Something to consider that probably has not been suggested: allow monks to replace base weapon damage of monk weapons with their unarmed damage base.
Suddenly, you gain slashing, piercing, trip, disarm, and short ranged monk attacks that actually mean something and can be enhanced just like any other weapons.
and as dm, it will be the day of 1000 random/roaming encounters.
Player: this sucks, it's a perfectly valid tactic. These are just grudge monsters.
GM: the troll eating your spleen agrees, and asks you to pass the salt. You shouldn't have camped down at such a busy spot, I guess.
Any chance of an actual (Paizo) response to this problem, rather than all the nonsensical side issues? Or is this a "feature" in PC talk?
I thought the whole point of quantifying abilities as Extraordinary, Spell-Like, or Supernatural was so that you could just go Ability (Su) in a stat block and know what rules to follow. Now it's like Ability (Su*)
* may not actually follow Supernatural Abilities rules, you'll have to look this up on a case by case basis, or consult Sebastian.
I think you should rename it. Perhaps you are thinking that 'guard' is a word for a single person. However, 'vanguard' is a noun which refers collectively to the groups of soldiers at the head of any army, not to an individual. It is like referring to a single soldier as a phalanx or cohort.
Couple other things (don't want to be hypercritical, but I know you are looking for feedback, and as a writer myself I know that other people always see stuff you don't see).:
The details of a couple of the features seem a bit vague:
What is the nature of the supernatural bond in 'Under My Protection?' What does declaring the bond entail?
Must the declaration be spoken aloud? How long does declaring take? What is its range? How long does the bond last, if not disrupted by distance? Can it be disrupted by an enemy?
Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.
Supernatural Abilities are activated purely mentally, and require no components (somatic, verbal, or material.)
jocundthejolly wrote:
Regarding 'Blood Brothers': What is the nature of the ritual? What is it, how do you learn it, and what specifically does it entail?
You should probably do away with the 1 point of nonlethal damage (especially since it is a 9th level feature--1 hp damage is insignificant to 9th level characters, and would only demand, annoying superfluous record-keeping). And why is it nonlethal? I'm picturing 2 guys chanting and punching each other in the face (but not too hard).
I envision the ritual as cutting small slits in one's wrists and holding the arms together in a grasp of common trust "allowing the blood to mix". Perhaps it should be lethal, but it is meant to be more symbolic than anything.
I moved some things around, incorporated specific feats into shield expertise instead of bonus feats, and added in advanced armor training to increase the mobility at later levels.
Masters of the front line, dedicated to protecting those who follow, the vanguard never shrink from a fight. These brave few don armor and shields to wade into battle, bringing the fight to the enemy. The vanguard protects his allies and himself through skillful use of his shield and armor.
Role: Vanguards are front line fighters who can support close allies in several different ways. When forced to move in a tight group, there is no better ally than a vanguard, who can protect those who stay close to him. Vanguards are also often signed to perform escort or bodyguard services for people of high standing or import.
Alignment: Any
Hit Die: d12
Class Skills
The vanguard’s class skills are Climb (Str), Craft (Int), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Perception (Wis), Profession (Wis), and Sense Motive (Wis).
Skill Ranks per Level: 2 + Int modifier
All of the following are class features of the vanguard.
Weapon and Armor Proficiency: A vanguard is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and with shields (not including tower shields.)
Shield Expertise: Vanguards train heavily in the use of shields, both for defense and offense. At first level, a vanguard gains Improved Shield Bash and Shield Focus as bonus feats. At 6th level, she gains Shield Slam and may make a shield bash as an extra attack as if with the two-weapon fighting feat. At 11th level, she gains Shield Master, and may make two shield bash attempts as if with the improved two-weapon fighting feat. At 17th level, she may make three shield bashes as if with the greater two-weapon fighting feat. She does not need to meet the prerequisites for these feats.
Uncanny Dodge (Ex): At 2nd level, the vanguard gains the ability to react to danger before she would normally be able to. She cannot be caught flat-footed, even if the attacker is invisible. She still looses her Dex bonus if immobilized or if her opponent successfully uses the feint action against her.
