Fiendish Baboon

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Goblin Squad Member. 230 posts. 1 review. No lists. No wishlists. 3 aliases.


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Posted two cards to twitter last week that I mocked up from Pillars of Eternity - Deadfire.

Thought I might as well share them here too.

Fried Ugly - a dish of deep fried hagfish

Three Bells Through - an arquebus with serious penetration


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Pinging this back up to the top. Any chance we could get an official response on the missing deck lists? Even if the response is "We aren't going to do deck lists anymore"?


Huh, just now noticing that my community use blurb at the bottom got garbled. Not sure how that happened, but will fix later.


Really wishing that more of the artwork for the Loot cards had been posted to the blogs! I've done almost all my loot cards, but it looks like there have only been a few that I can share due to the Community Use policy.

Still, all the ones I've done so far that I can share are available here:

https://imgur.com/gallery/hMGgOnK

This includes Pirate's Favor, Rickety Hake, Brine's Sting and Svingli's Eye.

The blank template is also up there if you should want to scan and mock up your own...


Frencois, that would be fantastic. I've been traveling a whole lot, so haven't had time to sit down and enter card names into my excel sheet for the decks that don't have the list. If its ok with the Paizo gods, I would love to see your database...


Adding my support to this. I like having a digital inventory of all the cards I've bought, and the deck lists are critical for that. Would be great if Paizo could catch back up!


Irgy wrote:

Seems pretty clearcut to me, he's using the artwork published on the blog. Using only a subset (crop) of that artwork doesn't suddenly make it not qualify as the permitted activity of using that artwork.

(I also generally don't know why we'd go out of our way to worry about this issue on their behalf, at least not once it gets to the point of being at worst a loophole and not any sort of genuine ethical issue)

My thoughts exactly...

Not looking to make any money or steal their IP, just showin some love for a great game :)

And speaking of, here's Ak looking gloomy despite having some sweet loot:

https://imgur.com/ZDhcrqk


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Doppelschwert wrote:


At the very least, you need to mention the CUP,

Nice catch. Revised:

https://imgur.com/1I5k25h

"Doppelschwert wrote:
and even then I'm not sure that you have the rights to use the artwork (was it ever used in the paizo blog or did you contact the artist?)

http://paizo.com/community/blog/v5748dyo5lgjd?Yo-Scurvy-Dog-I-Heard-You-Lik e-Villains


Made some revisions and mocked up Svingli's Eye in the new template. Feedback welcome.


I've been wanting my loot cards in S&S to feel more unique - more like rare and valuable items in my character's hands.

So, I've created a template that I can use to recreate all of my loot cards:

Skull and Shackles Loot Template

I'll probably take the artwork from the originals, add them to this, and then print this out and sleeve it just over top the original.

If folks are interested, I may throw the Adobe Illustrator template up on boardgamegeek.


I'm doing a solo campaign with Ranzak, Ak, Poog and Chuffy, and am about to finish deck 2.

Ranzak absolutely destroys boon heavy locations. I've had him burn through all ten cards of a location deck, amass a load of blessings and allies, plow through the henchman and close the location, all on the first explore of the first round. He's got killer Fortitude, and give him a boost to Wisdom for a great survival roll even though he only rolls a d4. Since most ships have the option to use a survival check to defeat, Ranzak is my prime ship-wrecker :)

Ak is basically invulnerable (and my all time favorite character to play). Anytime a failed check would cause him to take damage, I just make sure I recharge his whole hand, even if it doesn't lead to a passed check. You can't discard if you have no cards! And once you get the power that adds +2 to combat checks for each card recharged, he can stand toe to toe with many monsters. Bump his hand size up, and he gets beefier still!

Poog ensures that the group is always healthy. And I mean ALWAYS. The other goblins will drop blessings on every single one of Poog's checks, and whenever they do, boom - shuffle two cards back into their deck. Even better when they have a blessing that matches the top blessing discard. He's also my go to when I need a high wisdom score.

Chuffy evades anyone he doesn't like, can reroll his checks against banes, and can tack on an extra D6 if he's alone, which is what he likes anyway. His dex: melee skill is killer, and you can safely dump all those skill bonuses into dex as well, making him devastating with a cutlass or acidic whip!

I was struggling a little bit with three characters, but rounding the group out with Poog now makes me feel overpowered, to be honest.


Sarcastic Jazz Hands wrote:


I just had a thought reading this. What if there were upgrades to more specialized cards. For instance:
From RotRL, the Deathbane Light Crossbow. What if there was a Deck 3 or deck 6 version. The better versions would have new art/borders and better bonuses on their rolls, perhaps even a new ability. You could also Banish the previous version of the card from your hand to automatically acquire the newer version.

I like it! IE, the Deathbane Light Crossbow could become the Disrupting Light Crossbow +2, and now apply it's bonuses to both undead and outsiders!


A Paladin In Citadel wrote:
emky wrote:

Someone else mentioned foiling some cards: please, no. Foiled cards don't shuffle well, wear differently, and, most importantly, can't be read except for the person holding it.

