Mercy 0f Spades wrote:
As listed in the Regional Coordinators link Thorkull posted, there are two PFS venture lieutenants and a venture captain in Austin, and I know the PFS there meets weekly at Dragon's Lair (a comic and game store which is pretty awesome on its own, even without being an actual play site.)
From among the "ordinary" familiars, a raven is hard to beat.
For the improved variety, lyrakien are very nice, and I'm surprised to have seen only two mentions of them so far. My witch has a lyrakien named Mariposa (butterfly.)
Continuous detect magic and detect evil have been extremely useful, along with plain old darkvision, since only 2 of 6 PCs have that ability. Dancing lights at will means the witch and cleric are freed from providing remote sources of light from round to round. An extra cure light wounds once a day is never a bad thing. And we've used her commune ability several times during Serpent's Skull, to good effect.
Add the ability to speak with anything, and 80' perfect flight while wielding wands of cures, buffs, sound burst, lightning bolt or abundant ammunition on the battlefield (along with the witch's UMD ranks, she has the benefit of Evolved Familiar: Skilled (UMD +8), giving her a total of 25 in UMD.)
Immunity to electricity and continual freedom of movement have saved her life more than once.
Putting this in book form would make it obsolete somewhere between the time the manuscript went to print and the time it hit the shelves.
A continuously updated wiki handles it much better:
Don't be disappointed at the lack of surprise extras. I've had 220 orders already, and nothing unexpected. (And how great is that?!?)
Hey, it's not a surprise extra if everyone gets them!
I got an appropriate distribution including at least one of everything, but I believe I was shorted a figure based on total count. One of the bricks had 31 rather than 32 figures; the shorted booster had one each of Tooth Gang Knifer, Mothman and Moonbeast. I didn't notice any breakage, though as usual many of the figures were loose in the packaging.
I'm going with LMD because of the conversation an episode or two ago about muscle memory. He was wondering why he was having such a hard time with what should be a simple task due to muscle memory. The obvious answer is that those particular muscles have no memory of that activity.
In a more recent episode he also described himself as feeling "rusty" and his physical showed "a little too much iron" in his blood. Neither means anything alone, and together they probably mean nothing, but in combination with the loss of muscle memory they could be additional hints of an artificial or artificially enhanced body.
I've lost the ability to Hide threads on the Paizo boards when in Internet Explorer 8. At home, I use Firefox, and there's no problem. At work, MSIE is what I'm stuck with, and it worked there until...I'm not sure, a few weeks ago?
Damon Griffin Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber, Customer Service Spam List
Hee, hee! :)
Let's see, the first one on this subject was sent on Oct 23, 2013 to email@example.com and then that same email was forwarded to the same address on the 30th.
I've mentioned before, I have this odd curse on my email: No email to Paizo Customer Service is ever received the first time I send it. I have to ask for things twice.
(Seriously, I don't know what's up, but it is the email, not the excellent CS staff...they've checked this more than once and found no record of the initial email on their end, but receive it when forwarded as part of a second message.)
Anyway, I have sent two emails now, and still no response. I'd like to cancel my subscription of both the Pathfinder and Goblins comics.
I'm pretty new to the DC universe...started with the new 52.
IMHO, if you started with the New 52 you have never seen the DC Universe. But then, I'm a crotchety old guy who still thinks of Kyle Rayner as an upstart new kid, and not the "real" Green Lantern. :)
(I'll save you the Google: Rayner first appeared in 1994.)
You might see mythic popping up here and there in a product (like Bestiary 4), or a section in a core rulebook or player companion, but probably not focused books.
And as I suggested above, I'm fine with the odd reference here and there. I easily ignore Gunslingers now, while using other material from the APG.
That's kind of like asking for a separate product line subscription that contains gunslingers, or planes content.
No, it really isn't. But I'd feel entirely justified in inquring into the feasibility of spinning off a separate sub line if my existing subscription were currently faced with Gunslinger Origins, Gunslinger Adventures and Gunslinger Realms.