If a vanguard already has uncanny dodge from another class, she automatically gains improved uncanny dodge (see below) instead.
Shield Allies (Ex): Beginning at 3rd level, when wearing a shield, the Vanguard can protect adjacent allies, giving them a shield bonus to their AC equal to half of the Vanguard's shield bonus. This ability does not function if the Vanguard is denied his Dex bonus.
Armor Training (Ex): Starting at 4th level, a vanguard begins to master maneuvering in armor. The vanguard reduces the armor check penalty of armor she is wearing by 1 (minimum 0) and increases the maximum Dex bonus allowed by the armor by 1. Every 4 levels, these benefits increase, to a maximum penalty reduction and Dex bonus increase of 4 at 16th level.
Blood Brothers (Sp): Beginning at 4th level, a vanguard can perform a ritual with a willing ally as a full round action that causes 1 point of nonlethal damage to both the vanguard and his ally. The ally is then protected as if by an extended shield other spell cast at the vanguard's level. A vanguard may perform this ritual once per day per 4 levels.
Vanguard Protection (Ex): The Vanguard can shield adjacent allies from an area affect spell or ability, taking the brunt of the damage herself. The Vanguard automatically fails her save when using this ability. At 5th level, one ally may be shielded. At 10th level and every 5 levels thereafter, a Vanguard may shield an additional adjacent ally. Allies protected take half damage on a failed save and no damage if they make their save. This ability is an immediate action, which must be declared before any saving throws are rolled.
Under My Protection (Su): Starting at 7th level, as a standard action, a Vanguard can declare a willing target within 30’ to be under her protection. This forms a supernatural bond between the Vanguard and the target. Anyone attempting to attack the target must succeed in a Will save (DC= 10+ ½ Vanguard Level + Con modifier) or attack the Vanguard instead. This is a mind-affecting supernatural effect. A Vanguard may have only one target under her protection at any given time. The effect is dispelled if the Vanguard and the target are more than 30' from each other.
Improved Uncanny Dodge (Ex): Beginning at 9th level, the vanguard cannot be flanked. This defense denies a rogue the ability to sneak attack by flanking unless the attacker has at least four more rogue levels than the target has levels in this class.
If a character already has uncanny dodge from another class, those class levels stack with this one to determine the minimum rogue levels needed to flank the character.
Advanced Armor Training(Ex): At 14th level, a vanguard’s armor training allows him to move freely in armor. The vanguard’s speed is not reduced by armor. A vanguard’s speed may still be reduced by encumbrance.
Improved Shield Allies (Ex): At 18th level and higher, when wearing a shield, the vanguard can protect adjacent allies, giving them a shield bonus to their AC equal to the vanguard's shield bonus. This ability does not function if the vanguard is denied his Dex bonus.
Armor Master (Ex): At 19th level, a vanguard gains DR 5/- whenever he is wearing armor or using a shield.
Thanks for the feedback, some good ideas there. I also have to reword Vanguard's Protection to say that it must be declared before any saves are rolled, and that it is an immediate action/reaction whathaveyou. Once this weekend is over(retail manager), I'll post a revision.
VANGUARD
Masters of the front line, dedicated to protecting those who follow, the vanguard never shrink from a fight. These brave few don armor and shields to wade into battle, bringing the fight to the enemy. The vanguard protects his allies and himself through skillful use of his shield and armor.
Role: Vanguards are front line fighters who can support close allies in several different ways. When forced to move in a tight group, there is no better ally than a vanguard, who can protect those who stay close to him. Vanguards are also often signed to perform escort or bodyguard services for people of high standing or import.
Alignment: Any
Hit Die: d12
Class Skills
The vanguard’s class skills are Climb (Str), Craft (Int), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Perception (Wis), Profession (Wis), and Sense Motive (Wis).
All of the following are class features of the vanguard.
Weapon and Armor Proficiency: A vanguard is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and with shields (not including tower shields.)
