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Actually it's my own anti-Andoran biases coming to the fore. I dislike it when it seems "They're good pirates/bandits/whathave you. They MUST be Andoran." We get it we get it.
Just three ways to avoid the 'they're good, so the Andorans must be behind it!' thing. Set wrote:
I'd suggest staying away from Andoran help just to avoid the stereotype. Make their backers be Taldan, or maybe even some deposed Chelish families looking to strike back at the current regime. Point taken. There was just something, I guess I can't really quantify about Nine. There's a rawness that seemed to be lacking in Ten and Eleven. They seem more at peace maybe with the past? When Matt Smith delivers that line "Fear me, I've killed them all." It's not a boast, or a confession, it's stated like "It's raining." Plus we only get to see once the Doctor meeting River when he doesn't know she's due to die. While everyone the Doctor loves goes away/dies in the end, part of me wanted to see how the raw pain of Nine would handle not only the potential for healing (with Rose, and Jack) but knowing that he gets better. Aside, I like the fan theory that Eight ended the Time War and that whatever he did regenerated him into Nine. It also adds another layer if Eight thought he'd be locked in as well, but somehow escaped. LazarX wrote:
Thus my use of 'Would' :-) At the same time, pity we'll never see how dark and brooding Nine would have delt with River. :-) mdt wrote:
Just curious, I'd think if I created (say) an illusion of a torch, in an area of magical darkness, you'd just see the torch (at best) as it isn't shedding light. Now if you made an illusion of a torch and the area it illuminates that could be seen in the darkness, but if something moved from where it was in your image, your image wouldn't automatically change to update it. Does that make sense? Aside, given the effect can't extend beyond four 10' cubes +1 per level, I've always been confused on how visible it is anyway. If a first level caster makes a 10X10X50 tower, can it be seen from 100' away? Or do you have to be effectvely standing *in* the tower? Mikaze wrote:
You ought to give that write up. I now have the image of a tribe of CG orcs, trying to make it in the darkness, only to be slaughtered by all these dwarves that burrowed up from the ground and saw orcs. :-) @porpentine I could argue, RAW that magic vestment doesn't work on a vest, as it says "An outfit of regular clothing" and there are a number of "Outfits" in the equipment section. (Just like a 'breastplate' isn't just the breast plate in the CRB, it includes the accessories.) I personally find the 'items that buff spells' concept something that is overlooked. Things like my shield enhancer ring* from Donna's Dozens, or the bracelet of shields from RPG superstars gone by are untapped niches. A "Belt of mage armor augmentation" would be expensive though, IMO, since I'd start with the base item having a cost of 25,000 if it was akin to the shield ring.** * Spoiler:
Here's the shield enhancer ring
Aura faint abjuration; CL 5th Slot ring; Price 2000 gp (base) Weight -- Often made of mithral or darkwood, the first of these items was designed by an eldritch knight. The basic ring, after being worn for 24 hours, automatically extends all shield spells cast by the wearer. In addition, the ring can be further enchanted so that when a shield spell is cast by the wearer the spell has shield enhancement bonuses as found on table 15-3 armor and shields (pg 461, PFRPG). The cost of the enhancements is treated as though the ring itself were a +1 shield. So a shield enhancer ring of spell resistance (13) would cost 10,000 GP (2000 for the ring itself, +8000 for the price difference between a +1 shield and a +3 shield) Construction Requirements Craft Ring, Craft Magical Arms and Armor, Extend Spell, shield, plus any requirements of the shield special abilities; Cost 1000gp (base) ** Spoiler:
I figure that 49K (+7 bonus) would be too much, so I priced it as +5 as that's the enhancement cost of ghost touch leather armor +2 (total +4 armor bonus, no ACP, so it's pretty close. At that point toss in the extend as a freebie. so you're looking at a pretty hefty chunk of change before adding bonuses Ok, I'm apparently the only person on the planet who liked Ghost Rider. I liked the way they merged the two Riders (Blaze and Ketch) merging Slade with the Caretaker. The female lead didn't impress me, but I enjoyed the movie. As to 'why a sequel?' Money. If Sony didn't do a sequel, the rights were to revery to Marvel. Tangent, I think.
