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ericthecleric's page
Pathfinder Roleplaying Game, Adventure Path Subscriber. Pathfinder Society Member. 2,083 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.
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Just wondering. Can bugs- ie. spiders, crabs, and other creatures with an exoskeleton- be made into skeletons? What about zombies?
Are the above games turn-based or not? When were they originally released (roughly)?
So, here's a link to the dread ghast template, from the Advanced Bestiary.
Is this OK in PF terms (for monsters)?
How long does the staggered condition last? (See Bestiary page 243)
I'm interested to know- and hopefully chuckle at- stories where PCs have bought or found cursed items. Not ones about dust of choking and sneezing, or the other "useful" ones; more the items with quirky drawbacks and side-effects, and how that impacted play.
So, dwarves typically use battleaxes, crossbows, warhammers and so on; elves typically use longswords, longbows, elven curve blades and so on. What are traditional weapons for gnomes?
1 person marked this as FAQ candidate.
The standard costs for permanent spells, per the core rulebook, are as follows:
9th-level___2,500 gp
10th-level___5,000 gp
11th-level___7,500 gp
12th-level___10,000 gp
13th-level___12,500 gp
14th-level___15,000 gp
15th-level___17,500 gp
16th-level___20,000 gp
17th-level___22,500 gp
18th-level___25,000 gp
The other spells that can be made permanent in the UM are in line with the above, however, the following spells have incorrect GP costs or CL requirements:
loathsome veil is listed as CL 10, 7,500 gp
sanctify corpse is listed as CL 9, 500 gp
symbol of healing is listed as CL 10, 10,000 gp
symbol of scrying is listed as CL 13, 10,000 gp
symbol of slowing is listed as CL 11, 10,000 gp
What should the correct CL and gp costs be?

I just found out about this yesterday, so thought I'd post the following as it will be of interest to some!
Golari-Con
17-18 September, Fan Boy Three's Golari-Con
Fan Boy Three, 17 Newton Street, Manchester, England
We had so much fun at PaizoCon UK in July we thought we'd schedule an entire weekend of Pathfinder Roleplaying, featuring the brand new three part introductory First Steps modules as well as a wide range of other brand new Season 3 modules like Frostfur Captives, Sewer Dragons of Absalom and Ghennet Manor Gauntlet, plus a few Season 1 and 2 favourites that many players won't have played. We're calling it Golari-Con and we'll have between five and seven tables running each slot.
Because of the additional costs in prepping for a mini-convention, we'll be charging £4 per session, £10 for just the Saturday or £15 for the entire weekend.
Interested in playing? Drop an e-mail to dave@fanboy3.co.uk with your character level and what modules you've played.
Interested in DM'ing? You'll earn £1 store credit per player per session just like at our regular events – just drop me a line as above
What: Fan Boy Three's Golari-Con
Where: Fan Boy Three, 17 Newton St, Manchester, England
When: September 17-18
How Much: £4 per session, £10 Saturday, £15 all weekend
Session Times: Saturday 10am, 2pm, 6pm; Sunday 11am, 3pm
Dave Salisbury
Fan Boy Three
Just found this on the BBC website:
TORCHWOOD MIRACLE DAY - THURSDAY, 14 JULY, 21:00 ON BBC ONE
Two weeks away! :)
The following parts of the Advanced Player’s Guide are NOT legal for play: ...Alchemist’s Brew Potion class ability (he receives Extra Bombs instead as a bonus feat)...”
What feat does a vivisectionist gain instead of Extra Bombs?
As the subject asks, how long in game time does a typical PFS adventure take?
So despite listing my collection of Dragon magazines (over 300) on ebay several times, there have been no takers. If anybody wants to pick them up from me, please post below! I’m in Cheshire, if that makes any difference for picking them up or not.
If someone wants to make me an offer for store credit here, that would be welcome. Alternatively, I only have one miniature, so if someone wanted to trade me some of their unwanted minis (say pre-painted ones to represent PCs and named NPCs, and various monsters) that would be good too.
On the other hand, if nobody wants to make an offer as to the above, or wants to pick them up for free, that’ll be OK if it helps get rid of them.
If there are, please post below! There's something I'd like you to pick up for me.

Note I think that Trial is an excellent adventure (which I finished reading last night)! Here's a few thoughts I had about it.
