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RuyanVe's page

Pathfinder Adventure Path Subscriber. 1,453 posts (1,467 including aliases). 2 reviews. No lists. No wishlists. 1 alias.



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Blog wrote:
WAR! What is it Good For?

...absolutely nothing!

Besides that: Awesome sauce! So looking forward to it.

Ruyan.


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Orthos wrote:
... huh? One's no more original than the other. Heck, I've heard/seen Maiden-Mother-Crone much, much more often in reference to the triune goddess than Maiden-Mother-Matron.

You might also wanna check Hecate on e.g. Wikipedia - fits the bill quite nicely (see my post above from January, 28th).

Ruyan.


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Eric Clingenpeel quoted the relevant text. Everything is there:

  • no templates
  • no advanced versions of a creature.

    Bolded mine. The creature has to exist in the first place; where do I check that? I have a look into Bestiary I-III.
    There does not exist a huge wolf as an animal in any of the Bestiaries. The only way of getting a huge wolf is to advance a Dire Wolf by following the step-by-step instruction found here or to

    PRD wrote:

    When advancing a monster by adding racial HD, you should start by deciding what you want the monster to become. In most cases, this means merely a tougher, stronger version of an existing monster. Note the desired CR of the new monster. This is also the point at which you should decide whether the creature is going to increase in size. As a general rule, creatures whose Hit Dice increase by 50% or more should also increase in size, but GMs should feel free to ignore this rule if warranted by the individual creature or situation.

    Emphasis mine.

    This is how by advancing a monster you can increase its size. This is also what is explicitly negated for wildshaping by the rules Eric Clingenpeel quoted.

    How's that rule outdated and no longer needed?
    The new wild shape rules were written as such to keep the shape changing happening simple (every change is explicitly stated; if it's not on the list, you do not get is as a PC using a polymorphing effect) and to specifically avoid the bloat and power creep which took place in 3.5 with every new monster published in an upcoming Bestiary and which added to the mythos of CoDzilla (same goes for why the summoned monsters available via [i]summon XYZ[i] spells are not modified with new Bestiaries).

    Ruyan.


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    Greetings, fellow travellers.

    Your first stop should be Oterisk's Guide to the DD and the accompanying discussion thread.

    Many questions you have will be answered!

    Ruyan.


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    Lock, stock and two smoking barrels.


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    Or an all barbarian group taking back Sakoris single-handedly!


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    Sun orchid elixir, anybody?

    Ruyan.


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    I'd say you get best of both worlds: no rest, just a specific time of day (you cast divine spells) and 15 min prep time (you are a spontneous caster).
    That's what I gleaned from combining the Magic sections of the CRB combining Casting Divine Spells and Daily Readying of Spells for Sorcs/Bards.

    Ruyan.


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    Try to get hold of the old MERP adventures...

    Roughest conversion would be to divide equipment properties by 5 (MERP is a d100 system).
    But the treasure lies in the atmosphere the adventures help create, to get the crunch right requires a lot of work from the GM.

    For a free glimpse, you could try The Guild Companion. They published some 10 years back a free mini campaign:

    Part 1

    Part 2

    Part 3

    Part 4

    Part 5

    Part 6

    Ruyan.


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    You could also have undead appear at their borders over time attacking outlying farm steads etc. I'd give them ~1 month before the dread zombie cyclopes show up. If they investigate throw in the soul eater and 2-3 zombies.
    As Orthos already said that should get their attention.

    Another idea could be to send a recurring nightmare to one of the players - maybe with religious background - showing a robed humanoid (Charon) ferrying ghostly humanoids (souls) over a river (Styx).

    Ruyan.


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    Greetings, fellow travellers.

    I like the idea of a herald of Erastil showing up - maybe the giant stag from the bestiary - and have it tell the players the background of the bear/priest. I also like the idea of having him reincarnated (pick race in advance). Or let the stag show up, touch him with its antlers, have the bear change back to human and die (peacefully) due to old age and then have the stag granting the party a boon or a charm (+1 to saves for a day, +1 to attack for a day, and +2 to handle animal, woodland stride for a day, or something similar).

    Ruyan.


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    +1 - to what Lamontius said, that is. What? I'm a scientist. I know about the power of images and how they help grasping reality and such...


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    So, Cosmo has finally had his share? *grins*


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    I wonder whether a Hellknight would join the Society in the first place - they do not seem to be of the law-abiding type...


