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Damon Griffin's page

Goblin Squad Member. RPG Superstar 2013 Marathon Voter. Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber. 1,116 posts. No reviews. 5 lists. 1 wishlist.


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4d6, drop the lowest, arrange to taste.

I've never done the math to work out what level of point buy that would be closest to.

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All the PCs were 9th level, so the circle of death couldn't affect us. The 7th level Sorceress cohort saved, only to be killed a bit later by...huh...what was it? Like the rest of us, she'd soaked up some channeled negative energy earlier, but that wasn't what knocked her out of the sky. She'd had something like 9 or 11 hit points left at the time of death, and with a CON of 14, the kill shot would have been something that did 25 or 30 hit points at once, which I believe is more than the maximum damage Vrood could muster with a channel.

She had been flying at the time, and fell outside the walls of the tower, but I do remember there'd been no need to roll for falling damage.

Yes, saving throws were not our friends that day.

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Keep Calm and Carrion wrote:

Yowch. Well, Feldgrau is a hellhole, and it sounds like your GM is playing with no gloves on.

Be careful in this forum, by the way, spoilers abound.

I’m curious to hear how the party lost so many CON and STR points.

Yes, I have my blinders on, taking care to avoid spoilers.

My cleric lost 8 STR points to a single ray of enfeeblement.

Most of the CON damage was from a cloudkill spell, but there may have been a second area-of-effect source. I've mentally suppressed the details of this traumatic encounter. :)

If I remember correctly, some of us were already blinded and staggered by the time the cloud was dropped, and may have spent a second round within the cloud. I do remember that the total CON loss for my cleric, her cohort and my ranger was 10 points. Another 10 point loss among the remaining four PCs seems about right.

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As of the time we left Feldgrau in Book 3:

Aasimar Cleric 9 of Ragathiel (Rage/Leadership)
cohort: Human Sorceress (Shaitan bloodline); currently dead

Human Cleric 9 of Pharasma (Knowledge/Repose)

Ratfolk Ranger 9 (Beastmaster)
animal companion: badger, deceased
upcoming animal companions: a pair of wolves

Ratfolk Rogue 8/Monk (Martial Artist) 1

Elf Wizard 9; currently dead

Half-orc Fighter 9; currently dead

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Our party of six newly leveled 9th level PCs (plus Sorceress cohort and badger animal companion) arrived in Feldgrau near the end of Book 3, and got our butts handed to us.

We circled around the town and went to the tower first. Animal companion fell victim to a circle of death almost as soon as we entered. Over the course of the battle that followed, the Sorceress cohort was killed, half the PCs were blinded, and as a group we were down 20 or more CON points.

We hadn't achieved our objective, so we had to go back the next day. Better protected against certain forms of attack, we nevertheless lost our Fighter and our Wizard. One of the two clerics had lost 8 STR points, the Rogue had been infected with lycanthopy, and although by this time we'd achieved our known objective, it was now clear we'd need to go back a third time in order to obtain a clue as to our next destination. But not before we get two PC's and a cohort raised.

This AP has been a big drain on diamond dust, plus we had no whole diamonds for the raise dead spells, so now we're looking at a four day trek back to Ardis to buy the necessary materials, then back to Feldgrau just to find out where we were supposed to go from there. Definitely a low point in our performance.

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Kelsey MacAilbert wrote:
I don't. I was born in '91. What happened, exactly? The OD&D/AD&D/1st Edition/2nd Edition/Red Box stuff is confusing.

Good lord, my daughter is older by more than a decade. Way to make a guy feel old, dude. :)

DrDeth wrote:
Guys, Gravity is not what this thread is about. Can we get back on subject, please?

Yes, this thread definitely has too many irons in the fire.

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Seems to me there was a magic item -- a mortar and pestle -- that would allow you to grind up valuable items of one form/material and make a paste you could transform into equally valuable items of another form or material. I thought it might have been in the 3.5 Magic Item Compendium, but I just looked and don't see it there.

