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Bloodless Vessel

eirip's page

Pathfinder Society Member. 261 posts. No reviews. No lists. 1 wishlist. 2 Pathfinder Society characters.

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Stefan Hill wrote:
No, PF has been around long enough that PF is PF and D&D is D&D.

+1


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I just purchased the Beginners Box for my nephew and he loves it so far. I was amazed with the simplicity of the rules. He was catching on when I taught him the Pathfinder Core,he will have the Beginners box mastered in no time. An excellent product!


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YeaH I wasn't taking into account quick draw or loading bows when I said I limited players to one free action. Like fatespinner I just considered those part of combat.


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AntediluvianXIII wrote:

It's probably been asked numerous times before, but just again...How many free actions per turn is a reasonable amount? If the round is 6 seconds I reckon making 6 free actions finishes your turn...

Suggestions please :)

I only let my players have one free action a round.Normally it is to drop a weapon to spend a move action to draw another one. Would I allow a player to drop a weapon and then say something giving them two free action, sure why not. My players really have never asked for more than this though.I cannot see letting them have unlimited free actions.


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Dire Mongoose wrote:

My group is past this point now, so this is purely academic at this point:

Is there any reason a group that distrusts Ezer, knows the story of the curse, and knows why Aberzjerax is hanging around can't just give the Impossible Eye straight to the dragon without first freeing Ezer?

That's pretty much what my group did -- I felt like the mod didn't really cover that possibility but maybe I missed something important.

Thanks for the heads up, even though you weren't addressing me. My group is about two sessions away from this point and I did not realize this was even an option. I'll make sure I pay special attention to this when I reread it.


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Lord Pel wrote:
eirip wrote:
Lord Pel wrote:
eirip wrote:
DMFTodd wrote:
Does a Sepid Div take damage from his own Rain of Debris? He's got some DR but that's still going to hurt him pretty good.
I know this is an old post but did you ever get an answer to this?
I vote no.
That is what I was leading towards but from a rules stand point I do not see a reason why he wouldn't.

You are the GM, you don't need a reason!! =)

Ha ha. True enough.


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Lord Pel wrote:
eirip wrote:
DMFTodd wrote:
Does a Sepid Div take damage from his own Rain of Debris? He's got some DR but that's still going to hurt him pretty good.
I know this is an old post but did you ever get an answer to this?
I vote no.

That is what I was leading towards but from a rules stand point I do not see a reason why he wouldn't.


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DMFTodd wrote:
Does a Sepid Div take damage from his own Rain of Debris? He's got some DR but that's still going to hurt him pretty good.

I know this is an old post but did you ever get an answer to this?


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I just ran the dinner party encounter a couple of weeks ago and it went pretty well. I had Rayhan bring it up as a suggestion rather than forcing the pcs to have the party. The party, along with the shopping the pcs did in the markets, were some of the best role-playing encounters that we have had.


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Abraham spalding wrote:
eirip wrote:
AvalonXQ wrote:
eirip wrote:
The player in question tried the tactic of taking iron hide and then improved natural armor. That is when I told them he could not take INA so he was trying to take iron hide multiple times.
He can't take Iron Hide multiple times, but there's really not any reason not to let him take Improved Natural Armor.
Well my reason is, and it may or may not be a good one, is that it is a feat from the Bestiary and I would rather the pc's stick to feats from the core book and leave the Bestiary feats to the monsters. personal preference I suppose.

Which is perfectly valid -- the monster feats do specify that it is up to the GM to allow or disallow them for players.

This one is rather harmless, but if you want to give your player AC raising options in core:

Shield Focus
Dodge
Greater Shield Focus

All give a +1 bonus to AC.

Nice. I will run that by him, thanks.


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AvalonXQ wrote:
eirip wrote:
The player in question tried the tactic of taking iron hide and then improved natural armor. That is when I told them he could not take INA so he was trying to take iron hide multiple times.
He can't take Iron Hide multiple times, but there's really not any reason not to let him take Improved Natural Armor.

Well my reason is, and it may or may not be a good one, is that it is a feat from the Bestiary and I would rather the pc's stick to feats from the core book and leave the Bestiary feats to the monsters. personal preference I suppose.


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Stynkk wrote:
eirip wrote:
I am the Gm and my player tried taking both iron hide and improved naturAL armor. I said no on both, I just wanted to make sure I was making the right ruling.

Your player could stack Ironhide and Improved Natural Armor if you let them. They'd have to take Iron hide then the Improved Natural Armor feat.

