Due to the recent revelation of the December AP issue being postponed to Jan 2012, can I please just have all Dec subscribed products moved to ship along with it in Jan; even if this combines both Dec and Jan subscription products.
Pg 150 of Core Rules states no penalty to bows when buckler is being "carried".
Can I assume Rules As Intended (RAI) that "Carried" means - "using the buckler for it's intended purpose" and not a literal translation of "carrying it somewhere somehow among your person?"
That being said - why is it that you can use a bow w/o penalty that clearly requires both hands/arms when using a bow, but when wielding a off-hand dirk or two handed claymore, it suddenly gets in the way - not only penalizing your attack roll, but robbing your AC bonus for the remainder of the round.
I'm not against penalizing the melee person in this case - I'm more concerned with NOT penalizing the archer who is already protected from most harm (usually) by choosing ranged combat.
Now that I have your attention, I have been contemplating a "tiered" based system for weapons/armor etc to provide some measure of flavor descriptiveness to craftsmanship of weapons/armor etc.
For wood-based weapons I need to come up with types of wood/branches that can be processed into weapons and would prefer those that are notable in Golarion.
Those who play Lord of the Rings Online can relate this mentality to that of the "rowan branches" Tier 1, "ash branches" Tier 2, "Yew branches" Tier 3, "Lebethron Branches" Tier 4, "Black Ash branches" Tier 5.
Each higher tier would be harder to come by - in more remote or dangerous regions and considered more valuable.....
In short are there known "tree" types in Golarion (specific to Golarion) that I could tie this idea to, (Kinda like Darkwood is special wood and Mithril or Adamantite is special metal - but those are game-generic and not setting specific); or if not should I just invent names for rare/exotic woods in areas.
I am still a bit puzzled on how the Festival Edicts actually work. I understand the concept of essentially trading BP for Loyalty, but what I don't get is how to determine turn by turn basis how many festivals in a year are being done.
The amount of BP spent and the bonus to Loyalty is hinged on the number of annual festivals that are done.
So does the kingdom have to decide at the beginning of each year (or fiscal year or whatever) how many they intend to have that year and thus spend the increase in Consumption every month that year? If not - how does one adjudicate on a turn by turn basis?
"Were going to do a festival edict this month."
" Well that's the 3rd one this year so you're still not enough to get into the second benchmark so you're still gaining +1 to loyalty and that costs you 1 BP this turn."
Later
"Were doing another festival this turn."
"Ah that makes six this year, you're now spending 2 BP in additional consumption and your Loyalty bonus now increases to +2"
Then the next month if NOT festival happens that month do you lose the +2 Loyalty and NOT have a Consumption cost?
I'm sure it's a simple work-around - but for some reason I think I'm just overthinking this and can't seem to truly grasp how the concept is actually adjudicated.
I wanted to share something that I came up with during Friday's KM game we had. I had to come up with an on the fly ruling, and as I thought about it further afterwards, I really thought well of it, and liked how it all turned out - and can be used as a template for future scenarios.
The back story as to why this came up for those interested...
Spoiler:
One of the various quests that I added to the campaign involved a dwarven prince with information and title holdings to ancestral land that dwarves once inhabited in the stolen lands that he wants to reclaim. He asks the PCs to locate it and liberate it of any ill creatures, in exchange for access to his mithril mines and to have an allied dwarven community that the PCs can lean on when needing assistance. I placed the location in the Stolen Lands - in the the bottom hex of the map adjacent to the Nalmarches. Using the Crown of the Kobold King Pathfinder module, I put the monastery there, and had a dwarf wanting to reclaim his ancestral home - asking the PCs to liberate it from the red-scale kobolds - who by the way were enemies to the Sootscale clan (that are allies of the PCs at the moment - though a shakey alliance). Upon completion of that module, the dwarf was able to reclaim the ancestral home, moved some of his clan in, and of course swore to be allies w/ the PC's kingdom (which had not yet incorporated any of those hills). So the dwarves will be their own barony that will be allied and protect the PCs kingdom from the south should Mivon wish to get rowdy with the PCs for instance.
