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Cylerist's page
Pathfinder Charter Superscriber. Pathfinder Society Member. 281 posts (282 including aliases). 4 reviews. No lists. 1 wishlist. 2 Pathfinder Society characters.
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It's Sunday night and still not web enhancement for Relics of Sin.
Maybe Monday?
Night all.
I am picking it up but for 13 from Amazon (with a few other items for free shipping) just to see what it is like (I have no local store to go look at it).
I have not recieved notice that #3 has shipped or that I can download the PDF, this is the 1st issue I have to "pay" for is ther a problem??
Do you plan on posting web supulments for Dungeon issues 144-150?
I hope so to help us finishing out Savage Tide.
It looks fantastic!
A little pricy but getting the PDF with the paper version rocks.
Another great job by Paizo!
Do we get the PDF for each issue with our subscription?

Fatespinner wrote: I'm starting this thread as a repository of stuff that has changed between 3.0 and 3.5. I've been wrong about the newest rules set one too many times because I've gotten too accustomed to 3.0 rules and just never bothered to do all the reading I probably should have to refamiliarize myself after the update. Don't bother commenting on the changes to the core classes (such as the additional features added to rangers and monks) but if a core mechanic of a class's ability has changed, that is worthy of being noted. I'll start out with a few things off the top of my head:
[list] When sundering weapons, in 3.0 a weapon could not damage another weapon which possessed a greater enhancement bonus than it did, making +5 weapons invulnerable to anything but other +5 weapons and epic weapons. In 3.5, additional enhancement bonuses simply award more hardness and hit points to the weapon, 2 hardness and 10 hp per point of enhancement.
The Energy Substitution feat allowed a caster to select 'Sonic' as an energy type in 3.0. In 3.5, the options have been restricted to acid, cold, fire, or electricity.
Haste in 3.0 allowed a character to take an additional standard action at the end of their regular action for the round, allowing casters to cast two spells in one round, fighters to make a charge attack followed by another single attack, and all sorts of other things. In 3.5, the spell has been watered down to only allow an additional attack IF the character took a full attack action that round but makes up for this by awarding extra speed, a boost to AC and Reflex saves, and the ability to apply the spell to multiple targets with a single casting.
Time Stop in 3.0 allowed a caster to 'set-up' several spells during the time freeze which would all 'go off' at the end of the time stop's duration. This included spells that had creatures as a target, such as a horrendous cloud of multiple castings of magic missile or fireball. In 3.5, spells with targets other than the caster...
In 3.0Shields used to be Large and Small and were considered light in your off hand for 2 weapon fighting in 3.5 shields are heavy and light and light is considered light while heavy is considered 1 1 handed weapon for 2 weapon fighting - the damage they do also changed (see PH shield description)

Fatespinner wrote: I'm starting this thread as a repository of stuff that has changed between 3.0 and 3.5. I've been wrong about the newest rules set one too many times because I've gotten too accustomed to 3.0 rules and just never bothered to do all the reading I probably should have to refamiliarize myself after the update. Don't bother commenting on the changes to the core classes (such as the additional features added to rangers and monks) but if a core mechanic of a class's ability has changed, that is worthy of being noted. I'll start out with a few things off the top of my head:
[list] When sundering weapons, in 3.0 a weapon could not damage another weapon which possessed a greater enhancement bonus than it did, making +5 weapons invulnerable to anything but other +5 weapons and epic weapons. In 3.5, additional enhancement bonuses simply award more hardness and hit points to the weapon, 2 hardness and 10 hp per point of enhancement.
The Energy Substitution feat allowed a caster to select 'Sonic' as an energy type in 3.0. In 3.5, the options have been restricted to acid, cold, fire, or electricity.
Haste in 3.0 allowed a character to take an additional standard action at the end of their regular action for the round, allowing casters to cast two spells in one round, fighters to make a charge attack followed by another single attack, and all sorts of other things. In 3.5, the spell has been watered down to only allow an additional attack IF the character took a full attack action that round but makes up for this by awarding extra speed, a boost to AC and Reflex saves, and the ability to apply the spell to multiple targets with a single casting.
Time Stop in 3.0 allowed a caster to 'set-up' several spells during the time freeze which would all 'go off' at the end of the time stop's duration. This included spells that had creatures as a target, such as a horrendous cloud of multiple castings of magic missile or fireball. In 3.5, spells with targets other than the caster...