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KahnyaGnorc wrote:

Human Synthesist Summoner 20

16 (Base) + 16 (Huge Evolution) + 8 (+Str Evolution) + 8 (Eidolon Str Increase) + 3 (Ability Increase) + 2 (Enlarge Person) + 4 (Bull's Strength) = 57

Also, +5 inherent from 5 wishes.

(Disregard the now-removed mention of +5 for ability increases...I was thinking 20th level Summoner, not 20th level eidolon. Duh.)

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The typical goblin must be considered insane and/or evil by human standards, but they presuambly have no genetic imperitive to burn, kill, steal, eat sentients and their babies, torture small animals as part of games, etc.

Maybe goblins have sight that extends slightly into the infrared, making fire look especially pretty to their eyes, and maybe they have deep-seated instincts to view certain animal types as prey, but the rest of it pretty much has to be cultural, same as cannibal tribes on Earth.

So the goblin culture is evil, and it's perhaps not unreasonable to expect that 99.999% of all goblins born are reared into it. A goblin child never exposed to its native culture should have no greater bent toward evil than anyone else (though I'd keep it away from matches and small dogs.) It will never be human, though, no matter who brings it up. I presume it is true for all sentient species, that to some extent it will always feel different (because in all likelihood it's been made to, by other people) and will feel an instinctive curiosity about its own kind, whether it pursues that curiosity or not. At least some internal conflict is to be expected.

I prefer to think only of undead and outsiders as being defined by an alignment; Paizo adds dragons to that list, where paladins are concerned. In theory, pretty much any other sentient being might be of any alignment, but the probabilities can be considered low enough that players don't need to try to negotiate with every biped that attacks the party.

Kill 'em all, let Pharasma sort 'em out.

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Pan wrote:

Damon Griffin wrote:

Aaron Paul as Lenier

I'd...see this.

"Faith manages, b$%!~."

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For some of the same reasons others have mentioned, I'm really not happy with the idea of a reboot, which it seems to be would have to do one or more of these things, all undesirable:

* Alter the original storyline, creating something that long time fans wouldn't recognize as the "story of Babylon 5";

* Rehash some portion of the original storyline at a super-compressed rate, thereby dropping the best part of B5: the character arcs;

* Turn the original characters into pale imitations of themselves due to poor casting or simply the truncation of the aforementioned character arcs.

I don't want to see...

Christian Bale as Cmdr. Sinclair
Cate Blanchett as DeLenn
Johnny Depp as G'Kar
Robert Downey, Jr. as Londo
Scarlett Johanssen as Ivanova
Bruce Willis as Garibaldi
Zac Efron as Zack Allen
Aaron Paul as Lenier

Seems far better to either tell the stories of the first three Babylon stations, with little or no reference to familiar characters; or jump decades forward in the B5 timeline and deal with some completely new challenge. It's silly to assume that the Vorlons and Shadows leaving the galaxy removed all threats to sentient life, or that the end of hostilities between Earth and the Interstellar Alliance creating a permanent galaxy-wide peace.

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pennywit wrote:

Atlas Games' Dynasties & Demagogues has some debate systems that could potentially be adapted for social "combat." But be wary: Under the RAW, this system will heavily favor bards, and any character who hasn't buffed his social abilities will get squished.

I think I still have that book. I'll take a look. Our current AP has no bards on either side (so far, where NPCs are concerned) but if any character who hasn't buffed will get squished, it doesn't sound promising.

pennywit wrote:

I've started using a modified Skill Challenge mechanic from 4E to represent social encounters. I don't yell "this is a skill challenge!" but I give my players opportunities to use their skills vs. a DC. If they fail their rolls a certain number of times before getting the requisite successes, the players lose the skill challenge.

I never played 4E and am not familiar with how skill challenges work. Is it mostly a matter of getting "X" successes before "Y" failures?

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Some members of our group are unhappy with the way social interaction is handled mechanically. Where combat is generally a whole series of steps with back and forth before arriving at an eventual conclusion to the “conflict”, diplomacy/bluff/intimidate is generally a single opposed roll.

