[If you're living in the EU, there's no import duties on books from the US. You might be hit by Vat if your order is super expensive, but that happened to me only once.
You seem to be lucky. then. I pay tax ("Einfuhrumsatzsteuer") on each and every package I get form Paizo.
Are you subscribed to anything that isn't a book line?
Same as Zaister (though I'm in Belgium): I have to pay a tax on nearly all packages I get from Paizo (there are a few exceptions), and they contain only books. That adds a 30-some Euro tax to each 80-120 Euro package… which actually made me consider giving up on subscriptions and paper books several times, even though I really want to support Paizo.
We are still in discussions about how Starfinder subscription(s) might operate. As soon as we are ready to discuss subscriptions, I am sure we will broadcast it loudly from the rooftops. In the meantime, if you want a copy of Starfinder books, I would say to go ahead and preorder them. In the next few months before the launch at Gen Con, if there is a subscription that you wish to sign up for, the process to switch from preorder copy to subscription copy will be made as easy and painless as possible for you.
I'm considering investing in this, but I'm based in Europe. Are the books always shipped from the States, or do you have a shipping hub in Europe? I ask because Import duties are a real killer...
Last adventure approaches, and I wanted to make use of the maps included in the magazine, and use some minis.
I don't have a "mini" for Kyuss, so I was planning of making one myself out of paper, nothing fancy, just a colored picture of gargantuan size on a stand.
All the pictures of Kyuss I found online have a very heavily colored background, and I don't really have the skills to "cut him out" of the picture.
Anyone has a picture of Kyuss I could use? I just need him against a white background, or something similar.
800 gp in cash and jewelry
5x Healing Potion (Adventurer) – 50 gp
2x Resistance Potion (Adventurer) – 100 gp
2x Oil (adventurer) – 100 gp
1x Rune (adventurer) – 150 gp
Magical Items: 3
Page 29 – Chainmail (Heavy Armor) +1 AC
Page 32 – Shortsword +1 to attack and damage
Page 36 – Zosiel’s diadem +1 MD (for the moment…)
Tomb Mote (1) HP 36
2nd level spoiler (undead)
Initiative: +7
Bite +7 vs AC – 5 ongoing negative energy damage (save 11+ ends)
Quickness: can take an extra action every round.
AC 18, PD 14, MD 14
Pg 42. Room 2
Skeleton Archer (4) HP 26
1st level archer
Initiative: +7
Vulnerability: holy
Jabby bones +5 vs AC – 4 damage
R: Shortbow +7 vs AC – 6 damage
AC 16, PD 14, MD 11
Pg 43. Room 5
Zombie Shuffler (10) HP 10
1st level mook
Initiative: +0
Vulnerability: holy
Rotting fist +5 vs AC – 3 damage
Natural 16+: both the zombie and its target take 1d4 damage!
Headshot: a critical hit against a zombie shuffler deals triple damage instead of the normal double damage for a crit.
AC 14, PD 12, MD 8
Pg 45. Room 11
Filge (1) HP 36
2nd level caster
Initiative: +2
Dagger +7 vs AC – 7 damage
C: Ghoul Touch +7 vs PD (one engaged enemy) – 7 damage, and the target is vulnerable (attacks vs it have crit range expanded by 2) to attacks until the end of Filge’s next turn.
R: Ray of Frost +7 vs PD (one nearby enemy) – 12 damage (6 on a miss)
AC 18, PD 12, MD 16
Zombie Shuffler (4) HP 10
1st level mook
Initiative: +0
Vulnerability: holy
Rotting fist +5 vs AC – 3 damage
Natural 16+: both the zombie and its target take 1d4 damage!
Headshot: a critical hit against a zombie shuffler deals triple damage instead of the normal double damage for a crit.
