Azghaad

Zenori's page

Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber. Organized Play Member. 40 posts. No reviews. No lists. 1 wishlist. 7 Organized Play characters.




Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

When a Mystic heals using their Vitality Network, is the Harmony effect from their connection mandatory? or optional? It sounds mandatory from the wording, but some Harmony effects are significantly less useful than others, and in fact some can actually hinder the target of the healing.

Healing Harmony is excellent, but in contrast, Shadow and Elemental seem to have the potential to be detrimental effects.

Shadow Harmony is detrimental when used on an ally that doesn't have low light vision, or requires targeting by an ally that can't see them well in dim light.

Elemental Harmony forces the healed target to do a specific type of damage if the Mystic's epiphany is active, which can penalize their damage against resistant enemies or even useless against immune enemies.

I will probably make the harmony effects optional in my games.


1 person marked this as a favorite.
Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Why isn't the Ricochet cantrip on the Primal spell list?

Ricochet has the metal trait (one of the elemental traits correponding to an elemental plane). The metal trait is an option for Mystic Elemental focus spells like Elemental Weapon and Elemental Barrier. It just seems like it should be a Primal option for casters focusing on the plane of Metal.

I know in my home games, I'll add this to the Primal list, but it would be great for it to be added officially via errata or something.


1 person marked this as a favorite.
Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

After reading the entire adventure path, I think the middle and end could use a lot of expanding. Part 4, 5 and 6 seem very fast pace, and the PCs seem like they will level very fast over a short period of in game time, especially part 5 and 6.

I'd love to expand those parts of the story to slow down the pace and explore other areas only touched on by the path. I'm sure I can find lots of reasons why the enemies in the path require more time to finalize their plans before the last book.

Does anyone have advice on Pathfinder modules, scenarios, etc. that might easily fit the theme and story that could be adapted for addition to the path?

I'm open to non-Pathfinder material, even old D&D stuff that might fit in well.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I am hoping to run an Adventure Path for a new group of players soon. I need help deciding which one to choose from 'experts' who may have run a variety of Paths in the past. I am looking for an Adventure Path that:

1 - Includes many recurring NPCs and opportunities for roleplaying with them. I love dungeon crawls and such, but I prefer to have lots of opportunities to talk in character with meaningful NPCs, not just monsters that will be slain.
2 - Does not include game mechanics that can bog down play or make tailoring encounters to my party too difficult. For example, Wrath of the Righteous may be too challenging to scale properly with the Mythic Rules. Also, the 3.5 paths might take a ton of work to update to Pathfinder rules. (However, I would consider them if they are truly superb otherwise.)
3 - Will work with a varied party makeup that may not be very optimized or min/maxed. If there is an essential class/role/etc. for a path, I'd love to have that advice up front. My group will likely not include min/maxers or super-experienced Pathfinder players. They will all likely be experienced roleplayers though.
4 - Has an interesting plot that won't be hard to keep players motivated in. I'd like to avoid a story that is only interesting to read, but not interesting to play through. I expect my party will tailor their character backgrounds to have motivations for the path, but I prefer that their motivations don't have to be too contrived or corny to keep interest through all 6 modules.

I hope it doesn't sound like I'm too picky. I really just want to find that 'perfect' Adventure Path to start a new group with that will really sell them on Pathfinder and keep them coming back for more.

Thanks in advance for sharing any opinions!


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

The trait says you choose a class that benefits from this trait when you gain the trait....usually level 1 I presume. Does that mean you can only use the trait for the class you have at level 1?

To answer my own question, I would say yes because how can you have a background trait the helps you with a class you don't have yet? So if you start out as a Paladin with this trait, it applies to Paladin and NOT cleric if you dip into Cleric at level 2?

This is important because 2 players in my game have done this and I really think they are min/maxing and using this trait wrong.