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leo1925's page

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber. 4,994 posts. 18 reviews. 3 lists. 1 wishlist.


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Darius Darrenbar wrote:
I always figured Radovan would have had the martial artist archetype since it doesn't have the same alignment restriction the Monk class normally has. Of course now he could probably just as easily be Brawler which fits in a little better with him overall as a character.

Or he got his monk levels while he was on his devil form but managed to retain only two of them in his normal form and until he changes his chaotic alignment to lawful he can't get any more monk level.


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Fletch wrote:

Y'know, I haven't really pinged on any volume of Kingmaker as a standout chapter, but looking at Varnhold on its own merits, it really is a nice adventure. I haven't had a chance to run it yet, but for those of you who have played it, I have a spoiler-y question about it.

** spoiler omitted **

kingmaker book 3 spoiler:

When i was playing Kingmaker me and my party didn't connect the spriggans with the vanishing of the people.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Elf_NFB wrote:
Count me as one who would end the subscription if the included electronic copy ends.

I would also, probably end my tales subscription if the inclusion of a digital copy ceases, it will largely depend on how much i will be called to pay for the tale in June when compared to how much i pay now for tales (taking into account the better quality of paper of course).

PS. I am not asking for the kindle version of the digital book, an epub or even a simple pdf is enough for me.


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Solomani wrote:

Questions for other DMs who have run the Lords of Rust dungeon. Did you allow your players' characters to rest in the dungeon and if so how did you manage Hellions' and the other lords reaction to the party going missing for a day?

I ask because to me the pacing implies that once they attack the LoR they need to push on and defeat Hellion to make sure he doesn't have time to mount a suitable defence. But if they do that the party may be exhausted (resource wise) by the time they face Hellion which = TPK.

My party retreated and rested after (what turned into) the mega encounter with Kulgara, Draigs and pretty much anyone inside the excavator. Fortunately for them they went to the CPU room during their second time in the excavator so they managed to weaken Hellion using the memory facet and finally defeat him.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

The Radovan mantioned in inner sea combat (which i believe that it's a Radovan after Master of Devils or maybe after Queen of thorns) and he has 2 monk levels, yeah the lawful alignment is an issue since Radovan is CG so he can't really advance his monk levels.
Radovan is a weird (and mysterious) case all over, remember that while not being evil he does registers as evil even when not in his devil form and that's only of the mysteries of Radovan.


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Mysterious Stranger wrote:

One nice thing is that you can install it on two devices so if you have more than one computer it can be put on both.

Actually that isn't a nice thing, it's a bad thing that you only install it on only two devices and you have to pay for the rest.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I agree with most of the things said. Be warned that you will most likely have issues if you format you devices often.


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EndgamerAzari wrote:
Is there a set of non-marked maps I can purchase somewhere? I've got the hard copy of the adventure which I can scan, but I heard mumblings of interactive/editable maps without the grids or notations on them.

Subscribers get them. In addition, iirc, after an AP finishes the maps are compiled and sold for anyone to buy.


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Rhedyn wrote:
Opuk0 wrote:
Greater Invisibility+Fiery Shuriken, grab evocation school to change element on the fly, you win.

Oh god. That would hurt, assuming your GM let's it work. The rules say it would works, but the devs did state in an FAQ some nebulous rule that you can only do one sneak attack per spell.

I just ignore FAQs though, but I understand not everyone does
** spoiler omitted **

Indeed they did, FAQ here

Even with that the spell is a good one for an AT because it allows him to make one more attack per turn by using his swift action.


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Charon's Little Helper wrote:
Errant Mercenary wrote:
The printed APs as is are not very difficult for 4 optimised characters. However with 3 and not very experienced, some parts will be mince grinders.
They're not even hard for 4 decent characters. But 3 borderline decent characters will definitely have issues at certain points.

And when two of them are a level behind it quickly leads to TPK.

I will join the choir and say that it is very bad form on your part to go and read part of the AP behind your DM's back.


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The Holy Moo wrote:
Why is Furkas Xouds corrupting touch only a +2 to attack? seems to me it should be +7 (ghosts use dex for their touch attacks right?)

His corrupting touch is a natural attack and his attack with his rod is an attack with a weapon, when you make both weapon attacks and natural attacks, the natural attacks are made with a -5 modifier to their attack rolls.


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voska66 wrote:
leo1925 wrote:

Forum ate my long post.

It's nice that you selected, mostly, 5th level (usually augmented) mythic spells to compare a non-augmented 3th level mythic spell.

