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Vissigoth's page

Pathfinder Society Member. 347 posts (569 including aliases). 1 review. No lists. 5 wishlists. 1 Pathfinder Society character. 7 aliases.



I've updated my payment info and would like to have my subs shipped as soon as possible.

I also have two questions:

Which products are going to be shipped? My subs have been suspended for a while and I am several months behind.

Is it possible to ship everything in one box to save on shipping costs?

Thanks again for the great products and wonderful customer service!


When my bank received the authorization for my upcoming subscription shipment, they charged me a NFS fee, because even though I haven't been charged yet, there was not enough in the account to cover the authorization.

My question is, if I change my shipping option to the one monthly option, will the shipment (and thus the authorization and charge) occur at the same time every month?

Also, can you suspend my subscription shipment until next Friday, April 23.

Thanks


I'm writing a module that I hope to publish as a PDF. However, my art budget is very limited. The way I see it, I have 4 options.

  • No Art: Pretty self explanatory, the module would be text only.
  • Buy Cheap Art: Spend about $100-200 and buy 10-12 B&W pieces and maybe a color cover page. I have never commissioned art before, so IDK what kind of quality I could get with this amount.
  • Beg: Hope that there are some philanthropic or beginner artists who would license their art to me for cover credit and maybe a cut of the profits (if there are any).
  • Draw it myself: This is probably the least favorable option b/c I am an horrible artist.

What would be more likely to turn you off of a product, Bad Art or No Art?

If there are any artists who are interested in working with me on this project, please drop me a line at radunnam@gmail.com

Thanks.

EDIT: fixed some typos.


Just picked up new subs and wanted to show off my tag.


I need a cool Japanese-sounding name for an intelligent, demon hating katana. Any suggestions?

Andoran (Male Human Expert 2 / Commoner 1)

Save One Bullet site
*Please note that this is a work in progress. Please let me know if you find any mistakes.

Discussion Thread
Sign Up Thread

Andoran (Male Human Expert 2 / Commoner 1)

This is the discussion thread for my post-apoc game. Below are the relevant links.

Save One Bullet site
*Please note that this is a work in progress. Please let me know if you find any mistakes.

Sign Up Thread
Campaign Thread


I'm starting up a post-apoc game. It's going to feature zombies, mutants, aliens, and renegade generals with delusions of grandeur. I'm looking for 4-6 players. My wife has already called one spot. The links to the site with background and house rules and the discussion and campaign threads are below.

Save One Bullet site
*Please note that this is a work in progress. Please let me know if you find any mistakes.

Discussion Thread
Campaign Thread


It's been said that the new Pathfinder RPG classes are way more powerful than the standard 3.5 classes, so I decided to take a closer look by examining to similarly built characters. I used the stats for Ezren from CotCT:EoA.

Ezren, 3.5 version

Spoiler:

Male Human wizard 1
NG Medium Humaniod
HD: 1d4+4 (8 hp)(+3 from toad)
Init: -1
Speed: 30ft
----------
AC: 9 (-1 DEX) Touch 9, Flat-footed 9
Saves: Fort +3, Ref -1, Will +4
----------
Cane: +0 (1d6) bludgeoning
Light Crossbow: -1 (1d8/19-20) piercing
BAB: +0
Grapple: +0
----------
Spells
(CL 1st, ranged touch -1)
-1st (1/day + 1 bonus)
Mage Armor
Sleep (DC 14)
-0th (3/day)
Daze (DC 13)
Detect Magic
Light
----------
Skills
Appraise +5 (CC)
Concentration +5
Know (arcana) +7
Know (geography) +7
Know (history) +7
Spellcraft +7
----------
Feats
Combat Casting
Great Fortitude
Scribe Scroll
----------
Abilities
STR 11 (+0)
DEX 9 (-1)
CON 12 (+1)
INT 16 (+3)
WIS 15 (+2)
CHA 9 (-1)

And now the new version. I used the racial bonus hp at first level.

