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Red Dragon

Auxmaulous's page

Pathfinder Society Member. 1,247 posts (1,289 including aliases). No reviews. No lists. No wishlists. 10 aliases.

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Due to mounting medical cost at this time I will have to cancel all 5 of my subscriptions. I don't know if I will be back soon, but I hope to be able to pick them up again in the future if the situation permits.

Thanks to everyone at Paizo, you guys are a great company and nice group of people.


The card I have set up for my monthly subs was compromised over the weekend, as it currently stands I won't have a new card till the end of this week (probably when the order will ship).

I do have other methods to pay but your site has a message advising against changing payment methods for individual orders.

Thanks in advance


Not sure if this is the right place

Was re-Dling some AP files and AP 30 is corrupt. Get some error about 'QXJLDF+SteelMagnolias' with a message saying that "some characters may not display or print correctly".

It isn't my adobe, I a have DL'ed all the prior AP installments in the series and those after it with no issues.


I've come up with some minor fixes to round out a few of the non-caster martial classes.
They are pretty minor, but they make these classes flow somewhat closer to their older edition counterparts. I find it interesting that most casters get more than one good save (except wizards and Sorcerers) while the non-casters got left out in the cold. I ommited monks due to their pseudo-magical class abilities and their already high saves.
The last parts about feats apply to all classes which qualify.

Simple proposition and fixes

Fighters
Fighters get one additional "Good" saving throw besides Fortitude. This is chosen at the first level of the class and cannot be changed at a later time. At 1st level the fighter may opt to have either Reflex or Will be his second "Good" save path. The saving throw catagory which is not selected remains unchanged.

Barbarians
Barbarians now get a "Good" save path for Reflex saving throws.

Rogue
Rogues get one additional "Good" saving throw besides Reflex. This is chosen at the first level of the class and cannot be changed at a later time. At 1st level the rogue may opt to have either Fortitude or Will be his second "Good" save path. The saving throw catagory which is not selected remains unchanged.

Cavalier
Cavaliers now get a "Good" save path for Will saving throws.

Changes to feats – These are now considered “combat feats”*

Iron Will and Improved Iron Will
Lightning Reflexes and Improved Lightning Reflexes
Great Fortitude and Improved Great Fortitude

The above listed feats can be selected with any combat feat slot or class ability which allows the selection of combat feats.

Let me know what you guys think.


Hello

Not sure if my order is being held up again by the Otherworld Demon Idol, if it is I would like it to be moved to the side cart so that the rest of my order and subscribed items can be sent out.

If it is holding up the order is there any way to find out when this mini will actually be coming in?
I placed the original order in April and every month since then I have had to get part of my original Otherworld order moved to a side cart. This is the last mini from that April order and I know it's a special order so I don't want to cancel it - but is it possible to just put it aside indefinitely until it actually arrives in the warehouse? I would give you permission to ship this one item separately as soon as it arrives, but at this point it just seems to hold up my other orders every month.

If the whole order is going to go out (with the Idol) and you guys just haven't processed mine yet then please disregard this message. I am just taking precautions since this item has been an issue for the last few months.

Thanks


I just want to make sure that special order Demon Idol is not holding up this order. If it isn't yet available I would like it moved out to a sidecart so the rest of my order is not held up, thanks.


I'm reposting this from another thread as a potential product idea to support the new GMG

Seeing the concept of the excellent new chase rules in the GMG (pg 232-233) would you guys consider making sets of pre-printed chase cards, maybe as part of the gamemastery series of decks?
Each card would detail multiple chase option relevant to the environment and circumstances with extra events thrown into the mix just to make things even more random.

I could see two possible sets out of this:

Set 1 Vehicular/Mounted/Assisted chase through environment
Open Road + town cards
Wilderness (rugged terrain)
Water (w/ships, maybe add some notes on small vs. large ships)
Event Card - not a chase terrain but something that affects both the hunter and the hunted, bad luck, hunter moves up one, extra split path – then draw the next card

Set 2 On foot
In city/town
Wilderness (forest, mountain, etc)
Other/open terrain (plains, desert, ice, etc)
Underground
Flying
Event Card - not a chase terrain but something that affects both the hunter and the hunted, bad luck, hunter moves up one, extra split path – then draw the next card

Cards could be laid out in a grid with some choices and paths known or drawn from split decks with only the first card up in the deck as a know option with the rest of the run being a random draw after with some path options.
You can also run to simultaneous races from different starting points/directions to the same locale – DM determines how many cards will be in each group’s path to reach the destination first (assuming no teleport of course), the team that gets there in the shortest number of turns wins. Then they can set up the ambush for their rivals.

The actual events on the cards can be so generic that some of the subdivisions could be condensed or you could have multiple DCs for different terrains listed on each card with a different option(s) based on the environment the card is supposed to represent.

