Barnabas Harrigan

Drakir2010's page

184 posts. No reviews. No lists. 1 wishlist.




I used to be all up-to-date on what's kosher and what's not on the Paizo messageboards, but thanks to things changing in life I'm not here much anymore... As a result, if it's uncool that I'm sending traffic to my Instagram, please accept my humble apologies and lock my thread.
Canadian advanced apology out of the way...
I figure some of the folks here might like to see the Flooded Cathedral in all its 3D printed glory. Please feel free to take a gander and let me know what you think. Potential for minor spoilers, but I don't think it's too bad.


Hi folks,
my nephew is getting into gaming, and I want to gift him the CR PDF. I can't seem to add the PDF to my cart. Can someone point me to the right means to do so?


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Well, my campaign just took a strange turn.
There's a "prefab" encounter in The Lost Colony about a local sahuagin skulking about in the bushes outside Talmandor's Bounty. My party found him, captured him, negotiated his release with the local sahuagin baron, and hosted an entire delegation (it didn't go well. The colony has to donate "two sharks worth" of meat to the sahuagin at the dark of the moon every month in exchange for not wiping the colony out. The party can't WAIT to feel ballsy enough to "renegotiate")
Only problem... There wasn't any reference to that original sahuagin having any kind of air-breathing apparatus, and as I'm relatively unfamiliar with them I just presumed they were amphibious.
This evening I discovered the truth and I'm trying to figure out what, if anything, I need to do about this. Perhaps all the sahuagin we've encountered on land had Necklaces of Air Adaptation? That's about 40k of loot that wandered through town and no one really noticed... I'm more leaning toward the cop-out of this particular tribe being amphibious mutants... Anyone have a more interesting solution?
Loving the AP BTW, we're about halfway through module 2. Anyone have theories for why this campaign doesn't seem to be as popular as some of the others?


Hopefully will come back to them soon, but for the moment I need all of my subscriptions cancelled. Thanks!


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After my group finished the Skull and Shackles campaign last month, I sat down to write a retrospective. I wanted to go over what worked, what didn't, and what things were really interesting. It's a long read, but I figured the folks here may be interested in reading how my group did it, from beginning to end.

It took us almost 2 years, but another campaign has faded to black. The lowly landlubbers who were press-ganged into service aboard the Wormwood after a bit too much fun at the Lusty Mermaid have been instrumental in protecting the Shackles from the most serious Chelish threat in the last 50 years, and then overthrown the long-reigning Hurricane King in order to put the Free Captain of their choice upon the throne. They each hold positions of power in the Pirate senate, placing them only slightly beneath the Hurricane King himself in terms of their influence and prestige. Let's take a look back over the campaign, the game itself, and the stuff we did, shall we?

Characters

We had quite a few characters who ran with the crew from start to finish. And we had a few that fell behind.

Captain Testudo: A survivor of the entire campaign, a polearm style fighter who happened to be just likable enough to serve as the captain of the crew. By times, a shrewd wheeler-dealer, for some reason he chose not to focus on the boarding pike, but instead on the ranseur. This meant that the weapon found in the Black Tower had to be changed for convenience' sake, but that's what a GM is all about. He died at least once, but luckily had enough plunder reserved that his loyal crew never even knew...

Raijuhiro: Also lived through the whole campaign. A Tien monk, who had come to the Shackles after deciding his homeland no longer had the appeal it once had... Raijuhiro had inadvertently killed his sensei while arguing in favour of learning forbidden lore. After the accident, he had absconded with the scrolls detailing these techniques (which were the source for his unique combat powers). To preserve and protect the knowledge, he had the writings tattooed onto his body by one of the Shackles' best body artists. I'd intended to have there be a connection between him and Isabella "Inkskin" Locke (probably by way of the tattooist), but never figured out a way to fully develop this. Instead, ninjas from his homeland attempted several times to kill or capture him (ninjas vs. pirates, woo!). Eventually one of the Tien pirate lords, Lo Shei Wen, grew interested in the people passing through his port and made contact with Raijuhiro. In exchange for protection from the parties pursuing him and the pirate lord's military support during the Battle of Abendego, Raijuhiro traded the knowledge hidden in his tattoos to the pirate.

