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leo1925's page

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber. 4,635 posts. 13 reviews. 3 lists. 1 wishlist.


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40 years? only 40 years? this war has just started!!!!
Talk to me again after an Age or two.


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So there are humans in at least 3 galaxies.


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What's the typo in school understanding?


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blackbloodtroll wrote:
AndIMustMask wrote:
Imbicatus wrote:
Starbuck_II wrote:
LoneKnave wrote:
Speaking of playtesting and rogues... wasn't the "no quickdraw alchemical items" change a result of a rogue playtest? Or was that just propaganda?

No, that was a nerf because The Gaming Den's Frank told Jason in Paizo about Alchemy throwing rogues are great.

I mean, think, touch ac sneak attacks!

So Jason made sure to nerf quick draw of them and sneak attack of them. Then greases application of it, etc.

Yes, Frank was rude during the beginning, but the math was on Frank's side.

Huh. They nerfed it, but added it back with the Underground Chemist.
i still have absolutely no clue how that AT isnt a waste of ink, or why people think it isnt.

It wasn't, but then the "typed" untyped multisource bonus FAQ came out.

Now, it's a blind, crippled Alchemist wannabe.

Which FAQ do you mean?


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Do i not get something or is Marrow's stats wrong?
It seems that she is given the normal channel negative energy (from the tactics section and as a listing as a special attack), but necromancer wizards get a "virtual" channel energy that can only use to power the feat they chose (either turn undead or command undead).


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The encounter with Birdfood and his orcs almost resulted in TPK for my group, in fact i had to use a deus ex machina to save them, don't get me wrong they had earned a deus ex machina in the 1st book but still it was needed, i didn't even played him at 100%, i followed his tactics as best as i could and i didn't even use his human bane arrows.

Maybe this encounter won't be such a problem for a party that has a little more diversity than mine (which has 3 humans and a half elf).


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Mysterious Stranger wrote:

From what I understand the vast majority of people are under 6th level. 6th to 12th level characters are supposed to be the movers and shakers of the kingdom. Characters higher than 12th level are supposed to be characters of worldwide power and extremely rare.

The way I figure it characters above 12th level are like the extremely wealthy in real life. I figure this means that about 1% of the population is above 6th level. Figure that a similar 1% of this number are above 12th level. I figure that there are probably at least 4 times as many characters than the level below it. This works out to about 1 or 2 characters of 15th level, 6 characters of 14th level, and about 24 of 13th level. There is about a 40% chance of a character of 16th level and a diminishing chance of higher level characters. So the chance of a 20th level character would be about .15%

I wouldn't be so sure about it, it surely depends on the region but in the inner sea and in most of Avistan it seems that the 5th level is the benchmark for college level education/training/experience. That comes from two sources, the first is the pathfinder tales (where spellcasters that are considered competent and interacting with the people and such have access to 3rd level spells) and from the fact that A LOT of PrCs require you to be at least 5th before taking your first level in the PrC.


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James Jacobs wrote:
Actually, there doesn't have to be traders. The people of Scrapwall are not a society as much as they are a collection of raider tribes. They get what they need by taking things, not by buying things.

That's what i understood as well, that's why i told my players at the end of book 1 that they should stock up on everything they want/need since they won't be able to sell or buy anything for the duration of book 2.

This got me thinking, is this an assumption from the writter in book 2, because that way i can understand the way he wrote the encounters (kinda weak for the expected party level) and with that fact lies my last hope that the encounters in this book won't be a complete walk in the park.

@Misroi
Very good, very good indeed.


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Ooze licker wrote:
They can still buy/sell from the traders.

Which traders?


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Chris Wallace 621 wrote:

Hello, I written a post on Nov 20 & looks like no response.

Our next session is Saturday & the group is coming up to Garmen invitation to gambling hall. The group consist of 6 characters & I was wondering if anyone had idea for games for a group that size?

The book mentions the games are rigged. Is there a mechanic on this?

My concern is keeping the players enjoyment & don't want the gambling to slow down the session to point where some players waiting & watching others gamble.

Any ideas or examples would be most helpful.

You can use that.


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What Eltacolibre said.


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Amazing intiative doesn't allow you to use the granted standard action for casting a spell but can you use it for using a spell-like ability?


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Original RotRL and Carrion Crown (more the first 3 books).


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GM Facepalm wrote:
Considering the advanced metallurgy and equipment in Torch, would you allow an advanced firearm (revolver) to be crafted by a PC ?

