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Divine Crusader

Joana's page

Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 8,021 posts (19,712 including aliases). 1 review. No lists. 1 wishlist. 1 Pathfinder Society character. 85 aliases.

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A buzz of excitement fills the evening air in the normally sober town of Trunau, for tonight there will be a Hopeknife Ceremony. The citizens relish the rare opportunity to come together at the Commons and celebrate. There is only a skeleton crew of Patrolmen manning the gates and the watchtowers, and even those will be relieved partway through the evening so they get a chance to enjoy the festival. More, for lifelong residents of Trunau, each ceremony renews their hope, as a member of a new generation takes the Standing Vow to defend the community against any and all who threaten it. It's an evening to renew the commitments of the past and to look to the future of Trunau ... and for those who don't have any particular interest in either, it's at least an excuse to enjoy food and ale and an evening of leisure.

You can't help but remember your own Hopeknife Ceremony a few years ago: the Councilors trying to instill in you the solemnity of the occasion and of the vow, standing at one end of a tug-of-war rope with two Patrolmen on the other end, the near-strangers that were your schoolmates swarming up awkwardly to join you, the soldiers clearly throwing the match at the end to the delight of the victorious children, Chief Defender Halgra Blackblade intoning the bromide When we all pull together we can overcome even the steepest odds while you tried not not roll your eyes too obviously. The blade was worth the charade, a finely-honed and delicately-balanced shard of steel of much better quality than any you could afford on your own. Even better, a Hopeknife is to be carried with a person at all times, giving you an excellent excuse to be armed on all occasions: no more of the schoolmaster discovering a blade tucked down your boot or under your clothing and confiscating it until the end of the day.

That was a different schoolmaster, of course; Mr. Phillips had retired two years ago, and Brinya Kelver, who had been one of the older girls when you were at school, has taken over. Brinya always seemed to be a decent sort, from what you saw of her; no doubt, she's a better teacher than Mr. Phillips was. Ruby hasn't aired any complaints about her.

Tonight is Ruby's Hopeknife Ceremony. While in ordinary circumstances, you might take the opportunity to ditch the earnest festival and go exploring while everyone else is at the party, you felt the need to attend tonight for her sake. She is taking the ritual more seriously than you did and was pale and clammy a few hours ago, while combing her hair and putting on her best clothes, worried that she'd lose the tug of war in front of everyone. Despite your assuring her that no one ever loses the tug of war, that it's all an act, that she has nothing to worry about, she persisted in her misgivings. "What if I'm the first one ever to fail the Hopeknife Ceremony? Would I have to leave? Where would they send me? To Lastwall?"

You can see her now, standing nervously between Tyari Varvatos and Brantos Calderon, at the edge of the stage at the southwest end of the Commons, where the ceremony will soon take place. The Iomedaeans look placid and self-assured, not bothered at all by the extra space the Trunau natives habitually give them. You've overheard enough private conversations in Sanctuary to know that's not entirely true, that they are, in fact, slightly hurt by the cautious suspicion they engender, but their faith in the righteousness of their cause is greater than any social awkwardness they may suffer. The pair flank Ruby, standing in the position usually occupied by a Hopeknife recipient's parents, just as they did for you three years ago.

You can't help but remember your own Hopeknife Ceremony last summer: the community coming together to support you, Chief Defender Halgra Blackblade hanging the dagger around your neck, taking your place at one end of a tug-of-war rope with a pair of Patrolmen on the other end, not entirely sure if you won't be pulling alone, as the local children are usually joined by their classmates for the contest. Then Kurst Grath leaping up onto the stage, with an uncharacteristic grin, his twin brother Rodrik right behind him, and Rabus Clarenston with a couple of the regulars from the Killin' Ground, even old Omast Frum, the retired patrol leader who spends almost as much time at the bar as you do. The two Patrolmen on the opposing team never had a chance; the lot of you pulled them off their feet and across the line on the first heave, collapsing in a heap of laughter and congratulation.

