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RuyanVe's page

1,877 posts (1,891 including aliases). 2 reviews. No lists. No wishlists. 1 alias.


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Cool stuff! I remember a similar thread some time ago--also started by you?
If so, I might repeat myself, but there is some mentioning in Lost Cities of Golarion about the city of Kho.

I do like option 2) a lot!

Ruyan.


Why is it always the GM screwing the players? If my build is about a wildshaping druid then it should be in my own interest to find out how the GM feels about wildshaping/interprets the vague ruling ... Especially, since this question comes up every month or so.

Ruyan.


*facepalm*
You're right of course. Now that I read it again it becomes crystal clear that the bridge stays connected at either end (mainland and island) but only to one post each at each end...

Ruyan.


RotRL AE, C9 wrote:
The goblins have rigged it so that [...] the western supports tear free, dropping the planks down to hang vertically from the eastern rope and dumping anyone on the bridge into the waters below.

Seems clear to me: the end tied to the posts on the island's edge tears free while the part of the bridge fixed to the posts on the mainland holds fast.

Thus, if the cleric makes it to the beaches he could climb up the impro ladder and reach the bramble tunnels. From there he would be free to return to Sandpoint.

Ruyan.


Paris Crenshaw wrote:
delivery of hardcopy issues *at* PaizoCon.

*sigh* Stupid real world distances and such...

Paris Crenshaw wrote:
[...]I do think it's important to point out from time to time, so we all keep perspective. The whole team contributes--writers, artists, editors, our awesome layout duo--but even as the "official" Assistant Editor-in-Chief, my efforts are paltry in comparison to his. He deserves a lot of respect for what he's doing...and doing so well.

+1

Ruyan.


Cool cover.

But shouldn't it read [...]through the weird Fungal Jungle[...].

Ruyan.


(Maybe not so) New campaign idea: players pick animal companions, (improved) familiars, eidolons, cohorts as PCs... comes in a bundle with their own slogan: Staying behind and moving on/progressing--hopefully a native speaker can make a wittier version out of it...
[/thread derailment]

@Helio:

Another option would be to post your work here or in the product thread which Liz will start once GenCon is over/the pdf is available for download (whatever happens first).

Ruyan.


Ignotus Advenium wrote:
challenging characters and wreaking havoc

That's usually the best part of it--by far! *evilGMgrin*

Ruyan.


*bows*

Thanks for accepting my piece of work (WoW coming your way)!

Ruyan.


hashimashadoo wrote:
]An earth elemental doesn't bestow its Earth Glide ability to another creature touching it so unless it leaves a portion of itself outside the cliff for the Cleric to hang on to, I don't see it working.

That's what I wrote, actually.

And my suggestion to swim to the beaches still stands, too (though DC 15 and DC 20 Swim checks might out of reacht, too).

Apart from that, finding a potion of fly or a potion of levitate seems the only other viable option.

That or have Shalelu enter the action, hear the cleric call for help and lower a rope.

Ruyan.


Ugh. Sorry for the confusion my post has caused.
I assumed by Drejk's and ulgulanoth's post that their submission(s) had been accepted.
I've not yet been notified but wanted to compliment everybody who got in regardless.

Back to Chilliax Island!

Ruyan.


Congrats to everyone whose submission(s) made it for WF #11!

Ruyan.


An easier (?) way out for the cleric would be to swim to shore. I'm away from books, but wasn't there a description about some beaches at the bottom of the cliffs? Otherwise: you're the GM --> make it so.
Then he could rest and regain spells.

Let him summon an earth elemental and hang on to it, while the elemental uses earth glide to move upwards (only partially in the stone).

I agree with the rest of the posters concerning the rest of the group: remind them about everybody should have fun while gaming.

Ruyan.


1 person marked this as a favorite.

8 seconds!


A smug answer would be that the wording of the spell rather nicely fits the general description of a wall.

Also, what you describe is still do-able. Cast wall of iron and topple it next round or let another PC delay her action and do so after you've finished casting.

Otherwise, what you describe can be easily achieved with a wall of stone.

Ruyan.