AC 14, PD 12, MD 8
Skeleton Warrior, Gertia Land (1) HP 26
2nd level troop (undead)
Initiative: +8
Vulnerability: holy
Scimitar +8 vs AC – 6 damage
AC 16, PD 14, MD 11
Kullen (1) HP 36
2nd level wrecker
Initiative: +1
Greataxe +7 vs AC – 8 damage
Natural odd miss: Kullen heals 5 hp
Natural even miss: 4 damage
AC 18, PD 16, MD 12
Rastophan (1) HP 27
1st level troop
Initiative: +1
Swords (2 attacks) +6 vs AC – 3 damage each
Natural odd hit: target take +1d4 damage
AC 17, PD 15, MD 11
Todrik (1) HP 27
1st level troop
Initiative: +1
Guisarme +6 vs AC – 5 damage
Miss: 1 damage
AC 17, PD 15, MD 11
Merovinn (1) HP 27
1st level caster
Initiative: +6
Dagger +6 vs AC – 5 damage
R: Color Spray +6 vs MD (1d4 nearby enemies in a group) – 5 damage, and if the target has 10 hp or fewer after the damage, it is weakened until the end of Merovinn’s next turn.
AC 17, PD 11, MD 15
Alastor Land, Ghost (1) HP 66
5th level spoiler
Initiative: +10
Vulnerable: holy
Ghostly claws +10 vs PD – 14 negative energy damage.
Natural 16+: the target is also weakened (save ends).
C: Spiraling assault +10 vs PD (1d3 nearby enemies) – 10 negative energy damage, and after the attack Alastor teleports to and engages with one target hit.
Limited use: can only use spiraling assault when the escalation die is even.
AC 19, PD 14, MD 17
Pg 35. Room 24
Wind Warrior (2) HP 72
An ancient suit of ceramic armor stands gracefully at attention, twin long-swords gripped in its hands. Closer inspection reveals that the armor is empty, held together by hundreds of tiny gusts of vapor and wind.
5th level troop
Initiative: +5
Swords +10 vs AC (2 attacks) – 10 damage
C: Sonic Blast +10 vs PD (1d3 nearby creatures) – 10 damage. Miss: half damage.
Limited use: can only be used when the escalation die is even.
Flight
AC 21, PD 19, MD 15
• Part Three: Tomb Stories
Pg 36. The Land Farmstead
Owlbear (1) – HP 101 (currently 50)
Large 4th level wrecker
Initiative: +8
Rip and peck +9 vs. AC—15 damage, and until the end of the owlbear’s next turn, the target is hampered (makes only basic attacks) while engaged with the owlbear Vicious hybrid: If the escalation die is even, make another rip and peck attack.
Feed the cubs: An owlbear that scores a critical hit against a hampered enemy tears a piece of the creature off (GM chooses a limb) and will subsequently attempt to retreat with the prize to feed its cubs. The torn-up enemy is stunned until the end of its next turn.
Silent hunter: Owlbears are nearly silent until they strike. Checks to hear them approaching take a –5 penalty.
AC 19, PD 17, MD 13
Dungeon 124 – The Whispering Cairn
Start: Level 1 // End: Level 2
Conversion for 4 PCs
• Part One: A Face in Darkness
Pg 22. Room 4
Wolf (4) HP 28 each
1st level troop
Initiative: +4
Bite +5 vs AC – 5 damage
Pack attack: this creature gains a +2 bonus to attack and damage for each other ally engaged with the target (max +4 bonus).
AC 17, PD 15, MD 11
Pg 24. Room 7 - Sarcophagus
Sarcophagus Fire Trap
DC 15 to notice, +5 vs PD (creature opening the sarcophagus), dmg 2d6 fire.
Pg 26. Room 7 - Elevator
Mad Slasher (1) HP 45
A horrible aberration with six sharp legs sprouting from a central body that is little more than a disgusting eye.
3rd level troop
Initiative: +3
Claws +8 vs AC (2 attacks) - 5 damage each
Whirlwind Attack: when engaged by two or more enemies, make a single attack against each enemy.
