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TwoWolves's page

772 posts. Alias of Twowlves.


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Voss wrote:

Huzzah? Fan magazines are a big part of popular culture and go back to the 19th century. And again, the pervasiveness of the internet seems to be changing your standards. Anyone can plop 'magazines' on sites like Drivethru. It's a "commercial stream" in the least sense of the word. Literally anyone with a connection can try to sell just about anything for money on the net.

It isn't a sign of popularity or anything else. Lots of local and small institutions turned to the 'net for 'publishing' their newsletters. So instead of one lonely fan (not something anyone ever claimed), it could be a couple dozen fans. Or even a couple hundred fans. That still isn't indicative of lasting success for a game. That goes to very few titles in this industry.

Why don't you plant your goalpost firmly in the ground and quit moving it around. Define "popularity" and "catching on" instead of hand waving away any evidence you don't like.

1 person marked this as a favorite.
Voss wrote:

TwoWolves wrote:
There's enough of a current fanbase to support a web magazine, at least up until a couple of years ago, over 30 years past its release date.
?? Pretty much anything ever published for pop culture has a fansite on the internet. That isn't a sign of success or catching on. Just the nature of the medium.

I didn't say "fansite". SF has dozens of those. I said "Web Magazine", which is to say over two dozen PDF issues that are available in commercial streams, not just their own site. You can get them at Drivethru RPG, for example. It's not the same as Life magazine (or Mad magazine, for that matter) but it's a whole lot more than a blog. And most of the content is reader-submitted, so it's not just one lonely fan with a computer cranking out his houserules.

Cold Iron is cheaper, yes. Initially. You do have to pay the +300gp extra for masterwork quality, and the first time you enchant it you have to pay a 2000gp "surtax" due to the "anti-magical" properties of the cold iron. So a +1 adamantine weapon is +5000gp (3k for adamantine, 2k for the +1) a +1 cold iron weapon is +4300 +x (2k for the +1, +2k surtax, +300 for masterwork, +x for double the original item's cost).

So yea, IMO, Adamantine over Cold Iron, non-magical cold iron back up weapons are cheap. Masterwork Transformation is a thing, as is Oil of Magic Weapon.

1 person marked this as a favorite.

Iron Gods: Thundaar! In Pathfinder! Finally!!

Rise of the Runelords: Grumpy (very) Old Man thinks all of Varisia is his lawn. Get off it.

Giantslayer: Giantslaying.

2 people marked this as a favorite.

Sir, the private's weapon is named "Charlene" Sir!!

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bluesman95 wrote:

TSR did star frontiers in 1982 i dont think it really caught on.

There's enough of a current fanbase to support a web magazine, at least up until a couple of years ago, over 30 years past its release date.

Star Frontiersman Magazine

If I don't do the acrylic thing, which I doubt I'll be able to, I'll probably use our dwarven forge stuff on top of some kind of support (Styrofoam?) with golden spray painted dowels, (maybe) brass watch chains, and a red felt undermatting.

We've got a 4' x 8' custom table, with a plexiglass grid and pull out shelves for our books and computers etc. Space shouldn't be a problem.

Now I just have to build it....

I believe you are right, elcaleeb, but I have been looking for groups who have made it this far to confirm what they actually did before building a 3D mock up of my own. It's good confirmation of my suspicions.

Excellent photo album! I'm going to use that as a reference when I get serious about crafting my own version.


I was looking to do the exact same thing, except with acrylic floors. Then I saw how much that would cost me in terns of cash and sanity, and instead I'm thinking about doing it with our Dwarven Forge stuff. But at 5'/square, half of the combatants can't even fit where they are supposed to start the fight!

Looks awesome, I'm looking forward to a spoiler-filled recap!

Gamma World 4th ed had a lot of ideas and mechanics that made it into 3rd ed D&D, so it wouldn't surprise me.

What scale did you use for the final fight, 5' or 10'/square?

I feel your pain Fromper, we've been playing this AP since Sept 2009! We started with the 3.5 versions and got through about half of the AP before the AE came out. I had already been converting everything to Pathfinder, but still, it was a lot.

