Orc Ranger

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Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber. Organized Play Member. 429 posts. 2 reviews. No lists. 1 wishlist. 2 Organized Play characters.


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Does the bestiary have rules for adding class levels to monsters? One of my biggest frustrations in the Playtest bestiary was that the humanoid threats dried up after level 4, leaving only bigger and bigger monsters. Hoping that isn't the case in the full release!


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Twilight Sage wrote:
So I couldn't see anything about the pdf on the deluxe version page for the bestiary - do these versions come with the pdf included?

No. PDFs are only included with subscriptions, and the deluxe edition books are not part of a subscription. The PDF will need to be purchased separately for $15 when it's released, although the rules content (stat blocks of the monsters) will be freely available on Archives of Nethys.


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sherlock1701 wrote:
If players prioritizing RP and fluff over mechanics and gameplay went away tomorrow, the RPG world would be better for it.

Eww, gross. What is an RPG without RP? Well, just G I guess, but I'll take flawed, suboptimal but flavourful characters over best-in-class builds any day. I would not GM for a player with this mindset.

For me, character options as you level should be about fun new things your character can do, not which +1 is best. Sure, there can be some "mastery" around finding abilities that combo well together, kinda like deck building in a card game, but a hodgepodge of different options - the swiss army knife character - is fun to play and should be at least viable too.


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Cozzymandias wrote:
AnCap Dawg wrote:
nohar wrote:
i still don't quite understand how xp works in the new system...the playtest rules didn't explain it well to me and since doomsday dawn didn't award xp i never got to see any examples in action...hopefully the final rules will do a better job of making me understand...

I'm a bit confused about it as well. I was hoping Stephen would go into more detail about that, but it got skipped for juicier parts that would be interesting to more players.

It seems weird to me that it only takes 1000xp per level instead of an increasing amount each level.

Assuming it works the same as the playtest, XP is now based not on the actual CR of the encounter but rather the encounters CR relative to APL. So for example a CR 5 encounter would give a level 3 party 400 XP (or whatever) while the same encounter would give a level 7 party 200 XP. this way, you get more XP for punching above your weight, but the amount needed to level up can stay at a nice neat 1000 XP/level.

Yeah, this. A goblin might be worth 40xp at level 1, 20xp at level 2, 10xp at level 3 and nothing for levels higher than that. It makes it easy to know how close characters are to leveling up, and the calculation for the GM when building encounters is not difficult.

Actually, for me, it makes building encounters easier, since I always know that I'm aiming for around 80-120xp per encounter to have something appropriately challenging for my party.


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Steve Geddes wrote:
Fumarole wrote:
Joana wrote:
On the plus side, with the First Ten shipping discount, I'm paying less than $3 for shipping all this!
My shipping came out to $0.60 US after the discount. Not too shabby.

*sigh*

Shipping & Handling $342.83
Shipping & Handling Discount - $10.00

Serves me right for being impatient. Still - at least I'll probably get it before GenCon. That's exciting. :)

Wow. Glad I stuck with cheapest, even then it was still $78 to NZ.


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rainzax wrote:
And a "flourish"?

That's new, but from what Mark says above, I gather that it means you can only use it once per round.


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rainzax wrote:
What is a "press"?

I believe, from the playtest, that means that it can't be used on your first attack in a round, only the second or third attack.


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I'm mostly a GM, so am very much looking forward to easy-to-run monsters with more fun and interesting options in combat. I'm also keen to start mixing in some more complex hazards into combat to see how that changes things.

As a player, I'm mostly looking forward to being able to build a cleric that has interesting options beyond which god to worship and which domains to take at first level.


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Kineticist is top of my list, but also interested in Oracle and Summoner.


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Rule 0 says that if you don't like a rule, don't use it. I've been running a Playtest campaign, and we don't do secret rolls for all knowledge checks. I also don't give incorrect information on a crit fail, having to come up with something is hard to do most of the time. It's had no impact on our games, and I can't imagine that will change in the 2E rules.

I use secret checks when they're important, or it would be more fun. Stealth rolls to see if the party would be noticed by an intelligent creature are a good example.

