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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. * Starfinder Society GM. 59 posts. 2 reviews. No lists. No wishlists. 14 Organized Play characters.


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VampByDay wrote:
Hey guys, anyone notice that the varian vicious black pudding (p. 22) has a reaction with no trigger? Anyone know what that is about?

In the hardcover, this is changed to a free action.


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CorvusMask wrote:
Was map lacking markings for which cage had which creature ever fixed?

It's fixed in the hardcover. Counterclockwise from the southernmost, it's skeleton, krooth, empty, chuul, skeleton, empty, empty.


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Ed Reppert wrote:
goodkinghadrian wrote:
Then I would move the date of Ayla Lathenar's death to a week or two later, hopefully slightly before the party encounters Jaul.
Whatever for?

Foreshadowing/a reminder for the players of a thing any PC from Otari would know. The Otari Market is closed on the anniversary of her death, which is a reminder that, hey, there is maybe still a werewolf on the loose.


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RoscoMcqueen wrote:
What month do you think is a good one to set the start of AV in? Starting a game soon and using the foundry calendar to keep track of holidays and such.

There are two dates of significance that come to mind from this adventure: the Otari Market is closed on 5 Gozran, the anniversary of Ayla Lathenar's murder. And the main civic holiday is Founders' Day, which is 3 Desnus.

If I were to run a third table of this adventure, I would start on or just before Founders' Day, using it as an opportunity for the party to meet most of the locals and let the players learn a bit about Otari and the Roseguard. Then I would move the date of Ayla Lathenar's death to a week or two later, hopefully slightly before the party encounters Jaul.


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

UPSMI is a bit of an odd service. UPS picks up and ships the package to the destination city, then delivers the package to the Postal Service, which delivers the package to you. So having your package delivered by USPS is UPSMI working as intended.

Their webpage has a bit of info, but the short version is that it is, in fact, cheaper in exchange for all the weirdness.


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

UPS Mail Innovations tracking has not worked for me in months, but the shipments always arrive. I'm pretty sure UPS is simply not scanning the shipments as a way to slightly mitigate delays.


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Are there any plans for a Shadows at Sundown module? I love the standalone adventures, but without a premium module or PDF to Foundry, I'd be at square one for adventure prep.


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Rysky wrote:
Fascinating. I use GoodReader for mine. *taps chin*

Interesting, and it's a paid reader. Maybe respecting page numbering is less common for iPad apps. I tried a few, and the Apple default reader, Acrobat Reader, and Foxit don't. But my go-to reader is PDF Expert, which is free, and it does.


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Rysky wrote:
This has more to do with the PDF readers than the PDFs I’m pretty sure, even back in P1 the cover always showed up as page 1.

It's possible that some PDF readers don't pay attention to custom page numbers, or that you have to turn on a setting. But I'll note that the free, basic Adobe Acrobat Reader on my desktop does respect the numbering by default. I've checked literally all of the 2e and Starfinder PDFs that aren't adventures I'm playing, all in the same PDF reader, and there is in fact a difference between, say, Secrets of Magic and Guns & Gears.


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

I'm posting this here because this involves both PF2 and SF books.

Page numbering on Paizo's recent PDFs is inconsistent. The issue is that the page numbered "1" on the page* is not actually the first page of the PDF; there is always a front cover and an inside front cover, which do not have page numbers. If the maker of the PDF doesn't do anything, the front cover is numbered as page 1, which means that the PDF thinks that page 1 is page 3, and page 55 is page 57, etc. This is inconvenient for RPG books because they frequently reference content on other pages by page number, but if the reader types in the referenced page number into the PDF reader, they get a page a few pages before the correct one.

Fixing this page numbering issue is simple - the PDF creator can mark the cover as Cover Page, the inside front cover as Inside Front Cover, etc., and then begin page numbering on the actual page one. So when a reader asks the PDF reader for page 35, they get the page numbered 35!

Most older Pathfinder 2e and Starfinder books were numbered correctly (with a few random exceptions like Age of Ashes #4 and Agents of Edgewatch #2). But Paizo stopped in approximately September of last year. All of the recent products in all book lines number the cover as page 1.

I don't know if there was a change of policy, or if the one person who made sure this got done left the company, or what. But please, Paizo, go back to giving us useful PDF page numbers. When I ask my PDF reader for page 44, I should get page 44, not page 42 or 41. When I've made PDFs at my job, it's taken literally seconds to set up.

Thanks for reading.

* For Paizo books, this is typically a table of contents or title page with the page number counted but omitted from the page, so the first page with a printed number is typically page three.


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VampByDay wrote:

Hey guys, my party is quickly approaching getting to book 2 (maybe two sessions away) and so I've been starting to paruse book 2 and . . . well I have a question.

