Vrock

Dance of Ruin's page

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Hi Cosmo & everybody,

I'm having a small problem with refreshing my PF Modules subscription. I cancelled it recently, after having received Fellnight Queen, but now I want to restart it. When I add the subscription to my shopping card, I get two items: the 'subscription' and a print copy of Fellnight Queen (although I selected City of Golden Death as a starting point). Once I delete the print copy of Fellnight, my cart is empty again.

Could you please look into this? Thank you very much :).

DoR


Hi Gary & Co.,

would it be possible to add the option to download an entire thread as a .txt or .pdf file? Since it currently isn't possible to change the number of posts per page*, printing out any given thread (for example, a story hour you want to read in its entirety) is both difficult and consumes a LOT of ink. So - pretty please? :-)

(edit): Also - especially in Story Hour threads - just printing the page will not give text hidden behind the (spoiler) tag.

* or maybe I'm just too dense to find that option.


I came across the following today, sorry if it's already been brought up elsewhere:

The Inquisitor's Stalwart ability only works when wearing light, medium, or no armor. As this makes no sense, I guess it's a remnant from the earlier version, which had Evasion (IIRC)?

A short clarification would be appreciated :).


Hi everyone,

maybe someone from the Paizo team could shed some light on the following issue. Maybe it requires an erratum, maybe I'm just not getting the designer's point ;).

The Burning Disarm spell from the Pathfinder Companion: Cheliax, Empire of Devils reads as follows (relevant parts only):

Burning Disarm wrote:

Level cleric 1, druid 1, sorcerer/wizard 1

(...)
Duration Instantaneous
Saving Throw Reflex negates (object, see text); Spell Resistance Yes (object)

This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw.(...)

As written, this spell makes no sense to me.

Basically, the wording allows two possible interpretations:

1) You can choose if you want to drop the item held or not ('may attempt a reflex save'). This way, everyone but the most timid goblin would hold on to the sword, taking the 1d4 damage (the more tactically sound choice than losing both your weapon and, possibly, an action to pick it up). This would make the spell next to worthless.

2) You can't choose if you want to drop the weapon. You have to make a reflex save to drop the weapon, otherwise you take damage. This has the strange effect of actually penalizing you for making your save, since losing your weapon is something I'd consider far worse than a puny xd4 points of damage.

I think the spell should be reworded and reworked to make more sense, and to provide adequate effects for a 1st level spell, as follows:

This spell causes a metal object to instantly become red hot. A creature holding the item must drop it to avoid taking 1d4 points of fire damage per caster level (maximum 5d4). It may, however, make a reflex save in order to hold on to the weapon. (The rest of the spell works as written.)

What do you think?


Hi Gary and everybody.

I've got a slight problem with how the store works (probably an unintended consequence of the 'only one PDF per customer' rule).

I tried to buy 'Princes of the Damned #1 PDF' as a gift for a friend yesterday, but couldn't even put it into my shopping cart (because it showed up as 'in my Downloads'). The only way to circumvent this and buy the PDF 'again', so to speak, was to log out, THEN put the PDF in my basket, choose 'gift' options, and only then log back in for payment.

This should probably be improved on, as it's quite difficult to 'spread the word' via the gift-giving option as is.

Thanks a lot!


Hi everybody,

today, while re-reading Shadow in the Sky, I started wondering: If this was a TV series, who would you cast for the main NPCs/BBEGs? This might be a fun exercise, because everybody reads characterizations in a different way. Also, it might give GMs handy ideas as to how to roleplay a certain character.

I would propose the following format:

For (NPC), I would propose (actor/actress), as seen in his/her role on (movie, series, whatnot).

To start it off:

For Saul Vancaskerkin, I read the description and immediately was reminded of James Gandolfini's main character in 'The Sopranos', Tony Soprano. A clever schemer, yet also a nice guy; a friend in the best and your most bitter enemy in the worst of times.