Jenny: Yet another survivor. A Changeling wave oracle, with a haunted past. Like all PC changelings, she had resisted the call to join her mother and become a true hag (sea hag, obviously). Her mother's wrath had destroyed Jenny's entire village in the form of a massive tidal wave (Jenny, the burgeoning oracle, was able to survive). I borrowed a page from Eberron when we were originally developing this backstory, and gave Jenny's mom a power-boost (plus a player surprise) by making her half-night hag (applying the half-fiend template). I suppose by rights that would mean Jenny could have had the fiendish template, but I justified not granting by virtue of having turned down her mother's hag blood, she also turned down her grandmother's fiend blood. In retrospect, it might have been interesting to tempt Jenny with the potential to unlock her fiendish ancestry by some sort of side quest... Regardless, what we had with Jenny was a lot of fun regardless. To further tie her in, I decided that Haetenga, the night hag pursuing her sister's heartstone on the Island of Empty Eyes, would be Jenny's grandmother (in retrospect, I wonder why Haetenga never appears...) A hag sister showed up on a ship captained by a coven to give Jenny some hints that her mother was still around. Pursuing another little changeling girl who was undergoing the Calling led to discovering her mother's name and that she commands a powerful warship that travels the entire Aryth Ocean (and had many levels of witch). When the group began to explore the island of Empty Eyes, Jenny realized that she was kin to Lodhotha, who had contributed the heartstone for Bikendi's transcendence ritual. Eventually, Jenny's mother, Shatanna, and her warship appeared near the island of Empty Eyes. Jenny's mother started right away with a tidal wave to try to destroy the fledgling settlement. I did some research into the actions of tidal waves to try to make it as authentic feeling as possible. Eventually the party captures Shatanna's ship and rechristened her as their new flag ship, the Pimp Daddy. Shatanna fled to be with her lover, Jenny's father, Gilbrock the Tongue. Jenny once again got the chance to face down Shatanna when the party took down Harrigan, but again Shatanna escaped. She hasn't been seen since, but Jenny uncovered evidence after the final battle that Shatanna was one of the sea hags responsible for Turpin Irons' defeat and the animation of Brinebones. All in all, a character I felt served the campaign extremely well.

Valeria: An undine witch, who also survived through the entire campaign. Unfortunately, because she would disappear for months of in-game time when my gamemastering partner was GM, I never got to develop an extensive character arc for her.

Aberdeen Littleguppy: My Mary-Sue character (kind of). An undine stormborn sorceror with the racial alternate ability to breathe water. He had an extensive back story that was never fully explored. Similar to Valeria, because he was only present for about half the campaign, the things I had in mind for him never had the chance to come to fruition (and I didn't feel I could GM with him present without turning him into the worst kind of Mary-Sue). Basically, his offshoot of the undine live in the depths far below the Eye of Abendego, hence his stormborn bloodline. He had fled his people when the rulership was overthrown. He had been raised alongside the prince, and was one of his physical duplicates in times of duress (think Padme and her handmaids, if you can bear to recall Phantom Menace). I had pictured an attempt to bring revolution to his people by posing as the dead prince after some time gathering power in the Shackles, but as I said, I'm not good with the Mary-Sue roles, plus it was just too far removed from the pirate aspect of the campaign to pursue. Maybe as a follow-on one-shot in future he can come to his friends for help.

Tommo: A falconer archetype human ranger. One of those who are no longer with us... He started off with some promise. There is a parrot named Pluck hanging around the Wormwood who is largely just a nuisance since his pirate died. Tommo adopted him and used him as the "falcon" part of his archetype. Unfortunately, Tommo was, I believe, separated from the party as they investigated Jasperleaf Apothecary in Tempest Rising. There are only so many direct hits one can take from an alchemist's bombs before the result is a pile of ash...

Korhil: an elf ranger. Retired from the campaign when one of our players stopped being able to attend regularly.

Draven: the rogue that replaced Tommo.

Accessories

We went through an interesting variety of accessories to make the game more appealing. Some were hits, and some were misses:

I printed out the ship icons located in the S&S player's guide, and mounted them on foamcore to make them relatively permanent. We didn't do a lot of ship-to-ship combat, so they didn't see much use in that sense, but they did come in handy a few times. Their most prominent use was during the naval warfare segments, when they could be grouped to form the various squadrons associated with the battle, making it easier to visually track damage and so on.