Bonus Feats: At first level, and every odd level thereafter, a Vanguard gains a bonus feat in addition to those gained from normal advancement. The vanguard must meet all prerequisites when choosing a bonus feat. The feats the Vanguard may choose from are: Double Slice, Greater Overrun, Greater Two-Weapon Fighting, Greater Weapon Focus, Improved Overrun, Improved Shield Bash, Shield Focus, Shield Master, Shield Slam, Spellbreaker, Step Up, Strike Back, Toughness, Two-Weapon Fighting, Two-Weapon Rend, and Weapon Focus
Uncanny Dodge (Ex): At 2nd level, the vanguard gains the ability to react to danger before she would normally be able to. She cannot be caught flat-footed, even if the attacker is invisible. She still looses her Dex bonus if immobilized or if her opponent successfully uses the feint action against her.
If a vanguard already has uncanny dodge from another class, she automatically gains improved uncanny dodge (see below) instead.
Armor Training (Ex): Starting at 4th level, a vanguard begins to master maneuvering in armor. The vanguard reduces the armor check penalty of armor she is wearing by 1 (minimum 0) and increases the maximum Dex bonus allowed by the armor by 1. Every 4 levels, these benefits increase, to a maximum penalty reduction and Dex bonus increase of 4 at 16th level.
Shield Allies (Ex): Beginning at 3rd level, when wearing a shield, the Vanguard can protect adjacent allies, giving them a shield bonus to their AC equal to half of the Vanguard's shield bonus. This ability does not function if the Vanguard is denied his Dex bonus.
Vanguard Protection (Ex): The Vanguard can shield an adjacent allies from an area affect spell or ability, taking the brunt of the damage herself. The Vanguard automatically fails her save when using this ability. At 6th level, one ally may be shielded. At 10th level and every 4 levels thereafter, a Vanguard may shield an additional adjacent ally. Allies protected take half damage on a failed save and no damage if they make their save.
Under My Protection (Su): Starting at 7th level, as a standard action, a Vanguard can declare a willing target to be under her protection. This forms a supernatural bond between the Vanguard and the target. Anyone attempting to attack the target must succeed in a Will save or attack the Vanguard instead. This is a mind-affecting supernatural effect. A Vanguard may have only one target under her protection at any given time. The effect is dispelled if the Vanguard and the target are more than 30' from each other.
Blood Brothers (Sp): Beginning at 9th level, a vanguard can perform a ritual with a willing ally as a full round action that causes 1 point of nonlethal damage to both the vanguard and his ally. The ally is then protected as if by an extended shield other spell cast at the vanguard's level. A vanguard may perform this ritual once per day per 4 levels.
Improved Uncanny Dodge (Ex): Beginning at 11th level, the vanguard cannot be flanked. This defense denies a rogue the ability to sneak attack by flanking unless the attacker has at least four more rogue levels than the target has levels in this class.
If a character already has uncanny dodge from another class, those class levels stack with this one to determine the minimum rogue levels needed to flank the character.
Improved Shield Allies (Ex): At 18th level and higher, when wearing a shield, the vanguard can protect adjacent allies, giving them a shield bonus to their AC equal to the vanguard's shield bonus. This ability does not function if the vanguard is denied his Dex bonus.
Armor Master (Ex): At 20th level, a vanguard gains DR 5/- whenever he is wearing armor or using a shield.
I was also frustrated by the giant spiders being too big, and the double HD zombies (compared to their MM/SRD stats.) Had to adjust on the fly.
Another issue I don't see mentioned yet: Enga's tactics say she "fights with her back to the wall so she can minimize flanking." As a Barbarian with Improved Uncanny Dodge, she doesn't have to worry about being flanked. I doubt any of the party members are 17th level rogues.
Yes, but does SHE know that?
She knows she can't be flanked. Prove her wrong. I dare you to try. Go ahead.
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Seriously, though, this line should have been left out of the tactics.