How impractical would it be to split off Mythic products into a separate subscription line?
I'm not talking about future core products that have a few sidebars along the lines of "to make this bit Mythic, you can add this...", just those products wholly devoted to that style of gaming many of us may choose not to adopt.
With my current subscriber status, I'm going to end up with Mythic Adventures, Realms, Origins, and an unknown number of future products solely devoted to a play style my group will not adopt. I wonder if it's practical to recognize those products as a separate class.
I theory I can unsubscribe to a product line for a month in order to opt out of an individual product, but don't some months have more than one product shipping now? I don't want to opt out of, for example:
Mythic Realms, and miss Towns of the Inner Sea
(Those specific examples may not be good since I don't know the expected shipping dates.)
Perhaps there could be a different way to mark individual items to opt out, rather than doing it by unsubscribig to the product line?
I've got an aasimar cleric (of Ragathiel) with the rage domain, that I've tried to optimize for Intimidation. Perhaps you could use some of this. At 4th level she has +19 to Intimidate (+21 vs. evil creatures):
+5 = CHA 20
I don't know of any way that the Rage domain can add a numeric bonus to the Intimidate check (unless she takes the Roaring Drunk rage power, which really doesn't make sense for the character), but she'll eventually get Intimidating Glare so she can Intimidate as a move action.
Agreeing with others above:
Let's see, in our current AP's were running:
The aasimar and changeling pass for human pretty easily. The half-orc's race was chosen with the intent of enhancing his intended role as the party tough guy. (Didn't work out that way: the female human paladin is stronger and everyone's CHA is higher than his, so Hulk neither smashes nor intimidates. But he does have impressive DPR with a bow.)
Aasimar was chosen for the Cleric of Ragathiel as part of a plan to power up Intimidation ability; the two Ratfolk were chosen so we could play with swarming (flanking without needing to flank.)
So, assume I've been ignoring all things Mythic up to this point. I have no idea what a "mythic" spell is. What's the difference between fly and mythic fly or cure light wounds and mythic cure light wounds?
Our group has recently started using 1 1/4" plastic discs with our own printed labels to track daily uses of:
I've thought about expanding that into potions as you are doing, but when I saw your Kickstarter I thought "Great! I don't have to do it myself!"
Unfortunately at $6 for a single coin I personally feel they are far too expensive. But that's just me. Obviously, full color professionally produced metal tokens with information on both sides is a superior product compared to blank plastic tokens in a handful of monochromatic choices, with homemade labels.
I will watch your progress with interest. Good luck! If you do well, perhaps you can consider a second series of coins for Channel Energy, Bardic Performance and such.
".. get a chance to be the good guy with the Wrath of the Righteous Adventure Path!"
Shouldn't that be the default assumption for most adventure paths? Yes, neutral alignments are common. Yes, personal profit and glory motivates many PCs. But it's been said before that there aren't hordes of high level good guys in the campaign world because the PCs are intended to be the heroes.
Reading the boards here I sometimes get the sense that there are more orc or half-orc scarred witch doctor PCs running around than there are good aligned human clerics. And yeah, evil alignment isn't a prerequisite for the archetype, but note the more powerful hexes that complement it: agony, cook people, infected wounds, nightmare, death curse, dire prophecy, natural disaster. Not your typical heroes.
Obviously the purple threads woven into the otherwise blue fabric are (un)organic material from some form of undead, and do not photograph. That's why the shirts appear to be a mixed tone when viewed with living eyes, but straight blue in photos.
I call this color "undead ultramarine."
He says he plans to just keep making magic items so he can sell them for profit. I pointed out that he can only sell them for half the market value, which is exactly how much it costs to create one, resulting in a profit of nothing.
The player you describe is a problem, and I don't support his behavior, but the above drives me nuts every time I see it.
The RAI behind selling items for no more than half their market value is based on (a) the assumption that you're selling the item to a retailer who needs to make his own profit and (b) the item you're selling is most often second-hand.