AC 19, PD 17, MD 13
Acid Beetle (10) HP 7
1st level mook
Initiative: +3
Bite +6 vs AC – 4 damage
Natural 16+ : add 1d3 acid damage
Wall-crawler: can climb on ceilings and walls as easily as it moves on the ground.
AC 17, PD 15, MD 11
False Elevator Trap
DC 15 to notice, always hits (creature inside the elevator), dmg 2d6.
Pg 27. Room 8
The Face in Darkness, Trap
Hypnotic eyes: DC 20 to notice, +10 vs MD (everyone in the corridor), stunned (save 11+ ends)
Wind blast: DC 20 to notice, +10 vs PD (everyone in the corridor), pushed away (may fall).
Pg 28. Room 9
Slab Trap
DC 15 to notice, +5 vs PD (everyone in the room), 5 ongoing poison damge (save 11+ ends)
Pg 28. Room 10
Lurking Strangler (1) HP 45
A 3-foot-long strand of striated muscle connected to two floating eyeballs.
3rd level spoiler
Initiative: +4
Fear Ray +8 vs MD - The target is weakened until the end of its next turn.
Sleep Ray +8 vs MD – target falls unconscious (save 11+ ends).
Suffocate +8 vs AC, 10 damage.
Flight
AC 19, PD 17, MD 13
Pg 29. Room 11
Brown Mold (Trap)
DC 15 to notice, always hits (everyone within 5 feet), dmg 1d10 cold. Fire makes it double in size, cold destroys it.
Pg 30. Room 13
Small Earth Elemental (1) HP 45
3rd level troop
Initiative: +0
Slam +8 vs AC – 10 damage
Natural 16+: target is stunned (save 11+ ends)
Burrow
AC 19, PD 17, MD 13
Pg 31. Room 16
Giant Bombardier Beetle (1) HP 45
3rd level troop
Initiative: +0
Bite +8 vs AC - Dmg 10
When escalation die is even - Acid Spray +8 vs PD (1d3 nearby targets) – dmg 5 ongoing acid damage
AC 19, PD 17, MD 13
Acid Beetle (10) HP 7
1st level mook
Bite +6 vs AC – 4 damage
Natural 16+ : add 1d3 acid damage
Wall-crawler: can climb on ceilings and walls as easily as it moves on the ground.
AC 17, PD 15, MD 11
Pg 31. Room 17
Giant Bombardier Beetle (1) HP 45
3rd level troop
Initiative: +0
Bite +8 vs AC - Dmg 10
When escalation die is even - Acid Spray +8 vs PD (1d3 nearby targets) – dmg 5 ongoing acid damage
AC 19, PD 17, MD 13
The Guardian of the Veil (1) HP 45
3rd level troop
Initiative: +0
Slam +8 vs AC - Dmg 10
Resist physical 16+
AC 19, PD 17, MD 13
Pg 32. Room 19
Insane Small Water Elemental (1) HP 45
3rd level troop
Initiative: +0
Slam +8 vs AC - Dmg 10
Natural 16+ (Vortex): +8 vs PD (1d3 nearby) – 10 dmg
AC 19, PD 17, MD 13
Pg 32. Room 21
Ulavant, Ghoul (1) HP 36
3rd level spoiler
Initiative: +8
Vulnerabily: holy
Claws and bite +8 vs AC – 8 damage.
Natural even hit: the target is vulnerable (attacks vs it have crit range expanded by 2) to attacks by undead until the end of the ghoul’s next turn.
Pound of Flesh: the ghoul’s claws and bit attack deals +4 damage against vulnerable targets.
Infected bite: any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night.
I understand, accept, and find nothing wrong in the fact that the majority is in favour of a "full-options" Pathfinder, but it seems many are a bit missing the point.
I know there are retro-clones out there, because I already use them... :)
Once again, I would just like that Paizo did a simpler game, because I think they could do one much better than all the others out there.
