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So I've been dealing with this spell and trying to get a grip on it. I've been butting heads with a player over what it can do and what it can be used against. It all comes down to the timing of the Immediate action and what exactly it can be used against, or what exactly constitutes an attack. What does it mean to respond to an attack? When do you have to take the immediate action to cast the spell? Do you cast it when the attack is announced before the attack is made or can you wait until after the attack hits but before finding out the damage of the attack? The spell isn't 100% clear as to the timing of it and I've not found anything in the action types rules to help. Answering this question would clear up a lot of the issues I've been having with it.
So in the book there is a map of the Smuggler's Tunnels beneath Sandpoint. On the map there are a number of yellow and red dots, but there is no legend or note that specifies exactly what those are. It can be inferred from reading descriptions of some of the areas just what those dots mean. I've come to the conclusion that the yellow dots are entrances to the tunnels from the surface, but not necessarily hidden or secret. While the red dots are secret entrances and mostly subterranean. There is a note on page 70 that there are secret doors that can be found with a DC 20 Perception check. The area descriptions tend to match up with the dots and this interpretation. I'm just wondering if this interpretation is correct? Are the red ones the secret entrances and the yellow ones just not widely known entrances but not specifically hidden entrances as far as searching for them goes?
When my group was on Bonewrack Isle, I never noticed that the botfly swarms have a suffocation attack. I can't find rules for that special attack anywhere. Does anyone know the mechanics for it? I'm assuming it works a bit like the suffocation spell while in the swarm, but I'm not sure. My players are thinking of returning to Bonewrack Island to get a crew member who stayed behind. So it's definitely something I want to keep in my back pocket for use if they should go back.
So my players allied with Gogmurt. I decided that Gogmurt was going to remain loyal to the tribe, but not Ripnugget and that Gogmurt wanted to become the new chieftain. In their encounter with Gogmurt, they were nearly defeated and on the ropes, but were able to get Gogmurt down to low enough hp to get him to surrender and then work with them. The party agreed to take out Nualia and her crew and to not kill anymore goblins. They went back to Sandpoint to heal up and resupply while Gogmurt proceeded to tell all of the remaining goblins and Nualia how he fought off the longshanks sent to stop them and pushed them all down into the howling hole for the bunyip to eat them. This raised Gogmurt's status significantly with the tribe. The party returned and Gogmurt told them how to get by all the goblins, as best he knew, to get to Nualia. While Gogmurt was allied with the party, he also wanted to eliminate them and Ripnugget so he hatched a plan for the party to take out Nualia, then get Ripnugget to go after the intruders. Once they fought each other, Gogmurt's plan was to take out Ripnugget. The players were much more effective than Gogmurt expected and he threw in with the party to help defeat Ripnugget as all the other goblins were unconscious as the party true to their word didn't kill any more. They came face to face, both the players and Gogmurt were low on hp, but the players had no healing left and Gogmurt had plenty of charges left on his wand to take out the party. They knew this and realized that they likely wouldn't make it out, even though they were angry at Gogmurt's betrayal. What this amounted to is them missing out on most of the encounters in the lowest levels. They did explore and find the sarcophagus's and gold coin stack but got scared and left before investigating further. So I'm going to be throwing an encounter at them before they go to the Misgivings to bring their XP up to get their level more in line with where it should be. They made 4th level, but are only about half way to 5th level. Some of the goblins got away in the initial raid on Sandpoint. In particular, one regular goblin and the Bard. So my idea is that these two got lost after the raid trying to find their way back to their tribes. They teamed up and have gone feral. I'm going to make the regular goblin a Big Mouth Biter Barbarian to represent him losing his weapon and using the one last weapon goblins have, their giant mouths. I'm drawing a blank as to what I should do with the Bard. The party has already nicknamed the soon to be barbarian Pickles, and are always afraid he's coming back (due to them facing a recurring character they just couldn't defeat in a previous campaign under a different GM). So I'm gonna give them what they expect. The group consists of a human Bard 2/Fighter 2, half-elf Rogue 2/ Ranger 2, elf wizard 2/ Fighter 2, and human paladin 4. The paladin is a two-weapon shortsword wielder, and the other three are specializing in archery. I'm looking for suggestions for something entertaining that will pair well with the Big Mouth Biter and give them a challenge. Possibly throw in some extra lesser goblins stragglers or other creatures they picked up after the raid. Something that isn't going to rely on equipment or magic items as they won't have access to a lot of stuff. While the group are 4th level, they've really struggled with goblins and come to see them as a challenge, even with their goblin antics. So while they've resolved the major goblin threat and found that they are able to deal with average goblins fairly easily, I don't want them to forget that they are always going to be dangerous. Any suggestions?