Tonight Kurst and Rodrik are doing the honors on the far end of the rope; you can see them standing near the far end of the stage waiting for the ceremony to begin. At the opposite end of the stage, the twelve-year-old girl whose birthday it is looks pale and nervous. The Iomedaean priestess, Tyari Varvatos, and her colleague Brantos Calderon are standing with her; you remember her vaguely from your time at the temple: an orphan of some kind. You put your hand to your Hopeknife, easily the most valuable item you own. Tonight, the orphan will be welcomed into the community; tonight she'll find a family.

Ruby Wilder looks terrified, standing at one end of the raised platform waiting for the ceremony to begin, poor kid. She's always been a bit timid; you get the feeling she doesn't fit in with the local children, but she's never said a word to you about it. Undoubtedly, being a ward of the foreigners from Lastwall and living in their church doesn't help her popularity. You can feel the mistrust yourself whenever you interact with the locals; no one is openly hostile, but there's an undercurrent of suspicion, wondering why you're here and what you have to gain by helping them.

Even you don't know why Tyari was chosen to lead this mission: the younger sister of the Second Sword Knight of the Sancta Iomedae in Vigil in such a dangerous, out-of-the-way place. If there's any truth to the rumors that her tenure is meant to pave the way for Lastwall to attempt to reassert control over Trunau, it's above your pay grade to know about it. Personally, you think she's merely trying to find a good work to do in her own name rather than ride her sister's coattails as she would back home in Lastwall. Why Brantos is here is another story.... Look at them up there with Ruby, standing in the place of her dead parents, Tyari on one side of the girl and Brantos on the other, as if they were a married couple!

This is tremendously exciting: your first Hopeknife Ceremony! Rodrik Grath has explained the whole thing to you, how each citizen of Trunau on his or her twelfth birthday takes the Standing Vow to defend the community from anyone who threatens it, how the Hopeknife is the symbol of their determination to fight to save their home or, if worse comes to worst, to provide a merciful death when all hope is lost, how the sacred blade is to be carried at all times and used only for its intended purpose. He drew his own Hopeknife then to show you the finely-crafted dagger.

Rodrik and his brother will actually be participating in the ceremony tonight, forming a team in a game of tug of war. Apparently, the tradition is for the Hopeknife participants friends to join her on the stage to pull against the two grown men, demonstrating the strength of the community working together. Rodrik confided that the Patrolmen always lose the contest on purpose, drawing it out long enough to make it look like a real struggle before giving in. "The lesson's what's important, and it gives the kids a thrill to think they can beat a couple of grown soldiers," he told you. You maneuver your way through the crowd to a place near enough the raised stage that you can see Rodrik and Kurst waiting to one side, the coil of thick rope in their hands.

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SCARY RED LETTERS AT THE TOP OF THE PAGE! wrote: will be offline for scheduled maintenance starting at 4:00 PM Pacific time on Tuesday, March 31.

The downtime is estimated to last about 6 hours. We apologize for any inconvenience this may cause.

Is anyone else slightly concerned about all this downtime just ahead of April Fool's Day?

Welcome, invited players! My thought is that we can see what everyone wants to play and then possibly open recruitment or invite someone else to fill in any glaring holes in party composition.

If you haven't, please have a look at the Giantslayer Player's Guide, as it has campaign traits and a gazetteer of Trunau. I have made some minor changes to Trunau as written, the most visible of which is that Jagrin Grath is now half-orc rather than human ... because Reasons. My first read-through of this module gave me a very Western vibe, so think along those tropes.

Trunau is overwhelmingly a human town, with smaller communities of halflings and half-orcs, and a handful of dwarves, half-elves, and gnomes; I would prefer that you restrict yourselves to those races. I have a prejudice for core classes, plus oracles and witches, as I'm not as familiar with the newer classes and it's one less thing I have to research and pay attention to while DMing. If your heart is absolutely set on something else, pitch your concept and try to sway me.

