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Count Aericnein Neska

Michael Martinez-Colon's page

31 posts (179 including aliases). 4 reviews. 1 list. 1 wishlist. 2 aliases.


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Hi James,
I went this morning to my favorite hobby store and got the UMG. After spending a few hours going over it i noticed that it jumps from page 192 to 225!!!!!!!!! This is HIGHLY disapointing b/c it is a long commute and it was the last copy they had. When I noticed I called the store and of course they close early on Sunday's. Best case scenario I hope to get a full refund and not a store refund.


Liz Courts wrote:

The PDF has been updated to fix the errors with the shark size as well as the changes Callous Jack mentions two posts up.

Michael, I've thought about it, but unless a dodo appears in an adventure, it's not going to show up in the AP sets. It *will* show up in the collected Bestiary set for Skull & Shackles, but there's a chance that you might see it sooner than that, in a non-AP related set.

Hi Liz..any idea (spoiler) of when (and name) this non-AP set might come out? BTW, did not saw the dodo on the PF Bestiary BOX :(


Would the stats of the other Wormwwod Officer's become available?


I noticed no description of the Wormwood's pirate flag. I guess is up to DM then. Comments?


Liz Courts wrote:
baldwin the merciful wrote:
Liz Courts wrote:
baldwin the merciful wrote:
I did not see a Dodo bird are there any plans on including one?
There will be one in the Bestiary set for this AP.
Thanks any idea when that B-AP will be out?
It's assembled after the other sets in the Adventure Path are completed, so you've got a bit of a wait, I'm afraid!

Hi Liz. Isn't a bit silly to wait for the Dodo towards the end of the AP? I love to a Dodo!!!!!! I'll be DM'ing this AP in two weeks!!!! Any chance in indluding it the next paper minis and provide stats in the next module?


Another comment/concern

Based on the amount of ship HP and armament, I am concerned that when engaged in ship-to-ship combat vessels will sink with relative ease. I did mock battles and after 10-15 rounds a ship went under. As a DM preparing to run the AP, I think this will take the fun away from PC's which is not my intention unless they want to sink every ship they see (or attempt).

Yes, I know the Wormwood is a merchant vessel rather than a combat type. Also, I know is better to capture than sink ships but I wonder if someone has any comments or suggestions on how to possibly "aleviate" how ships get sunk.

Mr. McCreary: Any suggestion?

THX


Rob,
THANK YOU SO MUCH for clarifying!!!!!!


Liz Courts wrote:
Now available—and FREE!

The sample or the actual monthly add-ons of creatures?


Anoze wrote:
Just downloaded the PDF and am really excited by what I read; the battle scars/amputations and naval combat were of particular interest. However, I noticed when I tried to extract choice pages that there was a security password enabled. Is this now standard on Paizo PDFs or is this something unique to this PDF (or even perhaps my PDF)? Secondly, was the password suppose to be sent with the PDF and I'm simply missing something or was this a deliberate act by Paizo to inhibit what customers can do with their PDFs? Thanks you Paizo for the start of what will most likely be another great Adventure Path, and thank you all for any input you have with respect to my questions.

That is annoying. I have the same problem in terms of extracting pages. If you have Adobe Prof, you can:

1) select a page(s) and export as an Image file or
2) select and print as a PDF file


Hi. Four comments/questions:

1) On the ship stats (Hit points) it mentions: hp paragraph- First line (page 22) "The ships total hit points". Last line of same paragaph(page 22) "This line also lists the total hit points for the ship's oars and sails, if any".
A Junk (Colossal ship) has 900hp (sails 360). Does it mean it has 540hp of hull and 360hp of sails (540+360 = 900)??
If so, then there are some mistakes. The Galley has 1560hp (oars 1400, sails 320). The math does not add up. Am I missing something? Or what does it mean?

2) If you do a Broadside attack and total damage is 100hp form 10 ballistae, you need to substract 50hp from hardness. Is this correct? 5hp (hardness) per ballista hitting different part of the ship?

