My 1st look at Elric was from an old Heavy Metal mag that I got in a flea market or something when I was a kid- I must have been 12 or 13, so we're talking 1980 or so. I have no idea who did the art but it was awesome to see.
Frank Brunner illustrated an Elric story in Heavy Metal in '79. That's almost certainly who you're thinking of. Brunner's work on that piece almost got an Elric movie made on the strength of it.
Channel Adept from Orcs of Golarion (note that the prerequisites do not include "orc or half-orc')
Some orc adepts enjoy a greater connection to their gods, and can channel their faith through their unholy symbols. You gain the ability to channel energy as a cleric.
Prerequisites: Ability to cast divine spells, summon familiar class ability, caster level 4th, Cha 13.
You gain the channel energy class feature, as a cleric, usable 2 times per day. This ability otherwise functions like the cleric's channel energy ability, except that your effective cleric level is equal to your divine spellcasting class level -3. Unlike a cleric, however, the number of times per day you may channel energy is not affected by your Charisma modifier.
Of course, if you don't want to dip Cleric you almost certainly don't want to dip into the NPC Adept, but hey...
Are we no longer getting iconic parody covers on the exclusive editions? After Jaws, Dark Knight, Spider-Man No More, Attack of the 50 Foot Woman and Ghostbusters (and one more...TMNT?) I haven't receognized the last couple of covers as referencing anything.
wicked cool wrote:
Could someone post a spoiler blurb on what martin said about hodor and future stuff. The videos wont load for mes
It was a joke video. He said that Arya Stark would find the ruins of the Statue of Liberty and realize she'd been on Earth the entire time. That sort of thing.
What he said about Hodor (twice) was "Hodor."
People who complain about fantasy artwork not being realistic enough are missing the point of fantasy artwork.
Not at all. They simply recognize that the presence of fantasy elements does require a total disregard for basic physical principles.
I reject the notion that the point of fantasy artwork is to depict a universe where there are no constants.
brent norton wrote:
I haven't read the books, but I believe that wasn't a prayer or a summons, just Arya suddenly realizing "Hey, I should totally go to Braavos."
brent norton wrote:
When one is a mouse surrounded by snakes, a certain amount of shutting up and not drawing attention to one's tasty self is probably wise.
Wiser still not to be a mouse in the first place, so that you don't get surrounded by snakes. And even when Sansa is keeping quiet it's fairly obvious to anyone that she's doing so (or saying what's expected) out of fear rather than any skill in diplomacy, which means she loses much of the benefit she might otherwise gain.
But you do make some good points.
Yeah, Sansa. I almost skipped her chapters, but HBO made her relatable too, by changing her from a spoiled brat with no brain, to a spoiled brat with some brains.
I must be watching a different series than you are. I haven't read the books, but my impression of HBO-Sansa went very quickly from "hopelessly naive" to "spineless and willfully stupid."
the Haunted Jester wrote:
Is Paizo looking at a box that would not only fit the APs, and the map but the Pawns as well in their quote?
And the AP item cards...and the AP-specific dice sets from Q-Workshop...
But seriously: I would think including the pawns would be a problem, unless you're talking about storing the pawn box within the theoretical upcoming AP slipcase box. Absent the pawns box, you have to reinsert the pawns into their punch sheets, or slip them into plastic sheets designed for 3-ring binders, or something else -- and then how much space is needed for the pawns? It would vary depending on how you protected them.
For anyone not buying the pawns, the slipcase would then be too large for just the AP + maps. Seems better to just leave the pawns in their box and shelve that alongside (but outside) the new slipcover.
If we're voting, I'll say that in general, I don't think super huge weapons look cool, they look funny. Even by superheroic standards, the Pathfinder house style feature some huge, blocky weapons.
"By superheroic standards?" Hey, not all superhero comics artists (or even most, thank God) draw like Rob Liefeld. :)
Let's see, it was more or less Larry Elmore, Keith Parkinson, the Brothers Hildebrandt, Darrell K. Sweet, Bob Eggleton, Vincent DiFate, David Cherry, John Berkey, Boris Vallejo, Julie Bell, Wayne Barlowe, Michael Whelan...