Similarly, I purchased the Skull and Shackles map pack, and created at least one cool accessory from that. The pack includes an 'in-universe' map of the Shackles, complete with frayed edges, strange monsters depicted on the edges of the ocean, and a ring where someone set down their rum on top of the map at some point. Grabbing a measuring compass from an old-fashioned arithmetic tools set meant that it was possible to actually lay out a course on the table in authentic "nautical" fashion. I wish I'd been able to find a good set of map pins to add to the process. Ideally, combining the pins and a nice place to store the map, my players would have been able to drop pins at sites of interest, and actually create a map of "Our Shackles" instead of "Paizo's Shackles". Alas, map pins are harder to find than you'd think.

Years ago, Games Workshop published a naval game called Dreadfleet. One of the players and I grabbed it at the time because even then we theorized we'd be doing Skull and Shackles one day. When I actually sat down and looked at the minis for the purposes of using them though, I was pretty disappointed. Most of the ships are either very specific to the Warhammer universe, or they "go to 11" in a way that I just find unworkable (thinking in particular of the ship with a 10 story castle on the stern). Ultimately, the only ship I actually put on the table was the ghost ship, which served well as the Deathknell. That said, there were some really nifty rocky islands in that set. In an ideal world, I'd have done more ship-to-ship combat, and been able to use them to make for interesting strategic terrain.

Paizo's Skull and Shackles miniature set was invaluable. It was very gratifying to be able to drop a bone fisted corsair on the table for Kerdak Bonefist, or a pistol wielding half-orc for Tsadok Goldtooth. And Brinebones... So pretty. Really cool addition.

One of my players perfected the technique for turning battle scale maps into full scale ship models. The PCs first ship, once it was rechristened into the Phat Momma, was wonderfully represented on the table using a combination of printouts, pink insulation foam, and white glue. Going forward, I'd probably use some Ikea dowels or something similar to stabilize the layers as they stack together, but now that the campaign is finished, I think the germ of that idea will just stagnate (I had hoped to do it for the Filthy Lucre, but never did so).

Partway through the campaign, I finally acted on the suggestion in the introduction matter for Tempest Rising, and invested in the Maiden of the High Seas from WorldWorks Games. Though I'd never done any paper crafting before, I am somewhat creatively minded and have plenty of patience when it comes to a project like this. The end results were, to put it bluntly, mindblowing. The Maiden was used to represent Shattana's vessel when she made her assault on the PCs stronghold, and was, of course, seized and turned into the PCs flagship. I went as all-out as possible, using the 3D boom kit-bash included with purchase. I still proudly display it in my geek room, and can't imagine how badly it would have failed by now if the booms were just 2D sheets. That said, it's kind of old in terms of card-stock technology. If a company were to produce such a ship now, making it robo-cutter compatible, and even better somehow fold-flat, I would be all over it, even without a pirate campaign on the go.

The same player who made the ship models (and also my substitute GM) began to play with Hirst Arts molds part way through the campaign. We still have some learning curve to get around when it comes to converting 2D walls on a map into 3D walls with real thickness, but we used it to build Tidewater Rock, and it was spectacular. Being on top of the tower meant the miniature was actually UP off the table, while the minis below looked like ants. Ants, I tell you! Unfortunately, expansion of the inventory available was derailed by a new addition to the family, but they seem to have an infinite lifespan (unlike the cardstock Maiden, for instance), so production can only expand!

It was only in the last portion of the campaign that the Pathfinder Adventure Card Game caught up to where we were in the plot. I played quickly with doing so, but in future I think it could be very handy to be able to show cards that represent the story's NPCs and notable goodies (I'm not sure how many of the original Wormwood's crew have cards, but it would be really handy as a memory jog. We had a lot of trouble keeping NPCs straight just based on names and descriptions).

External Items

I invested in a handful of additional resources to make the game more expansive. I think the ones I would have liked but skipped due to cash flow issues is larger than the ones I used.

I might have benefited from, but did not purchase, Pirates of the Inner Sea, Ships of the Inner Sea, and... I think there was one other...