3) On page 14, left colum, last paragraph, an example is given on how to deal with Broadside attacks. If 10 ballistae are used, and each deals 3d8 points of damage, can someone explain how come you the get 13.5 points of average damage? Would not be easier to roll damage once adn the multiply by 10? I need clarification.

4) I have looked through the CRB and UC with no luck in terms on how to assign BASE Save to ships. For the Shackles AP I want to create my won ships. Any guidance is appreciated.

THX


James Jacobs wrote:
Wind and ocean patterns and currents would be cool... but since we don't have any meteorologists on staff to ensure we did it right, it's not something I'm eager to try.

Hi James, I am an Oceanographer and determining wind directions and surface ocean currents in a map is not that difficult. I got a world map of Golarion and after I added latitude/longitude the Shackles is about 20 degrees North of the equator dominated by NE tradewinds. I made the assumption that the tilt of the planet is the same as the Earth's and that the planet rotates on its axis once every 24hrs and has the same orbit shape around its sun as Earth. Which I do not know if it is the same for Golarion.

I am more than willing to provide help if you want. I can email you the map so you can see it but do not know how to send attachments in this forum.


Well...I hope this map folio shows mayor wind pattern directions and surface ocean currents...


Cheapy wrote:
Unless specified, magical fire doesn't start things on fire. So, fireball does. But not scorching ray.

Thanks Cheapy!!

Can someone comment on this: The class has Fly as a skill when there are no fly spells on its list. You can argue that: 1) you have the Elemental Body spell and you turn in to an Air Elemental. But, I presume you can only turn into a Fire Elemental (Class restriction??); and/or 2) the Class has UMD so you can buy a wand with the Fly spell. Did I missed something?


Nice powers/spells. Most special powers and new spells deal fire damage. But, will things (clothing, wood, etc) catch fire and burn? Flaming Bolt spell is the only one that mentions it.


Would the Skull/Shakles incorporates detailed rules on ships and especially for Naval Combat in the first module? The Advance/DMG/CRB have useless and limited information. I want to have the PC's (even if they are part of crew) deal with ship vs ship battles from the beginning in my campaign.

I personally bought the Broadsides Naval Combat d20 system to include those rules in the adventure path.


Dragon78 wrote:

20 mysterious islands for the price of one.

Nice new art and it is also nice that the new gunslinger gets some love as well.

3 headed Lusca sounds intersting as well.

Would the Skull/Shakles or any other supplement incorporates detailed rules on ships and especially for Naval Combat? The Advance/DMG/CRB have useless and limited information.

I personally bought the Broadsides Naval Combar d20 system to include those rules in the adventure path.


Dragon78 wrote:
So about two dozen monsters/npcs sweet I can't wait to see some sea monsters/creatures. I am hoping for a giant nautilus, starfish, sea slug, or clam.

Question:

Why map the map folio for skull and shackles (June) and isles of the shackles campaign setting (early March) are not available earlier than the actual adventure path (mid March)?!?!?!?!?!


Starglim wrote:

Magic weapons don't resize themselves.

A GM might allow minor modifications that don't change the weapon's form or statistics much, such as altering the hilt and balance of a +1 Medium longsword to make it into a +1 Small bastard sword.

THX


In Pathfinder...if you get a +1 sword for a medium-sized creature, can it be re-forged into a +1 sword for a small-sized creature w/o loosing its enhancement or the spell has to be re-casted? I do not assume magic weapons automatically resize themselves as rings and clothing. Is this correct?

THX


DrowVampyre wrote:

Huh...so they do. Weeeelll...here it is then.

This is the alpha, filled in for my current character - it does require changing formula things for some things (like whether a weapon bases off strength or dex) but it does a lot of autocalcing for you. Anyway, take a look if you feel like it and lemme know what you think!

It does no show any autocalculations...just input of data...


