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Yes,I require it to make sense.
That's not the question you're really asking, though.
You're asking: Who gets to decide what makes sense and what doesn't?
The player does. If, something is SO egregious, that it disrupts the feel of the story you are COLLABORATIVELY creating, then look to the table for consensus. Does anyone feel that choice would inhibit their fun, verisimilitude, etc? Listen, engage, and discuss. Allow for possible answers. You should WANT them to have an awesome answer as to how they suddenly know magic. Don't dictate player choice. Don't stifle creativity.
Edit: And as an aside on the XP conversation, I am strongly in favor of raw numbers. James Jacbobs has made the compelling case many times in the past.Being transparent with XP and what gets them XP will facilitate the gamestyle you want to see at your table.
"You killed the pack of goblins, 200 XP"
When you create incentive, you create motivation.
I am curious why the player's guide suggests cold-theme sorcerers and their ilk, when I'll suspect most of the monsters they will face will be immune (or at least resistant) to cold. Especially dragons, ice trolls, frost giants, probably the undead, etc.
I imagine a fire-themed caster would be a much better fit for this AP, no? At least from the standpoint of not being severely ineffective.
Going prone against ranged attackers. Seriously, everyone gives me crazy eyes when I do it with my life oracle!
"The goblins start shooting arrows at you from atop the bluff!"
"I lay down."
Bam. +4 AC, doesnt hinder my spellcasting.
Oh, I'm behind the fighter? Guess I have Soft cover, too. Another +4 to my AC.
Also, using soft cover to prevent AoOs.
Varthanna - According to the book all the locks are simple locks, which means 1 round to open. Makes sense for the footlockers 1 per action, but what does that have to do with the stuff in the quartermaster stores? If you've already made the required stealth, why not just loot the room while your there? Also, according to our dm, there is no rules in the book for npcs who notice you've gained back your gear. So if that is a houserule of yours, we wouldn't adopt it. It makes sense to follow the AP RAW for our group.
You're either following RAW or not. RAW is that you get to open one lock per Ship Action (so 1/night unless you want to be fatigued, then its 2/night).
NPC reactions: That is not a matter of RAW/not RAW. That is a matter of turning NPCs from dynamic thinking individuals into mindless zombies. It also doesn't say that Harrigan wont poop gold bricks and fly away into the sun, so clearly, he would. That said, the AP "RAW" as you insist explicitly says the PCs should not be "foolhardy" in stealing from the stores, and further details potential punishments (taking 20 to search the entire ship, keelhauling for thieves and Grok alike, etc).
Your DM should realize that there are simply not enough pages in an AP to detail every NPC response to every PC action in minutia.
I respectfully disagree with the OP, and will provide rules to support this.
If broken were an illusion, it would clearly state it with a tag, at least, and would likely be a glamer.
It was suggested I link this over here, since I am using these rules for my S&S campaign. Here is the link to the homebrew forum where I'm testing them out by building the wormwood and man's promise as baselines. Overall speeds are reduced compared to the paizo ships, but it is an across the board reduction so far. Still playtesting and fiddling with it.
Back when Stormwrack (Wizards 3.5) came out, I ran a pirate campaign and took bits from that book, as well as the OGL Seafarer's handbook and designed a method for creating ships from scratch. As with any customization and flexibility, it can get rather complicated. Since Skull and Shackles came out, I have tried to revise/add/modify it to use in that campaign. As time allows, I am going to try and build a Wormwood and Man's Promise using these rules in this thread.
FYI, I also originally designed this for Eberron, but almost everything should work in any setting
In reading through what little of the crew, I've been fleshing them out in more depth.
After trying (and failing) to accurately describe the utterly awesome Kaer Maga to my players, I thought a visual aid was required. So, I busted out some old terrain supplies, brushed off my elementary school craft skills, and constructed a model of the city as a player aid. It went over pretty well, so with that encouragement I thought I'd share it for all!
Below a link to how its turned out.
Haul Away Joe (modified)
Hosetter was the lord o Galt
Away, haul away, we'll haul away Joe
Once I was in Magnimar
Now when I was a little boy
Way haul away
Ahoy, maties! Put yer sea shanties thar, so be they see by all th' scurvy boys tha' come aft'. Sing them rhythms and do yer times, so we be busy til Skull and Shackles!
Dead Man's Chest (modified)
Fifteen men of 'em stiff and stark
Fifteen men on a dead man's chest
Old asian art of two shields
What about tonfas? I would consider them, effectively, wooden bucklers. Definately dual wielded.
Totally agree with the OP. I used to go straight to the blog to see what's up. Now.... not so much. Especially when I have to scroll, and scroll, and scroll to get past the infuriating fiction they put on it. There is a "Web Fiction" tab right next to the "Blog" tab. Why not just use that instead of having it as blog filler?
so..."She is'nt fit for the King!"