So I have a Rogue in my group who stole a rope from the General Store while Ven was in the basement dealing with the group's Bard and Shaylis. This Rogue has the Favored Son trait with Sheriff Hemlock as the NPC he's close to. Sheriff Hemlock knows he's apt to theft as he caught him stealing when he was younger, but saw him giving the stolen money to some poor people. He had a soft spot and tried to help lead a better life. So this brings us around to Ven will be going to the Sheriff when he returns from Magnimar to have the entire party arrested for a coordinated theft of the rope during the Shaylis encounter. The groups Paladin didn't know that the theft happened and Father Zantus's help was enlisted to repair the relationship with Ven. Unfortuantely Ven wants nothing to do with that now that he suspects the theft happened. Ven has no proof it happened, but it did happen. As Father Zantus is involved, I suspect a Zone of Truth will be used to help get to the truth of the situation. Assuming the Rogue fails his save, the truth will come out. I'm trying to figure out an appropriate punishment which will be reasonable, believable, will satisfy the populace of Sandpoint, yet won't disrupt the campaign significantly. Sandpoint being the busybody town it is, most people know of the relationship of the Rogue and the Sheriff over the previous ten years. The Sheriff and Mayor are going to be really hard pressed to hand out an appropriate punishment without seeming to go light on him because of their relationship. I'm thinking a few things are going to be needed at least. One a fine and two an apology to Ven. Ven is angry and wants jail time though. So I'm not sure how to go. Of course the Sheriff is going to be very hurt and disappointed in the Rogue, so we'll be dealing with that as well. What would you do in this situation?
So I've been able to find a bunch of different maps of the Rusty Dragon, but I've not been able to find any external drawing of the Rusty Dragon. My current group is interested in seeing what it looks like from the outside. They are intrigued by the large rusting iron dragon on the roof. Does anyone know of any drawings of its exterior?
The subject says it all. Does a specialist wizard gain a bonus slot for 0-level spells? I tried searching for an answer in the forum, but there are about 600 pages of threads with these terms in them so not able to find anything and I don't have time to read through 600 or so pages of threads, so forgive me if this has been asked before. I also didn't see anything in the FAQ about it. I ask because the book is a little ambiguous. I've always read it that they don't gain a bonus 0-level slot. But then a new player to Pathfinder today read it that they do gain a bonus 0-level slot. I'm getting ready to start a new campaign so looking for an answer before we get started. The wording is "In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up." I've always read the "from 1st on up" in reference to spell level. My player new to the game today read it as caster level. I can see how it could be interpreted that way. I'm wondering which is correct? My gut says that it is no bonus 0-level as high intelligence also doesn't give you any bonus 0-level spells.
So I was running my son's group through this AP using the anniversary edition and I encountered something with the stats on some NPCs. NPC spoiler: I found that the Skinsaw Cultists have the Selective Channeling feat. The problem is they only have Charisma of 8 meaning that the feat does nothing for them and they can't even take it as it has a minimum requirement of Cha 13. Even if you take into account their Skinsaw masks doing 1 point of Charisma damage they don't have the minimum Charisma requirement. I don't think the Charisma damage has been taken into account even though their stats give them the +1 damage on attacks meaning they are assumed to have donned the masks already. If they had included this their Charisma should be 7 in their stat block and the DC for their Channel Energy should be DC 8 instead of DC 9 and they should only be able to use their Channel Energy 1 a day instead of 2. It looks like someone wasn't paying close attention when they converted the stats to Pathfinder as they didn't have the feat in the original AP.