Bestiary - Monster Feats wrote:


Improved Natural Armor (Monster)
This creature's hide is tougher than most.
Prerequisites: Natural armor, Con 13.
Benefit: The creature's natural armor bonus increases by +1.
Special: A creature can gain this feat multiple times. Each time the creature takes the feat, its natural armor bonus increases by another point.
.

The player in question tried the tactic of taking iron hide and then improved natural armor. That is when I told them he could not take INA so he was trying to take iron hide multiple times.


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Deadmanwalking wrote:

What they said.

On the other hand, if you just want more Natural Armor, that's what the Improved Natural Armor Feat from the Bestiary is for. Assuming your GM lets you have it, of course.

I am the Gm and my player tried taking both iron hide and improved naturAL armor. I said no on both, I just wanted to make sure I was making the right ruling.


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Stynkk wrote:
eirip wrote:
Can you take the iron hide feat more than once?

Feats generally cannot stack with themselves. See the examples below. Here is Ironhide:

PRD - APG - Advanced Feats wrote:


Ironhide
Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.

Here is an example of a feat that stacks:

PRD - Feats wrote:


Extra Rage
You can use your rage ability more than normal.
Prerequisite: Rage class feature.
Benefit: You can rage for 6 additional rounds per day.
Special: You can gain Extra Rage multiple times. Its effects stack.

Yes, I had remembered that some feats that stack would have the verbiage in the description saying that they did in fact stack. I just wasnt sure if they included that text in every stackable feat. Thanks for the prompt reply.


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Can you take the iron hide feat more than once?


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BobChuck wrote:

Technically, by RAW, he cannot take Improved Natural Armor at all. It is defined as a monster feat, and thus by RAW is not available to PCs.

If you want to allow PCs to take monster feats (something that many posters on these boards are perfectly okay with, as the feats themselves are balanced), the Character needs to meet the perquisites of the feat: he must have a natural armor bonus.

Assuming he's one of the Core races or one of the Zero HD Monster races from the Bestiary/Bestiary 2, he has a base natural armor of "N/A" (unless he's a kobold). In D&D 3.5, this was understood to be the same as having a natural armor of "+0", but this is no longer the case in pathfinder, so he does not meet the prerequisites of the feat.

You as the GM may of course house rule this; stacking the Improved Natural Armor feat is an incredible waste of feats generally speaking, even for turtle-fighters or dodge-monks; there are much better ways of increasing AC.

Alternatively, if he is a Dwarf or a Half-Orc, he may take a feat from the APG that gives him a +1 natural armor bonus, or he could play a kobold.

Incidentally, having an Amulet of Natural Armor does not allow the PC to take Improved Natural Armor, either, and not because the bonus comes from a magic item - using items to meet the perquisites of feats is perfectly legal by RAW, just remember that the feat turns off if the character no longer meet the requirements.

The Amulet of Natural Armor does not work in this case because it doesn't grant a natural armor bonus, it grants a enhancement bonus to natural armor. The flip side, of course, is that the amulet stacks with the feat, which is nice if he can figure out how to get it.

EDIT: again, as others and myself have repeatedly said, there is nothing mechanically wrong with letting a player take this feat over and over and over again; far from unbalancing, it's actually a bad idea on the whole, as there are much better feat choices....

I agree on a lot of what you say, especially about him needing natural,armor to begin with. I am leaning towards not allowing it. I just wanted to get other peoples opinions on it. Thank you very much.


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Thanks everyone. I don't have a problem with him taking it really, I just wondered it if was allowed under Pathfinder rules. This player is always pushing the boundaries of legality, which is fine,as long as he stays on the side of legal.


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I have a player in my game who has taken the improved natural armor feat from the Bestiary three times. I like to play by RAW. Is it allowable for a pc to take a feat from the Bestiary?


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I understand not wanting to refuse someone a chance to play but 7 player tables are the reason I do not go to the local pfs games in town anymore.


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Russell Akred wrote:

Seems like there has been a ton of questions about acrobatics in Pathfinder RPG. My son brought up something that I was concerned that he read it wrong and more concerned if he read it right.

On page 87 at the end of the first paragraph it says "If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone." Now I know this is in the section that might be called balance but I wondered if this pertained to all acrobatics checks since it is written that way. If it is it really sucks for the poor guy trying to tumble past an opponent since not only would he be hit but he might find himself on his butt very soon. I understand the risk to tumbling past an opponent to be that you might get smacked good if you fail. This seems like a little much to me since there are few way of getting up without attracting another AoO.

I do not have any documentation to support my opinion but I am positive this would not pertain to tumble as you only have to make the one tumble check to avoid the AO. If this was in the "balance" section I would assume it would pertain only to that feature.


