(When stuck with a dagger) "Remember the good old days when daggers killed things..." (When the talkative bad guy goes down) "Oh, what's that? I'm sorry, I don't speak DEAD." "Hey, remember back in training when they said, 'You can't be a good Paladin if you're a dead Paladin?' Well, here's your chance to prove them wrong." "Hurt? Dude, I'm freaking dead." "Now you're dead. You're even deader than me..." "Hi, welcome to ZombieLand."
Talonhawke wrote: ...I mean I guess I could take ten to jump over a pit of fluffy pillows since there is no worries about failure hurting me but not much else.... But there are people who are allergic to downy pillows. These may be downy pillows. I know I am not allergic to these but my cousin breaks out something fierce. Doh, I think I am distracted yet again. DRAMA! Talonhawke wrote: ... "why can't i T10" conversation. All I kept thinking was I d 10T error. -Doomn
Haydon Mehmet wrote:
As with all responses to questions like these, it all depends on the group and what they enjoy. I've played in groups where riddles were bandied about and answered as a matter of course (and I felt like the dumbest person on the planet); that game was not for me (although I really enjoyed watching them play, they had a lot of fun and I learned quite a bit). I played in another game where most challenges broke down into calculus races (we were all engineers [and geeks]); this was extremely fun for me (and the others in the group) but had my wife just shaking her head (and mumbling "nerds" under her breath). When I'm playing or running games, we often have riddles and puzzles in the game. Whether we have it be an active part of play depends on how we fell that day and who we have in our group that day. Often the riddles are just mentioned as part of the story and "solved" by the characters via rolls (e.g. Knowledge [<Whatever>]). Every now and then we decide to work on the puzzle and get together as a group (we then have a roll-off to determine who "figured it out" in game - sometimes it IS the Barbarian). As always, just my two coppers... -Doomn
Option 3: Buy a Spell Book. Write your favorite poems/affirmations/quotes in whatever fashion you want. Case Secret Page on the pages and have the pages say "This Page Intentionally Left Blank." You can review the book every morning and enjoy your poems/affirmations/quotes. Anyone else that looks won't see anything. Any caster can detect the Secret Page and "know what's happening." Until someone looks at it with True Seeing, no one will know the difference. (In non-PFS, you may have the poems/affirmations/quotes look like any spell you can cast, pending GM approval - not a strict rules-as-written interpretation, but probably will not have most GMs worried. Of course, non-PFS, you could just use Scribe Scroll to enter into the book.) As always, just my two coppers... -Doomn
Tilquinith wrote: Will a PDF be made available at some point? There have not been pdfs in the past, but I would (greatly) like one as well (and the other hard covers/comics). Duiker wrote: How is it a Paizo.com exclusive if it's already on Amazon.com here? This is the Paiso exclusive cover. The Amazon one is the normal cover (which is also on sale here). -Doomn
captain yesterday wrote: Do you know how much that costs, roughly:-) Unfortunately, no, I do not know. I know several people who do this but never asked how much it cost them. (And, one of them owns a print shop and can print his copies there.) I have a wide format printer and color laser printer and use them to print copies of the pdf's that I want (or to print some of the fabulous art to hang on my wall or use in my games). I am sorry that I could not be more help. -Doomn
You could have them go to the "inner world" only to find it a vast devastated wasteland (including, if you wish, a deadly environment - e.g. harmful radiation). In their exploring they can come across a series of gates/portal (much like Stargate, the Elf Gates, or the Iconian Gateways). Some of these can be destroyed or just inactive and some can be windows to other harsh or extreme environments (Plane of Fire, underwater, middle of a sun, etc.). This allows you to have a gate to the dinosaur ridden plains (with an explanation as to why they are no longer in your world or never were) or anywhere else you may want to explore later (without changing your home world). As always, just my two coppers... -Doomn
Don't forget to also add the 50% to additional damage from the spell. (e.g. Empower Spell FAQ) As always, just my two coppers... -Doomn
Check out Erik Mona's blog Interregnum. You can leave your suggestions in the comments (it may be best received there). I hope this helps... -Doomn
Goofus moves into Gallant's room and maintains his squatter’s rights. He has some luggage he found in the lobby and the maid's cart. Gallant buys gift pdfs of all reference material for his upcoming game for each of his players, and he maintains a website dedicated to the group with a forum and game updates.
