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Another Screen Name's page
Organized Play Member. 38 posts. No reviews. No lists. 1 wishlist.
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All that said, of course... if we (us at Paizo, the adventure authors, and the GMs) do our job right, the NPCs will win the hearts and loyalty of even the most self-centered PC, yeah? :-) you are correct, sir --- and i did miss the love aspect ---- i'll have to resubscribe in time to recieve the ap

James Jacobs wrote: Another Screen Name wrote: as much as i personally like ameiko kajitsu's story and reappearance after rotrl, i dont think my players will enjoy travelling across golarion to make an npc the empress Fortunately, we have a lot of other Adventure Paths to choose from if your players aren't interested in this story line.
It's true though... there's two big experiments going on in this AP.
1) Will folks enjoy an Adventure Path with Asian themes and mythology?
2) Will folks enjoy an Adventure Path with NPCs that are as important to the story as the PCs? For this second one, feedback from previous adventure paths makes me think that most players WILL be interested—but if you have a group of players who have a hard time seeing the world as bigger than their characters, Jade Regent might not be the AP you're looking for. Fortunately, the one AFTER Jade Regent is all about greed and power and other things like that, where NPCs can be made, frequently, to walk the plank. i appreciate your forthright response, i so love asian themes and wish that the npc experiment wasnt done in concert with the only oriental experiment
as much as i personally like ameiko kajitsu's story and reappearance after rotrl, i dont think my players will enjoy travelling across golarion to make an npc the empress

Bobson wrote: If it's not a death effect, please answer this question: My fighter has 100 hp left. He is coup-de-graced for 20 damage. He fails the DC 30 Fort save and dies. How much HP does he have left?
Edit: Found the relevant rule:
[url=http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Death-Attacks wrote: Special Abilities[/url]]Death Attacks
In most cases, a death attack allows the victim a Fortitude save to avoid the effect, but if the save fails, the character dies instantly.
- Raise dead doesn't work on someone killed by a death attack or effect.
- Death attacks slay instantly. A victim cannot be made stable and thereby kept alive.
- In case it matters, a dead character, no matter how he died, has hit points equal to or less than his negative Constitution score.
- The spell death ward protects against these attacks. So I'd say it certainly sounds like a non-magical death effect.
thank you Bobson, will have to tell the pcs next week i was generous with allowing breath of life to revive the pc. :-)

Tarantula wrote: Another Screen Name wrote: sorry my misquote --- but both coup de graces were on the same turn, one by ghasts and the other by wights ---- essentially everyone but the wizard failed the mummys despair and when it got past the wizards turn to my turn again, the ghasts and wights were in position with the two front line fighters to take full actions to coup de grace --- so the oracle could only cast once this round to save one of them. the other one was then fully dead by the time it got around to the oracle again. If the oracle failed the save too, he also would have been paralyzed.
Assuming he wasn't, what was the oracle doing for the round while the wights/ghasts were getting in position? I'd hope he could've popped a remove paralysis and tagged the paralyzed people to prevent a coup de grave. Assuming he didn't know that spell, at least freedom of movement one of them. Assuming he didn't know that either... why are these guys choosing to fight things they aren't prepared for?
Paralysis sucks, why do you think ring of freedom of movement is so popular for fighters/anyone once they can get it? yes the oracle was paralyzed for 1 round, like most were from mummy #1, so he couldnt act again till right after the coup de graces, it just so happened the one he chose to save was paralyzed for 4 rounds from mummy #2. Oh they are prepared, usually more so, they would have done better if i hadnt gotten off a great iniative and if the wizard would have used fireball at the first and second opportunity. after the oracle saved the crited character i ruled that he would still need to cast freedom of opportunity upon the paralyzed pc. They are 10th level with 10th level magic item purchases.
Greg Wasson wrote: Having the Dead condition removed by Breath of Life would only bring the character back to the condition he was in prior to being killed. Paralysis would still be in effect.
And Tarantula is correct. Breath of Life would not work in this instance. But if you choose leniancy, the above would go into effect.
Unless of course you choose to be even more lenient :P
Greg
thanks yall --- the game store happened to be closing up last night and chasing us out in 5 minutes so i just had to make a real quick decision.