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wraithstrike wrote:
eirip wrote:
Dang, I did not even know they had an FAQ out. I can see what the OP means, it is hard to find as I am still looking for it.
You have to go to the specific product page such as the core rule book, and scroll down.

Ah, thank you very much.


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Dang, I did not even know they had an FAQ out. I can see what the OP means, it is hard to find as I am still looking for it.


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Beek Gwenders of Croodle wrote:

I am playing the lost caverns of Tsojcanth, and my PCs are heading into a maze inhabited by two minotaurs that ride two bulls.

Are there any stats done for bulls? If not PF, 3.5 stats are ok.

Ah I remember that module. Very tough. Played and gm it 20 some years ago.


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Kotja wrote:
PathfinderEspañol wrote:
Aretas wrote:
Kilbourne wrote:
Yes; a Combat Maneuver roll can take any attack roll, such as at the end of a charge. The conditional modifiers of the charge also apply.
Does the tripper get an AO if they don't have improved trip? I know if you charge you don't get an AO even from a reach opponent.

The fact of charging doesn't draw an AO, but anything else do or should, it has been discussed before, but I think that you will understand it when you read that small piece of text: Corerule Book, Pag 183, Table 8-2, Note #1.

Btw Note #6 in that table also tells you that you can perform that kind of maneuver when charging.
I know, it is hard to notice, but it isn't an error.

Dude, that note #6 on page 183 answers so many questions and is quite clear, I only wish paizo had put that in the actual description of combat maneuvers. Thank you.

Edited to include the text from the PRD (my emph):

"Some combat maneuvers substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one or more times in a full-attack action, or even as an attack of opportunity. Others are used as a separate action."

So am I wrong in assuming that on a full attack you can perform say three trip attempts if you normally have that many attacks?


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I am not sure if this will comfort you but I have bought two battle-mats in the past (from a different company) and received them in the same condition that yours came in. I am not sure how long it took but they do spring back into a perfectly flat battle-mat. I remember being pissed as well!


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I'll miss Yoda8myhead!


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Yeah I am waiting for this as well. I am working on their crypt model right now.


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My players and I just finished this adventure path. Like most people I think the pc's enjoyed the Riddleport section the most but the rest of the AP was enjoyable for them as well. One thing I had a problem with was it was a little too combat heavy for my taste, and I am not one of those people who prefer role-playing over combat either. I just like a little role-playing at the very least. But alas that could have been my fault.


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Galnörag wrote:

We finally rolled into the meat of this module, players attacking the first Glyph (after being tricked into the set piece) rolled 2 on 2d6 for when Project Image shows up. We had to pause tonight for time, but things do not look good for our heroes.

She popped in and dropped the bomb (I didn't want to deal with the prestiege class when I converted her to PFRPG, so just went raw cleric, so the bomb is the Magic Domain's 9th level spell... mage's disjunction...) The cleric is loosing HP fast and in the tentacle of the beast, as is the bard, and a lot of magic items just are not working. Thankfully the wizard rolled 20 on his dispel check for the illusion. Still, 2 weeks until we find out what happens.

The players were, to say the least, a bit unnerved by the giant eye pressed up against the dimensional glass staring at them with evil malevolence. Kudos to the designers, how ever this ends, it won't be forgotten.

Yeah we just finished this a couple of weeks ago. The pc's made it to the final encounter and only one survived, and that was because he teleported away. They would have done much better but they decided they were tired of dealing with the Drow and tried to tackle the final encounter in one try.


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John Mangrum wrote:

Howdy all; I just started my group on Legacy of Fire last night, and I thought other GMs might be able to make use of some of my additions and changes. I’m running the AP for five players, using the Pathfinder system and Medium level advancement.

The first addition I’ve made is to stat out the Kelmarane Expedition. (Nice thing about programs like Hero Lab is that statting out minor NPCs becomes a breeze.) Stats for Dashki, Garavel, and the caravan guards already appear in “Howl of the Carrion King” and “The Jackal’s Price,” so I’ll only include conversion notes here. Beyond that, enjoy! If people like this thread I’ll continue to update it as we progress through the AP.

KELMARANE EXPEDITION NPCs

** spoiler omitted **...

I am starting this in two weeks and will use the conversions. Thanks a lot, these really help!


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Thanks all.


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1 person marked this as FAQ candidate.

I have looked at numerous threads and maybe I missed this so I am going to ask this again. I have a monster who has the grab and constrict abilities. He can do this with each of his three tail lash attacks. Now am I correct in assuming I can do the following on a full attack:

1. Hit with tail #1, use grab, deal constrict damage, release with a free action.

2.Repeat with tail #2.

3.Repeat with tail #3.