Xaratherus wrote:
PRD wrote:
(Emphasis [bold] added) You need a Full Attack action to get your second (or other iterative) attacks. -Doomn Edit: poor formatting
J4RH34D wrote:
His quote tells you, Core Rule Book page 169. My previous post (all be it a little late - darn slow typing speed) has a link to the prd. As always, just my two coppers... -Doomn
I have my player make five extra names at the beginning of the adventure. There is no elaborate back story for these five, but they are all introduced and known to each other, and they all have some reason to be in the area (and a part of the adventure, weather another adventuring party or an individual "expert" in the area). This allows some plausible interaction later (and a way to incorporate the new character in the story arc). I usually do not require an adventure trait for the first character (though they must have some reason for being there.). I do require a story trait for each subsequent character. As always, just my two coppers... -Doomn
PRD wrote:
Sunder is used against an opponent holding or wearing the item. "Smashing a weapon or shield with a slashing or bludgeoning weapon is accomplished with the sunder combat maneuver (see Combat)." Breaking an object has its own section and the objects are (usually) stationary. Animated object have a separate section. The only section that pertains to an arrow is the weapon section. The arrow could be sundered if you readied an action to attack the enemy when he fires an arrow (assuming you are close enough/in melee range). [Of course, barring class features, etc. that allows this.] So, no, you cannot sunder an arrow in flight, but you could ready an action to sunder an arrow before it is fired (or the bow, for that matter) if you were in melee range (or, if you readied an action to sunder the enemy weapon if they attempted to move, etc.). You could take the Snatch Arrow feat and catch the arrow, then break it at you leisure. As always, just my two coppers... -Doomn
Perhaps you could use the Jolt cantrip, keep the type as electric (simulating lightning), and add the Dazing Spell metamagic (simulating either thunder or a sonic boom), for a total level of 3. So, you have a spell that does 1d3 electric damage and dazes for 0/1 round (or, an argument could be made for 3). If you wanted it to simulate a whip more, you could change it to 1 point of non-leathal damage (with the whip drawbacks, or without) and daze for 1 (or 2/3) rounds. It could be kept as a level 3 spell with a dazed duration of 3 rounds, or even knocked down to a level 2 spell with a dazed duration of 1 round. As always, just my two coppers... -Doomn
kirowan wrote:
PRD wrote: Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
It would depend more on their deity than anything else. If she is a Paladin of Torag or Iomedae, then she would probably kill them for their crimes. If she is a Paladin of Sarenrae or Sheylin, then she would probably take them into custody to answer for their crimes (and repent, make amends, etc.). As always, just my two coppers... -Doomn
Gar0351 wrote:
It does not involve raiding tombs; it involves exploring and searching tombs that have been opened up by the legitimate government for the purpose of recovering bits of history and relics (so long as the tombs are not desecrated). Gar0351 wrote:
They could not justify pillaging ancient tombs for profit and gain. Further, they would refuse to participate in any such endeavor, even going so far as to lecture those on the legality and morality of the act. However, they would be part of an expedition to explore ancient tombs to recover artifacts and uncover bits of history. They could sell (for a fair price) or donate the artifacts to the appropriate people, and they would turn over any bits of history that they found to the appropriate people (and the character's church/temple). They could also be part of a funded expedition to explore the tombs (for their church or other appropriate organization). As always, just my two coppers... -Doomn
Tacticslion wrote:
I had not read your post (I started writing after the first few posts but got side-tracked and finished up later - after several other posts were made - I think I'm getting old...). I forgot the part in surge that allowed you to add after the result was known. My bad. My personal opinion (and how I would rule in my games) is it should change the result and may make it a success (if the final result would succeed) – it is a mythic ability, after all. Mythic abilities are designed to bend and reshape reality, how should/would negating an “auto-failure” be any different. Using another alternate system, if a Hero Point can be used to reroll a result (or even two to cheat death), then a mythic point (surge) should be able to alter an “auto-fail.” Just my two coppers… -Doomn
Tacticslion wrote:
Why would you add a surge to a roll when you already know the outcome (it's a "auto failure)? Alternately, you roll a 19 to hit (a miss but in the threat range of you weapon). If you add the surge, is it no longer a threat (total of 25 but no longer in the 19-20 threat range)? -Doomn
Dave Gross wrote:
And here I thought that the class issue was revealed in Inner Sea Magic and Inner Sea Combat. Now I have to go practice my title pronunciation. I am really excited and looking forward to reading the next iteration. This may even be worse than drugs, the "high" doesn't last very long (I tend to ignore whatever I should be doing and blow through the books as fast as possible) and the "crash" afterward hits harder (and the wait between books is taxing). Thank you for sharing your stories! -Doomn
Gol Guurzak wrote:
So, are you saying the only reason the 20-second log-in window exists only to allow others to kill your toon? Or that bank access exists only to allow others to attack your toon? Crafting only exists to allow others to attack? Really? -Doomn