I have a somewhat different perspective on foiling, since everyone I play with (exclusively organized play) has their cards sleeved. Plus, i've been a big advocate in favor of exclusive cards for OP-only distribution, and foil loot cards as permanent rewards for OP attendance would certainly fit the bill.

So I was the one who brought up foiling. I like your thought Paladin! OP foils would certainly get me attending...

The key idea I was trying to get at was making unique boons like "Loot" feel more special in your hands by giving a similar kind of visual treatment they get in the app version. That could be foil, or it could just be a different border treatment.

For example, "Loot" cards look like this in the app.

And I would take the concept one step further and have "advanced" and "elite" boons. Maybe 3-4 per class deck? Or a special upgrade pack for an AP that includes some more powerful boons that match the flavor? Again looking to the app, "advanced" boons look like this, while "elite" boons look like this. If players were concerned about being overpowered, there could be something similar to the app's wildcard powers - such as shuffling and additional barrier into each location, or increasing the difficulty of acquiring boons by two.

For me, this heightens what Mike has mentioned as one of the core "funs" of PACG - which is acquiring better boons. When I start getting these advanced or elite versions of cards into my hand in the app, I start feeling like the characters have seriously bumped up. These are no longer generic boons that look just like everything else. This is my hard won and unique treasure, and ONLY RANZAK HAZ IT!


redeux wrote:

Perhaps class-decks we can have more fun with this, but for general new content I think the content should be meaningful. Themed AP or bane/boon content with NO rarity.

The key idea I was trying to get at was making special boons like "Loot" feel more special in your hands by giving them the same kind of visual treatment they get in the app version.

So, "Loot" cards look like this in the app.

And perhaps it's the term "rare" that is causing problems.

Thinking instead of power levels, an "advanced" boon looks like this, while an "elite" boon looks like this.

For me, this heightens what Mike has mentioned as one of the core "funs" of PACG - which is acquiring better boons. When I start getting these advanced or elite versions of cards into my hand in the app, I start feeling like the characters have seriously bumped up. These are no longer generic boons that look just like everything else. These are hard won and unique treasures.


Brother Tyler wrote:

I would definitely not like to see any collectible aspect creep into the game.

Yeah, not what I was suggesting.

With what I'm envisioning, every box comes with the same set of cards - and card lists are published so you know what's in it.

But those specialized items join the rest of the box, and you have to come across them in locations decks just like anything else. That's where "rare" or "uncommon" comes in.

Booster is probably the wrong term for what I am thinking - it's really just an upgrade pack that has a specific set of cards - not random.


Ive posted this elsewhere, but I’d like to see upgrade boosters for the Adventure Paths.

I love the way the Obsidian app presents rare / legendary / loot cards. Some of that can't be done in physical form (ie curly flourishes beyond the card) but some might be possible.

This heightens the sense of power growth in the app. My character goes from the standard edged cards to a set of rare, legendary, loot items. I have visual cues just in the card edge and appearance that this character is not to be messed with. And when I draw from my deck and see that flash of a gold loot item coming into my hand, I can't help but grin. The monsters aren't going to know what hit them.

I for one would totally buy a 50-100 card pack that gives me some unique looking cards for one of the past APs. A few ideas of what could come in that, using Skull and Shackles as an example:

* Foil versions of the existing Loot cards - I'm drooling imagining a shiny Svingli's Eye
* Favor / Unity / Prayer / Doctrine versions of blessings - maybe with a different color border. Would love to be able to have Besmara's Favor ;)
* A new rare / unique ship or two
* A few new rare or legendary style weapons / items / spells / allies


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Thanks so much for the update Mike!

I'm excited to continue to read these designer diaries. My physical collection continues to grow, and I've spent many hours on the digital.

One thought - I love the way the Obsidian app presents rare / legendary / loot cards. Some of that can't be done in physical form (ie curly flourishes beyond the card) but some might be possible.

This heightens the sense of power growth in the app. My character goes from the standard edged cards to a set of rare, legendary, loot items. I have visual cues just in the card edge and appearance that this character is not to be messed with. And when I draw from my deck and see that flash of a gold loot item coming into my hand, I can't help but grin. The monsters aren't going to know what hit them.

One way to implement this could be to provide "boosters" for previous APs. I for one would totally buy a 50-100 card pack that gives me some unique looking cards for one of the past APs. A few ideas of what could come in that, using Skull and Shackles as an example:

* Foil versions of the existing Loot cards - I'm drooling imagining a shiny Svingli's Eye
* Favor / Unity / Prayer / Doctrine versions of blessings - maybe with a different color border. Would love to be able to have Besmara's Favor ;)
* A new rare / unique ship or two
* A few new rare or legendary style weapons / items / spells / allies

Keep up the great work man! I'm excited for what's coming!!


Orphans Den Variant B

Orphans Den Variant C

Orphans Den Back

Variant B is largely as described in the post above, but with cleaner language.

Variant C allows you to gamble Plunder on your Wager!


All right, now on to the Orphan's Den

As mentioned, I'm relatively new to the S&S box, but not to the game overall. I'd not yet really examined Safehouse, and hadn't used it's abilities at all. Soooo, on further inspection, I think I need to rework the Den. It has a bit too much overlap with the Safehouse.