How bad would it be if I changed up the Cooperative blade in my campaign? The thing is, if I hand it out as is, no one in my party will use it. We have two people proficient in martial weapons, but one is an inexorable Iron magus (two handed weapons) and one is a Ranger with Rogue dedication, so he wants an agile and/or finesse weapon. I was thinking of either changing it to a bastard sword or a short sword. Is that a major problem? Should I just forget about it and let the players pick up other items instead?

Not bad at all. Neither bastard swords nor shortswords are particularly stronger or weaker than longswords, just useful for different characters. You wouldn't even have to change your description very much.


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The suggested options table is fantastic. And while I understand that there likely isn't a lot of medicine-related content in the adventure itself, having Medicine "not recommended" makes me wonder whether Paizo has played Pathfinder Second Edition.


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Lozardyn is mentioned a few times in chapter two, but I don't see anything that actually says what it is. I gather it's a nearby drow city?


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It's interesting the places (I think) I can see the seams between the author's turnover and the final product. My group is in chapter two and the walkway above the lake in areas C4 and C5 jumped out at me. It's described in the readaloud text for both areas (in fact, it's a majority of the readaloud text for the two areas!), has the same transparent walls the players encounter elsewhere, has a secret door leading from C8, ... and is completely unused. It's like having a door with intricate carvings described in detail that leads to an empty closet. It really stands out.

I vaguely remember a Vanessa Hoskins appearance on Know Direction before the adventure was released where she mentioned that she wrote one level to be able to be flooded and a Paizo person said that that element didn't make it through to the final product. I wonder if the ledge is where that would have happened.


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Does the mention of atlatls mean we can expect stats for them?


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Note that my XP sheet assumes that the players murder everyone on the drow level. They probably won't.


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I made an XP list for this AP. Note that it only includes combat XP.

I made this to evaluate what leveling system to use for my tables. The adventure said that there's plenty of XP for a party on the slow track, which I found to be true-ish overall but not for certain chapters. Chapters 1, 5, 7, and 10 don't actually have enough combat XP to level on the slow track.


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Ruins of Gauntlight has an adventure summary, timeline, and information on Belcorra in the toolbox on page 75. Start there. Each chapter also has a short synopsis in a sidebar toward the chapter start. And each chapter has some establishing information about its dungeon level, usually first thing in the chapter.


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I don't know where else to post this, so I'll post it here. If you're an artist familiar with Abomination Vaults, I would love to see a Pathfinder Infinite art pack of named but un-illustrated characters, especially the Otari characters.


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James Jacobs wrote:
The point of the giant worm carcass in the dungeon isn't to TPK a low-level group with an encounter featuring an undead purple worm, but to foreshadow the link to the Darklands and to instill in the players a sense of being at the tip of an iceberg where they are facing something truly dangerous. Finding evidence that someone kept a pet purple worm is intended to make the players nervous, not to give them a fight.

This was very successful for my group. They flipped the eff out when they found it.


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The Raven Black wrote:
There is a thread about Belcorra's appearance. But it will not help you much, except for not feeling alone in your plight.

No description for the villain who is personally known to every boss and shows up multiple times is a pretty big oversight!

I can see how it would happen on the writing side, though. Book one establishes Belcorra and her history, but she doesn't physically appear in that volume, so why describe her there? Book three has her character entry, except it only gives her stat block and her role in book three because her background was described in book one. And she was referenced 236 times in books one and two, so surely she doesn't need a physical description at the end of the adventure.

The other example of "this makes sense from a writing perspective but is totally unhelpful if you are running the adventure" is the sidequest with the missing thieves. The sidequest entry with the boat briefly mentions that four thieves are missing. The only information given about them, though, isn't in the sidequest, but in B24, where the three survivors are found. And further, while the three who survived are named, the poor sacrificed thief is unnamed. From a writer's perspective, who cares what the dead one's name is - he's a corpse. But from a GM's perspective, when the party discovers the connection to the Crook's Nook (it's an easy check!), the very first question they're going to ask Yinyasmera is the names and descriptions of the thieves. And that information is buried in another chapter and incomplete to boot.

I don't mean this with any rancor, because I know publishing is not easy and deadlines are a thing. It's easy to miss stuff, especially when you've been working on a project for a long time. And I suppose that's what these forums are for!

And in case anyone is looking for info on the thieves, the surviving three are Gorul Vetters, Shad Nunder, and Ziskilly Theed. I gave them random-ish ancestries. The fourth is a human man.


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Is there a physical description of Belcorra somewhere that I'm missing? I've been looking for one because she shows up so many times but haven't found one. The portrait describes her as a "smirking woman." The blood of Belcorra haunt is Belcorra, but blood. And the images in Eyes of Empty Death are of ghosty Belcorra. I'm not sure if it's even said that she's human. The image on her page in Eyes of Empty Death has pointy ears, so maybe she's a half-elf?