That's obviously not a comprehensive list of fantasy/sci-fi artists whose work leans more toward realism than anime/exaggeration for effect. It's not even a complete list of the ones I really, really like. I was just trying to make the point (mainly to Threeshades and The floor is lava, at that point in the thread) that "realistic" vs. "cool" is a false dichotomy: lots of artists manage both quite handily.
And again, I make no suggestion that Wayne Renolds couldn't do the same, or is any less talented than those I listed. He's chosen this style for his Paizo work, and I'm in (I believe) a minority of pepole who wish he hadn't.
I remember about a hundred years ago, reading Marvel's New Mutants and thinking what a horrible artist Bill Sienkiewicz was -- how did this guy even get a job drawing comics? Then I got a look at some of his earlier work, which was much more to my taste, and was horrified to realize he'd chosen to adopt the weird expressionistic style.
Arrgh. I accidentally favorited my own first message in the thread, went to my account to attempt to remove the favorited status, and deleted the message itself.
Sigh. Well, it was mostly a list of fantasy and sci-fi artists whose work is both excellent and realistic. And challenging Gorbacz's apparent suggestion that Pathfinder rulebooks are available in less popular "non-Wayne Reynolds" variant covers.
I freely condede the point that Mr. Reynolds did a dang good job. It was a stylistic choice I personally didn't like, and although I'm not alone there I'm quite willing to believe I'm in the minority. I'm certain Mr. Reynolds' fans far outnumber the "meh"-sayers.
That said, here's why I don't like such depictions and chose to reply to your comment: all magic weapons and armor begin as mundane (if masterwork) weapons and armor. They have the size and weight appropriate to the mundane weapon, factoring in special materials if any.
Even with the fact that each +1 adds to the hardness and hit points of weapons and armor, there is nothing anywhere to suggest that applying any number of enchancement bonuses or armor/weapon qualities should affect the dimensions or mass of the item. If there were, then "light, one-handed or two-handed" rules and "light, medium, heavy armor" would have to be expanded to consider whether or not the item were magical.
There's a zero-G room in the first book of the Runelords AP. A couple of snippets from that room's description:
Read to players: This strange room consists of a fifteen-foot-diameter sphere. Several objects float in the room, spinning lazily in space —- a
For the GM: This unusual room still bears a magical effect placed here long ago. Any creature or object that enters the room is immediately
My wife, a very bright woman who is pretty picky about the movies she chooses to watch, thought this looked interesting on the basis of the theatrical trailer, especially "if they keep you guessing until near the end about whether the magic is real or not."
That just baffled me. Nothing I saw in the trailer suggested to me that "real" magic might be involved. My impression was that the writers might keep the audience (and cops in the movie) guessing for as long as possible about what the group's ultimate plot was, given the premise was that the bank robbery was a distraction and/or prelude.
Was I wrong?
It's like using common, ordinary tools. No bonus for using them, because using them is assumed. Sleeping in medium or heavy armor automatically makes you fatigued the next day, barring a feat or class ability that negates this; it's not a stretch to say that sleeping naked in snow, or on rocky ground with no padding, is at least as uncomfortable as sleeping in medium armor, so those things should also carry the penalty.
Hakka Tsadok wrote:
Currently I have Heroism, Cat's Grace, Divine Favor and my Judgement to boost my to hit by 6. Are there any other ways to increase my to hit with my longbow?
