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![]() DarkWhite wrote:
Chances are that all Venture Captains will have to come out of anonymity and use their real name on the boards anyway... Until then I'll be hiding behind my alias! ;-) Cheers, Auke (Auke T)
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![]() Thod wrote:
A couple of players from my area were talking about going to Essen. I'll inform them about your plans. ![]()
![]() Mistral wrote:
Hi, A friend of mine was thinking about getting things started around Brussels. (How's your French? ;-) ) If you email me (pathfinderbenelux@gmail.com) I'll have him contact you! Cheers, Auke ![]()
![]() The Grandfather wrote:
But one important thing: The forum avatar is very important!
So unless you want everyone tho think you are a demon-posessed monkey, you might rethink your avatar! ;-) ![]()
![]() Joshua J. Frost wrote: Saying yes to rebuilding on the APG opens a pandora's box of requests for rebuilds with every single product we release that becomes legal for play in OP. I have no interest in opening this box. In this thread some players suggested a PA cost for rebuilding. That way players could choose to rebuild when new material for their character becomes available, but they can't rebuild every time something new becomes legal. ![]()
![]() bdk86 wrote:
Well, you'll be on the gearcurve as normal as spending PA doesn't affect the total aquired PA. But I must agree: Spending PA to retrain really sounds like a good idea! ![]()
![]() Propane wrote:
This might be useful. Haven't tried it myself as I only got an iPhone... http://itunes.apple.com/app/tabletop-initiative-tracker/id375723119?mt=8 ![]()
![]() Joshua J. Frost wrote:
The problem is that when two roleplayers meet and start talking about their characters, the one that is not speaking is just waiting for the other one to shut up, so he can start about his own character. It's never a dialogue, just two monologues. ;-) The only way to stop this is to never talk about your own characters! It’s difficult and I more than once slipped off the wagon. You can however talk about the characters of other people. Chances are that if you find that character interesting someone else might as well. And everyone has to agree, if someone else is talking about your character, that’s a compliment, even when they say it’s a stupid concept, abuse of the rules, totally ineffective or a smudge on the campaign! ;-) ![]()
![]() Wrath wrote:
Shouldn't you rename the topic to : PaizoConOz announced? ;-) ![]()
![]() Thod wrote:
This was my character. Calm animal is one of her domain spells(nature). The other option was Bless(community), but with a bard at the table she prepped the other. Speak with Animals is the nature domain ability. Didn't expect either of them to be useful, certainly not in an adventure named Among the Dead! :-) Nostrus wrote: I was one of the players in Thod's (3 Cleric) party. Fair enough we were T1-2 but we didn't have much issue with the traps, aside from the poor Taldan's painting going up in flames. At least it was his own fault ;) My cleric isn't much of a fighter, but she is an excellent trap spotter. Luckily there were some brave men that could do the fighting. And let us hope that the Taldoran bard learned his lesson! And Thod has the most amazing scenery! That really added a lot to the scenario! ![]()
![]() Felgoroth wrote:
I would allow both options. Either stealth in as a ferret or weasel with immunity to petrification or as a scary chicken! ;-) You are the DM and you decide the rules in your campaign! :-) ![]()
![]() RtrnofdMax wrote:
In a normal Pathfinder game it would be ok for a ranger (with James' say so), but in Pathfinder Society it is currently not an option for a ranger (without Joshua's say so). See this link ![]()
![]() Doug Doug wrote: If someone's character is killed in this situation, they may read the scenario afterward and feel the GM ran the encounter incorrectly which leads to resentment. There was a thread about two months ago by a player who felt this way about his GM.... I think this is the link to the thread Doug Doug mentioned. It's good to read it before running 3rd riddle! ![]()
![]() emontague wrote: Is there an expanded list of Animal Companions or is the one in the Core Players guide the only list? Check chapter 13 from Guide to Pathfinder Society Organized Play. Pathfinder #31: “Stolen Land” Animal Companions: elk, megaloceros, thylacine Pathfinder RPG Bestiary: Animal Companions: ankylosaurus, aurochs, brachiosaurus, dire bat,
Note however these are not available to rangers! ![]()
![]() RtrnofdMax wrote: Is this kosher? It's not unreasonable for someone to be reunited with a family heirloom after they have started their adventuring career, but the trait heavily implies that you only can take it at character creation. Or maybe your father just died and his will stated you could have his favorite sword, the one you always used to play with when you were young! ![]()
![]() Wintergreen wrote:
Yep, and then you can stop organizing games for Conception, Oddcon, PaizoconUk, UKGamesExpo, GameCon and Dragonmeet! ;-) Btw, any Pathfinder Society planned for IndieCon? ![]()
![]() Wintergreen wrote:
You just need one store that runs two games a month, or two that run one game a month. ![]()
![]() teribithia9 wrote:
I remember travelling with a group of fellow Dutch Living Greyhawk players to France to play some Ekbir modules. Those of us who had characters who spoke Baklunish got handouts in English, the others got the same handout but in French... As my French is quite horrible I spend some skill ranks to learn the language as soon as I levelled! :-) ![]()
![]() Dagon wrote:
There are six new pregens in 'Master Of The Fallen Fortress'. ![]()
![]() the David wrote: Is there anyone from the Netherlands who has a PFS home game? And are there any conventions where I can play/GM? I'd like to get something started for my homegroup, but I also want to be part of a bigger thing. Hi David, Look at this thread: And we have a Mailinglist. And even a Signup page: Got a session planned this Saturday (in Leiden), you're welcome to join! Cheers! ![]()
![]() Blazej wrote: I am really curious what they did in this scenario different from our group. Please tell me, what exactly happened? Tactics:
As the opponents are mindless I as a DM used the following tactics for the scorpions: Attack the closest living thing.