If you craft a brand-new item yourself and sell directly to a consumer rather than a middle-man retailer, it's insane to believe that you can't sell it for the full market value. NPCs don't get to make more money than PCs for doing exactly the same work.
Not allowing PCs to sell newly crafted items directly to consumers for full price requires bizarre assumptions about the economy, like "All NPC crafters are members of the Crafters's Guild; no PCs are ever permitted to join, and PC crafters have to pay crimimally high taxes and fees on all crafted items sold because they aren't Guild members. This is the law in all lands and cultures throughout the game world."
Also tried looking for Raining Arrows, if I've found it...it doesn't do what Alchemical Nightmare does at ALL O.o Could you link?
Ammunition (Bow): Arrow(s), RainingThis thick-shafted arrow contains a reservoir of holy water and is designed to burst on impact, hitting the target and splashing nearby creatures.
Benefit: The reservoir of holy water is designed to burst on impact, hitting the target and splashing nearby creatures as if you had thrown the vial.
Drawback: A raining arrow has a –2 penalty on attack rolls due to its weight.
Source Elves of Golarion (or the online SRD)
Replace holy water with acid, contact poison, or some other splashable alchemical substance and it does pretty much exactly what the alchemical nightmate says: "upon shattering releases all contents on the subject."
Raining arrows already do this.
We already have blunt arrows that do bludgeoning damage, so yeah, it's not a stretch to imagine arrowheads designed for slashing rather than piercing.
MUCH too easy to abuse this. Ordinary longbow + Far Shot + a single "heavy hitter" arrow + Abundant Ammunition* = never-ending supply of arrows that do 64% more damage than normal, at -1 to hit from 51 to 100 feet.
*1st level spell for bards, clerics, rangers and sorcerers/wizards
Also the rabbit (see Animal Archive.)
I can say, having just played it myself, that Harrowstone would work perfectly well as a standalone, with one tiny adjustment.
The PCs are promised 1000gp each for delivering a set of books to someone in another city, which positions them to begin Book 2 of the AP. Alter it so that they get the 1000gp as a reward at the end of Book 1 without having to travel or deliver books.
It takes about 5 minutes to learn how to throw a d20 to increase your odds of getting a 20 to about a 1 in 6 chance. The surface your die lands on has only a little bit of affect on the outcome. The trick is which number is on top of the die when you launch it and the amount of spin you impart. One of my old GM's showed me how to manipulate dice rolls. In less than five minutes our whole table was able to get 20's pretty consistently.
I've got five minutes to spare any time you do. :)
@ the OP: (1) He may be throwing dice in the way Rzach describes without having any idea that doing so affects the outcome.
(2) He may be living proof that micro-PK exists. If so, the solution is to have him use an electronic die roller, which will take away the physical dice he's unconsiously influencing.
I am slightly annoyed that each adventure path takes a character from level 1 to 15 - so no chance for a character to do 2 adventures? :|
You can extend one AP by running The Moonscar, an adventure for 16th level characters. I considered doing this after Rise of the Runelords, which would have been a very good fit in some ways, but I was fairly burned out by the time we'd finished (it was my first DMing chore in a long time, and I was running it for 6 PCs while converting from 3.5 to Pathfinder as we went.)
I pretty much Hide anything I have no interest in, using it somewhat like "mark thread as read" on other forums, but permanently. Cuts down on the visual clutter, and allow things that might be of more interest to me to float up.
That makes me useless as a data source for analyzing what kinds of things are most often hidden.
Personally, I prefer 'Your are getting the feeling that... blah' or 'You're feeling like... blah'. To me, sense motive has always been more of a 'feeling' type skill, rather than a 'know' type skill.
Agreed for Sense Motive and possibly Perception. For any Knowledge rolls (I did mention Know:Local before), feelings don't apply.
I'm coming at this from the viewpoint of a player whose PC has been in a somewhat similar situation.