I see why the feat was given to them, even though it's not allowed, as it works great as part of a delaying action and their fleeing upstairs. Channeling Negative Energy is also the easiest way to do damage to all the PCs and does more than their War Razors are likely to do. As it stands there is a lot of channel negative energy that can be used during the encounters in the saw mill, 9D6 dmg to each PC from the basic cultists (assuming they are close enough which isn't difficult considering the layout of the mill) and 12D6 dmg from Justice Ironbriar. With selective channeling it allows them to go in teams of two and exclude each other from the effect. In the end is more effective than trying to flank pcs and get sneak attacks in, which at first seems like the obvious tactic. So all that being said, which feat would you give them as a replacement feat? They already have Improved Initiative, Martial Weapon Proficiency, and Weapon Finesse (from Finesse Rogue). It's probably easiest to just give them Improved Channeling which would give them a modified DC10 on their Channel Negative Energy. It will make their channeling a little better even though they aren't likely to use it much without the Selective Channeling feat. Weapon Focus would make them a bit more likely to get some sneak attacks in.
I've attempted to go to the Paizo Blog tab and the Web Fiction tab multiple times through out the day today and I'm not able to get there. It just takes me back to the store blog tab. I've tried from multiple different networks, different computers, and different browsers (Firefox 27.0.1 and IE 10) no luck. Is this issue being worked on?
I'm trying to find an answer for something and I'm not finding the answer. How do you determine the spell level for a spell-like ability so that you can determine the save DC? I looked through the core rules and couldn't find anything on it. For instance you have the Kitsune racial feat that grants the character the use of a spell, from the list, as a spell-like ability two times per day. Obviously you can't use the character's class to determine the spell level as a non-spell casting class can take the feat. Do you consider it to have no level or do you base it on something else? This option doesn't seem right because the save DC would just be too low for some of the spells, but then you have 1st level characters with access to spells that other characters won't gain access to around 6th or even higher level. The feat says it is a charisma based DC, so do you take the spell level from charisma based casters. Even that isn't foolproof though as some spells are both Bard and Sorcerer and the spell level is different for both. I know I've encountered similar situations before with other feats, traits, and class abilities, but never gave it much thought as I wasn't building a PC or NPC where it mattered.
I placed this order on Monday and it is still pending, order #2057743.
Is order #2057743 pending the release of the next AP so they can ship together? If it is not pending that release, can I combine them and have them all ship together?
I was holding off on posting this as I know the offices were closed last week. That being said, I would have expected my shipment to get out the door by now, yet the tracking number for my order still shows that it hasn't yet arrived at the UPS facilities for shipment. I got the email on the 18th that it was going out. Have the shipments that were set up for shipping last week not yet gone out, or is there still a backup in your warehouses?
I want to have Order # 1814420 combined with Order # 1814328 so that I can save on shipping. I didn't have an option for it during checkout. I know that order 1814328 is a preorder and I'm ok with waiting until it arrives for the other items to ship. If combining them won't save on shipping any, it's ok to keep the orders separate.
Does anyone else see how this map is in error? Map Spoiler: On the gallery level, A22, there is no way this level matches up with the stairs and courtroom as shown on the lower levels. The stairs are 10' away from where they should be on the lower level. Are they trying to account for the slope of the gallery? Or should the stairs and the last row of benches in the lower level not be visible? It's easy enough for me to say the gallery is just shifted over to the right 10'. I'm just wondering how it's really intended to look.
Unfortunately my budget no longer has room for gaming expenditures. I tried to get by with just the two subscriptions I have, but even that is too much. I need to cancel all my subscriptions. Please cancel my Pathfinder Role Playing Game subscription after the Bestiary 2 ships. Please cancel my Planet Stories subscription after Sojan the Swordsman & Under the Warrior Star ships. Thanks for all the good entertainment.
So what's up with the website? I was trying to write a review for The Walrus and the Warwolf. Every time I clicked on the Write a Review link it would take me back to the Planet Stories main page. I tried clicking on other books' Write a Review link and had the same thing happen? Is there something wrong with the code for the Reviews? I need to know! Obviously I am logged in as I'm posting this here!
Alright, trying this again because something seems messed up on my first post. Clicking the link to the topic takes you back to the Customer Service forum. Anyway, I received this order and to my dismay two of the books are damaged. The Adventure Path #36 and the Advanced Players Guide look like someone took them and smashed the top right corner of them down on a table top or the floor. They are both folded over and crushed. The Planet Stories is undamaged. I'd like to know what I need to do to get these exchanged for undamaged ones. Any help you can provide would be appreciated.