Greater Magic Weapon (+x enhancement bonus)Aspect of the Falcon /Bracers of Falcon's Aim (+1 competence bonus)
Haste (+1 untyped bonus to hit, and an extra attack)
Reduce Person (+2 size bonus to DEX)
That's all I can think of to improve the attack roll on short notice; there are obviously feats you could take, but it doesn't sound like there would be time. You may still be able to increase your damage per hit, though:
Keen Edge on the arrows to double the crit threat range
*or to keep the usual damage if you used Reduce Person
Coat the arrows with poison designed to reduce CON and/or hit points directly: black lotus extract, black adder venom, deathblade, natharit, sassone leaf residue, tears of death, wyvern poison
Have a witch standing by to cast Ill Omen from a wand every round; it has no saving throw and forces the target to roll twice and take the worse result on his next d20 roll (such as a save vs. poison)
Our current group has been together for more than 10 years, but past that...I'm really had about remembering dates...we predate D&D 3.0, so we must have been together at least 14 years. We have had additional players come and go, but for some time now we've been a core group of four, plus two more that now live 90 miles away and cannot play in most of our games any more. All six of us have been DM/GM; five of us multiple times.
Dire Elf: Our group tends not to allow PCs to die, because campaigns are often designed around a specific group of characters, and the players in the group often become very attached to those characters. I don't have much experience of character death.
That's pretty much our experience. Characters do die, but if we are able to get them raised, we'll do that rather than just bring in a new one, because "it's what our characters would do." We had multiple PC deaths in Rise of the Runelords, but only one was permanent. Whoever's handling the DM/GM chores at the time has been known to occasionally fudge outcomes to allow survival if no one did anything stupid or reckless, and someone just had massively bad dice luck. Doesn't matter whose character it was. But we all agree that it's not fun if PC survival is always guaranteed.
Dire Elf: Which type of campaign do you favor? How often do you start new campaigns, and how long do they usually last? How often have you been involved in a campaign that was unexpectedly canceled?
We tend to favor long-running, continuity-heavy campaigns. Some of ours have run for 3-5 years, others have wrapped more quickly, or been dropped due to various factors. Generally this is because several of the players weren't those in our core group, and all dropped out, or because the DM/GM ended up deciding it was too much work for the time he/she had available.
Although I'd had many years experience DMing AD&D 1st & 2nd Ed before I came to this group, for a long time I couldn't call myself a DM here because several of my games ended after very brief runs. The shortest was a near-space homebrew setting for Hero System where two extrasolar colonies existed and Mars was slowly being terraformed. The campaign was starting on one of the other colonies and I'd only done the groundwork for that planet. The player who had the role of ship's captain insisted he wanted to go to Mars. "Mars isn't ready to receive you." But I wanna go to Mars! I think we had two play sessions.
Dire Elf: How often do you play? How long do your sessions last? Do you play in multiple campaigns during the same time period, or only one at a time?
In theory, weekly except when there's a scheduling conflict. In practice, over the course of a year, I'd guess 35-40 weeks out of 52. But sometimes it's just board games. Sessions are generally about 6 hours. It's fairly common to have two lengthy campaigns going at a time, sporadically interrupted by a board game weekend.
D&D, Pathfinder, Call of Cthulhu, Hero System, Harn, Palladium RPG....and then Settlers of Catan, Munchkin, Nodwick, Quiddler, Rail Baron....and if we have 14 hours to spare, AH's Advanced Civilization. :)
Dire Elf: Do you speak in third person or first person? Do you use accents, catchphrases, or other speech patterns that are specific to your character?
Rarely first person; my wife is more likely than most of us to use first person, as she's a writer, but even she does it much less than half the time. Accents are almost never used. Speech patterns and catch phrases are pretty rare. We know our characters' personalities but don't tend to vocalize them. An exception to this is the Campaign Journal. Traditionally one PC in each campaign will keep a record of the adventure(s) in character as a series of letters home, or a personal diary. Some effort it made to give the character a recognizable "voice" there. I've written as a Cajun paladin in one game and (briefly) as the raven familiar of my human wizard in another game. (Zeki dictated to his master, who was amused by the whole thing.)
Dire Elf: Does your group worry about encumbrance at all times? Are spell components tracked? Do you have to replace them when you've used them all, or otherwise you won't be able to cast that spell?
We observe encumbrance, food and ammo consumption and inexpensive spell components only in a very general way. Too much bookkeeping gets in the way of the game. We try to keep on top of movement due to encumbrance but once in a while someone will forget he can no lounder move at 30'/rd. Expensive spell components (say, 25gp or more) are carefully tracked and yeah, you can't cast your spells without them.