Ezren, Pathfinder version

Spoiler:

Male Human wizard 1
NG Medium Humaniod
HD: 1d6+11 (17 hp)(+3 from toad)(+6 racial)(+1 favored class)
Init: -1
Speed: 30ft
----------
AC: 9 (-1 DEX) Touch 9, Flat-footed 9
Saves: Fort +3, Ref -1, Will +4
----------
Cane: +0 (1d6) bludgeoning
Light Crossbow: -1 (1d8/19-20) piercing
BAB: +0
CMB: +0
----------
Spells
(CL 1st, ranged touch -1)
-1st (1/day + 1 bonus)
Mage Armor
Sleep (DC 15)
-0th
Daze (DC 14)
Detect Magic
Light
----------
School Powers
1st: Hand of the Apprentice
----------
Skills
Appraise +8
Know (arcana) +8
Know (geography) +8
Know (history) +8
Know (planes) +8
Linguistics +8
Spellcraft +8
----------
Feats
Combat Casting
Great Fortitude
Scribe Scroll
Still Spell
----------
Abilities
STR 11 (+0)
DEX 9 (-1)
CON 12 (+1)
INT 18 (+4)
WIS 15 (+2)
CHA 9 (-1)

The biggest change is hp. The new Ezren has more than double the hp of the old Ezren.

Appraise changes to a class skill, so the modifier goes up.

Concentration has been folded into Spellcraft. With that and the +2 to INT Ezren gets two more skill choices.

The DCs of Ezren's spells increase by 1 from the boosted INT.

The cantrips at will give Ezren a few more options at low levels, but I don't think they will get much use beyond that.

The bonus metamagic feat from the universal school is pretty useless at 1st level but will come in handy latter.

The Hand of the Apprentice allows Ezren to make slightly more effective attacks at range.

All in all, I don't think it is that much of a difference. However as a DM, if I wanted to run a 3.5 module, I would need to do a bit of NPC conversion or increase the EL bit. It's not really a big deal though, but for people who have limited time to prepare for games, it could become a hassle. I think there should be a couple of pages in the final book (or maybe as a free PDF) that deal with conversion and have simple templates that a DM could apply to 3.5 stat blocks on the fly.

I do think that the new Pathfinder classes stand up to more recent WOTC (Tome of Magic and Book of Nine Swords) better than the originals.


I'm interested in playing in a RotRL PbP. I'm going to run it for my face-to-face group and would like a little XP from the other side of the table. I've tried to stay away from spoilers on this site, though I have skimmed Spires of Xin-Shalast. I'm pretty good at keeping player knowledge and character knowledge separate.


I'm experimenting with modifying the magic system of the d20 Modern system. My home brew setting is low-level, low-magic, and slow advancement in a medieval fantasy world; and I wanted to redefine the advanced classes to better reflect the way magic works in the game. So here are my concepts for the new magic systems and advanced classes. I don't have any stats worked out, I wanted to get some feed back before I started working on the details.

----------

Arcane Magic
Arcane spell casters find power in ancient texts and well-kept secrets. All arcane spell casters have a grimoir which contain the instructions for performing rituals. Rituals usually have a casting time of a few minutes to a few days. An arcane spell caster can commit a few rituals to memory allowing him to perform them without his grimoir. Depending on the School or Tradition the caster belongs to, he may learn to prepare several rituals as rotes. Once prepared, a the energy of the spell is stored within the caster's spirit and can be released at a moments notice. Creatures that can sense magic can detect this magical energy stored within the casters soul. There is no limit on the number of rituals the caster can perform in a single day (except casting time), only on the number of rotes he can prepare.

