming from 5e, and it's just got some weirdness to it.

While DMing, I don't feel like I'm given enough levers. Most modifiers come down to just giving out advantage (2d20, take highest) or disadvantage (2d20 take lowest) and while I love that mechanic, in a lot of situations it ends up mattering more than your bonus ever could. I played enough of early editions that I'm comfortable just assigning an arbitrary +2 here or there so it isn't much of a deal, but it's an example of the system by default just not having a lot of nuance. You give a mathematical equivalent to +-6, or nothing.

At the same time, it can be surprisingly finicky in certain areas. Figuring out all of the flavors of attack rolls can be a headache. Granted, pf2 has some of the same complexity. The difference is, I feel pf2 has fairly even complexity. I know with pf2 that there is a certain level of knowledge I need in each bit of the rules to feel confident. 5e can range wildly from "GM just makes everything up" to "this is absolutely set in stone, hinging on a single word choice". The system is built for speed and quickly moving through the story, but there are some random roadblocks it'll throw in your way like "is a saving throw an ability check?"

The action economy sucks. You get a move action, a standard action, a bonus action, and a reaction. There's no trading around, so if all my bard abilities key off of my bonus action, then I'm just kind of screwed. Sure, it's balance stuff, but it feels bad. I much preferred the 4e action pyramid, but the pf2 system is even better.

The major factor for why I'm here, though, is the options. After playing 5e for ~5 years now, I just feel like my players have played everything. I'm bored. You make a few choices here and there if you aren't a spell caster, and that's about it. pf2 gives me options at every single level, and they seem extremely different. Likewise, while GMing I feel like my players have fought every monster. Not literally, but there's so little variation between them that they might as well have.

I don't think pf2 is perfect. I wish they would have stolen 5e's spell casting system, for one. But it's something new, and I don't get a lot of that from WotC.


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Indi523 wrote:
FowlJ wrote:

NPCs don't follow PC rules, so removing proficiency from PC classes has literally no effect on them - if you don't feel like the court lutist should have unarmed proficiency you just don't give them it, done.

'At say 10th level that does not matter much' is also not correct. AC scales at almost the same rate as attack bonus as level increases, a 10th level character using lethal unarmed attacks against a 9th level creature is disadvantaged to a similar degree as a 1st level character doing so against a 0th level creature. Compared to the dagger, even more so, because the dagger at that level is likely magical and unless the character has specifically invested in magic handwraps their fists are likely not.

NPC's follow the rules of the class they are assigned in the same way that everyone else does as far as I can tell. A court magician is still a wizard. Yeah I could ignore levels and just assign abilities but that would be very difficult to gage the power level of that character as a threat of the party attacked him. It is better to stay within set rules in my opinion.

You may have missed it because they are contained in a blog post at the moment until the GMG comes out (located here https://paizo.com/community/blog/v5748dyo6sgym?Building-Monsters-for-Fun-an d-Profit ) , but NPC rules in no way use class now. That is a 1st edition idea that is no longer the case in 2e.

Instead, you make the monster you want according to some guidelines from the top down, rather than bottom up. I believe it's a lot like the Starfinder rules, if you are familiar with those.


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Unlike monster hunter, you don't swap out your entire build between fights either. Now you have something decent against ice monsters, and something decent against fire monsters.


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I would much prefer unique patrons. I think it'd be a great way to tie the class more intimately with the setting. I think the build your own system has some strengths, but I'd rather see more interesting and thematic abilities.


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Would it break anything if they were a bit like the Fighter of skills? Just have them start off with some skills at a higher prof bonus than any other class can start with.


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Zapp wrote:

I'm running my first PF2 game and am using Sandpoint as a starting point, converting as I go. This from “Sandpoint - Light of the Lost Coast”:

Quote:
The men of Sandpoint are increasingly worried about a mysterious figure known only as “Shroud” who exposes infidelities and secrets kept from wives. To date, no fewer than a dozen of Sandpoint’s less honest husbands have had their affairs, hidden stashes of gold, or embarrassing secrets made public by Shroud...

In order to run this as the GM I ideally need half a dozen such "infidelities and secrets" detailed. At first I thought the other rumors and quest hooks were meant to be these, but I have only found a very small number of existing hooks that could work for this purpose.

My question - have you ever come across more discussion concerning this, in the forums, on play reports, on blogs, etc.

Failing that, do you have some ideas which Sandpoint NPCs could be used for this purpose? :)

I don't have any insight, but you might try asking in James Jacob's questions thread. Sandpoint is his personal passion project, so he might have something to say. Just be sure to stick to one question per post :P


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James Jacobs wrote:
Paladinosaur wrote:
Some instructions on how to get these other ages would be cool. Even it is "slap this template". Maybe fit it a Age of Ashes article or in the Gamemastery Guide?

Do folks REALLY need that detailed a breakdown of dragon ages? Feedback whenever we put a dragon into an adventure suggests otherwise, since folks ALWAYS seem to want bespoke, custom-built dragons in adventures and not "short stat blocks" with no personality. In a way, tamping down the plentitude of dragon stats and ages in the core bestiary is somewhat of an attempt to skew toward making sure all dragons are custom built for their adventures, rather than drag-and-drop foes in the same category as bears and forest drakes and giant ants.

There'll be instructions on how to build ANY monster in the Gamemastery Guide, and those will work perfectly for building a dragon of any color and of any size and of any power level. There's not really a need to have a separate section just for dragons when the rules work the same for any thing.

I'd much rather see more interesting dragons (as current), rather than the old method. It's easy enough to slap the weak and elite adjustments on the current 2e dragons to get extra pseudo age categories.


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PossibleCabbage wrote:

So is anyone willing to spill the beans on what sorts of heritages leshies have in the Character Guide?

I mean, I presume we will eventually get all the various Leshy types as heritages (Cactus, Gourd, Flytrap, Fungus, Leaf, Lotus, Lichen, Poppy, Snapdragon, Sunflower, Seaweed with new ones possible). But we're not likely to get them all in one book.

In the know direction discord Luis let slip that there would be a leaf leshie that doesn't take fall damage a few weeks back. I'm pretty sure Gourd was talked about on a stream, too. Maybe the Arcane Mark leshie episode a while back?


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I'd love to see a Gnoll ancestry. Hyenas are so unique that they seem like they'd be pretty fertile ground for creativity as far as ancestry feats go. A Gnoll Witch just sounds like too much fun.


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I think they've talked about hoping to highlight oracle's polytheistic nature this time around. Might explain why the cleric is so monotheistic.


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pjrogers wrote:
CorvusMask wrote:
Gozreh seems to be common god for tribal people in pathfinder in general. I think its because druids seems to be more common for tribes than clerics in pathfinder
I'm going to be potentially annoying African studies guy here and encourage folks to avoid using words such as "tribe" or "tribal," particularly in reference to Mwangi as it's pretty clearly Africa on Golarion. There has a problematic history of these terms being used to justify/excuse colonialism and its most recent manifestations.

Understandable, might I ask what the proper alternative is? As a generally annoying Sociology guy I want to be sure to get my nomenclature right, and improve the way I talk about others. My gut instinct says go with the general "Peoples of Mwangi" but my gut also likes gas station burritos so.....

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