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    *slight derailment*

    Well, my thinking goes along the lines of adding the lining not to the surface of a wall but having the wall built like a sandwich, where the typical inconspicuous masonry encases the lead, thus minimizing emission.

    In addition, followign a more scientific (and thus to RPGing completely irrelevant) argument, lead is easily oxized and especially in a rather humid environment forms a quite inert patina (confer usage of leaden tubes for water pipes). Thus, lead poisoning would indeed occur over a rather longish (decades) period of time.

    Ruyan.


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    Off the to of my head:

  • People from even higer up should seek him out offering him a career at the king's court.
  • Other artists might plot his untimely demise.
  • More martial characters might mock his acclomplishments as behavior of a sissy.
  • Other men might begrudge his good looks and his way with the ladies, also plotting some rather bad accident.
  • He might attract followers who seek him out as tutor.

    Ruyan.


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    I really liked the vague nature of the gazetteer in KM(AP #33) - but I do not mind a more detailed look onto/into Deeprun Crevasse. While the coastal regions and the "kingdoms" along the Ardshrod River were ok, the heart lands including the woods and Syrzemyan Highlands intrigued me much more.

    Spoiler:

    Questions:
  • Will Sjohvornor be involved?
  • Do the dungeons mentioned include the cyclops ruins in Vurnirn?
  • Besides: clever Paizonians - it's all there!

    Spoiler:
    Artrosa: “The Three Who Watch.” These three
    massive stone mesas are visible from many Iobarian
    cliffs despite the distance. Crudely carved into the cliffs
    are three nude female humanoid figures of uncanny
    scale, their bodies at least a half-mile long. While their
    race is unclear, the figures show a long-haired maiden,
    a pregnant matron, and a hunchbacked crone, each
    holding up a hand and warning the viewers away (though
    from what is unclear).

    Ruyan.


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    *opens popcorn*

    Funny, how everybody cites RAW and you're the only one supporting your arguments.

    Reverse logic does not work here, since it's a game with its own rules. If logic would apply at all there'd be no magic, thus no wildshaping, thus argument ends.

    Amsheagar wrote:


    Fact #1: When a druid shifts, he loses any items he has.
    Fact #2: Animals can wear Armor.
    Fact #3: Enchantment bonuses do stack.
    Fact #4: Wild is an Enchantment that you can put onto Armor.

    Fact #1: Wrong, he might loose the benefits, but even that depends. True is, he will not be able to use most of its equipment, but if he puts aside his weapon, shifts into an animal having opposable thumps he might be able to pick it up and wield it in combat. If said shape was humanoid to boot, he might even be able to don armor and benefit from its armor bonus.

    Fact #2: Animals can wear Armor, which is called barding.
    Fact #3: Wrong, they overlap. Only bonusses from different categories stack.
    Fact #4: True.

    And the conclusion?

    Ruyan.


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    Keeping it PG-13 as basis works fine for me, dial it up to 11 in your homegame, if you want.

    I actually would like to wallow in the grittier things implied here and e. g. RotRL, too, but know first-hand how uncomfortable some (of my) players are when facing these kind of challenges (and we're well beyond PG-13 level in RL).

    Ruyan.


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    Love the boggard, awesome paint job! Maybe I can use him as well for my KM game.

    Sorry to say catwoman sucks.

    Ruyan.


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    Set wrote:
    stuff

    Sheesh. Makes me wonder how all the INT 8 fighters out there accomplish such things. Handle BSF by the Wizard?

    And I can't stress enough how sad it makes me seeing this fantastic and class defining feature being given to the greedy masses. *sad face*

    Ruyan.


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    Greetings, fellow traveller.

    Set in Andoran (and can be worked into a mini campaign):
    Hollow's Last Hope, Crown of the Kobold King, Revenge of the Kobold King, Hungry are the Dead, Carnival of Tears, Tower of the Last Baron (set on the border to Cheliax), The Treasure of Chimera Cove.

    I'd personally add Conquest of Bloodsworn Vale into the row, although it's set between Varisia and Nirmathas, but can be easily retailored to a location in Andoran (and escpecially as an aftermath to Carnival).

    Ruyan.


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    Start with (Castle) Ravenloft and expand on it.
    Shops can be done by travelling merchants being able to leave the demiplane the castle exists on...

    Ruyan.