Sample card - Mounted Chase
Forest – Chase option 1
Chase option 2
Cavern/Darklands – Chase option 1
Chase option 2
City - Chase option 1
Chase option 2
Fit as many various terrain circumstance DC checks you could put on the card so you could maximize the use of each card in the deck.

You could even just make one set of very generic chase features for both vehicular chases and ones that occur on foot. Also they could take a very vague incident/event approach without specifics to terrain but more on the detail of bad luck, obstacles, shortcut, etc.
As a DM I would personally would prefer a more specific level of detail to the chase with events cards being vague enough as to make them generic and easy to apply to all circumstances.

The DM could make specific decks and shuffle or stack them as they please.
Ex - maybe a stack of 5 open road cards and then 5 city cards as the chase is "supposed" to come into town, shuffle each set of five then place road on top of town. Maybe throw in an event card into each mini stack just to add even more random elements.

A small single page insert could cover the rules and use of the cards for those who have not picked up the GMG.

Anyway, there it is.


Normally I have all my orders to set to ship with my AP but I just changed it my subscription to ship "Not hold anything".

My question/concern is this: I made this change to reflect that additional items have held up my order in the past. There are few items I ordered from back in April and a few items I just added recently.

Ideally I would still like all of these to ship together if possible, my concern is that I do not have one item (special order of Other World minis from April, or a single backordered Map of Mastery) hold up my orders - as they did last month. So I would like to combine as much of the items in my order which are available to ship as soon as the subscription orders roll out.

Thanks


Not a 4e fan in any way, shape or form but I just thought I would put this out there for any 4e gamers to share if they haven't seen it already.

Article


Couple of very cool little things I noticed when I was reading through the AP

Tribute to HPL pg 21

Doom:

The Doom that Came to Varnhold.
A very nice touch and play on the title of HPL's "The Doom that Came to Sarnath."
Not the same story but very similar - a settlement from an expanding realm is destroyed by an ancient race which resided there before the settlers arrived.

Very cool

Harryhausen:

Got another perfect Harryhausen adaptation - again from The 7th Voyage of Sinbad. What, no love for the Golden Voyage?
Adding in the Cyclops cults - which is very Golden Voyage was a cool bit of creature description.

Now I just need to figure out how to a quadruped/centaur up this monstrosity.

I hope that the Serpent's Skull continues the trend of excellent stop-motion monster tributes.


My regular PF items seem to be held up by me adding in Otherworld minis to my order. The order was placed some time ago last month but it still shows "special order" next to each miniature.

My questions are - Since part of the miniature order was broken out to next month I assumed that the minis which were bundled with my current order were in stock.

Are the minis listed with my current subscription orders actually at the warehouse and my order just hasn't come up for packaging and delivery?

Or is this an indefinite hold up since half the items are not there and you have no idea when they are going to arrive?

Thanks


I was having issues with my finacial institution I bank with, as it stands everything has been cleared and settled. I had cancelled all my orders and subscriptions
link.

Would it be possible to reinstate my subscriptions and pending orders
(+ sidecart) or do I need to reapply for all my subscriptions and re-create the order for the extra items?
All my account info/credit card, delivery addresses are unchanged.


Please cancel all my subscriptions and pending orders.


I gotta say, I was very pleased with the nice tribute encounter to B2 - The Keep on the Borderlands

B2-EGG Tribute:
The mad hermit and his pet puma!

Good work guys!


Another idea I have been kicking around to expand on Kingmaker AP1, was the addition of another group of explorers, the B-team if you will.

I know on pg 13 it mentions one team of explorers being sent to explore and map the the Northern Greenbelt (in addition to the teams sent to the Glenebon Uplands, Nomen Heights, and The Slough) but I thought of a variant/addition to spice up some action/adventure seeds by adding another low-level team to also explore and compete with the party. The B-team can be comprised however you like, but should reflect a good cross reference of skills similar to standard PC party designed to fight and explore.

I think it's a good way to foster adventure or scenario seeds, threats, and or a place to draw from if players have their PC endure an early retirement due to death. So I'll just put out some ideas as points since there is no one concrete direction I have decided to go with on this:

  • The B-team as clock.
  • The B-team starts out around the same time as the PCs, they are determined to map the area (and collect some cash) as fast as possible. This can now put the PC on a clock on how fast they move, if they move at bad times (go out in bad weather, take extra risks, etc). Something if you want things to move faster.

  • The B-team are scum.
  • They will do what they can where they can to undermine and screw over the party as subtly as possible. Fighting out the gate should not be encouraged as this would reflect poorly on the party as a choice to represent Brevoy (open murder or combat at Oleg's for example). Ultimately this will lead to a showdown and there will be fighting. Could be played up and foreshadowed with some good PC/NPC dialogue (think Tombstone) before the inevitable fight. The fight may end up outside in the wilderness where the PC are set upon by another threat only to get attacked by these guys, or it could happen at the trading post after many built up smaller altercations - fights while gambling, bad trades, accusations of theft, claim jumping (lol), fighting over mistaken slights, women, too much booze, etc, etc. The more the build up, the better the day of reckoning will be when it comes.