This order has been pending since June 9th and my subscription order has come up and gone to pending and subsiquently to shipped. I received it last week, but order #1425384 is still pending. Is there something holding it up? None of these are subscription items and they actually should have gone out with my subscription as I have my items set to hold for monthly shipment and I placed this order in May. Are these now holding in pending for next month's shipment?
So I was looking around the site today when I went to the Store. I clicked on Games > Role Playing Games so I could see the list of games you have available. Low and behold it looks like you've got all the WotC products which you aren't allowed to sell, along with the number of items you have for those games. For example, it lists Alternity (22). So you click on them and it takes you to the product page where you have nothing listed. While I understand that you aren't allowed to sell those items anymore, at least the pdfs anyway, it could give some false hopes. I'm assuming that you guys were allowed to sell pdfs at one time and this is why you still have the products listed. I think this should be fixed so that you don't even see the products listed on the index page in the first place. Either that or fix it so that it doesn't show you have items, which aren't there once you go to the product page.
For those who can't afford metal or plastic miniatures, and maybe not even able to afford buying the paper miniatures here at Paizo, One Monk has just released all their paper miniatures for free! There are some really good miniatures in these sets and there are tons of them there. If you can't find something to use for the RotRL or any of the other Adventure Paths here, there is something wrong with you! In particular I like all the townsfolk to fill out during the attacks on Sandpoint, both the Goblin Raid and the Stone Giant attacks. Snag them all before he decides he really does want money for them. He's even got some Kobolds in the Warbands section that look a whole lot like the Paizo breed.
Alright, I've a huge collection of Pathfinder books now, but the problem is that I'm looking for the info on the Shoanti Barbarian clans. I know there is the info from the feats section of the Rise of the Rune Lords Player's Guide, but as I don't have a majority of the books in pdf format, finding which book has more info on the Shoanti is a slow process as I've only read a about 1/4 of the books in the last couple months. Can anyone else tell me which books actually provide anymore info, if any?
I recently picked up a copy of Gods and Magic and I've been reading through it. I noticed that Norgorber's picture doesn't match the description of his Avatar. The description says that he appears dressed in brown and black. The problem is that his picture shows him in purple/violet and black. Now I think the purple and black looks much cooler so that is what he will have in my campaign. I was just wondering if his description changed at some point in development and nobody noticed?
Has anyone created some spine art for the RPG? I only purchased the PDF and it doesn't come with any. I printed mine out and put it in a 3 ring binder, but when it's on the shelf with my other three ring binders full of stuff, I have to pull out a couple of them to find the one I want if I don't remember which is which. I can just print up some crappy spine art to put there, but I'd like something nicer. I'd like to ask if the spine art can also be included in the pdfs for the hard cover books in the future. I like to print mine out so I have a hard copy to use during the game as I don't have a laptop and my computer is no where near my game room. This little extra would be cool. Has anyone else done this?
Just a couple quick questions. How do you pronounce Karzoug? CAR-zug, CAR-zoog, CAR-zohg? What have others used as a Miniature for Karzoug? I'm thinking of using the D&D miniatures Archmage, with conversions and a new paint job. The conversions will include shaving his hair, sculpting a ponytail, and changing the end of the staff to a glaive like on the Gamemaster Guide cover. Then of course a paintjob to match. I'll probably just paint the gems on his forhead and not try to sculpt them. Here is a link to the miniature I'm talking about. Are there other miniatures out there that are a better fit without having to convert? They don't have to be D&D Miniatures. Show me pics of what you've done or used.
