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HangarFlying's page

Goblin Squad Member. Pathfinder Society Member. 1,432 posts. 1 review. 1 list. No wishlists. 2 Pathfinder Society characters.



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I blame Cosmo for the fact that I ordered some miniature wargaming books from another company last week and they haven't arrived yet.


1 person marked this as a favorite.
Majuba wrote:
  • Animal Companion stats for the Eidolon.
  • Meh, the eidolon build isn't that big of a deal to me. An optimized eidolon is no more better than an optimized whatever.

    Majuba wrote:
  • 1-round summon time or 1 round/level summoning length.
  • They're Summoners. They're supposed to be good at summoning. Besides, it's just the SLA that have a shorter casting time, the summon spells cast from a spell slot have the normal 1 round casting time.

    Majuba wrote:
  • Haste/Slow/Etc at normal spell level.
  • I do agree that the spell list isn't perfect, but this is tempered by the fact that the summoner HAS to get the spells to heal the eidolon. This is especially true if the GM maintains that summoners are extremely rare and there aren't wands or potions readily available for purchase but must instead be crafted.

    I do understand the potential problems, but as long as they're built correctly, I see no significant issues. I do have a summoner in my campaign. So far, she's been an equitable member of the party.


    3 people marked this as a favorite.
    Desna's Avatar wrote:
    Stuff about PDFs being "cheap and easy".

    Pray tell, who do you propose to write, develop, layout, make art and maps, and generally make these little PDFs considering the fact that Paizo is stretched pretty thin working on everything they're already working on.

    Just because actual PDFs are prevalent and popular doesn't make the process of publishing them any easier or cheaper than their hard copy counterparts.

    The point about FR being old and Golarion being new IS relevant. You want this awesome fluffy book RIGHT NOW that is similar to a product that has a foundation of thirty years of experience. I am sure there are a myriad of other factors that have allowed WotC to publish that book which are not present at Paizo.


    2 people marked this as a favorite.

    You would also need to make sure every important person to the story dies.


    1 person marked this as FAQ candidate. 1 person marked this as a favorite.

    Link to my previous post, with SKR quote.

    There are two ways to go about doing it, and neither one has been officially confirmed in the FAQ/Errata:

    Option A: as SKR stated. The "purchasing" is in reference to the cost to acquire the spellbook (usually 15 gp).

    Option B: as Grick stated. The "purchasing" is in reference to the cost to acquire the spell by copying it from another wizard's spellbook (half of the inscription cost).

    As I stated in my linked post, Option A is likely the correct one, but the actual wording in the CRB that Grick pointed out is cumbersome at best. The bigger issue is that this question has been asked so frequently, it's finally time for the Developers put up an FAQ about it.


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    CliffyQS wrote:

    An offline version in epub or plain text would be really handy. Then I wouldn't need the Internet to use my favorite reference tool. I could commandeer our old nook simpletouch and turn it into a gaming library.

    Is this something Paizo might do, or is this something I need to build myself?

    Thanks for the awesome!

    Offline and ePub versions can be found here.


    2 people marked this as a favorite.
    Judy Bauer wrote:
    Awesome Summary

    While all of the elements on the list are important, I think the apex of the issue for Paizo (and the industry as a whole, really) is how Pathfinder is marketed to women—non-gaming women, not just women who are already gaming. Everything else on the list plays into this one point. You can say that TTRPGs are ok for women to play, but if you have offensive art or unfriendly gaming environments, that destroys your message. Everything on that list points directly to the marketing of the product.

    I know a number of women who love watching Lord of the Rings/Harry Potter and playing Skyrim/Final Fantasy/Fable on their gaming console but absolutely abhor the idea of playing a table-top RPG. They obviously don't have any issues with the genre, but they can't see the merits of gaming through the big dark stinky cloud known as "THE STIGMA". What spell can Paizo cast to make this cloud finally go away?

    On a side note, I think Paizo should send Stephen Colbert a signed copy of the CRB (and maybe an adventure or two) and invite him to attend PaizoCon. Have him play in a game being GMed by Lisa. While he's a satirist, I think you could get an honest story about women and gaming (or at the very least, gaming in general) out of him. This would certainly get Paizo out into the mainstream.


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    Samurai, you're missing the point. This isn't a Plessey v. Ferguson "separate-but-equal" proposal. It is a way to offer female players a non-threatening venue for them to enjoy a hobby that we all love. More importantly (not saying that current female players are less important), having something like this available might be enough to punch through the social stigma of gaming and provide an avenue for new players to step up and give it a try.

    The fact that you are a good guy and won't put up with any type of discriminatory behavior is completely irrelevant to someone like my wife who walks into a gaming store and feels like she doesn't belong there—not because anyone is overtly being rude, but because in her mind, that type of environment is only for guys who live in their mother's basement. Having some type of female-only event might go a long way in helping alleviate some of that unease.

    EDIT: man, did it really take me 38 minutes to write that, or did I get time-warped?


    6 people marked this as FAQ candidate. 1 person marked this as a favorite.

    The SKR FAQ does strike me as kind of moot considering the AoMF description states that melee weapon special abilities can only be applied to unarmed attacks. To the best of my knowledge, natural weapons are not unarmed attacks, and therefore a creature could not use a speed AoMF to grant it an extra natural attack (though it would still get the benefit of any '+' bonuses).

    That being said, whether or not my presumption is right or wrong is completely irrelevant, because ultimately, the wrong question is being asked for the type of answer that is desired.

    The proper question is:

    If a humanoid is wielding a +1 speed longsword and a +1 speed short sword, is that humanoid able to gain an extra attack with each weapon during a full-attack, or does he/she only gain one additional attack and must choose which weapon makes the additional attack?

    Regardless of my personal opinions on the matter, I ask the following question for completeness:

    If a humanoid is wielding a +1 speed longsword and a mundane short sword, but is also under the effects of a haste spell, is that humanoid able to make an extra attack with each weapon during a full-attack (the mundane short sword from haste and the longsword from the speed ability), or does he/she only gain one additional attack and must choose which weapon makes the additional attack?

    I think those questions will get you the answers you desire.


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    NobodysHome wrote:


    I think the key is, "What would be the most fun for you and the players to play out, without forcing you to quit your job to build a scale model of Sandpoint in your garage?"

    I don't see a problem with a garage-sized scale model of Sandpoint.


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    The ironic result of Global Warming is an ice age.


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    Yes, guns were built and designed to more efficiently kill human beings (efficient in that a soldier didn't have to be trained to the levels as a bowman did-those original guns were not really that reliable).

    The current national debate revolves around "scary" semi-automatic rifles and whether or not they should be allowed for civilian ownership. It is a dishonest debate that supposes one type of semi-automatic rifle is more dangerous than another type of semi-automatic rifle. Those who wish to implement a ban use confusing and dishonest terms like "military-style", "assault weapon", or "high-powered" to make these rifles seem like they are more than what they are. Furthermore, news organizations, to show the "how dangerous" these "scary" semi-automatic rifles are, use demonstrations of FULLY-AUTOMATIC weapons while talking about the dangers of SEMI-AUTOMATIC weapons. The dishonesty on the part of the politicians and lobby groups are deliberate. The dishonesty on the part of the news might be deliberate, but might be out of sheer ignorance.

    Let me make this point perfectly clear, and whether you agree that weapons should be banned or not, I hope you will at least understand this: there is absolutely NO DIFFERENCE between the functionality or lethality of semi-automatic rifles that ARE on the original AWB list and semi-automatic rifles that ARE NOT on the original AWB list. The weapons on the list are on the list due to their cosmetic features. Really? A rifle with a pistol grip, collapsible stock, and a flash hider is more dangerous than a rifle with traditional wooden furniture? If you honestly think this is true, I question whether or not you have ever fired a gun before. And "high-capacity magazines"? Do you honestly think that an AR-15 with a 30-round mag is more dangerous than an M1 Garand with its 8-round clip? If you honestly think that is true, then you have either never fired an M1 Garand before or are outright lying to yourself.