Why did the WW bother going to the effort of controlling the Beast and mucking up the Count’s home, when- given they have a wizard of at least 11th level- they could have got the Seasage item easily without all that effort?
I think the WW must have directly released the rust monsters in H2 (The Precarious Alchemy Workshop), rather than in J7 (The Secret Curios) else the RMs would have first encountered the iron stairs and destroyed them! ;-)
Comparing the Beast’s combat abilities with the big bad, it would seem that the PCs have to help the Beast, or the Beast will die and the PCs will have to endure a tougher fight without him.
Ie. Beast’s AC 24, hp 118, +21/+16/+11 atk (or needs 4+, 9+, and 14+ to hit AP) with hook, average damage 19 per blow (reduced to 9 after DR). So if one assumes roughly that he’ll hit the AP 1.5 times per round with the hook, he’ll be dealing 13.5 average damage to the AP per round, after taking account of the DR. (If it attacks the AP with its slams, it is even less effective against it!)
Ie. Aberrant Promethean AC 25, hp 117, +21 atk (or needs 3+ to hit Beast) with 2 slams, average damage 23 per blow (reduced to 18 after DR). If one assumes that it’ll hit the Beast twice per round, the beast is losing 36 hp on average per round. The Beast thus loses quickly, unless the PCs directly help by attacking the AP and/or buffing the Beast (and not just via the Bloodslave Thrall). I think it's intended that the (majority of) PCs fight the AP with the Beast, correct?
Do alchemists cast arcane spells for purposes of the Arcane Strike feat?
Does the Arcane Strike bonus apply to natural weapons?
Does the natural armor bonus granted by a mutagen stack with the natural armor bonus provided by a polymorph spell and/or that of a monster race alchemist?
Regarding alchemists and polymorph. It seems that a master chymist with the feral mutagen, furious mutagen , and Improved Natural Attack (claws) feat have two claw attacks (for 2d6 damage) and bite attack (for 2d6) not counting damage bonuses from Strength and so on. If they polymorph into a girallon (using beast shape IV) , then they would have four claw attacks at (1d6) plus rend (1d6+(1.5xStr)) damage and the feral and furious mutagens become irrelevant, correct?
Polymorphed monsters retain supernatural attacks that don't depend on their forms, correct; eg. a ghoul would retain paralysis and disease and a green hag weakness, whereas a mummy would lose its despair ability but retain disease?
When I visited California in the ’90s, there was a fudge shop in South Pasadena that made the best fudge ever. Does anyone know if the place still exists?

[Here is my stab at updating the sohei class from the (3.0) Oriental Adventures book and 3.5 update article from Dragon 318 to Pathfinder rules. I’ve made some notes at the end.]
THE SOHEI
Sohei are warrior monks, religious soldiers who protect large monasteries and temple complexes. Unlike inquisitors, who seek enemies of the faith, sohei are more militant and receive very little religious instruction. Instead they are trained in the art of fighting. Sohei defend their monasteries against attacks and advance its political claims in the outside world. They are subject to the leader of their temple.
Role: Sohei mix martial prowess with divine power that grants them spell ability (as they gain experience), the ability to heighten their strength and speed in battle, and protection from mental and bodily harm. Very experienced sohei can shrug off physical damage and ignore certain magical effects. Their spells are useful in battle to grant protection, enhance attacks, and damage foes.
Alignment: Any lawful
Hit Die: d10
Base Attack Bonus: +1/level
Saving Throws: Fort Good, Ref Poor, Will Good
SOHEI SPECIAL ABILTIES
1___Ki frenzy, Weapon Focus
2___Deflect Arrows, frenzy power
3___Diehard
4___Frenzy power
5___Strength of Mind
6___Frenzy power, teamwork feat
7___Damage reduction 1/-
8___Frenzy power
9___Stalwart
10___Damage reduction 2/-, frenzy power
11___Greater frenzy
12___Frenzy power
13___Damage reduction 3/-
14___Frenzy power
15___Teamwork feat
16___Damage reduction 4/-, frenzy power
17___Tireless frenzy
18___Frenzy power
19___Damage reduction 5/-
20___Frenzy power, whirlwind frenzy
CLASS SKILLS
A sohei’s class skills (and the key ability for each school) are Athletics (Dex), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Perception (Wis), and Profession (Wis).