As part of an alliance the PCs made w/ the dwarven leader and his clan, there's obvious trade and other things to benefit each kingdom, so I felt a permanent bonus to the PCs kingdom is in order. Much like the nixie provides. So what I came up with is an idea of a +2 bonus to one of the PC's kingdoms stats (their choice), and a bonus to the dwarves a +2 to one of their three stats. So the PCs took a +2 bonus to ECON, and dwarves took a +2 to STABILITY. This was all on the fly.
That's the mechanics. The story aspect that I described was that the dwarves are trading mined goods to the PCs (thus an increase in their economy), and in turn, the dwarves have asked for the trade of information from the PCs as to the goings on throughout the Stolen Lands. Since the PCs reach were much further and had far more connections, the dwarves could benefit from having eyes/ears in the field to update them as they stay "locked in their mines" as dwarves tend to do. So they each benefit each other in area that they each would want assistance in.
So what I take from all of this is a way to make "trade agreements" with other civilizations around the PCs. A bonus to one of the stats of their choice, and the DM can then generate a good description as to what those 'traded resources' are that provide the bonus. Furthermore, the bonus could be higher based on the size of each community. The dwarves only have one hex (at this time) and thus can't provide a lot - but lets say later they wish to expand to another hill hex - I see this as a way to increase the trade bonus to +3, etc.
Okay I'm looking at the map in the Campaign Setting and the map in the Guide to River Kingdoms....
When the PCs are near the southern end of the map for book 1 and 2 in the hills....
Spoiler:
Where the Owlbear lair is
...what are the PCs seeing? What are they looking at further south?
The map in the campaign setting is hard to really see where the Greebelt is.
The map in the River Kingdoms seem to show an unnamed area of the River Kingdoms. Most of the other territories has large white writing to define it (such as Mivon), but from what I can see, there's nothing depicting what is to the south - it contains Nystra, Liberthane, and Uringen.
Then again, that territory may be more south of the Varhnold book 3 map below the Tors of Levenies - which are not depicted on the Guide to River Kingdom map. In which case those hills are just north of the easter edge of Mivon.
I'm trying to give some help to the players to know what they're bordering, and why not to travel further south - other than some computer game style programming parameters.
The Acrobatics skill indicates that the DC to jump are higher if one does "not have at least 10 feet for a running start"
Does "RUNNING START" mean literally using the "RUN" action? (which carries with it the restrictions of "straight line" and leaving you "dex-less"
Or is it a non-literal expression; and should just be assumed that as long as you move 10 ft, you're assumed to gain the benefit of a 'running jump.' via say a double move action.
Hey guys, THIS BOOK has the kingdom building and hex exploration of the Kingmaker books all together in one PDF. Also there's new buildings and events and other stuff thrown in.
It's actually pretty good and helpful to Kingmaker DMs.
It's also a shameless plug since I have writing cred on it. :-)
I'm getting to the point in my game where the construction of certain buildings are lending themselves to PCs selling magic items etc.
question 1:
What is the GP value breakdown for determining if an item is DC 20 or 35 etc (minor, moderate, major magic item)? I have searched through book 2 in the kindom building rules, but just can't seem to find it. It's probably an obvious answer somewhere but for whatever reason it escapes me.
question 2:
Have other games seen a tendency by players to use the crafting of magic items rules to "exploit" the BP earning process? I heard my players scheming among themselves that they were going to start spending turn after turn crafting magic items and just selling them for BP - because the BP earned if based off the "market price" not the "re-sell" price of 50% Since crafting costs half as much to make, they're making for little and selling for lot turning themselves into a magic item factory. And of course in pure munchkin style - my two players (out of 7) who are prone to making meta-game munchkin schemes have already begun looking at the book to see what the easiest 4000 gp value items to make to create the quickest and cheapest items that still qualify for the 2 BP (minor item).....and they're both playing spellcasters.