Orphan's Den to me was intended to be the "ally" centric hideout. I might eventually get around to creating a hideout for each of the boon types. And I really like Yewstance's idea of building a predefined hideout in the middle of play! That could be way fun.

Anyway, on to a whole scale revision of Orphan's Den:

Orphans Den Variant Front


  • See image above. Remove all text from the front of the card.
  • Add: On your turn, instead of exploring you may search this deck for the Ally with the highest check to defeat. After shuffling the remaining cards back into the deck, encounter that Ally. Your checks during this encounter are increased by the adventure deck number of the current scenario. If your check succeeds, display the ally next to your character. Choose one trait on the Ally card - for the rest of this scenario, add +1 (2,3) to your checks that invoke this trait. At the end of the scenario, banish the displayed Ally. I need to refine the wording, since right now it is overly long. However, the thematic goal here would be for the character to best an NPC at the Orphan's Den so profoundly that they get a boost for the rest of the scenario. I also played with the idea of making it "If you defeat this check by more than X"... There could also be a cost here to being defeated, such as suffering combat damage equal to the failure...
  • Add: Feat box - You may bury (or discard) an ally to add 1d4 to a check by a character at another location. Thematically, this would represent being able to send out allies from the Den to other locations.

Thoughts?


Longshot11 wrote:


Personally, I'm not a fan of "diminishing returns" for the Stash, as seen in the Grotto - but that's an issue, I haven't yet gotten around myself. Honestly, anything less than 3-cards stash for solo player seems pathetic, but, say, 18-card stash (3x #players) seems a bit too much.

Forgot to deal with Hidden Grotto's stash size. I am definitely still tinkering with how best to size the stash. As written right now, the minimum size is 3 (for a solo character with no feats) and the maximum size is 11 (for 6 characters maxed out).

That doesn't feel terrible, but it definitely gets better as you add more people.

So, two possible tweaks:

Option A - Change the base size to be number of characters plus 3. Increment the feats accordingly. This is mostly a boost for those small party sizes.

Option B - As you suggest, tie it to Adventure Deck number, or more thematically, fleet size. So, location deck size is equal to number of characters + number of ships in the fleet, + 2 (3, 4, 5)


I'll reply to everyone, but first off, special thanks to Yewstance for such a detailed commentary! You've got a great eye for the game's design.

On to your thoughts!

Hidden Grotto

Yewstance wrote:


Is that intended? If not, it should state that it's decklist is comprised of leftover boons post-rebuild and cards that were already in the location Hidden Grotto, up to the max deck size stated.

Good catch! That was an unintended wording glitch. I'll tweak your suggested wording to: The Hidden Grotto can be built from leftover boons and any cards that were already in the location deck.

Yewstance wrote:
The Hidden Grotto can be considered extremely abusable, with or without the "Automatically acquire cards" text.

I'll confess that I'm not super familiar with all of the S&S cards, so everyone's comments on where this can be abused are very helpful. I've played through RoTR on the app, but only recently got the S&S box and started playing that.

All that said, here are a few possible tweaks for hidden grotto:


  • To the back of the card, add: You may not put include more than one instance of a card when building the location deck. This could cut down on spammy strategies like the ones you've pointed out. This also gives the stash more of a "treasured oddities" feel.
  • To the front of the card, add:You may only perform one exploration per turn at this location. This would effectively limit burning through the whole deck. Thematically, I envision the stash as "buried" or otherwise difficult to get to.
  • To counter the above, remove the "plunder" feat and add the following tweak on Longshot11's suggestion: On your turn, instead of exploring you may reveal all cards from the location deck. Add one to your hand. Shuffle the remaining cards back into the deck and bury the top 1d4 cards. This would give a way to find a specific card, but at a cost.

Thoughts?

Orphan's Den is a little more problematic. I'll deal with that in a separate post.


Hey folks, I'm playing around with the idea of an upgradeable stronghold or base for Skull & Shackles. This would be a group asset that would be upgradeable over time.

Here are the two hideouts I've come up with:

Hidden Grotto (front)
Hidden Grotto (back)

Orphan's Den (front)
Orphan's Den (back)

Hideouts function as a special kind of Location.


  • Hideouts are set out at the start of a scenario like other locations.
  • Hideouts have their own deck.
  • Players can move to hideouts, and can explore the deck at a hideout.
  • Hideouts start the scenario permanently closed and remain so. Villains may not flee to hideouts.

Each Hideout has 5 upgrade boxes.
Upgrade Path:

  • Plunder and Peril - add The group chooses a hideout to the rewards for Sunken Treasures
  • The Wormwood Mutiny- add The group gains a hideout feat to the rewards for The Grindylow and the Whale
  • Raiders of the Fever Sea- add The group gains a hideout feat to the rewards for The Lady's Favor
  • Tempest Rising- add The group gains a hideout feat to the rewards for The Brine Banshee's Grave
  • Island of Empty Eyes- add The group gains a hideout feat to the rewards for Red Rum
  • The Price of Infamy- add The group gains a hideout feat to the rewards for The Battle of Empty Eyes

    OR, I also debated instead of just giving them the feat, making it a choice between getting a new class of ship or getting a hideout upgrade. So anywhere a Scenario gives a ship as a reward, they may choose a new ship or a new hideout feat.