    The M1 Garand is not even on the radar. The rifle is lauded for its accuracy and reliability as a target and hunting rifle. It has a "legitimate" purpose, whereas the AR-15, with it's pistol grip and 30-round magazine, apparently does not. No matter that you can legally hunt with an AR-15, and that it is a popular firearm used in shooting competitions, but apparently those reasons aren't good enough. The AR-15 doesn't have a "legitimate" reason because it is based off of the rifle used by the US military. Oh by the way, the M1 Garand was the rifle used by (not based off of, it was used by) the US Military in WWII and Korea.

    So, you may not like guns, and I can understand and respect that. At least understand that if you feel that "scary" semi-automatic rifles should be banned because "they are more dangerous and the potential for misuse is high", that is an opinion based on dishonest propaganda.

    Now, all that being said, I do think it would be important to reevaluate the firearms procurement process. But the actual banning of a gun that is no more dangerous than one that isn't going to be banned? Not so much.

    EDIT: clarity in the second-to-last paragraph.


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    According to Senator Feinstein, the 1994-2004 Assault Weapons Ban led to a 6.7% decrease in total gun murders. Interestingly enough, there was a further 7.9% decrease in total gun murders from 2004-2011, a period in which "scary" semi-automatic rifles were more accessible and frequently purchased (2004 FBI Stats, 2011 FBI Stats).

    Another interesting tid-bit of information: there was a 17.8% decrease in murders in which a rifle was used (this is ALL rifles—bolt-action, lever-action, pump-action, semi-automatic, and "scary" semi-automatic) during the same 2004-2011 period.

    Furthermore, according to the 2011 FBI statistics, rifles only account for 2.5% of the murders, whereas "fists, hands, and feet" account for 5.7% of the murders and "knives or cutting instruments" account for 13.4% of the murders.

    On a happy note, murders overall decreased by 10.3% from 2004 to 2011.

    Now, I'm not saying that more accessibility to "scary" semi-automatic rifles and their high-capacity magazines since 2004 has lead to the decrease in these murders. I am merely pointing out the fact that the fear directed towards these "scary" semi-automatic rifles has no concrete foundation.

    What is the concern with these types of rifles? Is it the concern that crime and murders will increase, even though the trend has shown quite the opposite? Is it the concern that some crazed lunatic might commit another shooting? To that, I wonder if any of these people are worried about getting killed by a drunk driver whenever they drive their car (you are far more likely to get killed by a drunk driver than you are by a crazed lunatic wielding a "scary" semi-automatic rifle).

    Drunk Driving:
    This website states that there are 3.3 drunk driving fatalities per every 100,000 people in 2010. The FBI rate for homicides using ALL weapons is 4.8 per 100,000 in 2011. Since rifles account for 2.5% of murders, I estimate the rate to be .12 murders by any rifle per 100,000 people. My methodology might be flawed, but I think it is still a pretty safe assumption.

    Ultimately, the perceived threat whenever one of these tragic events occurs is far greater than any actual risk from that threat. Are there things that can be done to mitigate any tragedy that might occur from the use/misuse of a firearm? Absolutely.


    • Emphasis on storage and safe-keeping of firearms
    • Background checks for private-sale purchases
    • Firearms training classes as a requirement for purchase
    • Re-evaluation of the mental health care system (though I think all can agree that this is a much bigger issue than how it relates to guns)
    • Mental health screening as a part of the background check

    'What legitimate reason do you have' opinion:

    This question/argument is frustrating because it really isn't a valid argument: "I don't think there is a legitimate reason for you to have that, therefore we should make it illegal".

    What legitimate reason do I need to own a "scary" semi-automatic rifle? What legitimate reason do I need to own ANY firearm? The reasons to own a "scary" semi-automatic rifle are the same reasons to own a handgun, shotgun, bolt-action rifle, or a semi-automatic rifle.


    • Self-Defense: yes, it is a legitimate reason, otherwise there wouldn't be an exception for law-enforcement officers.
    • Hunting: much to the chagrin of the pundits on the TV who think otherwise, yes you can legally hunt with a "scary" semi-automatic rifle.
    • Target Shooting: not taking into account the multitude of owners who go to ranges or empty fields to shoot at bottles and paper targets for fun, there are organized shooting matches with categories specifically for "scary" semi-automatic rifles.
    • Because I Can: I don't need one of the above three mentioned reasons to own a handgun, shotgun, bolt-action rifle, or a semi-automatic rifle; why does a "scary" semi-automatic rifle have to be any different.

    In the state I live in, I can buy a FULL-automatic—the kind that most people think the "scary" semi-automatic rifles are, but actually aren't—firearm, and I don't need a legitimate reason to do so. I just need to have enough money. (EDIT: there are a few requirements: background checks, submitting a photo, and other things in which I, personally, would not have any issues meeting. The only thing preventing me from owning a machinegun is the $$$.)

    Finally, what legitimate reason is there to own a car that can go faster than 75 MPH? To the best of my knowledge, the fastest speed limit in the US is 75 MPH. Also, what legitimate reason is there to own a surplus WWII tank or a surplus Soviet Cold War-era jet fighter? I think in those cases "I can afford it" and "Because it's cool" are the likely reasons.

    Regardless, I don't need to give you* any reason as to why I would want to purchase a "scary" semi-automatic rifle, and the fact that you* don't like them or can't, yourself, think of a reason to own one is not a viable position from which to make an argument.

    * I am referring to "you" in the general sense—directed at those who hold the opinion, not at one single individual.


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    My cat likes to lick plastic bags.


    1 person marked this as a favorite.

    Something needs to be done to deal with the underlying mental health issues that are at the root of all these incidents.

    Hopefully the families that lost loved ones, as well as the families that had to live through this, can somehow find peace and closure.


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    Note: In the first installment, I accidentally put 26 Rova twice. Obviously, the second one should be 27 Rova, where this journal entry picks up.

    RotRL Session #2:
    27 Rova 4707 (Continued)

    Melda, Tordag, and I returned to the surface to get Ameiko back to the Rusty Dragon, Tsuto to the jail, and ourselves over to the mayor to inform her of the nefarious plot. I insisted that she know (and more importantly, know of our role in stopping it).

    Mudder remained in the tunnel to check it out and make sure no creepy fellows returned back through. He was ridiculously excited to talk about stonework and dungeons when we met up with him again later. Dwarves are a very strange race. Both Tordag and Mudder keep muttering and chortling about Melda’s and my need for light down here. In my opinion, we shouldn’t trust creatures that can see in the dark.

    We adventured down into the tunnel and as we come around a corner, Tordag thought he heard something. The Dwarves proceeded to play some absurd hand game to determine who would go check out the sounds. Apparently, “Boulder, Parchment, Shears” is how Dwarves make big decisions. I wonder if they do that before wedding ceremonies as well. Ugh.

    When Mudder, the loser, popped around the corner, he startled some repulsive creature with a terrible cleft palate. None of us had ever seen such a creature before; we still don’t know what it was. All we know is that he fought with his claws and his teeth. We’ll have to ask someone who might know more about it, maybe Brodert Quink. His eccentricities have to be good for something.

    Further explorations of the tunnel revealed a statue of a very angry looking woman. Tordag must have done some reading while he was busy living in his giant underground cave, because he recognized her as a Runelord: Alaznist. None of us have a substantial enough grasp on history to remember what Runlords are, other than that they’re antiquated and irrelevant to us today.

    Melda recognized a symbol, a seven-pointed star, that the statue carried. Melda confessed to us that she is a summoner, a person who has an eidolon that she calls from another plane to fight for her. She says the eidolon is always with her, but she hasn’t summoned her yet.

    Sure, I’ll believe it when I see it.

    Mudder and Tordag seem mildly unsettled by the statue. The dwarves say the stonework is thousands of years old and there are traces of very old magic on it. The statue is carrying a weapon, a ranseur, that can be detached. It looks to be worth about 400 gold. Our party was in agreement about leaving the weapon, but we disagreed upon the reason. I don’t want to defile a piece of artwork. Tordag is superstitiously concerned about the old statue, and Melda is worried about the seven-pointed star.