I'm not saying this is necessarily a problem.....although I am concerned it could be. I'm wondering if this was the intent of the kingdom building design, (not the munchkin notion - just the idea of being able to craft so easily and sell the items so easily) and/or if GMs had seen this already and what if any steps they took to minimize, restrict, control it from getting taken advantage or gotten out of control.
I think I remember when perusing through each of the volumes of the AP there was an encounter with a sylph or perhaps there was an entry in the besiary section of one of the volumes.
Can someone please point me in the direction of where that might be.
I am attempting to write a back-story with a NPC and magic item, tied to a sylph and wondered if i could tie it in with that encounter....
In what product/volume could I read more about kobolds (as it pertains to Golarion) such as the various ecology articles in the back of some of the Adventure Path issues.
Most recently I got a Kingmaker issue w/ the ecology of the boggard and it is quite well done.
Kobolds have become an important aspect of my campaign, and I would like to read a similar document about them.
I know of the rules for mass combat - but does one of the books have a section on building one's army for their kingdom?
If not - is there a discussion on this subject in this forum somewhere?
Essentially what I'm looking for is some ideas/guidelines for how long and how frequent a Garrison or Barracks can supply trained soldiers/troops etc for the kingdom.
I'll admit I haven't read past book 2, so any direction as to where to look would significantly help me get started.
A sorcerer (Draconic) extends his claws (free action) and wants to make a claw attack along with make his shocking grasp touch attack.
Can this be done via a normal attack roll and apply both damages?
If so - can he make a normal claw attack (non touch attack) in the same round he casts the spell? (Normally, casting a spell that requires a touch attack allows the touch attack to be done in the round the spell was cast; so does switching the attack to a standard attack mean that the spell must be cast and "held" until the following round?)
I have a two-part question about this proposed event in Kingmaker vol_2
1_)
Spoiler:
It mentions that the people wish to build a village and want a loan or something to get it started out in the Nalmarches.
Is it meant to be in a hex that isn't already necessarily annexed into the PCs' kingdom?
My players started their kingdom at the Stagg Lord's Fort - and would be a VERY long time before they could annex that forest hex into the kingdom - and this is proposed as an early event.
If it is meant to be "not part of the kingdom" yet, then what exactly do the NPCs need PCs support of? Since it's not technically their territory to grant to them. Or are they borrowing money / BP? or what?? I'm a little confused on this one.....
2_)
Spoiler:
Do these two NPCs wind up being enemies of the PCs in a later book.
I think to make this encounter be more personal and meaning, I would substitute a couple of NPCs that have already been a part of the campaign for those two - but wouldn't want to use the two I have in mind if the stoy is that these two are secretly enemies of PCs (or expected to become so) It states that Tatzlford become important in later volumes of the AP; but I don't have the time to scour them all to get this answer found before Friday's game.
I ran two quests last Saturday and yesterday I attempted to report it all on Paizo's database.
As I keyed in the GM#, it told me that it didn't recognize the number.
I had the understanding that I was to simply use my Pathfinder ID# that was assigned to me last year when I made my first PFS Character; which I know does exist in the database because I have had sessions successfully reported for my character(s).
What did I do wrong? and am I going to be losing out on any type of credit towards me as a GM as a result of this "cannot find" error?
I wanted to share a subset of mechanics that I have been developing for use in the kingdom building aspect of the campaign. Some of this was inspired by the Civilization console games.
I am hoping to get feedback, and also additional ideas to incorporate for use with this mechanic. What other facets can these elements affect/augment? What events can they play a role in and why and how? etc.
This is the actual post I made on my gaming messageboard for the players to read. (they do not yet know that this is not actually part of the published campaign).
