Aboleth

artemis_segundo's page

Organized Play Member. 116 posts (150 including aliases). 1 review. No lists. 1 wishlist. 1 alias.


RSS

1 to 50 of 116 << first < prev | 1 | 2 | 3 | next > last >>

In which nation will take place this AP?


Hi, I Want to cancel all my subscriptions. Thanks in advance.


Ok, thank you very much Megan ^^


I received today the order 1749305 (my suscriptions of last month) and it only bring four of six books (Master of Devils, Goblins of Golarion, Inner Sea Magic, Pathfinder Society Field Guide). My question is about the missing two (Shadows of Gallowspire y The Brinewall Legacy), are they in another packet or I have a problem?

Thanks in advance and please, forgive me for my poor english


I want unsuscribe me from Pathfinder Tales suscription.

Thanks in advance.


Really none of the information given about the profesor can be considered spoiler. A little vague will seem perfect to me, but the case is that the profesor is left totally no covered.

Yes, the backstories or the DM can givbe him background perfectly, but I think he's a figure sufficiently important to require more background in the campaign.

Thanks in advance and please forgive me for my poor english.


Reading the Haunting of Harrowstone I meet with that question. The Profesor Lorrimor is the main reason for the PCs involving in the adventure (and the campaign), but we know nothing of him. The information we have is:

+ He is a sage and profesor (with some clues of supernatural interest but nothing clear).
+ He is a mage of some talent (level 7).
+ He live fifteen years in Ravengro (moved from Lepidstadt).
+ He have a twenty five years daughter.

I think that a brief biography of this NPC will be a great help for the DMs.

Thanks in advance and please excuse me for my poor english.


Faction Guide covers the Pathfinder Society as one of its factions ;)

The name of the book is: "Pathfinder Campaign Setting: Pathfinder Society Field Guide (PFRPG)" I think that the part of Pathfinder Society is clear.


Another NPC Guide? No, thanks, that isn't for me.


Seekers of Secrets, Faction Guide... Why we need another manual about the Psathfinder Society?


DM Wellard wrote:
I for one will be very disappointed if they are just a rehash of stuff I already have...these are going to be make or break books for me on this subscription

+1. If that books only compilate the gods articles I don't need it, I have my APs. It seem to me that the next year will be the Reloaded Year (Reloaded Campaign Setting, Reloaded Gods, Reloaded Gazetteer...)


James Jacobs wrote:
This is indeed the revision to the Campaign Setting. We aren't sure when exactly it'll be delayed to yet; hopefully we'll get that sorted out sometime soon.

There is any particular reason for that delaying? Anything new and surprising?


Sorry, I was confused, it is: #1458323


I want to cancel the order #1457765 and my suscription for Pathfinder RPG. Thanks in advance.


Nex and Geb are too two of my favorite nations (and the two most intriguing me), in particular Nex. I hope the new scenario give us more information about it.


As the other people say the key of the theme is how you consider the planes of energy. If they are good and evil then the creatures animates with that energy are good and evil respectively. If they are neutral as the elemental planes, then a no inteligent undead will be neutral and the animate undead won't be a bad guys spell inherently evil, but the particularities of the setting/society can convert it casting evil.


Who is the cover artist? That picture is amazing.


I have all the Pathfinder suplements and none of them have any problem.


I'm very grateful mr. Scheneider, thank you very much for all (particulary for this monster).


Thanks mr Schneider ;)

Really I love them, I'm an enthusiastic of the cool aberrations (abolleth and mindflayer are my prefered) and the Ghorazagh are really cool. I will save one of my pathfinder campaigns (no an AP, a sandpoint campaign) with them ^^

By the way, how typical are the arcanes in their society? And... is factible a colaboration with individuals of other races?


Thank you JJ.

By the way, I can't find the "shape blood" ability in the melee statistics, it's an errata or I'm forgetting something?


Will be the Ghorazagh race (presented in the AP "Mother of Flies") expanded in future products (I'm specially interested in his underdark domain and the brood war and hive lord subspecies)?

Thanks in advance and please forgive my poor english.


The order arrived today, thaks and excuse me for all the troubles ^^


Ok, no problem. Thanks Cosmo.


The Order #1247754 shipped the 09/14/09 via USPS Package Service has not yet arrived, must I worry for it?

Thanks and please excuse for my poor english.


One friend have a problem with these feats, It will be great any oficial word about this for finish the discussion with his players.


Jason Nelson wrote:
Dave Young 992 wrote:

The PF chronicler is pretty weak, at first glance. I'd think allowing arcane spells, even at a lowered rate, or some other benefit, would make it more playable.

It just doesn't seem that awesome to me.

EDIT: I should start a thread.

I would agree, having written the PrC, and it wasn't really intended to be awesome in a power kind of way. But it may be an interesting PrC to play that fills a different kind of role in the campaign, the uber utility character who, as the OP suggested, fills a concept more than a role.

If you wanna ramp it up in power for your campaign, though, go for it!