Spoiler:
I thought the wound/vitality mechanic was best explained in the Stargate RPG. When the Jaffa fires the staff weapon and hits the wall next to Carter, that's a hit doing vitality damage. When the same Jaffa hits Daniel in the gut with the staff weapon, that's wound damage.
I don't mind the 'different spell list' mechanic. The Magus spells can all be cast in light armor, while the wizard spells have to deal with ASF. To me they're trained differently. Think of the wizard being 2e and the magus being BECMI. Each can understand what the other is doing, and even overlap in similar ways, but the magus *can't* use the wizard's spellbook and vice versa, they would have to pull out 'ye old translation guide' to transcribe a spell. I would like a "Stupid move, you're dead." hard coded into the rules. It's like the rifts analogy of sticking a 9 MM in your mouth and pulling the trigger because you have enough SDC. Um, no, you're still dead. Glendwyr wrote:
Schroedinger's Wizard aside, one of the reasons I enjoy sorcerers is being creative with the limited resources. I get frustrated with the 'Dangit! I had that spell but didn't memorize it!' situations (yes, a bonded item mitigates it, it still annoys me). LazarX wrote:
Way to miss the point. Let me try this again. Now back to my original statement. If spont casting is enough to delay advancement/stunt spells known, then why does the oracle get more spells known than the sorcerer? (Remember, my example above shows the wizard knows more spells w/o adding to his spellbook) It can be inferred that someone realized it wasn't enough and the Oracle's bonuses (faster, and more) were to test a compensation. The Oracle gains bonus spells as part of a mystery, not a curse. They also gain the cure tree as part of being an oracle. They gain special abilities as part of the curse. Given that the Cleric gets the same number of spells per day (plus domain) that the wizard does shouldn't the oracle not get the cure tree for free? (Answer, the cure tree is a freebie to allow the oracle to be a primary healer w/o tying up those spells) hogarth wrote:
Ah, seem my Taldor is a bit different then. Spoiler:
The nobles have some semi-independancy, as long as they're paying their taxes, providing levies, etc. So you can get the 'serfs in their huts, nobles in their castles' trope. This allows your 'kingdom' mentality, with it being baron such and such instead.
Even those nobles fighting to improve their lands are fighting an uphill battle. In addition to being looked down on for 'thinking like Andorans' they're also openly scorned for not being opulent enough. Think Kaylee interacting with the girls in 'Shindig'. Nobles who are trying to improve their lands aren't wearing this year's fashions, don't have the latest geegaw popular in court, etc. Backstabbing also wears them down. If noble A bucks tradition and starts a school, nobles B, C, and D will work to make sure it fails, the better to mock their unconventional peer. "You thought to teach them to read? My dear friend, first you'd have to teach the beardless to not pee in the corner." As to why they don't freak out about Andoran, Galt, etc. It's that Taldoran apathy. "Ah yes. Well our once and future colonies are certainly deluding themselves, but give them a few more years, and they'll be begging for Taldan stability." That's why the possible succession crisis is a turning point for Taldor. Will the princess be able to unite the nation under her reign and start the return of Talfor to their imperial glory? Or will she shatter the lethargic state in a civil war? LazarX wrote: The problem is Abe, you're on the Wizard fallacy in grading what sorcerers can do. A well-made sorcerer who focuses on a theme that words doesn't need to remake herself every morning. I don't need the Human bonus to make my sorcerers work... unless I make the critical mistake in trying to run them as Wizard knockoffs. I'm going to have to throw a flag here Lazar, You're comparing Abe's mechanical issue with a case of GM fiat. If the plot required all paper to combust while every witch's familiar is struck dead, the sorcerer will come out ahead too. Mechanically the wizard gets his spells one level earlier and has a wider 'palatte' (2 spells per level automatically). By the time the sorcerer gains his one 4th level spell, the wizard can have as many as 4 w/o spending any gold. If my math is correct, an 8th level wizard (assuming 16 int) will have 8 first level spells, 4 second, 4 third, and 4 fourth. This is compared to the Sorcerer's 6/4/3/1 (including bloodline). Now one can argue that the flexible casting (and deeper clip) is worth