We only play maybe 4-6 times per year, so a lot of things get fuzzy between sessions. I have the luxury of having plenty of time to bone up on a section, and often tweak NPCs via HeroLab, so I get a little more involved in the tactics than just rereading, but yeah, definitely reread the next book before you finish this one. My group has no idea HOW Big K survived Earthfall, so when they got to Xin Shalast they had no idea where to go or what to look for. They have 2 of the rings, but have no idea that they need them or why they need them. They are about to find out the hard way, I think...

My group figured out where they needed to go before they ever set foot in Runeforge, and so they only hit Lust, Pride, and Wrath (in that order). They never bothered with the other wings and thus never encountered Ordikon and his wing. They are in Xin Shalast now and having trouble figuring out what's going on and what they need to do.

(I also ditched XP for this AP and level them up at certain milestones, so they had no reason to go XP hunting in the other wings. They also didn't get a lot of the shiny toys to be found in the other wings either.)

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Sure would have been nice if the Jingasa was changed to "once/day when subjected to a critical hit/sneak attack, the attacker must reroll the attack and abide by the results of the second roll" instead of "LoL once ever for 5kgp ROTFL sucker!!"

PFS players have multiple ways to get a 1/session reroll for their characters, not so much when it comes for ways to force the GM to reroll attacks against their characters.

Yeah, we normally do this, but due to circumstances, I was unable to commit to buying everyone's tickets this year.

The convention center food is overpriced, but it beats starving. There is also a little kiosk for drinks and snacks set up right outside the Sagamore, so there's that. One year, some capitalistic genius put a few Monster Energy Drink vending machines right outside the PFS room (before they got the Sagamore) and probably walked away a multi-thousandaire!

My #1 piece of advice? Don't try to fill every slot. Spend a huge chunk of your time just wandering around taking pictures. There are amazing things tucked into every nook and cranny of the ICC AND the adjacent hotels. Many of the interesting things will take generic tickets, so bring a fist full of those and jump into anything that seems interesting.

The dealer hall is.. its own thing. Open from what, 11-6? Spend a few hours in there. Bring a map. Many of the bigger companies will be using that space to demo games, so you can get a ton of quality fun out of just this room, and it's BIG! You can get lost in there and miss over half of what it has to offer.

The costume contest is Saturday afternoon/night, and they do a walk through the ICC before/after. Really awesome stuff to see there too.

Wear comfortable clothing, even more comfortable shoes, and have a snack and water on you at all times and you'll have a blast!

Yes, I know all of this. I'm just officially asking on behalf of my friend who is now considering not going because of his particular experience with the preregistration system this year.

It seems like the Faithless and Forgotten series is very popular, while several other Tier 1-5 scenarios are somewhat less so. Could it be possible to add more tables of the former and reduce some of the latter? I have that one friend that didn't get his wish list in on time and has no tickets to join the rest of our gaming group in playing this series, and I was hoping he could get something more solid than generics and a positive attitude.

Pretty Please?

Ogren Runeaxe wrote:
Mostly incidental, but scrolls of Breath of Life suck. They're practically unusable if the caster doesn't start within 5' of the dead player.

That's why my cleric has a Glove of Storing, for when spring loaded wrist sheaths are disallowed.

I guess a burly type could pick a cleric up and move him over to the target, but that's probably asking too much...

You spend an action to activate the nimbus, and free actions to maintain it each round (free action to dismiss it AFAIK). Seems clear that the damage occurs on your turn as you spend that action.

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I think half of the people against the idea only read the subject line and none of the OP's suggestions. Bonekeep was massively popular for this very reason.

I'm in favor of a hard mode option, have been for years, and myself suggested several of the options you listed. I would add "maximize the Hit Points of every foe encountered" to the list as well. It doesn't have to be complicated to implement, nor take very much time to do so by campaign HQ.

The ONLY reward for doing so I feel is appropriate is a "bragging rights" gold star (flaming skull?) collection for your message board avatar.

My players bypassed some Warriors of Wrath, and Dominated another. When the party wizard got the killing blow on the Highlady, he also got the mark of wrath and instantly got a posse of militant magi (as I made them).

Not only is there a random encounter table for Xin Shalast, if the party has any Sidhedron Medalions on it's supposed to double the frequency and chance for those random encounters.