One of the party members went up the ladders and managed to get to the lens. With the lens he could determine which one was real so the rest of the party could focus their fire. The people with the good saves would stand between the illusionary scorpions and the party members with bad saves and the real scorpion was engaged by summoned monsters and ranged attacks. I was surprised how fast it was taken down. ![]()
![]() Hi, I just Dmmed the adventure two days ago for four first level characters. And although they had some difficulty they managed to complete the adventure without any casualties. According to me the reasons they survived were: - All players were expierenced 3.5 edition players. And although they never played together (or even met) before that day they worked really well as a team. - One of them had spend two PA from a previous adventure to get a wand of cure light wounds which he gave to the cleric to heal anyone who was injured. I think a total of 12 charges were used. - They noticed the encounters were more of a riddle then a combat (not a spoiler, unless you consider the title of the adventure a spoiler as well ;-) ). If you just go in and charge, then yes you are going to have a hard time. - Reasonably balanced table: Rogue, Summoner, Transmuter, Cleric. Combat spoiler:
One moment that returned three times was: The door of the room slamming shut and then someone asking: 'What was the text on the door exactly?' I never played PbP, but I can imagine working together might be more difficult than real life play. 'Should I run at the very first sign of trouble now?' is a sure way to get everyone killed. 'How are we going to handle this' is the way to go! Work as a team, not as individuals. ![]()
![]() lostpike wrote: I guess you could argue by wearing metal armor constantly they are not revering nature Just found this bit of lore: If the druid in question worships Gorum, which hearing the stories of charging into every battle seems likely he might even get away with it! From Gods and Magic, about Druids of Gorum, p17: Druids are forbidden from using the rusting grasp spell. Druids can wear metal armor, though they cannot cast spells while wearing it, nor does it meld with them when they use wild shape; druids interested in metal armor acquire a set for a specific beastform and have allies or slaves put it on them when itis time to fight. And we have to agree, culling the weak and survival of the fittest are quite natural! ;-) ![]()
![]() Joshua J. Frost wrote:
I was thinking of you running the same adventure twice, so to prevent people hogging the guest star. Once in Utrecht and once in Leiden. Is in this case #29 a good option? And you talking fast should not be a problem. Most Dutch understand English perfectly! We're much more accustomed to listening to English then we are to speak it... ![]()
![]() Jesse Heinig wrote:
Ok, you played at the same table, so the following questions: 1. Did you feel your character was inadequate compared with the druid?
