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Krome wrote:
The high priest of Abadar in Korvosa has the title of Archbanker. Beyond that, if you have Crimson Throne, there is an extended article on Abadar in Seven Days to the Grave that you might find useful :) Gamer Girrl wrote:
Received my gems today, and they are as good looking in person as they are in the pictures :) Good mix of colors and types -- a large round, a teardrop, a rectangle, and a heart, in clear, yellow, red, green, blue and purple. Disenchanter wrote:
Received my gems today, and they are as good looking in person as they are in the pictures :) Good mix of colors and types -- a large round, a teardrop, a rectangle, and a heart, in clear, yellow, red, green, blue and purple. Grimsh wrote: Now I plan on starting up this AP in the next few weeks, and one of my players has expressed alot of interest in playing a character who is going to join the Red Mantis Assassins. So I was wondering if anyone can, in spoilers, what this will do for the overall story if he joins them? As has been said, this will wreck the campaign. Spoiler:
The Mantis are also present in the final chapter of the AP, when the party storms the castle to take out the Queen ... if they managed to survive the potential betrayal in History of Ashes, they will be destroyed from within in Crown of Fangs by the traitor in their midst if that character still survives.
I would seriously doubt the PC of a Red Mantis to make it out of Escape from Korvosa alive once the party runs into the Mantis during that adventure ... and PCs slaughtering PCs is just never fun. Let the player know it is not an option for Korvosa, and I'd say tell them that the Mantis are definite enemies of the City, so that belonging to such an organization would be a death sentence waiting to happen, and you don't want that to be messing with the storyline. Cralius the Dark wrote:
Just finished reading the forward and skimming the book for the pics ... no, you are not alone :) Wow ... and the fact that we get to see who did what is really cool! I think I'm more afraid of Ropers just knowing that Nick Logue is the writer LOL~ Matthew Morris wrote:
Only if you remember to say "yes" :) JustintheBig wrote:
I like little yellow post-its telling the players what magic item it is and the page number :) They then copy down the description, and the card number if they like, and give it back to me, retaining the post-it until they can get all the data they want onto their character sheets. This way, I get to use my gorgeous cards and keep 'em neat and shiny ::chuckle:: memorax wrote:
I think you're missing the point ... both of the characters are at the same level to get to this amount of damage. The fighter used four out of 14 feats (15 if he happens to be a human) to get here with the same amount of experience it took the mage to be able to cast that spell. David Fryer wrote: Okay, I have a quirk as a DM that I only allow my players to use options out of books I own. This cuts down on a lot of the, but it's in the book I have at home, crap that I had to deal with when I first started DMing. I wondered if any of you other DMs out there have any quirky habits or traits like that. I like that one :) And I probably have several, but will have to let my players point 'em out as I'm sure that I would think them perfectly normal ... though one I can think of is that I'm rather anal on wanting to have all my possible hand outs, maps, notes done up well in advance with possibilities I've thought of worked out to make my life easier during the game. Justanartist wrote:
Personally, I'd let the party walk in if that is their plan. To me, it is the party's job to be keeping an eye on their resources, and if they feel the need to take a break before continuing, to do so in whatever manner they can contrive. They may not be thinking of that, but they should, and they may surprise you with whatever plan they've thought up for taking out the big baddy ... and if they are doing story wise very well, you can always "fudge" a die roll or two to aid them for the fun of the game :) Corey Macourek wrote:
I like the idea of overlapping, so that you don't have to fumble around with smaller and larger pieces. I know that I would be interested, depending on what kind of price range you were talking about :) If the quality of the cards is like that of Paizo's decks, and the cost is reasonably in that range, I'd be in for a pack or two. I've been following the information on your virtual maps with interest, but my group isn't in to VTT or the like, so something for my coffee table would be awesome! And if it works, I would definitely recommend decks that would allow us to build mansions and castles, for those monstrous maps that many of us are hand-drawing currently :) I think it very, very sad if anyone makes their decision on anything based on the opinions of others. This is bad in gaming and life -- if you let others do your thinking for you, you will find yourself living with poor choices. My personal gripes against 4E I can state clearly and concisely, but I don't dislike the game itself, and feel that for many people it could be a good way to begin gaming, but I do let folks know it is not the game I am playing nor one I plan to support. People can look at a preview, pick it apart all the want, and spout their joy or bile ... but until the final product is out, all that speech is so much hot air, and folks need to look at the reality of the product, not the vagueries of pundits. Disenchanter wrote:
ROFLMAO!! I cannot think of anything remotely safe to say in response to that, so I'll go with Yacko Warner and say "Goodnight, Folks!" :) Xuttah wrote:
Stoneplate can be found in the equipment section of the Pathfinder Chronicles Campaign Setting. etrigan wrote: Why not simply release the maps for free in higher resolution (300 DPI) in a download section. WoC have begin to do this (one Map for the player and one map for the DM) and it's pretty easy to use tools to print them (posterazor) or use them on screen or with a projector with something like maptools. As Paizo has stated several times, the maps you see are the maps they get. They don't order them larger. And in most of the PDFs, you can copy the map without the GM info for your players if you want it. Edit:
The flipmats are interesting, but would I really be willing to buy them just to run my AP? Nope. That would be a one use cost that would be more than my budget for gaming could regularly allow. There's another thread for those of you who are asking for virtual maps, where one of Paizo's regular cartographers is making the tools so you can do exactly what you want, make the maps for your VTT, etc. [Check it out here at Maps and Pathfinder Please, give the Paizo folks a bit of a break :) They are only so many bodies, putting out a TON of great stuff, and admitting when there are things beyond their means, desires and skills to currently do. Constantly haranguing them to change to do something else is not the way to make 'em change. They have their reasons, they've explained them over and over again ... believe 'em :) Anecdotal bit -- in Napoleonic battles, there was an actual situation where a troop of cavelry (light Brits, if I remember right) were charging a Spanish line through a field ... and vanished from sight within 20-30' of their target. They hit a sunken road between the fields they didn't know about, and lost most of the horse and several of the men to the resulting fall and pile up ;p Best time I ever had was with a mind-controlled half-ogre fighter whomping on the pompus cleric :) This was back in first edition, but it was a beautiful sight to behold as the fighter chased the cleric just trying to get one more hit in and off him! The third party member, an assassin/mage was too busy laughing at the high pitched girlish screams coming from the cleric to successfully off the baddy that was mind-controlling the fighter in the first place :) Tarren Dei wrote:
Oooh ... I was just going to deal with the "mismatch" but this sounds nice! I know it's possible, as I have a neat deck of see through playing cards, and I think Ziggity, one of the Cranium line games is a see through supple plastic card deck. Masika wrote:
Well, the binder is at my home, for all the players to peruse :) So as long as it is home use, I don't think there's an issue. Disenchanter wrote:
Well, in a sense, they got better in the 8 pages in History of Ashes :) Disenchanter wrote:
Not blind, it's just a bit hidden :) In the Campaign Setting, under Varisia, the listed languages of the area are Common, Varisian and Shoanti. So they have their own tongue. Masika wrote:
I printed out the pertinent information and stuck it into a binder for my players. I also went thru the adventure and gleaned additional info that I formated up for them (I'm the gm, I'm allowed to look <G>). This is the best source for information about the Shoanti, with articles on the Cinderlands and the People of the Storval Plateau. Also, in Escape from Old Korvosa, the Pathfinder Journal takes place amongst the Shoanti. Not knowing the CR you're looking for, here are some random thoughts: Gargoyle - doesn't need to eat, drink or breathe :)
sempai33 wrote:
I could see that going either way, but I would go with it not being stackable to avoid abuse. The final wording may clarify this better. And as to posting in other places, if you're trying to post in the playtest forums where a lot of these questions originally went, those are locked since the playtest is over. Demon9ne wrote:
At the last count, I beleive they are talking 250 monsters, and around 300 pages or so. So, skinnier than the RPG rules (576), but we older gamers might need a forklift if we carry more than one of each of these! LOL! 1000 pages of Pathfinder rules goodness times two plus two more rules books -- eek! ... thank the gods I have a sturdy coffee table ;) Demon9ne wrote: Will the Pathfinder Bestiary also be containing the monsters included in the books Classic Monsters Revisited, Dragons Revisited, and Dungeon Denizens Revisited? Seeing as this will be the first showing of the monsters under the new PF rules (well, CoT will have their Bestiary section <G>), I think all those monsters will be presented. However, they will, as James has said on other threads, only have a maximum of one page of write up, which will mostly be the stat block goodness. The Revisited books gives us six full pages on each beasty, which they could