Swallowtail Festival Games Alright as it stands there isn't much detail on the things going on during the festival. At this point it covers the opening speech, lunch, and evening dedication ceremony and bonfire. That's really not much of a festival. Where are all the games and other things happening? What are the pc's to do during the day to occupy the time? I've come up with some games and such to keep them occupied. It also provides for a way to give some more background info. The Devil Hunt Do you have what it takes to bring down the infamous Sandpoint Devil and keep him from menacing the surrounding area? Take a shot and see. This is an archery range setup on the beach down by the Lighthouse. Two large targets, with silhouettes of a scary looking winged horse on them, are set up 50 yards away from a firing line. The bull’s-eye is about where a horse's heart would be. There are bigger concentric circles around the bull’s-eye. One copper piece per play. Using the longbows provided, fire two arrows at the target, scoring the best one. Hitting a bull’s-eye wins a small pie. Hitting anything else wins progressively cheaper trinkets for each band outside the bull’s-eye, with nothing for a miss. Hitting AC 20 gets a bull’s-eye, each band out side that is AC 18, AC 16, AC 14, and AC 12. This game is being run by Jodar Provolost (CG male human Expert 1/Ranger 3), an older balding Varisian with black hair, a big thick black mustache, and a noticeable big belly. He is a mediocre carpenter, but is considered one of the best hunters in Sandpoint. He is friendly, but has lots of bad jokes, and particularly likes telling his (untrue) stories of his encounters with the Sandpoint Devil. The pies have been provided by Alma Avertin from Sandpoint Savories. They aren't her best work, but they are good enough for what they are. Sheriff Hemlock has asked Jodar to quietly make note of anyone who scores a bull’s-eye, or gets both shots in either of the center two circles, so that he can later approach them about joining the militia. Jodar asks anyone who wins his or her name and then announces quite loudly "Attention! Insert name has done Sandpoint a great service. He or she has slain the Sandpoint Devil! Here's your pie!" The Goblin Toss Three Goblins have found their way into your house and are tearing the place up! Grab them and toss them into the fireplace before they can destroy everything. This game is a simple bean bag toss setup in the middle of the Sandpoint Market square. A board is setup with lines of three holes. The board is 10 feet from a throw line. The closest hole is the largest and the farthest hole is the smallest. There are buckets of beanbags sewn to look like Goblins by each of the three stations. Each bean bag has a Goblin name printed on it. One copper piece per play. Take three Goblins and try to toss them into a fireplace. Kids have to try and hit the biggest and closest hole, which is AC 10. Women use the medium sized hole, which is AC 12, and adult men use the smallest and furthest hole, which is AC 15. The bean bags have a range increment of 10' and there is no non-proficient penalty. Get all three in and win a small bag of venison jerky. Anything less gives a cheap trinket. Something Swallowtail related most likely. Nothing for not getting any in the fireplace. This game is being run by Daverin Hosk of Goblin Squash Stables. He's getting perverse pleasure out of the idea of tossing Goblins in the fire. It's for this reason that he has written a Goblin name on each beanbag, just so he can desecrate some Goblin's memory even more. It's well known his hatred of Goblin's and nobody is surprised to see this game. Chod Bevuk of the Sandpoint Meat Market has provided the venison jerky for the prize. It is quite tasty and next to Ameiko's salmon, it is the talk of the event. Unfortunately there's been lots of young children asking their parents if the jerky is really made of Goblin meat from the Goblins they threw in the fireplace, like Daverin says it is. Some adults have heard the rumor and actually believe that it is Goblin meat! The Lighthouse Smash Who needs a Lighthouse without a light? The old Lighthouse has become an eyesore; let's knock it down so we can use the stone to build something new. This game is set up at the end of Junker's Way next to the Lighthouse. It has a table with nine square stones stacked on it in a pyramid shape. Three on the bottom, two in the middle, and one on top. There is a firing line 20' from the tables. Using the mini-catapult, try to knock down the stack of stones within three shots. Two copper pieces to play. You get three shots. It takes a total of three hits to knock down all the stones. Hitting higher ACs counts as more hits, so that it is possible to knock them down with one hit. Hitting AC 12 counts as one hit, Hitting AC 16 counts as two hits, and hitting AC 20 counts as three hits. The catapults have a range of 50', so there is no range penalty, but there is the normal non-proficient penalty of -4 if someone does not have proficiency with siege weapons. Knocking down all the stones wins a small toy catapult; it amounts to being a slingshot. Anything less provides some other cheap trinkets. No prize if nothing is knocked down. This game is being run by Aesrick Battlehorn. He's been working on the mini catapult and toy catapults during his spare time all year, in preparation for the festival. The mini catapult is quite a work of art. He's carved it to look like a stone giant with