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![]() A while back I purchased a ton of pathfinder comics on humble bundle. I loved them, and it was nice being able to print out the game-relevant information from the back to use. I can't seem to find where to buy more of these pdfs? How do I get my hands on more comic book pdfs? I don't see them in the comic book pages on the paizo store. ![]()
![]() So you know, took me 4 months to notice... but my Order 7935073 never shipped. It still shows as pending. It properly has the pathfinder 2 portions canceled, but I never received that last shipment or the PDFs. Can I still be sent the products in that order with the free PDFs? I didn't want to order them again, since I still had a pending order and all. Thank you! ;) ![]()
![]() Hello! My subscriptions were set to cancel after pathfinder 1 and to not send me any pathfinder 2 material, but the new adventure path is showing in the most recent order that was generated and emailed to me. Would you please double check that anything with Pathfinder 2 rules is removed from my order? Thanks!
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![]() Is there any way to set up my subscriptions like this? I'd like to cancel all of my pathfinder subscriptions before they become pathfinder second edition, but want to finish out the 1st edition and get those last books. I figured I could time it and just cancel after the last of the 1st edition stuff comes out but due to Gencon holds it looks like the next shipment would include some of each? Please let me know the best way to handle this. Also I'd like to keep the flip-tiles/map and miniatures subscriptions but cancel anything with second edition rules. Thanks! ![]()
![]() Hello! I wanted to cancel a few of my subscriptions: Pathfinder Comics
Just in case you wanted feedback: Comics are a frustratingly small read for me. I like the compiled books a lot, if you had a subscription to just those I would probably get that. My main reason for sticking it out with the comics this long was the map / golarion information in the back. I enjoyed the legends for reference on things I was running I just don't have time to listen to them. The class decks weren't getting used. We love the standard card game but the organized play experience wasn't quite as fun for us. I may restart these in the future, just being budget conscious for now. ![]()
![]() joeyfixit wrote:
Here it is on the PRD: http://paizo.com/prd/magic.htmlScroll down to the bottom where it says special abilities and spell-like are listed there. ![]()
![]() Mark Seifter wrote:
Since SLAs don't require verbal components the kineticist is already one of the best "stealth" casters without any help. Take a trait for stealth and play into it more and you get the thing of horror stories. "WHY IS EVERYTHING MOVING, THIS PLACE IS SCARY AND I WANT TO LEAVE" ![]()
![]() I definitely don't agree that the different elements need to be balanced in terms of mobility, even slightly. I'd rather they were actually very different and not all balanced around the same model so you get a different experience playing different ones. Some sorcerer bloodlines get fly, and some don't, there's no reason to treat these any differently. That said, if earth did have something to help it move it should be earth glide. The only thing is I would limit the speed to something like half of base movement or it'll end up just as good, if not better than, as flight. ![]()
![]() Odraude wrote: True, but I think an ability to extinguish other or opposite elements would be a good idea. Quenching fire or eroding earth or drying water would be appropriate. Maybe just a universal Extinguish talent that can be fluffed for any of the elements. I really like that idea. I've seen a large number of games where it's necessary to put out fires quickly and you'd think a hydrokineticist would be able to do such things easily. ![]()
![]() That reminds me, I had posted this in another thread but maybe it'll get Mark's attention here: The following is under Kineticist: Wild talents are typically spell-like abilities.