not do in the PF Bestiary without also selling a forklift with it :) To start with, I'd get the Beta download, then the following books: PFRPG (August), Bestiary (September), Campaign Setting, Gods and Magic, and the Companion books that deal with the races (Elves is the only one out so far, but Dwarves are coming soon). Beyond that, I think it depends on what you like and what corner of the world you play in :) Several of the Chronicles and Companions will give more good info for specific APs, and there is information in the back of each volume of the APs that expands the corners of Golarion being played in. If you find you want lots of goodies, definitely look at the subscriptions ... it has allowed us to have all the books without relying on our LGS that has not been that great on getting books in a timely fashion. It also gives you the PDFs of each book as a bonus, which makes printing off a specific page or piece of info, or finding a particular rule or bit of info very easy and friendly to your poor books :) So far there are no books that I regret buying :) I have a very happy gaming shelf ::chuckle:: daddystabz wrote:
Here are the four subscriptions broken down somewhat for you :) Pathfinder Adventure Path gives you one volume (96 pages) of the current AP every month. This includes the next installment of the six part path, a set piece to add in or use elsewhere (but fits thematically with the AP installment), a set of new beasties to terrorize your players with, two articles that help flesh out the corner of the world, deities or something important to the AP, and an installment of fiction in the Pathfinder Journal. Your cost $13.99. Pathfinder Modules gives you a "stand alone" adventure in classic module format (32 pages). It has information that fills in pertinent data for the adventure on Golarion, and they pop around the world and the levels, giving lots to chose from. These come out normally every other month, starting in January. Your cost is cover minus the Subscriber discount. Pathfinder Chronicles are 64 page books that give you more information about a particular location, subject, creatures in the world of Golarion. These are truly awesome, and if you want to know about the world to use as your setting, I'd say these are a must have. These are also the books that are player safe, except for a "secrets" chapter that many have, and which is flagged as such so players can stay out :) These come out once a month, and your cost is cover minus discount. Pathfinder Companions are 32 page books that deal with a specific locale or race in greater detail, with rules, spells, traits, feats, magic items, prestige class(es), etc., to help flesh out that area. So far we've had elves with dwarves coming, and the countries of the Pathfinder Society are the first on the docket to be detailed up. These come out every other month, starting in February in the year, so they alternate with the Modules, and the cost is again cover minus discount. In the last shipment to hit our house, which contained the Companion for Taldor, the Chronicles for The Great Beyond (awesome!), and the AP Legacy of Fire 4th installment (#22), our total was under $50 with shipping and handling. You can set it up to have your books ship as they are ready, or be held for larger packets, depending on your likes. (I can't give you total specifics, as the subscriptions are all under my husband's account <G>) Hope that helps! Set wrote:
ROFLMAO!! Now I need to name an elf Roswell :) Sebastian wrote:
Okay, just got the email back from Mom. She's up in San Gabriel, and here's the info she gave me: "Hi- We went to Upland Water Gardens in Upland, and purchased five and they gave us one, so we came home with six. Care? We dumped them in the pond and didn't see them until they were frogs. So much for "CARE"!!!!You might see if they have a web site. I know they have a catalog that you can order from. You buy the insurance and they guarantee the water life. Comet fish, frogs, plants and I think pond supplies can be ordered. The place itself is a huge disappointment as it isn't at all pretty, just a bunch of old bath tubs and horse troughs and areas full of aquatic plants. BUT that's the place where we got the comet gold fish that lived for over eight years!! My two frogs are back and croaking. I think we are going on eight or nine years with them. Always a thrill to know that they came through another hibernation. Good luck. xxoo- Mom" I tried looking for the name before posting, but didn't get that particular place to pop up on the first try. But I'd check out places in San Diego that have similar deals on animals and plants for backyard ponds, and you should have luck :) My mom got several tadpoles for her backyard pond a bunch of years ago. She also had lily pond tubs that she started them in, with the thought to transfer them to the larger pond once they were older and so she could watch them grow :) Only one made it all the way to froggy, but he's either been going strong or his children have, as she is now up to around five frogs I believe, one of which is rather large ... and they all love to scare the crap out of us by jumping into the water when you walk by :) I am pretty sure she got them from the local nursery that also dealt in water plants and carp. They'll often also get you mosquito fish to help with that issue, and in Southern California, you can call someone and they'll give you free mosquito fish. Being as it is almost midnight now in California, I can't call her unless I want to be skinned, but I'll see if she can remember more and any of the places. Are you a fellow Californian, Sebastian? sanwah68 wrote:
Well, last year's Free RPG offering was this module which you now get to download for free :) Soooo ... once maybe the Bonus Bestiary will be available as a free PDF as well :) sanwah68 wrote:
It will be available for purchase following that weekend from the Paizo store :) Vic Wertz wrote:
What I think folks are wanting is art and cards that are Paizo style, can be tailored to specific APs/Modules/Countries etc., along the lines of the decks you already do. Also, if someone has that nearly perfect map set, and just needs a fountain that is engraved with Thassilonian runes, or needs to cover up bloody stains dragging off the map so the players don't follow a red herring, or whatever, these would allow some modular building fun :) And imagine for those who want to do a truly random dungeon ... shuffle, deal the cards and play 'em as you go to build the dungeon/encounter :) Gamer Girrl wrote: For those folks looking for "gems" to add to their treasure hordes along with these coins, check out Disneyland or the like. I picked up a bag of plastic gems from the Pirates section of Disneyland a few years back, for a decent price and they are mostly three dimensional gems, too! No holes to string them, just good fun toys. Now if I could only find someplace else to buy 'em without a trip to Disneyland :) I finally found some neat acrylic gemstones that were three dimensional :) Go here and take a peek. I'll be able to tell you how good later once they arrive :) Enjoy! I found some neat acrylic gemstones that were three dimensional :) Go here and take a peek. I'll be able to tell you how good later once they arrive :) Enjoy! For those folks looking for "gems" to add to their treasure hordes along with these coins, check out Disneyland or the like. I picked up a bag of plastic gems from the Pirates section of Disneyland a few years back, for a decent price and they are mostly three dimensional gems, too! No holes to string them, just good fun toys. Now if I could only find someplace else to buy 'em without a trip to Disneyland :) Purple Dragon Knight wrote:
Thank you :) Yup, 8 days times 5 would make for 40 days. A minor houserule that we are using in conjunction with crafting is that for items like potions and scrolls we're ignoring the "one per day" rule that is used with magical items. I have a wizard/alchemist in my Crimson Throne campaign, and the thought that something that should only take a few hours to brew by the math still precludes him making more in a day didn't jive. Mairkurion {tm} wrote: I henceforth swear to spell Acadamae correctly. Now to change all the different spellings I invented for it in the midst of my docs...it'd be nice if I had a consistent pronunciation for it too...any consensus on where the accent falls? Second syllable hard accent, fourth syllable soft accent :) I posted this during the playtest, but didn't get a lot of play on it that I recall. Our group wasn't very happy with how long it took to make anything with crafting and I took a look at it to try to come up with something more reasonable. This is a bit lengthy, since I was rewriting the Craft from the book, and it does use the table in the Beta. Feel free to use or ignore :) Craft Skill You are skilled in the creation of a specific group of items, such as armor or weapons, alchemical items or mechanical traps. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks, each purchased as a separate skill. A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill. Check: You can practice your trade and make a decent living, earning about half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.) The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC and your check result determine how long it takes to make a particular item. The item’s finished price also determines the cost of raw materials. In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. You must make an appropriate Craft check, however, when using the spell to make articles requiring a high degree of craftsmanship. A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel. When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item. All crafts require artisan’s tools to give the best chance of success. If improvised tools are used, the check is made with a –2 penalty. On the other hand, masterwork artisan’s tools provide a +2 circumstance bonus on the check. To determine how much time and money it takes to make an item, follow these steps. 1. Pay one-third of the item’s market price for the cost of raw materials. 2. Find the DC from the table on chart 5-5 Craft Skills. 3. Divide the target DC by 5, and multiply the result by 2 to determine the base time for creation. (i.e., DC 10 / 5 = 2; 2 x 2 = 4, base time equals 4 hours.) 4. Take the base time, and multiply it as follows for crafting type to determine actual time for creation.