To me it seems obvious I should be able to do this since grab allows you to start a grapple as a free action and you can release a grapple as a free action, but everyone knows how much this ruling it up for debate.

The grand finale of Second Darkness today so I need an answer quick please :)


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James Jacobs wrote:
eirip wrote:
As powerful as my pc's are I really do not see my players surviving.
That certainly sounds like we made the adventure too tough! :P

I had forgotten about posting in this thread. Actually so far the pc's have raced through the first two encounters of Allevrah's stronghold and are just about to enter the encounter before the final one. One pc dead so far with another knocked unconscious. I agree with Joey on this, the last battle should be hard.

I have found the whole AP a challenge as far as the pc's being so much more powerful than the npc's. That is to be expected though considering it is a 3.5 AP. I have updated the major npc's to Pathfinder however! The final session is this Sunday after a year and a half. Legacy of Fire next!


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Majuba wrote:

We just finished - players kicked a lot of butt but it was still a long and fun fight. The highly anticipated encounter with Alistraxia (marilith) went well - they had already torched the notes when they met her, but could have limited wish'd them back. They were very relieved not to fight her.

Thanks SO much Brian and James for an awesome conclusion, and to all the other authors for the fantastic, exciting, bewildering, disturbing, incredible run!

My players are just about to confront Allevrah's stronghold and I noticed your post saying that the players kicked a lot of butt. That leads me to the conclusion that they won. So, details please. How tough was Allevrah, and did any of the pc's die? As powerful as my pc's are I really do not see my players surviving.


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thenorthman wrote:

The only difference probably, as mentioned, is the time in transit which in itself can cause damage.

Just more likely to have something happen the longer it is out of Pazio's control or your control.

The whole reason why I switched back to Priority Mail after one shipment not Priority Mail.

Just my theory.

Sean

Yeah I am starting to think I should switch back to priority mail.


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I hate to complain because I have received 95% of my orders from Paizo in excellent shape but I feel this must be heard as I have heard of this happening before. When I received my order today, both Pathfinder Adventure Path #35: War of the River Kings (Kingmaker 5 of 6) (PFRPG) Print Edition and Pathfinder Chronicles: City of Strangers (PFRPG) Print Edition the corners were very bent. I downgraded to standard mail delivery after having it shipped the next highest option ( I cannot remember which), and have never had this problem before.

I am not looking for a replacement but I am the type of person who keeps my vast collection of Paizo material in excellent shape. I wash my hands twice before I even open a copy, no joke, a little OCD I suppose.

Anyways, do I need to change my method of shipment or is this just a one time occurrence?


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Cosmo wrote:

I have sent you an email about your order. Please check your inbox! :)

Thanks,
cos

Yes, I had forgotten how fast you guys were and did not get a chance to make a deposit, I should have waited till after. It is now taken care of.

Thanks again for your excellent customer service.


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Snotlord wrote:

There seems to be a gap in my subscriptions, is Council of Thieves 6 and Kingmaker 1 shipped?

Thank you,

The Lord of Ooze

The same thing happened to me. Cosmo took care of it pretty quickly. I am not sure what the problem was.


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To give you some further information and one you will discover when looking at my account am sure. When I look on my subscription page adventure path 30 is listed and the next one that is listed is 32. Completely skipped over 31.????????


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For some reason it appears that my subscription for the new adventure path has been skipped for this month. I look at my subscription page and it starts off with # 32.

Please advise.


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Crosswind wrote:

I was looking over feat selection, and was wondering whether or not it was worth it to invest in one of the combat maneuver lines. I am relatively low-level at the moment, but was looking at the campaign-long impact it would have. I want to be clear if I'm understanding the math right.

As a full-BAB class, your CMB bonus is identical to your attack bonus...plus size modifiers and feat bonuses for improved trip, etc. It's BAB + Str + All your normal attack modifiers like magic weapons, bless, etc + Improved/Greater Trip + Size.

A monster's CMD is basically it's AC + size modifiers + strength, minus armor, minus shield, minus natural armor.

In PF, after a bit, your first hit (iterative attacks) is almost guaranteed to beat a monster's AC. Given that your CMB is -higher- than your AB, and the CMD you're attacking is probably -lower- than the creature's AC...

...how do you ever miss a combat maneuver at mid-high levels? Wouldn't you pretty much trip/sunder/disarm somebody every single time you tried?

What am I missing here?

-Cross

Beside getting the +2 to the specific maneuver the feat also allows you to avoid the attack of opportunity you would get if you did not have the feat. I think that is what makes the feat the most attractive to people.