Wizard
Requirements: Intelligence for spell casting, several ranks in Knowledge (arcane lore), and you must serve as an apprentice for at least one year.
Schools: A wizard must belong to a Magical School. The school he belongs to determines the rotes he can prepare.
Spell list: Mostly conjuration, evocation, abjuration, and necromancy. No healing.
Talents: staff, familiar, and meta magic feats

Witch
Requirements: Wisdom for spell casting, several ranks in Knowledge (nature), you must be female, and you must serve as an apprentice for at least one year.
Traditions: equivalent to a wizard's school.
Spell list: Mostly transmutation, divination, enchantment, and healing.
Talents: familiar, meta magic feats, and moon-phase magic

Divine Magic
Divine spell casters find power through faith in a god or nature. All divine spell casters have a holy symbol. Divine spell casters can spontaneously cast any spell on their spell list by brandishing their holy symbol and praying aloud. casting times are usually one standard action. However, the spell caster has a "cool down" time on spells. Depending on the spells level, he cannot cast another spell for a specified period of time. There are no "per day" limits to divine spell casting.

Gods are not interventionist. The only "proof" that gods exist is the spells that Clerics cast, but some people believe that these spells are only the result of that person's unusually strong faith and willpower.

Cleric
Requirements: Wisdom for spell casting, several ranks in Knowledge (religion), and you must take and oath of service to your church.
Gods: The Seven who are One (the Father, the Warrior, the Smith, the Mother, the Maiden, the Crone, and the Stranger), The Latter Prophet, the All-Father (dwarf god), and the Old Imperial Pantheon.
Spell list: Mostly healing, buffs, and abjuration w/ some battle field control and some evocation.
Talents: lay on hands, smite, and exorcism (turn-undead variant)

Druid
Requirements: wisdom for spell casting, several ranks in Knowledge (nature), you must be male, and you must take an oath of service to nature.
Spell list: Mostly healing, conjuration, and battle field control w/ some evocation.
Talents: Lay on hands, animal companion, and wild shape

----------

coming soon: Pact magic w/ the Warlock and the Shaman, and Innate magic w/ the Sorcerer.


Anybody have any idea when these will be back in stock? I'd love to add this to my collection.


I just learned yesterday that we have a mutual acquantice. One of the players in my Savage Tide game is Lee McLurkin. He told me he used to play with you and told me about Mimicry. I have to say that a moon-sized doppleganger is pretty twisted.

So twisted, I might steal that idea for one of my games.

Andoran (Male Human Expert 2 / Commoner 1)

You remember your home, the green fields and blue sky, the countless stars lighing up the night. You remember how happy you were with your parents and your siblings. But that was before the monsters came.

You watched as the bulbous, blue and purple ships released glowing arcs of super-hot plasma and turned the surface of your home to molten glass. You watched as thier long, sleek fighters weaved and bobbed through the formations of the evac ships, burning the ships of your friends and family. You watched as the Navy warships melted and turned to slag as they stood thier ground and gave the surviving evac ships a chance to make the jump to Slipspace.

For weeks after that day, you laguished in the orphanage, sometimes weeping with the agony of your loss, sometimes seething with anger at the monsters that took your world from you. You learned the name of the monsters, one of the orderlies told you. They were called the Covanant. You learned that your world was not the only one lost to the alien menace. The human colonies had once numbered in the hundreds, now there were only a handfull.

You also learned about the Spartans. The news broadcasts showed huge people, close to three meters tall, and cased from head to toe in shiny green armor. You watched as one of the armored soldiers grabed a Covanant warrior and slamed it's head into the hard stone ground, spraying purple alien blood across the screen. The newsman said that the Spartans were going to win this war.

One day, a man dressed in a Navy uniform came into the orphanage. He walked right to you, past all of the other kids in the over-crowed bunk room. He walked up to you and asked your name. You answer nervously. He then askes you to place your thumb on a device he produced from his pocket. You feel the sharp prick as a blood sample is taken. The device begins to whir and hum. Suddenly your heart leaps to your throat, you know your future depends on whether or not this little box like what it finds in your blood. The hours seem to stretch into for hours as the humming continues, but finally the device makes a reassuring beep.

The Navy man kneels down, "Your home was distroyed by the Covanant?"

"Yes," you reply.

"How would you like to get a little payback?"

Andoran (Male Human Expert 2 / Commoner 1)

You remember your home, the green fields and blue sky, the countless stars lighing up the night. You remember how happy you were with your parents and your siblings. But that was before the monsters came.