Can typically be changed to "Are spell-like abilities unless otherwise stated"? Also, the way it's worded it looks like Blast and Defense wild talents are considered to be spells and not spell-like abilities. I don't think that was the intention, correct? (I know that is just semantics but it matters on a "game defining terms" level. Should it instead say something like "Blase and defense talents are always considered to be spell-like abilities with an effective spell level equal to..."?) ![]()
![]() Sebastian Hirsch wrote:
Dispel doesn't really fit. Since the class uses spell-like abilities it can't be countered itself, so giving it the ability to counterspell would just seem off. ![]()
![]() I think the limitations of the burn mechanic are appropriate and I don't see any need to increase it across the board. Feats like Toughness provide more casting power. I think learning to manage your resources is appropriate to the class. Get a ring of sustenance and teach our group to take 2 hour naps. ;) If anything is done to alter it, I think it should be something specifically catered to the full day viability of the class and not something that gives it more burn to spend in general. Something like healing an amount of burn damage equal to your class level every hour. That would only give back 1 point of burn per hour so might be appropriate. ![]()
![]() Just wanted to bring this up for clarification, and start a thread in case other people have things to bring up as well. The following is under Kineticist: Wild talents are typically spell-like abilities.
Can typically be changed to "Are spell-like abilities unless otherwise stated"? Also, the way it's worded it looks like Blast and Defense wild talents are considered to be spells and not spell-like abilities. Is that intended? ![]()
![]() Haha, I cracked open my Razorcoast book and Greg wasn't kidding: Contributing Authors: Lou Agresta, Tim Hitchcock, John Ling, Nicolas Logue
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![]() My two favorites are Greg Vaughn and Nicolas Logue. I really wish there was more current Nicolas Logue stuff, I always get excited when I see something coming out that's written by him. So many others are way up there... Crystal Frasier, James Jacobs, Richard Pett, Neil Spicer, Tim Hitchcock, Lou Agresta, Liz Courtz, etc. I'd be hardpressed to order favorites after Vaughn and Logue. P.S. Just to plug some of my favorite writers I thought I'd mention the Road to Revolution and the Great City. 3rd party content that I feel needs way more publicity since any time I mention it in conversation people don't know what I'm talking about. How many of you didn't know this existed? The thing I like most is that if you search for The Great City on paizo you'll find more maps, side quests and supporting information for that campaign (and the Great City) than any other AP I've ever seen and it's all by writers that have been mentioned multiple times in this thread. ![]()
![]() I recently ordered some items and chose to have them ship with my next subscription shipment. My subscription, however, has changed the date of shipment 4 times since then and now lists the end of August for my next shipment. I don't want to wait that long for the items I've ordered if that is the case. Can anyone tell me the real date for the next subscription shipment going out for me? If it is sometime in August, can we ship everything in my sidecart (including the "suspended" Emerald Spire book) in a separate shipment? I'll pay the extra shipping, I just don't want to wait 2 months from date of purchase. I'm not upset, just eager. :D Much appreciated. ![]()
![]() The Magistry Name: Magistry
Pre-Game History:
Ideology:
Who Should Join The Magistry?: The Magistry is an ideal organization for those that want to be a part of an organization that's more like a family than a community, but still has efficiency and productivity in mind. We intend to be Neutral good, with more of a lawful leaning than a chaotic one. The religious outlook section of our webpage here: http://game.magistry.com/pfo/the-guild/religious-outlook/ should give players a better idea of our in-game ideals and who best fits our ranks than anything. We intend to have more of a focus on Arcane/Martial than anything else but we have a healthy appreciation for the divine and will have many divine members. Nature/Wilderness oriented characters will probably be the most neglected (though not turned away) simply because of our focus on arcane/martial for settlement development. Our Rules:
Joining The Magistry:
Mumble Usage: We have a permanent 30 person mumble server that will be used for our in-game endeavors closer to release. Usage is optional but SETTLEMENT DEVELOPMENT!: This is a big one, really. The Magistry is certainly interesting in developing a home settlement and claiming a hex that suits our goals. We are looking for like minded people that either have no desire to be in a company, or are part of another company of similar alignment and interest to help develop an ideal settlement. Feel free to message or email me to further discuss (Athansor@gmail.com). ![]()
