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Ch3rnobyl's page

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I'm running Jade Regent. Can't seem to find any.

Thanks,
Stephen


Thanks!


And while on the subject of Vanishing Trick, if the ninja uses this trick to become invisible, then attacks, does the attack cause the ninja to become visible, and if so, does the target get his/her Dex bonus to AC back?

Thanks,
Stephen


Hi All,

The ninja Master Trick 'Assassinate' says: "This attempt fails if the target recognizes the ninja as an enemy."

Could a ninja use Vanishing Trick to become invisible (and hence unrecognizable as an enemy), followed by Assassinate to immediately kill an opponent in combat? If so, are there any restrictions on this?

Thanks,
Stephen


Never mind, I found it.

Thanks! :)


dunebugg wrote:
It's much easier if you have the PDF. Click, copy+paste in paint. Done.

Yeah, but then I still need to go into MSPaint to remove all of the GM notations. Has no one run into this before?


Hi All,

Does anyone know where I can get player handouts? I'm particularly eager to get a copy of Old Megus' map of the Brinestump Marsh from Jade Regent. If I can't find one, I suppose I could scan in the one from the adventure path and then go into MSPaint to remove all the notations. But it would be great if some kind soul out there could spare me the trouble.

Thanks,
Stephen


1 person marked this as a favorite.

Hi All,

Does anyone know where I can get the player handouts for the Brinewall Legacy? I'm particularly eager to get a copy of Old Megus' map of the Brinestump Marsh. If I can't find one, I suppose I could scan in the one from the adventure path and then go into MSPaint to remove all the notations. But it would be great if some kind soul out there could spare me the trouble.

Thanks,
Stephen


Hi all.

My normal gaming group is all gone for the summer except for myself and one other player. So I'm looking for a good 2-player (i.e. 1 PC + 1 GM) adventure module for Pathfinder (or 3.5e). Anyone know of any suitable ones?

Thanks,
Stephen


Like Vampires or Derros, for example.

I'm thinking specifically:
- Daylight
- Discovery Torch
- Searing Light
- Sun Metal

Do these or any other spells harm creatures sensitive to sunlight?

Thanks,
Stephen


When a dwarf casts Ancestral Gift and receives a weapon with the Spell Storing special ability, does the weapon come with a stored spell?

Thanks,
Stephen


What happens if you roll a critical threat, but then when you go to confirm the critical, you roll a 1, HOWEVER your various bonuses added to the 1 exceed the target AC?

Is it a critical or not?


TarkXT wrote:
Why is it that no one reads the full books anymore? Seriously it's like the very next paragraph down.

In my defense, it's actually 6 chapters later since I was looking under the cleric class. :)

TarkXT wrote:
As to your question there is only one answer: play an oracle.

My question is specific to the cleric class.


TarkXT wrote:
You could just keep unmemorized slots and memorize as needed before encounters. This is not spontaneous casting but its close enough within the rules.

Wouldn't work. Per the core rulebook:

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

In other words, the cleric only gets one chance per day to meditate and prepare spells.

My question is - if he/she runs into a situation that requires a spell that he/she did not prepare, is there a way to sacrifice a prepared spell to obtain it?


Hi Folks,

Is there a way that a cleric can spontaneously cast any un-prepared divine spell, like a sorcerer?

I can only think of two ways --

The first way would involve petitioning the GM to allow the use of an un-prepared spell for a hero point. This method could be used repetitively through the Hero's Fortune spell. However since this is not one of the standard effects for hero points (unless you kind of squint when you read the 'Recall' effect), this presupposes a generous GM.

The second would involve using the Miracle spell to duplicate an unprepared spell.

Any other ways?

Thanks,
Stephen


Go with theologian cleric.


That's too bad, because I really like having a hard copy book.

Can the content be found in any other book, such as "Advanced Race Guide?"

Thanks,
Stephen


Is that out of print? I can't seem to find it anywhere.

If it is, is there another sourcebook that has taken its place?

Thanks,
Stephen


Got it, thanks everyone. And thanks Deuxhero for the tip about the Pathfinder Savant. Now I've got a reason to go out and buy another sourcebook. :)

Regards,
Stephen


Create Demiplane was probably a bad example, but you get the idea. I'm thinking of spells that do not include 'cleric' in the School, like Charm Monster or King's Castle or Magic Jar.