Skill Ranks Per Level: 2 + Int modifier.
CLASS FEATURES
The following are class features of the sohei.
Weapon and Armor Proficiency: Sohei are proficient with all simple and martial weapons, and with all armor (but no shields).
Weapon Focus: Sohei gain Weapon Focus with a weapon of their choice as a bonus feat.
Ki Frenzy (Ex): A sohei can focus her ki power into a frenzy of berserk energy. Starting at 1st level, a sohei can frenzy for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can frenzy for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like bear’s endurance, do not increase the total number of rounds that a sohei can frenzy per day. A sohei can enter frenzy as a free action. The total number of rounds of frenzy per day is renewed after resting 8 hours, although these do not need to be consecutive.
While frenzying, a sohei gains a +2 morale bonus to her Strength and Dexterity. She gains a 10-foot bonus to speed, and she can choose to make a flurry of blows with a full attack action in melee, making extra attack per round at her highest attack bonus while suffering a -2 penalty to every attack. While in frenzy, a sohei cannot use ant Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A sohei can end her rage as a free action and is fatigued after frenzy for a number of rounds equal to 2 times the number of rounds spent in thefrenzy. A sohei cannot enter a new frenzy while fatigued or exhausted but can otherwise enter frenzy multiple times during a single encounter or combat. If a sohei falls unconscious, her frenzy immediately ends, placing her in peril of death.
Deflect Arrows: At 2nd level, a sohei gains the Deflect Arrows feat, even if she doesn’t have the prerequisite feat and Dexterity score.
Frenzy Powers (Ex): As a sohei gains levels, she learns to use her frenzy in new ways. Starting at 2nd level, a sohei gains a frenzy power. She gains another frenzy power for every two levels of sohei attained after 2nd level. A sohei gains the benefits of frenzy powers only while raging, and some of these powers require the sohei to take an action first. Unless otherwise noted, a sohei cannot select an individual power more than once.
Frenzy powers available are selected from the barbarian rage power lists from the Pathfinder Core Rulebook (any rage power except Animal Fury, Intimidating Glare, Raging Climber, Raging Leaper, Raging Swimmer, Scent) and the Advanced Player’s Guide (any rage power except the alcohol-, brawling-, hurling-, mount-, and totem-related powers). They work exactly like a barbarian’s rage power of the same name, except that they pertain to sohei!
Diehard: The sohei gains Diehard as a bonus feat at 3rd level.
Spells: Beginning at 4th level, a sohei gains the ability to cast a small number of divine spells. To cast a spell, the sohei must have a Wisdom score of at least 10 + the spell’s level, so a sohei with a Wisdom of 10 or less cannot cast these spells. Sohei bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the sohei gains 0 spells of a given level, such as 0 1st-level spells at 4th level, the sohei gets only bonus spells. A sohei without a bonus spell for that level cannot yet cast a spell of that level. A sohei has access to any spell on the list (see below for list) and can freely choose which to prepare. A sohei prepares and casts spells just as a ranger does. Through 3rd level, a sohei has no caster level. At 4th level and higher, her caster level is equal to her sohei level -3. Use the ranger spells per day table to determine the number of spells & spell levels available.
Strength of Mind (Ex): A sohei of at least 5th level is immune to stunning and sleep spells and effects.
Teamwork Feat: At 6th level, a sohei gains a bonus teamwork feat (described in the Advanced Player’s Guide). She must meet the prerequisites for the bonus feat. At 15th-level, the sohei gains another bonus teamwork feat.
Damage Reduction (Ex): Starting at 7th level, a sohei gains damage reduction. Subtract 1 from the damage the sohei takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three sohei levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Stalwart (Ex): At 9th level, a sohei can use mental and physical resiliency to avoid certain attacks. If she makes a successful Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. A helpless sohei does not gain the benefit of the stalwart ability. (Note that unlike the inquisitor ability of the same name, a sohei can benefit from this whether they are wearing armor or not.)
Greater Frenzy (Ex): At 11th level, when a sohei enters frenzy, the morale bonus to her Strength and Dexterity increases to +4, the penalty she suffers on attack rolls from making a flurry of blows is reduced to -1, and her speed increases by 20 feet during her frenzy.