I purchased Fire as She Bears from Malhavoc Press, and tried my best to blend Paizo's nautical movement rules with their "everyone on the ship has something to do" rules. It didn't work as well as I'd hoped. I think you need more Age of Sail class ships to make it feel right.

I did get the Islands of the Shackles reference. I found it was pretty helpful with fleshing out the Shackles, and because I knew what was "available" and what the AP was going to "use", I felt I had a larger toolkit to craft things. For instance, I'd have never known anything about the Tien Free Captains that were a part of Raijuhiro's plot without this book, because they are never mentioned in the AP.

I also got the Plunder and Peril module, but it was too late to use to replace or blend with Raiders of the Fever Sea, as it is meant to do. As a result, I set it aside without ever carefully reading it. Only on the day we finished the campaign did I open the included map and find that it has a comprehensive list of pretty much every major site in the entire AP. Oops!

I used quite a few Paizo map packs and flip mats to great effect. In several cases, the maps in question were published just for this AP, and in several others it was just a matter of being a perfect fit. Map Packs Lost Island, and Boarding Action were just useful for the occasional impromptu battle scene. flip mat pirate ship was turned into a 3D model of the PCs first ship (discussed elsewhere), and map pack ship's cabins served as the Wormwood. Although flip mat Waterfront Tavern is explicitly called out as the map for the Theater of Corruption in Price of Infamy, it was poorly explained and I wound up hand-waving the details. The bristly ship on one side of flip mat Warship served as the top deck of Abrogail's Fury, and since all the other ships had been more traditionally shaped, it really helped establish the "different-ness" that was the Chelish flagship.

And thanks to the generosity of Jason Nelson, I was able to review an early version of Legendary Games' upcoming product, Fort Scurvy. Should my players have decided that they wanted to do a direct assault on Fort Hazard, Fort Scurvy would have been what they found. Instead, they went with the path Paizo presented, letting Arronax, Tessa, and others storm the fort from the surface, while they snuck in from below and attempted to find Kerdak's secret anchorage before he could launch the Filthy Lucre. However, it helped me feel confident in presenting both options, meaning it really felt like it was their choice how they took on the final chapter, instead of being shoehorned into the only path I had maps for.

Plot revisions

My players largely followed the plot as written throughout most of the scenarios. We did yadda-yadda-yadda over the dinner party at the end of Island of Empty Eyes. It meant we lost a role-play heavy portion of the module, but as I have seen critiqued a few times in relation to this AP, there wasn't a lot of room for failure.

"It is assumed that the PCs will succeeed". I recall seeing this several places in the AP, and I kind of questioned that. I only hit on the appropriate solution (or more precisely, realized the solution was right there in the AP) when we were into part 6. It is this: If the PCs are assumed to succeed, plan the plot as if they will succeed. Instead, make their preparation, planning and skill contribute to the magnitude of their success. This is best illustrated by looking at the Free Captain's Regatta vs. The Battle of Abendego. Throughout the regatta, the PCs earn points toward their race score. In the end, they may get a decisive victory, with a huge side reward, or they may get second place, and then get bumped into first place due to a DQ. Meanwhile the Battle of Abendego used the cumbersome fleet battle rules (discussed elsewhere) and yet the actual "victory" hinges on the battle that takes place aboard Abrogail's Fury. What was the point of the fleet then? Instead, I would alter such things to remove cumbersome rules, and instead focus on a similar system of points to determine a resounding success or a Pyrrhic victory.

We used the infamy and plunder rules a little, but found they were a little tough to keep track of week after week.

The Wormwood Mutiny: The plot followed very closely to the module as written. I ignored the rum ration rules as written, in order to avoid having everyone die. The PCs warmed easily to the "good" NPCs and quickly grew to dislike the "bad" ones. Because of the charismatic oracle, the party was able to turn a large number of the indifferent and even unfriendly crew over. However, if I hadn't done a lot of preparatory work to have a full Excel spreadsheet detailing the crew ready to go in advance, it would have been a nightmare. That said, because each character is detailed in a way that makes them quickly unique and memorable, I felt that the Wormwood really did feel like it was alive with individuals, rather than faceless NPCs ready to be ticked off as casualties. The chore cycle worked well, and getting to gank Plugg and Scourge was a very satisfying reward. I'll still never understand why the name Phat Momma was chosen for the captured ship, but so be it.