    As we traveled deeper and deeper into the tunnels, things got more and more strange. First, we stumbled upon more cleft palate monsters, grossly misshapen skeletons, and a goblin that had suffered some sort of mutilation that caused it to project acid. Upon having discovered his magical sword and after some reflection, we realized that he must have been the missing goblin tribe leader Shalelu told us about when she was instructing us in the local goblin tribes.

    There was a spherical chamber with a variety of floating objects: a rod, a bottle of wine, and a dead bird with maggots, just to name a few. This chamber was located near a spiral staircase that led deeper underground.

    The final area we explored today was the crowning glory of strangeness. We found an abandoned shrine to Lamashtu, the evil god of monsters. Protecting the temple room was the quasit, the flying demon mentioned in Tsuto’s journal. She was the one summoning the creatures with the bad dental plans. She was also virtually impossible to kill. Not only could she fly, but she also could cast spells, regenerate, and make herself invisible. We finally defeated her when Tordag stole my longspear and Melda cast an enlargement on him. That was incredibly helpful, but really, he should practice better manners in requesting soneone’s weapon. I suppose I shouldn’t expect any better from a dwarf, even an educated one.

    We returned to the surface after vanquishing our foe. We made some sales of found equipment, and even though I strongly oppose this, after the last encounter I realize that we simply must have extra money to buy healing potions. And better weapons. Mostly because Tordag, the fool cleric, found himself frightened of the itty bitty demon and ran halfway out of the underground caverns leaving Melda and me with an unconscious Mudder. Imbecile.

    The last part of our day was spent in conversation with batty old Mr. Quink. He told us all about the Runelords, how each of the seven represented one of the seven deadly sins. Alaznist, it seems, was the goddess of wrath. (Never could have guessed that from the look on her face.)

    Quink told us that what we had likely seen in Lamashtu’s temple was actually a summoning pool for Alaznist. While “wrath” would feed the pool, the opposite would drain it of its power. It’s likely that the events of the goblin attack fed the pool, but somehow, the quasit draind some of it with her summoning. We know there’s still some power left in the pool because it continues to glow.

    In our conversation, Quink told us his conspiracy theory about the lighthouse. He does not suspect it’s a lighthouse at all but a weapon of war. Quink believes that Alaznist had a series of towers built up and around from which she could shoot flaming spheres to create a perimeter of defense.

    He also knew about the creatures with the bad teeth. He said they were Sinspawn. Apparently, when they attack, they sicken the victim with overwhelming feelings of their particular brand of sin.

    Now I’m a little suspicious of Brodert Quink. Why does he know so much about these creatures? Hmm.

    After a very late evening, we finally got to rest, but not without much to think about.

    28 Rova 4707

    Early this morning, we returned to the tunnels. The guards we placed said the night was uneventful. We consecrated Lamashtu’s shrine, but we were undecided about how to handle the summoning pool.

    We actually had very little left to explore, and after cleaning out the remaining tunnels and rooms, we brought Quink down to look at the statue (he bought the ranseur from us for his collection) and tell us what he could about the summoning pool. The two dwarves proceeded to cut their hands over the pool to summon more of the sinspawns, and we were able to summon three more before the pool was finally void of power.

    Before separating for the day, we looked over Tsuto’s journal again to see what other avenues of investigation we should pursue. The other area Tsuto mentioned was Thistletop Shrine, the place where Nualia burned her father’s ashes.

    29 Rova 4707

    We awoke this morning and traveled to Thistletop. It didn’t take us long by foot, about two hours. When we arrived, we found something akin to a briar patch maze. The goblin’s land was completely enclosed by thistles.

    In our explorations, we found a hole that fell about 80 feet into a watery pit. In it, a bunyip swam. He looked like he’s been very well fed. The finding of that hole was fortunate; we used it later to dispose of a multitude of goblin bodies and useless gear. Unfortunately, we still have the nasty habit of pilfering possessions from the carcasses of our vanquished enemies. As I said, I think the habit of “pillaging” is utterly vile, but I suppose it is necessary if one is ever to earn money in this business. Ugh.

    Oh, an interesting item to note: Melda is indeed a summoner. We got to meet her eidolon. She’s a little white dragon Melda calls Ascarthia. She is a good little fighter, but it feels unnatural to be travelling with a creature I know from dragon lore to be evil. I suspect Mudder feels the same way I do; he keeps looking over his shoulder whenever Ascarthia is around. Another unusual piece—Melda’s forehead glows with the Sihedron, the seven-pointed star, whenever she has her eidolon with her.

    What a strange group of companions I have fallen in with. What have I gotten myself into? If all of Varisia is filled with such unusual characters and my parents knew about this before they sent me out, they must have been very angry with me indeed.

    Well, I’ll show them. I’ll civilize these travelers if it’ll be the death of me. Perhaps I should start with Tordag. So far, he seems the most familiar with books.

    But I digress.

    We had an incredible battle with Warchief Ripnugget, the leader of the Thistletop tribe of goblins. He was riding a sticky foot, so that made it incredibly difficult to fight him as he was often on the ceiling. I’d like to think my magic played a big part in his defeat today. One thing I will say for found items: scrolls have certainly come in handy.

    Aside from the general filth of goblin living, we also found a trapped horse, and while I wasn’t with them at the time, my companions also found a secret door behind the privy. Apparently, it contained a veritable trove of goodies. We’ll plan to use the horse to take it back to town.

    GM Notes:
    1) The sinspawn had cool shock factor, but I was, unfortunately, never able to get them to do much damage. A couple of hits were landed, but I was never able to get a bite.

    2) The fight with Koruvus was a good one. At one point, the cleric got knocked to -1, which was a concern to everyone. He spewed his acid, which kind of freaked everyone out, and got in a number of good whacks with his weapons.

    3) The fight with Elyrium was as tedious as everyone else has described in this forum. I stopped keeping track of the rounds, but it went at least 13 rounds. Even though tedious, it was pretty rough on our valiant heroes. The Ranger got knocked unconscious, the Cleric fell prey to a fear spell and ran away, which left the Sorcerer and Summoner left to fight the quasit (the Cleric finally came around and then cast a cure light wounds on the ranger. The summoner had a Celestial Eagle and the Cleric grabbed the Sorcerer's longspear and the Summoner also cast enlarge person on him. These two beat on the quasit quite a bit. The ranger also had some bolas, with which he was able to trip her. She was still a pesky b~@!*, but eventually fell to the onslaught.

    4) While the fight with Elyrium was tedious, the fight with Gogmurt was pretty epic. The party stumbled upon the tied-up goblin dogs, which alerted Gogmurt. Tangletooth attacked the party directly, while Gogmurt moved though the briars and attacked them from the rear from the howling hole area. Tangletooth did some hurting on the Eidolon, while Gogmurt was causing trouble with his wand of produce flame and flame blade. The dwarves eventually got to him and attacked him. Gogmurt retreated through the thistles back into his "home" area to heal. Everyone ran the long way around to try to get to him. Gogmurt then ran back through the thistles and ran up to the area where the 10 goblins were hunkering down. The Ranger had a total Han Solo moment when he ran head-long into these goblins - it was pretty sweet. Gogmurt cast entangle, creating a serious choke-point, and there was a pretty good fight and the hope was that Gogmurt would be able to get his animal messenger spell off, unfortunately the players were able to get to him before he could get it off. But, that meant that the fort was unawares of the pending attack.

    They were able to detect the trapped bridge and worked across it, but the Cleric (with a -8 Stealth roll), alerted the Goblin Commandos in the tower. Crossbows were able to dispatch them pretty quickly.

    They were able to clear through Thistletop with no real trouble. The Ranger was lucky enough to try and disable the chest with the filthy slasher trap and triggered it. The trap rolled a friggin 1 on the attack roll!