    I'd love some feedback! What do you think? Are the choices balanced enough?


  • Tels wrote:


    The Scout Archetype only works if you make a charge. If you aren't charging, you don't get the Sneak Attack. It's not like the 3E Scout class where you get bonus damage for moving 10 feet, the archetype requires a charge, which is a full-round action.

    Not true. Once a Scout hits 8th level, they don't need to be charging anymore. Any time they move ten feet and attack, they do sneak attack. That means they can dogleg: move 5 feet, go around an obstacle to the foe and sneak attack; something that isn't possible with charge.

    Rules:

    Skirmisher (Ex)

    At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.

    This ability replaces improved uncanny dodge.


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    Hard Cider and Manhattans.

    Cider - I spent a month in England this year, and loved how every pub would have cider on tap. Really most anything will scratch the itch, dry or sweet. Samuel Smith's, Hornsby, even Woodchuck.

    Manhattans. I am currently barrel aging my own mix with local-to-me Stranahan Colorado whisky, equal parts sweet and dry vermouth, and Fee Bros. Rhubarb bitters. It's been aging about a month now, and comes out so smooth.


    Just an alternate POV to “Ninjas can’t hit.”

    I do think that the ¾ BAB really hurts Ninjas, and I feel that rogues should get Weapon Finesse for free, but there are ways around it.

    I run an STR based Ninja. He struggles far more with staying healthy than with hitting, but he spends much of the time invisible so getting hurt is thankfully rare.

    LVL 8 Angel Blooded Aasimar Ninja
    STR 20 (With a belt of giant strength+2, and boosts at 4 & 8)
    DEX 16
    CON 12
    INT 10
    WIS 8
    CHA 16

    His “normal” attack pattern is:
    +1 Keen Katana: +13/+8
    • +6/+1 BAB
    • +5 from STR
    • +1 from magic weapon
    • +1 from Weapon Focus: Katana

    Nearly all the time though, his attack pattern is actually
    +1 Keen Katana: +19/+14.
    • Same bonuses as before, PLUS
    • +2 from Invisibility
    • +4 from flanking with Outflank (or +2 from regular flanking if you can’t convince your party to get the teamwork feat. For us, it was a no-brainer.)
    • And all this vs. the target’s Flat Footed AC.

    With this build, I’ve not struggled with hitting at all. And it actually makes sense to me that Ninja shouldn’t be able to take a lot of damage. The idea behind the class is being difficult to find and killing your enemy before they realize the danger.


    Question regarding Outflank:

    Feat Description:
    Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

    Assume a party of three, each with the teamwork feat Outflank. This party has a Magus (M), Ninja (N) and Fighter (F)

    The party flanks a large (or bigger) opponent.

    NF
    OO
    OO
    M

    The Magus gets a critical hit. The Ninja and the Fighter are on the other side and both are in flanking position with the Magus (but not with each other.) May they both make attacks of opportunity, or only one? Does the +4 to attack rolls apply only to one "pair" or to all three?


    A few other thoughts:

    I prefer Offensive Defensive to Befuddling Strike. It scales with your character, so that by 5th level you are getting a +3 bonus to your AC instead of +2. Now, that's only for one round, but unless you are switching targets, you're likely to hit the same guy again on your turn, so your bonus will continue. As written, it's perhaps overpowered, but the devs have posted a recommendation in the FAQ that limits the bonus to attacks from your target only.

    You may want to consider the feat Iron Will. Your Will save is going to be your weakest, and it pays to remember: a failed Reflex hurts you, a failed Fort can kill you, a failed Will can make you kill your party.

    Finally, Havoq is right about combat rounds for many games. Some games however have a short adventuring day, like my Skull and Shackles campaign. There, we often go days between raiding ships, combat rarely lasts more than 5 rounds, and I haven't run out of ki yet.

    I would suggest playing a few sessions, see what the flow is and what you have fun with. Then you can retrain (if your GM lets you) using the new rules from Ultimate Campaign.


    I have to agree with Havoq re: brute Ninjas. High STR + two handing a Katana + Power Attack + Sneak Attack can do some good damage. I would add that Lunge fixes the need for a reach weapon nicely if you can take the hit to your AC. The other nice thing about a STR based Ninja is that it eliminates the need for Weapon Finesse. Both your damage and your "to hit" come from the same place...

    As for survivability, I like the following routine, which would work just fine for your TWF:

    First round - Charge a flatfooted opponent. With your boosted initiative, you should be able to find a target. Sneak attack, then vanish.

    Second round - Sneak attack, vanish.

    You essentially avoid being hit by vanishing just before you end your turn, lowering your chances of being the "soft target." And if you want, you can ensure sneak attack on charge, even if you fail initiative, by going with the Scout / Ninja combo.


    Looks good. I'm playing a brute Ninja, lvl 6 right now which is a bit of a different approach, but I see a lot of utility here!

    A few questions:

    Is perform poetry purely a flavor decision?