In 3.0 swimming got a penalty of -1 per 5 pounds carried and armor check penalty in 3.5 now it is double armor skill check penalty AND encumberance penalty.
Fatespinner wrote: Cylerist wrote: I never did either but now with not needing a greater magic weapon and adamantine ignoring the 1st 20 points of hardness I have been looking into it. You might want to double-check the wording on adamantine's rules. I don't think it ignores the "first 20" hardness, I think it ignores "all hardness of less than 20" which means if something has 20 hardness, ALL of it applies while 19 hardness effectively has NONE against adamantine. You are right, I miss "spoke" but still pretty nasty to most weapons (even lesser magic ones).
Fatespinner wrote: Cylerist wrote: Actually it adds +2 to hardness and +10 to HP per plus so your +5 sword has +10 hardness and +50hp, not to shabby. Hmm. Okay, I guess that's not too bad. I bet you can tell how often we deal with sunders in my games now, huh? Hehe.
Fatespinner: Avoiding melee since 1990. I never did either but now with not needing a greater magic weapon and adamantine ignoring the 1st 20 points of hardness I have been looking into it. My fighter/Psion with his 2 handed sword may be breaking many bad guys weapons soon. heehehe
Fatespinner wrote: Saern wrote: Another, often overlooked element to consider is sundering. You can't sunder a +2 sword with a +1 sword. Even if it's +1 unholy and vorpal, it still can't sunder a +2 weapon. So, for anyone concerned with this at all, getting straight enhancement bonuses will always be better. I realize it's not overly common, but it is a factor. Actually, I believe that's a 3.0 rule. 3.5 axed that one from the rulebooks. A +1 sword can sunder a +5 sword just fine, the +5 sword simply gains extra hardness from its enhancement bonus (woo... a whole 5 extra hardness... THAT was worth 100,000+gp... NOT).
Edit: I see someone beat me to it. I should really read the whole thread before responding on a whim... Actually it adds +2 to hardness and +10 to HP per plus so your +5 sword has +10 hardness and +50hp, not to shabby.
In my game we allow weapons special powers with out a +1 but they are not magical and cannot over come DR or magic.
We also do not give them the bonus HP and hardness weapons with a + get.
Also we have them lose the +1 to hit from being master work.
As for sunder if you read the new eratta or last months dragon (CLASS ACTS Barbarian) you no longer need a greater plus weapon to sunder another.
cthulhudarren wrote: My players all think that for paladins and rangers, spell durations are by class level. I think it's caster level. I cannot find a ruling on this in any official source. Please help me find something so I can end this without more arguing. It annoys me that the PHB is vague in its description for spell duration.
For me, "proof" is any spell that is on multiple class lists, like "Alarm". But the players don't buy it. Is there anything official that states this?
TIA
From the PH under Ranger
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.
The same is listed under Paladin.
Hope this helped.
Czar of the leaning gray tower of
I had to get issue 144 re-sent and still waiting for 145 to make it's way to PA
If it is the default world how about a hardcover world book to detail the countries and peoples? That is all we need us Greyhawkers can make our own adventures or adapt others.
Those articals in Dragon DO count, if one or the other would appear each issue.
If Greyhawk is the core world how are newbies to learn about it without a world book??
And why are the modules WotC publishing put in a generic setting if Greyhawk is the "core" world?
If you cant do a hard cover how about a PDF release?
Aubrey the Malformed wrote: James Jacobs wrote: We still don't have the go-ahead from WotC to start work on an AoW hardcover. I'd still love to do one, but at this point it's looking increasigly unlikely that it'll ever happen. A pity - the link to WotC is both a blessing and a curse. And a bit hypocritical - if they didn't want any competition and did want total control, why did they spin off Paizo anyway? I think that contract might need renegotiation.
I found one also!
I will tell you mine if you tell me yours??
carebear wrote: i can only find one on here :(:(
I got mine 2 weeks after my 2 friends got theirs(we all live within 1/2 mile of each other), sound like something fishy went on with issue 353.
Funk wrote: Return to THE NIGHT BELOW!
Seriously - do an Underdark adventure!
I like desert of desolation but how about somewhere COLD!
Blackmoor, the land of black ice.
You can work in underdark almost anywhere in any AP.
Please when you can email me a copy also.
my email is tlauchnor@anthonysylvan.com
Thanks again
Cylerist
Ix wrote: Mando wrote: Fourth batch sent.