    The fight with Ripnugget was really fun, especially with him using his ride-by-attack and spirited charge feats. I don't know if it was legal for me to charge ahead and continue up the walls and ceiling, but I did it anyway because it was awesome. Those are pretty good feats as I was able to lay some serious smack-down with Ripnugget.

    We played the game yesterday, so some of my notes are a bit brief and fuzzy, and probably not as descriptive as they could be.

    I don't know when we're getting together next. Hopefully, it'll be sooner than later.

    Catacombs of Wrath: just after fighting Koruvus
    Catacombs of Wrath: unveiled
    Thistletop: unveiled


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    The glassworks wouldn't work really well as a flip-mat. It's too big; they would seriously have to compromise the design to make it fit.

    As far as printing it out, it's fairly simple:

    1) Download GIMP (or whatever image editing tool you want to use) and PoseRazor.

    2) Copy the map you want to use. For example, I use the "Take a Snapshot" tool in Acrobat Reader. I highlight the area I want and the "snapshot" is saved to the clipboard.

    3) Open GIMP. "Paste" your copied image to GIMP.

    4) With the measuring tool, measure the width of one square. You might need to zoom in a bit to get an accurate measure. Note how many pixels wide the square is (it should say this at the bottom left of the GIMP screen).

    5) Next, select the "Image" menu, then select "Scale Image". In the middle of this page, you will see "X Resolution" and "Y Resolution" as well as a drop-down menu to the right. Make sure the drop-down menu is selected to "pixels/in". Set the X Resolution to whatever the number was that you measured in Step 4. Set the Y resolution to the same number if it doesn't automatically change. Push the "Scale" button.

    6) Save the image as a .JPG file.

    7) Input the .JPG image into PosteRazor. (Double check the resolution to make sure the dpi is the same number you measured and scaled in GIMP.)

    8) In step 2, select the paper size you wish to use. Set the borders to "0".

    9) In step 3, decide the overlap you want in order to put your map together. I use "2 cm" and "Bottom Right".

    10) In step 4, select "Size in Percent" and set to 100%.

    11) Save as a .PDF in step 5.

    12) Open the .PDF file, if it hasn't already done so. Before you print, make sure to set your printer settings to BORDERLESS, otherwise you will have to trim every page. On mine, when I click the printer icon, and the print page comes up: push the "Properties" button, select the "features" tab, make sure "Borderless" is selected.

    To put the pages together, I use white glue for the seams. I start at the center of the map and glue each page together. I found that alignment issues aren't as severe when gluing a page at a time. When I did the glassworks, it printed out on 15 pages (3 rows of 5 pages). I glued the five pages of each row together before gluing the rows together and ended up having things not match up quite as nicely.

    Once glued together, I flipped the map over and put scotch tape on all of the seams.

    Hope this helps!


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    Nude, with fig leaves if at all possible.


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    I found this video on YouTube. I thought it was pretty slick, so I stored mine that way too. The video poster states that he will eventually put in cards to show the segregation of creature types, which is something I also need to do. For mine, the unique named pawns from the RotRL set were organized separate from creature type.


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    Just like I don't see a problem with the original color of the pants. Someone else opened the can of worms, I am merely expanding on their infantile logic. Now, instead of being a naked white guy from the waist down, the guy painted his rune giant to be a naked black guy from the waist down.

    EDIT: the fact that the Rune Giant has blue (or blue/gray) colored skin has gone completely over their heads.


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    Paizo's plan is to probably not worry what WotC is doing and just keep being Paizo.


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    It sounds as though the Paizo people are not very confident in their security procedures to keep the goblins secure while they are being transferred into the shipping containers. I expect thorough reporting on the epic 10-hour dungeon crawl that is going to be required to get them back.


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    Vendis wrote:

    My group plays with trading down actions (Standard -> Move, Move -> Swift), even allowing 3 Swifts in a single round. We don't have any balance problems. If we do, we just throw in another houserule. For example, the moment someone got access to Quicken Spell, we simply place the restriction of only one Quickened Spell a round. Problem solved.

    I like it more than not doing it. It opens up all kinds of tactical gameplay that makes the game more enjoyable to us.

    I have found that if you have to make a house rule to cover balancing issues created by a house rule, it is usually better to just use the original rule as written/intended.

    "Malachi Silverclaw wrote:

    The way I read it, you don't trade in a standard action for a swift action, you increase the casting time of a spell from swift to standard.

    Action economy untouched.

    There is no language that even remotely insinuates that you can extend the casting time of a spell, though it might seem reasonable that one should be able to place such restrictions on themselves, if they so desire. Of the books that I have (crb, apg, uc, & um), there are perhaps 30 or so spells that have a casting time that is less than 1 standard action. Of those spells, the very clear intent is that you are supposed to move or attack once the spell has been cast (or you are affecting a die roll or outcome with an immediate action spell); so in these cases, such a houserule would provide zero benefit (in fact, doing so would be harmful). As far as quickened spells, the only ones affected would be prepared casters (it is a moot issue for spontaneous casters), and the only thing that is occurring is giving them the option to unnecessarily waste a higher level spell slot. Which is, again, harmful not helpful.


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    I used to be an adventurer like you, then I took an arrow in the knee.


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    I used the steps in this post. It was actually pretty simple. Once I got to PosteRazor, on page 4, I selected the 100% size setting.

    If you have any more questions, let me know!

    EDIT: just make sure you have full ink cartridges!


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    Yeah, when I rolled that, I immediately thought of you!


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    I GM'd my group's first RotRL session today. One of my players maintained a journal, and she allowed me to post it.

    Cast of Characters:

    Elsbeth Veneficus, spoiled female half-elf sorcerer and long time Sandpoint resident (and journal keeper).
    "Mudder" Fokker Goblinkicker, male dwarven ranger and guide.
    Melda, mysterious female elven summoner.
    Tordag Skullhammer, dutiful male dwarven cleric of Abadar.

    RotRL Session #1:
    The four of us met in Sandpoint, but we’re merely acquaintances at the moment. “Mudder” Focker Goblinkicker, a dwarf ranger, was a guardian and guide for Tordag Skullhammer, a dwarven cleric of Abadar who needed to get to Sandpoint to be the representative of goodwill from Janderhoff for the blessing of the new temple. Melda, an elf, is a mysterious wanderer. She is in town for unknown reasons. I have lived in Sandpoint most of my life. My parents have sent me on my own to learn humility, a worthless and entirely human trait.

    It is the 23rd of Rova, 4707. We have gathered in the town square for the Swallowtail Festival for games, food, and the consecration of the new cathedral.

    We tooled around Sandpoint for most of the morning. I introduced Melda to several prominent members of the community and Tordag and Mudder hung out with members of the clergy. Mudder tried to drink the hagfish water, and of course, he was sick. I told him so.

    In the afternoon, the town was suddenly besieged by goblins. It was my first ever battle, and I was pleased to discover the glowing orbs I’ve been using to startle the gardeners are actually quite effective as weapons. In our battle, we slew mediocre underling goblins and a war chanter, who appeared to be somehow inspiring the goblins by her song.

    Shortly afterward, we heard calls for help from the northern edge of town. We approached and found some garish fop named Aldern Foxglove cowering behind some crates and a beautiful hunting dog while a group of goblins threatened him. We dispatched the goblins (I’m afraid I wasn’t terribly helpful. I expended my glowing orbs spells earlier. Humph) and the Dandy offered to host us at the Rusty Dragon. I wasn’t terribly impressed with him, but the ‘RD’ does have some of the best food in town…

    When we came back in to town, Ameiko Kaijitsu, the proprietress of the ‘RD’ and a local glassmaker’s daughter, offered us a free week of board at the ‘RD’ and a chance to share stories with her. Naturally, I was pleased to take her up on this offer so that I didn’t have to return home to my parents.

    Afterward, we saw Belor Hemlock, our sheriff, with a goblin in tow. Tordag speaks goblin (what a guttural, terrible language), so he interrogated the prisoner. He found out that some “stupid longshanks” wanted to do something at the graveyard. We decided the goblin attack must have been a diversion from the happenings at the cemetery.