It looks like a halfling druid that had a riding dog and switched to roc. ![]()
![]() Hi, I think the idea sounds cool! Riding a big bird is the stuff of fantasy (Tolkien and such), so the real question is: Does this combo upset the balance? Ok, he can deal damage without being hit in combat, but so can an archer way in the back. And if I'm correct this combo costs him at least 3 feat (mounted combat, ride by attack, weapon proficiency lance). I like it, might even use it as inspiration for my secondary character! ;-) ![]()
![]() Isn't playing it's own reward? If you want to reward the player, buy him a drink or give him a pat on the back for taking one for the team. My two cents: In pathfinder you can get to 12th level, which takes you 11x3 = 33 adventures. Each play-play-play or DM 'reward' will take you closer to this 12th level, but it will lessen your chances to play the character. It's not about the goal, it's about the journey! (or at least it should be ;-) ) ![]()
![]() lostpike wrote:
Hmmm... Just found out about two of them: #26 is only priests of Iomedae
So your druid can do a summon natures ally VI for a celestial griffon if he/she is a priest of Iomedae (this is possible as 'being a priest' is a job, not a class) and you own the book. So as long as you aren't 11th level, don't worry about it! Oh, just read this: All of Iomedae’s priests are clerics or paladins, though she has many ranger followers serving the church in important roles... ![]()
![]() lostpike wrote: In the allowed items there are three modules which contain alternate summonimg lists. As a player who will doesnt have the time to DM or want to ruin opportunities to play these modules does anyone think they give enough variance and change to warrant paying $13 for the PDF for one page of the module? What modules contain alternate summoning lists? Where does it say that these summoning lists are allowed?(Very interested in adding more creatures to my summoning repertoire and willing to pay for it!) ![]()
![]() Alizor wrote:
Actually it adds to the confusion as a headband is not allowed as a bonded item: (core rulebook, page 78)
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![]() Wintergreen wrote:
Thanks for the tip! I owe you a beer! (but you'll have to wait for GenCon UK to get it though) ![]()
![]() Yeah, I know a conjurer is effective. My last six combats all went this way: round 1: Haste on my partymembers and their pets (excluding myself most of the time)
And yes, that's a single D20 roll per combat... Only for initiative ;-) I think the (or at least my) problem with the summoner is that is has to compete with all the 3.5 splatbooks. But as those are not available to Organized Play summoners get an unfair advantage. In Living Greyhawk (R.I.P.) I had a conjurer, which was a similair build as my current conjurer (but a totally different character) that had Rapid Spell and Metamagic Schoolfocus and with those feats a character could get near the summoning power of the Summoner (casting time, still not duration) three times a day. And although the duration of rounds/level is important for a summoner at low levels, minutes/level is 'unfair' at high level as in certain cases this could last more than one encounter. Rounds/level with a minimum of 1 minute might be a nice fix. With summoners charm I got a few extra rounds, so under the right circumstances I'd be able to cast a summoning as a prepratory spell, but without knowing what kind of enemy we'll be facing it's a bit of a shot in the dark what to summon! In the beta conjurers had improved armor class, which seemed logical as the extra protection was needed to get through a round of casting relatively unharmed and although 'summoners charm' seems like a nice ability it really does not work like a charm. If I can cast a Summon monster spell without beeing interupted it clearly isn't nessecary and just a win more situation. That's one feat (augment summoning) and one ability (summoner's charm) down the drain. A rules question: If a summon monster spell is cast as a full round action the summoned creature appears at the start of your next action and from that moment it has a full round. But if you cast a summon monster as a standard action what happens? A. The summoned monster appears immediately, but has no actions.
Yeah, the summoner is a bit of a one trick pony, but it's quite a nice pony, it used to be mine and I want it back! ;-) (Everything has probably been said before, but is't that what internet is for: holding the same discussion over and over again ;-) ) ![]()
![]() So in Pathfinder Society I've got this 6th level conjurer, quite an optimized build, but after seeing a 1st level playtest summoner in action, he is feeling a bit inadequate (in summoning that is). He has to spend a full round casting, thereby making himself a prime target for enemy attacks, and if he succeeds he has a summoned creature for only a few rounds (even with summoners charm). In a home campaign I'd give him the 'rapid spell' feat, but as that isn't in a PSOP legal source that's not a possibility. In his whole 15 adventure career he has used a summoning spell twice. Once as a last resort when the rest of the party was busy beeing paralized (and it arrived too late), and once just to redirect enemy missle fire from his valued (but at that time quite hurt) fellow pathfinders to himself (And yes, it was only a Summon Moster I on tier 4-5, but if you accompany your summoning with the words 'Oh Asmodeus, send me your powerfull minions to slay these puny enemies' it's easy to get attention) I wouldn't mind spending feats, or reducing power of the summoned creature, to gain reduced casting time or extended duration. I know the playtesting is closed, but I'd love to see a way that would allow the other summoning classes (wizard, cleric and druid) the same possibilities on their summons. Something like: Rapid Summoner [meta magic feat]
Rapid Summoning [meta magic feat]
Or an extra rule: Instead of summoning a monster from the Summon Monster N list, you can summon a monster from the N-1 list with a duration in minutes/level or a monster from the N-2 list for 10minutes(or hours?)/level That way you can summon a monkey to get those books from those high shelves (or trigger some traps), summon a dog to track by scent or a dolphin to swim with. Maybe I'm just jealous that a 11th level summoner will be able to summon a Succubus or an Erinyes for 11 minutes, while my conjurer will only have a few rounds... ;-) ![]()
![]() Joshua J. Frost wrote: Good point. In the case of PA, if you used 25 or less charges, you get 1 PA back, if you used more than 25 charges, you get no PA back, if you spent no charges, you get 2 PA back. Or exchange it for an available 1st level wand with the same number of charges? (That way you aren't screwed if you used 1 charge)
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