Tireless Frenzy (Ex): Starting at 17th level, a sohei no longer becomes fatigued at the end of her frenzy.
Whirlwind Frenzy (Ex): At 20th level, when a sohei enters frenzy, the morale bonus to her Strength and Dexterity increases to +6, she suffers no penalty on attack rolls from making a flurry of blows, and her speed increases by 30 feet during her frenzy.
SOHEI SPELL LIST
1st-level: Bane, Bless, Detect Chaos/Law, Divine Favor, Doom, Endure Elements, Magic Weapon, Protection From Chaos, Resistance, Shield of Faith, Virtue [+ Attraction and Weapon Bless from Oriental Adventures]
2nd-level: Animal Messenger, Bull’s Strength, Delay Poison, Lesser Restoration, Remove Paralysis, Resist Elements, Shield Other [+ Warning from Oriental Adventures]
3rd-level: Discern Lies, Dispel Magic, Greater Magic Weapon, Magic Circle Against Chaos, Prayer, Protection From Elements [+ Castigate and Mental Strength from Oriental Adventures]
4th-level: Death Ward, Dispel Chaos, Divine Power, Freedom of Movement, Neutralize Poison, Order’s Wrath, Restoration, Spell Immunity [+ Discern Shapechange, Fatigue, Remove Fatigue, and Sustain from Oriental Adventures]
*********************************
Notes:
Replaced the (Concentration) and Iaijutsu Focus skills with Athletics and Perception.
Replaced the “mettle” ability with a modified Inquisitor’s Stalwart ability.
Eliminated access to certain barbarian rage powers because they don’t seem appropriate as sohei frenzy powers.
Replaced Defensive Strike bonus feat and blank 15th-level with two bonus teamwork feats.
Spells: What would be good replacements for the Oriental Adventures spells?
In my opinion, sohei are a nifty little class that has more of a defensive outlook, as opposed to the more offensive outlook of inquisitors.
Any other comments?
Sorry if this has been raised before, but isn't the green hag CR (5) a bit low?
According to the monster creation table, a 9 HD monstous humanoid is CR 7. With the added abilities a green hag has, wouldn't this make it CR 8- unless I've missed something?
I noticed this and thought some of you might be interested!
link
Note that the seller (not me!) is only interested in UK buyers.
Hi! I’d very much like to see an article like #18’s “Demon Lords of Golarion”, but based on the Infernal Dukes and Whore Queens listed on the IBC of in Princes of Darkness. However, I’d prefer to know the Duke’s/Queen’s goals and what their clerics get up to rather than know what the fiends look like or what their realms are like.

The following is meant to be a guide to helping put together more personalised lists. The spoilers include the summons included in the Pathfinder core rulebook, and I've spoilered them to help make this look more organised! Enjoy! :D
1st Level____CR 1/3-1/2____HD 1-2
2nd Level____CR 1*____HD 1-3 for animals/vermin, 2 for elementals, 2 for outsiders
*Technically 1/2-1, dropped the 1/2 aspect to make CRs uniform
3rd Level____CR 2____HD 2-4 for animals/vermin, 3 for elementals, 2-3 for outsiders
4th Level____CR 3-4___HD 4-5 for animals/vermin, 4-6 for elementals, 4-6 for outsiders
5th Level____CR 5-6____HD 6-10 for animals/vermin, 8-9 for elementals, 7-9 for outsiders
6th level____CR 7-8____HD 10-14 for animals/vermin, 10-12 for elementals, 7-9 for outsiders
7th Level____CR 9-10____HD 15-18 for animals/vermin, 13-14 for elementals, 7-9 for outsiders
8th Level____CR 11-12____HD 16 for elementals, 10-12 for outsiders
9th Level____CR 13-14____HD 12-15 for outsiders
Analysis/observations:
Don’t count the +1 CR modifier for applying the celestial or fiendish creature templates for purposes of CR range within spell-levels; for example, the CR 8 dire tiger still counts as a CR 8 creature for purposes of Summon Monster VI, because CR 7 and 8 are the CRs for that spell level.
For Summon Monster spell levels 5 through 7, outsiders have 7-9 HD, which is an indication of extra spell-like abilities and other special abilities.
Mephits have low HD for CR, while the drone giant ant also has low HD for CR. CR should trump anomalies like this.
