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Chris Marsh's page

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber. FullStarFullStarFullStar Pathfinder Society GM. 600 posts (4,707 including aliases). 1 review. 1 list. No wishlists. 10 Pathfinder Society characters. 5 aliases.


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Andoran

Male Unknown All

Hey guys (and thanks for the thanks) my PC has totally died. I'm mostly certain its a video card issue. Hoping Kevin and I can solve it by Thursday.

Extra crappy time as half of you notice something REALLY important.

-Posted with Wayfinder

Andoran

Male Unknown All

It is pitch black in here. Without dark vision, nothing is visible.

-Posted with Wayfinder

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
Dragnmoon wrote:
Chris Marsh wrote:
A logistical problem. Staples is unable to print this for me. The permissions are such that they literally couldn't (not wouldn't). I've never had that problem before. Is that something new?

Here you go from the Paizo Inc Frequently Asked Questions, this should get them to print it.

Can I print my PDF, or have it professionally printed?

You may print one copy of any Paizo PDF for personal use. Note that this only applies to products that list Paizo Publishing as the copyright holder—other publishers may have different policies; you'll need to contact them directly.

I tried this. They were physically incapable of printing it. The error said it was protected.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

A logistical problem. Staples is unable to print this for me. The permissions are such that they literally couldn't (not wouldn't). I've never had that problem before. Is that something new?

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Excited for Round 2, especially with my Gen Con attendance in jeopardy.

Andoran

Male Unknown All

Good luck with both!!!

-Posted with Wayfinder

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Is it one GM boon per session, or one GM boon for participating?

Oh, and thank you!

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

This was the only Google hit. This is about to come up in my upcoming Rune Lords campaign.

Andoran

Male Unknown All

What Phil said.

-Posted with Wayfinder

Andoran

Male Unknown All

Actually I thought that article was going to be a lot more about the layering of Christian belief on top of saturnalia et alius by a 4th century pope.

Either way, this looks like a campaign ending landmine if the debate breaks out. Let's drop it.

-Posted with Wayfinder

Andoran

Male Unknown All

What mike posted. :-).

-Posted with Wayfinder

Andoran

Male Unknown All

One of my all time favorite characters was (IS... I'll finish that campaign if I have to hold the DM at sword point!) a knight of Solamnia. He rushed his way through the Order of the Crown, and has NO interested in the order of the Rose. He's a knight-clerist through and through. No edition of the game has ever perfectly captured what I think a knight-clerist ought to be. That character, named Maþurin, was built as a fighter/cleric with Knight of Solamnia as a prestige class, but I think the ACG's warpriest might finally be what I want. Not to mention the fact that Warpriest of Kiri-Jolith just sounds awesome.

Andoran

Male Unknown All

Pretty much everything TS said. I'll add a bit of a cheater response, but its one that I hold dear.

I don't want a game where sensible is the nest way to play. It's a huge part of the escapism for me. I remember when I was a kid, Phil's (Kappi's) older brother was the first to tell me how people really acted in a firefight. Totally makes sense in the real world sense. But I enjoy charging dragons, swinging from chandeliers, and running down a hall like Ol' Jack Burton. Oh and needlessly elaborate dungeons are near and dear to me. Logical architecture doesnt factor into it.

Don't get me wrong, I get you, and games built on your points are out there. A super strictly run GURPS game, Aces and Eights, etc.

Pathfinder, for me, delivers the balance between childhood fantasy and realism that suits my tastes.

Also, Paizo THRIVES on feedback. I've met everyone on the design team. They're gamers through and through. They love the data.

Okay. This was fun, but "de gvstibvs non dispvtandvm est.". Back to the regularly scheduled program. :-)

-Posted with Wayfinder

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Strange. I did the same. I'll send it now.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

I have not received the GM Private message (sorry for bombarding you!)

Andoran

Male Unknown All

I take it.

-Posted with Wayfinder

Andoran ***

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Am I missing something? The "Actor of Eleven Acts" is missing the usual "cross this off after using" component.

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Congratulations! Castamir is ready to go. His sheet isn't in his profile, but I can get it there.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Contact information received, thread started. Just waiting on the module and I'm good to go.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

For the record, add me to the list of people who are appreciative of the support PbP is getting.

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
Lisa Stevens wrote:
bugleyman wrote:
I guess I just miss the days when Paizo was more about adventures than rules.

You are right. We just have two adventure paths (12 volumes), a 300+ page super dungeon, the next RPG Superstar module, and two or more PFS scenarios each month. By my count, thats at least 1,836 pages of adventures, compared to 732 pages of rules product. Certainly shows our lack of committment to adventures.

