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Baron Galdur Vendikon

mattdroz's page

Pathfinder Society Member. 422 posts (4,081 including aliases). 2 reviews. 1 list. 1 wishlist. 1 Pathfinder Society character. 50 aliases.


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Doug Doug wrote:
mattdroz wrote:

Here's a good question.

Will Volunteers need to purchase the scenarios they will be running, or will we be provided a copy before the game to go over?

Matt,

I know that Josh said the scenarios for Origins should be available this week, but the way they are delivered to the GMs is different based on the convention:

At Origins a host website called Con Support is being used. If you are confirmed as a GM on Con Support you should be able to download the scenarios from that website whenever they are added to it by Josh.

At GenCon, it has been my experience that the organizer will e-mail the scenarios direct to the GM. Josh hasn't assigned GMs to scenarios yet--I'm sure he's got his hands full with the final preparations for PAIZOCON this week.

I do not represent Paizo, I'm just a guy with an OCD habit of trying to answer questions that weren't directed at him. Sometimes I feel like Martin Prince from The Simpsons.

I don't think that you will be expected to purchase the scenarios if you volunteered to GM for Pathfinder Society. I would hope that you receive the scenarios well before the game needs to be run. I'm confident that all the GMs will get their scenarios with lots of time to prep. I hope that this helped.

Thanks Doug Doug! It's my first time volunteering, so I wasn't sure how it was done. Hopefully everything's the same.

Now get back in your tunnel and fill those creepy beasties with your air pump... ;)


Here's a good question.

Will Volunteers need to purchase the scenarios they will be running, or will we be provided a copy before the game to go over?


Oh, what the hell...

smurf


You volunteer to GM at GenCon just for the t-shirt and NDA'd photocopy of the PFRPG.

You check your downloads every day, just 'in case' the latest AP shipped without notifying your email.


Being a subscriber and someone who's going to be at GenCon, what are the chances that my Pre-Order will arrive on Tuesday before I head out to the 'Con?


Gene wrote:
WotC could learn a few things from Reaper when it comes to packaging minis; the amount of packaging to these minis is just ridiculous. At $10 for three (plastic) pre-painted minis I think I'm personally better off going with buying un-painted pewter miniatures and painting them in the future should the urge strike me.

Especially when Reaper offers pre-painted METAL minis for $5 a mini...


$10 for 3 plastic minis?!?

Are you f*ing kidding me?!?


Seyla


Elaine, just letting you know that there are a few of us Candlekeep scribes over here and we're anxiously awaiting the first chapter of Channa's story.


Ahhh, but they are, in operation, feats. If you take "Precise Shot" as a CS feat, you then qualify for "Improved Precise Shot" as a normal feat. The downfall is that if you wear Heavy Armor, then you lose both feats ("Precise Shot" due to the armor, "Improved" since you no longer meet the Prerequisites).

IIRC, you can take any feat you want at any time. You only gain the benefits of the feat if you meet the prerequisites. At least that's how I always interpreted it. It's also how you were able to get some Epic level feats that required an Ability score in the high 20's, which is almost impossible without magical aid.


Sorry if this has been asked before, but if I preorder, can I expect to have the book in hand before heading out to GenCon?


Cormac wrote:
mattdroz wrote:
Anybody record the goblin's song on MP3 yet? Thought that would be nice to play in the background as I slaught- *ahem* start the adventure with my players...
Have you tried to search these awesome messageboards...? Well here is one goblin song :)

Thank you very much. That's exactly what I was looking for. ;)


Anybody record the goblin's song on MP3 yet? Thought that would be nice to play in the background as I slaught- *ahem* start the adventure with my players...


Can you please cancel my Pathfinder Chronicles subscription?

Thanks,
Matt


Deft Shield feat is missing from the feats section. Under the Ranger's bonus feats and also the feats for NPC generation, Deft Shield is mentioned, but there is no corresponding feat in chapter 6.


Insert Neat Username Here wrote:
mattdroz wrote:
Is this available now? Is there a PDF with it?

You can order it now.