The party is supposed to recognize Belcorra on sight - multiple times - after they see the portrait of her. An art piece of that portrait would have been nice (in hindsight).

Am I just missing a description somewhere? There are obviously hundreds of results when I search for "Belcorra" in the PDFs.


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Golurkcanfly wrote:
goodkinghadrian wrote:
Golurkcanfly wrote:
goodkinghadrian wrote:
I guess I'm confused by #2. You think it'll be disappointing when a thaumaturge discovers a weakness that their allies can exploit too? Because, boy, I look at that as a narrative upside (and, of course, it is literally numerically strictly better).
It's more that when the thaumaturge benefits more by creating a weakness for a monster that doesn't already have one than it does by exploiting an existing weakness.
So I think the unstated (and incorrect, IMO) assumption here is that the party (or, really, the thaumaturge) would have already been able to exploit a pre-existing weakness. Because doing 2 extra damage against a kobold scout isn't better than doing 3 extra damage against an imp (taking all level 1 examples). It may feel like you did more, but you didn't, because you probably don't have a holy weapon.
If you're actively roleplaying the concept it's trying to sell, and studying your enemies and staying ahead of the curve, then your marginal benefit is less than if you don't do that. It's funky. That and the more detailed stuff you could prepare (the Implements and scroll feats and whatnot) are actively less powerful because this really strong version of this idea is taking so much of the focus (and "power budget") of the class.

That isn't what the thaumaturge is trying to sell, though. It's not a class that does studious research ahead of time to find weaknesses; it's one that carries a bunch of weird stuff around, knowing that they can find the right thing to use in the moment. It's extemporaneous. And that's exactly what Esoteric Antithesis does - come up with an answer to whatever they face, even if they didn't know it was coming.


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Golurkcanfly wrote:
goodkinghadrian wrote:
I guess I'm confused by #2. You think it'll be disappointing when a thaumaturge discovers a weakness that their allies can exploit too? Because, boy, I look at that as a narrative upside (and, of course, it is literally numerically strictly better).
It's more that when the thaumaturge benefits more by creating a weakness for a monster that doesn't already have one than it does by exploiting an existing weakness.

So I think the unstated (and incorrect, IMO) assumption here is that the party (or, really, the thaumaturge) would have already been able to exploit a pre-existing weakness. Because doing 2 extra damage against a kobold scout isn't better than doing 3 extra damage against an imp (taking all level 1 examples). It may feel like you did more, but you didn't, because you probably don't have a holy weapon.


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

I guess I'm confused by #2. You think it'll be disappointing when a thaumaturge discovers a weakness that their allies can exploit too? Because, boy, I look at that as a narrative upside (and, of course, it is literally numerically strictly better).


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This bothers me to a degree that is probably irrational, so I'm writing it down here to get it off my chest.

2e has pretty detailed rules for identifying magic (and non-magic) items, spells, and creatures, but not, for some reason, hazards. It's particuarly an issue because hazards often have methods to disable them that aren't just "hit it with sword" or "do thievery things."

Now, simple traps are mostly pretty simple - noticing a spear launcher is probably enough to see how to disable it. But more interesting hazards often have something you would not know from simply encountering the hazard. And those disable checks are often creative and flavorful! So creative and flavorful that most players would not think of them on their own.

How exactly is identifying the skill checks to disable a Ghostly Choir supposed to work? There aren't even skills associated with the Haunt tag. Presumably Religion is the most fitting skill, but what about Occultism? Does a player intuit one, but not all, methods of disabling a hazard if they succeed, with further checks possible at a higher DC? There are answers to all of these questions if we're talking about a creature, but not for hazards. I've even had PFS GMs simply tell the players what the checks are as soon as a complex hazard rolls initiative.

Note: I'm not asking for advice on how to run these - I've cobbled together my own way of handling hazards in the games I run. This is more of a request for errata. Given how often hazards show up in Paizo adventures, it would be nice for the game to tell us how PCs are supposed to know what to do with them.


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Some of this is just a counterintuitive (and unfortunate, IMO) interaction of the rarity system with recalling knowledge. It's pretty easy to recognize a ghoul and its distinctive features, but if you give a ghoul a name and a spell list, suddenly she is Unique and her basic ghoul details are nearly impossible to discern. The thaumaturge's issue is that it relies on a system that doesn't make much sense when it comes to unique variants of common creatures.

Of course, if Dracula were the only vampire, he would in fact be unique and the sky-high DC would be appropriate.


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I really like this feat. It could be a lot of fun. But from a narrative perspective, I think this should be a level 1 feat because it allows a character to start play with it active, and therefore not obvious to other players. This sort of pact can be an interesting surprise character twist, but not if it has to happen after several levels of play. The Illusory Disguise benefit could be held off until level 4 to satisfy any balance concerns.