    Sure enough, when we arrived, Mudder found several sets of footprints: six sets of goblin sized and one set of humanoid prints. We saw the prints led to the crypt of Father Tobyn. Inside, two skeletons were rustling about. The two dwarves quickly disposed of the skeletons, and inside the crypt we found a used Robe of Bones (probably where the skeletons came from) and the remains of Father Tobyn were gone.

    After begging our discretion, the sheriff sent us back to the Rusty Dragon to rest for the evening. When we arrived, we were hailed as heroes by the townsfolk. I could get used to this.

    Unfortunately, the garish, cowardly fop was there in addition to the townsfolk. If he’s not gay, I suppose he would be acceptable marriage material – after all, he did give the party 50 gold. He also has attendants. I know just what to do with attendants. Unfortunately, he is such a driveling bore in conversation I may have to kill myself before he has a chance to appropriately woo me with fine clothing and jewels. And liquor. A lot more liquor.

    Mr. Foxglove invited our party to go on a hunting expedition tomorrow. Both dwarves are thrilled to go, naturally. They really are an uncivilized race. The elf, however, also appears to want to go on this expedition. She seems to like the idea of “adventure”. Ugh. I suppose I should go as well. At least I’ll get a chance to see how Foxglove uses his attendants.

    On an additional note, I’ve learned that both the elf and one of the dwarves can also cast spells. Interesting. The elf can actually bring creatures to fight for her. She may be a powerful ally while I am out trying to learn about “humility”.

    If I continue on with these dwarves, and the pitiful Mr. Foxglove, I am afraid all I may learn is humiliation.

    Ugh.

    24 Rova 4707

    We awoke early this morning to go on the boar hunt.

    After an hour’s worth of conversation with Foxglove, I’m pretty sure I found the bore.

    It turns out that Mudder has some remarkable tracking skills. He managed to track down a boar shortly after our trek into the Tickwoods.

    Foxglove, as is to be expected, was useless on the hunt. He kept making ridiculous proclamations about how each weak shot was in my honor. After Tordag, Mudder, and Melda did some substantial damage to the poor animal, I finally stepped in and killed the beast with my spear.

    I did not declare my shot in his honor. Unbelievably, the simpering fool didn’t appear to be emasculated at all by the experience. In fact, it seems to have further endeared me to him. Perhaps I can get him to buy me a nice fur cloak as proof of his affections.

    When we arrived back at the tavern, Amiko began preparations on the boar, and our party did its best to get Foxglove stinking drunk. Tordag was especially effective in these efforts. Every time he congratulated Foxglove on his ability to “sink his spear deeply”, he gave Foxglove a drink.

    I think there may have been some innuendo at play here since Mr. Foxglove was more of a distraction than a threat to the boar.

    Before we celebrated the hunt with an amazing dinner, Ameiko’s father, Lonjiku Kaijitsu, came storming in and chewed us out. He said it was our fault that there was trouble in the town, and we should have let the town guard do its job. Emboldened by drink, I suggested to him the town guard was at fault because they were not doing their jobs, to which he replied I should shut my poor mouth.

    Ha. Poor.

    Just as I was about to shoot him with a glowing orb, Ameiko came out of the kitchen and she confronted her father. At the end of their argument, Ameiko banished her father from her tavern, and he disowned her.

    The rest of the evening was spent in celebration, and thankfully, Foxglove remained passed out on the table for the remainder of the evening.

    It’s probably for the best. All of the gold in the world can’t make that man interesting.

    25 Rova 4707

    Upon leaving my room, I discovered a bouquet of flowers from Foxglove. He had to depart early. He must have had a splitting headache. :-)

    Somehow during the day, Mudder got himself into trouble with Vin Vendor. What ever happened, it affects all of our abilities to shop anywhere in town. Humph. Stupid “Shameless”. Anybody who is anybody knows she’s been whoring around while her sister is gallivanting around with some other man. Unfortunately, none of those people are vendors.

    Same townswoman, I remember having seen her before, but I don’t remember her name, approached us about her baby having been attacked. Apparently, she and her husband found bite marks on the baby, and they found a goblin in his bedroom. She left the house with the kids, but we went to go check out the situation with the goblin. When we got there, we found the goblin in the closet and the husband and dog dead. We killed the goblin, cleaned up the best we could, and took the body to the temple. Father Zantus agreed to house the widow and her children at the temple.

    We went back to bed, exhausted.

    26 Rova 4707

    This morning, Shalelu Andosana arrived in town. She’s back earlier than normal – she’s often out for a couple of months and comes back in to catch up and do some shopping. This time, she went directly to see Sheriff Hemlock.

    Shortly afterward, the sheriff arrived to ask us to come meet with him at the town hall. We found out from Shalelu that the goblin attack is not isolated to Sandpoint; they’ve been attacking all up and down the coast.

    She tells us that all five of the area goblin tribes seem to be working together; this is not good. Big plans mean big bosses.

    The sheriff will travel to Magnamar to ask for reinforcements to the town guard. In his absence, he’s asked us to take care of protecting the town. We agreed, and I quietly question everyone’s reasons for doing so. Tordag seems like the do-good type; he would jump to the rescue whenever he had the opportunity. I’m unsure about Mudder. Perhaps he sees Tordag as some sort of leader? He was, after all, merely a guide to Tordag on his way here. I am completely mystified by Melda’s compliance in this arrangement. I can’t figure out her angle. She bears watching. As for me, this seems like a perfect way to show my parents that I really don’t need their support.

    Humility. Bah. Notoriety seems to be the best medicine for me!

    Later that evening, we met for dinner with Shalelu at the ‘RD’. She told us about the five major goblin tribes, their leaders and some interesting tidbits of information about them. Goblins hate horses and dogs, they love to sing, they find inappropriate places to hide (like ovens) because they’re sneaky, they’re raiding, they have voracious appetites, and they live fire. They’re not very intelligent; hence, they can be very dangerous. They also believe writing steals their soul. Morons.

    The five tribes live all around Sandpoint. The Birdcrunchers live southeast of Sandpoint and seem to be the least aggressive of the tribes. The Lick-Toads live in a marsh south of town and are very good swimmers. The Seven Tooth Tribe call the Shankwoods their home and they raid Sandpoint’s garbage dump. The Mosswood tribe is the largest; they are located to the east. Thistletop is the name of the group that owns the most coveted piece of property, their very own island that is hailed by all goblins as the best place to live.

    After our dinner with Shalelu, we went to go check out the landfill, but it was much too dark for me to see. We decided to go back to the inn for the night.

    26 Rova 4707

    We awakened to no breakfast. This is very unusual. The sous chef told us Amiko has gone missing. When she went to Ameiko’s room, she found Ameiko’s bed still made. Bethana, the sous chef, found a note written in Mankai. Bethana translated it into common. It was a letter from Ameiko’s brother, a half-elf (scandal!). Clearly, Lonjiku wasn’t his father. Gossip tells us that Ameiko’s mother never revealed whom was the father. Tsuto was disowned from the family. When Ameiko found out about him, she struck up a relationship with him. They got along well for a while but had a falling out. Tsuto believed Lonjiku pushed their mother off of a cliff.

    When Bethana translated the note, she discovered that Tsuto believed that Lonjiku may have had something to do with the goblin attacks. He asked Amiko to meet him at the glassworks. Apparently, she did, and she hasn’t returned.

    We left immediately for the glassworks. The doors were locked and the window shades drawn – unusual for this business. Normally at least the showroom is open. Inside, we heard goblins at work. When we broke through the door, the sounds stopped. They knew we had arrived.

    We made our way room by room through the glassworks searching for Ameiko. What we found in the first room was appalling. Lonjiku’s body had been covered in molten glass. His flesh under the glass casing was badly burned. From what we can tell, he was still alive when the class was poured on him. This seems like a calculated move; perhaps it was Tsuto.