I very much agree with the first build. It's a classic (for an AD) and not much can go wrong here.
If focussing on melee you might want to consider dipping into Dragon Disciple for a nifty +4 to Str (untyped), d12 for hp, +2 NA, 1 extra feat (Great Fortitude), minor breath weapon and 3 natural attacks (for a number of rounds equalling your Cha-bonus +3), downside is no FCB and you loose 1 CL.

Personally, I'm a fan of the longspear, gives you reach and using PA -1 attack/+3 damage; summon your Natural Weapons if a 5-foot-step is not feasible.

Ruyan.


Just thought, that you might want to dig up some flavor about Tymon, too. It's one of the River Kingdoms and involvees gladiator, arena and such stuff, too.

Maybe you can import some of the stuff into your game.

Ruyan.


Latrecis wrote:
...he did import the item into Hero Labs

Oh gods, one more reason to insist on paper char sheets only...

Ruyan.


Curaigh wrote:
Thanks Tim!

Yeah, right. What a non-suggestive little post. Doesn't get us excited or impatient at all. AT ALL.

*dumdidum*

On a more serious note, I'm with Anthony on this one. Even though my big project was stopped after an email conversation with Tim, its "little brother" is still in. At the least I get to further practice my writing skills.

Ruyan.


While it sounds fun, I don't think you need to do that, actually. The Darkmoon Vale mini campaign has been described in detail a couple of times on these forums. The good thing about it is, 2 modules are for free (Hollow's Last Hope and Revenge of the Kobold King, just see my link above).

For a one-shot I'd suggest Master of the Fallen Fortress. This should easily be do-able and afterwards you might have time to chat and receive feedback.

Ruyan.


Greetings, fellow traveller.

Hm. From what I gather

Summon Nature's Ally wrote:
It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.

does the trick (sorry for the pun).

It does not detail any restrictions on what the summoned creature would attack (or not), thus I'd rule as GM that it would attack the undead just fine.

Conjuration wrote:
[...]Conjurations[...]bring manifestations of creatures(summoning) to you.[...][/b]Creatures you conjure usually—but not always—obey your commands.[/b]

Emphasis mine and shortened for convinience.

This implies that the creatures you summon are not the real thing but manifestations, thus are magical in nature.

Last but not least, I can't find a quote where it says the summoned creature needs a Handle Animal check to to what you want it to do.

Ruyan.

Edit Ninja'ed by Cpt. Zoooooooooom.


You might want to check out Serpent's Run in Magnimar--it's described in the Magnimar sourcebook in more detail or on the Pathfinder Wiki.

Ruyan.


1 person marked this as a favorite.

Greetings, fellow traveller.

I'd suggest having a look at these, free-to-download and short adventures--they are the Free RPG Day modules and are fun and easy to play/GM.

Good luck and have fun!

Ruyan.


Just in time--here's hope my PCs will loot the treasure chamber this coming Tuesday.

Ruyan.


If you're in for the money, I think Matt has it right.

If you're looking for a place to publish or are looking for inspiration, you might also have a look at Wayfinder (fantastic free fanzine) which features BB adventures and other material since the BB was published.

Ruyan.


I'd buy it, too!

Ruyan.


Ah, lol. Reading-Comprehension test: fail. Sorry for that.

Ruyan.


My group has had their ascension after/with the fight against Erylium (she was bumped to mythic tier 1)

I opted for implementing the new rules set in a "light" version to allow both the players and me to get a better feel for the new power level. Thus, my players do not enjoy as of now the full set of goodies; they have the surge ability (2/day, 1d6) and some more stuff. After defeating Nualia they will gain the full set of abilities as described in the book.
I've posted my idea of a slowed progression somewhere else on these forums...

Did you try the search function--I'm sure you'll find a couple of threads regarding RotRL + mythic.

Ruyan.


Paris Crenshaw wrote:
Were you here for the NAEA Conference?

Hehe, unfortunately not--sounds like a lot of fun. I attended the Phosphor Global Summit (26th-28th) discussing the next generation in lighting and displays.