I was also frustrated by the giant spiders being too big, and the double HD zombies (compared to their MM/SRD stats.) Had to adjust on the fly.
Another issue I don't see mentioned yet: Enga's tactics say she "fights with her back to the wall so she can minimize flanking." As a Barbarian with Improved Uncanny Dodge, she doesn't have to worry about being flanked. I doubt any of the party members are 17th level rogues.
My favorite part of this is when my Monk with Belier's Bite punches a wall/door/chest/other object, he gets to stand back and watch it crumble due to his mighty blow. Even better, my monk with Belier's Bite and Improved Sunder just has to tag your weapon once and get past its hardness and that weapon is DOOOOOMMMMMMMEEEEEDDDDD!
My email/pdf came on Tuesday, but I decided to check the flgs near me and they had 2 copies sitting, ready to sell. So I picked one up (we use 2 Monster Manuals at our table, one for me & one for summons) and cancelled my amazon shipment, supposedly shipping out in November some time.
One design feature/decision I'd like to thank you guys for was the artist identification for each illustration. That's really cool.
Overall, this is pound for pound the most "beautiful" rpg book I have ever owned.
The dog just wins if Scent isn't defeated. He gets take 10 +8 Perception +8 Scent -10 sleeping against a DC of 0 to "Notice a visible creature". Alternately, there is no DC to detect a creature with Scent, and "The creature can detect opponents within 30 feet by sense of smell" so Jack is just screwed.
CAN detect; it must make a perception check, with a +8 bonus to do so. Nothing in the rules says this is automatically successful.
The DC to notice a creature using Stealth is their stealth check plus applicable modifiers. +10 if you're asleep. +1/10' of distance, etc.
I am getting married in November, my fiance and I play Pathfinder weekly and I am looking for a gift for the best man and the ushers... I have wandered around looking for something gaming related that would be cool, but so far no luck. I really wanted to get something cool and gaming related (We all have Pathfinder subs and all the current books). Any thoughts or suggestions?
Well, when my brother got married, he gave us metal flasks embossed with different phrases. Mine says "+10 Flask of Hallucinations".
Commissioned artwork of their (favorite) characters would be a pretty cool option, but you might have difficulty getting that done in time for the wedding.
If WAR or any of the other artists are selling any PF originals, that might be a cool idea too (but might be a bit on the expensive side for what you're thinking.)
• Pathfinder Chronicles: Seekers of Secrets—A Guide to the Pathfinder Society (PFRPG)
Paizo Publishing, LLC
Preorder - expected October 2009 (subscription copy) 1
Is apparently holding up the other two items. I really want them sooner rather than later, so if you would be so kind as to sidecart it and send the other two items like I've seen you do for others, I would greatly appreciate it. Thank you.
Stratton Liberty
I've put the Seekers book back into your sidecart and we will ge tht remainder shipped out as soon as possible.
• Pathfinder Chronicles: Seekers of Secrets—A Guide to the Pathfinder Society (PFRPG)
Paizo Publishing, LLC
Preorder - expected October 2009 (subscription copy) 1
Is apparently holding up the other two items. I really want them sooner rather than later, so if you would be so kind as to sidecart it and send the other two items like I've seen you do for others, I would greatly appreciate it. Thank you.
A string walks into a bar and asks for a scotch. The bartender looks at him in disgust and says "We don't serve your kind in here, string. Get out!"
The string leaves, but is really thirsty. So he bends over and loops around himself and then musses up his ends and goes back into the bar, declaring "Scotch, please." The bartender looks at him real closely and says, "Say, are you that string I just chased out of here?"
The string replies "I'm a frayed knot."
---------------
{caution: Dirty}
Blonde triplets are dating three boys, all named John. Being blonde and naturally confused, they are even more confused when they talk about their boyfriends. A brunette friend gives them an idea: come up with nicknames for your boyfriends so you can tell who you're talking about. The blondes think this is a great idea, and decide to pick nicknames with a theme. "Let's name our boyfriends after soda pops!" They take a week to come up with the names and then get back together.