Why would you need a knowledge check to identify a goblin? They're a common enemy that everyone would recognise. Even for things like Chimeras or Manticores, where there's likely to be local folk tales about them (just as in the real world) I'd probably tell the party what they are. For the most part, the knowledge checks would only reveal useful information for overcoming the challenge (usually combat info) like weaknesses or resistances... which I guess would be more easy to make up false information for.


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They've mentioned in the past that Aasimar and Tiefling would likely be heritages in 2e, similar to half-elves and half-orcs, so that they could be applied to any base ancestry.

With 100 new heritages coming for the core ancestries, is it possible that aasimar and tiefling could be amongst them? Or is that hoping too much?

Either way, like others suggested, I'd guess that the ancestries selected for this book are more based on what is happening in the Inner Sea region (new hobgoblin nation, etc.) and that a lot of the more common fantasy races will be saved for the rulebook line to make them independent from setting, rather than in the Lost Omens line.


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Of all the books in the lineup for 2E, this is the one I'm most excited about. I've been running a homebrew Playtest campaign since February, converting to 2E when it's released, and the sooner I get access to some of the things in this book, the better. Premade NPCs, monster creation rules, guidance on magic item creation... it can't come soon enough for me.


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The big question is, does it matter? I get that people get excited when something new is coming out, but the difference between getting the PDFs at the start of shipping or towards the end is just a few days. That's a trivial amount of time.

There will always be people who get something you want, or see a film you want to see, etc., before you get it. It's the nature of the world, and it's not going to have a negative impact on you.

Subscribers already get the PDFs before the street date, the number of days prior to release is a bonus. The nature of the Paizo books means they're not that time sensitive: getting access to new character options, etc, a few days early is very unlikely to affect your game. Even for things like adventures, that you might be keen to run ASAP, if you don't plan to start it until the street date of the books, then nobody will be disappointed.


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Does that mean no +1 to hit weapons without the extra damage die? I gave a level 2 PC a +1 weapon in my Playtest campaign and it turned out to be massively overpowered...


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tqomins wrote:
Deadmanwalking wrote:
John Lynch 106 wrote:
Thanks for the responses. I’ll be interested to see where they landed on attack bonuses coming from weapon quality or weapon magic.
It's magic, sadly. It's decoupled from the bonus damage dice and capped at +3, though, so this is primarily a semantic distinction and easily changed if you prefer it to not be.
Yep. It's too bad. But I get why the designers would follow the surveys on that one, even if I would have preferred item quality rather than magic as the source of item bonuses to hit.

Wait, so is item quality gone? Or does it do something different for weapons now? I've not heard this before, and the introduction of item quality was one of my favourite new things for items in the playtest...


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Steve Geddes wrote:
They're also all there on twitch, although I'm not sure if they're marked just for subscribers or if anyone can look back at past episodes (I believe that's a choice the channel can set).

Yep, I can see them on Twitch, and am not a subscriber. And you get to watch the q&a part there, too, which usually gets cut for YouTube.


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John Riston wrote:
Are the Twitch streams going to be archived somewhere like YouTube?

Past Pathfinder Fridays were posted to YouTube on the Official Paizo channel, so probably?


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TOZ wrote:
How many weeks to a month?

About four-and-a-half. :P


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Part 6 Doomsday Dawn in the Playtest was designed to specifically test intrigue-type scenarios at high level. Sure, there were combats, but most of it was focused around running a heist without anyone finding out what you were up to.

I think it will be quite possible to run RP-first campaigns with the 2e ruleset, but it will be done in the assumed high-magic setting. So many of the solutions will revolve around the use of magic or superhuman abilities of the player characters.

You can probably adapt the system for low magic, but those types of setting work much better at low levels, IMHO.


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I can confirm that I have both the last issue of Tyrant's Grasp and the Druma book in my downloads, so it's only the 2E PDFs that are being held back. Which is understandable for such a big product launch.


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captain yesterday wrote:
Kevin Mack wrote:
possibly pretty sure previously it has always been mysterious death whenever it's came up.

If you read the first couple of pages of the Aroden article they mentioned he was murdered there.

I'm pretty sure.