that delay and less spells known, but if it is, then why does the Oracle come out ahead, both in spells known and BAB/HP? To use the 'well made/built around a theme' argument, the sorcerer has a lower margin of error than the wizard. If our sorcerer above has a 'theme' of a movmeent related sorcerer, then dimension door would have fit perfectly. Even a 'thematic' sorcerer can fall down, hard. A blue dragon sorcerer (draconic bloodline) is likely to have shocking grasp, and lightning bolt as his go to spells for damage, to match his theme. If the party is preparing to go up against a demon (commonly immune to electicity) he is in trouble. No mind affecting are really going to slow the demon down, charm person, hold person etc are off the table. The wizard is going to have at least another 3rd level spell, and three more 4th level spells to consider selecting. Both classes have strengths and weaknesses. The sorcerer has an 8 pack of jumbo sized crayons, while the wizard has a 64 pack of regular sized crayons. The wizard can make prettier pictures, the sorcerer can make more. HawaiianWarrior wrote: leather armor as something more like a leather bikini, same armor class, just a style thing. Hmm, Dalish leather armor? Abraham spalding wrote:
I never really looked at the Oracle, so I never noticed that. Rey's going to go sit on the short bus and cry now... (Aside, the Life mystery in my PDF follows the 3,5,7 etc format. DO I need to DL an errata'd copy?) Nevynxxx wrote:
[IaNaL]I'd think best practice (if our hosts choose to do so) would be to tag the image with CUP. Better to have the image be missing the tag and be intended to be CUP than to have the default be 'no tag = CUP'[/IaNaL] Beckett wrote: Maybe, but by allowing broader focus, those "gimmicky" things would still be there, not altered at all, it just wouldn't be the only train in town, so to speak. Actually, those gimmicks would still likely be the most common examples of that faith, as that's what we OOC know as the norm. It would actually help to reenforce that concept, but not blanket it as the only one. I liked the concepts in Hamanauptra and the Scarred Lands* In Hamanauptra, the gods were always changing. Rather how people received them. If someone was to worship a god of Eclipses, for example, likely they'd worship Rashu, as a composite of Ra and Khonshu**. Ra and Kohnshu would be unchanged cosmically, but would both draw on those worshippers. In the (initial) scarred lands, it was strongly hinted that there were the 9 victors and few (if any) other deities. Because of the deaths of the other deities, if someone still prayed to them, the nine victors would 'pity grant' spells up to 2nd level, out of respect to their fallen bretheren. * Spoiler:
Yeah, later we got all sorts of gods, but the concept of the 'big nine' intrigued me. ** Spoiler:
Yeah, I know, I got Marvel in your Egypt. I actually like some incarnations of Moon Knight and think he can be more than 'batman knock off' Aaron Bitman wrote: I've said it before and I'll say it again. I saw a lot of these on "The Wonderful World of Disney" on TV. The Shaggy Dog? Check. The Shaggy DA? Check. Blackbeard's Ghost? Check. That Darn Cat? The Cat From Outer Space? Treasure Island? Escape to Witch Mountain? Return from Witch Mountain? The Absent-Minded Professor? All these and many more movies listed in this thread were shown on national TV. Am I the only one who saw that show? Nope, you're not. I also remember CHOMPS. Loved Bedknobs and Broomsticks, need to introduce the godkids to that. 3.5 Loyalist wrote:
In my games? The power can send any spell it damn well pleases. Normally it's going to send the ones the cleric asks for. Sometimes it might not. Possible reasons would include:
Kthulhu wrote: That Voyager made even any vague attempt to hold onto the Prime Directive was rather ridiculous. You're out in potentially (and often confirmed) enemy terrirtory, you do what you can to get back to your own territory, by hook or crook. I somewhat agree with this. Most of the PD affected cultures (pre-warp) won't have stuff you want. The stuff you do want, you steal (preferably via transporter). "Captain, scanners indicate a large chunk of unobtanium on the planet's surface. Looks like they mine it." "Can we beam a survey team down to an unpopulated area and obtain some?" "Doesn't look like it, ma'am." "Then lock on to a shipment of refined unobtanium in transit and beam it to the cargo hold. They'll just have an alien abduction story." That said, Voyager should have been assimilating technology into the ship. Weapons from here, shields from there, etc etc. Alternate Voyager spoiler.