You watched as the bulbous, blue and purple ships released glowing arcs of super-hot plasma and turned the surface of your home to molten glass. You watched as thier long, sleek fighters weaved and bobbed through the formations of the evac ships, burning the ships of your friends and family. You watched as the Navy warships melted and turned to slag as they stood thier ground and gave the surviving evac ships a chance to make the jump to Slipspace.

For weeks after that day, you laguished in the orphanage, sometimes weeping with the agony of your loss, sometimes seething with anger at the monsters that took your world from you. You learned the name of the monsters, one of the orderlies told you. They were called the Covanant. You learned that your world was not the only one lost to the alien menace. The human colonies had once numbered in the hundreds, now there were only a handfull.

You also learned about the Spartans. The news broadcasts showed huge people, close to three meters tall, and cased from head to toe in shiny green armor. You watched as one of the armored soldiers grabed a Covanant warrior and slamed it's head into the hard stone ground, spraying purple alien blood across the screen. The newsman said that the Spartans were going to win this war.

One day, a man dressed in a Navy uniform came into the orphanage. He walked right to you, past all of the other kids in the over-crowed bunk room. He walked up to you and asked your name. You answer nervously. He then askes you to place your thumb on a device he produced from his pocket. You feel the sharp prick as a blood sample is taken. The device begins to whir and hum. Suddenly your heart leaps to your throat, you know your future depends on whether or not this little box likes what it finds in your blood. The seconds seem to stretch into hours as the humming continues, but finally the device makes a reassuring beep.

The Navy man kneels down, "Your home was distroyed by the Covanant?"

"Yes," you reply.

"How would you like to get a little payback?"

Andoran (Male Human Expert 2 / Commoner 1)

You find your self in a 30mx30m room with a 5m wide pillar in the middle and a 3m wide door on each of the north, west, and east walls. You start on the south wall. Roll Initiative.

Battle Map

P.S.: We are using 1m squares.


Vissigoth's 3.75 Edition
The Rogue

Class Skills
Acrobatics (DEX), Athletics (STR), Appraise (INT), Craft (INT), Investigate (INT), Knowledge (local) (INT), Literacy (INT), Perception (WIS), Security (INT), Speechcraft (CHA), and Stealth (DEX)

Major Skills: 4 + INT Bonus (ranks = class level)
Minor Skills: 6 + INT Bonus (ranks = 1/2 class level)
(Spend one major skill point to make cross class skill a minor skill. Cross class skills cannot be major skills.)

Average Base Attack Bonus
Poor Fortitude Save
Good Reflex Save
Poor Willpower Save

1 - Talent
2 - Evasion
3 - Talent
4 - Bonus Feat
5 - Talent
6 - Uncanny Dodge
7 - Talent
8 - Bonus Feat
9 - Talent
10 - Improved Uncanny Dodge
11 - Talent
12 - Bonus Feat
13 - Talent
14 - Improved Evasion
15 - Talent
16 - Bonus Feat
17 - Talent
18 - Defensive Roll
19 - Talent
20 - Bonus Feat

Sneak Attack Talent Tree
- Sneak Attack +1d6
- Sneak Attack +3d6 (prereq. sneak attack +1d6)
- Sneak Attack +5d6 (prereq. sneak attack +3d6)
- Sneak Attack +7d6 (prereq. sneak attack +5d6)
- Sneak Attack +10d6 (prereq. sneak attack +7d6)

Trapfinding Talent Tree
- Trapsense +2
- Trapsense +4 (prereq. trapsense +2)
- Trapsense +6 (prereq. trapsense +4)

Underworld Talent Tree
- Black Market Access
- Imporved Black Market Access (prereq. black market access)
- Underworld Contact (prereq. black market access)
- Underworld Favor (prereq. underworld contact)
- Underworld Henchmen (prereq. underworld favor)

Rogue Special Abillities Talent Tree
- Crippling Strike (prereq. level 10)
- Opportunist (prereq. level 10)
- Skill Mastery (prereq. level 10)
- Slippery Mind (prereq. level 10)

What do you guys think? I don't have the details worked out just yet. I just wanted to see what my idea's looked like on paper.