“x [HD] for elementals” refers to the classic elementals, ie. air, earth, fire and water elementals, not all creatures that happen to have the elemental subtype.
Feel free to add templates, which may adjust the relevant Summon Monster spell that the creature involved would belong to. For example, adding the half-dragon template (+2 CR) to a cheetah (CR 2, on the Summon Monster III list) would become CR 4, and hence could be summoned via a Summon Monster IV spell.
If adding the half-celestial or half-fiend templates, don’t reduce the CR modifier by one if the creature has five or more HD (this absorbs the +1 modifier for celestial/fiendish creatures of 5+ HD).
However, don’t add templates (other than the celestial/fiendish one!) to creatures applicable for the Summon Monster I spell, and don’t add more than one +1 CR template (other than the celestial/fiendish one!) to creatures applicable for the Summon Monster II spell.
Feel free to add class levels to the intelligent outsiders, or extra HD as well if you want.
This post is meant to help DMs create more unique summons for their NPCs and/or player characters if they wish. If a player makes a particular request, remember that you don’t necessarily have to approve everything, or let the player specify particular all feats, spells etc- the gods move in mysterious ways, after all! ;-) If a DM approves a particular concept, they should also ask players to put together stat blocs for any summoned monsters in advance to help speed up play, but if the DM wants the summoned creature to be more mysterious, then he should prepare the stat block in advance. DM’s don’t have to approve an advanced giant half-dragon (total +4 CR) summons.

Since someone asked for this, here you go:
Level 0
evocation
spark
Level 1
conjuration
gravity bow
stumble gap
enchantment
memory lapse
evocation
flare burst
hydraulic push
illusion
vanish
necromancy
sculpt corpse
transmutation
alter winds
ant haul
break
crafter’s curse
crafter’s fortune
expeditious excavation
stone fist
touch of gracelessness
touch of the sea
Level 2
conjuration
arrow eruption
create pit
dust of twilight
stone call
slipstream
divination
create treasure map
elemental speech
share language
evocation
burning gaze
elemental touch
fire breath
transmutation
accelerate poison
dancing lantern
glide
Level 3
abjuration
cloak of winds
conjuration
aqueous orb
spiked pit
divination
blood biography
seek thoughts
evocation
campire wall
draconic reservoir
elemental aura
hydraulic torrent
pain strike
twilight knife
transmutation
devolution
enter image
shifting sand
versatile weapon
Level 4
Abjuration
true form
conjuration
acid pit
divination
share senses
enchantment
moonstruck
evocation
ball lightning
detonate
dragon’s breath
river of wind
illusion
wandering star motes
necromancy
shadow projection
transmutation
calcific touch
firefall
Level 5
Abjuration
life bubble
conjuration
geyser
hungry pit
evocation
fire snake
pain strike, mass
illusion
phantasmal web
necromancy suffocation
transmutation
planar adaptation
treasure stitching
Level 6
Conjuration
getaway
enchantment
cloak of dreams
evocation
contagious flame
sirocco
necromancy
unwilling shield
transmutation
enemy hammer
fluid form
Level 7
Abjuration
deflection
expend
conjuration
rampart
evocation
vortex
illusion
phantasmal revenge
transmutation
firebrand
fly, mass
planar adaptation, mass
Level 8
Conjuration
wall of lava
seamantle
enchantment
euphoric tranquillity
evocation
stormbolts
Level 9
Abjuration
wall of suppression
conjuration
clashing rocks
tsunami
evocation
winds of vengeance
necromancy
suffocation, mass
transmutation
fiery body
world wave
I'm not sure if this is the right subforum to ask, but are there any OGL PrCs that have spell progression similar to an ur-priest?
I love the concept of create pit and enter image.
Other spells that are really cool (IMO): deflection, gallant inspiration, instant enemy*, and unwilling shield.
* However, I’d change the target line of this spell to merely “one creature”, and ignore the “that is not your favored enemy” part. If a ranger has Whatever +8 and Aberrations +2, it’d be a lot sucky if the BBEG turns out to be the latter and he can't use the top bonus.
I also think it’s great that there are some new spells that benefit only good characters; ie. tough doodas to neutral PCs.

The “monk (still broken)” thread got me thinking. Just how are PCs supposed to hit super-high AC opponents, and still maintain balance?