Lord Fyre wrote:
TOS deserves more credit. Remember when it was made, the late 1960s. I can assure you that it was ENORMOUS progress given the time.
As compared to what? I think women overall were treated better on comedies like The Beverly Hillbillies, Petticoat Junction, Gilligan's Island and F Troop than they were on TOS.
I like TOS, I really do, but I don't think it did women many favors. Though her linguistic skills were played up in novels and movies, in TOS Uhura never got to do much beyond answering the phone; Yeomand Rand was there to fetch coffee and, by her own admission ("Miri"), try to get Kirk to notice her legs.
Lt. Mira Romaine ("Lights of Zetar") isn't even given the respect of her rank, but referred to over and over as "the girl" by both Scott and Kirk.
Drs. Janice Lester & Miranda Jones ("Turnabout Intruder" & "Is There In Truth No Beauty") are both depicted as jealous of something some male character has achieved but which they cannot have. Lts. Marla McGivers Carolyn Palamas ("Space Seed" and "Who Mourns for Adonis?") are weak-willed romantics who are swayed from their duty as Starfleet officers by a charismatic man.
Flint's "daughter" Rayna ("Requiem for Methuselah") is a supersophisticated android that falls apart when Kirk kisses her; the android Andrea ("What Are Little Girls Made Of?") is corrupted by a similar process, if with different results. Orion slave girls...the fembots in "I, Mudd"...even Number One as portrayed by Majel Barrett ("The Cage") isn't treated as a woman, but rather as an emotionless entity -- and in that same episode Pike expresses his discomfort at having women on the bridge, referring to his replacement yeoman.
It's a big improvement on the original series in that area. TOS fails with regard to anything approaching sexual equality in many episodes, probably none more blatantly than "The Lights of Zetar."
And I'll bet you the box office earnings of the current movie that Uhura 2.0 is never going to utter the line "Captain, I'm frightened."
Rite Publishing's 1001 Spells includes the 5th level mobile pit, a create pit spell that lets the caster move the pit (which can be up to 100' deep) from round to round. Cast that at your paladin and force him to move more than 5' per round, negating the full attack option.
Sometimes the shopping experience strains credibility more than at other times, but in these situations it's best to shrug and treat it as just another abstraction like hit points. Makes no sense when viewed though a "real world" lens, but you do it anyway because anything else brings the game to a slow crawl.
My group is currently playing an AP that has us working out of a base camp we and our backers set up in a hidden valley in the Mwangi Expanse. Per the AP rules, at the base camp, established only days ago, we can try to purchase anything with a value of 2500gp or less. Our backers have proven to be remarkably well stocked and well connected, considering how long ordinary resupply should take given our remote location.
But we either use no restrictions (other than price) on what we can shop for, and a straight die roll for determining availability, or we have to get into complex regional economics, trade routes, travel time (and travel safety) at the expense of moving the story along. Not ideal, but there it is.
Mike Schneider wrote:
No. Flurry grants additional attacks "at 8th [and 15th] level", not "at BAB +6 [and +11]." Yes, for the monk, BAB +6 coincides with 8th level. 8th level also brings the monk saving throws of +6, an increase in unarmed damage die size, and improved AC bonus due to level. Like all those other things, the BAB isn't mentioned and therefore isn't the determining factor; the monk's class level is.
As someone currently running a Monk(Zen Archer) 2/Fighter(Archer) 2/Ranger 5, believe me I wish it were otherwise.
Well, first recognize that a lot of the witch's spells and hexes are mind-affecting, and thus ignored by undead. At some point you might find it worthwhile to take the thanotopic spell feat so that you can metamagic a select few spells into affecting undead after all. As early as 5th level, you'll be able to do this with cause fear, charm person, command and ill omen. Once you hit 11th level, thanatopic enervation will be awesome.
