Diseased Rat

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The Dragoon firearms in the Villain Codex, there are no illustrations, poor descriptions, I would like to know mechanically how they work!
Yeah, yeah magic/fantasy/blah-blah bull$#!t aside, I'd like an explanation of how those 3 shot cartridges work.

Nevermind. A friend found this with an in-depth search. I had no idea this was even possible

https://en.wikipedia.org/wiki/Superposed_load


That's it! The one Free RPG Day module I was never able to get ahold of.
Thank You! off to the downloads section...


I'm trying to find an adventure I believe was in an old Paizo issue of Dungeon Magazine (could have been it's own module, I don't remember). My lack of details to search with have turned up nothing.

From what I can remember It was a D&D or Pathfinder adventure set in a big medieval city, involving the players investigating and trying to capture a murderer who was killing clerics of a certain good deity in a poorer part of the city that was in perpetual shadows from a magically levitating/floating section of the city above it. It turns out that the murderer is a young woman adventurer seduced and brainwashed by a succubus in the service of the evil sworn enemy god to the dead clerics deity or something like that.

Any help in finding this adventure would be appreciated! Thank you.


Oops sorry about the blank post. (fixed now)

I've been talked into DMing again for the first time in over 25 years, going to run Master of the Fallen Fortress as an intro adventure in the Eberron setting for the group.

Reading around on other gaming groups runs through this adventure I've noticed that there's a discrepancy in the size of the tower that seems to have been missed. The modual describes the Ground floor of the tower to be covered in rubble from the collapse of the 1st floor above it creating the rough terrain inside. It also describes all the floors having 15ft ceilings. So with the first floor fallen in and littering the floor, the ceiling height of the spider encounter should be 30ft high, (have seen several game logs only having it at 15 ft heights). With 15ft between floors, and the 20ft ceiling on the top floor shouldn't the tower be more like 100+ft tall compared to the 80 listed?


Recently came up in game, what bonuses exactly do you multiply on a critical hit?

To the best of my knowledge it works like this, correct me if I'm wrong.
Fighter comes up and hits an orc with his short sword, rolling and confirming a critical hit. For his damage he would roll
1d6 for short sword +2 str bonus times two correct? Adding the str bonus damage to both/each of the 1d6 rolls?

Then say if a ranger came up and did the same he would also get his favored enemy damage bonus to each die roll? Or a fighter's Weapon Training bonus?


I've used Profession: Siege Engineer before, having someone who knows how load, fire and maintain the ballista and the catapults got my character some bonus crew-pay when the group went on a ship journey. Plus it came in handy when it hit the fan when the pirates and later the giant squid attacked.
Another player had taken ranks in Profession Cook, he was a god-send when camping in the wilderness. The Ranger (who also had the Hunter profession skill) would bring wild game and herbs and we got the pro chef/cleric to whip-up tasty meals in the field,(no more suck trail rations). It was used once as a Aid Skill check in a negotiation with a NPC. Someone who's been served a fine meal is more likely to be amenable in negotiations,(he also used for RP during down-time for the church to help feed the poor).

Other characters of mine have taken and actually used the Profession skills of Sailor and Cartographer. Both of which were major adventure leads, unexplored lands and seas need to be mapped and sailed by brave adventurers after all.

Lots of the Profession skills were used in down-time situations. I guess it was mostly because we were mainly a Shadowrun playing group, where downtime RP is somewhat important (at least is was in our group) in maintaining friendly relations with business contacts.


I like this, this could work well for a monk character. Sai's are practically designed for this sort of thing. Technically a monk could pin an enemy's weapon and still make an unarmed attack in the same turn.


I've played under 6 different 3rd edition DM's and none of them ever enforced the favored class rules.
I say just get rid of Favored class thing altogether. It works just fine without it.


I have to agree having played in games with neutral and evil clerics before many of the things mentioned above would have been a major problem.


Deussu wrote:
Furthermore, this alchemy could be used to crafting some herbs into healing or something like that. I like to have additional ways to produce stuff.

It's been done, back in 3.0 Tome and Blood had some alchemy items listed that included Healing Salve, an herbal salve which when used as part a successful heal check added an additional 1d8 to amount of hit points restored.