![]() Ryan Dancey wrote:
We duplicated the work for all 4 guild packs we purchased, inviting everyone to the paizo pledge manager when it was released, and having them fill out everything. Later everyone's addresses were lost so we had them log back in and fix that. (No idea why that happened) So in each of our 4 guild packs we have our distributor accounts, and we've been careful (I've checked each) to make sure everything shows as filled out, and completed on those distributor accounts. All invitations were sent out and accepted including Broken_Sextant. (He'll be changing his name soon on the forums I'm sure). We recently sent out guild invites and linked things to goblinworks for the guildpack he is a part of. That all seemed to go well (though I assume the "guild tools" are still forthcoming as I don't see those yet.). I think we've done everything we can do, but if i'm missing something just let me know. ![]()
![]() I believe there are only 3 things that count as doing an action normally: Standard, Move and Full-Round actions. I don't believe you can do free actions outside your turn period unless explicitly stated, including while doing immediate actions. Lastly I don't think that everyone believes that those free actions were even intended to work outside of turn, or this wouldn't be an issue that's come up a lot over the past several years. I certainly don't believe it myself, as it creates balance issues with a number of encounters. I think creatures with the grab ability are scaled appropriately just being able to do it on their turn. I certainly don't need more help killing players. :D Anyway, I've said my arguments and the conversation is getting cyclically at this point. Going full circle though... hopefully we get more people to click on that FAQ button to have an official response to this issue once and for all, and avoid table variation (outside of house rules). ![]()
![]() One thing to note: I see a lot of people saying "I don't see a rule that says I can't use it out of turn". But that doesn't matter. A rule needs to be provided saying that you COULD use it out of turn, otherwise it is assumed that you can't. Currently by RAW there's nothing supporting being able to use free actions on your opponents turn except this: "You can perform one or more free actions while taking another action normally. " But it's quite a stretch to assume that an attack of opportunity is taking an action "normally". On top of that it doesn't include the additional wording that immediate actions do: "even if it's not your turn". ![]()
![]() If an AoO is an action, I don't believe it qualifies as a normal action. I also don't believe free actions were ever intended to happen on attacks of opportunity. This has come up a lot in previous threads and I've been eager to find an official ruling. Locally we play that you may not do free actions on AoOs, but it'd be nice to not have such a big thing with table variation. Really the balance issues created are why I don't believe it's intended. Take for instance a Magma Ooze, which is a CR7 out of Bestiary 2. It'd be very easy to one-round a player with the ooze if given a chance to take an attack of opportunity with grab. Attack of Opportunity: Slam 2d6+13 +2d6 Burn, +2d6+13 constrict, +2d6 burn again (as part of the constrict) It's a harsh enough creature for a CR7 doing that kind of damage on its own turn, but since the character grappled isn't likely to get an escape attempt before the ooze gets to go the ooze gets to add it's grab damage in as well when it maintains. So: Ooze turn: Maintain (Grab Damage) 2d6+13 +2d6 Burn, +2d6+13 constrict, +2d6 Burn, Choose a grapple action (Damage) 2d6+13 +2d6 Burn. This creates a situation where a CR7 has a very real possibility to do 18d6+65 damage in a single round. FAQ'd the original post! ![]()
![]() Hello, I saw this post: Erik Keith wrote:
So thought I'd give a friendly notice that my subscription from December still has not shipped nor have I received access to PDFs yet. Any help appreciated, thanks! ![]()
![]() Cayden is a fantastic addition to Golarion. He's a prime example of "being too serious" not always being necessary and breaks the gods-awful habit of some story tellers to make the pantheons a horrible trope and mockery of themselves. The more "human" gods are the more interesting they are as a plot device. Example: Sarenrae descends, "You have been selected for a quest of great importance in the battle between good and evil! We must bring the light to blah blah blah" Is way less interesting (to me!) than: On your entrance, Cayden quickly finishes the contents of his mug, stopping briefly to get lost in the taste of whatever fermented delicacy he'd prepared. He turns to you, "I suppose we should get to the business at hand, but first let me tell you how this all got started. There I was with 3 mugs in hand, one for me, one for me, one for Shelyn, and one for Calistria - I know, this was a bad idea going in, but we'll get to that..." etc. Also on that note, I don't really enjoy gods actively taking part in campaigns (unless you're playing at an extremely high level), the examples were just for context. The focus should be on the players, and the story they create and gods are more of an abstract in the background to me. ![]()