[/thread derailment]

Don't let me distract you further from reviewing all the submissions for WF #11!

Ruyan.


There's a PrC (Magaambyan Arcanist) in Paths of Prestige that let's you pick druid spells.

Also, there's what the D20PFSRD calls the Arcane (Pathfinder) Savant which let's you pick spells from other classes spell lists'.

Words of caution: I do not pay much attention to PFS. As such I do not know if either of the PrCs are PFS-legal.

Ruyan.


Same here!
As she doesn't qualify for PA in the first place that is a nice in-theme change!

Ruyan.


Great news! So many submissions really underline the Paizo marketing slogan 3.5PF thrives (and so does our community)!

Will there be an audio file with the songs/poetry available, too (or a link to Wayfinder's new youtube channel)?
As an alternative, everybody who's going to pick up his/her physical copy at PaizoCon is pressganged into an improvised performance!

Paris Crenshaw wrote:

My family and I live in San Diego. I'm in the Navy, but we've been stationed in this area since 2006. Not quite native, but we've put down a few small roots.]/quote]

Wish I'd known that before! I've been to San Diego last week for a conference. But hey! Maybe I walked you by while visting down town...

Ruyan.


  • bad music
  • your advances to charm the barmaid are noticed by the tavern owner, her father
  • the beverages sold contain too less alcohol
  • the beverages sold contain too much alcohol


  • 1 person marked this as a favorite.

    Now. Back to my game and crossing the trapped bridge.
    Short version: R.I.P.nugget.
    Longer version: I played towards the goblins' crazyness and had two of the goblins start a fight over who gets to eat the gull. They chased each other and one fell over the cliffs. The winner claimed the gull and began eating while the others started to laugh hysterically, with one being on goblin dog-back falling off.
    This spurred the PCs into action and they crossed the bridge one-by-one.
    The fighter went first while the ranger and the inquisitor used their bows for two rounds before following suit. Sadly, no goblin dog scored a hit.
    Into the fort, they managed to kill the pickle thieves in their sleep (they never made their Perception checks).
    They avoided the open court yard after the dogs charged them (still no hit) and stumbled straight into the throne room. Having heard (the warchanter rolled a nat 20) the barking dogs the entourage kind of prepared for trouble (goblin-style).
    When the PCs entered the throne room they found the goblins in a loud discussion what to do and waiting for one of the commandos to come back from reconnaisance.
    Ripnugget quickly regained composure and tried to give his speech but was attacked via bow shot. He mounted up and after the PCs had spread out charged the fighter along the eastern wall scoring a crit (gasping from the players and price-less faces! good times). The warchanter (bard 2 in my game) nailed the cleric and the inquisitor at the doors via grease.
    From that point on it went down-hill rather quickly for the goblins. The commandos weren't able to hit and were ignored. The warchanter cast cause fear on the fighter and succeeded but as the others weren't able to hit and Ripnugget lost his shtick after his mount was killed in one round by a bow crit from the ranger the fight was over fast.
    So: Oooonwaards!

    Thanks again for all your insights, hints and tips! We definitely enjoyed the session.

    Ruyan.


    As indicated on the map you can gain access to B3 from the rough tunnel from the East with the statue facing West looking towards the "official" entrance via the stairs.

    I had all doors made out of stone in my game, though that was more a choice of flavor/style (as all of the ruins have powerful preservation magic placed upon them wood would have withstood time).
    Non of the doors are described as being locked so hardness/breaking them down never played a role.
    BTW B13's description also mentions them as being made out of stone.

    Ruyan.


    As you said.
    It's based off of full plate. Your player would have to craft a wooden version of full plate (from darkwood).
    This would then be enchanted via casting ironwood.
    Stats would be the same as for masterwork full plate, it only weighs half as much.
    Oh, and she would need to take the feat Heavy Armor Proficiency to wear it without penalty.

    Ruyan.


    The companion of the SD is as much undead as the animal companion of the druid is an animal...
    Both are mechanically their own entities.

    As Shadowlord wrote: RP tension is cool, PvP is not.

    Ruyan.