Culture Vs Technology
Spoiler:
Overview
In most cases, these two elements of a society are typically counter-productive of each other. Civilizations that are rife with culture are often behind in technology that could make them a global powerhouse. On the other hand, civilizations that focus only on technology and advances fail to sprinkle a modicum of culture upon it's people. While not the antithesis of each other, the two concepts do typically act to hinder each other.
Historically, there was a renassaince era that saw the world bring about amazing cultural advances. It was replaced by an industrial era that saw culture take a backseat while industry, technology, and factories began to take a foothold in the world.
In the real world, you can think of Sweden as a major contributor of culture. They won't be winning any wars anytime soon, but at least they have the stylish Saab; and their swim team isn't so bad either. By contrast, few people ever consider taking their vacations in Korea. In the heart of the Cold War, the USSR pushed incredibly hard to advance their technology while literally forbidding its people to embrace culture: such things as westerized music and even Levi jeans that were popular elsewhere were greatly restricted.
Throughout the development of your kingdom, choices you make and improvements you establish in your cities by way of construction will inevitably begin to generate technological advances and discoveries and will begin to shower your people with a culture of its own. Different actions taken by your leaders, types of buildings that are established in your cities, and certain events that occur as a result of the evolving world will advance one of these concepts. You can begin to envision how your kingdom is reflected and how your cities embrace each of these notions; such as Paris and/or Rome being highly regarded as cultural cities, while Tokyo is one of the first places we think of when technology is discussed.
How Does it Work?
Like most concepts in the RPG, Culture and Technology in the campaign is measured numerically - not just an abstract notion. The numbers are tallied and tracked by the DM, but is disclosed to the players - to aid in meta-gaming decisions. Essentially, after certain events, or choices made by the kingdom's leaders affect either the culture or technology, the DM narrates these changes to the players. The total recorded for each score represents the entire kingdom - not individual cities. Furthermore, for every 5 points of currently held in one category, adjusts the other by a -1; as one stifles the other's ability to thrive.
What Do the Numbers Mean?
Like most concepts in the RPG, the totals are used to quantify the abstract idea. During the Event Phase, the DM has adjudicate any activity that occurs and narrates the events to you as well as summarizing any changes that occur to the kingdom as a result of the choices that were made during the previous phases of that turn. The DM then assigns any Culture Points or Technology Points (CPs or TPs) that may have been accrued as a result of the summarizing. At this point, you can choose to spend CPs or TPs to affect the next turn. Using CPs or TPs to affect your kingdom is done by spending multiples of 5 points.
Culture is typically obtained a bit slower and used in less frequent endeavors than Technology, however the impact that Culture has is typically more profound, and more immediate. Culture can be used to help address Unrest, be used to augment the effectiveness of an Edict, or be used to help in certain events that affect your kingdom - either acting as a buffer against adverse events, or acting to promote beneficent events. Finally, you can use Culture to affect your people's Loyalty or reduce the amount of consumption your kingdom uses (think eco-friendly sorts who promote things such as recycling).
Technology is accrued most typically by way of certain buildings that are established in a city. Technology can be used for a number of things to advance the kingdom's effectiveness. Most aptly, it can address Stability, or Economy when these are crucial during a phase in the next turn. Alternatively, you can spend TPs to undergo a venture of reseach in hopes of discovering technological advances. Such advances can do things such as increasing the productivity of the kingdom (BPs - for instance, finding new methods of farming), locating new resources (such as drilling for oil in the real world), upgrading defenses (such as improving walls) or making certain types of buildings or structures become more efficient at providing their benefits to your kingdom. Also, as technology advances and your TPs increase, you can discover new types of buildings, structures, or architecture that could greatly benefit your cities.
Note a couple of the buildings that I considered being "unlocked" from technology advancement are: sewers, and aquaducts. These ideas I got from previous posts - specifically with aquaducts helping in fire disasters or drought, and sewers helping in plaques or floods.