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Follow-up observation: Esoteric Antithesis is written to work on one creature, not one type of creature. So a thaumaturge fighting two babaus would have to recall knowledge to understand the weaknesses of babau #2 even if they know the weaknesses of babau #1. Do they simply get the result they achieved before? I would feel pretty silly telling a player that they know all the weaknesses of babau #1 but are totally befuddled by the identical-looking babau #2.

Adding something along the lines of "If you have previously used Find Flaws against the same type of creature [insert time limit here?], you automatically achieve the same degree of success as your previous Find Flaws" would solve the issue.


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I think Find Flaws should specifically say whether it can be attempted against the same type of creature more than once, especially if the first attempt is a failure. The rules for Recall Knowledge say that future attempts against the same subject are "fruitless" after a failure, which reads to me as all future attempts automatically fail. The "once per turn" frequency doesn't explictly countermand this rule. But can a thaumaturge try again to achieve the benefits specific to Find Flaws? Or if they automatically fail, does this mean a thaumaturge who critically fails can use it again next round to gain the ability to use Esoteric Antithesis as an action?

(For that matter, a general FAQ/errata addressing whether actions/activities that provide a benefit based on the result of a subordinate recall knowledge would be nice)


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Pathfinder first edition and Starfinder both have Called weapons, but PF2 does not yet have a Called rune. I live in constant fear that my expensive weapon will be disarmed or I'll have to drop it to climb. Please add, Paizo.


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

So one of my players wants to play a summoner. It sure seems like Gauntlight would counter the Manifest Eidolon activity, which is a teleportation effect into Gauntlight, but I don't think I'm going to do that.


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Just want to say that Paizo CS got my issue sorted very quickly. They are awesome!


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My subscription is set to cheapest possible, and my order still says USPS Priority instead of Mail Innovations.

My Paizocon hero point token is also still stuck in my sidecart even though I ordered it when they were in stock, according to my order email. But that might be water under the bridge at this point.


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I know it's a pretty standard convention, but I wish the map numbering did not revert to A with the start of this book. I doubt many people will run book 2 or book 3 on its own, and it would make more sense to have the map numbered sequentially since it's all one big dungeon. So maps A through K instead of A-B-C-D-A-B-C-D-A-B-C.


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Has anyone put together handouts for the partial maps given by Boss Skrawng or Graulgust?


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I have a request for the lizardfolk: their claw attack has no weapon group, so it has no critical specialization. Is this intended? Every other ancestry unarmed attack I've looked at has one listed, generally brawling.

**

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

Hello!

The Starfinder Society main page (https://paizo.com/starfindersociety) has a link titled Starfinder Society Guide. That link goes to the old PDF guide. It should be updated to the current OP Foundation guide.

**

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

Please pretend that I said "twenty" instead of "twenty-two" and definitely know how to read Roman numerals

**

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Veskarium XX: Pronounced Veskarium twenty-two, ex ex, double-ex, or something else?


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I received my shipping notice today. I'm domestic US using USPS priority and my order never looked to have a shipping split issue. Make of that what you will.


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

Hello! Can you please update the shipping on my subscription order #36385187 from USPS standard to USPS Priority? Thanks!


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A few of the Gunslinger feats mention in different ways (or simply imply, in the case of Deflecting Shot) that you fire your firearm. I suggest that the rules should clarify whether these feats require reloading and expending of ammunition. Deflecting Shot is particularly worth calling out because it doesn't actually say that you fire.


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This Pistolero feat requires a Deception or Intimidation check but does not list a DC. Presumably it's the target's Will DC?


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Sporkedup wrote:
The Rot Grub wrote:
Is there a running best guess as to when this will drop?
Probably between 10-1 PST, though usually it's closer to noon their time. I think. Sometimes it's earlier, and hopefully today is one of those some times.

The last three playtests were posted, according to the post timestamps, at 6:00 PM for Secrets of Magic, 8:37 PM for Tech Revolution, and Precog 8:30 PM for Precog. I'm assuming these are Pacific time. So I'm not holding my breath for early in the day PST, but you neer know!


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I wonder whether the character in the art is intended to look like Admiral Cain from Battlestar Galactica, because the resemblance is striking.


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Yoshua wrote:
TOZ wrote:
Solution: No one gets the PDF until street date, regardless of when your order ships.
If it stops the complaints and helps the industry I am ok with this. However, if that is the solution it means your order gets charged on ship date whether it ships or not? Also ok with that. Least it would be consistent and subscribers who get the books early still get that boon too.

One year ago, Paizo did exactly this for the Gencon release of 2e and the board was full of complaints. There will always be complaints.


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Please disregard.


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

Hi!

Is it possible to have the shipping for this order changed to UPS Ground? I tried changing my subscription preference but it doesn't appear to have changed my pending order.

Thanks!

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