I was wondering about trying something different for attribute generation: having everyone roll 2d6+6 six times, and then letting everyone pick one set of rolls to build their character with. It's something I've been considering for my real-life group and would like to see what sort of arrays we end up with. Would you guys be okay with giving it a try? If anyone feels like they don't end up with a viable set of stats to work with, we can always give up the experiment and go with a 20 point buy.

The most important part of building your character is this: Tell me your PC's relationship with one (or more) of the following NPCs and why you would be willing to go out of your way to do a favor for them:

Brinya Kelver
Kerst Grath
Rodrick Grath
Ruby Wilder

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Hey! New subforum? Awesome! :D

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As the subject line says, please cancel my Pathfinder Battles subscription. Thanks.

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We just downloaded this game, having heard good things about it, but I don't know anything about the setting. Can anyone give me a rundown of the character classes and how they relate to D&D/PF classes? I get that Wayfinder looks like a druid, and Fighter, Cleric, Ranger and Rogue ought to be self-explanatory. But then they have Wizard, Witch, and Enchanter, and I'm not sure the differences between them.

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Hey, customer service people!

I know this is PaizoCon weekend and things are crazy; there's no real rush on this, as it deals with sidecarted products.

I submitted order 3043710 to take advantage of the I'm Not Going to PaizoCon sale on one of the PDFs. The system has charged me the right price for the PDF, but one product and one preorder went into my sidecart and the subtotal for those two items isn't adding up correctly.

Also, I chose to ship the in-stock product with my next subscription, but it didn't give me the option with the preordered item. Can you verify that it will ship with the next subscription after its release rather than on its own?

Thanks, and have a great time at the Con!

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This play-by-post game thread doesn't have a title, just a blank space where it should be. It's like nails on a chalkboard to my OCD tendencies!

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Just got my authorization e-mail, and my mini case is still showing the "old" price of $399.99 rather than the new subscription discount.

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Product Description wrote:
Combine these high quality miniatures with the 44 found within the D&D Icons of the Realms: Tyranny of Dragons booster packs to bring an exciting new depth to your D&D adventures.

These minis actually seem to be the samples shown on the Tyranny of Dragons page. Should those photos be moved to this product description? I had been under the impression that these "PC" minis were included in the Tyranny of Dragons set.

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When I'm on the current Paizo blog page and click on "Older Posts," it just takes me to a blank screen, with the "Older Posts"/"Newer Posts" footers just underneath the headers. If I keep clicking "Older Posts," the header goes from April to March, and so on, but none of the posts are loading.

I'm using Chrome Version 34.0.1847.131 m.

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Please cancel my AP subscription. Thanks!

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Help me, Customer Service people! You're my only hope.

Just as I clicked the "Submit Order" button, I realized I had forgotten to apply the Holiday14 discount code I'd been waiting for this stuff to come off preorder for so I could use.

Can you apply it for me? Alternatively, can you cancel the order and let me place it again with the discount code? Or am I just out of luck? :(

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Please cancel my Pathfinder Battles subscription. I'll undoubtedly reup for Reign of Winter and the white dragon, but my home games rarely use demons.

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Please cancel my Campaign Setting, Companion, and Modules subscriptions. Thanks!

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I just noticed that the filter's not recognizing the newest additions to the avatar selections. If you filter for Female and Gnome, the newest Lini avatars aren't included, or for Half-Orc, Irabeth isn't included, although they're on the first page when you sort by date without filters.

3 people marked this as a favorite.
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New sidebar organization looks great, guys. Makes for a long left sidebar, but much easier to get to what you want to get to. I used to have the worst time finding stuff in the store from the messageboards.

1 person marked this as a favorite.
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First, item cards and the like are still listed under the Gamemastery heading rather than the Pathfinder heading. I know the branding change is relatively recent, but new customers are likely to look for Pathfinder cards or Pathfinder maps under the Pathfinder heading. I would suggest you duplicate the listings under both headings as long as you still have the Gamemastery section active.

Secondly, the Bestiary pawns are listed under the Pathfinder RPG section, which erroneously implies that they are part of the RPG subscription rather than the Pawns subscription. While I get their connection to the Bestiaries, which are in the RPG line, I don't think they should be listed under Upcoming Products in the Pathfinder RPG line as people tend to look at those subheadings to get an idea of what falls within what subscription.