Lisa

Not to mention the quality is outstanding. It's 1,836 pages of awesome. Thornkeep alone is enough to convert a staunch 1e player. Keep up the good work Lisa. Gencon was amazing. Paizo is the one and only reason I need to fly half way around the country to attend.

Andoran

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Hey I recognize that arm!

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Well, this group survived Bonekeep without a death, the Special too. I don't mind hard at all, really (I'm itching for more Bonekeep)

I tries to post a much more detailed reply, but couldn't connect. So here's the short version :-)

1. We opted for not hard mode, so I think we went in expecting a hard game, but normally so.

2. The front loaded encounter was just too hard. The enemy had a suite of buffs cast that made us all ineffectual. Fleeing for our lives 4 rounds in just made it not fun.

3. Bonekeep's challenge was more fun I think because the difficulty was an "8" in every room. A constant long struggle. This was set to 11 early on.

4. So, hard is good. But unlike the opening dragon in RttToEE, the only hope was having the one and only "key". you couldn't circumvent, skip, etc.

All things considered, 40ish tables over 6 Gen coins, and only one sour experience is pretty good.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Well, our party was well equipped. The same party left Bone keep successful and the Special too. Not a single party death. First three rounds saw the party down 4 characters (one INT drained into a coma.) Even saves in the 30s failed.

Meh. I like hard (Bonekeep was great.). This was not fun.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Not normally one to complain, but I have to say, the sheer deadliness not even on NOT hard mode made this my first unpleasant experience at Gencon and PFS. The crazy high numbers and magic far beyond our capabilities made us run 4 rounds into the first encounter. The time was wasted (and money). I'm hoping this is an anomaly and not something we will see more of.

Crazy killer DM (Didn't seem it, he kept apologizing and saying he felt bad), or crazy module harder than normal?

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Quick Summary:

1. Took me about 90 minutes to audit and copy (just going through the ARs in order) 7 characters, ranging from levels 2-10. It was super easy. Sure it's a bit tedious now, but if I were just starting out, it'd be smoother at the start. Some thoughts:

2. I uncovered 3 mistakes on my sheets where I had purchased the same item multiple times. Nothing major, but a few little things.

3. Tracking potion expenditure is pretty much impossible for me on the inventory sheet. Potions I cross off when used, but I don't have the dates they're crossed off. Going forward it'll be easy, but it's a pain copying them over now. (Not really a complaint, just an observation.)

4. Wands are easy to keep up with because I've been using a wand tracking page with my sheets since season 0. I just make a new card for each wand and pen in the date the charge gets used.

5. I like it the changes. The one that we're discussing in my group is the change to pervasive conditions. My friend reads the new rules to say that if you can't clean up Blind, Deaf, etc then you're dead.

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

What about the Password to a Symbol spell? In the middle of combat, you want a Symbol to go off, is that the free action of speaking, or the Standard Action of activating?

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
Evil Lincoln wrote:
210. If the Wizard player calls out for the session, the game is off. Do not attempt to play without him, even if he says someone else can run the stats.

We had a standing joke about this. We'd always call the player who cancelled and say, "Dude, we found a book that radiates magic, but we don't know the school. The DM specifically wants to know which one of us reads it. We volunteered you." It was funny every time.... until the day it wasn't a joke.

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Thanks for the feedback!

Savoir-faire and fast-talking are from GURPS. There are some contentious ones in there, and some even make me cringe, but I didn't want to edit too much as the nostalgic factor is pretty high. I wrote this so long ago that I'm studying it myself before playing Bonekeep at Gencon this year. :-)

Andoran

129 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

From an old list I put together at the beginning of 3.0e. Apologies for any references that need to be edited. Please, by all means, ADD to the list. With special thanks to The Tomb of Horror's Roger's Rangers, my gaming group, and misspent youth