Other ideas for "advanced" buildings and how they can help in events would be appreciated.
More ideas will most likely come after I read the rules on mass combat in the new Kingmaker issue I just got - but I'm waiting to apply these concepts to that after I consider all the possibilities they have on actual building of the kingdom.
According to my Subscriptions page, it shows my last order containing several books including Kingmaker 5 was shipped out on 7/9; however as of today's mail delivery it is still not here. That is over two weeks and I'm in Northern California - not far from Washington.
I already have an email confirming my next shipment will be shipped out by end of this week and unfortunately I'm still jonsing for the last one.
Please help - are you able to track this shipment at all?
As a fan of the civilization console games, I was wondering if anyone has thought about or tried to add "Culture" to the Kingdom Building aspect of the campaign.
I have been wondering how it would fit into the phases and what could it produce for the kingdom.
I'm specifically interested (at the moment) in the archetypes and other such ability substitutions for the core classes, since that is what is being showcased in today's blog.
Something I've often wondered - but it really came to the forefront of my mind while I was running Chapter 10 in Age of Worms (Wormcrawl Fissure) a couple weeks ago:
Are dragons affected by other dragons' fear aura?
Personally I'm surprised dragons are not immune to fear in general. I think they should be. This was a caveat that I added to dragons of late - just cuz I can.
But officially speaking I was wondering if this was ever taken into account.
The encounter sorties in that chapter with various colored dragons swooping in synchronised attacks made me wonder if they each need to be making saves against their "allies" aura.
Does anyone else think that making a dragon flee in fear and become panicked is utterly ridiculous? (magically compelled that is - obviously dragons are intelligent and bent on self-survival and have no qualms about retreating for self-preservation means - but that's not what I'm talking about - I'm talking about magically being compelled to quiver and run like a wussy bi-otch).
I have a crafty player in my AoW campaign (18th level currently) who has tried some things w/ this spell.
I need some help on how it's suppose to actually work.
This is what he's done on various scenarios:
1)
Made the spell in ring shape over a gargantuan creature. He indicated it should be taking double damage since the blades are whirling around and slicing into to him twice with each revolution (near the head and again near the back).
2)
Made the ring so that huge creature has one end of the ring going through him towards the back of the creature, but creature is backed against the wall; in the spell's description it says that when the spell is cast a reflex save allows the creature to move to one side or the other of the ring, but the only way it could move would be forward to be in front of the ring, and if it move to the "other side" of the portion of the ring that was hitting it (which would result with most of the creature inside the ring) the creature would then be in the AoE of the front part of the ring. (The creature was so big that it couldn't fit inside.) The player insisted that the creature would move out of the back part of the ring and land into the front part of the ring. Thus even with a save, the creature would still not be able to avoid damage. I argued that the creature would be allowed to move (with the successful save) all the way to in front (or to the side if it were possible) of the front part of the ring avoiding it and the damage completely.
3)
Place a ring in a way so that a creature was force to intersect both ends of the ring (for instance readying to cast in front of a flying creature that had little manueverability to avoid moving out of the way) and taking double damage because it had to intersect the blades twice (again at opposite ends).
Is there a wiki or other "one-stop resource" that includes all of the society legal traits and/or race-based equipment etc that is allowed? Something equivalent to like an SRD?
I noticed that in the allowed resources mentioned as legal for society play, that they are scattered in a lot of different sources.
Last week on Friday I was contacted by my credit card company (of which is currently on file for use for my Paizo subscriptions) due to suspicious activity.
As it turns out, there were some fraudulent charges made by someone for online purchases. That is now corrected, but it leaves me with no active credit card - that account is now cancelled, and I am awaiting a new card.
In the interim, I have no card number to provide you.
I am concerned about May's order. Have you already received payment for May's order (which should also include a few flip-mats I added to the monthly shipment)? I do not yet have access to PDF of Kingmaker 3, so that usually indicates I have not yet been charged, but my card company did tell me there was a recent charge made by Paizo Publishing - so I'm just making sure there will not be a problem this month.