its arm throwing the stone. He suspects that he'll be able to sell it in Magnimar for quite a bit after the festival. It's about 2 foot tall, but functions just as a real catapult, albeit with less range and much less damage. He's worked very hard at keeping it a secret all year, so that he can surprise everyone with it. He's got a soft spot for the kids and helps the kids aim it so that they can win the toy catapults, negates the non-proficient penalty; much to the consternation of mothers. According to many mother's complaints, "They are just the right size for young boys to shoot an eye out with!" This complaining doesn't stop those same mothers from handing over the two coppers for their sons to play. There is no shortage of boys crying because they've been hit in the head by a flying stone. Dragon Races There's been talk of starting Dragon farming in Sandpoint, so we've gotta find out which ones are the fastest so that we have the best dragons! Pick yourself a dragon and pit it in a Dragon Race against your friends. The final game is located in the Sandpoint Market Square on the south side by the docks just at the beginning of Market Street. It has two double lane tracks set up next to each other with a three-foot wide gap between the two tracks. The tracks are 30' feet long. Near the starting line there is a large cage with 12 lizards in it. Each one has a set of twig and cloth wings attached to their backs. Each one is painted a different color so that they look like little dragons. Without touching the lizards, goad your lizard down the track. Get him to cross the finish line before your opponents and win a prize! One copper piece to play. Once they have four people with a dragon picked, place them in the starting lanes. At the sound of the whistle, the gates are lifted and you goad your dragon down the track without touching them. To do this, each person racing makes an initiative check and players attempt to goad their lizard in initiative order. The lizards are notoriously difficult to deal with, so you must make a DC 14 Handle Animal check to get them to move. The lizards move 5' on a succesful check. On a failure they do not move. On a failure by 10 or more, the lizard actually moves backwards. The first lizard to cross the finish line wins. The winner gets a big cheap medal that says "1st Place Swallowtail Dragon Races" and 2 Copper Pieces. All other places get nothing and the others get nothing. This game is run by Gressel Tenniwar. He's running it on the orders of Jubrayl Vhiski, but nobody knows this. Jubrayl is using it to run a gambling scheme betting on the races. Nobody knows it but 9 of the 12 lizards were secretly well fed the night before and they are tired and are even more difficult to move. These 9 are DC 16 to move. The other three are quite hungry and haven't eaten in about a week. These are at normal DC 14. In fact if some raw meat or other small rodent like thing is held in front of them they will be DC 12 to move. Jubrayl and his men know which three are the hungry ones and use this to fix the betting. Jubrayl has also ordered that one of his men should always try to be in the race each time, so that they can pick one of the hungry lizards in order to hedge the bets even more, but not make a big deal if any group of four really want to race each other. The GM should pick the nine that are well fed. Anyone that watches more than 5 races with one of the hungry lizards can make a DC 20 Sense Motive check to notice that some of the lizards seem more motivated than others. Jubrayl and his men will disappear if it looks like anyone has caught onto their scheme. Gressel will claim ignorance and one of his barmaids will back him up when he claims they are all well fed. That's what I've come up with at this point, have you done anything similar? What do you think of these?
In Burnt Offerings, during the Boar Hunt, it says that Aldern has an endless cache of tales on the high life in Magnimar. Have most people hit on this aspect of his fixation or just stuck with the hero worship/love interest aspect to get the pc's annoyed with him? Just how well connected is Aldern in Magnimar society? What kind of tales would he have to tell? Would they be true or are they just made up? He does have levels of Rogue after all. I'm running it for my son, and he just didn't find him annoying. I think he was digging the hero worship aspect of it, and he may have gotten into the stories as well had I gone there. That's ok though, as he'll really be offended at Aldern's transformation and betrayal in The Skinsaw Murders. I do plan to run this for my friends in the near future though, so maybe I won't have to go with the braggadocio to get them annoyed. They may just get sick of the hero worship before it gets that far. I'll go hero worship aspect because none of my friends will play a female character, so the love interest won't be a factor. Just in case they don't get annoyed early enough, I'm interested in what others have done.
Alright, here's the situation. You can only buy three Map Packs and three Flip Mats, so you decide to get those that are most useful. Which three do you buy of each? Which ones do you find yourself using more often than others? It doesn't matter if they are currently in print or not. Assume you've got all the APs, but none of the GameMaster/Pathfinder stand alone adventures. I'm asking because I want to pick some up, but I really want to get the ones that will provide me the most bang for my buck.