1. Doing ANYTHING in a dungeon can get you killed. This includes doing nothing. Therefore, act. Tis better to die daring awesomely.
2. Never share a hiding spot with someone more foolish than thyself.
3. The easy way is trapped. The hard way is an ambush. The right way is hidden.
4. Levers are placed to be pulled.
5. Evil henchmen are often more potent combatants than their bosses. Be ready.
6. If the wizard dies with an uncast Fireball, he deserved it.
7. There is NEVER enough curative power.
8. Doors without traps lead to doors with them.
9. A fountain in a dungeon is a crapshoot.
10. Never trust a dead end.
11. Kill it first. That's what Raise Dead is for
12. When in a dungeon, NEVER let the DM think you're bored.
13. Whenever possible, do not have the slowest movement rate.
14. Posting a strong rear guard can deter the DM from attacking from the rear. This is not a waste. This is proper. If you don’t get attacked from behind, it was 100% worth it.
15. Always know which skill no one has, and be ready to depend on that skill.
16. When turned to stone, don’t panic. Monsters with petrification abilities come with Stone to Flesh items nine times out of ten.
17. Try to look unimportant, it might be low on ammo. If you’re the paladin, don’t b+%!#, you signed up for this.
18. Murphy was a fighter.
19. You’re playing D&D, not Marvel.
20. If it’s stupid and it works, it isn’t stupid.
21. The first time you drop your guard, the DM will teach you a lesson.
22. So what if you met in a bar 10 minutes ago, and now you’re already hired. Learn about your comrades’ strengths and weaknesses ASAP.
23. A comrade that stutters, hems, or haws trying to pinpoint their weaknesses can add “Doesn’t know when they’re screwed” to the list.
24. A character with no weaknesses isn’t really good at anything either.
25. The thief doesn’t complain when the fighter doesn’t help pick the lock, the fighter shouldn’t complain when the thief doesn’t enter melee.
26. HP and damage potential are independent attributes. Four giants at 3/4 HP do WAY more damage than 3 fully healthy giants. Gang up on bad guys, do not make it a fight from Big Trouble In Little China.
27. Trust your experts. Don’t get mad at the thief if he misses a trap, and he won’t get made when the demon saves against your spell or the fighter gets mowed down.
28. You don’t need a body for resurrection, so don’t worry about leaving it behind.
29. Someone who ditches a group plan has signed up for whatever happens to them. Pay to have them raised, but don’t risk your neck for them.
30. When someone is getting themselves killed for something you screwed up on, suck it up and risk yours to get them out of it.
31. Never EVER EVER spend an action saying, “Go Team.” Watching for the impending second wave of baddies is a perfectly reasonable way to spend your time.
32. When the cleric says it’s time to stop, it’s time to stop. If the fighter says it’s time to stop, look at the healer for confirmation.
33. Communism and democracy gets a party killed. Situational Meritocracy gets you fortune and glory.
34. What the paladin doesn’t know can’t hurt him.
35. What the thief doesn’t know CAN hurt you.
36. Fighters get first dibs on tactical placement.
37. Never lie during triage.
38. If you decide to rest after you’ve run out of spells, you’re too late.
39. When the fighter yells for you to cast the fireball, listen. When the wizard tells you you’re going to get yourself killed, you listen. When the cleric flees you follow. When the thief gets killed by a trap, go get another thief before continuing.
40. Fighters are a wizard’s second best armor. Clerics are the best.
41. Spells should neither be whored nor hoarded.
42. What good is the reward if you aren’t around to use it?
43. Just because your cover is blown, charging isn’t plan B.
44. You’ll only ruin the game by turning in the thief for contacting the guild.
45. Listen when you’re not in charge, and lead when you are.
46. Portable Hole plus ballista equals success. See #20.
47. Always know which side the hinges are on.
48. ALWAYS listen after tampering with the door.
49. People can miss obvious sights, or shrug off noise, but scent is never missed.
50. The Atreides had a battle language, so should you.
51. Treasure can be used right away.
52. It costs five copper pieces to shoot an exploratory arrow into the darkness, and five hundred thousand copper pieces to get your Troubleshooter raised from the dead.
53. Know who your DM’s favorite D&D writer is and plan accordingly.
54. Female NPCs with names are suspect. Never score on a named NPC.
55. It’s always an inside job. When it’s not, the BBEG is a higher level than you.
56. Nine times out of ten when the DM wants to know your HP total, he’ll pull his punches. When he never asks, he doesn’t care if your character dies, act accordingly.
57. “Rush In and Act Accordingly” only works when you trust your teammates.
58. Dicing for mutually desired items leads to semi-content parties with less than optimal power. Voting to place the items leads to optimally powered, temporarily less than happy members (minus one). Pick one.
59. Always have enough to get your sorry butt raised, and make sure your party-mates know where that stash is.
60. Always know how many charges are left in the wand of curing, even if you’re not the cleric.
61. If the thief introduces himself with an alias, go along with it!
62. Unless you’re a paladin, when the thief introduces YOU with an alias, go along with it.
63. It’s okay to get screwed for not knowing the game setting, but keep your complaints to yourself starting the with the second offense.
64. When stocking up, assume every dungeon has a rust monster, a troll, a doppelganger, an incorporeal creature, and SWARMS.
65. It doesn’t matter what edition you’re playing, going down stairs ups the ante.
66. Double doors guard things with more HP than singe doors. As a corollary, the square footage of a door is directly proportional to the XP value of the thing behind the door.
67. The player who can name the campaign specific names for various coins gets first dibs on being the bard.