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    The prawns are in the box for Skull&Shackles...


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    Greetings, fellow traveller.

    Your first stop might likely be the Guide to the guides in this forum.

    A lot of cool info. If going for a a druid, I'd start with Treantmonk's Guide; it's a little outdated since it's been assembled before APG was out, but the basic info is rock solid and a good starting point.
    Next stop would then be Peterrco's Guide.

    Ruyan.


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    So basically, all that's left is wizard for her?

    I basically agree with Orthos here: don't tell her. It's a villain, it has certain powers. Period. It's not her job to dissect your game and (potentially) spoil the fun and disrupt the immersion of you and the other players.

    What I don't get is why the drow rose as a huecava. In the Bestiary entry it's written, that for such a thing to happen the drow must have been a cleric (check) of a deity (check) and must have blasphemed and renounced its deity before meeting death (?).

    Gluttony wrote:
    To get his stats the way I wanted them

    Do you mean applying the bonusses as described in Monster Advancement?

    Why did you not keep the stats the drow possessed in the first place and made the drow a ghoul?

    Ruyan.


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    Alexander Augunas wrote:

    If the Animal Archive is "animal companions for everybody," here's hoping this is something similar with regard to trapfinding...

    Shisumo wrote:

    We can only hope. Keeping the disarming of magical traps to characters with a specific class feature is, in my opinion, one of the few faulty mechanics that Pathfinder decided to keep from 3.5.

    PF goes WoW...


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    Greetings, fellow traveller.

    Original information from a post over in the product section - by JJ himself, no less!
    .
    .

    .. |
    S-SW
    .. |
    .. |
    .. V

    Shark Osprey Salmon Rat Harpy
    o-------o-------o-------o-------o
    Varisian Gulf -- I R E S P A N -- Magnimar
    o-------o-------o-------o-------o
    Crow Firepelt Whale Gull Gecko

    Ruyan.


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    Congrats, Kajehase!
    I like the title, it has a really cool ring to it!

    Ruyan.


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    @ Ellestil: Check out their paper minis line to get a full set of each AP.

    Ruyan.


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    Hey, another thread about the player's guide.

    Jenner2057 wrote:
    Great picture of Magnimar and the Irespan! I've been having trouble really grasping how big it is and this picture really helps.
    Anlerran wrote:
    Skull & Shackles (which I hated, in concept and execution)

    Glad to see, somebody else echoing my thoughts (on both accounts, no less)

    Seems like a doubling of threads about the same topic - are you going to recommend posting in one or the other? *smirk*

    Ruyan.


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    The image depicting Magnimar and the Irespan is awesome!!!


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    Kif.


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    Funny, you should say that, Swny - my feeling exactly for goblins.

    While I think the ARG is the place to look for more koboltastic stuff, I'd be interested in a Kobolds of Golarion compilation as well!

    Go,kobolds! Then we could finally set them against goblins in an goblin vs. kobold game!

    Fight on, little buggers!

    Ruyan.


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    Greetings, fellow travellers.

    While doing some research for a certain fanzine, I discovered this site with a nice list of nautical terms, I thought I'd share with you:

    Clicking takes you to the Age of Sail ship and ship building terminology site.

    Ruyan.


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    Concerning a):

    Spoiler:
    Desna, Shelyn, Erastil, Sarenrae, Gozreh and Abadar

    Concerning b):
    I'd add Kaer Maga (suitable for all kinds).

    Concerning c):
    Head over to the AP sub-forums and check out the community-created stuff for RotRL - I'm sure you will find all/most of what you're looking for.
    Otherwise GIMP or Photoshop might do the trick, but I'm no expert

    Concerning d):
    Again? The AP does not necessarily assume, the PCs originate from Varisia at all, the traits are just there to create a deeper connection and giving the PCs more reason to care and get involved - where they've lived the last 10 years doesn't matter at all.

    All in all, see the original Player's Guide for further info.

    Ruyan.


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    I GM a fey-heavy KM campaign. So far, my players have mostly encountered the nicer versions. Although, they've been beset by redcaps, lurkers in light and pixies out there demanding payment for the death of a faery dragon.
    The more they entrench themselves in the Stolen Lands, the greater the powers, they wake and the more manipulative they become, using the PCs for their own machinations.

    Generally, I aim for fey inspired by Tad Williams' Shadowmarch trilogy.

    Ruyan.