About support, I don't know how difficult it would be to just add it to their ongoing lines, for example, APs. BITD, stats blocks where 2-3 lines (not paragraphs) of text. Heck, I remember when in some module the BBEG stats block was "F10, AL C, 60 hp", done...!
(That is actually what I already do... I play the AP, using simplified monster stats from ADnD, or CnC, or what have you. So once again , I already use retro-clones, old editions, etc.)
They could do the whole "rulebook" in a 64 pags booklet, then maybe a simplified monster splat, also just 64 pages (you could fit a lot with simplified stats).
Then put everything online, like the PRD. Hey, they already have me as a client, I'm just wondering if, instead of just "happy", they could make me "drooling"... :)
The question is - why would you want a "simpler" version of Pathfinder from Paizo?
I can't argue with wanting a less option-filled version of the game. I love options, but even I sometimes feel overwhelmed. But there are already many (most?) non-d20 systems which are "lighter", and many variants on the d20 system which aren't as option-filled as Pathfinder is now. So there's no lack of choices if you feel that Pathfinder as-is has too much in it. So what would Paizo, specifically, bring to the table that none of the existing options do?
For the reasons I stated in my first post: I love they way they handle their bussiness, I love how they handle their customers, and I think their team has GREAT designers.
And with Paizo, we could have professional support, great graphics, great quality! Several of the products already out are not exactly of the best quality. And really, I'm not talking only about the rules, I'm really talking about graphics, colors, the physical product.
<nostalgia on>
I remember whan I picked up a Planescape book back in the days, I had little lights in my eyes, and I felt a little warm and fuzzy inside, even before I cracked it open!
<nostalgia off>
I have the same feeling evey time I get one of the Pathfinder AP modules (the only thing I buy, to use wiht my ADnD 2e game), or when I take one of my Dungeon magazine from the shelf.
So, I guess to summarize it in one word, I want a Paizo product because I TRUST Paizo.
I don't know how big is the market for it, but I think that if Paizo would do such a game, it could get all the customers from the tens of retro-clones that are already out. I hear Castles & Crusades is doing pretty well.
Now imagine Paizo doing a high-quality product, full-color paper, WAR drawings, the works, with streamlined old-school rules.
This isn't quite an answer to your question, but, you might be interested in checking out Swords and Wizardry from Frog God Games. It's a clone of the original D&D rules. My understanding is that it is very rules light. The publisher has said that he plays it with his young children. He started them at 5 or 6 years old, if I remember correctly.
FGG also publishes a lot of their adventures in both S&W and Pathfinder rules, so you could pick up both copies a product and compare the two. They also published Tome of Horrors in S&W, so you'd have a TON of monsters to run players against if you write your own adventures.
Yes, I got it. I actually have several retro-clones, and those have actually made me think "how would an old-school Pathfinder look like", and the answer was "AWESOME". So I hope it happens... :)
Sure, I can make my own game out of it, but what I'm saying is, maybe I'm not the only one that thinks that Paizo is great, and would like a simpler game, and want a nice ready product to use, instead of cutting/pasting by themselves.
Maybe, since it would be "simpler" game, they wouldn't need to many brains working on it, and it could be done at reduced costs.
I think there's a market for this, and I think it would be great if Paizo could profit from it.
Paizo and Pathfinder have all my respect and admiration for how they handle the game, the bussiness, the client support, etc.
Yet, I feel that Pathfinder as a game is still too "heavy" for my taste/time/memory, and I'd love to see the great talent of Paizo crew create something of a "old-school" Pathfinder. Something like no feats, not so many spells, streamlined skills, and such.
I saw there's a Beginner Box, but if I understand correctly, it only covers a few levels?
Do you think there will ever be an "easier" version of Pathfinder? Would you want to?
Stan! is the artist that also made the comics of "Downer", the planar-travelling dark elf (also in Dungeon).