EDIT: ...or that the company didn't include Paizo in the group of "fraudulent" charges and try to take money back from you....
At any rate I should have a new card this week, and will update your records accordingly.
So if I'm carrying a greatsword in one hand; is it a move-action to put the other hand on the weapon to be ready to use it?
For instance:
A cleric carrying a great club just cast a spell (freeing one hand from his weapon to do so) and he moved during that round exhausting all actions - if his opponent does something that would provoke an AoO, is the cleric considered armed and threatening (reading his free hand onto his weapon as a free action)?
Or is he considered to not be threatening for the rest of the round?
So since I do not see a listed price for "dragon scales" of a particular dragon type, is it fair to say that Eschew Materials trumps the need to have a dragon scale in order to cast.
Seems like it should cost more than a gp for a dragon scale......but what do I know? :-)
How does the "half-damage" received from heat/cold work in conjunction with Fire/Cold Resistance (either naturally present like a fiend, or magical via spell or armor quality)?
How about with Protection from Fire?
My gut tells me that the former is applied after the half-damage is accounted for.
(I.e. 20 points of fire damage becomes 10; and fire resist 10 means no damage sustained)>
As for the latter, it makes sense that you would take half damage first and apply 10 to the Prot from Fire spell that it absorbs each round; BUT since it doesn't work that way with Resist Fire spell, I wonder if it's equally nullified w/ Fire Shield.
If I select a trait from the Dwarf Magic category in the Dwarves of Golarion supplement, does that mean that I man not have a Dwarf Region trait (as in they are both part of the same category of "dwarf racial") or may I no longer select one in the magic traits in the Traits web-enhancements (as in they are both part of the same category of "Magic").
Or is "Dwarf Magic" it's own category and the rules only restrict me from taking two traits in that specific category?
Thanks
Robert
PS I apologize if these traits questions are asked elsewhere - I did look for other thread titles and didn't see any that related.
The Traits Web-enhancement PDF shows racial traits as a category but does not contain any. Is it accurate then to say that only racial traits are in fact in the racial books? (Dwarves and Elves of Golarion so far)? Or are there others in another location?
Just looking for clarification on the Regional Traits in the Dwarves book; specifically Glory of Old.
Is this trait (and other Regional traits) intended for non dwarves who may be from dwarven lands....?
Or is this a dwarf (only) trait and actually stacks with the racial saving throw modifier.
The dwarf magic traits indicate specifically "you must be a dwarf to take these" but no such declaration appears as a preamble to the regional. Furthermore, in the Traits web enhancement, the preamble states that character traits arent' suppose to stack to give a seceret backdoor way to create and unseemly advantage - such as getting an additional +1 to all those dwarven saves.
So the literature seems to create some ambivalence in how I feel this is suppose to work. A little confirmation would be appreciated.
I noted that someone had commented on how well the Bloodsworn Vale module would be a good fit to add in to the campaign as additional source material for adventures. (of which I agree).
I wanted to start a thread that developed into people providing fodder for any sort of published module/adventure out there and how it would fit into the campaign. Whether it's a Pathfinder Module, a Dungeon Magazine quest, or a Goodman Games Dungeon Crawl Classics issue, or other such lines, (or just parts of them or individual encounters from them) mention them if they seem relevant (and how).
Perhaps with a number of suggestions and submissions on this thread DMs like myself who want to have more toys in the sandbox can truly develop a full and robust campaign experience.
I was immediately stuck at how similar the recent Fellnight Queen PF module would be exceedingly appropriate if not in it's entirety, but certainly choice bits.
Spoiler:
Perhaps the Fellnight Queen Rhoswen is related somehow to Nyrissa; or the events lead up to or at the very least foreshadow what is to come.