If social skills are really going to be about coercion – at least of NPCs – then there ought to be a more involved system than the equivalent of “I roll my attack. If the target to defend, it dies.” We do make an effort to roleplay the situations, we don't just roll dice, but ultimately the resolution comes down to a single die roll.

What we'd like is something more like a haggling system, where the "back and forth" could be better modeled, especially for players who don't have the same social skills as their PCs are supposed to.

One of our group members has an annoying tendency, when he GMs, to run NPCs that will smile and say nothing when captured and questioned, no matter what we do. When it came around to his turn to GM again, I decided to optimize my character for social interaction to counter this. At 9th level, my aasimar cleric has +24 to Intimidate and close to that in Diplomacy and Sense Motive. Few NPCs are built to withstand that, so either she gets her way in almost every interaction, or the GM decides not to allow a skill check. This isn't really satisfactory for anyone.


9 ranks in the skill (fully 20% of her skill points)
+5 from 20 CHA
+4 racial bonus (alternate aasimar racial ability, replaces the daylight spell-like ability.)
+1 trait bonus (Soldier of the Faith; you gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.)
+3 class skill
+2 feat (Persuasive)

Anyone know of any 3pp systems we might take a look at? I haven't seen Paizo's Social Combat cards, except for the two sample images, but my impression is that you play cards to affect the final result, not necessarily that it allows for back and forth play. Let me know if I'm wrong about that.

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Yep, pretty much agree with it all. I have one to add: inexplicable avoidance of technology (by players, not PCs.)

Despite working as an IT professional for many years, I remain a near-Luddite in that I own no "personal devices" (smart phone, tablet, laptop or anything similar), so I have to lug books around to my games. That's fine, I paid for the books, I may as well use them. No point in just letting them collect dust on the shelves.

We have one guy in our group, a long-time D&D/Pathfinder player who recently started GMing Pathfinder as well, that I just don't get. He doesn't have a great job and can't afford to buy all the books as they come out; no problem at all, I'm happy to loan mine as needed. But I've tried a dozen times or more to get him to use the PRD and he just will not remember how to get to it, or that it's even an option.

As a player he likes a lot of the spells outside the core books, and as a GM he generally is fine with us using them, but it irritates me when he sits at the table with his 'Net-capable phone in front of him and asks me "What book is this spell in? I need to check something in its description and it's not in any of the (2 or 3) books I own."

So I'm supposed to page through a dozen print sources to look up something he could pull up on his phone in a few seconds?

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Is it just me, or does it seem odd that Two-Weapon Rend always does an additional 1d10 (plus 1.5 STR bonus) regardless of the specific weapon or weapon size involved?

A Small character wielding Small kukris normally does 1-3 points with each weapon, so adding a d10 to that seems like a lot.

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One fewer charter subscriber as of today. A fallen paladin can atone, but there's no coming back once you abandon the charter. :(

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Intolerable! Beyond the pale of incompetence! Absolutely the last straw! Heads should roll! Clearly there is no recourse for me but to cancel all my subscription lines and sell my entire accumulated collection of Paizo products.

Customer Service, please do not cancel any of my subscriptions.

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Just curious: Why were the suits made "uneven?" Per the rules a PC's deck needs to have 12 cards and be worth at least 12 points. The Crown suit is exactly 12 cards worth a total of 12 points, but --

Wands is 12 cards worth 14 points; no variety possible, but seemingly "stronger" than Crowns;

Shields is 13 cards worth 17 points; allows for a slight variation in the hand;

Swords, ditto.

Counting the rules and the ad for Social Combat there are 55 actual cards in the box. I imagine 56 cards would have fit about as well (drop the ad and include a 13th Crown and Wand); what was the rationale behind differently sized and valued decks?

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A lot of the suggestions in this thread involve having enemy 'casters who can create fog, wind walls, etc. The OP mentioned a lack of enemy casters in the current part of the adventure; I've run Runelords and agree that the majority of encounters in the middle of the AP are lean on spellcasters as opponents.