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    We role initiative every single round of combat - keeps it more interesting and removes some tactical/predictable actions.

    Ruyan.


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    Secret Cow level?


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    AFAIK, that's a deliberate decision made by Dale, since what's written in KM #2 for the warden fits historically better to the marshall and vice versa.

    Ruyan.


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    Awesome map, Darkcenturi!

    Are you going to add the manors south of Sandpoint proper to the map?
    And I believe the grid is 5', right?

    Ruyan.


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    Greetings, fellow travellers.

    I have to disagree here. As stated by what Bobson quoted

    Quote:
    a spell that requires an attack roll can score a critical hit.

    Following the flavor text of ray of enfeeblement:

    Quote:
    You must succeed on a ranged touch attack to strike a target.

    There. Plain and simple.

    Furthermore, the first quote - more precisly its second sentence:

    Quote:
    If a spell causes ability damage or drain (see Special Abilities), the damage or drain is doubled on a critical hit.

    refers you to the Special Abilities section where the difference explained between damage and penalty applied to an ability score is simply that you cannot die from a penalty to an ability score, since the source causing said penalty cannot reduce your stat below 1 (while with drain it's possible) as quoted below:

    Quote:
    Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1.

    Therefore, it is implied that all the rest - including how to handle a spell crit - are treated the same way for penalty, damage or drain.

    TL;DR: Yes, you can crit with ray of enfeeblement, but cannot reduce the Str stat below 1 with that spell.

    Ruyan.


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    Any news on the progress?
    *adding virtual cookies (loads of them, with chocolate chips, all chewy on the inside, all crispy on the outside)*

    Ruyan.


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    I will strip the restrictions concerning race as well. As has been done with the paladin and the Arcane Archer in the past, I don't see why this returns to haunt us with ARG.

    I like the plant companions, certainly a nice addtion to Arazyr's lab on d20pfsrd.

    Ruyan.


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    UltimaGabe wrote:
    I see no difference between aiming a fireball to a specific 5-foot square and aiming an arrow at a creature that occupies a 5-foot square.

    Difference is the archer has to make an attack roll which scales with target's size, armor type, dexterity distance and what-not - exactly what the OP is looking for as equivalent for a spellcaster aiming a spell.

    Ravingdork wrote:
    Why do wizards never miss with their fireballs? Because they generally have 20+ intelligence. Eyeballing distances with a degree of accuracy is second nature to them.

    Except it would be keyed to perception, which is tied to Wisdom in game mechanics.

    Ruyan.


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    Greetings, fellow traveller.

    As per PRD in the Magic section (Spell Descriptions -> Effect), there is no such rule, i. e. rolling of dice for targeting an emanation/spread or burst like e. g. a fireball.
    It is always said you choose or select or designate like in PRD Magic section:

    Quote:
    [Y]ou select the spell's point of origin and measure its effect from that point.

    I could think of something like under the Combat section (How Combat Works -> Special Attacks -> Throw Splash Weapon):You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5.

    Ruyan.


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    *Threat derailment*
    So, since these are released after the AP is done - any chance for pawn
    collection for KM? Having such a huge fan base and being that successful it's a little sad watching the AP's after KM getting at least full paper mini support and KM is stuck at #2...

    And yeah, I've read about the retroactive stuff. But hope dies last, they say.


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    Greetings, fellow traveller.

    Hm, postmonster ate my post :-(

    Concerning content: Hopefully they keep this stuff - the grittier content and their way of humor is one of the things I especially like about the Paizo stuff (and there have even existed more grittier parts, which were apparently cut from the final manuscript - or put on the interwebs by request from some GMs/players).

    Concerning Xanesha: updated version.

    Ruyan.


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    Greetings, fellow traveller.

    link to Nyrissa:
    I will Rhoswenn (spelling) be an offspring of Nyrissa. Her dying words will be something like:
    "But you promised, mother...".
    After which her body will wither away and the swirling leaves will form Nyrissa's face, full of anger that her beloved daughter has been slain.
    She will say something (haven't decided what exactly, but I like cliches and BBEG speeches...) to the PCs and the leaves will disperse.

    link between KM and RotFNQ:

    In addition to tie in the module to KM, the wedding which sets the whole thing of will be the one of Latricia and Loy Rezbin of Tatzlford.

    Ruyan.


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    As of today it would be the Reaper mini on the Paizo webpage!

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