* Armorsmithing - Multiply the base time by the AC bonus. * Bowmaking - Multiply the base time as follows: Bows x2; Composite Bows x4; Composite Bows with a strength bonus, multiply base composite bow by the strength bonus +1 (i.e., a Strength +1 Composite Shortbow would take ((Base Time x 4)x2) for actual time, or 48 hours); Ammunition, use base time for bows (i.e., 4 hours) per 5 arrows. * Weaponsmithing - Multiply the base time by weapon type as follows: Light Melee x2, One-handed Melee x4, Two-Handed Melee x6, Crossbows x6, All Other Ranged x1, Arrowheads and Bolts x1 per five. * Trapmaking - Base time for mechanical traps, whether room/hall sized, or chest/box sized is one week. (For chest/box sized traps, figure as normal from the Trap Rules, but divide the cost by 10 for market value and raw materials used, not counting poisons needed or magical spells - those costs are as written. All other rules for Traps are as written.) * Very Simple, Typical, High-Quality, and Complex or Superior Items - Use base time. 5. Make an appropriate Craft check representing one week’s worth of work. If the check succeeds, then you have completed the item in the time determined. (If the check exceeds the target DC, then reduce the time required for that item by 12 minutes per point over the DC.) If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again to continue working on the item, or lose all the outlay. All of the numbers above presume the craftsman has at least one apprentice and a shop with the appropriate gear to aid in the creation of the basic parts that go into making the end product. If the craftsman does not have such aid, double the required time for creation to account for having to make all the subcomponents of the end piece. The GM would have to consider if additional costs for renting a forge or similar crafting station are applicable for the part-time craftsman. Progress by the Day: You can figure out how many items you make per day in a given week by taking your successes and deducting them from a typical medieval craftsman’s week, approximately 60 hours, less time for meals (two hours per day) and running the actual business (roughly four hours per day). Rising with the sun, and going to bed with it, allowing time for meals and the actual running of the craftsman’s business (dealing with customers and the more “mundane” transactions of repair work and less adventure oriented gear that the shop deals in) leaves roughly four hours on any given day of the six day week to be working on specific adventuring gear. The GM may allow the craftsman to spend more of the day dedicated toward a particular job, but if more than six hours per day (average) are devoted to a single task(s), then the shop and craftsman will not receive the check for income per week that was detailed above. (I.e., Blacksmith Owen receives a commission to make a suit of full plate mail for his lord’s son. The job will take Owen 64 hours (DC 18 = 8 hours, Full Plate is a +8 AC, 8 x 8 = 64). Owen, a highly skilled (level 6) and intelligent (Int 12) smith, has a skill roll of +10. The player rolls an 18 on the d20, for a check result of 28. That will reduce the time factor by 2 full hours (12 minutes x 10 = 120 minutes). With 62 hours of work ahead, and wanting to please his lord with a speedy completion of his commission, Owen could choose to spend his entire week, even skimping on his meal times with the GM’s permission, to complete the suit in one week. But he will not be able to do any other work that week, and would not receive his standard check for income for that week. If, however, he wants to keep his business open for other work that week, and the following one, it would take him at least eleven days at six hours per day to complete the suit, or sixteen days at four hours per day. And don’t forget to multiply all by five if the lord wanted that suit to be masterwork!) Create Masterwork Items: You can make a masterwork item: a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterwork item, compute the normal item’s time as detailed above, and then multiply that total by 5. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield) and a Craft DC of 20. Make your check rolls as before, deducting time for points above the target DC. Once the time is over, the masterwork item is finished. Note: The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials. Repair Items: Generally, you can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item’s price. The time to do repairs would be one to two hours, depending on the degree of damage incurred (GM judgement). When you use the Craft skill to make a particular sort of item, the DC for checks involving the creation of that item are typically as given on the table below. Action: Does not apply. Craft checks are made by the day or week (see above). Try Again: Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again. To make an item using Craft (alchemy), you must have alchemical equipment. If you are working in a city, you can buy what you need as part of the raw materials cost to make the item, but alchemical equipment is difficult or impossible to come by in some places. Purchasing and maintaining an alchemist’s lab grants a +2 circumstance bonus on Craft (alchemy) checks because you have the perfect tools for the job, but it does not affect the cost of any items made using the skill. [insert table here]
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