If a cleric were to research such a spell, would it become a divine spell and have all the benefits/drawbacks thereof? For example, would it require a spellbook? Would it have a chance of spell failure? Would it require a divine focus, and if so, would that replace its material components?

Thanks,
Stephen


Hi Folks,

I'm wondering if there is any way for a cleric to cast a 'divine-ized' version of a non-divine spell, like Permanency or Create Demiplane (without using a magic item or multiclassing)?

Thanks,
Stephen


If you find a lock of someone's hair, what spells can you cast with it?

Thanks!


Short of using "Wish" or "Divination," is there a spell that would allow the caster to examine an object and know something about its owner?

Thanks.


Hi All,

I've always played clerics (party pressure - long story) and am now about to play a fighter. What are some good combat tactics that I should keep in my hip pocket?

I'm thinking things like feinting, dirty tricks, etc. What's worked well for everyone?

Thanks!


Nice. Know of any more? I'd love to get four or five different ones, if possible.


Trying to get ready for Skull & Shackles.

Thanks!


Okay maybe not pirates but is there a sea-going adventure path?

Thanks!


Thanks guys!


Anyone know where I can find a miniature of a riding dog? One of my players is getting quite petulant about this.

Thanks.


Weables wrote:
...people who try to do things like trying to get a +9 +8d6 dragonbane weapon for a +5 equivalent.

It's like you're reading my mind! :)


So I was reading in the rulebook under "Magic Items" -> "Weapons". In the "Melee Weapon Special Abilities" table if you roll high enough (100 for a minor weapon, 96+ for a medium, or 90+ for a major weapon) you get to roll again twice.

That means that it's possible (though unlikely) to find a weapon that has two "Bane" special abilities. In fact, it's possible (though very unlikely) to find a weapon that has a bane against the same creature twice, resulting in +4 to hit and +4d6 damage.

So that got me thinking - is it possible to craft a magic weapon with multiple banes? Do you just pay the +1 bonus for each bane (i.e. [# of banes]^2 x 2,000 gp)?

Thanks!


3.5 Loyalist wrote:
Something I have also done, is make ability scores quite flexible. They rise and fall based on what the players do. So if a player makes a number of really stupid choices, you can remove a point of wisdom, if they refuse to talk to npcs, act just damn weird and lock themselves away to craft magic items, not being involved in the plot, -1 charisma. I've been a hikkikomori, I've been there.

That actually feels pretty severe, because you're taking away something that takes 4 levels and is worth (depending on what level you're at) anywhere between 9,000 and 2,710,000 XP!

I like the idea of awarding/deducting hero points, as many on the thread have suggested. However you run into a problem when a character with 3 hero points does something reward-worthy (or when someone with 0 hero points does something deduction-worthy).

Someone suggested giving away free re-rolls, but I think of that as basically the same vein as hero points.

Even though everyone has been resoundingly against awarding/deducting XP, I still think this is a good system. A 5 XP reward/punishment is pretty mild (considering that you could get 15 XP just by killing an everyday toad or a bat!). It sends a message without really hurting anyone in a material way.

I'll have to think about in-game rewards/punishments. They would need to be done in such a way that the players make the connection between the good/bad action and the reward/punishment.

No idea where to buy shock collars. :)

Thanks all for the suggestions!


So in game terms, what's the difference between having 2 cities (in separate hexes) with one district each, versus having one city with two districts?

Thanks!


So even if the character removes the magic item, the bonus remains?

If so, what happens if the character put the magic item back on? Does he/she get an additional (stacked) bonus?


Hi All,

Couple of Kingmaker questions:

1. Are there any limit to the number of districts that can coexist in the same city in Kingmaker?

2. Can you have more than one city in a hex?

Thanks in advance!


Hi All.

Some magic items say "Treat this as a temporary ability bonus for the first 24 hours the {whatever} is worn."

Does that mean that following the 1st 24 hours you should treat it as a permanent ability bonus? Or that after 24 hours the item no longer works?

If the latter (which I suspect is the case), then how does one "recharge" the item?

Thanks in advance!


Dwarves are naturally proficient with warhammers. Does this proficiency extend to light hammers?

Thanks in advance.


karkon wrote:

Never deduct.

Stick with rewarding the actions you like but otherwise give everyone the same XP.

I deduct when players do something totally out of character (such as when a lawful-good character does something chaotic-evil or such), and only enough to make a point (e.g. 5 XP). So far no one's complained.