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Are the tables the same, just with newer iconics, or will this one include the Actions in Combat table that was sadly missing from the first version?

EDIT: Meh, found the product page; looks to be the same content. Not part of the RPG subscription, I presume?

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Was thinking about ordering some of these as Christmas gifts, but the store's treating them like PDFs and not offering shipping options or charges for them.

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Today, when I click the "More options" choice, the box that opens up with the extra races won't go away; nothing happens when I click on the X to close it. It stays open even when I select other options to refresh the avatars or go from one page to the next, and it covers up several avatars. I'm using Chrome.

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Clicking on any thread in the Online Campaigns section just takes me to a blank screen headed Online Campaigns. This was working earlier today.

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Hey, Gary, I'm getting that thing again where when you try to see who favorited. It's only in blog discussion threads, so maybe it's related to this?

I get an error screen, where I'm "Welcome, guest!" instead of being logged in, and it says:



The requested URL was not found on this server, or you do not have permission to access this area.

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Those interested in Planet Stories might also be intrigued by this project, which is apparently web-serializing and then print-publishing science fiction titles from 1904 to 1933. The focus is an earlier period than the pulp "Golden Age", but there's an H. Rider Haggard title on the list that looks like it might overlap with the Planet Stories feel.

The sea voyage from Magnimar was a short and uneventful one; weather in the Varisian Gulf is generally pleasant this time of year, and, whether due to luck or canny connections, the Rude Curse avoided any piratical attention. The first glimpse of the massive Cyphergate towering high over the natural harbor was impressive, and Phillip and Sarien noticed several of the sailors touching lucky charms or whispering quick prayers as they passed beneath the arch, even as they went about their preparations for docking; but any awe inspired by the sight was soon overwhelmed by the stench of rotting fish and sewage that hung over the still water and the shock of fetid heat between the protection of the cliffs to either side of the city proper, cut off from the fresh, cool breezes of the gulf. Phillip and Sarien had been pleasant enough to be generally well-liked on the ship, and as they prepared to disembark, a few of the sailors sidled up to them. "Don't know where your business might be taking you, but I'd advise the two of you to stick together, at least until you're through the wharves. Keep your weapons visible and look ready to draw them; a concealed dagger's a man's friend once a fight's started, but a blade in the open will stop many a miscreant from jumping you in the first place. And steer clear of the taverns by the docks, unless you want to find yourself putting to sea again, as a swab -- or as cargo. The only safe place for a stranger in Riddleport to buy a drink is the Publican House." Giving them directions to a clapboard and shingled tavern on the far side of the river, they wish the two luck -- with a tone that says they're going to need it.


In contrast to the experience of the Rude Curse, the Executioner had a much longer and harder journey to Riddleport, as might be expected from its origin far south in Corentyn. The initial leg through Hellmouth Gulf to Pezzack wasn't too strenuous, but from that point forward, there were no friendly ports to be found until the ship reached Varisia, and the waves in the Steaming Sea were choppy for most of the extended voyage, presenting nothing more to see than the occasional distant island and a wide vista of sky ever promising more bad weather. All the many unpleasant weeks of the journey, Braddon remembered why he hadn't taken to the sea like his father. To finally pass into the more protected waters of the Varisian Gulf was a relief, and when the Executioner passed beneath the Cyphergate, the sailors muttered prayers and kissed lucky coins with a fervor that said they weren't looking forward to the return voyage. When Braddon thankfully staggered down the gangplank to solid ground, one of the Chelish sailors, feeling sorry for the young halfbreed, took him aside and gave him the same advice Phil and Sarien had received: Try not to look like a newcomer fresh off the boat -- and patronize the Publican House.