A 16th-level “warrior”, with good BAB, 26 Strength, +5 weapon, and Weapon Focus has an attack bonus of +30. Fighter levels will add +4 attack (Greater Weapon Focus, +3 weapon training), barbarian +3 attack (Rage bonus to Strength), ranger up to +8 (favored enemy), and so on.
A 16th-level “adventurer” (eg bard, rogue) with medium BAB, 22 Strength , +5 weapon, and Weapon Focus has an attack bonus of +24.
The warriors should easily hit the following CR 20 monsters: balor (AC 36), pit fiend (AC 38), red wyrm dragon (AC 40), tarn linnorm (AC 36). The adventurers will find it harder to hit those CR 20 monsters. If the PCs encounter a monster of AC 48 or higher, then the adventurers will only hit on a 20, but the warriors will have a hard time of it, especially with second and later attacks- are spells meant to be the strategy used to take down such foes? Even the CR 20 monsters named above would have a hard time hitting an AC 51 PC for example (less so the dragon) unless boosted by buffs or certain magic items.
Of course, greater dispel magic used to shut down ongoing spell effects and magic items temporarily would help the meleeists/archers immensely, so perhaps that is the only way to reduce such ACs. Hmm... perhaps I’ve answered my own question! Well OK, not quite. If the PCs are able to easily fight AC48+, then I guess that they’d easily wade through typical balor and tarn linnorm ACs.
I'll probably be moving south sometime. Is there anyone in those areas who likes Pathfinder?
Out of the Adventure Path books and Gamemastery/Pathfinder modules, which ones would you say are horror adventures (other than AP #2- Skinsaw Murders and Carrion Hill)?
I've an idea for an adventure I'd like to run at a convention sooner or later, using pre-generated PCs. When it comes to items, are costs of wands, potions etc increased (as per 3.5) or has the rule changed? If so, I can't find where it is in the PFRPG book. Can anyone help?
Hi folks, I'll be off to Paizocon UK in about three hours.
Aside from heirloom weapon, what's a good trait for a greatsword-wielding fighter? (What do they do, and where are they?)
Will the monster roles- ie. combat, skill, spell, etc- continue to be updated in future Bestiaries for the new monsters in those books?
Into which class groups will the new classes fall into (referring to table 2-4 on page 297 of the Bestiary), including the magus? Will antipaladins count as part of the monks and paladins group?

Hi folks!
I thought I'd report this from Paizocon.
Some of you may or may not know, but The Slumbering Tsar campaign is currently being released gradually in PDF format, available via subscription from [url]talesofthefroggod.com[/url]. This is a campaign written by Greg Vaughan, and he wrote 450,000 words and created 100 maps for it. It's being updated to the Pathfinder rules, and I believe takes characters from 5th to the low-twenties levels.
Here's the interesting part. For anyone who subscribes from now until the end of this year's GenCon- at a price of $125- you will also get a free hardback copy signed by Greg and Bill Webb, for the price of shipping, I think.
The hardback will have a very limited printing run- basically, as many people as want it will get a copy (or copies), but Bill is expecting somewhere between 100-300 or so.
Note that if you don't subscribe before the end of GenCon, copies will then cost $180-200- so don't delay!
If anyone is interested and subscribes directly because of me, please email Bill Webb and mention my username here! Cheers!
I realised just now, that between travelling out to the States next week & returning, it'll be a WHOLE WEEK before I get access to my computer again! How will I cope?

I include a list of (mostly rare) items below, which I will bring to Paizocon if anyone is interested. All the items are NM+, unless noted otherwise:
$75 D20 City State of the Invincible Overlord (hardback; has extra map)*
$150 D20 Wilderlands of High Fantasy box set (Necromancer Games) and Player’s Guide to the Wilderlands*
*Note that Bill Webb is attending, so should be able to sign these!
$75 The Drow War trilogy, books 1 & 2 signed by author
$240 Iron Kingdoms Character Guide, World Guide, Monsternomicon Vol 1, and Witchfire Trilogy hardback
$120 Iron Kingdoms Character Guide and Lock and Load
$100 Shrinkwrapped DCC 35 Gazetteer of the Known Realms
$75 DCC 35 Gazetteer of the Known Realms (lower left box corner split, otherwise NM+)
$250 Castle Zagyg: Upper Works and Yggsburgh hardback
$250 Castle Zagyg: Upper Works and East Marks Gazetteer
$75 First Quest – The Music (Double Vinyl album from 1985) Comments: There is one scratch on track 3 of record 2, side 1. I’ve also run the adventure in the past, using pencil to mark hit points, but I have rubbed these out. Otherwise this is in great condition!