In the Serpent's Skull campaign we're just now wrapping up, I'm playing the ranger archer machinegun-of-death. From that side of things, I can tell you that the best thing you can do is find ways to force the archer to move as often as possible during combat. Manyshot, Rapid Shot, an extra shot from haste (boots of speed aren't hard to come by) and even the damage benefits of Clustered Shots all go out the window as soon as the character has to move more than 5'. Where possible, alter the terrain and enemy deployment so that the archer can't pick off every opponent from a single position.

If your unwritten contract with your players gives you the option of disallowing Clustered Shots, do so; IMHO there is nothing more damage-boosting to a ranged fighter.

Cover is good, but concealment is too easy to defeat if the PC further enhances his bow: seeking is a +1 enhancement to the bow and negates any miss chances.

When you do have access to spells, confusion, in my experience, is a great way to nerf a ranged death-dealer. While under the effects of the spell, there's a 75% chance each round he'll be doing something other than hurting the enemy. My witch ally has been forced to slumber me out of more than one combat because I was targeting my friends instead of my enemies. :)

Jumping ahead a bit: when you get to Book Six, be sure to have Karzoug all but immune to the archer's attacks. The guy has INT in the high 30's, millenia of experience, access to high level ancient magic, and specific knowledge of the PCs. Make up magic items, such as a belt or cloak that generates a wind wall around the wearer. Make use of 3rd party spells (forgotten Azlanti lore.) That encounter more than any other should force PCs to change the tactics thay've come to rely on.

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I like it.

I'd probably give Jeffrey's player a chance to roleplay an appearance of Jeffrey's ghost, pleading with Skjordi not to fall under the sway of evil.

As far as what information to give her, I'd say the full writeup from Inner Sea Gods on Lamashtu, Rovagug, Urgothoa, Lissala (not that there is much on her) and the Outer Gods. Nothing says the evil lore has to be immediately useful.

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My wife and I are playing a similar pair of ratfolk, though less fully optimized for team combat. Her character is a Rogue, mine is a Ranger (CS = Combat Style feat; he chose TWF style):

Rogue: STR: 10 DEX: 18 CON: 16 INT: 13 WIS: 16 CHA: 9
(1) Sharpclaw (two primary natural attacks for 1d4)
(2RT) Fast Stealth (move at full speed using Stealth, no penalty)
(3) Agile Maneuvers (add DEX bonus instead of STR bonus to CMB)
(4RT) Powerful Sneak - treat 1 as 2 on Sneak attack dice
(5) TW – Precise Strike (+1d6 damage)
(6RT) Weapon Finesse
(7) TW – Outflank (+4 to hit when flanking)
(8RT) Bleeding Attack (+1 bleed damage per sneak attack die)
...not sure what she'll take after this

Ranger: STR: 16 DEX: 22 CON: 14 INT: 15 WIS: 15 CHA: 12
(1) Additional Traits
(2CS) Two-Weapon Fighting
(3) Weapon Finesse
(5) TW – Precise Strike (+1d6 damage)
(6CS) Improved Two-Weapon Fighting
(7) TW – Outflank (+4 to hit when flanking)
...future plans include
(9) Double Slice
(CS10) Two-Weapon Rend
(11) Critical Focus
(13) Hammer the Gap
(CS14) Greater Two-Weapon Fighting

Yes, she has said several times that her character is really only effective in combat when she'd flanking with me. But so what, since flanking is so easy for us to do?

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Calth wrote:
Gate would also work if you have a means to push the avatar through it, which wouldn't be too bad, as a character with ant haul and a Str of 29 can drag 10 tons.

Hmm. Gate says " a circular hoop or disk from 5 to 20 feet in diameter (caster's choice) oriented in the direction you desire when it comes into existence (typically vertical and facing you)."

Is there any reason a 20' horizontal gate could not be opened under the feet of the avatar, causing it to just drop through?

Our cleric cannot yet cast 9th level spells on his own, and 9th level scrolls are even harder to come by than 8th level scrolls.