Although Malkith's family was bound for Ustalav, he found little trouble signing on with another caravan headed to Riddleport. Those with the Gift and their own set of cards are always welcome, both for luck while on the road and for attracting custom and coin in towns. As the wagons parked in Lubbertown to the north of the city, several of his fellow-travelers dropped by to ask him if he was sure he wouldn't rather stay with the caravan. The signs and portents had been clear, however, and he bade them a cheerful farewell. Starting down the riverbank into Riddleport proper, he wondered where he ought to begin. His family had been through Lubbertown many times but had rarely gone into the town itself, preferring to conduct their business among their own people than to risk being surrounded by outsiders and pirates while money was changing hands. There had been a few occasions, however, when the trading had gone particularly well and they had celebrated at a local tavern -- the Publican House.


The journey had been Tendal's first by caravan, and he was not impressed by the experience. Unlike the carriages to which he was accustomed, the heavy wagons had no springs to cushion their riders from the bumps and jolts of the road; he got out and walked for as long as he could stand it -- the interiors of the wagons imprisoned some interesting smells -- but he was constantly outdistancing the slow draft horses and having either to stop and wait for them to catch up or to consciously slow his pace and both experiments were vexing. As for the company -- well, some of the girls were pretty enough, if rustic, but there was absolutely no privacy and far too many protective fathers and cousins and older brothers around. His relief when the interminable journey finally reached its end was tempered by his first view of Riddleport from the vast muddy campground peppered with precarious wooden shacks and lean-tos in the north. Gods, what a dump -- like all the worst parts of Magnimar crumpled up and tossed along the banks of a river. Up there, though -- his eye is drawn by some sizeable and elegant homes high on the western ridgeline of the city; yes, that doesn't look so bad at all. Surely Orik's father must be up there somewhere. In his pocket, he fingers the letter Orik had given him to present to his father to prove it had really been he who sent him, and he remembers his friend's advice: When you get to Riddleport, don't trust anyone. You take directions from the wrong man, and you'll find yourself led down a dark alley for all his friends to rob. Go to the Publican House; the man behind the bar will steer you right.


Desna was smiling on Daynadrian; that was certain. Not only had he managed to slip past the sentries patrolling the perimeter of Crying Leaf, but as he exited the southern edge of the Mierani Forest, he had almost immediately fallen in with a small group of the Eight Quah of Velashu, heading to Riddleport to sell horses. The Horselords have no quarrel with the elves of Crying Leaf in general, and his well-known last name was all the reference he needed to be welcomed to join them as they travelled south. Unlike the young elf, the horse traders seemed none too pleased to be heading toward the city and responded to his eager questions about their destination with shrugs and noncommittal grunts. When after setting out from camp in the morning as usual, the Horsemen called for a halt in the early afternoon and began setting up camp, Daynadrian asked why they were stopping so early. "It's only about an hour's ride to the outskirts of Riddleport," was the answer. "We'll set out again at dawn and have time to complete our business and be on the road north again before the sun sets; we'll not spend a night in town." Despite Daynadrian's attempts to persuade them, the uplanders were immovable. "You'll be in Riddleport first thing tomorrow -- and welcome to leave with us again before nightfall if you've had your fill of it." It had been the longest afternoon and evening of his life, but at last Daynadrian stood in Lubbertown, watching the rays of the morning sun glint off weather vanes and glass windows and the oily surface of the slow-flowing Velashu River. The people! And the houses! And the smell! Gods, it was glorious. He happily set out down the river into town, recalling the parting advice of his travelling companions: If you must go into Riddleport, go to the Publican House. You'll be less likely to be drugged and robbed blind.

Power Word Discuss!

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Who is trying to ruin Saul Vankaskerkin? Everyone in Riddleport seems to have a motive; you probably will too by the time you've known him a few days. But right now he's offering you a job and a place to stay, two things that can be hard to come by for a newcomer to the City of Cyphers, and all he asks in return is that you find out who's trying to put him out of business and keep them from succeeding.