![]() On that note the special metals won't actually increase the hp of the buckler like I was hoping anyway, since Mithril is the same as iron/steel. By the table here: http://www.d20pfsrd.com/equipment---final/damaging-objects The only benefit of going Mithril would be +5 hardness. At 5hp, a buckler is presumed to be 1/6th of an inch or 4.23mm in thickness. Bucklers are so easy to sunder. >< ![]()
![]() For an adamantine buckler I'm really not sure how to do the pricing, and sadly, neither is hero lab. I've seen a lot of posts that shields are priced as weapons for adamantine, but a buckler specifically can not be used as a weapon. (Short of improvised) I really just want it for the additional hardness/hp, but the -1 to armor check penalty doesn't hurt. I'm looking for a "RAW Ruling" on this because I want to use it for a pathfinder society character. Thanks! ![]()
![]() I do enforce tracking material components that are specifically listed. For everything else, I assume the material component is in the spell component pouch. If it's immersion breaking for you in some way than you can assume that spell components that aren't specified are easily renewable resources (Butterfly wings, spider legs, etc), or use simple foci and thus aren't consumed. When a spell lists a specific cost, you're suppose to track those material components. To me things like "Dragon's blood" is a specific cost, even if not the standard monetary kind. I enforce that too. ![]()
![]() shallowsoul wrote:
There's a balance to worry about with this as well. We have a local GM that is otherwise great, but all of his player's get frustrated because their essentially puppets to his narration. It doesn't make for an engaging game. I think there needs to be a balance between the two. ![]()
![]() mdt wrote: The problem with treating death as if it were nothing is that it affects the world. If you have an entire world where people can be ressurrected for a promise to a god, then there are no atheiests, there is no one unaligned with a god. The rules about clerics who worship no god goes away. Two replies to this one, just because! 1. Comparing the players to the rest of the world usually doesn't apply in pathfinder simply because the characters are "Heroes". NPC bosses don't always want to raise their goons... after all if they died once they weren't worthy! 2. Resurrection isn't specific to gods. I like your harvesting souls idea. I might try a variation of that, but give the player a hireling or something to play until their character can be resurrected. ![]()
![]() I think a large factor in making death more trivial is the search for challenging content. Generally the more challenging content is the more satisfying and enjoyable the gameplay. The caveat to that is that challenging content leads to death! I've played in games where the players never seem to die. Whether it's because the GM doesn't have great tactics, the monsters are underpowered, or the GM just fudges things a lot to walk the player through. Most of the time these games don't last very long because players lose interest. But of course it's different for every play group. If you prefer for death to be a serious issue then here are a few questions to ponder over: 1. Are your players being challenged every time they come to the table?
So far the best compromise I've found is making resurrection an expensive enough endeavor that my players are more likely to make a tactical retreat if someone falls than throw bodies at the masses. If money isn't a concern for your campaign you can do things with stat penalties like a -2 to all stats until the character gains 10-20% of their current experience. Since it was brought up, curious to see perspectives from other groups. ![]()
![]() Being wrote:
Lawful, more so than good, and again not to that extreme. Extremes can make almost anything invalid, and shouldn't be applied. I have in the last 7 years almost exclusively played the "evil" side of games because you tend to get more civilized players. So I wasn't saying reward lawful good players because I want treasure. I've played a lot of open pvp games, and strongly believe if you want the game to be friendly to those that don't enjoy traditional PVP games you'll want to have a system that rewards lawful play. Unless the criminal flagging system is -really- that robust, you'll run into serious issues with a chaotic society.
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