No, unless you want your gunslinger to eschew tech firearms completely.

In addition the tech firearms and and technology used in general in the technological items has nothing to do with slug based weaponry (such as revolvers).


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That site was for 3.5 books, correct?
If yes they why take legal action for a ruleset they don't print anymore (and havn't done so for years)?

Anyway let me join the thank you to Paizo for their practices.


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@VegasHoneyBadger
Please be less aggresive.
You are wrong, dervish dance does allow you to use DEX for attack rolls, remember that scimitars aren't "finnessable" weapons. So if you somehow get access to dervish dance while igoring prerequisites you will still be able to use DEX for attack roll and damage roll. Slashing grace on the other hand does neither allow you to use DEX for attack roll nor use the weapon finnesse for the weapon* you have selected for your feat.

*remember that there are only a couple finessable one handed slashing melee weapons that you can use with weapon finesse and iirc none of them are in the CRB.


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As long as you make sure that you won't be able to get 1.5 times your DEX bonus to damage then i don't think that such a feat would be OP.
As Bob Bob Bob said the dervish dance feat works only with scimitars because both IRL and in Golarion, dervishes use scimitars (IRL two scimitars in Golarion one).


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Yes the double gun entries in UC are completely crazy and leave a lot of room for interpretation, which leads to the interpretation that they double the number of your attacks.
I suggest using the Semi-Automatic rule for the double barreled guns.


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Ayanzo wrote:

So... what's the damage modifier for a large chainsaw?

Had a fighter get enlarged and then I realized there was no translation for 3d6's medium to large.

I'm guessing it's 3d8? or 2d12?

Unfortunately the only guideline we have it's the improved natural attack feat, if we go by that then a large chainsaw does 4d6.


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I would say that it's because of his many arms.


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I have read the first two books so far, the second book is more flexible in that regard than the first but as Ooze licker said it's pretty much as flexible as most APs.


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Are you asking if the AP volumes help you do that or if the the AP is flexible enough for this kind of stuff?


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Dwarf adventure?
Sounds very interesting.


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Yeah, i posted before i saw that thread, i didn't know that the effects of the sale were still causing issues.


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It's been almost 3 weeks since i placed the order, i am really starting to worry.


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Why are the scrapwall fanatics half-orcs?
It's mentioned a few times in the book that Meyanda has ratfolk and orc followers.


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I run Iron Gods and we are still in book 1 (party about to go to the warehouse), my party is:

1) LN female half-elf void wizard from Cheliax, has a fascination with astronomy and was a "pen associate" with Baine, also she has a rudimentary understanding of electronic systems and want to further explore the numerian ruins.

2) NG male human (kellid) bloodrager (abberant bloodline), orphan of Torch and adopted son of Khonir Baine, he used to do a lot of swimming in the lake in Torch and ended up sick and mutated. While he doesn't follow in his father footsteps in regard to wizardry, he does like technology a lot and likes to craft things a lot.

3) LN male human (chelaxian) inquisitor (sanctified slayer) of Abadar, born and raised in Chessed he has a deep hatred for the Technic League so he travels Numeria and tries to oppose the league wherever he can.

4) CG male human (chelaxian) gunslinger (pistolero), born and raised in Alkenstar, he came to Avistan in order to look for his mother but haven't found a single clue, so he when he heard about the weird metal constructs in Numeria called robots he decided to go there and see if his bullets work on them as well as they work on others.


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Can you be a little more specific? (for example the name of the robot and a page number)


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Name: Daren
Race: Human
Classes/levels: Gunslinger 2 (Pistolero)
Adventure: Fires of Creation
Location: Foundry Tavern
Catalyst: Sanvil Trett
The Gory Details: The party started to suspect Sanvil of hiding something and they showed him so, so Sanvil broke into the tavern under the cover of the night in order to steal some of the party's technological gear but the party managed to detect while he was about to leave the tavern. Daren didn't have his pistol with him because he has given it to father Joram Kyte for "upgrade" (make it +1) and unfortunately it was Daren who awoke so he tries to stop him from leaving and engages him in melee, in the first round Sanvil manages to cut Daren, while failing to cast mirror image, in the second round Sanvil manages to deliver a corrosive touch via his enhanced longsword and in one sweep blow manages to fell the aspiring gunslinger from Alkenstar.
Fortunately for our hero the party defeated Sanvil and called father Joram Kyte in order to use the resurrection scroll on their fallen comrade.