*high level cleric casts Regeneration and Atonement.* "Is now."
"All hail the Queen!"
The utility of a lantern archon vastly outweighs the other angelic companions. The greater teleport at-will makes planning and strategic uses of resources a thing of the past.
"We're in the middle of a dungeon, trapped, must sneak along so we dont wake up the 50 mummies guarding the place... welp, here's some gp Ol' Lantie, go teleport into the Black Markets of Katapesh and buy us a scroll of silence! Off ya go!"
Essentially, "That Guy" lacks interpersonal skills or a high emotive intelligence. Others, who are more skilled at the art of BS, are not labeled as "That Guy" and can still play venerable drow liches cause they've got charm, ya'll.
Andrew Christian wrote:
Agreed. There is no rule for requiring ride checks for difficult terrain (which is what stairs are). I am baffled to see all these replies from the opposite. This is perfectly normal and well within the rules (not even grey rules, frankly)
You can have one for every skill. Here is what Jason Bulmhan said in an old thread on the subject:
Jason Bulmahn wrote:
This is somewhat like the "Pathfinder rules most people dont know". I see lots of games where there are tactics/procedures that just don't happen with the frequency I'd expect. Maybe it's just play style and YMMV, that said:
Why don't more people...
...ready actions against spellcasting BBEGs?
...drop prone at the end of their actions in ranged combats?
...cast touch spells before combats and hold the charges?
So first, a general question:
What happens when you have a bonus feat but you do not meet the prerequisites for any of your available feats? Does the class ability just sit dormant until you do, and then they suddenly unlock? If, for example, I have a bonus feat at 6th but cannot take any of the available feats, and then at level 8 my stats increase, do I then gain the bonus feat that I couldn't take before?
I am in particular looking at the Gendarme archetype. Overall, I like it. Except for one thing:
Including Spring Attack in that list really seems to throw a wrench in it, since it effectively means that a Gendarme needs to take Dodge and Mobility with their regular feats and have a Dex 13.
Secondly, you already get Ride-by attack, which does the exact same thing but for mounted combat, and you're supposed to be entirely focused on mounted combat, why the heck is this feat on the list??? This seems like a mistake, honestly.
I myself am planning on running a Paladin of the Godclaw/Hellknight for a module my GM is gonna do, should be a hoot. :)
I'm playing one of these right now and its awwwweeesome. Here's my Godclaw Code of Conduct, which is based around the codes of the various aspects in the Faiths of... books. He also has the Oath against Savagery and is from Lastwall, so some of these may not apply to others.
» I am the Claw of the Gods. I am their talons. I am their tool. I am the hand that can break or bend; build or rend.
My summoner was a shy, socially-stunted half-elf. He was very strong and could dabble in magic (I played him sort of like a magus... He had an 18 str and 13 charisma)
His eidolon was what he always wanted to be, a subconscious project. Bold, arrogant, cocky, womanizing, inhumanly beautiful (looked alot like an aasimar version of the summoner, but taller, smmetrical, etc).
It was an abusive relationship. The eidolon would pester the summoner to not fall asleep, because he liked being on the planet and not "that hell hole" of his mind. He was frequently physically attack the summoner, but never with the intent to kill. Indeed, he was very protective of the summoner because he knew if the summoner died, he'd disappear forever.
Love love love this, great attempt, designers! That said, I gotta echo that Invisibility is a really bad choice. I get you want a pre-existing condition so you have to change less/not go back and revise everything, but it just doesn't work.
+1 to a new Hidden condition
Edit: How do these new rules handle the original scenario presented in the "Stealth Doesn't Work or How Jack B. Nimble Doesn't Steal A Chicken" thread? I'm curious to see.
Very biased statement to follow:
Does disguise self change you charisma score? Does alter self? Does a hat of disguise? No? Then why are you asking this?
Arrgh,Paizo ate my post. So instead of being detail like I was before, I am making it simple: Per the rules as I understand them, half-elves and half-orcs may select racial favored class options off the human (and in the case of half-elves) and elf lists. This seems supported by their racial abilities and being able to access all other race-specific options such as feats and prestige classes.
I ask this because a half-elf sorceress in one of my groups wants to take the human favored class option of gaining additional spells known.
For some reason, this lesser deity is very interesting to me. I'm struck by the idea of trying to role play a follower of the goddess of romantic tragedies. However, I can't really imagine how her followers would act. I'm looking for suggestions how to possibly play a devote worshipers of Naderi. I think this is also more difficult because the wide variety of alignments her followers many have (any but the four extremes)