Tarantula wrote: "Creatures slain by death effects cannot be saved by breath of life."
You said he died by failing the saving throw. That is a death effect. Breath of life doesn't bring him back.
Had he died of the damage from the critical, breath of life may have been applied.
The dead condition states: "A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device)."
I'd say that if still in the duration for paralysis, he'd still be paralyzed.
Lastly, coup de grace is mean, so is paralysis, extra so with combining them. I'd hope the party had some forewarning that this was coming, and if so, where was the Freedom of Movement buffs from the oracle?
P.S. You also said "Luckily the oracle in the party had breath of life prepared and saved the dying character."
Oracles don't prepare spells, they have a list of known and spontaneous cast like a sorcerer.
sorry my misquote --- but both coup de graces were on the same turn, one by ghasts and the other by wights ---- essentially everyone but the wizard failed the mummys despair and when it got past the wizards turn to my turn again, the ghasts and wights were in position with the two front line fighters to take full actions to coup de grace --- so the oracle could only cast once this round to save one of them. the other one was then fully dead by the time it got around to the oracle again.
Pendagast wrote: dude? seriosuly? why are you running around coup de grace-in everyone in a single combat, how were these party members off alone where no other live threatening target was standing and worth attacking instead? they asked and wished for a no holds barred game, not just one time, each combat they want to be challenged to the max. they want their characters to actually worry about death. they are hardcore players and very good min maxers. they were front line fighters, they just rolled horrible saves.
Another Screen Name wrote: I attacked the party last night with mummies, ghasts and wights. I wont mention which module or the adventure path in case of a spoiler, but needless to say due to coup de grace on a paralyzed character he did not succeed on him saving throw. Luckily the oracle in the party had breath of life prepared and saved the dying character. Spells and spell-like abilities work till the duration is over, that being said should he have still had 3 more rounds of paralysis after being brought back from the dead???? these are exactly the two theories of thought at the table --- but i was trying to be fair to the other player (which i didnt mention in my post) that also was coup de grace'd but with only one oracle (clerical type) in the party only one could be saved.
I attacked the party last night with mummies, ghasts and wights. I wont mention which module or the adventure path in case of a spoiler, but needless to say due to coup de grace on a paralyzed character he did not succeed on him saving throw. Luckily the oracle in the party had breath of life prepared and saved the dying character. Spells and spell-like abilities work till the duration is over, that being said should he have still had 3 more rounds of paralysis after being brought back from the dead????
thegreenteagamer wrote: This Wednesday I'm actually attending a party celebrating a friend's newest kid (As I figured I would be, like most Wednesdays, free). After this Wed I'm totally free to join up, though.
I thought I saw your ad for this same game on the Meetup site, too, but since you say to ask for Byron, maybe it's one of your players helping put the word out... http://www.meetup.com/jacksonvilleroleplayers/messages/boards/thread/964741 3/
Seemed like pretty much the exact same game, given that it's the same time/place/game/#ofplayersneeded.
If there's any other time before next Wednesday you're good to meet up, I can say hi and have a character ready by the time I join. Or we can do email, if that's easier. I'm ** spoiler omitted **
i'm sure its the same game as dan is on the meetup groups, and yes i'm up at borderlands most weekends, you can easily find me on the calendar