$120 Tortured Souls! 1-12 (UK adventures magazine from the mid-‘80s) Comments: There is no writing inside the mags. Issues 4 and 10 are NM+. The other issues have had adventures removed, but I’ve reattached the ones I have to 12, 9, 8, 6, and 5. Issues 11, 7, the other issue 4, 3, 2, and 1 are each missing one adventure (of 8 or 12 pages). There is also a musty smell, but they are NOT moldy. Most are in very good-NM condition.
If anyone is interested, please post your email address below in a spoiler. Note that I will not give discounts this time, and would like to be paid in advance via Paypal.
I'm primarily going to Paizocon for these reasons: To socialise with you guys, chat with the Paizo staffers & get stuff signed, attend most of the seminars, and maybe see some of Seattle proper. I'm not really going to play games.
BUT it might be fun to play in one or two games (as long as they don't clash with the seminars I want to attend). I'm interested in playing a fighter that I'll create using the PF rules, but that doesn't have to be 1st-level. What events might suit me? I'm not necessarily bothered about taking part in PFS games.
(BTW, I do have a cleric PC and played in one of the 3.5 PFS games, and he has 1 XP, so how do I go about switching that gold/xp/prestige point if I do take part in a PFS game, if those are the only options?)
If so, would you be able to pick up some stuff for me and get it signed?
I know the above has been discussed before (and similarly for 6-month or whatever other duration), as a means of saving bank charges for transaction costs. The idea was regarded as not viable, but I've had an idea...
It seems that people can, in effect, gain year-long subscriptions. How? By giving themselves gift certificates equal to the approximate value of twelve copies! One transaction cost for purposes of bank charges, but the value of each PF AP book & P&P would be taken from the value of the "gift" each month. If the P&P costs rise later on, then all you need do is take account of it before the final AP book is due to ship.
If so, please say if you need to share a room so as to reduce hotel costs.
I've not booked yet, but I'm seriously considering going.
(I'm talking about Paizocon Seattle, not UK.)
This was a five-part series that finished Sunday on BBC2. It was presented by Professor Brian Cox (former keyboardist with D:Ream!), and is a top show! Do watch it when it's shown elsewhere!
Hi all, I've listed my collection of Dungeon Magazines as one lot on ebay. Here's the link:
click here
I know it's a large collection, but I can't see me using them or reading them anymore, and would like them to go to a good home. Note that I'm not interested in breaking the lot up.
Edit: I live in the UK, so be aware in case you live outside Europe!
I've had a look over the Summoner class now, and I think it's a fun looking class. The eidolon idea really appeals? Are there any threads where people have put together their own ideas for them, and if not, maybe this thread could be used to list ideas for eidolon concepts.
Don't attempt to pick up a thin metal candle holder immediately after it's just burned out!
Duh!
As the subject says. I've not been able to access Skype for a couple of hours, nor their website. Anyone else having this problem?
I wasn't sure where to put this, but one of my friends has created a website with his prose, poems, and song lyrics.
www.leobasil.com (or try www.leobasil.co.uk if that doesn't work)
My favourite is The Last Page, a Cthuluesque short-story in The Crawling section of prose.
I didn't want to distract James Jacobs' thread, so I'm starting this one.
"Oh but if I went 'round sayin' I was Emperor, just because some moistened bint lobbed a scimitar at me, they'd put me away."
"Listen, strange women lyin' in ponds distributin' swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses, not from some farcical aquatic ceremony."
(EDIT: Got the quotes from IMDB!)
Hi all.
I listed 580 items on ebay yesterday, most of which are AD&D 1e, 2e, & 3.x and non-TSR games. The auctions end on Sunday the 13th December.
Here’s a link to the items:
Please take a look- there might be something you like!
I’d suggest you look at 200 items/page, rather than 50/page!
Would the PC version of Final Fantasy 8 run on a Vista computer, or would it need a patch? Anyone know?
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