Spoiler:
It would have been interesting if Voyager had been thrown through space and time. As they're trying to get home, they start adapting technology and eventually turn to artificial methods to sustain themselves. They try to maximize efficiency... and end up as the first Borg. We have some interesting teleconference trainings at work, and there are perks to multiple offices. That said, yes, you're going to garner a lot of attention being in the top eight, even more in the top four. And if you win... Then you can write wall of text posts and actually have people read them, like Neil's. Jason Nelson wrote:
Hmm, something I'll have to remember to torment my sister on (Masters of Theology). Is Belteshazzar where we get Belthezar from, or is that a different origin? I agree with the "reality" of DS9. I often wondered how the spooks would handle Seven-of-Nine "Look, we've all this borg technology in a catsuit, how can we study it?" Question (spoiler for the OP)
Spoiler:
is there any fiction dealing with the Voyager crew's return to Federation space? The 'Batmobile' tech on the ship? How did Tuvok's wife get through Pon Farr? The Doctor? Thanks for popping in, James! My Golarion
Spoiler:
OF course I'm not running a game right now, but for me it's going to be a mix of wealth and power keeping this stuff away from magi-tech. Andoran can't really afford it (plus it would really screw the 'equalality mem') Taldor such things exist and emphasize the bearded/unbearded divide. Ulstav there's superstition attached to such things, etc.
It makes for a potentially interesting RP element. A group of Taldor nobles fussing about being in the woods, a group of Galtan adventurers sitting in a Cheliaxian noble's heated brightly lit office with chilled drinks and fresh fruit (preserved in a box that casts gentle repose on anything in it etc. *nods* It can, but why don't we see more nobles with signet rings of prestidigitation then? I mean I can see some avoidance of big magi-tech (trains for example) but not little things like larders that stay cool, create water dixie cup dispensers, etc. I'm curious how people hand wave them. In some places, like Taldor, it's a cake walk. Thank you to Kaisoku for getting me thinking about this. Given the (implied) common nature of spell casters, why haven't magic innovations come to life? I can think of some locations/reasons. Andoran - capital flows, so their might be such doo-dads. Hold of Belkzen - Hulk no need puny air conditioners! Brevoy - Some of those castle/fortresses would likely have air conditioners, vending machines, etc. Cheliax - I can see the laws/rewards system keeping this to the nobles.