You can counter mythic wall of thorns quite easily, it's called freedom of movement, and you might be able to bypass it by flying over it (depends on the terrain) or dimension door your way across it (again depends on the terrain).

Mythic heroism is a spell that has a long enough duration to last (usually) the entire dungeon.
If the entire party has it and their opposition doesn't then the party's capabilities are at least a couple levels higher than they should be and the opposition is effectively weaker.
If some of the members of the party have it and some don't, then the members that do have it have capabilities that are at least a couple of levels higher than they actually are and are severy outperforming the party members that don't have mythic heroism.

Long story short, the +4 to attack, damage, saves and skills for the entire dungeon at the cost of a 3rd level spell and a mythic point is TOO much of a benefit.

I've found 10 minute per level spells last about two combats at least until you are high level. But then you usually end up having it dispelled.

Two battles in a dungeon?


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zza ni wrote:
leo1925 wrote:

Let me see if i have understood it correctly:

The rogue character is stealing from your character.
DM told you to solve it in game.
You tried solving it in game by talking and didn't work.
You say to the DM that you are going to solve, in game, by beating/kicking/killing his character and the DM said no.

Am i correct on the above?

i think you mised the part the GM went to the rogue and asked him what he thinks of the op sugjestions : "The GM, after running the idea by him, says that i can't"

Who can't do what?


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Let me see if i have understood it correctly:
The rogue character is stealing from your character.
DM told you to solve it in game.
You tried solving it in game by talking and didn't work.
You say to the DM that you are going to solve, in game, by beating/kicking/killing his character and the DM said no.

Am i correct on the above?


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Ok things aren't as bad as i thought, the no getting the digital version might be an issue if it includes subscribers.


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I could go and talk about each one of the spells you menioned but since i have already done so but the forum ate my post i have no desire to that again.

Look you have your opinion on the spell and i have mine, i have seen it in gameplay during the WotR game i play in and it was both troublesome for the DM and troublesome for the party when during book 2 only the cleric and the bard had that spell on them and the rest of the party didn't, and continued to be troublesome for the party during book 3, at book 4 all of the party has that spell (usually) always up and running and it's only a problem for the DM.

You might not have problems with things that cause problems for the DM when he uses APs or modules but i do have a problem with those things, because i buy the APs in order to DM and play in games because i don't have the time to create my own campaigns.


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LazarX wrote:
What you'll generally find is that Mythic works best when kept to the NPC/Monster side of the table, used for special challenges to your cracked out non-mythic player characters.

I am running Iron Gods (currently book 3) and i can say that the above is true.


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Rastrum wrote:
I think they said it would be the same length of books, but also they're still only charging the current price for subscribers.

That seems very good news, do you have a quote for that?


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Acolyte of Mushu wrote:
leo1925 wrote:

The DC 30 disable device is for jury-rigging the wheel to the door (without repairing the wheel), the -10 to the disable device check is for opening the door without the wheel.

I think that it's quite a jump a jump in logic to say that the DC for opening the door is the same as the DC for jury-rigging the wheel, those are two different tasks.
They're not two different tasks, that's the point. Jury-riggin the wheel to open the door, not to set it in place, is what I believe Gratz means. If there is no wheel to set and jury-rig, then the DC increase by 10, meaning it would be DC 40.

Ok that makes some sense, it's still a jump in logic but it's a reason-able one, and the DC 30 seems to be in line with the DC 35 from the airlock doors lower in the dungeon, since the DC for opening those airlocks should be higher than openning the "simple" airtight doors.


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Forum ate my long post.

It's nice that you selected, mostly, 5th level (usually augmented) mythic spells to compare a non-augmented 3th level mythic spell.

You can counter mythic wall of thorns quite easily, it's called freedom of movement, and you might be able to bypass it by flying over it (depends on the terrain) or dimension door your way across it (again depends on the terrain).

Mythic heroism is a spell that has a long enough duration to last (usually) the entire dungeon.
If the entire party has it and their opposition doesn't then the party's capabilities are at least a couple levels higher than they should be and the opposition is effectively weaker.
If some of the members of the party have it and some don't, then the members that do have it have capabilities that are at least a couple of levels higher than they actually are and are severy outperforming the party members that don't have mythic heroism.