Claxon wrote:
The only way you could accomplish this is if the creature is unconscious. With the avatar of a god this may or may not be possible.

This I think we can do. It regenerates even if disintegrated or slain by a death effect, but it has no special ability to remain conscious while below zero hit points.

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master_marshmallow wrote:

A willing creature is anyone who cannot object to the spell. Someone who could object to the spell and chooses to do so is entitled to a Will save.

If it is not entitled to a Will save, then it is by default, willing.

Citation, or it didn't happen.

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Please note that I'm posting to Rules Questions, not to Advice, or Suggestions/House Rules/Homebrew. As far as the title topic is concerned, I really only want RAW/RAI. I will gladly accept suggestions on alternative ways of shifting a massive creature to another plane when he's incapable of expressing any opinion about making the trip.

Following the end of a certain AP, our party has the opportunity to bring about the death of a god. Doing so requires that we drag the body of his [currently mindless] avatar to another plane and perform a specific ritual. The avatar in question is 20' tall and weighs over 10 tons.

The mindless trait effectively removes the avatar's INT score and makes it immune to mind-affecting effects; we can't compel it to do anything. The trait says nothing about reducing/eliminating WIS and thus affecting Will saves.

Plane shift can transport up to eight willing creatures to another plane.

Does a "willing" creature have to be able to act on its own volition, or is a "willing" creature also any one that fails the Will save that plane shift allows? (And if the former, then what is the purpose of the Will save in plane shift?)

What I'm trying to establish here, one way or the other, would serve as a general case for any number of spells that reference "willing" creatures; I'm focusing on plane shift because it's likely to be the only way we might be able to transport a Huge creature of that weight. It's an outsider in the shape of a monstrous humanoid; reduce person won't work; as the avatar of a god it can't be killed except in very specific circumstances such as the ritual I mentioned, so we can't kill it here, take advantage of the corpse-as-object rule and manipulate its dimensions that way.

EDIT: An iron flask has almost no chance of working as a method of transport, since the avatar can only fail a DC 19 Will save with a natural 1.

Trap the soul is a theoretical possibility. Our sole arcane caster (a witch) doesn't currently know the spell, and 8th level scrolls are hard to come by, as is the 28,000gp gemstone we'd need.

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Boon Companion is here.

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Hail and well met, fellow grognard! I'm 53, my wife is 52 and the two other players that make up our surviving core group are 46 and 43 respectively. A few other group members have come and gone -- one player had to be dumped because our continued association with him had grown intolerable; one was having to divide his time between work, school, soccer, church, new girlfriend and gaming; three moved out of town, etc.

The four of us left have been gaming steadily for...I'm not sure how many years now, but we were playing AD&D 2.0 when we first got together because there was no 3.0. We largely skipped 3.5, moving from 2.0 to 3.0 to Pathfinder (zero interest in 4e), and occasionally breaking things up with GURPS, Harn, Call of Cthulhu or HERO System. After a couple of sessions of white-box D&D in the late 70's I started with 1e AD&D in 1978.

My current group finds that four is an awkward number for RPGs because the traditional mix (and assumed roster for APs) involves four players; these days we always have three and a GM. Life happens occasionally, but even after 15+ years we play more weekends than not.

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Guide and Skirmisher can be taken together, since the archetype abilities don't replace the same core abilities.

From the Guide, I've gotten a lot of mileage out of Ranger's Focus, letting me effectively choose an individual creature as a favored enemy for the duration of a combat without the need for him to be any particular race. Giving your entire party +2 to Initiative, Perception, Stealth and Survival via Terrain Bond can also be a life saver.

My [multiclass] PC is just now hitting 9th L Ranger and honestly I'm not thrilled about swapping Evasion for Ranger's Luck, but...

The Skirmisher brings nothing to the table but Hunter's Tricks, which objectively probably are not worth the loss of spells. I had decided up front I wanted some form of spell-less Ranger so I lost nothing by using the archetype. Again, multiclassing means I'm only just now picking up my third Trick, but a single-class Guide-Skirmisher would get more benefit, obviously. I recommend Defensive Bow Stance if you play a ranged combatant, since it simulates a feat I believe you need to be middling high level to get...I've forgotten what the feat is called.