So, what's the deal? This is a game for 1st-level characters, set in Riddleport and loosely based on the events depicted in Shadow in the Sky. The mood is noir, and the format is a mystery. While there will be combat encounters, interactions with NPCs and social skills will make up a large part of advancing the plot. This is not a game for wallflowers or for people who don't like dialogue. There's always something going on in Riddleport, but if the PCs don't get out there and interact with it, they'll never know about it. I'm looking for active players who will take the initiative to make a story happen instead of waiting for the plot to pull into their station.

Who are you, anyway? Hi, I'm Joana; I've been active in play-by-post here since March 2009, but this will be my first attempt to GM a game. I am terrified, as I have seen many excellent GMs get overwhelmed and have to walk away. As such, I am loath to overpromise and underdeliver. I am committing to run this game up to level 3 or 4. If we all have fun and none of us have a nervous breakdown, I do have ideas to continue your PCs' story past the unraveling of the mystery at hand, but we'll cross that bridge when we come to it.

What are you looking for? I'm not interested in numbers right now; just tell me who your PC is and how and why you came to Riddleport. You could have arrived on one of the many ships that make port every day, a sailor or pirate desiring a change of occupation. Maybe you were a stowaway, an escaped slave or just someone looking for travel or adventure. You could have arrived as part of an overland caravan, buying and selling exotic or not so exotic wares. Many dwarves travel to Riddleport seeking employment at the Gas Forges, where adamantine and other rare metals can be smelted and forged: a difficult and admittedly dangerous job but one which promises a steady income and benefits for family back home. Or maybe you're just looking to work your way up the ladder of one of the city's gangs and claim a piece of the action for yourself. Other inducements to visit Riddleport include one of the most infamous non-elven temples of Calistria in Avistan and the Cypherlodge, a mage's guild devoted to studying the Cyphergate, the ancient Thassilonian artifact that spans the harbor in a great semi-circle. Please be advised that, like many people who come to Riddleport, you may not end up doing what you thought you would there.

Any specifics? Core races only. 20 point buy. No Riddleport natives: I want the whole party to have to navigate city politics and rumors on an equal footing. Core classes preferred. Lawful types probably won't like living in Riddleport. Two traits, neither of which has to be a Second Darkness campaign trait.

Anything else? I was an English major, so spelling, punctuation, and grammar all count. Heaven knows I've blushed over enough mistakes in my own posts after the editing window has closed, but I expect everyone to make an effort. We all, I believe, know that the English language uses capital letters and punctuation marks, for example.

No dialect. If your PC has a heavy accent, that's fine; mention in your first few dialogue posts how hard they are to understand, but I do not want to have to interpret phonetic spellings every time your character speaks.

Actual girl gamer here. In my experience, the number of men who can believably play a female PC is much lower than the number who think they can. I have had the pleasure of gaming with several who are up to the challenge, but please think several times before pitching a cross-gender character. If you find yourself describing a potential PC as "buxom" or "curvy" or "sensuous," ask yourself if you have any male PCs whose genitalia you feel the need to qualify in the descriptive text; if not, you don't need to be specific about the female body either. It's squicky.

No RPing amongst yourselves in this thread. I don't recruit in your gameplay thread; please don't roleplay in my recruitment thread. Posts can easily get lost in the banter, and more importantly, the PCs' meeting for the first time will be handled in-game; I don't want you all "getting to know each other" in some make-believe tavern in the recruitment thread. The tavens in the gameplay thread are all entirely nonfictional, of course. ;)

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Hey, Customer Servants!

In another thread, Ross Byers wrote:

At the top of your My Subscriptions page, you should have the option to hold for monthly shipments or ship things as they are released. Since the Comics and Minis are shipping later in the month, we're holding your other subscriptions (Ultimate Equipment and the like) until we get the comics, to be shipped together after GenCon.

If you select Never Hold Anything, you'll receive two shipments in August (your other subs sooner and the comics later.)

I would like to go ahead and ship my non-minis subscriptions, without holding them for the minis. If I change my settings to Never Hold Anything now and then change it back to Hold for Monthly Shipment after my subscriptions ship, would my minis wait for the September shipment or still ship on their own?