Long story short, the +4 to attack, damage, saves and skills for the entire dungeon at the cost of a 3rd level spell and a mythic point is TOO much of a benefit.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

The DC 30 disable device is for jury-rigging the wheel to the door (without repairing the wheel), the -10 to the disable device check is for opening the door without the wheel.
I think that it's quite a jump a jump in logic to say that the DC for opening the door is the same as the DC for jury-rigging the wheel, those are two different tasks.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I really don't care if you view it as an 8th level spell or not, it's one of the best mythic spells, better than a lot 4th and 5th mythic spells, and most importantly I have seen it disrupting the game and making the DM's life harder.


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Cornielius wrote:

Check the news post.

TOR will take over publishing, using what appears to be trade paperback format, but add E books.

I have read it and I am not sure what switching to a trade paperback means.

Does it mean we will be getting larger books? I am not talking about the size of the physical book (which will be bigger) I am talking about the actual word count of the novels.
I also understand that there will be better quality of paper, am I correct?


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You are forgetting the duration, mythic heroism has 10 minutes per level where greater heroism has 1 minute per level.


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Why the sudden 50% increase in the price of pathfinder tales starting from the June novel?


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Gratz wrote:
Doors with intact wheels don't require a Disable Device and for all the others I would go with: If the PCs have the missing wheel, it can be fitted back into the hole, but unless the contraption is repaired with make whole or mending, a successful DC 30 Disable Device check is required to jury-rig repairs with the wheel to allow it to function again. Without the wheel, Disable Device checks to open the door take a –10 penalty.

Bold mine.

I am asking what's that disable device DC. Also in room F7 where it's mentioned that the disable device DC to open the door increases by 10. It seems to me that there is a way to open doors with disable device but the DC isn't mentioned anywhere, maybe it's the DC 35 that is for opening a second airlock, maybe it's something else because the 35 seems kinda high.


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Gratz wrote:

Directly under "Chocking Tower Features":

Doors are shaped like elongated rectangles with rounded edges, each is an airtight iron hatch opened by turning a central wheel present on both sides of the door except where indicated. Opening such a door is a full-round action. A door without a wheel can be opened only by force (hardness 10, hp 60, break DC 28). The DC of Perception checks to notice activity on the other side of one of these doors increases by 10 (rather than by 5, as for a normal door), but when a door is opened, creatures on the other side automatically notice the turning of that door’s wheel. None of these doors are locked or trapped except where indicated.

And where in that text is the disable device DC?


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In various places of the Choking Tower it mentions modifiers to disable device checks for opening doors in the tower but it never mentions what is the disable device DC for opening doors.

What's that DC?


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Since the Mythic Advantures book hasn't gone for a 2nd printing, we don't have an errata for it.

My opinion is that the mythic heroism spell is too powerful in it's current form and should be banned.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

If the PCs neutralize all of the toxic gas inside Aurora, does the soil of Iadenveigh stops being so rich?
If yes how long would it take for this to happen? (for the soil to lose it's super rich nutrients)


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Apart from the fact that they can get rage cycling at level 1 at the cost of a feat, they aren't overpowered at all.


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p-sto wrote:
Assuming that they aren't relying on magic for everything it also seems that engineering in Golarion is advanced enough that it doesn't seem unreasonable for them to have an aqueduct system in place. This seems like one of the fine details that may have slipped through the cracks of design and is left to the imagination of the players.

Not everywhere in Golarion but in the case of Absalom I think that they do.


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It seems like a reskin of the upcoming Fable Legends.

Anyway I hope that the single player will be good, it has been A LONG TIME since the last NWN and I have an itch to scratch for a DnD video game.


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Remember that while Iomidae was a big deal during the shining crusade it wasn't she the leader; it was the taldan general Arnisant who led the crusade against the Whispering Tyrant and he was the one who carried the shield of Aroden, which ended up bringing the downfall of Tar-Baphon.


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I understand what you are talking about wraithstrike and i think that it's a bug that resulted from the changes to the spell from the 3.5 version to the PF version.

Yes the part of mage's disjunction which affects magic items has a duration but the spell itself doesn't have a duration, i think that this happened because, as you might remember, in 3.5 mage's disjunction permanetely removed the magic from magic items thus there was no need for a listed duration in the spell.

Now whether that means that this part of mage's disjunction can be dispelled or not? I am not sure.
I think that it's unintented side effect of the changes in the spell and it's effects really shouldn't be dispel-able but that's my opinion.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Looking side by side the 3.5 version and the PF version of the spell.
There are two major changes, the first one is that the 3.5 version prevented nongood summoned creatures from entering while the PF version prevents evil summoned creatures creatures to enter, which is irrelevant to our issue here.
The second one is that the PF version added the following:
"Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected."