PRD Home / Spell Index / Spectral Hand wrote: For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers. PRD Home / Combat wrote: Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally. The spell allows you to make a melee touch attack at range. It does not provoke an attack of opportunity. -Doomn
thegreenteagamer wrote:
I was part of a gaming group that played at our local gaming store on Saturday afternoons. A Pokémon group decided to start playing on Saturdays at about the same time. We were trying to play when the Pokémon group started getting loud and rowdy. Our DM stood and, in a loud voice, said, "Hey all, try to keep it down, we're try to play a good wholesome game of D&D over here!" It really grinds my gears when I want to play a rogue and everyone has to chime it about how crappy it is and there a "better way" to do whatever I wanted to do with my rogue. Then, when I say its what I want to play, then spend the rest of the month (we only played monthly, time permitting) making a "better rogue," then having their original character killed off to bring in the new "better rogue" to show me how mine is bad/wrong/etc. (Saddest part of all, I continued to have fun and they all wanted to switch back.) -Doomn
Trogdar wrote: Huh, two responses with opposite conclusions, that's interesting. If you are referring to master_marshmallow and my response, they are saying the same thing with different wording. In my case, prepared spell and you can cast any of the ones prepared for the day. In master_marshmallow's case, spontaneous once the spells are prepared. They both get you to the same place (and have the same meaning in this case). -Doomn
BigDTBone wrote:
It says nothing about not having an available slot or spell, it says without expending a slot or spell. Trogdar wrote: Just out of curiosity, where does the arcanist sit in this whole thing. They prepare spells and then cast spontaneously, so which part are they governed by, the spontaneous or the prepared? Also, does this count as a third kind of casting? Prepared, the spontaneous aspect has no effect until the spells are prepared. BigDTBone wrote: Specific trumps general. In what regard? There are two types of spells, arcane (cast by bards, sorcerers, and wizards) and divine (cast by clerics, druids, and experienced paladins and rangers). Nothing changed here. A fireball cast by a Wizard is Arcane. A fireball cast by a Cleric through a Domain slot is converted to a divine spell. A Cleric could not cast a fireball spell from a scroll written by a Wizard (Arcane) and a Wizard could not cast a fireball scroll written by a Fire Domain Cleric (Divine). A martial character does not have a spell list and has no arcane spells (known or prepared), and has nothing to draw from. The Game Mastery guide list Arcane spells. An Arcane spell is one cast by an Arcane caster (bards, sorcerers, and wizards in the prd entry, more with other books). -Doomn
A spell is a one-time magical effect. Spells come in two types: arcane (cast by bards, sorcerers, and wizards) and divine (cast by clerics, druids, and experienced paladins and rangers). Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options. Most spellcasters prepare spells in advance—whether from a spellbook or through prayers—while some cast spells spontaneously without preparation. Despite these different ways characters use to learn or prepare their spells, when it comes to casting them, the spells are very much alike. Casting Spells Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.
1. Sure. 2. No. Your cohort is your friend. Or best friend. (Or bestest friend, BFF, etc.) He has loyalty to you and usually follows you around and helps you out (because he "wants to," not because he "has to"). Your cohort's cohort is his friend, and usually follows him around and helps him out. Now, this friend could also be your friend (but not as friendly as your cohort), but he is your cohorts "best friend" (or BFF, etc.). You can think of your (real life) friends. They may all share interests with you and help you out in times of need (maybe even let you borrow money). You best friend may have other friends that you don't know, and those friends will help him out (but may only know you by name or description). They may even let your friend borrow money, but they'd probably look at you funny if you asked (or emailed, etc.). I hope this helps -Doomn
You could have an evil mastermind that the party does not know about yet (and, therefor, his/her level doesn't matter yet). This mastermind could send operatives (clones, automatons, etc.) that the party thinks is the BBEG (maybe only one per region). (Think along the lines of the Vorta in Star Trek: Deep Space Nine.) The "bad guy" could be a member of a larger group that have hidden identities (and may be mistaken as the same individual). (This is along the same lines as Hot Fuzz, the Borg from Star Trek, or, loosely, Razmirren priests.)
I am looking forward to the next series set. As an aside, does Dynamite Entertainment have any plans to offer pdf versions of their comics (and associated posters/maps) for sale? (I really like the posters and maps, but I don't much care for the creases the folding creates - it really detracts from the image when displayed.) -Doomn
It may be two years later, but I am also hoping there is a way to get a pdf copy of the poster/map. (The folds make it really hard to scan; the creases interfere with the map grid and detract from the poster. I like to frame/place the posters on my wall.) Also, would there be a way to get a pdf copy of the comic? (Either as part of the subscription or separate - same for the poster/map.) -Doomn Edit: Also, are the stories in the comics considered "canon," either in so much as the adventure paths or stand alone? |