Druma - it's a mercintile empire. People with money likely have magical knick knacks. Five Kings Mountains - I'd assume at least some magical air circulation, so why not instal a magic thermostat too? Galt - You're lucky to have clean water, let alone magic doo-dads. Geb - The dead might not need such things, but I'll bet there's a good bit of items that use figments and the like to generate remembered feelings. Maybe something that allows a 'riding' of a mortal thrall? Irrisen - Come on, does anyone think that the Baba Yaga's granddaughters don't have magical space heaters? etc. etc. So do people have magical 'daily appliances' in their Golarion? Tiny Coffee Golem wrote: I was under the impression that skills no longer critically failed. UMD is the exception. If you roll a nat 1 and it fails, the item won't work for you for 24 hours. OTOH, that could be an amusing house rule similar to the old 'wild die' from D6 starwars. optional rule: If you roll a nat 1 and succeed, there's some side effect. Just not sure how you'd impliment the 'success, but unexpected' aspect. edit: Something like you're crafting an item, you roll the 1 but make your craft check, the item works as intended but has a funny pattern on the blade, making it easily recognizable. You make the leap with acrobatics, but some of the ground crumbles under your landing, increasing the DC of anyone following you by 1, etc. Re: Technology as magic I think that's part of the reason that fantasy settings have to blow up occasionally.* The world may not think of magical locomotives, but the players do. The Realms had their portals. (I recall one in Unapprochable East to Kara Tur) And Eberron had their trains, airships etc. We've not seen (IIRC) any such developments in Golarion. The easiest explaination is a something prevents most long term routes. Which then beggars the question of what or how? The star, er elf-gates seem to be stable, and distant worlds seems to have a decent commerce going (along with Akiton airships) So why haven't those things become more common on Golarion? Re: Guns. I agree when I think Pirates I think two things a) The golden age of piracy and b)Somalia. The later isn't a good game, the former almost always includes cannon. So why don't we see more? I can think of three reasons. 1) Price. Gunpowder and shot are artifically expensive in Golarion. The cannon costs 6000 GP, one shot is 130 GP (100 for the powder, 30 for the ball) That's a lot of feather anchor tokens which will stop a ship cold for a whole day. It's also a Necklace of fireballs V. 2) Sabotage. There are some nice powder/anti-powder spells in UC. They're all close range, but with a rod of enlarge, you can get 50' + 5' How close do ships get again? Or even one 7th level wizard with some good spells and dimension door memorized twice. Catapults are safer and won't explode on their own (misfire). This doesn't count a mage pulling a Khelben and blowing up barrels in warehouses, making people unwilling to ship the stuff. 3) Supply issues. Cannons require Black Powder, Catapults require rocks. You've been at sea 6 months. Which are you more likely to find? * Spoiler:
Occasionally. Not every two years like the Realms. Lord Fyre wrote:
"We can still use 'em as CLUBS!" Good morning, I thought I'd post this here and ask for clarification, since it didn't go anywhere in the PFS thread I asked it in. Relavent text:
Pathfinder RPG, pg 109 wrote: Try Again: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, then you can’t try to activate that item again for 24 hours. [Italics mine] It came up in conversation about wands of CLW that a GM would just roll until he got a nat 1 and then the item had that many charges if the player had a +19 bonus. But 1 + 19 = 20, so that's not a failure. I'm reading it as both conditions have to be met a) a nat 1 has to come up on the die and b) that the total roll of that 1 + modifiers has to be less than the DC. Am I the only one reading it that way? javi ballesteros wrote:
Kerney wrote:
Well at least regarding the cell phone bit, if it's his wife, she's the higher authority :P If it detracts from the game, distractions are bad. For me I have my mini with Rey on it, internet connection, PRD up (to help if need be) usually something else up, and I'm observing the store. Despite all that I still have awareness of the table. I may have no ranks in perception, but I do have multitasking. Shar Tahl wrote:
Note the use of the word "and", 19+1=20 You make the DC to activate the wand, so you didn't fail. Both conditions are not met, so it doesn't shut down the wand. Been an interesting read. Do find an amusing RAW bit for me. Bob Jonquet wrote:
I assume you mean with a +18 you do this. Since with a +19, they can't fail. (skills failing on a nat 1 is a house rule.) :-) That or I'm completely wrong. Else yes, I think modules should be ran as written. Maybe a little leeway if you're playing your 'normal' tier, but clearly not if you're playing up-tier. You takes your chances.
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