HappyDaze wrote:
Michael Martinez-Colon wrote:
HappyDaze wrote:
So, since nobody mentioned them before, how do the new animal shamans from Ultimate Combat and Ultimate Magic stack up? I'm particularly keen on the Saurian Shaman for a melee build with packs of dinosaurs summoned up to help out.
Thst should not be a problem. Do not forget that your totem Wild Shape will be at +2 druid level and your summons at -2 druid level. For example: if you are a 6 level shaman you can WS into your totem animal as an 8th lvl druid and your dinosaur pack will be summoned as a 4th lvl druid. AS Shaman you can summon whatever you can or allowed.

Um... What?

My summons doesn't seem to be reduced, only my Wild Shape into non-dinosaur/reptile forms. In fact, the ability to summon advanced and/or giant dinosaurs/reptiles with only a standard action casting time is pure awesome. If I'm reading it right...

nevermind..I got confused myself!!!!!..yes..your summons are not reduced....


HappyDaze wrote:
So, since nobody mentioned them before, how do the new animal shamans from Ultimate Combat and Ultimate Magic stack up? I'm particularly keen on the Saurian Shaman for a melee build with packs of dinosaurs summoned up to help out.

Thst should not be a problem. Do not forget that your totem Wild Shape will be at +2 druid level and your summons at -2 druid level. For example: if you are a 6 level shaman you can WS into your totem animal as an 8th lvl druid and your dinosaur pack will be summoned as a 4th lvl druid. AS Shaman you can summon whatever you can or allowed.


DrowVampyre wrote:
I have the current (alpha) version of the barbarian sheet ready (this is what I'm actually using in game at the moment) if anyone would like to see it. I don't know where to upload it is the only thing. >_> <_< So yeah...if anyone's interested, let me know (and if you have a place to suggest for uploading that'd be great) and I'll put it out there for your critique.

u could send to my email: foram3438@yahoo.com


DrowVampyre wrote:

Heya everyone, I've seen a lot of nice autocalculating character spreadsheets for Excel around, but none of them are compatible with OpenOffice, and since I don't feel like paying Microsoft a couple hundred dollars for Excel, well...I'm left to make my own!

So...what would you want to see in an autocalculating character sheet? I'm not super good with Calc, but so far I've been able to figure most things out. But if I'm gonna do this anyway, I may as well do it right and in a way other people will get some use out of it! So, thoughts? Opinions? Requests? Let me hear them!

This suggestion might be too much but here it goes...to have all the Feats, Variants (class/racial), etc. from ALL books of PF (Core, AC, UM, APG,Bestiary if something applies).

I am using an EXCEL sheet I found online and somethings does not calculate...so make sure you have all your formulas, IF statements, and macros correct...
Something nice could be to add an auto-dice roller for Stats and HP


I'll recommend taking a few ranks off from HA and Prof and move that to Perception and Acrobatics and Ride. Feats look good assuming that is what you want to have...
Your cavalier looks good...cavaliers are "similar" to Paladin's in some respects...I have a Halfling Calavier (1)/Rogue (3) and my mount is a wolf..Cavs are very good if you play well their Order...advice is to take more Teamwork Feats to benefit your party especially when doing Challenges....


utsutsu wrote:

We have a character similar to this in one of my games, though he started as ranger and then took druid at level 3 to get his companion early.

Our GM ruled (correctly, I believe) that he gets 1 companion at level (druid level + ranger level - 3). I think it's actually fairly clear cut.

Sorry to post here but could not find a thread, recent one, on extra wild shape. I have read he Core and ADP with no luck in seeing a Feat that grants one extra WS for Druids. I understand that WS is for 1hr/lvl and that is very nice but wondered if there is an obscure rule somewhere that might allow it. My Druid will be melee oriented once he can WS(deciding if taking Ape/Lion/Dino as companion. Just in case not interested in Shaman.

Again, sorry for posting here.