    In addition to Lonjiku’s body, the eight employees have been killed and are on display here as well, though not as artfully. The goblins appear to have been trying to imitate the murder of Lonjiku, unsuccessfully. Also inside this room we found eight goblins. We made quick work of them and were investigating the surrounding rooms when we heard from the first room where we entered, we had set up a noise trap by which we could hear if someone entered the entryway. It worked.

    Tsuto had sneaked in behind us. He, like me, was a half elf, but with a decidedly Asian appearance. Hot. Unfortunately, he is also a bad guy. Too bad Mr. Foxglove-the-Dandy hadn’t been built like Mr. Has-Daddy-Issues. We followed him downstairs and fought him until he yielded.

    We successfully tied him up, and upon further exploration, we found Ameiko tied and gagged but thankfully still alive. We treated her wounds and discovered that she did not yet know about her father’s murder. Tordag sat her down to tell her about it.

    In my compatriot’s search of the premises, they discovered several items they considered to be of use. I can’t imagine the need to pilfer through someone’s belongings. Grody. They did, however, find some very nice earrings that I agreed to hold on to for the time being.

    They look nice.

    We also found Tsuto’s journal. It’s a good thing he doesn’t believe writing steals your soul. Of course, he may not have had one to steal. He has been in on the plot for the various attacks on towns on the coast. We plan to cart his nefarious ass down to the jail and get some particularly trustworthy guardsmen to watch him.

    We also need to ask some guardsmen to watch this tunnel we’ve discovered under the glassworks building. We plan to come back later to check out where this leads.

    Tsuto’s journal mentioned a “Nualia”. I was sure she died in the fire with her father.

    GM Notes:

    Think of the Elsbeth character as a spoiled, know-it-all teenager. So, when she saw Foxglove the first time, she was initially interested. But, from the tone of her writing, you can tell how she feels about him now. GENIUS!

    Since Elsbeth's player was writing the journal from a mostly first-person perspective, she omitted most of what happened to Mudder when he encountered Shayliss Vinder. He got suckered into the "there's a goblin in my basement" and was trying to stealth around to see things, only to see her charging him! The other players got a kick out of this whole scenario, especially when dad came walking down the stairs. Needless to say, Vin became very verbal with Tordag yelling the things you would expect a father to yell if he walked in such a situation. Tordag's response was something like "well, you raised your daughter..." and just left it at that (ironically, when he rolled the Diplomacy check: EPIC FAIL. It was awesome!). He also rolled poorly to smooth things over with Shayliss, so I'll need to think of a way to have her interact with the group at a later time.

    Melda's player was playing her character in a way that she didn't want the world to know that she had an Eidolon, so she never had an opportunity to call it. Though, she was extremely effective with her Summon Monster SLA. She would place them in choke points or flanking positions and was invaluable in preventing much damage from being inflicted upon the party. On the one hand, it might seem that the players "breezed" through each of the encounters. They did take damage, but I don't think they were ever in serious danger of going negative. (Although, I do have to say that the boar, with that ferocity trait, was laying down the ban-hammer. But they pulled through.) I think Melda dropping her SLA was HUGE in protecting the rest of the party.

    The fight at the glassworks went well for the party. Once again, the summoner SLA dropped right in the perfect spot. That furnace room is long, but narrow so having that summoned monster dropped right in the middle bottle-necked all the goblins up. One goblin managed to trip Tordag, and then grappled him (a second attempted to grapple but failed) with the intent of dragging him to the fires, but they never made it past the next round. Ultimately, they killed all the goblins. The last goblin, with his dying breath, was able to scream out "THE LONGSHANKS ARE COMING! THE LONGSHANKS ARE COMING!" I had been making periodic Perception rolls for Tsuto throughout the fight, and he FINALLY heard this last round of combat.

    Just to back up real quick: the PCs entered the Glassworks through the doors at Area #16. They immediately found the steps leading down, but decided to clear the upper level first. Regarding the door that lead downstairs, I determined that it was a swinging door that opened into the hall with the stairs and that there was no latch. I figured that the workers, carrying stuff in their arms, could just lean against the door and walk through if they needed to take stuff downstairs. This led to a few minutes of RT debate to figure out how to secure that door so they could make sure their rear was covered. Well, I figured that the other side of the door would have a door handle so the workers could open it to come back through. So, the players took a rope, tied it to the door handle and used the rope to pull the door shut and tied it off on the door handle to the exit. They then laid the wheel barrow against the door with the safe on top. The intent, not to hurt or stop someone from coming through, but instead to make noise so they knew someone was coming. When Tsuto heard the warning cry and battle, I figured he wouldn't know that all of his goblin allies had already been killed and he would come up to support. So anyways, the PCs swept through the furnace room and then started moving out the doors opposite from the ones they entered (started investigating Area #1). Tordag and Elsbeth were in the hallway in front of Area #1 and Mudder and Melda were still in Area #17, but getting ready to follow during their next move when they all heard a crashing noise coming from Area #16. So Tordag and Elsbeth moved down the hallway towards #16 while Mudder and Melda moved through Area #17...split party...oh yeah. I was going to mess some stuff up. I figured when Tsuto made the noise, he would hold his ground in #16 to see what came at him - he still had his escape route down the stairs. So Mudder reaches Area #16 first, epicly fails his perception check and doesn't spot Tsuto by a mile and moves right by him. I'm thinking I've got the perfect set-up: split party, they don't see the bad guy, and he's getting an AoO, and I'm going to stun him and cause some serious issues to the group dynamics. I roll a NATURAL 1! *FACEPALM* Well, after a couple of rounds of fighting, they do whittle Tsuto down to 12 HP or so and because it's still above his "run away" threshold, I just have him retreat back down the stairs to be able to quaff a healing potion. Needless to say, he does get cornered and smacked down to 4 hp and surrenders.

    While the whole session was awesome, the very moment the group discovered that Nualia could potentially still be alive was a truely a priceless moment for me. Especially considering that they weren't roleplaying their reactions, they had an honest, natural reaction to the news. Tordag's player was reading the journal, and I don't think he really recognized Nualia's name as he was reading it. It was Elsbeth's player who recognized the name. She had this look of shock, her eyes got wide and mouth practically hit the floor and said something like "Oh My God she's still alive?" Awesome.

    Unfortunately, due to the players not living conveniently close to one another (my brother and his wife live three hours away) and my inconvenient work schedule, we can only get together once a month, and that is assuming that things work in our favor and something else doesn't pop up to prevent us from getting together. Our next game is tentatively scheduled for November 3rd. Expect the next update shortly after that!

    EDIT: spoiler end the GM notes.


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    Darksol the Painbringer wrote:
    HangarFlying wrote:

    The "defending" ability that is added to weapons requires you to attack with the weapon in order receive the AC benefits. There does seem to be a precedence that wielding means to use, not merely to hold.

    So, in the case of two-weapon defense, it's not too much of a stretch to say that you have to TWF (meaning, make the extra attack with your off hand) to get the shield bonus which would last until the start of your next turn.

    The defending property makes no such claim. Let's look at the RAW text again:

    Defending wrote:

    A defending weapon allows the wielder to transfer

    some or all of the weapon’s enhancement bonus to his AC as a
    bonus that stacks with all others. As a free action, the wielder
    chooses how to allocate the weapon’s enhancement bonus at
    the start of his turn before using the weapon
    , and the bonus
    to AC lasts until his next turn.

    The RAW text says that this "AC transference" ability is a free action done at the start of the done before using the weapon.

    There is no indication that using the weapon means to "attack with" or "use SLA/SU ability" or anything. This is no different than me saying that a Double Weapon can only be used as Two Weapons or as a Two-Handed weapon, not both, meaning they don't get 1.5X strength. Honestly, "using" could be done for deflecting attacks or other actions (AKA Fighting Defensively and Total Defense actions).

    FAQ

    You have to make an attack with a defending weapon in order to receive the AC bonus.


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    This issue isn't rocket science. Why are we getting hyper critical with the wording of the rules to make things more complicated than they need to be?