My -2 and -4 are identical twin ulfen brothers, built with the exact same stat array. -2 is a Fighter 1/Bard 7 Huscarl and former Ulfen Guard, while -4 is a Barbarian 1/Metal Oracle 1 who joined the society to try and track down his brother.

I made the -4 as a thought experiment to see how I could use the same stat array for a very different mechanical character. I've also kicked around making their younger sister a shieldmaiden (myrmidon) Magus...

There are only 34 Rune Giants in all of Xin Shalast, and they are pretty busy keeping the growing giant army perpetually dominated.

Constant True Sight and Dispel Magic at will is my guess. He's a non-combatant "referree" to make sure it's a fair fight!

IT MUST BE MINE!!!1!!11!!

While I cannot be certain until the package arrives on my doorstep, it appears to have been successfully removed. Thank you for your help Katina!

I did this for my game. The Warriors of Wrath were all 7 or 8 Magi, and the HighLady was too. I also used some spells from "1001 Spells" and other sources, mainly a lot of swift action/quickened force spells. The called buddy was there to spam Dispels and point out invisible foes, never attacking directly. I think she managed to drop the cleric and scare the crap out of the rest of the party, but in the end, the final blow was struck by.... the party wizard. He also Dominated a warrior of wrath, and so has instantly become a warlord with over a half dozen fanatical followers.

The players aren't supposed to cover every area in town. The attack on the gates is meant to divert them away from the main attack. The encounter is supposed to force tough decisions on the party, and/or force them to split up.

When I ran it, many giants escaped with important NPCs and got them all the way back to Jorgunfist. The rest of the adventure went from "seek and destroy" to "hostage extraction". It totally changed the nature of the narrative, and put a real feeling of pressure on the group to act quickly and decicively.

Apparently this order was not cancelled. It was moved into order 3861588 and I was billed for it.



Thank you.

Please cancel this order.

Thank you!

It's under "Familiar".

We took a lvl 7 Seoni into Bonekeep 3 and did just fine.

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Big M can see through their fog.

But honestly, I ditched the whole "I'm a stone giant and I love fluffy clouds!" theme. I had him drop a Wall of Force diagonally between the pillars and leave a 5' gap at the bottom. He could then target a Fireball at the base of the gap and still get a nice spread, or use column spells like Stone Call or Ice Storm over the top, all the while anything directly targeting him has no line of effect, so arrows and rays and such can't get to him. Made the fight last a lot longer.

I also have him a ton of stone-themed spells. Because.

I had forgotten about this thread already. I'm glad you quoted this Kinevon because this is exactly the kind of precedent that I needed to see to bring my way of thinking around to how they intended it to work. It removes the last bit of doubt I had over it.

Thanks to all who took the time to reply.

kinevon wrote:

Maybe you should consider how the feat Channel Ray changes Channel Energy, and the words in that feat, as most of them would also be applicable to a Reach modified Cure X Wounds spell:

Channel Ray
You can focus your channeled energy on a single target.
Prerequisite: Channel energy class feature.
Benefit: When you channel energy, you can project a ray from your holy symbol instead of creating a burst. You must succeed at a ranged touch attack to hit an unwilling target; your target is then affected by the channeled energy as normal and receives a saving throw. You need not make an attack roll to affect a willing creature with the ray. The ray has a range of 30 feet per channel energy die, and its save DC is increased by 2.

I mention this because changing a touch spell into a ranged touch spell would seem to carry the same proviso.

Would you require a caster using Reach Spell on Fly to need to make a ranged touch attack on his ally that is not adjacent to him to affect them?

I did exactly this. The wizard was snatched up and ONE POINT of initiative ahead of the cold breath/drop into the lake combo when he managed to teleport (Getaway, actually) out.

Of course, he went to Magnimar and left the rest of the party there while he went shopping...

DM_Blake wrote:
TwoWolves wrote:
Would it REALLY hurt to hit the FAQ button?


There is an "opportunity cost".

If the developers are only going to answer one FAQ request this week, I want them to answer one that really needs an answer. If they answer this one, that is CLEARLY defined in the RAW, then they've wasted their time and we won't get an answer to a question that actually needs a FAQ answer.

What exactly is the opportunity cost of a developer glancing at the email, mentally thinking "nope. Next!" and moving on?