68. Two bards is a waste. I don’t care how different their feat selection is.
69. Two fighters are never a waste, but always use different primary weapons.
70. All other things being equal, enhance your character’s strengths before plugging up your weaknesses.
71. Just because rogues no longer get bonus XP for liberating treasure, and fighters per HD, doesn’t mean it’s a good idea to stop playing that way.
72. Assuming people are basically good is asking for it. People by default are neutral.
73. Read the description for Diplomacy. Nowhere does it describe the powers of Bluff, Charm Person, Suggestion, Savoir-Faire, or Fast-talking. Don’t complain when the DM doesn’t let you get away with it.
74. Dragons are dangerous from the day they hatch.
75. A wizard who resorts to melee does so because that’s how they want people to remember how they died.
76. Assuming that every monster in the dungeon was meant for you to kill it is suicide. Sometimes you’re supposed to run away.
77. The party’s strategist may not be the party’s tactician. Any class can handle these jobs, don’t be cliché about this.
78. Even the A-Team accepted the reward. Take it.
79. Don’t make a pacifist character. It’s D&D. Fighting happens. Pacifism is for NPCs.
80. The time to fall back for healing is never lower than 1/3 power. Don’t wait until you’re almost dead, as it’ll become a cycle; heal, get hit, heal, get hit.
81. It’s only worth missing a round to get healed if you’re going to get healed for more damage than you take in 1 round.
82. If the wizard needs to fall back, it’s because everyone else is dead, or the wizard is executing #75.
83. No matter your class, always have a light slashing weapon ready for use.
84. Captain Kirk used red shirts, so should you.
85. If you can’t sum up your character in a single paragraph, he’s too complicated.
86. Everyone in the party should have a common language beyond simply Common.
87. Know your DM. Learn to tell when he’s throwing you a bone, and run with it.
88. “The natural cavern leads off into darkness” is typically DM-speak for, “This cavern isn’t part of the adventure, but is there in case I want to build on it later. Please don’t go down there, because I’ll have to wing it.”
89. Your cohort is never more valuable than another PC. Your followers are never more important than a comrade’s cohort.
90. It is, in fact, possible to “win” at D&D. A character who is the subject of nostalgic gaming stories long after a campaign has ended has “won” D&D.
91. If your DM uses plastic minis, but slaps down a hand-painted metal mini, treat it with suspicion and caution.
92. If you tell the party to “trust you”, then don’t let them down. If you do let them down, don’t be surprised if they don’t go with it next time you ask.
93. The DM’s love of the campaign world is directly proportionate to the level of motivation he has for a campaign with in it, and inversely proportional to the patience he has for people being ignorant of it.
94. The more proper nouns that appear in your character’s back-story, the more permission you’re giving the DM to mess with it during the campaign.
95. There’s nothing childish about a character whose motivations include power, riches, and fame. In fact, be honest with yourself, at some level isn’t that your own motivation with your character?
96. Multiple wizards in a party are like a sports team (or the X-Men arcade game). You need to “call the ball”. Don’t both of you waste your best spells at the same time. Alternate so as to maintain your level of firepower (See #41).
97. You might think it’s cool to keep your prepared spells a secret until the party sees you cast them, but it’s even cooler if they can plan around your selection. If there are two casters in the party, talk to each other when planning the day’s spells so as to not create a surplus or scarcity of certain effects.
98. If your DM wants to know which party member is carrying the map, the answer is always plural. (And it’s a good bet he’s the kind of dungeon master that will keep track of food, so be ready.)
99. The player that still uses the level titles (e.g. Veteran, Cutpurse, Deacon, etc.) gets first dibs on playing the thief (and trust me, they’ll call it thief not rogue.) They’re by far the most paranoid player in a dungeon, and likely the one most highly trained at recognizing highly probable places for traps.
100. It’s okay to let the DM know you’re bored when in town (See #4). But before you do, make sure you’re armed and ready.
101. If the DM asks you if you say or read something out loud, the answer is always no.
102. If you meet an NPC in a session with a proper name, be courteous and learn it.
103. If the same NPC appears in another adventure, be smart and learn as much as you can about them.
104. If the same NPC appears in another story arc, be wise and prepare to fight him to the death.
105. Don’t name your character after a famous person/character within the game, it’s distracting and will lead to jokes that break the suspension of disbelieve, which in turn will garner you less sympathy from the DM when you mess up.
106. Never cite The Lord of the Rings as justification for an argument for why something should work, and maybe, just maybe, the DM won’t cite Alien for the same reason.
107. Female NPCs exhibit a parabolic relationship with their comeliness score and their importance. If comeliness is 3 or 18, then pay attention to what she says.
108. If there’s a psionic party member, you can be sure there will be psionic baddies.
109. Assume every dungeon has an underground lake and a river of lava. Trust me, it’s better that way.
110. Unless you’re pressed for time, look for its lair, even if it’s a wandering monster.
111. Sometimes treasure is hidden in the stomach, the tauntaun treasure chest must not be overlooked.
112. You know what psych majors learn in college? Stereotypes are usually true.
113. There’s no such thing as an underground lake without a carnivorous creature in it. See #109