    The challenge here is going to be getting your second sneak attack with TWF. The opening sneak is easy with Vanishing Trick, but the next swipe will require flanking or other tricks until level 10. Do you have good options for flanking buddies in the rest of the group?

    Does darkness play a large part with your DM? If so, getting the darkvision trick or a set of goggles early on will be critical.


    The nice thing about vanishing trick is that between that, scout charge, initiative, and flanking, you can get a sneak attack every round with no difficulty. And if your build is based on SA, using it every round is a good bet.


    tocath wrote:

    Martryn,

    I am playing a brute Ninja in our Skull and Shackles campaign, and having great fun.

    Tatsuyo, lvl 5 Angel blooded Aasimar Ninja (Scout)

    20 point buy. The Angel Blooded Aasimar gives a bump to both STR and CHA, so the final scores are:

    Oh, and the Aasimar is a bit higher race buy, too, but my GM solved this by dropping the spell like ability. No biggie.


    Martryn,

    I am playing a brute Ninja in our Skull and Shackles campaign, and having great fun.

    Tatsuyo, lvl 5 Angel blooded Aasimar Ninja (Scout)

    20 point buy. The Angel Blooded Aasimar gives a bump to both STR and CHA, so the final scores are:

    Str 17 (+1 bump at 4th)
    Dex 16
    Con 12
    Int 10
    Wis 8
    Cha 16

    Feats:
    Dodge, Iron Will, Weapon Focus: Katana

    Tricks:
    Vanishing Trick (INCREDIBLE), Combat Trick: Power Attack.

    I’m at 5th now, and love playing this character. Sneak attacks absolutely wreck things, especially when double handing a +1 Keen Katana.

    Also, I disagree strongly that STR is overdone on your build. A good high STR will keep you hitting, which is critical with the 3/4 BAB Ninja.

    A favorite tactic is:

    1st turn - Charge, scout sneak attack on charge, swift action vanish at the end of the turn.
    2nd turn - sneak attack, vanish.
    Repeat for fun and profit and a low likelihood of being hit.

    The only concern I have with your build is your ki pool. I intentionally boosted CHA for just this reason. More vanishing trick is a good thing.

    I would see if your GM would consider the following home rule. Instead of +1 skill point or +1 hit point, see if your GM will consider +1/4 ki pool ala human monk. If so, this is a great way to get another ki point or two for not a lot of expenditure. At 5th level, I have 6 ki total thanks in part to this and in part thanks to my CHA bonus.

    Finally, I am just getting to the point where I am considering Shuriken. Flurry of stars seems like it could have some great synergy with Pressure points if you can get all sneak attacks with them. Attack and suddenly the enemy is down 2, 3 or even 4 STR damage. Not shabby.


    tocath wrote:


    Jhavhul will be far stronger on his home turf (give him a level bump for his daring escape from the players)

    Or, more likely, draw him down in power for the initial confrontation at Pale Mountain and then restore him for the final showdown in Bayt Al Bazan.


    Evil Lincoln wrote:


    This basically confirms my thought process.

    So how would you structure it? The players leave Kakishon and emerge... in Kelmarane? Perhaps one of the buildings has become a designated "treasury" for Davashuum and the scroll was kept there? They quickly run into Nefeshti and carry on with the plot as presented.

    Then how to handle the transition from book 6 to book 5? The players basically run off Jhavul by defeating him, but he needs the means to escape back to the plane of fire (no problem, he's a genie).

    At this point, with higher level PCs I'd be tempted to abandon the Sultan's curse, but keep Ezer Hazzebaim trapped in the Impossible Eye (that's probably how Jhavul turned the tables on him to begin with; maybe he wished for "all the powers of the Impossible eye and Jhavul granted it by trapping him inside?)

    No curse means the players are free to use the City...

    These are all great thoughts. I think lifting the curse is certainly excellent.

    I would also set up Shazathared as an ally / friend / half-sister to Nefeshti. Perhaps Nefeshti sends the players to the City of Brass with a plea to rescue Shazathared from Bayt Al Bazan. Nefeshti might also hint that Jhavhul will be far stronger on his home turf (give him a level bump for his daring escape from the players), and that Shazathared may have discovered some keys to his undoing.

    That gives the players a reason to be wandering the innards of the palace instead of just flying to the top and pouncing on Jhavhul. You may also fortify the exterior heavily with ranged casters to discourage such tactics. If the party takes to the air, the casters give them a pounding and try to force them to the ground...

    Finally, I would reduce the faction element. Most if not all will re-establish loyalty to Jhavhul when he returns. The big dog is back, the time for turf wars is over. Jhavhul might even string up a ring leader or two to make that exact point.


    I would highly recommend finding a way to switch the two. My players wrapped up LOF a few months ago as written, but I think it would have been better had I seen this thread before hand.

    As it is, books 4 and 5 have far too many similarities. Consider the following summary, which describes either book, just with different window dressing.

    Against their will, the players are sent to an alternate plane of existence which previously served as a home to the efreeti Jhavhul. Travel away from this strange plane is blocked by powerful magic, and the group has no choice but to find the key to their release. Trapped without hope of resupply, the group must explore, meeting along the way powerful factions (which have been further split by Jhavhul’s departure) each of which vie for control of this plane.

