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Hey all, I've tried to reach out to customer service since December when I attempted to cancel my Lost Omens Subscription after receiving City of Lost Omens (I didn't want the map pack). Instead of replying and/or canceling the subscription, I received notification in January of a failed payment for the pack I didn't want. I replied back because that message said to reply back if I was cancelling. Still nothing. Now it's April, and I signed into my account to make sure I'm getting my Book of the Dead. The January pending charge is still there for the Lost Omens Subscription. There has been no response from customer service, and the subscription hasn't been removed as requested in December, and again in January (twice). I want to keep my Pathfinder Rulebook subscription in anticipation of Book of the Dead, but I really need help getting somebody to finally deal with this other one for me. Thank you for any suggestions/help you can provide.
Hi, For some reason, despite trying to place my order for the subscription to get the Ancestry Guide and saying specifically I wanted it ASAP, it still got placed in the sidecart. I emailed, but received no response, and still it sits. Can somebody please look into shipping this for me and making sure I get them going forward as soon as they're available? I put money aside for this stuff, but if I don't get charged for it, that money goes elsewhere, then I am suddenly charged and have to scramble to make sure I have the funds. Thank you,
This example will be simplified, but currently extends to most aspects of PF2. Mostly, it boils down to changing terminology when you don't have to because you want to be different. Also, I want to clarify, I'm writing this after a good discussion about terminology with my group where they expressed these concerns and I'm summarizing everything here. Toughness in Pathfinder 1 reads:
In PF2, you get:
Reading this as a GM, I can see that it's largely unchanged (I'm 90% sure, anyway), but my players wanted to know if this means at 5th level, you get 5 extra hit points, or only 1. It can be interpreted as I gain 4 hit point, but starting at 5th level I gain hit points equal to my level at every level. It's wrong, but at least 1 person has thought so. Why?
I know it's a new edition, and that some things have to change how they're written in order to fit in the new car smell keywords we all have to learn anyway, but things like this become weird as a result. I like the playtest so far. Seemingly, it has worked better for my group than a lot of others from what I've read, but that's because I've given it a fairly thorough read-through (I totally didn't get dying, but that's fixed now anyway) and keep a document that places changes side-by-side between editions. If the goal is to transition willing players into 2e from 1e, don't do what 4th edition D&D did by alienating them with the text/format. Start with the current game as a basis, and upgrade only where it makes sense/is necessary to include new terms and phrases. The ground-up approach is great for Starfinder, where you already know you're playing something quite different. If you're making a fighter today and a fighter tomorrow, he should read like a fighter on both days. Anyway, that's just my 2 cp.
Now available for $1.00 on the store, the first of what will hopefully be many one shots from Northwinter Press. A one shot is a singular idea or concept, such as the journeyman class, that we spend one PDF focusing on before moving to the next. Each one shot will include enough pages to cover the topic, and will be priced accordingly. In Traveling the World, I looked to one of my favorite books from back in 3e; "Swashbuckling Adventures" by Alderac Entertainment Group. Over the years, I have used that book for so many awesome ideas - not always related to swashbuckling campaigns - at the table that I wanted to finally honor it by posting some of my own stuff for others to enjoy. Journeymen are hybrids of the inquisitor and the rogue who focus on skills and teamwork feats. They gain some of the same abilities as both classes over time, but their unique talents that blend those abilities are what make them shine. Immediately upon reading the class, you'll find that they tread a couple places where few have gone before, in both a thematic and a literal sense. The journeyman's skills are fluid. He gains Craft, Knowledge (each individually), Perform, and Profession with 6 + Int skill ranks to start. Then, he gets to pick 10 + Int additional class skills. Thanks to his trade secrets class feature, the journeyman gains 2 extra skill ranks to place in related skills when he spends his ranks on Craft, Knowledge, or Profession (we break down what skills go where for anybody who wants a hand). In essence, this can give the journeyman character 8 or more + Int modifier skill ranks per level, depending on where he spends them. Next, the journeyman is not just a skill monkey, he is also a master of being in the right place at the right time. Abilities such as evasion, many travels, uncanny dodge, and the 20th-level journeyman's luck keep members of this class safe and accomplishing tasks where others would fail. I'm particularly fond of many travels, because it pushes the limit of what you can get away with at level 3. It's definitely strong, but having used it in practice for many years now, I feel it's the most defining ability of what the class can do in a pinch. All in all, the journeyman is my love letter to one of the classes that I have played in some form or another for pushing 13 years. Here's hoping that a few of you out there find it as enjoyable as I have. I'll see you very soon for the next one shot. Until then, safe travels! - Kevin
The Haunted Eve Monsters Only Pack is now available on the Paizo Store! Celebrate Halloween all year long with this spooky expansion to Mystical: Kingdom of Monsters. Includes 22 new monsters, 2 new templates, and a host of variant existing monsters with modified spell lists for when you capture them during the holiday. Only $4; happy hunting! We also offer regular updates on our projects on our facebook page. Come join us and enjoy sneak peaks at upcoming work as well as non-traditional monsters from various genres brought to life within the Kingdom.