    BBT pretty much summed it up:

    Iterative attack, 2-handed: 1.5 STR (unless for some reason the attack(s) are made one handed, then 1.0 STR with appropriate penalty).
    TWF attack, iterative 1.0 STR, extra (off-hand) .5 STR
    AoO, 2-handed: 1.5 STR (unless for some reason the AoO is made one handed, then 1.0 STR with appropriate penalty).


    1 person marked this as a favorite.

    Whut?


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    Kazaan wrote:

    At popular request, I'll address the issue concerning the Bestiary.

    prd wrote:
    Some fey, humanoids, monstrous humanoids, and outsiders do not possess natural attacks. These creatures can make unarmed strikes, but treat them as weapons for the purpose of determining attack bonuses, and they must use the two-weapon fighting rules when making attacks with both hands. See Table: Natural Attacks by Size for typical damage values for natural attacks by creature size.

    This is the passage in question. Lets break it down:

    "Some fey, humanoids, monsterous humanoids, and outsiders do not posses natural attacks."

    This sets the stage for "creatures" that are various forms of humanoid (and, as such, posses humanoid hands, feet, heads, etc.).

    Now the following sentence is a two-parter so I'll split it. Pay close attention.

    "These creatures can make unarmed strikes, but treat them as weapons for the purpose of determining attack bonuses..."

    This declares explicitly that such creatures can use unarmed strikes. That's it... they are able to deliver unarmed strikes. Now the second part of this statement.

    "...and they must use the two-weapon fighting rules when making attacks with both hands."

    First off, this does nothing to define the two-weapon fighting rules, it just says they have to use them. Secondly, it says they use those rules when "making attacks" with both hands... not making unarmed strikes but making attacks. These are creatures with humanoid hands so they can wield manufactured weapons given the option. To my eye, this rule does nothing to explicitly or implicitly define the rules concerning TWF. It says that such a creature has to "use TWF rules when making attacks with both hands". Well, under the interpretation that you can't use UAS for both main-hand and off-hand attacks, those rules would say that if such a creature wanted to TWF with UAS they'd need to pair a manufactured weapon with UAS to make it work.

    You do realize that this section is talking about natural weapons, not making attacks with manufactured weapons. You are being so pedantic with your response that you are inventing interpretation to justify your position.


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    Neo2151 wrote:


    There's a difference between "feat tax" and "mechanical bloat."
    Combat Expertise is a tax. Imp/Gtr TWF is bloat.

    Besides, Conan d20 does it the way STR Ranger suggests and it doesn't break anything.

    How can it be "feat bloat" if the feat is available in the CRB? These two feats were also available in 3rd/3.5, so it wasn't "feat bloat" then, either.

    Feat bloat cannot be found in a core set of rules. Feat bloat comes from an uncontrolled and unmonitored expansion of feats beyond what is available in the core product.

    EDIT: if you like the way Conan does things, then either house-rule it into your PF game, or play that game outright. Don't whine about PF just because you don't like the philosophy of the design.


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    MA, I need help finding the damage stats for a fist on the weapon chart. While you're at it can you help me find the damage stats for the elbows, feet, and knees?

    Wait...what's that? There are no stats? Oh, that's because the only thing there is is unarmed strike.

    So magic fang enchants an unarmed strike. You can flavor it up as whatever body part you want, but you still only get unarmed strike.

    So, the Monk's FoB primary attack iterations get a magic fanged unarmed strike and the FoB extra attack iterations get another magic fanged unarmed strike. Yay, the Druid only has to cast the spell twice. Or, if the Druid could only cast it once, then the primary attack iterations are with the magic fanged unarmed strike and the extra attack iterations are with the non-magic fanged unarmed strike. Phew, that wasn't so hard after all.


    9 people marked this as FAQ candidate. Staff response: no reply required. 1 person marked this as a favorite.

    Not looking to start a debate, just asking the question to get FAQ hits:

    The description for Unarmed Strike in the Monk class (page 58, CRB) states that the Monk may make unarmed strikes even when his hands are full. Does this line imply that only Monks are capable of making unarmed strikes with their hands full, or are non-monks also able to make unarmed strikes even if their hands are full?

    Do not discuss, please hit the FAQ.


    2 people marked this as a favorite.

    Well, for starters the Universal Monster Rule for Natural Weapons tells us that humanoids without a natural attack (I.e. standard PC races) must use the Two-Weapon Fighting rules when making attacks with both hands.

    Yes, I do realize there is text in the combat section that states that unarmed strikes are "striking for damage with punches, kicks, and head butts..." (CRB, page 182). I have no problem with iterative attacks being described as using a foot or hand or head butt. It is important to understand that there is only one type of unarmed strike: unarmed strike. There isn't a foot unarmed strike or hand unarmed strike or head unarmed strike; just, unarmed strike. Now, when making an attack with an unarmed strike, you can flavor it up all you want and say you're kicking the guy or punching him in the face. That doesn't change the fact that you are using the weapon "unarmed strike".

    So a first level fighter may make one attack based on BAB, and does so using his unarmed strike. He has the ability to make two unarmed strikes per turn, the first as his BAB attack, and a second off-hand attack. This fighter, though, does not have the ability to multiweapon fight with one primary attack and four off-hand attacks (your assertion of 2 arms, 2 legs, and a head).

    Why? Because multiweapon fighting is predicated on creatures with three or more arms so those types of creatures have a legal way to use all of those arms in combat. How did I come about this? I correlated the knowledge I learned regarding the Multiweapon Fighting Feat to the types of creatures the feat is intended for. This type of fighting is intended for creatures with three or more arms, not humans with two arms and two legs, and a head. Humans have Two-Weapon Fighting because in this case they are limited to using two weapons and they only get one extra attack with the second weapon.

    Phew. Hopefully this whole "getting extra off-hand attacks with your feet" thing can finally be put to rest.

    Now, the monk, and how he plays into this. Recall, there is only one type of unarmed strike. There isn't a feet unarmed strike nor a hand unarmed strike. The monk clearly has something going for him than the ordinary scrapper: "...a monk may make unarmed strikes with his hands full". The opposite is just as valid: the non-monk may not make unarmed strikes with his hands full. Remember, there is no distinction as to which appendage is actually making the unarmed strike, as there is only one type of unarmed strike.

    Neo, I totally get where you're coming from: brave fighter with his sword and shield in hand, growling at the bad guy, threatening him with his accoutrements, only to deliver a swift kick to the jimmy (or whatever the scenario may be). Maybe the Devs didn't consider this scenario when they were making the rules. Maybe they figured that all the kicking stuff would be left to the monk, I don't know.

    So there is only one type of unarmed strike; it does 1d3 of non lethal damage for a medium sized creature. If a human wants to get a second unarmed strike, he may do so, but must follow the Two-Weapon Fighting rules when getting that extra attack.


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    Vinja89 wrote:

    dual wielding short swords and having a boot blade equipped, same problem comes up as being able to multi weapon fight.

    EDIT: for the sake of argument lets drop unarmed attacks and use real weapons. a fighter equipped with two short swords, boot blade, barbazu beard, and a boulder helmet. he has full TWF line at level 20, how many attacks does he get?

    he would get 7 which can be used with any mix of the above weapons correct? why would it be any different then being able to hit with two punches, a kick, a head butt, and a knee?

    A distinction needs to me made with this example:

    If this character is only making his iterative attacks from a high BAB, he may use any weapon in any combination.

    If, instead the character wishes to get additional attacks granted due to TWF feats, he is restricted to making attacks only with the weapon declared as the primary and the weapon declared as the off-hand, no other options may be used.


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    Presuming an elf and a tiefling are on opposite ends of an 80 foot hallway that is filled with dim light (emitted from candles, perhaps). With the hallway lit in its entirety, both parties can see one another.