However, feel free to correct me if I'm wrong.

I don't think it does, unless I skipped over it in my re-reading. The closest I can see is this bit, which to me reads more like his religion was slain:

"By the time devil worshipers finally quelled the fighting and took control of the empire [Cheliax], Aroden was well and truly slain, his clergy left powerless and confused."


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PossibleCabbage wrote:

Wasn't the diagetic reason that Orcs were these ferocious antagonists was that Orcs were originally from the Darklands and were extremely influenced from proximity to Rovagug? But living on the surface they have no more reason than anyone else to take their marching orders from the Rough Beast save for "tradition."

Presumably in the last several thousand years a great number of orc groups have had cause to reconsider some things and have had opportunity to forge different traditions.

I like this approach/explanation. It shows that while the mortal soul can be corrupted, it can also evolve away from that corruption.

Given that half-orcs exist as a core race in Golarion, and we should get away from the idea that all half-orcs are the product of violence, it's going to be rather important for non-evil orcs to not only exist, but also not be exceptional.


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24
Name: Alastair Renard
ABC: Human Acolyte Monk, with Cleric MC archetype
Attack: Punching to the face

^ My PC for Age of Ashes. His parents were killed in the Goblinblood Wars, so he was raised by the church of Desna in (starter town of AP). He doesn't know how his parents died, there's conflicting stories, ranging from goblins through to a dragon. Either way, he wants to get out and help the people of the town, do some exploring, and hopefully one day will get to punch a dragon in the face.


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John Lynch 106 wrote:


Quote:

Player: I go up to the guard and ask him to let us through.

GM: Roll a Persuasion check.
Player: I get a 2.
GM: He lets you through even though despite you failing the skill check. Scratch off 50 gp.
No amount of clever thinking is necessary. Because regardless of whether or not the players succeed in their approach to overcome an obstacle, fail forward means they'll always get to the next stage....

That's not fail forward, that's bad GMing. If you roll a 2 on diplomacy to convince the guard, then that check fails. There's a ton of options the PCs could choose to take, of which bribery is one (along with sneaking in, etc.)

The GM saying "you failed but pay 50gp and go through" is not fail forwards, and is a case of the GM taking away player agency. I don't believe anyone in this thread is arguing for that, and if that's your definition of fail forwards, then I understand why you don't like it. I don't think that's what others mean when they argue for fail forwards, though.


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I don't think it's as black and white as many people are claiming here. I both allow PCs to fail checks outright, and use fail forward in other cases.

If they try to climb a wall they don't have the ability to, or try to pick a lock that's too tough for them to crack, then they fail. So long as there's another way to achieve what they're trying to - another route, or whatever - then they can fail. If they fail that acrobatics check to balance on the tightrope across the chasm, that PC is going to fall - they chose to attempt it, after all.

Fail forward is useful when you just want to keep the story moving or failure would be a roadblock. It doesn't remove the need to be smart - blunt forcing your way through will still result in failure - but as soon as a player suggests something clever, even if they wouldn't normally be able to do something, I'll often allow it to succeed at a cost. So the diplomacy check will fail by numbers, but if the player makes a valiant speech, I may have the NPC accept their argument along with a small (or large) bribe.

As has been said by others before, my main focus is to ensure everyone is having fun. So not everything should always succeed, but I'm also not going to sit and let the party umm and ahh for an hour in situations that I've put them in that don't have a way on.


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For orcs specifically, I believe the idea that they are inherently evil is from Tolkien, where orcs are engineered to be evil descendants of elves. (Someone may have done the same earlier, but Tolkien is the popular source of it.)

More modern sources (like Warcraft) give the orcs other origins and make sense to give them nuance in their alignments, similar to humanity.

I definitely prefer the nuanced approach, but it's fairly clear where the "orcs = evil" comes from, and why they're usually the grunts in the bad guy's/girl's army.


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The Gorilla King is dead?! :(

I'm running Serpent's Skull at the moment, just getting started on book 2. I guess I'll just need to ensure my players understand that this is now set several years prior to this book, when Sargava/Eleder was still under colonial control and the Charau'Ka still ruled in Usaro.