In Dragon Magazine #280 it was wrote:
Alchemy is special because it doesn't require the ability to cast arcane or divine spells--anyone can learn and use the Alchemy skill the exploit the fantastic properties of certain objects: plants, minerals, and creature parts, for example. That makes alchemy useful to all classes.

Among the most ridiculous and pointless rule changes that came about in 3.5 was limiting the Alchemy skill to spell casters only. What with Wizards, Sorcerers and Clerics at 2 skill points per level no real spell caster class could afford to spare the points for it short of Bards.

Please, please, don't let this retarded rule be kept in Pathfinder. I hope to someday be able to legally by R.A.W. play my favorite rogue character, a max-ranked master of Alchemical mischief and surprise.


Mosaic wrote:


* Knowledge (architecture & engineering) - other than destroying buildings (warfare), what do folks really use this for?

Lets see, my own character with that skill has used it for...

-Constructing defensive fortifications for an expected battle (cover bonuses helped a lot)
-Set proper supports to keep the roof of a dungeon from collapsing in on us due to the REALLY pissed off dragon stomping around above deliberately trying to cause a cave-in.
-used to identify unstable/likely to collapse buildings and dungeon tunnels on several occasions. (Ok, that looks like it could fall in on us and kill us, lets go down this other passage)
-same as above and with a Bluff role to trick a group of attacking goblins into going into the wrong tunnel and getting crushed.
-relevant skill in repairing (when combined with the Profession: Siege Engineer) and building siege engines of various types.
-saved the party a good chunk of gold by designing and overseeing the construction of it's new tavern/home base.
-used to design and build a pulley/rail system for removing bulk treasures from a hard-to-get-into dungeon that otherwise would have been left behind.
-used several times for aid-another/self rolls to Disable Device, Search (for traps and hidden doors), Warfare.


I vote completely and wholeheartedly for this solution!


Weylin Stormcrowe 798 wrote:

My take on a larger base skill pool would be to remove the current "+3 for class skills bonus" as well as the 3.5 double cost and half level limit. One point would equal one rank whether class or cross class.

-Weylin Stormcrowe

I played the latter half of my 3.5 edition games under two DM's who used this as a house rule and it worked out fine for us.


In the earlier games I played in, my DM's simplified it by totally chucking Cross-Class limitations out the window and making everything across the board Class skills for all. It made for some interesting and creative characters.


This seriously gimps both Expertise and Power Attack. Take them both back to 3.5 ruling. As they are I wouldn't take them unless they were a pre-req for something else.

If it isn't broken don't try to fix it.


Pneumonica wrote:
Personally, the Combat Feat system is, to me, one of the warts. I really dislike this. It's fine to limit actions in other ways (require swift or immediate actions to activate certain Feats, force certain limitations as to when you can use a Feat, make it a full round action during which you can move, etc.), but the one-a-time thing is really getting on my nerves. The whole point of the combat Feat bonus on a Fighter is to give the Fighter the ability to lay down holy Hell on the bad guys. Restricting their ability to access the Feats that they gain in spades to one-a-round is almost abusive.

I am in total agreement. Except I think it flat out is abusive. I don't even see the point for limiting combat feats. Admittedly I've only played one fighter class character in all the years I've played since 3rd edition was released. But I'm curious as to what was so gawd-awful broken that made it felt that a one per round limit was needed?


Where is this limit written at? I'm not seeing in the latest Alpha release.


I was overjoyed to see the Ranks skill system reinstated in Alpha 2! Though I was highly disappointed that the 1st level multiplier was dropped. What was so horrible about it? I'm suffer from dysnumeria and the whole multiply at 1st level was not an issue for me. Why drop it? Did the characters just suddenly not have skills learned from childhood and adolescent life experience before taking up a class?
I'm in agreement with everyone who says that skills need to be brought up to 4 (2 is just way too low, even with condensed skills list.)


Why not just capitalize the condition/word.


I was thrilled with everything I read and was totally ready to pre-order until I saw that thrice-g%!-d$+ned saga-style skill system! Stay with the 3.5 skill system and you'll have me as a buyer for Pathfinder.