Andoran (Male Human Expert 2 / Commoner 1)

Campain Background
Please excuse my spelling.

Spoiler:
Humans have spread across the stars. Slipspace technology has allowed us to charter colonies into the far reaches of space. Over the years, disquiet has been brewing on several worlds on the outer rim of human space. With the threat of open rebellion looming, the United Nations Space Command and the Office of Naval Intellegence have started a top secret program that will produce soldiers that are stronger, faster, and smarter than normal humans; the Spartan Project.

Main Worlds:

Earth

Reach - The main military production and training facility of the Core Worlds; The first human colony outside the Sol system; Home of the Spartan Project

Harvest - One of the major colonies on the Rim; The center of the brewing rebellion

Organizations:

United Nations - All of the nations of Earth and her colonies are now united under one government

United Nations Space Command (UNSC) - The main military force of the UN; The Navy and Marine Corps fall under the UNSC

Office of Naval Intellegence (ONI) - Technically part of the UNSC, however it is compartmentalized away from the rest of the military; Oversees the Spartan Project

Technology:

Travel - Human ships can travel at Faster Than Light (FTL) speeds by using a Shaw-Fukajiwa reactor to tear a hole in normal space and enter "Slipspace". This type of travel is very inaccurate. Ships usually slip in at the edge of a system to aviod collisions with planets and other objects. Traveling through Slipspace is taxing on the human mind, so most non-essetail personell are put into Cryo sleep.

Medicine - Cybernetic implants and prosthetics are common. Most UNSC captains have a nural lace that directly connects them with the ships commputer, allowing them to make command desisions faster. Cryogenic hibernation is common on all but the smallest sub-luminal (a ship that cannot go FTL) craft.

Weapons - Most human weapons still fire matter projectiles. The most common main weapon on a warship is the Magnetic Accelerator Cannon (MAC). It uses electromagnets to fire a 1/2 to 4 tonne projectile of depleted (non-radioactive) uranium. Lasers and other energy weapons are still in the experimental stage.


First off, I haven't read any marvel comics in about 10 years.

I want to read the Civil War series, but have no idea where to start. What is the first one I need to read?

Thanks in advance for the help.


Can anybody explain to me (in idiot terms) the OGL please? I'm interested in making a d20 Modern OGL product, but the lawyerspeak makes my head hurt.

Should I hire my own lawyer, or just wing it and hope for the best?

Also, assuming I make this product, it will be a downloadable PDF. How would I go about getting it sold through the Piazo Store?

Thanks in advance for the help.


I want to buy the Age of Worms AP, but ordering all of the Dungeon and Dragon issues in PDF form is over $100. While I'd love to own all of those magizines, I simply can't afford to spend that much.

My question is, can you compile the AoW adventures, the Wormfood articles, and any relavent Ecology articles into one PDF. I would pay $30-40 for this.

Thanks for taking the time to read this and thanks for making such great products.


We are using the same map as the first game. Team Kobold is in the north and Team CG is in the south. State starting positions, init, and your prep action.


My wife wants this book and I'm thinking about getting it for her, but I have a few questions for any body who wants to help out.

Is this book any good? What's the class like and can it replace a wizard in a party?

Are there any new systems I have to learn to DM this class?

Is the class any harder to play than a wizard? My wife is inexperienced with D&D and doesn't need anymore complexity in the game.

Thanks in advance for the answers.

Andoran (Male Human Expert 2 / Commoner 1)

This is for Fake Healer, Aubry, Arctaris, and myself. These are the people who have expressed intrest in being Arenamasters.

We are in severe need of Arenamasters. If anyone else wants to be an Arenamaster, post here. Let use know how much experience you have at DMing and PbP gaming. Post a link to a PbP game you've run if possible.

If anyone else has anything they want to add, please keep it brief and constructive. This is a community project and it needs community input to keep going.

