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DigMarx wrote:
Hmm, do you have the Selector_Active_Sheet (which defaults to Landscape) set to the appropriate sheet? The ACP is now one of the universal calcus. With this selector set, I didn't see any problems right off with ACP or the Dex mod to AC. If it is set properly and you still have problems, we can dig a little further. I did notice that on the P-Front sheet there are values in the Perm Mod for abilities that should be cleared... Kevida wrote:
Thanks. And I'm a fan of smurfing on your smurf-hundred and smurfth post! Caelin O'Hern wrote:
I may be wrong, but I believe that one used Google Sketch-Up. And so it happens. I need more space, I need more $, And I haven't cracked a cover on any of my 3.5 books since Pathfinder rolled out in strength. I have a large collection--almost everything WotC ever published for the "core" or generic D&D setting, plus mosts of the Forgotten Realms and Eberron books. Any folks here have advice on the best means of turning these into cash? I'm not looking to gouge anyone, just get a fair market value and sell as many as I can to as few people as possible for logistical reasons. Barring any other options, I suppose I'll go the eBay route. Thanks for any assistance/thoughts! Thanks for the kinds words! I'm glad to (hopefully) be back in a more regular pace for updates now... As for the phantom attack penalty, check to see if you have a klar in the Shield block (I left it in by mistake). Removing that took away the penalty for me. Now, I need to find out why it put that penalty in when I set the Shield Readied selector (which is now in the AC section, by the way) to "No"... EDIT: Found it...needed to put a Shield_Readied check in the ArmorShield_Attack_Penalty calculation. Anybody interested in fixing this before my next release, change the following in the ArmorShield_Attack_Penalty_L and ArmorShield_Attack_Penalty_P formulas: +IF(Shield_Readied_X="Yes",IF(OR(AND(Shield_X<>"None",OR(ISNUMBER(FIN D("Shield Proficiency",Feats_Known)),Shield_Prof)),AND(Shield_X="Tower Shield",OR(ISNUMBER(FIND("Tower Shield Proficiency",Feats_Known)),Shield_Prof_Tower))),0,Shield_Penalty_X),0) Where "X" is either "L" or "P" depending on which sheet you are changing... Oh, and make sure if you copy this from the forum that their are no spaces in the formula. Erian listens intently to Gaelen and Constance, obviously interested in learning more about his companions as well. He bids Constance good night when she leaves, then offers up his own story. "Gaelen, I'd say as much as you are a hunter of bounties, I am a hunter of knowledge. I traveled the whole of the Inner Sea region with my father, at least up until I was "of age" for schooling and he pulled some strings and placed some coin top run me through the various schools in Absalom. My skill lies primarily in cartography and wilderness lore, though I'm a fair shot with a bow when need be and also love to spin a good tale. When my father went off to the map Mwangi Expanse last year, I sorely wanted to go with him. However, he said it was time for me to walk my own path, at least for a time. A few of his friends in the Society pointed me this direction, seeing as my strength in map-making would come in handy and my skill at survival might mean I'd outlast the more bookish cartographers. So, here I am..." Sense Motive 1d20 + 1 ⇒ (14) + 1 = 15 (+2 vs. humans) Well, the true test of a map is how much play it sees...I've spent hours on a map that the players blew through in 30 minutes! I'm a Photoshop mapper as well, focused right now on Legacy of Fire. You can see my work on the Refuge of Nethys and the Monastery (which actual involved some terrain building) over in the LoF forum. That map of Oleg's is very nice. I'll have to pass it along to my friend that's running Kingmaker. If you're looking for mapping support, you should also check out RPGMapShare, Creative Gremlins, and The Mad Mapper. All of these have nice textures, icons, tiles, etc. for use in mapping. tocath wrote:
Sure, let me see if I can dig those up... I also have a BMP of the monastery sanctuary if that's of interest. Erian wanders toward the group--it seems he's been surveying the place for his endless map-making..."What's all this about drinking and bandits? I should probably be clear in my intent. I am here to explore and document this wild land more than kill everything that crosses me. Now, of course I'm all for defending the rule of law, but advise we considers words before blood when possible." Bowing to Oleg and Svetlana, he then introduces himself, "Erian El'ranelen, son of Sevren, and charterd cartographer for this merry band. My services are yours for the asking." Perception 1d20 + 7 ⇒ (14) + 7 = 21 (+2 vs. Humans) Alrighty, I've got the next release ready: Character Sheet File: PRPG_CS_v_0_8_11.zip I've added non-slotted magic item sections on the Back pages, and have entered data for those down to the crystal balls. This one also fixes various internal items, including:
Heh, that's just sad on the player's part--if you don't like a game, speak up and help fix it! For this game, I'll note that PbP is a balancing act of RP and combat. Too much combat (which I'd classify as being as much as you'd expect in a tabletop game) can bog the whole thing down since each combat can take days to complete. So, that leaves a larger balance of time for RP. For the RP, though, you've got to use a careful hand in letting things run their course versus moving the game forward. I think you did well with that thus far. In my PbP games, I usually set a post rate requirement--something like 1 post per every 24 hours, or per 8 hours during combat. Failure to post in that time frame results in the GM rolling/NPCing the character to keep things flowing. This is a fairly accepted practice in PbP and I think you handled it fairly well for our first combat. Simply roll all the dice in an OOC section and folks can see things are going appropriately. Summarize each round and give an init count so everyone can readily see where they are in the combat cycle. For summaries, use a standard, consistent format. I favor all the IC stuff first, then a second section for OOC. All speech in bold and thoughts in italic. That's just an example, but having everyone doing the same thing often helps avoid confusion. Much of this is already happening, so probably just reinforcing what you already know... Okay, back from Star Wars and had a blast! I highly recommend this to anyone that's a fan. Of course, I don't think they're hitting that many North American sites... Now, for the game, it looks like a pesky wolf has dared to attack Erian! I'm not sure where we are at in the initiative order, but once I get that lined up I should be good to go. Hey all, going to the Star Wars exhibit tomorrow with my wife, son, and family friends. So, I provided a bit of extra detail for Erian so my absence won't slow down combat too much (I hope). Rathendar wrote:
I'm not sure if you mean my home game or the meet-up? For home games, like I said it's not an issue. We've had a consistent group for years, and they roll with whatever craziness I come up with (currently, HP are measuring fatigue (at 25% character is Fatigued, at 0 HP character is Exhausted) and they can spend them to do stunts. Critical hits deal actual Con damage (1 point per crit multiplier). And I don't give out any standard magic items--all the normal "+1 to this check, +2 to that ability" stuff is handled with an Advantage Point System). So yeah, we pretty much do what we want. At meet-ups, however, it's not possible to know who will be playing or what familiarity they have with the game. As such, it's much easier to go with printed material only, no house rules, since that ensures everyone is on a level playing field. Rule 0 doesn't work nearly as well here, although I'm not hesitant to make a call mid-game if necessary to keep things moving. This is a much more "organized play" atmosphere, even if we're not playing an official OP system/module. Shot down in the forums, though. Most of our local players don't read the forums, nor consider them official. So, when we're running games at our meet-up I stick to printed material only to avoid arguments. It's not a problem for my home game--it goes however I want (with consideration for player concepts/desires) of course. To be clear, though, this is all in forum posts, not from a published source it seems. This is a fairly important distinction, since not everyone reads the forums. As such, a person using Elves of Golarion would be fully justified in having pantheistic clerics. Hopefully they'll put more teeth to this in the Inner Seas supplement... For my tastes, I actually like the shift to oracles as the pantheistic representative. Having the "old elves" that still follow those gods be oracles instead of clerics gives a nice distinction between the old and new cultures among elves that fled vs. those that stayed behind. Sorry, I missed that dialogue...in any case, I'm not talking godless clerics here, but rather pantheistic clerics. I don't have any position on godless clerics--it's not something that's every come up (or likely to) in my games and so hasn't been an issue.* Since I'd been playing around with some elven concepts, that bit from EoG immediately popped to mind. *If it did come up, I'd allow it. I'm an old Mystara fan, and being a cleric of a philosophy rather than a god was a basic part of that campaign setting. The "godless cleric abuse" problems I've seen from players just trying to get the best domain combo doesn't fly in my games--I just whack such a silly player with the GM-hammer. No rules necessary. Is there a particular reference that states Golarion clerics cannot be pantheistic? I know the Cleric entry states most are dedicated to a single deity, but there are documented occurrences of pantheistic clerics in Golarion. For instance: Elves of Golarion, p. 10 wrote: Elven faith is more pantheistic than that of many races, and while a particular elf might favor one deity over another, all are acknowledged and respected. Even elf clerics worship this way and may select their domains from different elven deities, including those of Desna, Calistria, and Nethys. This pretty clearly lets elves, at least, be truly pantheistic clerics. A search for "headband of vast intelligence" on the messageboards will return tons of hits. Reading through those, you will find answers from James, Jason, Josh, Sean, etc. They all say the same thing, as we've noted here. If you have a GM that is having difficulty with this, perhaps reference them to this thread and we can help work it out? "Thanks, friend. Erian El'ranelen at your service. And if it pleases everyone, I've got elk steak ready for roasting if anyone's interested." Erian slaps the backstrap he had carried in down on the table to illustrate his point. He calls out to the entire room "Meat for any that take a liking! and then adds, with a look to the bar, "assuming you folks are up for the cooking?" Taking a seat with Caelin, he again calls out to the crowd, "And I might spin a tale or two, if any are interested in hearing such things..." Performance check:
In case folks are interested, a roll to see how the dice gods treat me tonight...