Misfortune isn't mind-affecting, and I agree with Arbane, it's better than Fortune when you consider that neither hex can be used more than once a day on an individual.
Second, recognize that a witch with a pumped UMD score is a witch that isn't limited to witch spells; do everything you can to max out UMD and stock up on scrolls and wands of spells not otherwise available to you.
James Jacobs wrote:
But... if I had to get right down to it, and could only pick ONE of my possessions to keep, it would be this.
Ha! Do you actually believe you (or any human) can possess a cat?
Zahir ibn Mahmoud ibn Jothan wrote:
It would be cheaper, but you'd never get more than the +1 bonus from the headband; for the added investment you get +2 or +3 to all the associated Craft skills.
Also, there's that 24 hour delay for the granted ranks to kick in, every time you switch headbands. Mechanically not that big a deal, but something else to factor into your wizard's schedule. You could fabricate multiple items a day by casting multiple spells, but not fabricate multiple different types of items by switching out headbands during a single day.
EDIT: Some other things you could use to bump up that Craft check --
28,000gp flawed pale green prism ioun stone - +1 morale bonus on attack rolls, saves, skill checks, and ability checks
20,000gp luckstone - +1 luck bonus on saving throws, ability checks, and skill checks
???gp - Hire a bard of 3rd to 11th level to inspire competence while you cast fabricate
???gp - Have someone with at least one rank in the appropriate Craft cast bestow insight on you for an insight bonus of up to +6
I see no problem with it. There's the obvious limitation -- and I don't think you overlooked this -- that it'll all work to craft one type of item: weapons or armor or leather goods, etc. If you expect to do a lot of crafting of multiple types of time-consuming items, bump the headband up to +4 or +6 and buy additional sets of craft-appropriate MW tools.
The point of my question was not "how do I avoid falling" or "how do I maximize my Climb check"; it was "How often do I have to make Climb checks?"
I thought it was a simple question. The three people who actually tried to answer it, rather than answering a different question, gave me three mutually exclusive answers.
15a) The X-Files "Jose Chung's From Outer Space".
Blaine: Well, hey, I didn't spend all those years playing Dungeons and Dragons and not learn a little something about courage.
High offensive but totally unintentional:
Our group ran afoul of some insane ghosts, that had afflicted most of the party with paranoia. One of the PCs ran off into the jungle on her own, and after days spent curing the rest of the group, we'd finally tracked her down.
She very appropriately reacted to this in the same way she had near the beginning of the AP, when she was alone and being pursued through the jungle by cannibals: she climbed a tall tree and hid behind cover.
Our GM, who has done his share of game hunting, and was thus referring to procyon lotor, announced "You have treed the 'coon."
A half second later it occured to the players that this particular PC, alone in our group, happened to be ethnically Mwangi. Wow, was our GM red-faced.
My normal movement is 30'; lacking any feats, class abilities or items that would modify my Climb rate, I can get up that cliff at 7.5' per Move action (15'/round using two Move actions.)
The DC for the 75' cliff is 20, and my Climb skill isn't high enough to make this an automatic success.
How many Climb checks to I have to make to see if I fall, make no progress or continue to ascend? One per Move action (7.5' of movement: 10 checks) or one per round (15' of movement: 5 checks?)
Ross Byers wrote:
Let's see....yes! Appropriate pledge level and add-on selected, and the PDF Superpack no longer appears in My Downloads.
I pledged $105, $5 Watcher level and $100 for the rpg print pack add on but Step 1 doesn't allow me to select anything lower than $100. Am I missing something?
I did exactly the same thing. A emailed Customer Service about it just minutes ago, and right after the email went out I visited My Downloads and discovered that what is apparently the PDF Superpack had been added to My Downloads.
As a $5 Watcher, I'm not supposed to be getting that, so I'll just leave those items as Never downloaded until they can (hopefully) be removed as part of fixing my pledge level.
Gwen Smith wrote:
I have a Zen Archer who is just waiting for the right opportunity for her to use a whistling arrow (that can be heard for 500 yards along the flight path)...