To start off the discussion, here is what I'm in favor of:

  • SRD only
  • 32 point buy
  • Starting level 3rd
  • Max hp at every level
  • +0 or +1 LA races only
  • Normal XP gain

Also, a little house rule for characters with familiars. If a character's familiar dies he looses 1 hp per level in the class that grants him his familiar.

Ex: A 1st level wizard with +0 CON and a toad familar has 7 hp. If his familiar dies, then he looses the 3 bonus hp from granted by his familar and 1 hp for the penalty. He is now a 3 hp. The character does not loose any XP for the death of his familiar and the familiar is resurected at the end of the match with no penalties (the same as a dead character).

This keeps the familiars from becoming expendable damage sponges.


Here is my take on the Oathbreaker Drow of Eberron. Let me know what you guys think. Most of the stuff is taken from races of Eberron, and The Shattered Land by Kieth Baker.

Oathbreaker Drow Traits (Ex)

Oathbreaker Drow possess the following racial traits.

+2 Dexterity, +2 Charisma.

Medium size.

An elf’s base land speed is 30 feet.

Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.

+2 racial bonus on Will saves against spells and spell-like abilities.

Darkvision 120ft.

Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Spell-Like Abilities: oathbreaker drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.

Spell resistance equal to 11+ class levels.

Weapon Proficiency: An oathbreaker drow is automatically proficient with the drow long knife, drow scorpion chain, and the Xen'drik boomerang.

+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).

Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin, Giant.

Favored Class: Rogue.

Level Adjustment: +2

Oathbreaker Drow are decendants of the orginal elves, who were slaves of the anchient giants of Xen'drik. They are mostly nocturnal. They worship Vulkoor, the Scorpion Lord. They bitterly fight against their Firebinder Drow (normal drow, but change favored class to artificer) cousins and the last remnants of the giant race.


Wow. I didn't expect so many people to want in on this. Thanks to every one who has shown intrest.

Unfortunatly, the first game is already full. I'm working on a site to post the finalized rules and character sheets, but it's taking some time. If you want to make a character for the Arena, please do so, but don't send them to me just yet. I'm not ready to put them up on the site and I'll probably lose them before the site is done.

Right now, only the three Core books are allowed. Monster races are allowed as long as they don't have any racial hit dice or a level adjustment.

If you are intrested in being an Arena Master, post a list of the books you have access to and proof of your DM skills (preferably a link to a PbP game you have run). After the first game, the Arena Masters will disscuss the possibility of adding non-core books to the Arena.

Remember, you can have as many characters as you want. So you can make a Core character now and a non-Core character when the splatbooks become legit.

Here is a list of books I own:
Player's Handbook
Dungeon Masters Guide
Monster Manual
Monster Manual III
Expanded Psionics Handbook
Complete Arcane
Complete Divine
Complete Warrior
Complete Adventurer
Complete Psionic
Races of the Wild
Races of Stone
Races of Destiny
Races of Eberron
Eberron Campain Setting
Player's Guide to Eberron
Magic of Eberron
Explorer's Handbook
Sharn: City of Towers
Five Nations

I plan on getting:
Player's Handbook II
Dungeon Master's Guide II
Monster Manual II, IV, and V
Libris Mortis: The Book of the Undead
Lords of Madness: The Book of Abberations
Fiendish Codex I and II
Complete Mage
Complete Champion
Complete Scoundrel
The Book of Vile Darkness
The Book of Exalted Deeds
Dragonmarked
Faiths of Eberron
The Forge of War
Secrets of Sarlona
Secrets of Xin'drik
Cityscape
Dungeonscape
Frostburn
Ghostwalk
Sandstorm
Stormwrack


The noise of the crowd is deafening as you check your weapons and prepare your self for the bloodshed to come. The crowd is chanting, "Fight, fight, fight." The doors open and the sunlight momentarily blinds you. The crowd erupts into cheers and applause as you step into the arena. You see your opponents across the arena. It's time for bloodshed.

State starting position and roll Init (please use Invisible Castle for all your rolls). Blue starts in the north and Red starts in the South.