My half-orc ranger bets 2sp on a cockfight, wins, and is accused of cheating by three thugs. This is total BS and he doesn't want to take the time for it, so he pulls himself up to his full height and growls "I don't cheat. Now beat it." Sadly, with his 10 CHA he's the least intimidating PC in our group, so Intimidate checks won't often work for him, but I gather in this case the module says the thugs jump the accused no matter what. He got beat senseless and had to have a couple of his [female] party members chase off the thugs. When he woke up, he took the rooster he'd bet on as compensation for the unearned beating, and sold it back to its owner for 10gp. A fighting cock would have been worth more, but he wanted to move past the whole thing as soon as possible.
So, whoever bets on the fight is accused of cheating no matter how they bet, and you either pay or get beat up? That encounter certainly seems to ignore skill checks and treat the PC unfairly.
No, IMHO you played it out very reasonably.
b) Should I have given him a passive Sense Motive when he did the Intimidate to tell him that's not what his character thinks is the best way?
Well, you should probably never phrase something like that as "your character thinks...", though "your character is aware that..." would be okay. Passive checks for Sense Motive and Perception, maybe even Knowledge:Local are perfectly legitimate for providing the player with information you think his character would likely have in the situation, but just give him the information without suggesting how the character should respond to it.
I think it's reasonable to increase the DC of Diplomacy/Intimidate checks vs. people who are drunk or highly emotional, but the system already does that with the various levels of attitude: indifferent, hostile, helpful, friendly...if you feel the chart doesn't go far enough, you can always extend it another level from Hostile to "I KEEL YOU!" with an appopriate bump to the DC.
From Rite Publishing's 1001 Spells:
I'm at work right now, using IE 8. Ads pop up from other websites.
I'll try again when I get home, with Firefox 22 (although Firefox has been wonky for me since v20, known issues including having some kind of script trouble that keeps me from supporting Kickstarters via Amazon, and from inviting persons as guests or editors to my family tree at Ancestry.com. I can do both those things with Internet Explorer, and used to be able to do both with Firefox.)
Not working for me. I've tried three times to buy this bundle, and have had these issues:
* I can select "Other" as an amount but not specify what that amount should be.
I am going to play a tiefling with a prehensile tail. If I grab a smokestick as a swift action and then activate it (I would assume as a standard action), do I take an attack of opportunity?
Question 3: What penalty does the *bamf* sound apply to the Stealth check?
Alchemist Assassin wrote:
Dire Weasel Companion (Ex): An Orc ranger who takes the 4th-level racial substitution level gains a dire wolf animal companion. This ability functions like the druid's animal companion ability,...
Upon sighting the animal companion, enemies within 60' suffer -2 to attacks, skill checks and saving throws for 1d4 rounds as they are distracted by trying to figure out what kind of animal it actually is.
My current character isn't optimized, but I certainly don't feel he's underpowered:
Fighter(Archer) 2 / Monk(Zen Archer) 2 / Ranger(Skirmisher) 5
DEX 20, STR 18
Point Blank Shot
* Hawkeye [+1 Perception, +5' range increment]
Add it all up and it can be as much as 4 attacks (5 arrows) at +20/+15/+20/+20 for 1d8+16 +1d6 each (5d8+80 +5d6 per round) with threatened crits on 19-20 for 3x damage.
I'm a player in this AP, and our party has just explored the area in the Agricultural District where we found portal crystals marked with the rune of abundance.
I'm supposed to be writing up the adventure log but the last bit isn't clear to us (including the GM, who's chalking up the following description to someone on the writing/editing staff perhaps not understanding how water levels work.)
There's a tunnel leaving the room with the pool where we found the crystals, gold nuggets and other treasure. The tunnel winds for a long way and apparently comes out at the bottom of the large central lake? Does the tunnel gradually slope downward? If one end of it is open to the lake, then the lower part of the tunnel should be flooded and the flooding should terminate at whatever point in the upper part of the tunnel matches the surface level of the lake.
Apparently the description of the tunnel doesn't indicate water anywhere along its length, you just follow it for "some distance" and then find that the far end of it is underwater.
Can someone explain how this tunnel is supposed to be set up (and please explain nothing else as I'm not fishing for spoilers or hints.)