I'm the DM of a forum campaign with a Pathfinder Chronicler character involved, and although she is weak in combat compared with other character, her resources in investigation and charisma-based rolls are invaluables to the group.


I really don't reconcile the image of the word oracle with the definition of the class. I think that can be better terms for define the class.


When we can expect that the adventures arrives?


Elaine Cunningham wrote:


Actually, it's a little more than that.

I had a conversation with Jim Lowder a while back about the changes to Chult. He wrote a 2nd edition game product set in Chult, as well as the Harper novel RING OF WINTER. This is a man who knows his Chult. He described it as a penninsula because that's what it was at the time. People writing in the 4E setting, however, will need to describe Chult as an island, because that's what it is these days. Spellplague happened. Things changed. Chult and Halruaa were two of the hardest-hit areas, and the maps of those regions just don't look the same. It's not a matter of perspective, it's an actual (well, as "actual" as a fictitious setting gets...) loss of land mass to rising seas.

Yes, it's a catastrofic effect of the Spellplague, but Dave Young refers to prior references. If my memory serves me correctly the first references to Chult in AD&D first edition refers to Chult as an island. In second edition with the expansion of the main setting to the south (and the east) it was revelated as a peninsula (the zone wich in thid edition covers the manual "Serpent Kingdoms").


James Jacobs wrote:

I thought I'd create this thread to find out what everyone's favorite level to play and adventure are at! Please drop in a post here and answer the following questions if you're interested:

1) What's your favorite experience level?

One to Seven, or perhaps extend it to nine.

James Jacobs wrote:
2) Why is that your favorite experience level?

I consider it the "adventurer levels", the best levels for adventures that makes your PC grown, involve itself in plots and life.

I view the levels beyond it as a kind of epilogue of the "grown levels", levels for clausure the open plots and for epic final, but no for the adventures itself.

James Jacobs wrote:
3) What's your favorite adventure, and what level was it for? Why is it your favorite adventure?

For D&D or other roleplaying games? Well I suposse the first.

My three favorites (sorry I'm not a man of one favorite) are: Four from Cormyr (TSR- Forgotten Realms), Rise of Runelords (Paizo Publishing- Pathfinder) and Witchfire (Privateer Press- Iron Kingdoms).


Well, it can be solved saying that the arm of the peninsula is dangerous and impassable (the arm of Chult pennisula for example). Other reason is that the main civilization (humanoid) in Chult is the city of Mezro, in the north of the peninsula, and the principal contact with the rest of Faerun comes from the city of Baldur's Gate (extremely colonial).

You can convert many of the minor changes of the setting with some of reasoning (other subject are the great changes in the Realms of the WotC era, but wit patience and selection you can do a great job).


The most proper way to handle with problems with canon and your campaign material (in my opinion) is create an argument (similar at the Chult peninsula-island) that explains that divergence. The canon is a tool, no a chain, use it for help you in your campaigns an DM job no for limiting it.


Well, this explanation was given in a old Dragon Magazine o by Edd Greenwood if i'm not remember wrong.

The background isn't a matter statical, information that we see grow and grow but an organical entity wich in some ocasions changes and forces us to think. Almost that is my idea with the big settings like Forgotten Realms that expand his frontiers with de decades one time and another. You must be flexible at a certain point.


hazel monday wrote:
Personally, I'd like the APs to end at a lower level. Like maybe 8th. It would be terrific if there was an AP designed for slow track progression.

¿Eight? At level and third for module?


James Jacobs wrote:


The reason I think Kingmaker's suited to go to high level is twofold:

1) It IS something new. And since high level adventures change the way the game is played, and that makes the same old adventure plots and methods you use at low and mid level outdated, something new is precisely what a high-level adventure needs to work well.

I suppose that is a philosophy like to if you go to take a risk take it fully mixed with a changing your mind. But I'm of the cautious.

James Jacobs wrote:

2) A long-standing tradition of the game (one that's been downplayed and/or ignored in 3rd edition, alas) is the idea that once you hit 11th level or so, you have reached your "name level" which means you're significantly powerful enough in your class that the kingdom or world or area's inhabitants can't help but accept the fact that you're a hero or a leader. At these levels, EVERYONE in previous editions started to attract cohorts and followers, and there were rules for building keeps and wizard towers and thieves' guilds and all that. With Kingmaker, I hope to capture some of that; you get high level and then start building castles and towns and ruling them, and the fact that you're high level and have access to powerful new abilities should play right into this new type of game play.

That's not to say there won't be fights and dungeons at those high levels, of course, but they'll be increasingly not the focus of an entire adventure.

You conviced me with that, it remember me the old fighters of AD&D at ninth level with his followers or the "Dragon Kings" handbook for Darksun with its filosofy about the importance in the world of the high level characters.


MisterSlanky wrote:

Only because this thread would make it appear that everybody loves high-level play I'm going to throw in my two cents.