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tbug wrote:
A lot of drow carry hand crossbows. What are they made of? If wood, where is it grown? What about other weapons that are traditionally made of wood, or even the hafts of things like axes?

I know this probably does not answer your question but in the back of one of the Second Darkness AP's I think there is a section detailing how the Drow craft certain materials. I cannot remember if they specifically mentioned weapons or not but it seems to me they did broach the subject.


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Damn! Kinda wanted to see the "art" pics that were removed.


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The Chelish Inquisition wrote:
eirip wrote:
ghettowedge wrote:
There still is a risk of hitting an ally. If the ally is between the character and the target, the ally provides cover to the target (+4 AC), and if the attack roll misses the target by 4 or less, but high enough to hit the ally's AC, it hits the ally.
Could you state where those rules are at? I have never heard of this rule for 3.5 although I have heard a few people claim that there is such a rule.
This rule is in the 3.5 DMG on page 24 under the variant rule section Striking the Cover Instead of a Missed Target.

Yeah, I had forgotten all about that variant rule. I assumed the OP was talking about core. I have never used the rule myself, although I can see where it makes sense.


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ghettowedge wrote:
There still is a risk of hitting an ally. If the ally is between the character and the target, the ally provides cover to the target (+4 AC), and if the attack roll misses the target by 4 or less, but high enough to hit the ally's AC, it hits the ally.

Could you state where those rules are at? I have never heard of this rule for 3.5 although I have heard a few people claim that there is such a rule.


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Vak wrote:

For any that are interested, Here's what the confrontation with Allevrah looked like on the mat

Final Battle

This encounter is quite modified from the original as I like to run a tougher game than the one presented in the adventure.

The PC's are 14th level. The enemies are:

Alevrah: 18 level pure cleric
6 x 11th lv drow priestesses with harm and quickened cause light memorized
10x 9th level drow fighters
6x vrock
2x glabrezu.
and Denrelwre(sp)hanging around with imrpoved invis. I accidentally typed her in as sorceress on that jpg.

We had 3 pc deaths in total, 2 on the same PC who got revived via breath of life once. If anyone's interested, I'll post the full battle. All in all I'm amazed they pulled it through, which is exactly what I wanted from a final encounter :D

Very cool! My players should be coming up to this point in a couple of months. Kudos to your players for getting through it, I have read the final battle, very tough.


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Mairkurion {tm} wrote:
Well, if it was archived, no search turned it up. Happily, I copied the entirety of the post above in the OP, so all you're missing out on are the comments that were attached.

Ah, who needs it than. Good job.


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Seabyrn wrote:
eirip wrote:
Mairkurion {tm} wrote:


Cherryh wrote the above on her blog, and I just ran across it.

I was curious what my informed Planet Stories pals' perspectives would be on this? Her thinking seems to be a bit confused, or at least not fully spelled out (viz., How could the bad fiction be both successful and unsuccessful at the same time?), so I look to my pulpy betters for insight.

I just followed the link above and I did not see the blog you are referring to. Do you have to do a search for it?
My bookmark to it is also coming up blank - maybe the site changed or the blog post was removed or archived?

Maybe she heard of the feedback she was getting and decided to take it down?


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Mairkurion {tm} wrote:


Cherryh wrote the above on her blog, and I just ran across it.

I was curious what my informed Planet Stories pals' perspectives would be on this? Her thinking seems to be a bit confused, or at least not fully spelled out (viz., How could the bad fiction be both successful and unsuccessful at the same time?), so I look to my pulpy betters for insight.

I just followed the link above and I did not see the blog you are referring to. Do you have to do a search for it?


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llaletin wrote:

Am still running RotRL (currently in the 5th adventure) but am looking ahead and wondering which path to go with next.

Am really liking how the first two adventures in SD read. The 2nd Adventure is probably my favourite out of all of the Pathfinder modules thus far but like many other people I am worried about the flow of the adventure after this one, especially after the PCs get to know Riddleport, experiencing and investigating the meteorite crash, gaining rare starmetals and combating cool alien creatures. Then it takes the PCs away from the region and the feel of the campaign definately seems to change, and not for the better.

Getting away from Riddleport has been a problem for a lot of players, especially after they acquire ownership of the Golden Goblin. My players had all sorts of plans for the inn, hiring body guards and staff to man the place etc. etc. I think the town is a good setting for an adventure path on its own. My players still mentioned going back there until they realized a mod or two later that they were not going back anytime soon.

As for the rest of the adventure path, my players have enjoyed the hell out of it. If you have read it you will see that there is some pretty cool twists that happen later on. Like I said earlier though, it all depends on what kind of players you have as some people will not be happy with leaving the city.

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