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"...basic knowledge that a player should know."

Not necessarily. Not at all. Consider that in the real world, we don't even know where gravity comes from. There's an episode of the cable series Through the Wormhole that covered this pretty well, but the gist is this: science recognizes four fundamental interactions between particles (strong force, weak force, electromagnetism and gravitation.) Three of the four are associated with specific types of particles, but so far no one has ever found a "graviton" particle. If there are no gravitons, then what produces the gravition force? (It might be a pair of gluons, but that too is unproven.)

Anyway, my clumsy effort at making a point is that it's not unreasonable to assume a fundamental force, the existence of which is clear, which can be manipulated to varying degrees by almost anyone, but for which no one can identify a source.

If you want to identify a source of magic for your game, I'm not saying you shouldn't try -- I've always hated the notion that you shouldn't try to nail down rules for internal consistency in a game, but should just handwave it saying "dude, it's magic!" -- I'm just saying the information doesn't have to be widely available within the game world for the game world to make sense.

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It's not the only one of its kind out there right now. There are similar "projects" for making a pie, making s'mores, grilling a steak ("probably medium rare") and cooking lasagna.

I don't know what's going on over there.

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Who says the PCs are fighting giants in Giantslayer? Maybe they're supposed to deal with the Thing that is slaying giants. :)

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I recommend Ward as your 8th level hex: +3 deflection to AC and +3 resistance to saves, lasts until the creature is hit or fails a Reflex save. You can only have one Ward up at a time, but unlike most hexes, you can cast it on the same creature any number of times a day.

Don't overuse the Slumber hex, but do take it. It's made the difference between HOLY $&!# WE'RE GOING TO DIE! and *whew!* a couple of times for our group.

I support Spell Penetration, and recommend Greater Spell Penetration and the Piercing metamagic feat.

Jacking up your INT as high as possible is primary, or course, but also do anything you can to magically boost your AC. My 16th level Witch still has a pathetic AC 22. The only thing that's kept her alive this long is the party's paladin casting shield other twice a day.

For an improved familiar, I've really gotten a lot of mileage out of my lyrakien azata; add the Evolved Familiar feat for a 1-point evolution to get a +8 racial bonus to UMD, get the familiar a tiny efficient quiver so she can carry up to six wands in the compartment for staves/bows, and you have a wandslinger that can zip around the battlefield at 80' flight. Having someone who can remove fatigue and exhaustion by singing to you is also useful.

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Liz Courts wrote:
The cards that have been corrected are the additional product images above.

I have a couple of the old decks, and I'm going to try to size the corrected card images above to exactly match those of the original cards, print them onto label sheets and cover the original cards with them.

The only real work there is sizing. If you already have correctly-sized images, could they be made available in the Community Use area?

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Harn (techically, HarnMaster) consistently put out their rules and setting supplements in looseleaf three-hole punched format, so you could build your own books.

Looseleaf three-ring isn't a format I'd recommend for most of the Paizo sub lines, but if the APs were available in that format, there might be less call from subscribers for Paizo to collect the "back half" material into reprint volumes.

It would still be necessary to buy all the AP volumes to get the material, but once you got it, it would be easier for players and GMs to reorganize the material to keep all the gods together, all the bestiary material together, etc. Far easier to reach for the "Gods" binder than to try and keep track of which AP issue featured Erastil.

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Cheburn wrote:
I'd bump one of those feats for Iron Will. Possibly a second for Improved Iron Will. And pick up a Cloak of Resistance.

Agreed. It's seriously annoying when your high DPR archer gets hit with confusion and starts turning his nearest ally into a pincushion. It's happened far too many times in the current campaign and has caused one character death.

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Eigengrau wrote:
I would look at taking 2 levels of Zen Archer Monk first. You gain +3 to saves, weapon focus, pointblank shot, precise shot, improved unarmed strike, precise strike 4 times/day, and evasion. All at level 2! Then go fighter or what have you...

