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James Jacobs wrote:
That's an interesting way of looking at it, but yeah. That's kind of our theory behind the whole thing. We'll be posting more details about the contents of Pathfinder as the days roll on, especially over at the Pathfinder Blog.
Alright. Thanks for the response Mr Jacobs. I've got to say though this is a huge deal. I mean this is massive. The magazines of Dungeon and Dragon have always been synonomous with the game itself. It's like losing a part of the game. Though I'm sure Pathfinder will pick up in a way, it'll be a learning experience for everyone involved: for players, DMs and you the publishers/writers.
Here's a quick question or thought I suppose. Is Pathfinder basically a merging of the content of Dragon and Dungeon magazine driven toward a single campaing setting (Pathfinder) and adventure path (Rise of the Rune lords)? Each issue is basically going to be (for example) the adventure path and a whole lot of support articles that aren't open ended like the ones in Dragon/Dungeon but written specifically for the setting/adventure path like savage tidings and worm food were. Am I kind of in the right frame of mind?
Yesterday I was reading through Dragon 315 (the issue with the regional feats) and on page 95 there's a couple prestige clases bassed on Aztec warriors (Eagle and Jaguar) from the Maztica setting. They seem pretty close to the Olman's flavor so it wouldn't be a stretch to add them as Olman prestige classes. There's a paragraph or too about the various "Maztican" weapons such as Macas (Stone edged long swords) etc. Hope that helps.
The idea of tailoring items for parties was mentioned by James Jacobs when the topic of no shopping opportunities came into question. It once again appears in Dungeon 143 (along with a post-attack on Farshore 6 month trip to Sasserine) but I was wondering if anyone had done anything else to introduce a chance for the PCs to shop for gear and spend their well earned cash before the attack on Farshore occurs. I was even thinking about having a travelling Elocator(Psionic prestige class) show up. I realize that that would be kind of cheap and against the topic that had showen up earlier about how PCs should make do with what they have but I'm just tossing ideas around.
The Dalesman wrote:
Yup yup. Was going to mention that he's not out of the loop yet. This is by far the most exciting part of the campaign so far. I'm sure the players will like the fact that they have 2 months to prepare for war. The battle is looming on the horizon like a coming storm. It's a good thing (and rather coincidental) that I just picked up the Hero's of Battle.
anum militus wrote:
Has anyone tried this approach and not had to fight them?
Nope. My players did what yours did by fireballing the crew from afar and taking out the rest when they approached. They even spread the crews/passengers from the other two ships to add the pirate ship to the "armada". My group's "captain"(Aventi Swashbuckler/Rogue) is pretty resourceful.
Seriously. This is the second time this has happened to me. 13 Days and it's still not here. :(
Still nothing. I called customer service and they said that it would 1-2 weeks from date of shipping (2 weeks is today) but that it might even take a week longer because of thanksgiving. I don't want to keep lamenting my situation but after reading everyone's posts about how great the issue is I'm starting to feel like the only subscriber without a copy. : (
I know which one I'm getting I was just under the assumption that getting a subscription was faster.
Well you cannot hide all the dinos on the island.. LOL! Chances are theyll go out at on a point or another to fetch a few.. if only to eat invading pirates ;)
Good point. I guess a dinosaur might not be too bad. They're slaughtering everything as it is. I'm having trouble making my monsters survive longer than 2 rounds.
The Black Bard wrote:
Actually I'd say acid or sonic. Not a whole lot of regular monsters have resistance or immunity to those. And if you haven't gotten to it yet the Mother of All in the Sargasso has resistance to cold.
Just as an example, Stormwrack has "magical assistance" in shipbuilding provide a +5 bonus to the required skill checks, and "major magical assistance" (spellcaster capable of casting 4th-level or higher spells) granting +10. You could apply similar rules to ship repairs.
I'll have to check that. Don't remember seeing that.
James Jacobs wrote:
Thanks for the insight. I did inform them that they would need craft carpentry to be able to fix the boat but they do know that it will take some time so I'm sure they'll be happy either way (waiting for the boat to be finished/taking the over land route).
Well my PCs have done a few things to throw me off track. They actually captured one of the ships from the pirate blockade which they promptly named the Exploding Butterfly and they managed to charm/animal handle the masher (don't ask me how they just did). Now I have them talking about plans to fix their ships (The renamed Sea Wyvern and the Exploding Butterfly) which I crashed into the masher's reef. Now do you think with the materials at hand (the 10 tons of supplies for repairs) and a druid that can cast Wood Shape that a party would be able to fix the ship or ships? Of course there would be a long time frame included in the repairs.
Edit to party: We saw the temporary use of an Elven wizard who left to study at the local school of magic. Also there was a short lived human fighter that left to take up another merc gig (the party "hired" him to take on the Thieve's guild). He introduced the party to another mercenary, a shifter barbarian/sorceress.