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I'm running a Playtest campaign at the moment, and each combat gives roughly 100xp on average, so about 10 encounters per level. So it really depends on how closely packed your encounters are. I've run sessions that have awarded 400+ xp, and others that have awarded less than 100.
3 sessions peer level sounds about right overall, though.


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Thanks to the Paizo team for putting in the extra efforts to get us our 2E books! Super looking forward to getting my hands on the books, even with the $80 shipping fee to NZ...


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These are some great ideas, thanks everyone! I'm going to add a few mechanical curses into the mix, but will try to keep them from being too impairing.

I'll use these, and here's a couple more I came up with (some of which tie into things that will happen in the adventure). I'll be putting a lot more work into this over the weekend.

- You can't see any reflections of people in mirrors, other than your own. Your reflection is not visible to others.
- Everyone around you appears to be undead - either rotting, bloated corpses or skeletal remains. Undead appear to you as they did in life, at the peak of their health.


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ChibiNyan wrote:
^^^ I really liked the Playtest Bestiary guidelines. It's clear this is an issue they wanted to iron out early. Now the only issue is making it make sense in some contexts since some monsters are very unlikely to have companions.

I've been building encounters for my homebrew playtest campaign for a while now, and have found that using non-enemy hazards (traps, terrain, etc.) in these circumstances work quite well. Complex hazards act on the initiative track, which can lead to some really tactical maneuvers from the players, keeping things interesting and letting them feel smart. But simple hazards work well too.


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Hey everyone,

After listening to part 2 of the GCP game from PaizoCon, where Jason hands out random curses to the players, I want to do something similar in my game. Does anyone have any fun ideas for this kind of mechanic, where the player draws a random curse from a metaphorical (or possibly real) hat?

I'm running it with Playtest rules at the moment, converting to 2E when it's released, but I guess ideas don't need to be system specific and can be made to work for any game. The party are currently exploring the abandoned, haunted headquarters of an ancient death cult, if that helps, although don't limit your ideas to this.

(Not 100% sure this is the correct forum, apologies if it's not!)


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Yeah, the playtest stuck with the default assumption of 4 PCs, and I can't imagine them changing this for the other published adventures moving forwards.

The playtest bestiary had rules for scaling encounters for more/fewer PCs, and they were really easy to use. So it should be fairly simple to scale the assumptions from the books for however many players you have in your group.


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Set wrote:
Andostre wrote:
William Bryan wrote:
Evocation: the actual surgeon
I think this one requires elaboration.

Cutting blades made of magical force sound like they'd be perfectly sharp and perfectly sterile and have an absolutely 0% chance of leaving behind fragments or slivers in the wound. Plus (carefully controlled!) fire magic would prove useful for cauterizing wounds.

But yeah, the initial visual sounds incongrous.

Evoker in the ER: "He's coding! Lightning bolt, CLEAR!"

And if anything goes wrong, Fireball makes it easy to clean up (or cover up) the mess.


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It's Sir Owlbear to u wrote:
... an equivalent to Critical Role (but less boring and long)...

Oh good, I was starting to believe I was the only one who thought this.

I'm extremely excited for 2E. The days are crawling as I anticipate the release, but it's not long now. Not long at all... (or so I tell myself)


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David knott 242 wrote:

The general assumption going into PF2 is that all PF1 adventures have occurred and resulted in success for the PCs, so any PF2 adventure that is set in the same location as a PF1 adventure would spoil the older adventure(s) to some extent -- in fact, the PF2 Core Rulebook and Lost Omens World Guide actually provide a major spoiler by simply mentioning Ravounel -- but you have already alluded to that spoiler yourself.

I wouldn't call that a major spoiler. Saying that Hell's Rebels is the AP about how Ravounel split from Cheliax to become a new nation, free from the tyranny of Asmodeus and House Thrune, doesn't say much about the AP at all. None of it is surprising given the premise of the adventure, and none of the actual game moments (as in, what you do from session to session) are mentioned.

I'm currently playing in an Ironfang Invasion game, but knowing that the hobgoblins form their own nation (at least according to canon - can't see my party going along with that!) doesn't really spoil anything. I still have literally no idea of what's going to happen in book 3, for example.