What's your take on this subject?


4 people marked this as a favorite.

First, I want to stress that this post is in no way a criticism of either the SD AP (which I <3) or the editorial decision to shorten the adventures (which I can understand). Still, there have already been several posts on the subject that the AP feels 'rushed' in certain places. I would put it another way: There are a lot of promising ideas, but most of them are left for DMs to flesh out. Therefore, when I use the term 'weak spots' below, I don't mean to disrespect the respective author's work - I just want to start a discussion about what could be done to yet improve the AP further.

That being said, I would like to ask the community for their input. This could probably work out as follows:

1a) Identify the AP's 'weak spots',
1b) Discuss what exactly makes a particular part unsatisfying to DM and/or play,
2) Fill in the blanks with our own ideas, hooks, et cetera.

Would anyone be interested in this? If so, I would very much appreciate your help and your ideas.

To start, I will list the AP parts that stuck out for me:

- RIDDLEPORT: Sure, it is a drow-themed AP. Still, I feel that there is a lot of work being done setting up Riddleport as an adventure background, but the PCs only spend very little time there and (probably) don't return there over the course of the AP. I think something could be done to remedy this by padding out the whole first chapter, e.g.: giving the PCs more missions to accomplish before the betrayal by Vancaskerin. Also, the whole 'competing crime bosses' party could be played up. Any suggestions as to what adventures (from Dungeon magazine or otherwise) might come in handy here? What plots have you cooked up to make Riddleport more meaningful?

- THE ELVEN CHOO-CHOO TRAIN: As with some others on these boards, I am having a slight problem with how the whole 'now you are drow, go' part is handled. I can especially see problems with players whose characters have 'mercenary' motivations. Any suggestions on how to make spying for the elves more attractive for any kind of character?

- THE DARKLANDS: Again, there is a lot of background detail given, but the PCs are on a constant timer because they have to find out about Big A's plans. While that is probably okay in Zirnakayin itself, the elf gate could drop the party further away from the big city, thus creating space for more underdark-themed encounters. I think it would be a good idea to maybe establish two more factions of Darklands inhabitants besides the drow, and making it possible for the PCs to ally with one of them, so that they can have a fallback position, should things in Zirnakayin turn sour. Suggestions for this or other Darklands encounters? One excellent idea I read on the boards was to integrate 'The Chasm Bridge' from Dungeon #101 into the AP.

I'm looking forward to your thoughts. And sorry if my English is somewhat clunky, I'm not a native speaker :-).


One of the things that kept bugging me under the 3.5 Ed. rules was the way Fighter characters were confined to one of very few archetypes. The main reason for that was the limited skill selection. I like what Paizo has done with the Fighter skills in PFRPG Beta, but I feel that it should be taken a step further.

Let's examine the Ftr class skills under the two rulesets.

3.5 Ed had: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

PRPG Beta currently has: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

I like how Paizo has added two Knowledge skills and Survival to the Fighter's class skill list. This is a great improvement, because it means that my Fighter - who, for example, is an ex-soldier - can now determine how to best storm a city because he can realistically know something about the way defenses are built. Also, he now knows his way around a dungeon or wilderness, and doesn't have to be led by the druid's (or rogue's) hand anymore. Fine so far.

However, the rest of the skill set is middling at best, in my experience. Ride? Handle Animal? Those are two very specific skills that will become relevant almost exclusively when you have a mounted fighter in your campaign (never happened in my games so far). Climb and Swim - those are usually handled via spells or left to the lightly-armored rogue characters. I'm not saying these skills should be dumped, because they do fit the fighter's 'image', but they aren't something that becomes relevant very often.

Instead, what is missing are skills that make the Fighter useful outside of a fight (yes, I realize that may sound like something of a contradiction. However, what this is about, IMO, isn't 'twisting around' the class, but rather keeping it a fun class to play even when there are no swords to be swung).