Starglim wrote:

1) Correct. She can then wild shape into her chosen animal type as an 8th level druid (3 times per day for 8 hours, to a Huge to Diminutive form) or otherwise as a 4th level druid (1/day, 4 hours, Small or Medium animal).

2) You can wild shape to plants and elementals at the appropriate effective druid levels. A 4th level druid can't change into an elemental. The shaman could become a Small elemental from 8th level or a Small to Medium plant from 10th level.

3) Basically that seems to be right. There are no plants or elementals that are bears, eagles, rocs, felines, snakes or canines (as appropriate). Also, see the next question.

4) None. Polymorph effects don't allow you to assume the form of a creature with a template.

5) Not applicable.

THX YOU so much for clarifying!!!!!!!!!!!


Jason,
MANY THANKS!!!!!!!!!!! YOU CLARIFIED ALL MY QUESTIONS AND MORE :)

APG and UC does not specify if you loose or not the plat/elementals. I do not have UM :(


After reading hundreds of messages under Druid Shaman in the Paizo forums I need some clarification.

1) Official rule is that a Shaman can WS at lvl 6 and not 4. Correct?

2) When doing a Shaman, do you loose the ability to WS into plants and elementals or you can do it but at a -2 lvl adjustment starting at lvl 6?

3) At shaman lvl 6 you can WS as lvl 8 for your totem creature. Is this the MAX a shaman can GO? At shaman lvl 8 supposedly you can WS as lvl 10 for your totem but you can't b/c normal druids can't (Beast Shape IV= magical beasts). So basically the shaman reaches a plateau for Totem WS at lvl 6. Correct??? Does it still progresses into plants/elementals????

4) What templates can you add to your totem WS at shaman level 8? I read here about young, giant, etc but I thought that applied to the summoning of totem Natures Ally creature (Ape, horse, lion, etc). Can someone clarify?

5) If templates can be added to WS for shaman beyond lvl 8, would they apply to a normal druid?

THX for the guidance and my apologies for some overlapping in my questions.


Jason Nelson wrote:
vagrant-poet wrote:
Karelzarath wrote:
But a 4th-level Druid can't wildshape at all. Doesn't that mean that the Shaman can't use it for non-totem shapes until 8th level?
Actually druids get wild shape at 4th level in Pathfinder, that aside just for the affects of what animals they can turn into and hours duration take them as 4th level.

Correct.

Level 4-5, druids would normally get WS. An animal shaman does not get any wild shape at all at those levels (but can use their separate totem transformation power).

At 6th level, they finally gain the WS ability. When using it to assume the form of their totem, they are treated as if they were 8th level druids in all respects (see my above post). When using it to assume any other form, they are treated as 4th level druids in all respects (again, see above).

Jason or anyone else:

After reading hundreds of messages under Druid Shaman in this forum I need some clarification.

1) Official rule is that a Shaman can WS at lvl 6 and not 4. Correct?

2) When doing a Shaman, do you loose the ability to WS into plants and elementals or you can do it but at a -2 lvl adjustment starting at lvl 6?

3) At shaman lvl 6 you can WS as lvl 8 for your totem creature. Is this the MAX a shaman can GO? At shaman lvl 8 supposedly you can WS as lvl 10 for your totem but you can't b/c normal druids can't (Beast Shape IV= magical beasts). So basically the shaman reaches a plateau for Totem WS at lvl 6 and yet still progresses into plants/elementals????

4) What templates can you add to your totem WS at shaman level 8? I read here about young, giant, etc but I thought that applied to the summoning of totem NA. Can someone clarify?

5) If templates can be added to WS for shaman beyond lvl 8, would they apply to a normal druid?

THX for the guidance and my apologies for some overlapping in my questions.


Dra8er wrote:
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Questions: did you put the adapter kit to the base of each plastic frame or did you covered everything? Also, I understand magnetism but did the walls mantained integrity? Meaning were they vertical or were they a bit slanted to the sides? Could you respond to

foram3438 at yahoo.com


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