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Ed Reppert wrote:
And yet... the kinds of things that were in the Player Companions will at least sometimes appear in the Lost Omens books, no?

That's the intention, from what I've seen. Certainly this book is stuffed full of player options - archetypes, backgrounds, new items, etc.


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Thanks for the information, Diego.

For the shipping of subscriptions, will you be prioritising overseas subscribers to be early in the shipping process? My books typically take 3 weeks to reach me here in NZ, and while I could tolerate the PDF for a little while before they arrive, I'd much rather read the rules from the book.


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Will subscribers still get their PDFs when the books ship, or are the 2E PDFs being held back until GenCon?


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Pretty sure it was Chaucer who first used the word fart, so it's hardly modern.
I liked this story a lot! Although I could only imagine Twilp using the voice of Goldmember from Austin Powers. "I like gooooold!"


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It's disappointing, but 4 weeks will fly by in the blink of an eye, and then nobody will remember it ever happened.


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No, maps are the same resolution as in the adventure PDFs. If you have the PDF of the book(s), you don't need to buy this.


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Oh, and because nobody else has asked yet... Do you have #MyPathfinderSpoiler #85?


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Hi James,

I've been reading a lot of old-school adventures recently for inspiration for a home-brew campaign. Do you have any favourite old-school D&D (or any other fantasy) adventures, or any that you'd recommend reading?


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Six AP chapters helps align the releases to have two APs per year. They mentioned that we're getting two "July" releases this year (on 1st August because GenCon) to shift the timings so that the first AP of a year is January to June, and the second runs July to December (rather than the February/August starts of previous APs).


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Seeing as we have 95% of the cards, maybe we can convince Jason to release 95% of the spoilers he'd planned to? Or just redact every 20th word?


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I'd say use the system you're most passionate about, as this will yield the best result. Conversion to another game system can always be done later. For 2E, I'd think waiting for all the creation rules in the Gamemastery Guide (spells, items, monsters) will make building an adventure for that system much easier.


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Hi Mark,

Firstly a big thanks for all the details given at PaizoCon, I watched all the streamed panels and eagerly await the recordings of the rest.

Question time - not sure if you're the right person to ask, but...

I'm running a game using playtest rules at the moment, and have a problem in that, in the playtest Bestiary, all the intelligent humanoid monsters (orcs, hobgoblins, lizardfolk, etc) dried up at around 4th level, and the only threats at higher levels were increasingly bigger monsters. There's a couple of NPC stat blocks, but right now it's hard to run anything other than wilderness or dungeon adventures.

Does the full 2E bestiary fix this, and give a range of levels of monstrous humanoids to fill the gap? Or do we need to wait until the Gamemastery Guide and the NPC stat blocks and monster creation rules to resolve this? On a related note, are NPC creation rules in the Core Rules or Bestiary, or are those waiting for the GMG too?

Thanks in advance for your answer!


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I wouldn't call it painful, but I did find it annoying that Powers exclusive to one class feat were buried in the Spells chapter, rather than being in the feat description. What made it worse was that there was no reference in the Power as to what granted it, so there was no way to find a cool power and then figure out what kind of character you should build to get it.

Hopefully they've solved this issue in the finished book.


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eakratz wrote:
What about Serpents Skull?

I'm running SS right now, and making it Star Wars-y is possible, but it would require a lot of work. Although, to be fair, Serpent's Skull requires a lot of work to run anyway...

I think at most you could take the outline of the plot and adapt it - something like "crash on deserted planet, find discovery of lost civilisation, repair distress beacon to get rescued, then follow the clues to this lost planet to recover some ancient tech to swing the balance of the Rebel/Empire war (or the Old Republic equivalent)."

Everything else would probably need to change, though: the factions would need to be made Star Wars rather than Golarion specific, book 2 wouldn't work at all, exploration of the lost city would need a complete overhaul to allow for space ships and tech, the denizens of the city would need to change, etc.

It would be a fun exercise, but if you were hoping to just lift an existing AP and reskin it, I'd look elsewhere.

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