    If the central 40 feet worth of candles were extinguished so that we now have 40 feet of darkness in between the elf and tiefling, I presume that the elf and tiefling would still be able to see each other; but, if there was a human and halfling in the middle if the extinguished candles, the elf could not see the either, but the tiefling could. The human and halfling, on the other hand, can see both the elf and the tiefling because the elf and tiefling are both standing within areas of illumination; though, the human and halfling would not be able to see each other, because they are both within an area of darkness.

    Now, instead of the candles being extinguished, a darkness spell is cast in the same area. I would presume things to work the same as I described above.

    Am I correct in my presumption?


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    Hello all, I don't know if anyone is interested, but I threw together a character tracking sheet that is based on a sheet from Sadie's Character Sheets.


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    Miguel Madrid del Ama wrote:

    So, In short, mithril medium armor counts as light for movement, encumbrance, and arcane spell failure, but it`s still a medium armor, so you gain any benefit derived of that. Is that OK?

    James, you are right, I don´t realize that, I have to take the regional trait.

    Actually, to tweak your first sentence a bit (and it may be easier to think of this way): mithral breastplate armor is LIGHT armor, though you still need to be proficient in medium armor to avoid the armor check penalty to attack rolls.


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    Like kirstov said, the design of the minis are based off of Paizo art - specifically, the art found in the Rise of the Runelords Adventure Path (blue ghoul, Skinsaw man's purple tongue, etc). That being said, I still think you put up a good review and many of your comments are still valid.


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    Darrien wrote:

    Before I start flipping through the book, page by page, has anyone made a list of the figures needed to run the AP. I mean, how many harpies do you need for the encounter with the greatest number of harpies or cultists.

    I know I am short 1 Ripnugget from runing the AP (Must be Ultra-Rare) but I assume I have models that are extra as well (I know I am not going to use 3 Harsk). Figured I could do some trading at the game store if I know that I have figures that are Extra.

    Ok, this is what I came up with after a quick run-through. Note: I didn't differentiate between the ogres (ogre & ogre brute) or the stone giants (stone giant & stone giant champion); I figured in those cases, it was more important to have a total of THAT race.

    Bugbear Hero 1
    Goblin Commando 3
    Goblin dog 4
    Goblin Warchanter 1
    Kobold Champion 1
    Faceless stalker 3
    Ghoul 4 (this is definate. The Hambley farm calls for 13, but looking through it, I wouldn't suspect that more than 4 would be encountered at one time)
    Harpy 3
    Ogrekin 3
    Yeth Hound 6 (as Hounds of Lamashtu)
    Denizen of Leng 12
    Redcap 5
    Sinspawn 2
    Sinspawn Axeman 6
    Sinsaw Cultist 4
    Alu-Demon 4
    Lamia Kuchrima 12 (though it's likely less will be encountered at one time)
    Shining Child 2
    Warrior of Wrath 9
    Wraith 6 (the adventure actually calls for 1D6)
    Goblin Commando/Goblin dog 1
    Jakardros Sovark 1
    Lyrie Akenja 1
    Ameiko Kaijitsu 1
    Harsk 0
    Lamia Matriarch 1
    Malfeshnekor 1
    Orik Vancascerkin 1
    Tsuto Kaijitsu 1
    Vale Tremros 1
    Kaven Windstrike 1
    Khalib 1
    Ogre 11
    Seoni 0
    Shalelu 1
    Viorian Dekanti 1
    Dire Bear 3
    Stone Giant 5
    Vraxeris 6 (counting the simulacrum)
    Lamia 4
    Wendigo 1
    Yeti 6
    Aldern Foxglove 1
    Jaagrath Kreeg 1
    Lucrecia 1
    Scribbler 1
    Skinsaw man 1
    Highlady Athroxis 1
    Mithral Mage 1
    Karzoug 1
    Stone Golem 4
    Azaven 1
    Lamatar Bayden 1
    Mokmurian 1
    Forgefiend 1
    Nulia 1
    Ripnugget on Gecko 1
    Young Red Dagon 2
    Karzoug Statue 1
    Lamia Harridan 1
    Storm Giant 3
    Treachery Demon 2
    Rune Giant 1


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    wraithstrike wrote:

    The other posters who are against the idea agree that ranged attacks from spells provoke, but their argument was that if you get an AoO for the casting of the spell that you don't get one for the ranged attack. Now at no point did Jason or SKR say provoking for casting meant you did not provoke for the ranged attack also.

    I think the specific question HangarFlying is asking is does each ranged attack provoke for scorching ray, or do you only get one AoO. Normally I would each attack provokes if they were iterative based, but for scorching ray all of the rays are fired at the same time so I am not sure, and I can find no evidence either way.

    I was in that thread. I guess I misremembered part of it.

    Not to derail or start a new argument: my position in that thread was that casting a range touch attack spell only provokes one AoO (but always provokes and cannot be avoided with defensive casting) as opposed to having two AoO provocations with one possibly being avoided with defensive casting.

    As to this thread, I'm willing to concede and reverse my previous position.


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    For the Huge Pawns, I used 4x6 picture sleeves from OfficeMax...I think (I can never remember if it's max or depot). Each page holds four pawns, two per slot. They load from the top and aren't very snug (so don't hold it upside down), but it does work.

    PICTURE HERE

    The small pawns are smaller than the medium pawns and tend to slide around a bit, but again, it still works.

    PICTURE OF S/M/L PAWNS


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    You must declare and use a full attack action to use manyshot before you make your first attack. But, you don't decide to use a full attack action until after you make your first attack. But, you must declare and use a full attack action to use manyshot before you make your first attack. But, you don't decide to use a full attack action until after you make your first attack. But, you must declare and use a full attack action to use manyshot before you make your first attack. But, you don't decide to use a full attack action until after you make your first attack. But, you must declare and use a full attack action to use manyshot before you make your first attack....*head explodes*


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    Have you been an Adventure Path subscriber for a while, or is this a recent thing for you?

    Hey, here is a question for you: I didn't start my subscription until Skull & Shackles, should I complain to Paizo that it's unfair that Paizo would charge me "twice" for purchasing the hard copy and PDF of Jade Regent or any other previous AP?

    This hard cover is no different than any other AP, though at 50% the price of any other complete AP set.


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    I do believe the spells, feats, traits, and equipment has already been included in their latest update.


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    Reading through the "4.0: PAIZO IS STILL UNDECIDED" thread that Lisa linked, I ran across this quote from Ryan Dancey:

    With so much of the 30+ year legacy D&D game in the SRD, I believe it is impossible to ever make a game that would be accepted by the fans as "D&D" without it being possible to alter whatever is necessary to make the Open Game version of D&D compatible with whatever product is being currently sold as "D&D" by WotC. A game divergent enough to break that legacy with the SRD is simply not going to be tolerable to anyone vested in the D&D player network. Such a radical break would almost certainly result in a 3rd party version of the game, published under a new brand name, becoming the de-facto inheritor of the D&D player network externality, coming into direct competition with whatever faux "D&D" product is being marketed, and probably crushing it.

    It's not a perfect prophecy of what happened, but it is eerily close.


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    My wife doesn't knit or sew. I sew, and want to learn how to knit one day so I can make some wool socks for reenacting.


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    From what I can tell, the Huge Booster, itself, is 24.99 with no discount (much like the Standard Booster has no discount). If you multiply the price of the Huge Booster by six (the number of Huge figures in a Huge case) you get the undiscounted price for a Huge Case.

    TL,DR: the crossed out 158.32 is the error and shouldn't be there.

    EDIT: NINJAAAAAAAAAAAAAAA'D!


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    Pg. 225: The Headless Lord. His "Create Spawn" special ability states that he creates fast zombies, but the four hill giant zombies on the next page appear to be normal zombies. Are they intended to be fast?

    A couple of general questions about stat blocks: with spell casters and their "before combat" descriptions, do their stat blocks include those spell effects in their stats, or should we assume that the spells are not included unless specifically told that they ARE included?

    For those creatures that fight with two weapons (The Headless Lord, Lucretia, etc), do the stats include the penalties for two-weapon fighting, or is that something we'll need to add if the situation warrants it?

    Thanks!

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