The first sentence just clears something up (whether you get mutliple additional saving throws to suppress dominate person and the like).
The second sentence seems to refer to the previous sentence, it's kinda weird because the two sentences are separated by a period (.) instead of a comma (,) but the context seems to indicate that the "successful" part refers to the "attempt to suppress" from the previous sentence.
The third sentence is the unclear one, on one hand it could mean all of the benefits of the spell, on the other hand this sentence could also refer to the previous sentence and mean that if someone with a suppressed mental control effect leaves the circle and then comes back his mental control effect is no longer suppressed.

Based on the position of the unclear sentence i am inclined to lean on the second explanation myself.


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I am raising this thraed because i have the same question as the OP.
Does anyone have more information or insight to share?


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BigP4nda wrote:
leo1925 wrote:
Since you mentioned Iron Gods, remember that in order to roll knowledge engineering for identifying a robot you need to have the technogist feat.
actually the technologist feat allows u to automatically identify robots with a knowledge DC of 15 or less.

Why?

Technologist allows you to use various skills (including knowledge engineering) for technological purposes.


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CorvusMask wrote:

Well, like people have already said, we can't really know whats in the APs until they are released or at least until descriptions are updated, since old APs have had some curveballs in content. If nothing else, maybe we get backstory and motivations for Storm King or something.

We do know that apparently despite being about killing giants, this is going to have dragons since dragonfoe trait :P Kinda like how Rise of the runelords has giant slayer trait despite giants not appearing until much later.

Don't be so sure, Iron Gods has the against the technic league trait but except book 5 you don't really fight technic league members.

PS The presence of the technic league is felt through the AP and the trait does it's job of tiying a player to the AP, it's just that the mechanical part of the trait does not come up a lot.


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There is also the fiction present in each Giantslayer AP volume, it's kinda the reason it's there, to give players a non spoilered feel of the region and the themes of the AP.


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To my knowledge, the only PF APs that don't go up to 17th level are Council of thieves, Carrion Crown, Jade Regent and Wrath of the Righteous.
WotR goes up to 20th, Council of thieves was counting xp with the 3.5 xp tables in mind, Carrion Crown didn't want powerful PCs in order to reinforce it's horror themes (that's why it gives very little wealth and very little to do with the wealth they have), that leaves only Jade Regent not going up to 17th level for no apparent reason.
Since there is no apparent reason for Giantslayer to not go up to 17th I expect that it will follow the norm.


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Have 'her' go to the PCs, I had 'her' go to them via Astral projection.


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Since you mentioned Iron Gods, remember that in order to roll knowledge engineering for identifying a robot you need to have the technogist feat.


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I am glad for the reversal, in my opinion the original FAQ was nonsense.


4 people marked this as a favorite.
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Finally that FAQ was taken back, it was about time.


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It's ok, i had to ask.


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Arazyr wrote:
If I remember correctly, Crypt of the Everflame is specifically designed as an introductory adventure. It even has a couple of sequels.

The second sequel (the 3rd book) is actually very bland and quite uninteresting... also crypt of the everflame is out of print.


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Karui Kage wrote:


leo1925 wrote:

I am away from my books right now but, I am pretty sure you can use disable device on a door with no power.

I am also pretty sure that you can't "lock" a door in order to stay open.

I'm not sure on the Disable Device part. It doesn't say it specifically, but I assumed DD couldn't be used on an electronic lock without power, since the door's opening mechanism is entirely power based. I've been ruling it that way in my own game, but admit it doesn't clearly state.

As for the locking a door open, that part is actually spelled out on page 24 of IG #1: "A door closes automatically at the end of any round in which it is opened unless it has no power or it’s locked in an open position with a tap of an access card on its panel."

In lords of rust, in the Haunted Wreck, room P5.Bridge it explicitly says that since there is no power so the door must be either smashed open or coaxed open with a successful disable device check.

I was wrong on the "locked" open part, thank you for reminding me.


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Tangent101 wrote:

Given that there were people reluctant to buy the new Class Guide because Mythic Adventures was... not well designed? I can understand that. And I honestly think Paizo rushes these products out the door even now when they should spend another half year testing things and determining how they work.

Mind you, Paizo's not nearly as bad as WotC was....

Ultimate Combat also has very serious issues (more like ACG than mythic adventures) it seems that Gen Con releases are more prone to having serious issues.


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I am away from my books right now but, I am pretty sure you can use disable device on a door with no power.
I am also pretty sure that you can't "lock" a door in order to stay open.

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