Declaring yourself as willing to be a target is outside the realm of the caster's choice, it's the target's choice. Once a spell is created an unleashed, "ally" vs "not ally" is out of the caster's control. The caster made a chunk of positive energy and lets loose. The target chooses to be an ally, but in this case, by that time the energy is loosed and the dice need to be rolled bacause it's at range, not adjacent.

Core Rules wrote:

You must make choices about whom a spell is to affect or where an effect is to originate, depending on a spell's type. The next entry in a spell description defines the spell's target (or targets), its effect, or its area, as appropriate.

Target or Targets

Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.

Some spells restrict you to willing targets only. Declaring yourself as a willing target is something that can be done at any time (even if you're flat-footed or it isn't your turn). Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing.

Charm Person never requires an attack roll, no matter what metamagic feats you apply. It has an entry under the "Ranged" entry that is not "Touch". They are not exactly the same, as the Range for Cure Light Wounds is clearly listed as "Touch". Conversely, do you not require a roll to throw a flask to an ally 30' away just because it's a healing potion and not alchemist's fire?

DM_Blake wrote:
TwoWolves wrote:

Be great if we could get a few hits on the FAQ button regardless of one's own interpretation.

There is no interpretation. The rule is very clear. No FAQ needed.

Obvously, I disagree. The rule is very clear that Touch spells become Ranged Touch Spells, which always require a roll to hit. Would it REALLY hurt to hit the FAQ button?

How I see it:

The caster makes all relevant decisions about a spell, including targets, and then let's it fly and what happens next is completely out of his control. The spell is created, it flies off, and what happens then is dictated by the circumstances. IMO, there is no way the spell can determine if the target at range is friend or foe once the caster has cast it. In other words, you have no idea when you cast the Reach Cure X Wounds if your target is really an ally or undead, so why would it automatically behave differently based on knowledge you don't have when you make all the decisions about the spell?

The stipulation that Touch spells auto-hit allies is to me less to do with "casting a spell on a buddy" and more to do with "buddy lets down his guard for his caster pal and accepts the spell". Hell, you have to roll to hit to drop a flask of alchemist's fire at your own feet!

I can see both sides of the debate, but there is enough ambiguity that I'd like the FAQ to answer it definatively and have an errata to either the feat description or to the section on touch/ranged touch spells.

Be great if we could get a few hits on the FAQ button regardless of one's own interpretation.

So, it doesn't matter if your ally is blurred, invisible (but you know what square he's in), if you are blinded, he's in melee, nothing?

The specific (Ranged Touch Spells in Combat) doesn't supercede the general (Touch Spells in Combat)?

I've never seen a circumstance where a ranged touch roll is EVER considered automatic, and that's specifically what a Touch ranged spell becomes when modified by Reach Spell.

Follow up: If it does require a roll, what modifiers would apply to a dead/not dead Schrodinger's Corpse ally targeted with a ranged Breath of Life? Can you crit healing with a ranged touch Cure X Wounds (used for healing)?

5 people marked this as FAQ candidate.

Simply put, when a curative spell (such as Cure Light Wounds or Breath of Life) is modified by the Reach Spell metamagic feat (increasing the range from "Touch" to "Close (25' + 5'per 2 levels)", becoming a ranged touch spell in the process), and used in such a way as to target an ally (not offensively vs creatures harmed by positive energy), is a roll to hit required?

Reach Spell wrote:

Reach Spell (Metamagic)

Your spells go farther than normal.

Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long.

Level Increase: Special. A reach spell uses up a spell slot one level higher than the spell’s actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher.

Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.

Spells that do not have a range of touch, close, or medium do not benefit from this feat.

Core Rulebook wrote:

Touch Spells in Combat

Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.

Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.

Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

Ranged Touch Spells in Combat: Some spells allow you to make a ranged touch attack as part of the casting of the spell. These attacks are made as part of the spell and do not require a separate action. Ranged touch attacks provoke an attack of opportunity, even if the spell that causes the attacks was cast defensively. Unless otherwise noted, ranged touch attacks cannot be held until a later turn.

I might be running the encounter with Ghlorofaex tomorrow. After I do so, I'll post my changes to that encounter. I feel devious already!

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