Speaking about tanglefoot bags, I was wondering what other DMs do when the players get ideas of an alcehmical nature (fixing alchemist's fire on the end 10' poles, pouring multiple vials of acid into one large glass container to throw, hitting an enemy that's already hit with a tanglefoot bag with another tangle foot bag). I know there's some adapted rules for different alchemical weapons like long burning alchemist's fire from Dragon 334 but I'm sure things like this have come up in everyone's campaigns at some point or another. I know in the Age of worms we filled a bag of holding with the alchemist's fire vials that were found in a storage room beneathe the arena and dropped it on the undead worm (the name of which escapes me but it was rather discouraging for our DM). Any thoughts or previous experiences would be appreciated.
So my party came upon the Huecuva in the tunnels of Parrot island and maybe I wasn't pronouncing it correctly but our wizard said "Baklava? We're fighting a desert?" After the ensuing laughter a joke came to my head so I turned to the party and said in my best russian accent: "Yes. In Sasserine, Baklava eat you!" I was actually scared at how quiet it was afterwards and I actually started to feel bad but then the wizard (who is the perveyor of the horrible joke) pointed at me, laughed and said "Hahaha! I get it!"
Turin the Mad wrote:
Also a good idea. Thanks. Also there is that Merchant Quarter feat from the STAP players guide PDF that lets them start off with 300 extra gp.
Hank McCoy wrote:
That's a good idea. Thanks.
Jedi Winter Knight wrote:
However, the party bard took the wand of ray of enfeeblement (29 charges) after they took down Nemien Roblach at the Taxidermist Guildhall, and totally used it to maximum effecienty the rest of the session.
Yeah I was wondering if that would happen with anyone. My party is pretty smart (they figured out the Vanderboren vault lock in only a couple minutes) but I don't know if they'd use that wand. We'll see *crosses fingers*
Alas, the terrible grappling spider claims another victim...
So I've only taken my party down into the tunnels of Parrot Island so far but I've noticed an abnormal (in my opinion) amount of grappling enemies. The thugs on the nixie didn't but the Rhagodessan (grappling fiend), Small Monstrous Crabs ("now the rubber band is on the other claw!") and the zombies all grapple. Craziness! I'm not so experienced with the grapple rules so I had to look them up every encounter. It was grapplefest 2006!
Tobus Neth wrote:
Yeah, I was kind of wondering about that myself. Don't know what got me more, the flumph or the Aboleth...ninja..
Aventi Swashbuckler1/Rogue1: Her name is Umi but she demands that people call her Captain Umi (all she owns shipwise is a rowboat).
Human Ninja2: Miyamoto Suguhara, a sneaky ninja with a thieflike thought pattern.
Killoren Druid2: Kayden is an explorer of human society sent by his race. He is confused by mannerisms and basic conversation. "That's cool!" "It is cold? I actually feel rather hot."
Big Jake wrote:
You forgot the dragon cone : P
Peruhain of Brithondy wrote:
Seven rounds and two party deaths sounds like a pretty good climactic battle to me--and this is holding off a party of 5-6 characters. Would have lasted several rounds longer, probably, if not for the extremely lucky hit with the tanglefoot bag--so the PCs were actually lucky Makar didn't completely clean their clocks.
You're damn right we were lucky with the tanglefoot bag. WOOT! Go IX!
Big Jake wrote:
That was pretty funny.
I was wondering what has been the most humorous moment in everyone's AOW campaign so far. I've got a couple I can think of. *DM places model of a Vrock on the table* "This is just a statue." "Ha. He wouldn't actually place that out there to be a monster and say that. He's knows reverse psychology won't work on us. Hahahaha...." "The statue comes to life." "...hahaha wha?!"
The next time the party will confront Filge they will encounter the zombified body of Caeldrin with a magic mouth saying:"I am greatfull that I am allowed to serve the magnificient Filge after my stupid friends left me to die a slow painfull death while they cowardly fled from their treacherous and pityfull attempt to attack him.
Man that dinner table was creepy. Maybe you should stick him there.
So my party encoutered the ulgurstasta and my Elocater was hasted, ran to the lower level of the colleseum and threw the 60 vials of Alchemists Fire into a bag of holding. He then proceded to dimentional door above the beast and empty the bag out. I believe my DM was more then generous by giving me 15 hits on the beast but this was after he had rolled and said that I had gotten 39 through. After rolling 39d6 I got 136 which was a tremendous ammount of damage. We deliberated on how this would work and another one of the players said that since the ulgurstasta has those hairs that it should get concealment. The DM thought that logically even though the hairs stop all mundane projectiles eventually they would be burned away enough for the Alchemist's fire to break through. Now I've been thinking of keeping a bag full of a good ammount of vials for just incase situations and even though the best bag of holding can hold 1500lbs or 1500 vials I would never do that to the DM. At what "level" would you as DMs allow this to go? The ammount of damage that you would allow and such.
When joining the gladitorial games our DM wove in the notion that our party would have to subit a name. After wracking our brains for a couple of minutes and coming up with some really bad ones we came up the Blink Dogs(based on my Elocator character's ability to use dimentional door). We were thrilled. IT fit, it was short, it had a great ring to it and within seconds another member of our party even created a gang sign for us (make 2 ok signs infront of you so they read "bd" now move your hands so that they can be read from someone facing you except your right hand should be on your left side and vice versa). Well that aside I was wondering if any other parties had done this and if so what your party's name is. I'd imagine you'd just use your literal party name instead of coming up with one just for the games.