    Yeah. Basically, we got to book five and it felt as if we were doing a less fun version of End of Eternity again. If instead the players had chosen to go to the plane of fire to defeat Jhavhul, and had they been more "storming the castle" I think that would have gone much better.


    I would add that a significant thing that breaks the sense of a cohesive arc is when an adventure path seems to re-use the same storytelling formula.

    A good (or bad) example of this is Legacy of Fire. I GMed Legacy and loved it. My players loved it. But, books four and five felt eerily similar to us.

    Consider the following summary, which could apply equally well to either book.

    Against their will, the players are sent to an alternate plane of existence which previously served as a home to the efreeti Jhavhul. Travel away from this strange plane is blocked by powerful magic, and the group has no choice but to find the key to their release. Trapped without hope of resupply, the group must explore, meeting along the way powerful factions (which have been further split by Jhavhul’s departure) each of which vie for control of this plane.

    Yeah. That all felt a little too familiar to me, and I had to change a good bit to make book five feel more "new". Arcs should avoid reusing the same storytelling formula, especially in books that occur back to back.


    Left a message on Youtube, Gringoire. Are there still redeem codes available?

    My biggest question was if it would track expendable resources like Ki Pool...


    Berik wrote:
    There we go! Gifts should now be sent to Oceanshieldwolf, tocath and Cursed and Geas'd! Arkady Zelenka needs to pick a tribe, Taliesin needs to pick a map and we still have days 6 and 11 available! Trust me, Points of Light is fun reading and while I don't have it the adventure for the 11th day looks neat and is well reviewed. :)

    Thanks much, Berik! That is awesome!


    Berik, you are awesome! I'll take day 5, specifically the Squole!


    1 person marked this as a favorite.

    Interesting...

    This claims Episode VII will be an "original story" and not the Thrawn books.


    I'm torn on the EU.

    Thrawn was fantastic and part of me would like to see him stay "canon".

    Dark Empire was a lot of fun.

    The Jedi Academy series was decent and provided a nice look at how new Jedi were trained.

    The Yuuzhan Vong were a waste of time. Horrible. I read half a dozen of the books, but they no longer felt like Star Wars, so I eventually abandoned them altogether.

    All told, I'd prefer they wipe the EU slate clean rather than try to incorporate the Vong into 6, 7 and 8. Plus, wiping the slate would give a whole new generation of writers the opportunity to put their own spin on the expanded universe...


    Black Powder Chocobo wrote:


    EDIT: Realized tocath beat me to the Ally McBeal /shake tiny stick figure fist...

    Mwuhuhahaha!


    1 person marked this as a favorite.

    Stoner Sense - You know where the nearest bodega is and where the last Funyun fell.

    Spelling Bane - Target is unable to remember if it's i before e or the other way around.

    Sappy Master - You are skilled at composing treacly sweet and sentimental sayings.


    I was just thinking that most of these things could totally make an appearance in Munchkin.

    Might have to petition Steve Jackson.


    1 person marked this as a favorite.

    Back, and with Wondrous Items!

    Apparatus of the Imitation Crab - Enchanted food processor transforms 1 pound of Alaskan Pollock into "crab" spread. All creatures who see the spread must make a will save or spend 1d4 rounds helping themselves to "just one more cracker."

    Bag of Withholding - Gold put into the Bag of Withholding is deducted from your Wealth by Level, allowing you to complain to the GM that you are underpowered.

    Efficient Quivering in Your Boots - Magical boots make fear more efficient. -2 to all fear based will saves, but any fear effects only last for one round and can be dismissed with a move action.


    cartmanbeck wrote:


    Thanks! I'm glad you find it helpful. I know there will be some people who will disagree with me on some points, but for the most part I'm trying to be unbiased. Except for the gunslinger. I hate the gunslinger, and it shows. LOL

    One thing. It looks like all racial feats are blue. Intended?


    cartmanbeck wrote:


    I definitely am including sections on every single base class, archetype suggestions, as well as which alternate favored class bonuses are good and which prestige classes work best for each race also. If you'd like a preview, I'll post what I have so far here: Races of Pathfinder (so far)

    This is fantastic. Seriously, a hugely helpful guide with details about alternate racial traits, favored class bonuses, racial feats, etc. Thanks for putting in the effort on this!


    Adderall Strike – A target with more than one attack must chill out and calm down. Target loses all those spastic attacks for 1d4 rounds.

    Reclusive Redirection – force your opponent off your damn lawn.

    Gore Vidal Strike – Snarky commentary reduces one target to tears and leaves them helpless for 1 round.

    Nothing but Net and Trident – Use your trident to net enemy heads from downtown.


    And throwing some feats into the mix as well, cause hey, why not?

    Stunning Critical Reception - they love you, they really love you!

    Death or Fortune and Glory, Kid - you may explain the Pathfinder Society to Short Round.

    Hairpin down - use momentum and a sharp corner to grapple an opponent. "CORNER!"

    Classes/Levels

    HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

    About Nic.