114. No it’s not good role-playing to run an evil character in a group with a paladin. It’s asking for angst that D&D is designed to provide escape from.
115. Never argue physics with the DM. It’s not worth the retribution, and you can never win an argument when the rebuttal can justifiably be “Magic!”
116. Plan C should never be “Every man for himself.”
117. Don’t freak out if the party rogue is neutral. Remember #72.
118. Never assume the BBEG is like a James Bond BBEG. Assume you’ll be killed quickly, efficiently and without warning.
119. Before play begins, find out what skill the DM says is relevant to determining success in the Indiana Jones, “gold idol – bag of sand” switch.
120. Never ever complain your way out of character death. It’s unmanly and you’ll embarrass yourself. If you’ve got a solid logical reason, give it. Once.
121. It’s D&D, “Because he’s evil” is always acceptable.
122. Before you draw from that Deck of Many Things, decide your drawing limit and stick to it.
123. If you’re playing 3rd edition, and you find a lone kobold, it’s obviously a high level sorcerer. If someone laughs at you for making that assumption, let them make theirs next time. If you’re playing older editions, that kobold is bait.
124. If you can’t solve the puzzle in 5 minutes of real game time, break it.
125. If attacked by ninjas, remember the power of a ninja is inversely proportionate to the number of ninjas involved in the fight. Ten ninjas are fodder, but a lone ninja will kick your butt. This goes for psionic characters too.
126. Playing a character of the exact opposite of the stereotype is also a stereotype.
127. Unless the DM forbids it, during character creation talk to the other players, otherwise don’t complain when the characters are hopelessly incompatible or everyone’s a fighter.
128. Default template for single file marching order is, in order of front to back, Troubleshooter, fighter, wizard, cleric. Always leave 5' of space between
129. There’s nothing wrong with making requests of the spell-casters for what spells to prepare for the day. Just like there’s nothing wrong with saying “no” to those requests.
130. Always carry a missile weapon. Unless your class prohibits you from using it, use it.
131. Before you do something REALLY stupid, make sure you know the DM’s policy on Atonement.
132. Burned out Ioun Stone + Continual Flame = best torch ever.
133. If you’re a middle level fighting class (cleric, druid, etc.) don’t rush in on round 1. Doing so will annoy the fighters trying to execute #36, and you’ll end up needing to use more curative magic. Round 1 is a buffing and assessment round for you.
134. Monk + Silence = premier anti-caster tactic.
135. Know when to retreat, and know which characters in the party would rather die than do so.
136. Once fireballs are added to the mix, the city watch doesn’t care who started it.
137. Behold the power of the Cantrip: Ghost Sound can save your butt against dumb giants, and Mending can redo the seal on the royal letter you stole.
138. If the reward seems too good to be true, be prepared for a double cross. This doesn’t mean don’t take the contract, it just means be ready to fight the person who gave it to you.
139. Whenever possible, use cover and concealment.
140. Flanking is key. Do it, and don’t let it happen to you. When moving to flank, the melee-tank-anchor should arrive before the sneak-attacker.
141. Decide to be aggressive enough, quickly enough. Better to have overkill than be killed.
142. Unless the details of your class require you to honor last requests, don’t.
143. After having finally slain the BBEG, take the precautions necessary, using whatever books the DM allows, to ensure that he cannot be True Resurrected.
144. When entering combat with a truly dangerous foe, don’t save your most powerful spells for “just in case”. Use them first.
145. Unless you have some kind of trump card, resist any and all urges to do melee battle with anyone on a ledge.
146. If you wipe the floor with the first wave of baddies, assume the next wave is going to be the toughest. The instant you have determined the level of toughness, first hand, of the next wave, be ready with #144.
147. It’s D&D, the moral implications concerning bribery are relevant to the mark, not the PC. Bribery is as valid a tactic as intimidation.
148. Magic items in which the word “of” appears two or more times will invariably become either a plot device or a homing beacon for trouble. Be prepared.
149. Monks will never be as good at melee as fighters or as sneaky as rogues. Monks are a “variable support class” They make excellent wing man melee fighters, and wing man rogues.
150. If you have a familiar, keep it in mind at all times. Otherwise you’ll have no recourse when it’s time to rely on it and the DM says Fido’s still back in town.
151. If you suspect a character has been replaced by a doppelganger, ask them to let you cast sleep on them. If it doesn’t work, they’re either an elf-blooded PC or a doppelganger.
152. If the DM asks if you’re setting watch, the answer is always yes.
153. Whenever reasonable, make the baddies come to you as you rain missile fire on them.
154. If you prepare spells, it’s worth it to have a “default non-adventuring day” list of prepared spells, so when the DM springs the adventure hook on you, you’re not caught with your pants down.
155. You should always know how each person in the party would answer the question, “You’re lost in the desert and the water supply is dwindling, how should you split it?”
156. If the DM forgets to include a penalty you’re suffering from, point it out. If he doesn’t return the favor, then stop. Immediately.
157. Take notes at the table. If you recall the name, race, and nationality of an NPC, it shows the DM that you care about the hours he put in on making the adventure. It may come up in rewarding you later. It’s also good gaming.
158. If your character can’t swim because of encumbrance, then you need a solution that will protect you from drowning. You need this before you approach anything wet.