I hate playing PCs past 15th level (and even that point is getting into the yuck territory). The game gets burdensome, and at my age, my group only gets together once a month at times. Our spellcastes spend half their night remembering what their spells do and everybody forgets SOMETHING about their character after not playing for a month (or more sometimes).

Mr. Slansky I'm not a big fan of the high level adventures but I think that ONE high level AP can be something god (at least an intesant variation of the habitual progression).

KnightErrantJR wrote:
While I would like to see a few good high level adventures once in a while, for the most part, I think the 1st-15th level spread for the Adventure Paths is just about perfect.

That's exactly my opinion.


Stebehil wrote:


But when one author describes a stretch of land as a peninsula and another as an island, one of them did not do his homework, and the credibility of the setting suffers. It is all right to change anything and everything, but consider the consequences and see to it that there are no logical breaks in the story. These breaks considerably diminish my enjoyment of the whole.

When the first time Chult was described how an island the map of the realms only fills the north part of the Chult peninsula, because the "civilised realms" only know that part. The information we have of Chult comes from the baldurian explorators (who think that it was an island). With the introduction of the Shining South to the Realms Canon (remember that in the first realms Halruaa was little more than a collection of legends, exactly how Vudra in Golarion today) our knoledge of the realms expands to the south and with it the revelation of Chult as a peninsula. Is the same case that Colon discovering that the "Indias" were really America and that north and southamerica were conected.

It's only a cuestion of perspectiva and expansion of setting. And I didn't see any problem with it.


James Jacobs wrote:

I've talked about this elsewhere, but some big reasons why the game goes to 20th even if the APs generally only go to 15th...

1) Because you need rules for foes and allies of up to 20th level, especially as main bad guys or solo foes. A 20th level NPC is a great final boss for a campaign that ends with PCs at 15th or 16th level.

2) Because 3.5 went to 20th level and Pathfinder RPG needs to be compatible.

3) Because there are plenty of other games out there other than Adventure Paths, and the PFRPG is for all of them, not just for use on an adventure path.

That's can be the main reason for the popularity of the prestigy clases (view it from other side).

James Jacobs wrote:
I'm probably convinced that the time is right to try taking an AP all the way up to 18th level with Kingmaker. We'll see how that goes...

I'm not convinced that Kingmaker is the best AP for that try (is an AP very experimental) but I prefer a Kingmaker of eighteen levels that a Kingmaker of ten levels ^^


James Jacobs wrote:
I can more or less guarantee you'll see SOMETHING from Paizo that does something with higher level content some time in the next year or two, but I can't say what that will be yet.

Something more than a Pathfinder Module?


Setting ¡I want more setting! About the rules i'm don't sure about use PFRPG.


Any new about this in GenCon?


Here in Spain one person received the send (and the PDFs) the tuesday night, but I and the other people I know have't received it yet and with six to ten days to arrive (with USPS Priority). Definitely it will not arrive at thirteen.


I addapt the house rules from campaign to campaign to potenciate an style of game or another. For example in the last D&D campaign I begin (a Pathfinder campaign based in a group of pathfinders with diverse motivations) we have sixteen points of house rules, how the critical and fumble decks, a variant of the feat rules of the Collected Book of Experimental Might (in that book says feats every level, I give free feats every two levels, as Pathfinder and social and background feats the odd number levels), etc...


An adaptation of the tibbit to Golarion ^^


KaeYoss wrote:
artemis_segundo wrote:

Blue Rose is a game of romantic fantasy and Golarion fits more in the sword and sorcery guidelines (with a handful of D&D high fantasy of course).

I think that both are too different genres to mix.

I think Golarion can easily support romantic fantasy. Or high fantasy. Or everything else.

Or Science Fantasy. Yes, Golarion can support that you want it support, but that don´t means that the cruelty and the tone of the world. But you can adjust it for almost anything. Of course that is only my opinion and I don't pretend to be rude (the english isn't my mother tongue and I haven't a lot of flexibility with it).


Blue Rose is a game of romantic fantasy and Golarion fits more in the sword and sorcery guidelines (with a handful of D&D high fantasy of course).

I think that both are too different genres to mix.


I like the low level modules of an AP, for me they are an special period of the adventurer live of the PCs. And I haven't any problem with low level AP but I think that the high level AP is also necesary (and desirable). And although i'm contrary to the idea of an AP of levels 12-14 is only half AP I understand the frustration of the people that believe with the APs will decrease their rank of levels instead of diversify it with the time.

Please excuse my terrible english.


Sean K Reynolds wrote:

* more high-level adventures (especially ones you could run after finishing an Adventure Path)
* larger adventures, like "supermodules" (though we aren't sure how we'd fit that into the line, which currently only has 32-page adventures)

This are the two that most like me.


What type of NPCs will hope in this manual? will we see the Whispering Tyrant, the Harlot Queen, Nex, Geb or some NPCs of that calibre?

1 to 50 of 116 << first < prev | 1 | 2 | 3 | next > last >>