thegreenteagamer wrote: Another Screen Name wrote: Looking for one more individual for a regular wednesday night game at the local FLGS. Must be a great role player and very competitive, and loves to TRY to one-up the GM and the other players. Which side of town? I've been trying to find a good group to hook up with, but most of the ones I've found have been on the other side of town. I'm in Arlington, and I don't mind hitting up Southside or downtown, but I'm tired of all the good stuff being on the North or West sides.
EDIT -
Just saw your old post from yesterday. If the FLGS you're talking about is Borderlands, 6:30 is perfect: I get out of work @6pm and I'm around the corner from there.
I'd go into more detail about blah blah blah I'd fit in real well, but if you're like, way out by the airport or something, I'd just be mad about the perfect sync up and huge distance. yes i am talking about borderlands, so please stop by wednesday night and ask for Byron, and i can discuss the game options, rolling up a character and meet the other players --- sorry i didnt get to you sooner as I was down there all day saturday gaming dark heresy, and running rogue trader all day sunday
Vic Wertz wrote: Enlight_Bystand wrote: Another Screen Name wrote: might the pdf be available any sooner??? The PDF is not relased for sale until the street date, but subscibers (as I notice you are) get access to their free ones when the book is posted, which should be earlier. Actually, the product schedule page estimates indicate when we expect to have completed shipping from our warehouse; retail release dates are generally set 2–3 weeks later. So subscribers should get the PDF when their print copy ships in mid-September, but the retail release date—and the date on which non-subscribers can purchase PDFs—is currently estimated for late September/early October. thanks
Looking for one more individual for a regular wednesday night game at the local FLGS. Must be a great role player and very competitive, and loves to TRY to one-up the GM and the other players.
Enlight_Bystand wrote: Kettlebriar wrote: Is this expected to be out early September or late September? Neither actually- due mid September might the pdf be available any sooner???
looking for another player to fill out the group for wednesday nights in jacksonville florida. Game to be held at the FLGS from 6:30-midnight most wednesday nights. Looking for a player that enjoys a boisterous table. Must be able to hold your own against experienced role-players that enjoy the competition for group leader.
James Jacobs wrote: Another Screen Name wrote: whats the recommendation for a schematic for the wrecked jenivere???
i was recommended on another thread the pirate corvette from the game mastery map pack boats and ships.... The Jenivere is about 75 feet long. The ship flip mat works very well, but using one of the larger ships from the map pack and simply not including the stern portion of the ship works great too. thanks for the response --- now i have a choice hmmm....
flip map or map pack :-)

ryric wrote: I've got a group doing character creation for this AP on Sunday, and I've been thinking about starting equipment. Letting them start with everything they want (normal starting stuff) seems to diminish the "shipwrecked" feel, but having them have no starting equipment except what I give them makes me concerned that I could accidentally screw over someone's concept. I'm thinking that giving them minimum starting money might be a good comprimise - it should make them feel underequipped, but they will still get to choose what they have themselves. This is a very experienced group so I don't have a problem letting them know we will open with a shipwreck, and they can assume that their characters used to have more stuff that sank into the sea. Does anyone see any problem with alloting them the minimum from their class' dice range? as to my game which will start wed night, i am just going to let them purchase 14 gp of stuff to reflect what is carried off the boat during the wrecking, because there is plenty of adventuring gear awaiting to be discovered, and if it gets them in the mood early that most of the adventure path will be in the wilderness then they can create characters that do not require tons of stuff to survive in the wild
whats the recommendation for a schematic for the wrecked jenivere???
i was recommended on another thread the pirate corvette from the game mastery map pack boats and ships....
Tom Qadim wrote: Another Screen Name wrote: any recommendations for a good boat design to use for the wrecked jenivere??
I used the top deck of the pirate ship from the GameMastery Boats & Ships map pack, then I drew a partial below deck on our battlemat. I assumed the rest of the ship was either submerged or an impassible, tangled wreck.
It worked just fine during our tabletop game.
thanks, as i will have it tommorrow through amazon
any recommendations for a good boat design to use for the wrecked jenivere??
the old 3.5 rules compendium let you make a concentration check to successfully cast into water, i cant find any clear rule in pathfinder. Help please, and thank you, especially please since i have a fairly new dm and if its not written, it just doesnt work, no flexibility.
ok, since i cant make it out there.
Whats the format? What was the first paizocon event schedule? What is the expectation on a budget size???
Since you are the events manager, do you have a handle on what should be done FIRST??
Do you want to contact me by email instead of open discussion???
Joshua J. Frost wrote: Much like our fans in the UK and again in the US Southwest did, you can always start a PaizoCon local to you. :-)
THANKS, because if i can show it to my gm in writing (like those mentioned) i can get it past my dm. :-)
Tilquinith wrote: Another Screen Name wrote: do elves need sleep now instead of just slipping into a light trance???
i couldnt find any reference to that in the rules.
Thanks in advance for any help! They didn't include it in the description for elves in the core but if you do some browsing through the spells it specifically mentions in the Nightmare spell and I believe also in the dream spell that (creatures who do not sleep such as elves, but not half-elves are immune to this effect). So it's still in there, it's just a little more obscure. Kinda like how elves are immune to the paralysis of a ghouls touch.
do elves need sleep now instead of just slipping into a light trance???
i couldnt find any reference to that in the rules.
Thanks in advance for any help!
I know that cons can be costly for the company using as an advertising exhibit, but please dont forget us on the east coast.
Another con 6 mos after the west coast con and still limited to 500 - 600 people would be supremely appreciated.
this is just the type of campaign i wish to run or play right now, currently I have had enough of the save the world campaigns. I wish it was out now, instead of the council of thieves.
i thought i remembered seein in the campaign setting the cleric feat choice of memorizing domain spells in place of normal cleric spell list.
i have the campaign setting here on pdf and it is different, but i could swear i read it in the actual hardcover at the game store this weekend.
my copy of the hardcover is on my desk at work, so i cant see which is right.. or if was in a different book, like the campanions.
any help, thanks
you can CHOOSE to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this
CHOICE each time you channel energy.
sorry the confusing part to me is that it reads that your ONLY choice is to heal or harm outsiders --- it doesnt say that you STILL have the other choice (to heal or harm humanoids or undead) in the previous feat (channel energy) -- i know one dm who will try to nerf me on this feat.