159. If the DM takes the time to describe a new pattern of floor tiling, do not advance until the troubleshooter gives the go ahead.
160. Everyone in the party should know who the fastest talker is, the best diplomat, and the most intimating member. Don’t use numbers at the table, but know who each is.
161. The order of operations is always Diplomacy, Bluff, then intimidate. Never reverse these.
162. There should never be any excess space in an extra-dimensional storage container. If you’re successful enough to have one, you’re wealthy enough to fill remaining space with food and water (and ammo). As space is needed, ditch the ammo, food, and water.
163. Scouts should always return to the group for planning, never should the group advance to the scout.
164. The place to plan is never close enough that a double move will bring the enemy within their striking distance.
165. If the DM ever needs to vividly describe the specific actions of a trap, you must assume that they are using something more than the DMG for their traps. This brings a requirement of checking for traps immediately after disabling the obvious trap. If you see a "Grimtooth" trap book, GET A THIEF.
166. Choose your attacks wisely. It might seem like a good idea to hit a melee monster with a physically devastating spell, but it likely won’t work. Blast the slow tanks, manipulate the weak willed, and debilitate the weak bodied.
167. The fact that Undectable Alignment is still a Paladin spell should give a clue as to what a Paladin is actually allowed to do. Nowhere does it say that the Code requires you to wear a neon sign that says, “I’m a paladin and I will judge you!”
168. Defense will only protect you, for a time, from defeat. It takes offense to actually conquer a foe.
169. The cheapest item in the PHB is a mundane item with the following abilities: potential circumstance bonus when used for nose plugs or earplugs, works as a timer for anything up to an hour, can check for air currents, can be a minor decoy, can make subtle markings on a wall to indicate exploration progress, and sheds a weak light. It weighs virtually nothing, so even the wizard can carry some. It’s called a “candle.”
170. Just because it’s gone from the game, doesn’t mean there’s no longer a need for bending bars and lifting gates. Make sure you have this covered. It’ll make your DM happy if you know what the best result a party can muster is on taking 20 for a STR check.
171. Always know how you’re going to spend a turn before your name is called to act. It keeps the game smooth, and encourages others to do the same. Your DM will thank you, and you’ll come off as having a more confident character.
172. Never split the party. Just don't do it.
173. If you are paired up. Never leave your wingman. Do Not Leave Your Wingman.
174. Know they escape route.
175. Every party should have a policy on when it's time to make a last stand.
176. If you can pull off an ambush, hold the line until the enemy is within melee range. Shooting a target from far way isn't an ambush.
177. Never ford a river at the ford.
178. When the plan goes wrong, go back to the beginning (or some other clearly designated point.
179. Never return from the dungeon the way you went in. Foolish is the bandit who attacks the party prepped to kill them all and let Heironeous sort them out. Wise is the bandit who attacks the resource depleted, treasure laden party.
180. Attack HVTs first. These are the blasters and characters with Save or Die abilities. (piles of easily fireballed minions not withstanding.)
181. If your character has a schtick, know they rules. Expect to be called upon to show the sourcebook. Have page numbers ready.
182. Thou shall not sunder treasure. If you're playing in an organized game, this does not apply.
183. Do not look down upon mundane equipment. Keep pitons, flour, and empty sacks on hand.
184. It is okay to tease someone at the table. It is not okay to tease them such that their fun is lessened.
185. Read the fluff first, and the crunch second. It's poor gaming to take a class, especially a prestige class based solely on crunch.
186. Pay attention even to trifles. This includes casting times, numbers of targets you can affect.
187. Even if the DM doesn't do it, pay attention to ammo.
188. Roll all your dice at once. Miss chances, attack and damage. This is more efficient. If you miss due to concealment, you can save time on the math.
189. Do NOT roll all of your attacks on a full attack at once. Your 5' step could be life and death. Use it appropriately, redirect your attacks as the situation demands.
190. Know which rules are often misapplied. You don't need to memorize them (though you should) but you do need to know where to find them.
191. Remember, in a no holds barred contest Batman bested Superman.
192. It is okay to think in terms of aggro, DPS, Uber. It is not okay to use these at the table. Ever.
193. Never keep a side mission a secret from your party unless ordered to do so.
194. Know thyself. Inside and out. Be familiar with your abilities, equipment, and spells. Prepare. Use note cards. The player with an entirely different sheet for their raging barbarian knows what's up.
195. Embrace the abstraction. An unexpected plan can surprise the DM forcing him to wing it. You have the advantage. Here is where you reap the rewards from #87 and most definitely #93.
196. Immerse yourself ahead of time. Playing a primitive fighter? Read some Robert Howard. Thief? Read Gord the Rogue. This will give you the language, attitude and aura of the character you're playing. Your newfound adjectives will increase everyone's enjoyment.
197. Beware of symmetrical dungeon levels. These contain Very Bad Things.
198. Beware of almost symmetrical dungeon levels. There's a secret door.
199. When expecting trouble it is not a waste to buff ahead of time. A 10 Round Bless cast 4 rounds too early is still 7 rounds of benefit. Six with the spell, and one where you didn't have to cast it.
200. Knowledge is power. Invest and use knowledge skills. If you have a regular party, spread the wealth. Ignorance is a choice. Don't make it.