I did that! The character I mentioned above as a 16th L Ranger is actually a Zen Archer Monk 2 / Guide-Skirmisher Ranger 8 / Archer Fighter 6. I just think of him as a Ranger.

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A wand of abundant ammunition is a great investment. I've got a 16th level Ranger who's routinely hasted, and uses Rapid Shot/Manyshot.

Even a three-round fight against golems burns through 18 adamantine-blanched arrows...or only 6 if the spent ammo replaces itself every round.

At that rate of consumption it takes only 16 rounds of combat (perhaps as many as 6 separate encounters) for the wand to pay for itself...and you still have 44 charges.

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Ah, flashback to 1978....

1st Ed AD&D game. At one point a cursed scroll turned the Lars the Thief into a man-sized boulder. The boulder could see, hear and speak despite having no visible eyes, ears or mouth, and could move on its own, though it made a lot of noise doing so and had a movement of 3", half the speed of the group.

That player's brother acquired a Wish scroll later on...and wished that the boulder were a smaller rock. So Lars the Rock became a 100gp gemstone with the power of flight at 24" speed. He would zip ahead at ceiling height to scout the dungeon and report back. Back in town, the party would sell Lars periodically and wait for him to fly back on his own when the buyer wasn't looking.

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Venomous Bolt
School necromancy [poison]; Level ranger 3
Casting Time 1 swift action
Components V, S
Range 0 ft.
Targets one arrow or bolt
Duration instantaneous
Saving Throw Fortitude negates; see text; Spell Resistance yes

You infuse a single arrow or crossbow bolt with natural venom as you fire it. In addition to its normal damage, anyone struck by this arrow or bolt is affected as if by the poison spell. If the arrow is not fired immediately, the spell ends with no effect.

Several wands of venomous bolt appear in the Serpent's Skull AP. It's not clear to me how this spell would work via a wand.

(1) The spell's casting time is a swift action, which means even during a full-attack action you could envenom one bolt or arrow; but it takes a standard action to activate a spell-trigger item, so you can't use a wand and make an attack in the same round.

(2) The spell effect ends if the bolt/arrow isn't used "immediately"...not "before your next turn" or "within one round", but immediately, so is it even possible to use the wand one round and fire the bolt/arrow the next?

(3) The spell specifies the infusion of "natural venom." A natural attack is one you make with your own body; a human swinging a dragon's severed claw at someone is using an improvised weapon, not making a natural attack. Does that apply to natural venom as well; does that mean only a 'caster with a natural venom attack can use the spell?

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When using Rapid Shot, the extra attack you get is at your highest BAB, but all three shots your Ranger would get during a full-round attack take a -2 penalty, so instead of +6/+1/+6 it's actually +4/-1/+4.

Manyshot doesn't give you an additional attack *roll*, instead your first attack shoots two arrows simultaneously. So in combination with Rapid Shot, it's still +4/-1/+4, but if the first attack hits you roll twice for damage.

Focused Shot cannot be used as part of a full-round action, it requires a standard action. It doesn't give you an additional attack in any case, just adds to the damage done by the attack that round.

Haste is another good benefit for an archer; another attack at the highest BAB and +1 to hit on all the attack rolls, again this only applies with a full attack action. In combination with Rapid Shot and Manyshot, you'd get +5/+0/+5/+5, rolling damage twice if the first attack hits. Get yourself some boots of speed or a friendly arcane caster.

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Mulet wrote:
Oh, and he's not stealing anything from other PC's. He's just greedy with the loot and focuses more on loot than helping his party.

"Greedy with the loot" is stealing from the party. It doesn't matter that he isn't taking attended items from his fellow PCs. However, if the other players don't care enough about it do make serious objections, there's probably no reason for you do anything (the exception would be if you know they really hate it but are reluctant to challenge the player for some reason.)

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This might require a new table, showing expected hemoglobin A1C by level.