Hello Pathfinder players! After just over a year of dedicated work, we have completed the Pathfinder version of our Kickstarter project, Mystical: Kingdom of Monsters. In Mystical, you can play as a Monster Trainer or one of 6 archetypes for that class. Utilizing your unique talents, you and your party will travel through a realm known only as The Kingdom in search of monsters to capture and raise. Along the way, you'll find upwards of 154 monsters; some new and some Pathfinder favorites. By capturing monsters, you gain access to new spells that you can use to either battle other trainers in the arenas that exist throughout the Kingdom or combat evils in your own or another campaign world. As you master the spells those monsters grant you, you can capture even stronger monsters and learn different spells on your journey to become one of the greatest trainers there is. In addition, there are several new feats for the dedicated Monster Trainer as well as those that will help you to incorporate a little bit of monster training into other classes such as the Druid, the Summoner, or even the Wizard. Any class that gains a companion in some form or another can learn something from monster training. New spells and magic items accompany would-be trainers on their quests, and a brief description of several locations throughout the Kingdom (including where to capture certain monsters) can be found as well! Mystical: Kingdom of Monsters is currently available at DrivethruRPG under Northwinter Press. I also hope to soon add it to other locations as well, such as d20pfsrd. If you want a peak at some of the monsters inside, you can check out our facebook page. Thank you, and enjoy!
Hi All, I looked around and could not find a list of Mythic Monsters by CR (for the recently released Mythic Adventures); so I created one. I can post it here, if that's okay, for others to find/use. Not sure, off-hand, if listing them is against anything (terms of use, ogl, etc...). Great book, by the way. Hopefully, I can get a reply before my Edit time is up, or a GM can add it for me afterward.
Hey everybody, We've had plenty of time to go over the younger crowd-friendly version of Mystical: Kingdom of Monsters. With 8 days left, let's take some time to explore the other side of the Kingdom. Mad Kings, Thieves' Guilds, Power-hungry trainers seeking more power. All of these, as much as the arenas and the hunt for monsters, are a part of this world. We combed through the feedback we received on our recent packet for the Pathfinder version of Mystical: Kingdom of Monsters, and we've heard you loud and clear. First, we are currently in the process of moving to a singular source of art and plan to offer a better definition of the game through it. Bear with us, this was the largest of the shifts we're making, so I can't guarantee how quickly we'll have something solid to show you, but you can use our preview of the Girl with her Rust Monster companion for an idea. Next, we've tackled the monster trainer from a new perspective. With some new tricks up his sleave, the trainer becomes more of a force to be reckoned with. Below are some descriptive examples while we iron out the rest of the mechanical details for our impending next packet update. So please, take a moment to see the strides we're making in getting this project to be a great product for everybody. Look at the heart and soul we're putting into this as we design it. Then please, consider joining us and helping get the last of what we need for our Kickstarter. Mystical: Kingdom of Monsters on Kickstarter Thank you, and we look forward to seeing you soon! -------------------------------------
But a trainer’s gift comes with a price. If he tries to control a monster beyond his talents, the trainer may lose control at the worst possible time. Tales are shared to scare children around campfires of trainers who have lost control of a powerful monster, only to wake up the following morning in the ruins of their hometown. Regardless of the risk, the drive to capture new and more powerful monsters is a craving that a trainer cannot resist. They travel the kingdoms alone or in the company of other adventurers, always in search of stronger monsters so that they too can become more powerful. This craving is a fact well known to any who have heard of the trainer, and it is the subject of much study and debate among researchers. Attack: The trainer needs a reasonable attack in order to protect himself when his monster is unavailable or his enemies come for him directly. Saves: The trainer has given up his reflex in lieu of Will; though some trainers are nimble, most are less likely to be mind controlled than burned by a fireball. Spells: The trainer gains spells, but only when a monster he controls can cast them. If he uses a monster without spells, he has a strong ally with which to battle and nothing from which to draw his arcane power. Trainer Aura: The trainer manifests an aura that he uses to capture and control monsters. Some trainers display this aura proudly as a halo of muddled colors around their head or a satchel containing orbs in which their monsters are held. Monster Training: The monster trainer is the master of raising creatures. Only humanoids and monstrous humanoids are outside of most trainers' purview. Carbuncle: These mischievous creatures are naturally drawn to the trainer's aura and their spells make them valuable companions at both early and later levels. Favored Enemy: Like a ranger, the trainer knows well what he's up against, though his studies are more broad and less powerful. Empathy: The trainer's aura makes him more affluent with the monster's he's captured previously. Trainer Perks: Scaling these back to a more manageable total and allowing them to better define the trainer's relation with his monsters. Improved Aura: As the trainer grows in power, so too does his influence. Shared Senses: Similar to druids, wizards, and summoners, the trainer begins to take on more aspects of his active monsters. Supernatural Trainer: Over time, the trainer's proximity to his monsters teaches him how to harness some of their innate power. Great Trainer: As the trainer continues to master his skill, his work pays off and it becomes easier for him to capture some monsters. Temporary Control: If there's a monster nearby, the trainer can briefly gain control of it to complete a necessary task. Channel Monster: Now that the trainer has started to manifest more of his power, he can channel the essence of his monsters even while some of them are inactive. Extraordinary Trainer: The trainer eventually learns to mimic the majority of his monster's talents, no matter how spectacular. Master Trainer: If you could have 1 monster, guaranteed, what would it be? Choose carefully, for you may not get to take it back. The Monster Within: The trainer achieves his own minor apotheosis as he learns to harness the greater tenets of what a monster is.
Well folks, it's my first post here on the Paizo Boards; I'll try to make it a good one. I'm currently building a new project that I have over on KickStarter.com. It's called Mystical: Kingdom of Monsters. When I initially started writing this game, I did so under the 3.5 edition rules of D&D. When 4e came out, I started refining the rules to match. Now that I've actually begun the KickStarter, I have had several people approach me asking if I would be creating this game for PF. I hadn't considered it, but after getting a couple requests, I'm definitely considering it now. That's where you come in. If I were to put my effort toward updating my rules to accomodate PathFinder, would you be interested? Here's a very rough concept of one of the monsters redone in Pathfinder. I'll have a playtest document done tonight for anybody who pledges $5 to the Kickstarter and wants to try out a full team of monsters in a miniadventure. Thank you. Preview
Kickstarter project
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