The character I described has been carrying two of them in his quiver for months now, and hasn't found an opportunity yet. :(
Two smoke arrows as well.
Petty Alchemy wrote:
Damon, mind that you can't flurry and Many/Rapid Shot. Is Scout new? All I could find was Battle Scout which doesn't seem to be what you refer to.
When every single attack bonus counts, he uses flurry, which nets him an extra +1 to hit at the cost of that additional "initial" arrow from Manyshot. The flurry itself provides the additional shot that would otherwise come from Rapidshot.
When he's confident about hitting his target, he'll use Many/Rapidshot instead of flurry.
Re: Scout, that's my brain burp. Should be "Guide/Skirmisher." Scout is a Rogue archetype I was considering for a different game.
There's a character I'm currently playing in Serpent's Skull; definitely not the Most Powerful Build compared to many I've seen around here, and might be considered a crazy multiclass by some.
He's currently a Fighter(Archer) 1 / Monk(Zen Archer) 2 / Ranger (Scout/Skirmisher) 5 -- yes, four archetypes. At 6'5" 320#, this half-orc looks like a classic "HULK SMASH!" bruiser, but instead he hangs back and turns enemies into pincushions while the girls -- Paladin, Rogue and Fighter(Tactician) female PCs -- handle the melee chores.
The two levels of Zen Archer gave him Flurry of Bows [sic], he got Ranger's Focus from Scout and from Skirmisher he's picking up Hunter's Tricks and selecting those that give added benefits to his bow attacks.
A combination of an adaptive +1 composite longbow, STR and DEX @ 18 with help from a magic belt, bracers of falcon's aim and the feats you'd expect a bowman to have allow him to deal 1d8+14 damage per shot; if he happens to be hasted and using Manyshot & Rapidshot, at a target he's Focused on within 30', it comes out to
+16(2 arrows) / +11 / +16 / +16 for as much as 5d8+70 DPR, threaten on 19-20 for triple damage
Anyway, he keeps his efficient quiver stocked with a variety of arrow types: blanched, poisoned, flight arrows for added range, etc. Hunter's Tricks he's picking up would be things like Distracting Attack, Hobbling Attack, Tangling Attack, Trick Shot...
I've been waiting for ages for BattleGraph or Tact Tiles to come back in some form. I finally found 8.5" x 15.5" dry erase boards with 1" grids for $5.99 (the're plain rectangles that don't interlock, but hey, if that's all I was going to be able to find...)
Only a few hours after I ordered a half dozen of those, this Kickstarter opened. Ah, what the heck. Now I'll have dry erase whiteboard and clear acrylic. :)
Kevin Andrew Murphy wrote:
Unicorn, for good-aligned witches?
I suspect it's because prior to the Abrams reboot/reimagining/whatever, all the viewer/fan's visits to the alternate time lines were temporary. We always returned to our starting universe/time at the end of the story. Abrams & company gave the feathered fans a one-way ticket.
Even in "Parallels" much of the point of the story was to get Worf back to his home universe. How do you think fans would have reacted if midway through Season 7 of STNG, the show's continuity moved without a beat to one where Ogawa is the CMO, the Bajor-Cardassia conflict resolved in Bajor's favor, Wesley Crusher's a lieutenant, Worf and Troi have been married for some time -- and the writers of later episodes were told to act as if these things had always been true?
Even leaving aside the nonsense with the blood, I'm going to have a hard time with B.C. playing Khan. He'd be fine as Gary Seven, Gary Mitchell, Garth of Izar, or possibly Colonel Green ("Savage Curtain"). Khan? I just don't see it.
And the magic blood would have made more sense coming from Flint than from anyone out of a eugenics program.
Because of those differences and others, I expect Sara will turn out to be the Original, the donor of source DNA material for the rest, and that one or both of her biological parents will have been involved in the secret cloning program from the start.
Mrs. S likely knows nothing about the secret program but is the most likely place for Sara to get information about her biological parents once we get to the point in the story where she wants to try to find out about them and the purpose behind having her cloned.