A GM who involves his players in so many combats that the players' A1C rises faster than the chart dictates could truly be called a Killer GM.

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abstemiousness seems like it could be a good way to lose weight; boring but useful;

comprehend languages isn't as good as tongues, but still has almost daily application potential;

unseen servant is seriously needed around my house;

diagnose disease is something I wish a lot of practicing doctors had, but I don't know that I'd want it for myself, as it would probably depress me to find out what more is falling apart :)

speak with animals might allow me to communicate some important things to my cat (no, don't spray that!)

Of those, I think I'd get the most use, in terms of time and variety, out of unseen servant.

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"...when your surrounded..."

you're. Geez. :)

"...hoard of wandering monsters!"

horde. The horde of wandering monsters left their hoards back at their lairs.

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One inward-facing magic circle for the outsider, with dimensional anchor. Another outward-facing magic circle for me, plus the actual summoning spell, would be four. I guess the second circle for me is optional, though.

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Ross Byers wrote:
*It does however cost three spell slots and a lot of time, and sometimes backfires.

Why three?

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What happens to adventurers who don't prepare? They receive Darwin Awards...which are looted by the survivors along with the rest of their gear, as the players of the fallen cry "Killer DM!"

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I can give you a player's perspective on the first two books:

* Don't worry overmuch about the reputation system. As far as I know it only has any effect in Ravengro, the starting village.

* There is some quite nice treasure in the first book, but be prepared to beef up loot in the second. Seriously, it involves things like high-quality padlocks, a weather vane, engineering textbooks and (if your party elects to rob the home of someone they've been invited to visit) tobacco, spices, fine clothing, etc.

* The party should expect to run into a lot of undead, as well as constructs with DR/adamantine. With no cleric to channel the hurt, the party could be in trouble; and get some adamantine blanch for the Zen archer's arrows.

* Diplomacy will be critical in Book Two. Maybe your suggested sorcerer-as-face PC could do that, but sorcerers get so few skill points.

We're playing with a party of 6 and have been beaten into the ground more than once (no PC deaths yet, but some very close calls):

- Aasimar Cleric of Ragathiel, optimized for Diplomacy, Intimidate and Sense Motive
- Human Cleric of Pharasma
- Ratfolk Ranger (FE Constructs and Undead, FT Urban and Underground)
- Ratfolk Rogue
- Human Wizard
- Half-Orc Fighter

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Yes. Yes it is.

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I haven't read any of Martin's books, but I'm guilty of impatience with other authors.

Intellectually, I know what Gaiman says there is all true; my wife is a writer. Viscerally, I want the next book in [insert a favorite series here] now, dammit!

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

A bag of holding is described as follows:

This appears to be a common cloth sack about 2 feet by 4 feet in size.

Only two dimensions are given. Obviously it has thickness, even if it's only a fraction of an inch. The exact thickness isn't listed because it isn't important, but...

Does an empty bag of holding appear to be a flat, empty sack?

Regardless of what is put into the bag, it weighs a fixed Amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below.

Does a partially filled bag of holding still appear to be a flat, empty sack or it it obvious that it contains objects (of a size that would be noticed?) The weight remains constant but does the exterior volume change? And if not...

If a bag of holding is overloaded...the bag immediately ruptures and is ruined, and all contents are lost forever.

If both the weight and [apparent, exterior] volume remain constant, how are you supposed to tell when a bag is close to being overloaded?

Also, why have an interior volume limit at all? Volume stats are only given for containers; for anything else you might put into a bag of holding, you'd have to estimate and then track the volume of a wide variety of differently sized objects, which would bring encumbrance tracking to a whole new level of PITA.

EDIT: This grew out of a question in our most recent session, about whether a bag of holding could be folded up and placed into a normal backpack. If the bag always remains flat regardless of contents, then it can. If the bag is like Santa's toy sack, always appearing full, then it's probably got too much [apparent, exterior] volume to be stuffed into a backpack, especially if the backpack has other items in it already. It turned out that different people in the group had been imagining different things about what the bag looked like when in use.

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