I just saw this movie, and hate to say that it kind of sucked. There were a lot of excess storylines and the three main characters keep switching sides. The endding wasn't very strong, and a lot of important people die. Keith Richards only has like two lines, then he just goes and sits in the cornner and plays guitar.

This will ruin the movie if you haven't seen it:

Spoiler:
Will becoming the captian of the Flying Ductman was the worst ending ever! It would have been better if he would have died. The WHOLE Calypso story line was completely retarded. And the "Pirate King" come on, are we in a saturday morning anime cartoon? I loved the first movie and liked the second one alot (though it suffers from "Middle Chapter Syndrome"), but this one sucked.


Location: Danport, Southshire
The rain patters a rhythmic pattern on the shingled roof of the Scurvy Kobold. The weather reflects the dreary mood of the bartender. Several patrons sit nursing drinks at the table scattered around the tavern.

Introduce your selves, describe your appearance, and give the reason you are here.

Andoran (Male Human Expert 2 / Commoner 1)

Campain Info

Every culture has it's own myths and ledgends, but one story is common to them all, The Deluge.

In ages past the world was green and fertile, but the pride of the mortal races angered the gods, and the seas overflowed and the world was filled with water. The mortal races retreated to the mountains, taking with them peices of their culture and their most prized posessions. When the waters subsided, they left behind the Mist. Many entered the Mist in hopes of regaining the long lost lands of their homes, but none ever returned.

With the discovery of floatstone by the dwarves, the world changed once again. The elves gathered tons of the boyant mineral and planted the seeds they had brought from the world below. The human barons built massive floating citadels to patrol the skies. The gnomes invented zepplins and conqured the trade market. The orcs became known as feirce warriors and are prized as mecenaries. The dwarves continued to mine the mountains, searching for minerals and gems. Haflings however, gained a reputation as theives and scoundrels, and are delegated to the bottom rungs of society. Many other races join these major ones in keeping the flame of civilization burning in the cold, thin air of the Lands Above the Mist.


Is anybody as excited about Halo 3 as I am. I am hoplessly addicted to Halo merchandice, I will buy anything if it has the Halo logo (or Master Chiefs face, I mean helmet) on it. I've already preordered the "Legendary Edition" of Halo 3 for $130. I bought a $60 game (Crackdown, and its actually pretty good on its own) and moved into a new appartment that offered cable internet, just so I could play the Halo 3 Beta for a month (in total, I've spent almost $1000 bucks for an unfinished, multiplayer only, limited to one month, demo). I've nearly gotten divorced over this game (fortunatly, my wife is very forgiving (that is after I got her into Halo also)). If any body else is as excited as I am (and I'm quivering like a 13-year old school girl about to meet Justin Timberlake), let me know. If any body alse is getting in on the Halo 3 Beta, hit me up with a gamertag and you can try to shoot me in the face. If any body wants to rant about what a stupid fanboy I am, and how I should grow up and get a "real" hobby (like playing D&D), I totaly agree with you.


Would any body be intrested in a d20 Modern game set in the Halo universe. I've been working on a template for Spartans, but I'm not real good at setting CRs. I'll post the stats when I find my notes and see what you guys think. I also have stats for Covies, weapons, vehicles, and the Flood. I think it would be pretty cool, but wanted some "professional" advice (seeing as most of the people on the boards have been playing for like 15 years longer than I have).


I just started DMing STAP in Eberron, and one of my players is a warforged fighter with the adimantine body feat. Does anybody have any advice on swimming warforged. He wieghs 450lbs. and has no ranks in swim and a -12 armor penalty. So far he's just been walking along the bottom of the harbor (he can't drown) and climbing up pylons, anchor chains, and what not. But what happens when we get out into deeper water and he goes overboard? The first couple of swim checks he made were in the negatives, now he's just stopped making them. What about damage from high pressure at extream deapths? What about salt-water corrosion? I've lived around salt-water boats my whole life and know first hand the corrosive powers of salt-water (adamantine probably has some kind of corrosion resistance, but iron and steel don't). I need advice on how to adjucate these situations



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