Adventure 2 encounters stats doc should be available next week.
I'd appreciate a copy of that.
hungryclone@yahoo.com
FANTASTIC SITE!
My Dm is taking us through this now (in Greyhawk not Eberron) but the printable stat blocks and maps will be a big help to him and in turn us.
Thank you for your efforts.
Takasi wrote: For AoW I ended up doing this. I recreated all encounters in the new stat block format and printed one sheet for each stat block. For encounters with multiple creatures with identical stats I just add columns for individual for tracking hit points, ammunition, daily uses, etc.
I use these sheets for tracking init. I try to print out the latest version of my player's characters in the new stat block format.
If these sheets were already available as downloads it would save me some time. Not sure if I'm allowed to post this, but all of the stat blocks I've made are listed on my website for Age of Worms:
http://home.comcast.net/~eberron/aow/Session1.htm
Heathansson wrote: It's on Amazon, for July of 2007...
Somebody at enWorld found it.
I can't find it at amazon, can anyone else find the "proof" of this?
A complete list is available on the Living Greyhawk page (Campaign Documents - Livin Greyhawk Deities)
Lists all gods and has "Origin of worship" which tells what race started the worship.
I hope this helps.
http://www.wizards.com/default.asp?x=lg/welcome
Riptide777 wrote: I was trying to divide the human greyhawk dieties into their different pantheons. Bakunish, Suel, Oeridian, and Flan; the Rhenee don't seem to have their own gods, then again I could be wrong hence this post. I'm using the gazeteer. these are the gods that I couldn't place.
Boccob
Berei
Ehlonna
Incabulos
Joramy
Obod-Hai
Olidammara
Ralishaz
Raxivort
St. Cuthbert
Trithereon
Wastri
Xerbo
Ye'cind
An official answer would be great, but any help is appreciated. Thanks
One thing I know Greyhawk fans would like is a Hardcover updated 3.5 world book. Every other world has one, even Dark Sun got updated.
If you crunch the numbers when buying/making healing wands cure ligth wounds is the most cost effective one to buy at 750GP and curing an average of 5.5 HP per charge that is 2.73gp/ HP.
So as long as you have the time for after combat healing it is the only way to go.
I assume the characters and the players know this so why buy anything else?
It all comes from the formula to make wands and a broken magic system.
Just my rant.
Snotlord wrote: The cool thing about detailed cities articles is that they are great building blocks for homebrewers.
Hardby, Istvin and Crimmor can easily be put together as the three major cities of a country. Throw in Diamond Lake and future articles, and you have a cool spanking new setting. I prefer detailed articles like Hardby or Crimmor (I assume, I have not read it yet) to shorter pieces almost any day.
Well said.
Spoken like a vetern DM, everything is useful in someway even if you don't like the setting.
I myself don't like FR but I will be getting Waterdeep-City of Splenders and have Sharn (but don't run a Eberron game) I just like detailed cities for my GH games.

Joshua Randall wrote: So I read Cities of the Realms, Ed Greenwood's new column in Dragon. And my initial thought is, "Woah. Do we really need a chart of twenty different penalties for breaking the law?"
My more considered thoughts are as follows:
1. The font used in the footnotes is waaaaaaay too small. Also, there is no good reason this information is footnoted instead of integrated into the article itself.
2. The extreme level of detail is overkill. To paraphrase a really old review from the pages of Dragon, what you want is not completeness, but the illusion of completeness.
3. The extreme level of detail crowds out other, more important, information. For example, we get tons of detail on the various taverns and inns, but little detail on the personalities, motivations, and plans of the city's notable NPCs.
(As DM, which are you more likely to need know when your PCs visit a city: stuff about the NPCs they might interact with, or stuff about exactly what foods and wines are served in the taverns?)
4. The ghostly lady who possesses people to make them search for her long lost lover is a neat idea, but making up a new rule to implement this is not good. This is a huge pet peeve of mine. We have at least two existing rules for possession: the ghost rules from Monster Manual (core), and the demonic possession rules from Book of Vile Darkness (non-core). There is no good reason for this article to invent its own rule.
I'd like to hear others' thoughts on this article.
I agree.
While I love cities and can use all the maps I can get my hands on (I just make them my own by filling in all the details).
I must admit the trend of the magazine to "focus" on 1 world does seem to be rearing it's ugly head again in the for of FR, the only D&D world my players and myself never liked.
How about equal time for Greyhawk's cities?
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