Blonde one says "We're calling my John 7Up, because...
Spoiler:
he's seven inches long and always up.
They all laugh bubbly, and the second one goes, "Ok, Ok, my John is going to be called Mountain Dew because...."
Spoiler:
I tell him to mount me and he does.
The giggle like a pack of hyenas. Finally the third one says "We're calling my John Jack Daniels."
The other two blondes look at their sister bewildered. Finally, one says "That's not a soda pop, honey, that's a hard liquor."
The third blonde smiles and says
1) I disagree with those saying that selling down the Int stat carries "no (other) penalties" besides less skill points for a Cleric. Knowledge and Spellcraft skills are penalized (as well as Appraise, Craft, and Linguistics) and I've always found Kn(Religion) and Spellcraft to be important for the Cleric's basic functionality.
2) Page 86 has a section on Aquiring Skills, and the second paragraph states:
The number of skill ranks you gain when taking a level
in one of the base classes is shown on Table 4–1. Humans
gain 1 additional skill rank per class level. Characters who
take a level in a favored class have the option of gaining 1
additional skill rank or an additional hit point (see page
31). If you select a level in a new class, all of its class skills
are automatically added to your list of class skills, and you
gain a +3 bonus on these skills if you have ranks in them.
Table 4–1: Skill Ranks
Class Skill Ranks per Level
Barbarian 4 + Int modifier
Bard 6 + Int modifier
Cleric 2 + Int modifier
Druid 4 + Int modifier
Fighter 2 + Int modifier
Monk 4 + Int modifier
Paladin 2 + Int modifier
Ranger 6 + Int modifier
Rogue 8 + Int modifier
Sorcerer 2 + Int modifier
Wizard 2 + Int modifier
My reading of this is that the order is apply the chart, minimum one per Intelligence entry, then apply the human and then the favored class choice. I agree, however, that the order is not explicitly listed.
My Core Rulebook arrived today from printme1.com -- it looks great! It's black and white, that's true -- but it is just like I wanted it. I have to recommend that website for anyone printing out PDF's.
Cheers!
AL
That's why I recommend them :) Quick, convenient, affordable, and decent quality.
I'm running it online through OpenRPG, and we "half-way" through the encounter with the forgespurned. Why half-way?
Spoiler:
The characters: Aerin, the group's voice of reason, a human Ranger. Her adopted "son" Mo'Gar, the half-orc Barbarian. Dyn'Igar the human Diviner, proud and brave. Hands the human Rogue, who was dragged off by the wolves of D0 only to return later somehow alive and scared of his own shadow. And Cerwyn, human Cleric who has been running through heals like crazy trying to keep the group alive.
They had completely fallen for Jeva's poor little abused girl act, and she took advantage of her young looks to act even younger. She was calling Mo'Gar "Mister Monster and he decided that he always wanted a little sister even more than he wanted a "puppy" from D0 (wolf.) Aerin begrudgingly decided to watch after them both (for now.) She also called Dyn'Igar "Mister Dyn'R" (can you tell where this is going?)
The fight with the forgespurned did not start well, with all of the PCs csaught in his soot blast, and two of them being blinded. Mo'Gar was up front and took a huge amount of damage, which on top of his already low hit points (did I mention healing had been running low?) and the damage from the smoke, killed him by the time the smoke cleared.
The PCs then got to witness Jeva's transformation:
Jeva: "You fool! This one was to be mine!" Jeva's voice is a feral snarl. Her face contorts and a sickening tranformation begins. Hair grows, bones shift, her dress tears slightly and the wolf-child horror stands before you. "I'm a very bad doggie" the deep voice growls from bare teeth. She runs forward towards the forgespurned.