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No, this spell is meant for use when you use the kingdom building rules.


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I got a transaction decline on this order, i retried the same payment method because there is nothing wrong with the payment method, in fact i can see the funds held in my card. The issue is that i still see the transanction declide status in this order, is it a display bug or something that i still see it?


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GeraintElberion wrote:


What, particularly, seems boring to you?

Most battles seem very easy and most of the scrapwall seems very flavorless to me, the exception is the haunted wreck which i find wonderful.

As i said i will see how it plays out since everything i have said so far comes from reading only.


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I am running Iron Gods (party currently in science deck) and i have read most (but not all) of the 2nd book, the art seems better than ever to me, the 1st book is very good (although the science deck seems kinda weak) but the 2nd book seems very boring to me, i sincerely hope it isn't boring to play as well.


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Arthun wrote:
leo1925 wrote:
Ok, i don't know about you but i don't call the timeworn firearms real tech firearms except if the PC has level in the technomancer PrC.
I don't get why - but as GM you always can remove the timeworn condition form the loot.

And by doing so flood the players with gold.


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Thank you everyone, that's what i have thought.


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Ok, i don't know about you but i don't call the timeworn firearms real tech firearms except if the PC has level in the technomancer PrC.


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You can't do that right?
You can't defeat a robot and then take it's stun gun or plasma rifle or whatever weaponry it has, right?


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Actually Vrilledt (the vegepygmy leader) should have an attack of +10 if the light warhammer was small sized and +8 if it was medium sized, instead of the +9 that's written. I had forgotten to calculate the size bonus to attack roll in my previous post.

@moon glum
Light warhammer isn't a weapon (light hammer is) and those aren't the rules for weilding weapons of inappropriate size.

@Guy St-Amant
Vegepygmies have no ability that could work like the titan mauler's massive weapons.


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Sharaya wrote:
Thanks! Just sent you a follow up email.

I replied to the follow up email.


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Misroi wrote:
Actually, he didn't. The weapon does 1d4 damage, which means it's a Medium light hammer. As a result, Vrilledt's attack bonus is wrong. The actual number is left as an exercise to the reader (I would do it, but I don't have access to my book at the moment).

You are right, i was thinking of the light mace which at medium size has 1d6. Then yes his attack should be +7 instead of +9. I think that i will make the whole party halflings or at least the leader, is there a correlation about the size of the body infected and the number of vegepygmies spawned?


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Zardnaar wrote:
Bacon666 wrote:
I like the idea, but calculating in case of multiclassing breaks the idea for me..
If used I guess MCing would be banned.

What about PrCs?


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Thanks James.
Am i to assume that the bringing the gift of religion on the adventure background is another thing that slipped during development?

Another question, how come the human leader of the worshippers of Brigh group carried a small +1 light hammer?


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A Jeggare as part of the twilight talons? WOW
A woman of the Jeggare as part of the twilight talons? double WOW

The Chelaxian nobility won't be happy when she learns that.

EDIT: And it's a hexcrafter, Oh! the scandal


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@captain yesterday
Even when the doors slide into the ceiling when opened?

@Nakteo
Yeah disable construct might be a problem, a serious one, thankfully it's only on the wizard's and bard's spell list and it's a touch spell.
I wouldn't worry about feeblemind in this AP any more that i would worry in RotRL, and i wasn't really worried then because my players know that if their wizard start using nuclear weapons then the enemy wizards will also start using nuclear weapons, it's a M.A.D. thingy.


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captain yesterday wrote:
But seriously, I would imagine a space ship might have manual over rides on the doors, especially ones along an escape route, in case the worst happened

Yes there are, it's usually a STR check DC 25 to open it manually (not break DC which is a little higher).

But i asked about the use of disable device in order to open it, especially when you are doing it without an e-pick (i can assume that the e-pick supplies enough energy in order for the door to open).


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No there isn't, in my Golarion there are a few (though only one with an adult dragon) and it's done by finding dragon eggs and using an orb of dragonkind to "rear" the dragons as they grow up.


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Zhangar wrote:

@ Leo - Mummy's Mask Book 6, yes.

Ok, do we know if this was an intentional change on what we knew before (mainly from death's heretic) or if it was another instance of bad communications?


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Krinn wrote:
as an untrained disable device (STR) check

What?


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I remember pondering that when i was reading fires of creation as well.
How do you use disable device to open closed doors when there is no power?


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I remember reading that part of the mission of Divinity was to bring religion to other planets, what kind of religion?

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