    *gasps*
    *swoons*
    So cool! Thanks, CJ.

    Ruyan.


    1 person marked this as a favorite.

    More townsfolk!

    Ruyan.


    So. Would it be of use to FAQ it (again)?

    Ruyan.


    Thanks, Deadmanwalking! Good to know the Creative Director backs my reasoning (though reading the date of that statement makes me realize I should check more often...). *smirks*

    So. To sum it up: the horse would benefit from Multiattack by gaining another attack albeit at -5 with one of its primary attacks (e.g. bite +0/-5, 2 hooves +0)

    Ruyan.


    The discussion about whether the AC horse, after receiving combat training at lvl 4, also looses the docile quality (which is interpreted as the opposite of being used to combat/combat trained), has its hoof attacks "upgraded" to primary attacks or not, thus having 3 primary attacks.
    Problem here: the docile quality is not mentioned in the entry for the AC horse in the first place...

    My houserule has so for been that this is indeed the case, resulting in a (more) potent (and generally accepted by the local populace!) AC with three primary attacks.

    Maybe there's new insight/official ruling available, though!?

    Ruyan.


    Thanks for all your insight, folks! I really appreciate it.
    Latrecis, your ingame story made me smile. Nice description of tactics--on both sides!
    I've played up to the goblins crazyness and non-sensical behavior a lot in the past, so this hopefully turns out to be another fun event.
    Let's see how my group fares tonight.

    Ruyan.


    You might want to get your hands on the old D&D boxed set Dwarven Kingdoms of Krynn--lots of information, manymany maps...

    Cover Image

    Content

    Also, there's a certain expandable non-humanoid stronghold in #2 which might suit the needs of your party.

    Ruyan.


    Dotting for future counsel as I fear my players will face similar disaster (see Burnt Offerings threat).

    Ruyan.


    Well, you can always get a new one (at least from the mechanical point of view).
    Technically (as I've not played/GMed this AP), I'd agree that a non-mythical AC would have zero chances of survival and (even more important) would have no impact what-so-ever on the outcome of any encounter later on.
    As you stated it would take some planning as the feat/mythic commitment might get over-whelming.

    Ruyan.


    I'll pick up gaming with my group after six weeks this coming Tuesday.

    My players are currently investigating Thistletop and they've taken out the gobbos on the main land so far.
    Now they're prepping for the commandos on the island across the bridge and have no idea how to attack them without alarming the rest inside the fort.
    They're rather light on ranged combatants (polearm fighter, ranger [with bow], inquisitor, cleric, rogue, all are lvl 3).
    They know the bridge is trapped and can only be disarmed from the island's side.

    With all the extra time on hand, it made me think how I'd tackle that question. So. How did your groups handle that situation?
    Just curious whether I should prep additional stuff or not.

    I usually give my monster max hp to have them have a slight chance of surviving 2 rounds in combat so they at least get to act once... - should I resign from doing so in this situation?

    Ruyan.


    No character sheet is complete without the compulsory dried-up coffee mug marks (bonus points if you managed to circle your hp!), greasy fingerprints or splattered coke!

    Ruyan.


    If you take Shadowmist as animal companion there is no longer light horse, heavy horse, whatnot horse.
    Following the rules you go to the section regarding animal companions, pick the entry "horse" and use (and only use) what you find there. It then advances strict to the table for animal companions.
    As easy as that.
    Now, there is some quibbling about whether the AC's hoof attack turns into a primary attack once it is advanced or not as per RAW it never had the docile special ability to begin with.
    To me, after gaining combat training it shouldn't be considered docile any longer.

    Ruyan.


    It says somewhere that the journey from Magnimar to Sandpoint takes about two days on foot (see p370 of AE: some 50 miles).

    From the map on p386 (AE) Foxglove Manor is about 10 miles south of Sandpoint (following the roads that is).
    Assuming an 8hour "work day" for your adventurer (the rest is spent gathering food and sleeping/resting) and using the Movement and Distance table under Additional Rules (see PRD) that gives us about 3h20min walking time (assuming 30 ft. base speed).

    Ruyan.

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