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
Vic Wertz wrote:
Jester David wrote:

Neat. I always felt the second batch of iconics was left out.

I do wish there was a landscape alternative, as those are easier to see over.

We did consider a landscape version, but the problem is that we really need 4 panels worth of charts—some would argue 5—and landscape screens that take up more than three panels are pretty darn huge.

The custom one I built and used for a long time was both. The two inside panels were landscape, and the two outside panels were portrait. I never completed my plan of making the outside look like a castle. That would be a packaging nightmare I would imagine.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Thank you. Today's blog answered it before I got to check back here (I was talking about GM credit.)

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Thank you for the clarification. Man, I have to accept the fact that I'm not going to make it. I don't see getting my character to the window in time.

The hard work is appreciated nonetheless!

Andoran

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

I would gladly give Paizo even MORE money if there was a folio of cheat sheets and record sheets for the various systems presented in Ultimate Campaign. I picture something like the Character sheet folio mixed with a DM screen.

And yes, I'd pay good money for an app/tool to manage kingdoms.

I was in the process of designing my own flowchart for down time when I had this idea. I'll definitely try to sell it to everyone who will listen at Gen Con.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

I'm okay with this being part of the Core Assumption. (As my list of subscriptions show, I've gulped down the Paizo kool-aid.) If it's added to the PRD, then the burden becomes even less.

I'm now having to adjust play with ACs. As Mike noted, I see them a lot, each of my 3 campaigns has at least 1 in them. Regardless of the RAW or RAI, I have a comfortable and reasonable solution for the AC going before the PC: If it's a free action (no push) you can give it the command. If you have to push, then the AC defaults to it's last command until you can give it one.

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

I'm just now running this campaign via PbP. Most of the PFRPG conversion is either easy or already done. But as far as Blood Veil, is it simply 1 save to overcome? Quick search produced no viable results.

Andoran

Male Unknown All

This is the official thread for the Pathfinder Society game. As such, the house rules are simple, there are none. Pathfinder Society is run by the book. Make sure you're up to date on all the rules and differences with Society style play.

Andoran

Male Unknown All

Dude, don't you get the email update thingy?

....There is another Skywalker.... I mean solution. I'm loathe to do it, but I have a *little* more time than I previously had.

IF 4-6 of the most frequent posters (or someone else we know who isn't in but would be) want, we can start doing Pathfinder Society PbP. It's a very different way to play, but a lot of fun. The rules are MUCH stricter with gear and there is no role-playing outside "the mission." But since I'm not running PFS at the table right now, I'd be willing to make a go of a scenario. I'd run "In Service to Lore" which is an introductory adventure. It's designed to introduce gamers to Society style play. If you're looking to relieve any gamer "blue balls" it should be people willing to post A LOT.