Has anyone tried using the plot cards as a reward?


Hi All,

Every so often one of my players will do something really in-character or really clever that merits some reward. So I'll give him/her a few XP.

Equally often one of my players will do something out-of-character or annoying that will merit some sort of punishment. So I'll deduct a few XP points to teach that player a lesson.

Are there any other ways to reward/punish roleplaying? I've heard about using plot twist cards as a reward. Any other ideas?

Thanks in advance.


Mort the Cleverly Named wrote:
I wouldn't hold my breath. I can't think of anywhere in Golarion a Wild West adventure could be set, and Paizo is pretty tied to the setting. Might want to go poke some third-party publishers for your dose of weird west.

Yeah, probably right.


Ringtail wrote:
I am unaware if there is, but I'd like to note my thoughts on the matter; that would be most badass.

I concur wholeheartedly. :)

In game terms, the PCs would all be human gunslingers, and advanced firearms would be available.


Just wondering if anyone knows if there's a Wild West adventure in the works? I'd love to see something reminiscent of Deadlands, where cowboys fight demonic creatures.


Thanks all! :)


Hi all. I'm looking over the new Ultimate Combat rules and that gunslinger class looks really interesting. I'm thinking of trying one out in an upcoming campaign.

In looking around the web, it seems like all the 28mm gunslinger miniatures are from the old west genre. I don't really want a cowboy marching across the battle map alongside paladins, rogues, clerics, etc. Is there a gunslinger mini out there with more of a fantasy look?

Thanks in advance for any help!


LazarX wrote:
Thing is Alternity may have a fan base, but that same fan base wasn't enough to support the game when it WAS in print. I'd say the fact that it's out of print pretty much argues for my point.

Alternity went out of print because WOTC bought TSR to pull D&D fans toward their Magic: The Gathering product line (the same reason they bought Heroscape from Hasbro, by the way). Since Alternity was not helpful to that strategy, they ended it along with all of the rest of TSR's lines.

This argues my point, which is that the publishing industry is not perfect competition. For example, there are plenty of good novels out there that never get published, not for lack of demand, but because the publishers don't believe there is sufficient demand. There's a similar dynamic in the recording industry. It's not about true demand; it's about the publishers' *perception* of demand.

Right now publishers are reading the tea leaves and have decided that there's not a market for sci-fi. My personal opinion is that they are wrong. Perhaps the Internet and print-on-demand will someday change that, but for now the only way Paizo, WOTC, or anyone else will launch a sci-fi RPG is if something happens to change their perception of market demand.

My $0.02. :)


seekerofshadowlight wrote:
I do not want to see the current magical class in a sci-fi game.

Depends what I'm in the mood for. If I want to play a He-Man type game where science and fantasy blend together, then magic makes sense. If I'm looking for more of a Star Trek style game, then psionics are important and magic is out of place. If I want more of an Aliens genre, then both are incongruous.

That's the great thing about sci-fi - there's room for everyone in there.


Valegrim wrote:
I dont know about Pathfinder, but AD&D had it built in.

My half-orc engineer casts "cure moderate wounds" on the warp drive!


xorial wrote:
Would love to see one that is along similar lines to this.

Would love to see something in the vein of Star Trek, Battlestar Galactica, or Star Blazers, where the party is the bridge crew of a space cruiser, and adventures occur primarily on space stations or on the surface of planets.

Sort of like "The Keep on the Borderlands," only the keep is a starship, and each cave is a planet. :)


LazarX wrote:
The problem is basically the market doesn't exist for a generic scifi rpg.

I disagree. Look at the sci-fi RPG Alternity, which has a very active fanbase, despite the fact that the game went out of print over a decade ago.

I'm no expert, but it seems to me that the problem is that RPG publishers don't want to risk putting a ton of marketing into a sci-fi RPG when fantasy RPGs have been much more successful (thanks in part to the ton of marketing put into them). It's like a chicken-and-egg problem.


LazarX wrote:
James Jacobs wrote:

That said, chances of us doing a sci-fi RPG or supplement or whatever are very very slim. I'd love to do one, though.

I can see that, the market hasn't been very receptive to non-licensed SF games since the decline of Traveller. And the licensed ones aren't doing that well.

Alternity still has a pretty active fan base, and that one went out of publication when Wizards picked up TSR over a decade ago!

I think there's demand out there for a sci-fi RPG that's done well. By "done well" I mean more than just a sourcebook.

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