Jeva attacks the forgespurned, who is surrounded and beginning to doubt his own survival, so he suggests that the werewolf and he "split" the party. Jeva agrees and announces "Hmmmmmnnn. It is about time I had my DYN'R!" The wolf-girl bites and claws at Dyn'Igar. She hits with the bite, bits of "Dyn'r" between her teeth,
The PCs manage to drop the Forgespurned to a point where he's almost dead, but not quite. So he readies a full attack on the cleric and begins negotiating. The party agrees to give him Jeva if he agrees to aid them against her. It takes a number of rounds to finally drop Jeva without silver weapons. During this time, the forgespurned is healing and the party looses a few more HP.
Now, the forgespurned, greedy as it is, goes back to demanding Mo'Gar's body/soul as well.....And only Dyn'Igar and Cerwyn have noticed that the forgespawn's wounds have mosytly closed.
An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
By the previous opinion that means you can only use this ring if you have the shield proficiency. It is weightless and was clearly designed with a wizard in mind.
I would say yes a monk can use it but I am just crazy that way.
"Shield Proficiency...
Normal: When you are using a shield with which you are not proficient, you take the shield's armor check penalty on attack rolls and on all skill checks that involve moving."
The 0 ACP is useful here, as is the lack of arcane spell failure, if you're an Arcane Spellcaster. The ability to turn it on and off as a free action is useful for keeping the hand free while casting spells. It does not negate the fact that you are, in fact, wielding a shield. For instance, you cannot use it and a 2 handed weapon at the same time. Also, if you have a weapon in the other hand and turn it off to cast a 1 round casting time spell, you do not have the +2 again until your next turn, when you can reactivate it as a free action.
Can a monk use a Ring of Force Shield without penalty?
IMarv
Not quite.
"When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows ability."
"An iron band, this simple ring generates a shield-sized (and shield shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC).
Any time the monk activates and wields the shield, he suffers the penalties listed above. So even if he uses free actions to turn it off at the begining of his turn and back on after his turn, he will lose his AC bonus from Monk levels and Wisdom. Not likely that the +2AC would be a fair trade, useless at level 8, detrimental at 12th level.
For around $20.00 you can get a black and white copy printed by printme1.com and they will mail it to you, included in that price. Takes about a week to get it.
Just curious, though, why not buy the actual book from Paizo. Color, hardbound goodness awaits.
1) Update the PFS One Page for PFRPG and Year One. It is basically our recruiting tool, and it is out of date.
2) One to two paragraph "background stories" per Pregen per faction. For example, Osirion Ezran, Chelaxian Ezran, etc. Or at the very least, assign a faction to each pregen and have a 1-2 paragraph background for that. People playing pregens should get hooked on the faction element of PFS. Heck, take their already written 1 paragraph background stories and add another paragraph about how they got involved with their faction and the PFS.
3) What others have said about allowing credit for another character for playing pregens. Chronicle sheet could be entered as "Pregen" PFS#-1, with the understanding of only one credit per account. We had several disappointed players at GenCon when they realized they wouldn't get credit. We need a more "newb"-friendly approach to the "try then buy" crowd, in order to get the "sales".
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Just have your GM read the Power Attack entry and challenge him to prove to you that it doesn't stack. The language is pretty clear, I think.
If that doesn't work, find a few entries that state "does not stack with X" and ask him why there is no such exclusion in either the power attack or weapon entries.
Dammit! Ok, refocus... how about 2011 Gen Con? Oh yeah, I'm baaaack on top baby!
(The preceeding was intended as a humorous version of "+1". I have no idea what I'm doing in August of either year, but if it involves a Con, I'm still in for PFS in a big way.)
I racked up 2 TPKs at that spot. Also 1st level parties. I think I have the folded "name tents" for most/all of the characters from the second set (the first group was all pregens- 2 Valeros and 2 Merisiels) and am thinking of making a PC graveyard on my mantle at home.
They were all offered a chance to surrender. None took it.
So, no guilt here. (Mostly because the players all said they had fun.)
My nephews were over here tonight. They were pretty excited to see pictures of kids their age on the site and informed me that Pathfinder was now cooler than D&D.
I racked up 2 TPKs at that spot. Also 1st level parties. I think I have the folded "name tents" for most/all of the characters from the second set (the first group was all pregens- 2 Valeros and 2 Merisiels) and am thinking of making a PC graveyard on my mantle at home.