I'm working through creating an Elemental Bloodline Sorceror and I noticed that their 19th level Bloodline Spell is Elemental Swarm which is only listed as a Druid 9 spell. I haven't looked to see if any other spells they have access to are like this, but should we assume that in these cases the spell becomes Sorceror X, with X being the same level as the Cleric/Druid/Bard spell? I know I have players that will make a stink about it as some spells are different levels for different classes. For now I'm going to rule Sorceror 9 for the level of this spell as it's pretty obvious to me it should be this.
So why did you decide to significantly reimage the Dragons in the Bestiary? In some cases the pictures are quite drastic in their look. In some cases they look too much like birds for my tastes, what with how their wings now look to be feathered and their scale patterns having a featherish look. For example, the Red Dragon. On the cover of the PRPG the Red Dragon looks totally different from the Red Dragon in the Bestiary. The Bestiary one looks The PRPG has that look which I think of when I think of Dragons. Then the White Dragon. In AP #5 Arkhryst a White Dragon has that classic lizard like look to it's wings, but in the Bestiary it looks like they are covered with large feathers. Now I'm not silly enough to think that all Dragons will look the same, but these are completely different styles. I also realize that Paizo is trying to make things their own, but I think that many of these new Dragons just don't work. The artwork is great, but too different. It doesn't invoke that majestic and powerful feel. In one case, the Green Dragon, it just doesn't feel Draconic to me, more big winged lizard, even if it is close to the classic Dragon look. I think mostly it comes down to not liking the look of the feathers. That being said I actually love the new White Dragon. It is now, by far, my favorite Dragon. This one you managed to keep that Dragon look even with the feather like wings. It looks fearsome, powerful, and majestic. I love it. I also like that you got rid of the sail like wings of the Gold in 3.5. Maybe the rest will grow on me. When WotC released 3.0 I wasn't totally sold on their reimaging of all the Dragons, but over time they grew on me. What do others think about the reimaging?
Delthos wrote:
I would like to add, if I change my items to never hold, the Side Cart items are still set to ship in Novemember with AP#27. I'm thinking these items are somehow linked directly to AP#27. I don't want them shipped separately now. I'd like to get an answer to why its happening, as I will be ordering more books in the future and I just want to understand what will happen. I'll order them and have them set to hold for a monthly shipment. I don't want to have another book that's pushed back hold up an order again.
Alright in Gorger and Chaw's Lair there is a magic item but it doesn't exist in Pathfinder. The Phylactery of Undead Turning. How would you handle this item under the Pathfinder rules? I'm wondering should I just change it to a Phylactery of Positive Channeling and be done with it, or do something else? Say continue calling it a Phylactery of Undead Turning and having it increase the length of time undead are turned by +2 minutes or maybe have it grant a +2 to the DC for the undead to resist turning or maybe both? I ask because changing it to a Phylactery of Positive Channeling isn't quite the same as the old Phylactery of Undead Turning. Granted it's a very specific magic item if I change it, but it doesn't have the same feel. Perhaps the increased healing may be a good thing for the characters further on in the AP? I don't know as I haven't yet read past The Hook Mountain Massacre.
I wasn't around the forum when the playtesting was going on, but how do people feel about Specialists vs. Universalists? I feel like there really isn't a reason to go with a Universalist now as opposition schools aren't that big of a draw back, unless you really like the flexibility of a Universalist and never being limited in your spells. The special abilities seem to be about equal, with a slight edge to the Specialists. To me though the flexibility of the Universalist doesn't make up for the lost spell slot at each level. Most of the time a specialist is going to be using spells from their school of choice, so it's not a huge hinderance as the person is playing them because that's the kind of spells they really want to use. Yet they still have the ability to use opposed school spells in a pinch, so they aren't as inflexible as it may at first seem. Granted if there is a need for lots of opposed school spells in a particular situation their specialization will hurt them, but in general they are going to outpace a Universalist as they can cast more spells per day than the Universalist. I would have liked to see one more special ability for the Universalists. I really don't have a suggestion for one at this time, but it seems Specialists are really the way to go now, as you are no longer prohibited from using spells in an opposed school. I haven't yet had a chance to play Pathfinder, but I'm planning to run it in the future starting my group with Rise of the Rune Lords, so I don't have any actual experience with the class to know for sure if Specialists really have the edge. What do you think? |