What the fighter is missing the most:
- Notice (Listen, Spot). Someone who is trained in the ways of war should be able to attentively take in his surroundings. It seems strange to me that a skill this essential would be 'left' as a cross-class skill.
- Diplomacy/Bluff. The standard 'Ftr.=Intimidate' equation seems dull to me; how come that the only way a Fighter can 'reasonably' influence talks with an NPC is by intimidating him? Even when you select his attributes in a way as to make him a suave, talkative person - you never will succeed because of cross-class limits. To make viable concepts beyond 'The Brute', I therefore would suggest an additional class feature at 1st level, which enables you to choose one of the three 'social' skills as your class skill, as to better reflect the archetype you are willing to play.

Here's hoping that this wasn't too long-winded with regards to adressing a relatively minor issue :) however, I feel that this change would positively increase the general playability of the fighter class.


One thing I noticed in my games is that at medium to high levels, damage output rises so quickly that most fights last only 2-3 rounds. This symptom has bothered me for some time now (come on - fights that last 18 seconds?), as it often leads to a situation similar to the following:

- DM creates a group of opponents, say, 5.
- DM carefully thinks about said opponents' tactics, laying them out round by round
- Actual play. First round of combat, players win initiative and proceed to wipe out 3 of 5 baddies within the course of one round.
- DM gnashes his teeth, because he could have saved himself all the prep work.

Thus, I have thought about instituting the following rule, to reduce the disparity between damage output and hit points:

All creatures - both PCs and NPCs - gain x + 1dx + CON hp per level.

For example, a barbarian (d12) would gain 12+1d12+CON hp each level.

Benefits: Fights last longer; reduces one-hit-one-kill syndrome; makes for a more challenging game that's less prone to come down to "he who wins initiative wins the combat".

Drawbacks (maybe): Reduced lethality at low levels. [This may be an advantage or a drawback, depending on your style of play.] Constructs et al. get even stronger.

---

Now, I wouldn't dare to suggest this rule be "officially" implemented as-is; but maybe it could be food for thought. Maybe some of you have noticed similar problems, and have your own ideas as to how to fix the damage/hp disparity at higher levels? I think it would be great if something would be done about this in Pathfinder RPG.

Also, if you think this idea is total rubbish, please don't hesitate to share ;-).


No change yet :(.


Hi all,

(slight spoilers abound)

having re-read PF#1 to #3 several times now, I found one element decidedly missing from the AP. The introduction to Sandpoint does great work in setting up the Scarnettis as a "criminal syndicate" kind of organization, and several NPCs are detailed with nice plot hooks. Sadly, though, they are basically left in that state, as the only thing that's connected to them is the "burning of the mills" rumor.

There's such great potential in that family that I'd very much like to exploit further in-game. Consider: The heroes arrive in Sandpoint and are treated to a rumor mill encompassing everything from goblin troubles to town gossip. They hear about the mills being burnt down. If I know my group at all, they will want to pursue this plot after

Spoiler:
the goblin raid.

So, I'm currently at a loss as to what information I might make available to them if they want to investigate the Scarnettis. What day-to-day nefarious activities might this family be connected to, something I can use as a lead to bring them on the track of who is responsible for the fires? How could I best setup the millers' rivalries?

If any of you have input on this, it would be greatly appreciated - I'm currently a bit at a loss as to what to do. Thanks in advance!

(Oh, and sorry if anything up there didn't make sense - English isn't my native language.)


Hello everyone,

it's been mentioned several times that there is an internal "Paizo World Book" which contains information about various locales in Golarion. Would it be possible to post a snippet or two about the Hold of Belkzen? This is one heck of an evocative location, but thus far, we don't really know much about it besides "(half-)orcs are hailing from there". Could you shed some light on what the Hold looks like, how it's ruled, that kind of thing?

Many thanks! [even if the answer is: 'no, we can't, because it will become relevant in Pathfinder #126' :-)]