Perform (oratory) 1d20 + 6 ⇒ (15) + 6 = 21 JimmyNids wrote:
The headband, however, has a specific exception to the general rule, as noted in its description. I'll grant that the description could be more explicit in noting that the granted skills replace any bonus skill points, but Paizo staff have confirmed this is the correct interpretation. JimmyNids wrote: EDIT: Just curious, here you have an entire forum section devoted to rules questions. Why is it we only ever get players telling other people their interpretations and what they found in the sources they have access to? Why don't the wonderful people who published this lovely material ever clarify the rulings for us, since they had intended them to be used in certain ways? They do come on here and answer questions. They've answered this one, in fact (it'll just require a little searching). Folks like me that are on the forum every day just know the conversation has already occurred and so provide the previously stated answers. JimmyNids wrote: True, but if you really want the INT that badly, why would you waste twice the cost on an item that cannot be improved instead of paying 1.5 times the abilities price and tacking it on to the same headband? That assumes the GM allows magic item customization--I've ran into plenty that don't. And of course, it also assumes access to someone that can craft said item. I, for instance, generally don't allow players to purchase items at will for characters--they get what they find, or else what few things might be available in larger cities. Some take item creation feats to compensate, but that's not been very common. Erian takes care of his mount, ensuring it is adequately rubbed down and able to rest for the next day before securing some feed and water. Looking in his coin pouch, he counts only two silver. Hmm, I wonder if they'll knock a bit off in trade for some fresh meat...otherwise I'll have to get some coin back on a room. Looking up at Xenos, he asks, "So, where are the rest? And do you think anyone here will be up for a little trade on some meat and a rousing tale? I could spin a yarn or two that might be of interest, I'm certain!" JimmyNids wrote:
I'm not arguing efficiency or logic, just core rules application. The wayfinder is only 500 gp, and wouldn't be any more subject to theft than a general magic item (such as a belt or headband...). Thus, it's fairly easy to make an ioun stone grant a permanent Enhancement bonus. This specifically has applications for folks that might want to use their Belt or Head slots for other magic items. TriOmegaZero wrote:
Heh, yep. I myself wouldn't make it through one time...I'm all for the wayfinder option! :^D EDIT: And this does get me to thinking--I guess all those folks with belts and headbands never take them off! Bathing must be an issue... Looks like we need a rule of "takes it off and doesn't put it back on for X period of time" or some such. Aelryinth wrote:
It is from the ioun stone descriptive text, which states, "The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time." Obviously, I also do not see this as any sort of assumed on/off with ioun stones during sleep. Nope, the ioun stone bonus can easily be made permanent by implanting the ioun stone (as noted in Seeker of Secrets) or else setting it in a wayfinder. Also, they do not have to be removed at night--they may be voluntarily stowed, but this is not required. In either case, the user then has an Enhancement bonus to Intelligence that lasts more than 24 hours, and thereby gains bonus skill points. JimmyNids wrote:
See my notes up-thread. This is specifically true for the head of vast intelligence only. Such a mechanic is not noted, for instance, in the ioun stone entry. Jellyfulfish wrote:
Yep, the bonuses won't stack, since they're both Enhancement, so you just end up with a +2 to Int. I suppose the GM would have to make the call one how the skill points interact--I'd say the character would get a bonus skill point per level/HD in any skill from the ioun stone and leave it at that since it's the easiest solution. Justiciar Te wrote:
No switch necessary, as far as I'm concerned. Wands are a pretty archetypal "wizard" device, so it seems fine to me. Rauno's wand is all crystal and wire, to honor his favored deity and tie into the "crystal ball" theme of divination. Jellyfulfish wrote:
That is specifically for the headband of vast intelligence, which states: Quote: A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills. Permanent enhancement bonuses from other sources (for instance, from a scarlet and blue ioun stone) are not tied to specific skill selections. RtrnofdMax wrote:
Yep, I've got lots of work necessary on the companions--including feats, skills, etc... Morikyri wrote:
You are correct...fixed it! RtrnofdMax wrote: Thunder and Fang style is not letting you equip the Klar as a shield. The Klar is properly recognized as a light weapon when used this way, but changing the option under armor to say the Klar is readied throws up red flags. I'm actually working on Thunder and Fang, Aldori Dueling, and Coprnugan Shield, as all three feats at present assume use of the Landscape view. addy grete wrote:
Yes, I'm fixing the Weapon Finesse along with other items noted in the latest errata As for the sling, I'm not sure what you mean? Medium slings deal 1d4 damage. This is with a bullet. Using a rock would actually deal 1d3 damage and suffer a -1 attack penalty. I'm not aware of any bullet that deals 1d6 for a Medium sling. Adding some more composite bow strengths shouldn't be a problem. addy grete wrote: Animal companions with an Int of 3 can choose any skill Yep, this is one of the things (as noted above) I need to work on with companions... The reference is in the Glossary: "Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed." Numerous Paizo folks have confirmed that you do indeed get retroactive skill points, as some folks aren't sure the above is clear enough on the point. My guess on why the Neutral clerics were left out is still the same--various people created those wiki articles and at least one of them was using the old 3.5 restrictions. I have since gone through all LN, CN, NG, and NE entries and corrected them to allow Neutral clerics. Every one of these alignments had a mix of allowing and not allowing Neutral clerics, with the only discernible pattern being source, e.g all of the dwarven gods were set to allow Neutral, while all of the Four Horsemen were not. This suggests to me that someone entered all the dwarven gods and used the PRPG rules, while someone else entered the Four Horsemen and used the 3.4 rules. I did check Gods and Magic before doing so to ensure there weren't any alignment restrictions noted (there were none), but of course that is a 3.5 OGL source. It may be that the new CS will provide more insight into actual setting restrictions. This is all in the sticky area of alignment, and the rules clearly place adjudication for that as a GM call: Additional Rules wrote: In the end, the Game Master is the one who gets to decide if something's in accordance with its indicated alignment, based on the descriptions given previously and his own opinion and interpretation—the only thing the GM needs to strive for is to be consistent as to what constitutes the difference between alignments like chaotic neutral and chaotic evil. There's no hard and fast mechanic by which you can measure alignment—unlike hit points or skill ranks or Armor Class, alignment is solely a label the GM controls. Given this, it seems readily apparent to me that having Neutral clerics serving Neutral Evil or Neutral Good gods is allowed by core rules and restricting this, while perhaps reasonable/logical, is ultimately up to the GM as a house rule. Barring source material stating this restriction explicitly, trying to "prove" anything else seems pointless to me. seekerofshadowlight wrote:
I agree with this in general, but for specific game application this restriction should be noted in an official product. Barring that, core rules apply and I see no restriction. For your chart, I'm not certain why you make a distinction that LN can have a N cleric but NG cannot? There is no mechanic restricting this option from anything I've read. Lathiira wrote:
Note that neither the campaign setting nor Gods and Magic restricts Norgorber to only evil clerics. I checked several of the alignment charts on the wiki and found that some had a N allowed and some did not. I checked both NE and NG gods. So, it looks like these entries were done by different people, and at least one of those people is working under the old 3.5 rule restricting N clerics to N gods. In using the Additional Rules alignment chart, it clearly allows NE gods to have LE, NE, CE, and N clerics by a strict application of the instructions ("Occasionally the rules refer to “steps” when dealing with alignment. In this case, “steps” refers to the number of alignment shifts between the two alignments, as shown on the following diagram. Note that diagonal “steps” count as two steps."). My conclusion--a Neutral cleric of Norgorber is allowed.
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