    Status:
    HP 60/60
    AC 16 T 13 FF 13
    CMD 19 FF 15
    Fort +7 Ref +9 Will +8
    ---> +2 vs. death, negative energy, removing negative levels
    .
    Effects/Conditions Good Hope, Protection from Energy: Fire 20 (10 min)

    TRACKING:
    Class/Racial
    Mythic Power 3/9
    Cloak of Darkness 7/7 (hrs per day)
    Many Forms 7/7 (mins per day)
    Wings of Darkness 7/7 (mins per day)
    .
    Spells (DC=15 + spell level)
    Level 1 -- 7/8
    Level 2 -- 6/7
    Level 3 -- 4/6
    .
    Rods, staves, etc
    Silent Rod, Lesser 3/3 day
    .
    Ammo
    Bolts 8
    Acid Bolts 5
    tanglefoot bags 5
    .
    Potions/Wands/etc.
    Scrolls
    --- Delay Poison (CL3) 3
    --- Resist Energy (CL1) 4
    --- Lesser Restoration (CL3) 3
    .
    Money
    114p 2g 0s 0c

      Nic—which you assume is short for something, but not even Lacsar seems to know for sure—is a tall stick of a Samsaran. His long, thin limbs on a similarly long frame, easily topping out at over six feet, give him an awkward, ungainly look. Coupled with his pale blue skin, often-vacant stare in his white pupil less eyes, and his surprising coordination, people are often left with an incredibly alien, other-worldly impression of Nic.
      .
      It's not helped by his fragmented personality. He's generally agreeable and likable, with a charming if strange personality. Unfortunately, there is obviously something 'off' in his bearing and interactions. He often stares off into space, head cocked, as if listening to something no one else can hear. And it's far too common for him to have whispered but animated conversations with no one at all. Or for him to be engaged in conversation with one person while his hand furiously scribbles nonsense words on a piece of paper… seemingly unnoticed by Nic himself. Overall, it does not paint a picture of a man in full control of his mind, and it can be unsettling.

    Male Human Oracle 7
    Favored Class: Oracle (+3 skill points; +2 lvl 1 spells known; +2 lvl 2 spells known)
    CG Medium Humanoid (Samsaran)

    Languages Common, Samsaran, Abyssal, Aklo, Auran, Celestial, Infernal

    ________________
    VITALS

    hp 60 (8 + 6d8 [30] + 7 con + 12 Heirophant)
    Str 11, Dex 17, Con 12, Int 10, Wis 9 Cha 24

    Init +13; Senses Low-Light Vision
    Spd 30 ft.

    ________________
    DEFENSE

    AC 16, touch 13, flat-footed 13. . (+3 Dex, +3 buckler)
    CMD 18, flat-footed 15 . . (10 + 5 bab + 3 dex + 0 str)

    Fort +5 Ref +7 Will +6
    ---> +2 vs. death, negative energy, removing negative levels

    ________________
    OFFENSE

    Base Atk +5; CMB +5

    Melee +5
    . . Mwk Cold Iron Dagger +6 (1d4; 19/x2; P or S)
    Ranged +8
    . . Darkwood Lt Crossbow +9 (1d8; 19/x2; P; 80ft)
    . . Mwk Cold Iron Dagger +9 (1d4; 19/x2; P or S; 10ft)

    ________________
    THE REST

    Samsaran:
    Low-Light Vision
    Lifebound
    Samsaran Magic
    Mystic Past Life: Good Hope, Invisibility, Scorching Ray, Sleet Storm
    Oracle:
    Mystery: Dark Tapestry
    Curse: Tongues (Abyssal, Celestial)
    Spells/Magic
    Revelations: Cloak of Darkness, Many Forms, Wings of Darkness

    Mythic (Heirophant):
    Mythic Power: 9/day
    Mythic Feats: Mythic Lore (Bane, Cure Serious Wounds), Extra Path Ability (Enhanced Ability - +2 Charisma)
    Hard to Kill: Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
    Surge +1d6 (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
    Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
    Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
    Divine Surge (Inspired Spell [Su]): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
    Mythic Ability (Faith's Reach [Su]): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.
    Mythic Ability (Relentless Healing [Su]): You can restore life to the recently dead. If a creature has died within 1 round, as a free action you can expend one use of mythic power to apply healing magic to that creature. This healing can be from a spell or effect you cause or from a magic item you wield. If this healing brings the creature’s hit points above the threshold for death, it comes back to life and stabilizes at its new hit point total (similar to the way breath of life functions); otherwise, it remains dead. Alternatively, you can expend two uses of mythic power on a dead creature that would have the ability to magically heal itself if it were alive (such as a dead cleric with a prepared cure light wounds spell) in order to trigger the most powerful healing magic it knows or has prepared. If this brings the creature’s hit points above its death threshold, it returns to life.
    Mythic Ability (Mythic Spellcasting): Invisibility, Protection from Evil, Sanctuary

    Magic:
    Caster Level 7 (11 to overcome SR)
    Spell DC's = 17 + spell level
    Concentration +17 (+21 Defensive/Grapple)