Kyle Hunter (whose middle name is Stanley) is the one you're thinking of. Stan! is the creative director over Super Genius Games. They are not the same person.
aw, doesn't he sign himself as Stan!? I might have confused the two, apologies...
can't check it now, but I think it must be that one... I do remember it was in an article (or foreweord).
I was hoping for a digital vesrion, but I guess I'll have to scan it.
PS: Basically, our party is about to complete Savage Tide, and I want to make a present to all the players: a mug with Demogorgon on one side, and some text on the other side, like "I stopped the Savage Tide, and all I got is this mug" or something such...
the Ierendi idea would be cool, so I can use all those wonderful and precious Gazetteer.
I haven't read the whole Savage Tide, does Sasserine NEED to be in some isolated, out of the way place, or can it be put in a more civilized region without too much (future) troubles?
Davania seems a good fit, but I know almost nothing about it, while the Ierendi Gazetteer is something I could use.
man that Pandius site is great! thx for pointing it out
I am indeed using Rules Cyclopedia, my players are all complete newbies, and I wanted to offer them something easy to play, though I couldn't pass on the opportunity to finally DM savage tide... :)
One thing where many Mass Combat rules failed was the involvement of PCs. I remeber in Birthright, once our high-level mage was attached to a unit, he could blast enemy armies with impunity.
Will you be introducing a way to attach PCs to fighting units (and use their fireballs and meteor swarms), or are the PCs just going to be leaders (like adding some kind of leadership bonus to their units)?
My 4E campaign has almost reached lvl 30, and I'm starting to plan for the future. I'm a bit burned out with 4E, so I wanted to DM something else.
My players would like to get ivolved into ruling a kingdom and commanding armies in battles, so I almost thought about going to the basement, and get my old Birthright stuff out, or even my DnD Rules Cyclopedia.
Then I noticed that here at Paizo there's a new Adventure path called "Kingmaker", and I downloaded the player's guide. It seems the idea is for the PCs to become rulers of a kingdom? Am I correct?
Will there be rules for army battles? Will these rules be only for the lands in Kingmaker, or will I be able to use them also, for example, in Andoran, or any other nation?
Is it correct that all I need to play is the Core rulebook, and the Bestiary (and the 6 adventure books, of course)?
didnt read the whole thread, I apologize if this is already been asked.
I would like to know if Pathfinder RPG has the same Feat/Prestige Class system as 3.5.
One thing that really made me stop with 3.5 (and never start with 4E), was the fact that after a few months the options became so bloated that it was overwhelming for a new player to choose a feat.
Not to mention the power creep and such.
So, I would like to know if, apart from the Feats contained in the basic book, will there be tens and tens (or hundreds) of new feats coming?
Unfortunately, order 1121624 shipped out before I had a chance to get them merged.
We do not have an updated release date for the Pathfinder Dice Set: Curse of the Crimson Throne. We expect them to arrive any time. The Pathfinder Dice are being produced by another company, Q Workshop, under license. Therefore we do not know the exact production phase of these items as we would with a product we are creating ourselves.
Thanks,
cos
ok, no biggie
can you get the "Pathfinder Dice Set: Curse of the Crimson Throne" out of my order, so i can get the rest of the stuff?