You only get a free PDF with it as part of a Pathfinder Chronicles subscription, but if you want to pay extra, you can get it once the book hits stores.

Thanks!


Is this available now? Is there a PDF with it?


This all reminds me a great deal of BattleTech's decision to go to Mechwarrior: Dark Age.

That turned out real well, didn't it? ;)


I like how you're thinking on that. Truth is, it's a homerule that rarely sees use with my group. My main idea behind it is that the `Casters don't roll dice enough and the DC's are somewhat broken in 3.X.


Thanks all!

The main thing about splitting the Spellcraft skill into 9 skills gives a limiting factor to casting the spells since the Casters themselves won't have enough ranks to spread among them all. Further limitations could be the established Ability = 10 + spell level to be able to cast the spell. Also, if they have no ranks in that school, then they can't cast that school.


I put up my own idea for a Magic/Spellcraft mix in the New Rules. I'd like to get some feedback on the idea.


LOL, found New Rules after posting to Skills and Magic.

Here's an idea I've kicked around as a homebrew ever since 3rd Edition.

Split out the Spellcraft skill into the different schools of magic, much like the Knowledge, Profession, Craft and Perform skills.

Spellcraft (abjuration) (Charisma-based, Trained)
Spellcraft (conjuration) (Wisdom-based, Trained)
Spellcraft (divination) (Wisdom-based, Trained)
Spellcraft (enchantment) (Charisma-based, Trained)
Spellcraft (evocation) (Intelligence-based, Trained)
Spellcraft (illusion) (Charisma-based, Trained)
Spellcraft (necromancy) (Wisdom-based, Trained)
Spellcraft (transmutation) (Intelligence-based, Trained)
Spellcraft (universal) (Intelligence-based, Trained)

Now, you're asking a lot of why's and how's probably. Here's some of the proposed changes:

First off, you'll need to give spellcasters more skill points. Probably give the heavy hitters like Clerics, Druids, Sorcerers and Spellcasters another 4. I wouldn't increase the skill points of the Bard, Paladin or Ranger, since they aren't primary magic-users, but rather dabblers in the art.

Okay, now for the real overhaul part. Change the Magic system. No more spells/day, but rather have them roll a spellcraft check every time the magic-user wants to cast a spell. Now you might be seeing where the different ability modifiers for the schools comes in. Bards & Sorcerers would excel at Abjuration, Enchantment and Illusion spells, Clerics & Druids would be great at Conjuration, Divination and Necromantic spells. And Wizards would be the Evocation, Transmutation and Universal go-to guys.

Beautiful part is, we don't have to change the spells themselves, just how we're using them.

To cast a spell, you have to succeed at a Spellcraft check of 10 + 2*Spell Level (so a 0 level spell is a DC 10, a 4th is DC 18, a 9th is DC 28). If you succeed, the result of the check is the Saving Throw DC that the target has to overcome (makes the lower-level spells more powerful, keeps the higher level in check). If you want to Metamagic the spell, increase it's level as noted in the metamagic ability and calculate the new skill DC.

Bards and Sorcerers still only known a certain number of spells to cast from. Divine casters make the Spellcraft check, basically asking their deity for the spell. Wizards get a mod. They know a certain number of spells like a Sorcerer, but they can have extra spells in their spellbook that they can cast as long as they use their book. asting a spell that usually takes less than a full round while using the book increases the casting time to a full round. But using the spellbook gives a +5 insight bonus on the spellcraft check since you're following the 'recipe'.

The last part is what keeps everyone honest about the spells they cast. I borrowed it from Shadowrun's Drain rules, and modified it for use with this. Basically, when you cast a spell, if you succeed the check by more than 5, nothing happens. If you succeed by 5 or less, then you take that number as nonlethal damage. So, if the Spellcraft DC is 18 and you get 21, you'll take 3 nonlethal damage. if you fail the check by less than 5, then you'll take double nonlethal damage and become fatigued (i.e. DC of 18 and you rolled up 15, then you'll take 6 nonlethal damage). If you fail by more than five, then the difference becomes lethal damage.

So, any ideas? Suggestions? Flames?

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