They were all offered a chance to surrender. None took it.
So, no guilt here. (Mostly because the players all said they had fun.)
My daughter Jenny (15) and I had the pleasure of playing with dad & Katie through the delve at the Paizo booth. Katie's Seoni was a force to be reckoned with, and if dad had been just a little quicker with his roll to channel energy in the last seconds of the game, we might have cleared three rooms (He still kicked more butt than my Valeros, ha!) It was a great pleasure to play father & daughter PF with these two. I look forward to our daughters randomly running into each other in a con some years in the future...
Here's a thread for those of without the PF RPG to b&%&& and moan until we get it. Sort of a negative support group.
Rulez.
1) Only people without the book can post
2) Tell us your name and story
3) Once you have the book, GET OUT!
I'll start:
Hi, My name is Reckless (HI RECKLESS!) and I've been without the PFRPG for -2 days.
It all started when I ordered a bunch of stuff on sale back in July. This stuff was added to my July shipment per my request, taking advantage of Paizo's great combined shipping options (THANKS PAIZO).
What I didn't know is that some of the stuff I ordered from Paizo's distributor clearance sale would become a gigantic trap. That's right, CR 12 deadly acidic pit trap.
My July shipment fell into the trap and failed its reflex save. I got the "shipping soon" email and that's the last I heard from it until the August shipment found its remains in the trap and emailed me to say it was going to pull it out and that from there they would journey together and meet me soon.
August's decription of July showed that the acid had eaten away the sale prices on some of July's armor. I contacted the mighty Customer Service gods and they rebuffed the armor back to saley goodness.
Unfortunately, while August was pulling July out of the pit, July, pulled down by the weight of the missing item from the distributor, yanked August into the same pit.
Not having heard from the JulyAugust group that they were definitely on their way, and hearing from fellow Venture Captains that their girl Augusts had made it in alive, I decided to query the CS Gods again, and received a quickened message letting me know about the trap and offering various different godly options for removing the travellers from the trap. I opted to cut the rope tieing the pair to the distributor, allowing them the ability to climb out of the pit.
Unfortunately, while stewing in the pit, July's armor has once again rusted and the sale prices have fallen once more. I know I can count on the mighty CS gods to fix the problem, but meanwhile, I'm taking a trip and will probably not be here when my travellers arrive at HQ. I can imagine their confusion, locked outside the doors after such a long, harsh journey. I've hired a page to keep an eye out for them and unlock the door so they can wait in the shelter of the HQ until my return journey.
A harrowing tale I know. My only consolation is that by day 0, I will have the shiney PFRPG in my hand, and will no longer be able to post in this thread. My journey takes me to the fabled In'diana-polis, where treasures await.
For the second time, this order has had its prices screwed up. This, along with the uninformed delay, is very frustrating. I'm glad I asked about the delay, but wish I'd done it last week, so this would have had a shot at getting to me "on time". The price changes every time something is bumped in the cart is rather anoying no matter what.
Allison, thank you for the email. I was worried it might be something like that. As I responded via email, please cancel the item holding the order up.
Thanks
Stratton
EDIT: PS- now if you could just put it all in a box and send it to GenCon, where I'll be all week GMing Pathfinder with the Tier 1 Crew.
I have a rather large order, which seems to include two months worth of stuff as well as several sale-based purchases and the PF RPG. It had to be fixed back to the sale prices, and this was done on Aug. 1st.
It's still pending.
This means I haven't got stuff I should have had last month, and I don't seem to be getting the stuff I should be getting this month. Actually, stuff I should be getting on or around the 13th, since it is being delayed by the PF RPG.
My question, I guess, is: "Is there something else holding this order from being processed, and how can it be fixed if so?"
I know there are some delays due to the vast amount of PF RPG preorders going out, and if that's the case for this order, I can (begrudgingly) accept that (even though it means there's no way this stuff will arrive by the 13th.)