thanks to the previous posters
1) is there any way to boost the domain powers???
2) the channelling feat descriptions are confusing --- it looks like once you choose elemental or outsiders to harm you can no longer choose to heal friends, --- thanks for confirming that i read it wrong, as i am building a 1st level cleric for the new campaign in cheliax
Majuba wrote: Another Screen Name wrote: just my point --- they should have a better "growth" as the player levels higher, instead of only being useful at levels 1, 2 or 3 --- as in the case of channeling energy versus an outsider --- how many outsiders are there at levels 1, 2 or 3 anyways???? The 10th level Earth domain cleric in my game still uses his Acid Dart *all* the time.
Another Screen Name wrote: choosing to channel energy against elementals or outsiders does not let you ever use the channel energy again to heal friends. That needs a new feat to allow ELLECTIVE CHANNELING!!!! This is not true - you always are able to choose which type of channelling you will do.
To answer your other question, yes you can do Weapon Focus (ray), but no, I don't think you can use Vital Strike with it.
We will probably see empower and quicken spell-like ability in the Bestiary. And yes, those are interesting options for clerics.
just my point --- they should have a better "growth" as the player levels higher, instead of only being useful at levels 1, 2 or 3 --- as in the case of channeling energy versus an outsider --- how many outsiders are there at levels 1, 2 or 3 anyways????
hogarth wrote: Another Screen Name wrote: d6+5 is not really damage worth sinking a domain choice for. I'm not sure what you mean; most of the 1st level domain abilities are pretty weak (Travel, Liberation and Trickery are notable exceptions), so it's hardly a sacrifice.
can the ray-like domain powers be used for weapon focus or vital strike or dazzling display as it is only 1d6 plus 1/2 cleric level so it really tops off quickly????
d6+5 is not really damage worth sinking a domain choice for. When we will see feats to maximize spell like abilities or at least quicken spell like abilities????
choosing to channel energy against elementals or outsiders does not let you ever use the channel energy again to heal friends. That needs a new feat to allow ELLECTIVE CHANNELING!!!!
We desperately need an east coast convention --- yes we have dragon con but it is way too big and the game section is a long lost step child at the convention.
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