Herolab Character sheet Kane
Male elf druid 1 Lost Omens Character Guide
NG, Medium, Elf, Humanoid Perception +7; low-light vision
Languages Common, Druidic, Elven, Sylvan
Skills Acrobatics +3, Diplomacy +3, Herbalism Lore +4, Intimidation +3, Medicine +7, Nature +7 (+9 to your check to Treat Wounds, subject to the GM’s determination.), Survival +7
Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 10 (+0)
Other Items hide, spear, spear, spear, backpack, bandolier, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, healer's tools, holly and mistletoe, rations (1 week)s (2), rope (foot)s (50), soap, torchs (5), waterskin, purse (6 gp; 9 sp)
--------------------
AC 18; Fort +4; Ref +5; Will +9
HP 15 Focus Points 1
--------------------
Speed 25 feet
Melee [1] spear +4, Damage 1d6+1 Pier
Ranged [1] spear +5 (thrown 20 ft.), Damage 1d6+1 Pier
Primal Druid Spells DC 17; 1st 2/2; Cantrips (1st) 5/5
Current Memorized Spells:
Cantrips
Dancing Lights
Electric Arc
Guidance
Stabilize
Tanglefoot
1st
Heal
Spider Sting
Focus Spells 1 Focus Point, DC 17; 1stWild Morph, Wild Shape, Wild Shape (Pest Form)
Feats & Abilities:
Anathema As stewards of the natural order, druids find affronts to nature anathema. If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the druid class, including your primal spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance by conducting an atone
ritual (page 409).
The following acts are anathema to all druids:
• Using metal armor or shields.
• Despoiling natural places.
• Teaching the Druidic language to non-druids.
Each druidic order also has additional anathema acts, detailed in the order’s entry. Wild Druidic Order:
Becoming fully domesticated by the temptations of civilization is anathema to your order. (This doesn't prevent you from buying and using processed goods or staying in a city for an adventure, but you can never come to rely on these conveniences or truly call such a place your permanent home.)
Component Substitution If you’re a druid Casting a Spell from the primal tradition while holding a primal focus (such as holly and mistletoe), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can’t retrieve or stow the focus when making this substitution.
Natural Medicine You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
Shield Block You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Wild Empathy You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
Wild Shape You infuse yourself with primal essence and transform yourself into another form. You can polymorph into any form listed in pest form, which lasts 10 minutes. All other wild shape forms last 1 minute. You can add more forms to your wild shape list with druid feats; your feat might grant you some or all of the forms from a given polymorph spell. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to wild shape’s level. Wild shape allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modiffler while polymorphed instead of the form’s default attack modiffler, you gain a +2 status bonus to your attack rolls.
Woodcraft You have a innate familiarity with forested areas. When in a forest or jungle environment, if you roll a critical failure on a Survival skill check to Sense Direction, Subsist, or Cover Tracks, you get a failure instead, and if you roll a success, you get a critical success instead.
Woodland Elf You’re adapted to life in the forest or the deep jungle, and you know how to climb trees and use foliage to your advantage. When Climbing trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn’t affect you if you’re using a climb Speed.
You can always use the Take Cover action when you are within forest terrain to gain cover, even if you’re not next to an obstacle you can Take Cover behind.
Background:
Goals:
1) Kane left his lands and people to 'go see how the other side lives'. He seeks to learn about life outside the Mwangi Expanse and see what is so 'civilized' about those who shun the wild.
2) On the opposite side of that coin, he plans to do what he can to protect the wildlands from those who would abuse them. More specifically, he intends to use what power and influence he has to deal with poachers and hunters who kill for anything other than survival and need.
Secrets:
1. A secret the character keeps from others:
- He fears modern transportation. Really, more of a severe mistrust. His first trip across the sea left him so sick that he swore it was an intentional side effect of the ship and that the crew had poisoned him. Now, any form of 'vehicle' made by man is suspect.
2. A secret that has been kept from your character:
- While he knows that he is different in appearance from the rest of his tribe, he was always led to believe that he was born of them. In truth, he was an orphan found abandoned in the jungle.
3. A secret determined by the GM!
Important People:
Master Zuri - Head of Kane's druid circle, mentor and father.
Jembra - Mother, from the Tiger clan.
Oromo - Older sister. Also a druid, but of the Leaf order. Also something of a rival with Kane. Level of friendliness to be determined.
Cpt. Malcher Paullio - The captain of the Withered Naiad, the ship that brought Kane to Andoran. Suspected of poisoning him.