Robert
EDIT: The APL (Avg Party Level) for the published item would be helpful too I think to help DMs place things in order of appearance:
I would like to add this subscription to my current subscriptions; I know I cancelled it a while ago, but I also know I'll be kicking myself for missing any of it.
I would like to start by getting the GM Screen, and have you just include it in my next monthly shipment (as opposed to sending it now seperately). I can wait till April on the screen since I know that my March order is already in process of shipping.
I vaguely remember during all the early design focus and playtesting of the Alpha rules sets, that there was a thread speaking directly to the notion that "Age of Worms killed 3rd edition" - at least that was the crux of the discussion.
I have been unable to find this thread in the design forums or the AoW threads by using any combination of the title above in the search field.
Does any remember this thread and can anyone direct me to it?
I am currently beginning chapter 8 of AoW and the PCs are now 14th level. I would like to read that comments made by others who experienced that campaign in those high levels, so that I can learn from their issues. I'm using Pathfinder rules but I imagine much of the concerns will still have some validity.
A package containing 4 items from Paizo Order #1319451 is expected to ship from the Paizo warehouse by Monday, December 21 via Standard Postal Delivery, estimated 4 to 8 business days in transit.
Shipping Address:
Robert XXXXXXXX
XXXXXXXXXXXXXXXXX
The following products are included in this shipment:
1 x Pathfinder Adventure Path #28: The Infernal Syndrome (Council of Thieves 4 of 6) (PFRPG) Print Edition
1 x Pathfinder Chronicles: City Map Folio Print Edition
1 x Pathfinder Companion: Dwarves of Golarion (PFRPG) Print Edition
1 x Pathfinder Module: Masks of the Living God (PFRPG) Print Edition
This is a copy of the email I recd 12/16. At first I remained patient expecting that perhaps the holidays have cause a slow down in the mail; However, I have yet to receive this order at all.
Is there some sort of tracking system you can look into to determine if it's en route or whatnot?
It's never taken near this long for Washington to Central California before. It's been over 3 weeks since they were sent, and now I'm getting antsy.
I'm closing in on the beginning of this chapter. On a cursory overlook, it seems as though this particular chapter in the AoW is a bit of a red-headed stepchild.
I've been in a time crunch of late - we've missed a lot of scheduled games due to various family issues of players. Two of my players (married) are potentially moving away in the spring, so I'm finding myself in a bit of a pickle needing to speed things along.
This chapter seems like a lot of fluff and aesthetic fun and no doubt would be fun to run, but I'm thinking if there was ever a chapter to cut out a bunch of fat, this may be an ideal one.
So could those who have experienced GMing this one, please give me some feedback so that if I should truncate this one significantly, some bulletpoints of the most important aspect(s) to include for the campaign, would be very helpful.
I'll try to read through it again and determine some for myself, but I would hate to miss something that I wish I had included two modules down the road etc, since I have not read the rest of them yet.
(PCs currently just starting Spire of Long Shadows next week).
If an invisible creature is targeted by Glitterdust, thus becoming visible, can the creature become invisible again by a subsequent casting of Invisibility?
(Rationale is that the glittered flecks are on the creature and thus can be argued as now part of the creature's equipment that has been picked up.)
0r does the Glitterdust spell not only make an invisible target visitbile, but also completely prevents a creature from being able to become invisible for the duration of the glitterdust?
Since the images are all understood to be within the same 5' space of the caster:
Are the mirror images of a creature with spell resistance also protected with that spell resistance to withstand targeted spells? As one's equipment would.
(For instance, an enemy firing magic missles targeting each of the images...)
Also, are the images protected from magic missiles if the creature has cast Shield spell?
I was in the process of buying a new, chatting w/ the sale rep etc, and I could see out the corner of my eye - a preview of a new game, or coming soon game - it was distracting to say the least - it looks awesome.