This would be in addition to Curse of the Crimson Throne.

Andoran

Male Unknown All

Gaius, when you turn around and look back down the hall, everything becomes clearer than ever With an effect not unlike a dolly zoom This time, things are different:

Gaius:
1d20 + 19 ⇒ (15) + 19 = 34 You catch that there are a series of pressure plates, designed to go off only when three or four of them are depressed. Looks like some of the skulls are designed to spit acid of some sort. You think you've got the chops to disable it, on your best day. It's the limit of complexity for anything you've ever tried before. Furthermore, there seem to be a trio of the skulls who are moving ever so slightly, as if watching you. Without your magically enhanced vision, you're sure that you'd never have caught it.

Andoran

Male Unknown All

New map here.

The walls and ceiling of this tall hallway are encrusted with dozens of yawning skulls, their mouths open into dark holes in the walls.

Andoran

Male Unknown All

Morkeleb:
An Elixer of Vision

Andoran

Male Unknown All

It's a disgusting room to search through, and you find plenty of.... things... mostly severed limbs and other offal. Sadly, you discover nothing of value with your search.

Andoran

Male Unknown All

Morkeleb:
There is an aura, almost obscured by the mud. Over time the aura comes into focus. It leads you to a vial, the contents of which are the source. It's too big to be a potion, not viscuous enough to be an oil. Must be some kind of elixir... You find that you must push components of a skeleton aside to find it.

Andoran

Male Unknown All

Odric tears the beast apart with a single swing of the Eagle. The sound is as disgusting as the smell.

XP: 200

With the room now cleared of the monster, there is no danger. Likely your clothes and gear will need magical cleaning.

Andoran

Male Unknown All

Ferox lands true!

Blood and ooze begin to mingle with the mud. The stench is horrible, but the monster is beginning to show signs of injury.

Odric!

Andoran

Male Unknown All

How is that different from the norm?

Andoran

Male Unknown All

Grym and Sandor advance with caution, ready to explode. Ferox keeps his position and lets fly. The arrow hits home, prompting a "FOOD IS POINTY!" from the beast. Morkeleb follows suit with another blast from his well used wand. Odric gets as close as he can with the Eagle up.

The monster takes action, inching to just out of range of Odric's wind up. He lashes out with his extra long reach. The first is a vicious bite attack on Sandor:

1d20 + 7 ⇒ (13) + 7 = 20. Sandor is saved by Dwarven engineering....a good shield. Ichor and sickness drip from the teeth. The lascerations may be the good part of getting hit with such a bite.

Two tentacles also lash forward, against Grym and Odric:

Grym: 1d20 + 3 ⇒ (7) + 3 = 10
Odric: 1d20 + 3 ⇒ (2) + 3 = 5

Desna smiles......

Round 1 is complete. Begin Round 2! Map is here.

Andoran

Male Unknown All

Initiative repost:

Sandor: 1d20 + 2 ⇒ (15) + 2 = 17
Grym: 1d20 + 2 ⇒ (12) + 2 = 14
Ferox: 1d20 + 7 ⇒ (3) + 7 = 10
Morkeleb: 1d20 + 1 ⇒ (9) + 1 = 10
Odric: 1d20 + 4 ⇒ (2) + 4 = 6
Gaius: 1d20 + 3 ⇒ (2) + 3 = 5
MONSTER: 1d20 ⇒ 4

Andoran

Male Unknown All

As the three scouts advance in, the room is noticeably darker than the laboratory you've just left behind, but still there is some ambient light. It looks as if some experiment went awry. The majority of this room contains a nasty-looking stretch of mud—a partially collapsed sinkhole—kept damp by rivulets of water seeping from the walls. A patch of solid ground extends into the mud to form an island, on which is heaped a reeking pile of body parts. To the north, a rickety wheelbarrow sits on its side against the wall. You all notice at once a disgusting creature to the southwest. The three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides. In clear Taldane, it shouts, "WARM FOOD!"

Both groups see each other, no one is surprised. Initiative!

Ferox: 1d20 + 7 ⇒ (3) + 7 = 10
Odric: 1d20 + 4 ⇒ (2) + 4 = 6
Grym: 1d20 + 2 ⇒ (12) + 2 = 14
Gaius: 1d20 + 3 ⇒ (2) + 3 = 5
Morkeleb: 1d20 + 1 ⇒ (9) + 1 = 10
Sandor: 1d20 + 2 ⇒ (15) + 2 = 17
MONSTER: 1d20 ⇒ 4

Here is the map at the start of combat.

Andoran

Male Unknown All

nevermind. Not allowed (and copyrighted anyway.)

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