    Orisons: Create Water, Detect Magic, Detect Poison, Mending, Read Magic, Spark, Stabilize
    Lvl 1: Bane (Mythic), Cure Light Wounds, Entropic Shield, Forbid Action, Liberating Command, Moment of Greatness, Obscuring Mist, Protection from Evil (Mythic), Sanctuary (Mythic)
    Lvl 2: Cure Moderate Wounds, Dust of Twilight, Frigid Touch, Ghostbane Dirge, Grace, Invisibility (Mythic), Scorching Ray, Silence, Spear of Purity
    LVl 3: Bestow Curse, Chain of Perdition, Cure Serious Wounds (Mythic), Good Hope, Sleet Storm, Tongues

    Feats Improved Initiative, Combat Casting, Spell Penetration, Greater Spell Penetration

    Traits Reactionary, Focused Mind

    Skills (ACP 0)

      Acrobatic +3
      Appraise +0
      Bluff +7
      Climb +0
      Diplomacy +11 (1 rnks)
      Disguise +5
      Escape Artist
      Fly +3
      Heal -1
      Intimidate +11 (1 rnks)
      Knowledge: Arcana +4 (1 rnks)
      Knowledge: History +4 (1 rnks)
      Knowledge: Planes +10 (7 rnks)
      Knowledge Religion +4 (1 rnks)
      Linguistics +3 (3 rnks)
      Perception -1
      Ride +3
      Sense Motive +3 (1 rnks)
      Spellcraft +8 (5 rnks)
      Stealth +13 (7 rnks)
      Survival -1
      Swim +0

    GEAR:
    Worn Mythic star-shaped black stone w/ white lines, Well-tailored urban outfit, Headband of Alluring Charisma +2, Belt of Incredible Dexterity +2, Cloak of Resistance +2, +2 Buckler, Mwk Cold iron dagger, Darkwood Light Crossbow, quiver, 3 scroll cases, cracked pale lavender prism ioun stone, Lesser Silent Metamagic Rod, Wand of Cure Light Wounds,

    Quiver 10 bolts, 5 acid bolts

    Belt Pouches Monies

    Mwk Backpack Oracle kit equipment, various consumables (tracked in Tracking)

    -------------

    Backstory:
    Most of Nic's kind retain snatches of memories from their past lives. Nic struggles to retain that even from his current one. Most everything from before the ordeal is more or less lost to him, leaving him the horrible nightmare memory of the ordeal itself and all the memories he and Lacsar have created together since.

    What Lacsar has told him of before the Ordeal
    Nic only knows what Lacsar has told him about his life before the ordeal. Lacsar recruited Nic to help him with a raid on a cult. Nic seemed interested not just in the raid itself, but in the potential acquisition of knowledge, as well as doing something that would be good for the town around them—that being removing a possibly dangerous cell of cultists. Lacsar says Nic seemed a good enough guy, charming, kind. But that's about all he's been able to tell Nic.

    The Ordeal
    Nic was recruited by—and accompanied—the masked archer on a raid in Osiriana. What they thought was a raid on a cult of demon-worshippers turned out to be a cult of the Dark Tapestry. The two adventurers, along with a few other local hired swords, snuck and fought their way into the cult's compound, only to arrive in the midst of a ritual… which they interrupted, thinking that the cultists were trying to summon a demon. They were kind of right, but also horribly wrong. The ritual was one of summoning, but not for a demon. What the cultists sought to bring through the rift was a creature far older and far more alien. And when Lacsar put a volley of arrows into the man leading the ceremony, Nic was standing too near the ritual's foci… and the creature, so close to being brought into our world, latched onto the nearest living mind it could find… Nic.

    The humanoid mind wasn't meant to interface with the creatures of the darkest voids… much less play host to them. The melding ravaged his mind, fracturing and splintering his thoughts, memories, and personality, leaving Nic forever changed.

    Now, Nic is haunted by the impressions of the creatures who tried to come through. While the full mind of those alien creatures couldn't come through, their faint touch was more than enough to warp Nic's mind. His naturally good personality is retained, for the most part, but the whispers of those creatures forever seek to gain control of his thoughts and actions. Nic remains in control, for the most part, though he lost a lot of what was 'him'.

    In exchange, he has some interesting new abilities, a surprisingly vast knowledge of the planes, and a host of eclectic spells that he can bring to bear on any given problem… even if those spells all seem dark and otherworldly.

    Mythic Nic:
    Heirophant Tier 1
    +4 HP (52 total)
    Mythic Power: 5/day
    Mythic Feat: Mythic Lore (Bane, Cure Serious Wounds)
    Divine Surge: Inspired Spell
    Mythic Ability: Faith's Reach
    Hard to Kill
    Surge +1d6

    Heirophant Tier 2
    +4 HP (56 total)
    Mythic Power: 7/day
    Stat bump: +2 Charisma
    Mythic Ability: Relentless Healing
    Amazing Initiative

    Heirophant Tier 3
    +4 HP (60 total)
    Mythic Power: 9/day
    Mythic Feat: Extra Path Ability (Enhanced Ability: +2 Charisma)
    Mythic Ability: Mythic Spellcasting (Invisibility, Protection from Evil, Sanctuary)
    Recuperation