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Gary, that thing is back where I get a security warning every time I add a new post:

Your connection to is encrypted with 256-bit encryption. However, this page includes other resources that are not secure. These resources can be viewed by others while in transit, and can be modified by an attacker to change the look of the page.

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Since at least the weekend, and I think a few days before that, I've been getting the message that the posting page is unsecure. This is the message Chrome is giving me:

Your connection to is encrypted with 256-bit encryption. However, this page includes other resources with are not secure. These resources can be viewed by others while in transit, and can be modified by an attacker to change the behavior of the page.

IE gives me a pop-up bar saying "Only secure content is displayed." Not sure what element is unencrypted, but this is new behavior since last week.

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Hey, Gary, just in case you're looking for something to fiddle with while snowed in, the "Online Campaigns" in the upper left corner of the campaign threads leads to, which is a blank page, rather than, which is where I assume it's supposed to go.

Similarly, the "Paizo People" link in the same position on an alias page goes to the blank I'm not sure where it's meant to go, actually.

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Creature Subtypes wrote:

Elemental Subtype: An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. An elemental has the following features.

  • Immunity to bleed, paralysis, poison, sleep effects, and stunning.
  • Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
  • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
  • Elementals do not breathe, eat, or sleep.
  • It doesn't say elementals aren't subject to nonlethal damage, but ... really? It can't be stunned or put to sleep or sneak attacked, but I can hit a creature composed of earth or fire or air over the head with a sap and knock it unconscious? That seems just really, really weird. Am I missing something somewhere?

    1 person marked this as a favorite.
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    Hey, Gary, when I try to see who's favorited a post in a play-by-post campaign thread, like this one, it just takes me to the campaign info page. I know it used to work, so this is a relatively new development.

    Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber

    I just tried to reply to this post, and all I got in my Reply screen was

    Mythril DM wrote:
    FYI: I reward players who make choices on what the character would do.

    Have you done something to remove nested quotes or something? Because it just quoted what came after the quoted text.

    Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber

    With the latest site update, the number of posts visible on the reply screen has gone down from 25 to 10. Twenty-five was much better for PbP purposes, as you could almost always count on having relevant descriptions, or your PC's last action, or the initiative order, or whatever visible. Now I keep having to open up the thread in a separate window to get back to the information I'm looking for. Any chance it could be switched back the way it was?

    Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber

    If someone is poisoned and then delay poison is cast on them, does the poison have no further effect if its duration wears off before the spell does, or after the 1 hour per level, do they have to continue to save from where they left off when the spell was cast? That is, if the poison's duration is less than one hour per caster level, does the spell effectively end the effects of the poison?

    Delay Poison wrote:

    School conjuration (healing); Level bard 2, cleric 2, druid 2, paladin 2, ranger 1

    Casting Time 1 standard action
    Components V, S, DF
    Range touch
    Target creature touched
    Duration 1 hour/level
    Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
    The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.

    Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber

    Just noticed the "remove dot and stop tracking" isn't working this evening (in Google Chrome, anyway).

    EDIT: Also, the tags ([b], [ooc], et al.) are showing up in the mouseover text on (x new) and latest post. Don't know if that's related.

    Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber

    Forgive me if this has been discussed, but I'm playing in this AP and don't want to be spoiled so I didn't do a search.

    I made my PC with a few assumptions about the ages of the NPCs and was surprised when my DM said Ameiko's birthyear was given as 4689!

    RotRL begain in 4707 and said Ameiko had returned from an adventuring career and bought the Rusty Dragon six years previously. When she was twelve?!?

    What the heck, Paizo? I do hope we're not falling prey to the myth that a human woman of thirty can't still be an attractive option for a romance, especially considering that Sandru at "a few years from middle age" is a possible romantic partner for 1st-level PCs who could be sixteen by random roll. (Although Ameiko apparently started adventuring at the age of 10 or so.)

    Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber

    Hey, web guys! Just thought I'd point out that my (x new) tags aren't working this evening. There are new posts in some threads at the top of my focus view but no (1 new) next to them. The (1 new) next to brand new threads seems to be working, however.