The preview looked very "Call of Duty Modern Warfare" esque. So I looked for info about the recently released sequel - but a sequence I saw in the preview showed para-military and guerilla militia in what looked like a South or Central American culture in an urban warfare setting - mixing it up with U.S. commandos; something like what was seen in the movie Clear and Present Danger - for the Columbia sequences of that film.
The info of what I know of COD-MW2 seems to indicate that game is primarily a Russia and U.S. soil setting. So I'm not convinced what I saw was that game - but certainly had that style of game
Can anyone shed some light on this. Thanks. I knew I should have gone over to check it out - but was rushed to the check out after I settled on my TV then of course out of mind with all the hoopla of purchasing and getting in the van.
Hey guys, I don't know if you've gotten a lot of complaints about this lately or if I'm just an unlucky schmoe.
Over the past 6 months, 4 of my orders have been delivered to me (by mail) with mild to moderate damage on them.
Two previous orders were crushed in one corner, and a third looked like it got stuck in a roller or something at the mail distribution center - cuz the center was curled up horizontally across the soft book which left a permanent crease in the spine - and folds up like a taco.
I let them slide for the most part and straightened out what I could, but this particular shipment was my Bestiary - a rather expensive book, and it apprears it was dropped from a significant height onto the right bottom corner - crushing inwards the corner of the outside and all the pages. This affected all three books on the order - but the two Chronicles books can fold back out for the most part - the cover of the Bestiary is crunched inward at least a half-inch and will never look good, and will probably begin to fray apart at the corner. The box sustained a little damage - but it doesn't look from the outside of the box that the inside would have been damaged that bad.
I am not blaming Paizo, and I certainly don't think you're at fault, but this is getting a bit ridiculous and wanted someone to hear that your products are getting mistreated by our wonderful US Postal service. As I said - I'm particularly upset at this one because it was such an important book to my collection, and not cheap.
"Pin: You can give your opponent the pinned condition
(see Appendix 2). Despite pinning your opponent, you
still only have the grappled condition, but you lose your
Dexterity bonus to AC."
Page 568
"Pinned: A pinned creature is tightly bound and can take
few actions. A pinned creature cannot move and is flatfooted."
Page 567
"Flat-Footed: A character who has not yet acted during
a combat is flat-footed, unable to react normally to the
situation. A flat-footed character loses his Dexterity bonus
to AC (if any) and cannot make attacks of opportunity."
Here is my problem.
Page 69
"Uncanny Dodge (Ex): Starting at 4th level, a rogue can
react to danger before her senses would normally allow
her to do so. She cannot be caught flat-footed, even if the
attacker is invisible. She still loses her Dexterity bonus to
AC if immobilized. A rogue with this ability can still lose
her Dexterity bonus to AC if an opponent successfully uses
the feint action (see Chapter 8) against her."
So - if I am reading this correctly: A rogue (or other creature w/ Uncanny Dodge) who is PINNED breaks the usual rule of Uncanny Dodge because they keep their DEX mod to AC while imobilized! (because PINNED states person is FLAT-FOOTED - not "lose their DEX"); Meanwhile the person DOING the pin to the other "Loses their DEX" So A rogue is better off being pinned by another - for the rogue will continue to keep their AC, while all the rogue's buddies can sneak attack the person pinning the rogue....Even if the person doing the pin is another rogue!
Isn't this a bit backwards? Why should the person who is PINNED actually be better off than the person doing the PIN?
IMO, the person PINNED should "LOSE THEIR DEX" and the person doing the PIN should be either Flat-Footed, or as far as I'm concerned just keeping the GRAPPLED condition is good enough without the additional "lose their dex" caveat. Completely making them susceptible sneak attacks is a bit of a stretch. Especially for a large creature with say tentacles or something that is just holding someone or a dragon sitting on someone etc.
Regardless, my biggest beef is that the person PINNED can avoid sneak attacks (provided they have Uncanny Dodge) while the person who is doing the PIN can not (regardless of Uncanny Dodge).