  • The B-team, not a bad bunch of guys.
  • This version has the b-team at odds with the pcs as competition, but soon find out that these guys are just trying to make a living and a name for themselves (just like party), there may be some good ribbing, rivalry, and even friendship which can developed, maybe even a love interest.
    They can come to the party's rescue or the party can maybe end up helping them out of a bad situation - as they are captured/pinned down in a fight or trapped somewhere. They can be temporary extra muscle in a build up to a large single fight or encounter which goes beyond the scope of 4-5 PC style fights - maybe against a tough clan of gobbos or orcs who outnumber the party and are not going to be easy to deal with. Could be used sparingly in situations where the trading post needs to be defended or some big baddie needs to be taken out and it is a little beyond the party's realm of power.

    In any of the variants the party can end up trading info, gear, magic items (even with the scum option) and they can serve as an extra source for the DM for getting out leads, intel, etc. In the last version (which can be combined with the first) the party can mine this group for potential replacement PCs who die. These guys could end up being the PCs best friends and even end up in their cabinet as trusted administrators and politicians - (think of early US history) once the higher level Kingmaker aspect kicks into gear.

    In any case these are just some ideas, they each have a different purpose and can be used to minimal or major impact. The smallest being the B-team as scum, since that would probably (unless it's a guild) get worked out rather quickly. It is also possible to have a B and C team, the B-team being good guys while the C-team could be a group of villainous (but discrete) scum. The B-team helps party, becomes best friends and of course gets slaughtered by the C-team while they are exploring in the wilderness - maybe they were helping the party search a tough area, or aiding in covering ground – in the end, murdered. If the B-team and party become fast friends you should expect your PCs to show little or no remorse when it comes time for revenge.

    Could be other variants, B-team is scum, but actually it's their leader who is heavy handed, most of the guys in the crew are rough around the edges but not villainous bastards, they may even get tired of their leader and leave/seek out work on their own or even work for the party later on.

    Let me know what you guys think or if there is something I am missing, always appreciate feedback!


    Will these minis get the AP subscriber discount?????!!!!!!!!!!!


    A concept I have been kicking around in my (mostly empty) head is the idea that there would be a rear base (Oleg's) support npc or team of npcs to help and support the party.

    Primarily I was thinking of a scribe research npc to help with any research on flora/fauna, redraw maps (with party cartographers help) and maybe just be a good info/intel guy. Could provide for some comic but real value help (think Dr. Marcus Brody from Raiders) and maybe serve as a non-optimized backup caster (Expert/wizard or cleric would be good). Could make for some good role-playing situations, scenario leads and serve as a tether to the civilized world.

    Of course depending on the relationship with the party, they will either have him as a retainer who will need to be paid or friend which they support by giving coin, items, etc. He would need money for cartography and mapping equipment, books, and possibly the building of a small residence/office which can be right near the trading post and can serve as a private den for the PCs if they don't want to be around other people while talking up their next moves. Since I plan on using spies, politics and some more intrigue as the campaign unfolds this kind of lodge/safe house may be invaluable (plus whatever bolt hole they may set up in the wilderness).

    A second npc would work with the first - maybe a weapon and armor smith who can help make or repair the party’s gear. Also a strong and reliable guy, maybe throw him in if the party needs muscle or some backup. Could be an ex-forester or ranger who is lame (bum leg) with some experience but little ability to travel for long periods (but can still kick ass). The party's adventures and exploits serve as his experiences by proxy.

    Both npcs would probably use the fast track (vs. medium) but would only get a fraction of xp based upon what the party brings back, needs researched, worked on, etc so they would advance at around the same rate as the pcs.

    Also to a point of DM style: I try to make my npcs as real and as involved as possible, the assumptions of these npcs is they are not fodder or there to be abused and or exploited. If a party is detached or disinterested in the fates of those who help them then I would be inclined to run these guys as strictly business and just another resource which needs direct compensation for services.


    Is the Colossal Black Scorpion a tribute to the B-movie monster of the same name?

    Just a minor observation.


    Is there any way to break this up in how it is charged so I can get the pdf for the Bestiary freed up? I switched my subscription to "Do not Hold" and the order is still being held up by the Seekers book.


    I would like to order a few more items but I already placed my order. If I do a second order today will it all ship together - or can I just add a few more items to the orignal order?


    Simple question, how does turn resistance aid undead creatures vs. the PFRPG Channel Energy ability?

    In the past turn resistance helped weaker undead from fleeing to easily (being turned) and also not be destroyed. How does it help now - does adds to the save to not flee/take damage?

    Was going to place this under cleric, but since it's an ability that more than one class can use I put it here.



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