    EDIT: Also, I'm only getting dotted threads showing up in my focus, not the (x new) ones that I've read but haven't posted in.

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber


    Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber
    PRD wrote:

    Sixth Sense (Ex)

    At 3rd level, the superstitious barbarian gains a +1 bonus on initiative and a +1 insight bonus to AC during surprise rounds. This bonus increases by +1 for every three levels after 3rd.

    This ability replaces trap sense.

    I read this as "+1 to init during surprise rounds" and "+1 to AC during surprise rounds." Hero Lab, however, seems to be reading it as "+1 to init in all circumstances" and, separately, "+1 to AC during surprise rounds."

    (Since Hero Lab doesn't break down how it arrives at numbers, I can't be sure this is what it's doing, but I don't know where else it would be giving my PC an extra +1 from.)

    Can I ask for clarification on this?

    Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber

    I didn't see a thread about this yet (well, other than the one with a complaint) so I thought I'd start one.

    I flipped through the Dungeon Crawl Classics book and, wow! is it old-school. Just looking at the old-style black and white drawings and maps was nostalgic. If I hadn't wanted We Be Goblins! and been limited to one item, I would totally have picked it up.

    Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber

    I remember spending Thanksgivings and such at my parents' house with my husband before we had kids along to entertain; one time, we dug through my old board games and got out my original Trivial Pursuit Genus I from 1981. It made for very interesting game play; we kept having to add the caveat "In 1981" before most of the questions. Sports records were the worst offenders; "In 1981, who held the MLB single season home run record?" "In 1981, which NFL team had won the most Super Bowls?" etc.

    It adds a layer of complexity to the game; that's for sure. :)

    Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber

    Never mind. Apparently the Focus button now works for the whole messageboards page. Looks really weird....

    Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber

    My Second Darkness group is a little behind the leveling curve so I'm looking for a few encounters to pad out their time in the Darklands. I'd like to run a chase using the rules from the GMG, but I'm having a hard time coming up with fun obstacles and checks to overcome them. The group is level 10 and doesn't have a full caster.

    Can anyone suggest some Darklands-suitable obstacles and checks/saves to overcome them to help fill out my chase cards?

    Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber

    My players are a bit behind the level curve in the AP I'm running for the moment, so I'm looking to insert a few encounters. I'd like to do something a little different than "You run into a wandering monster and fight" so I thought a chase would be fun. Looks like the Chase Cards will be coming out a month too late for my purposes, so I'll have to figure some out on my own. I have some questions about using the chase rules:

    1. The rules say, "When assigning obstacles, it's best to have the DCs of both obstacles on a card be within 5 points of each other, but never identical -- this forces participants to make tactical choices." But then the example chase laid out on p. 233 has DCs 10 and even 15 points from each other, as do the sample cards from the chase deck. (Um, I guess that's not really a question, just a point of confusion. The text says a 5-point spread is the rule, but virtually all the examples use a 10-point spread.)

    2. Is it okay to not tell the players which skills are required and what the DC is for each obstacle? It seems like that would lead to the players not paying attention to the actual obstacle (i.e., Steeply-Sloped Roof vs. Crumbling Rooftop) and just comparing the mechanics ("Well, I can't fail that Climb DC even if I roll a 1 so I'll pick that one.") Seems like I ought to describe the scene to them and make them pick which way to go without them knowing exactly how hard it's going to be.

    3. "A character who wants to attempt to move three cards during his turn can do so by taking a full-round action. That character must overcome both obstacles on the card he is leaving." But if he succeeds at both, he completely skips the obstacles on the next card and goes to the third? Or does he actually move forward three cards like he rolled a 3 in a board game and skip over two obstacles?

    4. "A character who becomes mired must spend another full-round action becoming unmired and effectively loses his next turn in the chase." Does he become unmired automatically by spending the full-round action, or does he have to roll to beat the DCs again?

    5. Is it okay to give XP for "succeeding" in a chase? Would you award XPs equal to defeating a CR [party level] creature?

    Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber

    Woo hoo!

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