Raiders of the Fever Sea: At this point, I stepped down from the GM chair and my substitute GM took over. I hadn't reviewed the module in quite some time, so I was playing largely ignorant of what was going to happen. I really wish I'd had access to Plunder and Peril during this module. The sandbox just felt too unfocussed, and we didn't really know what to do with ourselves. Once we hit Tidewater Rock, we had one of the most memorable combats of my player-tenure. The assault by the Thresher and Inkskin Locke against a full Hirst Arts molded tower was just great visually, and it put us back on the smoother railroad tracks we are more comfortable with.

Tempest Rising: Back in the GM chair for this one. The party had a spot of fun getting their Free Captaincy. Never ones to leave a stone unturned, they tracked down both the Brine Banshee and the Dryad's Grave (why not, since they cross from one to the other so easily anyway). The Free Captain's Regatta was a big hit, I believe.

Island of Empty Eyes: A bit more of a sandbox than Tempest Rising, but it was, I believe, just the right amount of one (again, I was playing, not GMing). It didn't devolve into the "I don't know; what do you think we should do next?" disorientation of Raiders. Everything through to the end of Sumitha was a great deal of fun. We glossed over the dinner party, which part of me feels was to our detriment. Some cool character development could have occurred. However, at this point we were becoming a little weary of the module. It had already reached at least one "end" when we completed Sumitha. Following on with another small chapter to reach the end just felt a little straining. The other GM chose what I felt was a reasonable level of success and related it to us. Of note, The Eel survived, and left me with a recurring villain to use a few more times as the campaign progressed. Alchemists are vicious! (He returned in The Price of Infamy).

The Price of Infamy: Another fun module. The Pirate Council was a great way to once again introduce NPCs, and have some real roleplaying fun. I had to take detailed notes on the outcome of the council votes, because I really wanted the implications of what was decided to be very far reaching. We found the fleet creation to be a lot of fun (although the Theater of Corruption/Waterfront Tavern was a bit confusing). However we found the fleet battle rules themselves to be tremendously swingy and just not that much fun for most of the people at the table. Giving each PC one squadron to roll for helped a little, but the guy whose squadron routed on the first turn still was bored. If I were doing it all again, I'd turn the entire fleet battle to narrative. The PCs will win, but they'll find their fleet decimated and most of their allies lost if they aren't fully prepared. Due to the weapon choices of the party's most martial character, Aiger's Kiss had to be turned from a sword into a ranseur. The Black Tower itself was a spectacularly fun delve, but I wish I'd remembered the forbiddance spell in the portal chamber. It would have had an effect on the outcome, but probably nothing significant. I took the time to gather bits and pieces and craft a few paper exterior walls to build Harrigan's Fortress in full glory. Jenny's mother Shatanna happened to be at home with Jenny's father, Gilbrock the Tongue, and the Eel was waiting to contribute to Harrigan's last stand. Shatanna escaped again, but the Eel did not. However, he once again nuked the character of the player who had already died to an invisible alchemist. To finish the campaign, he took control of Jackaw Razorbeak, who had surrendered earlier in the fortress. Jackaw lasted until the final confrontation with Kerdak...

From Hell's Heart: Once again, the fleet rules were too swingy to make things work properly. I basically fudged together a win for the party by calling in a couple of reinforcements I had been planning as a "just in case" (having been warned that this battle was brutal thanks to the Paizo messageboards). The one I most liked was having Besmara's Herald, Kelpie's Wrath, summoned when Sandara Quinn walked the plank of her own volition, making a sacrifice to draw her attention. The PCs managed to convince themselves that Kerdak's long life and blase attitude about the Chelish invasion were the result of a 40 year old infernal contract. Based on that, they and their allies agreed that Kerdak needed to be unseated, but instead of choosing one of my PCs, they chose Arronax Endymion to be the new Hurricane King. He, of course, agreed. Given the option, they chose to let Arronax, Tessa, and their other allies assault the surface of Fort Hazard, while they took the back route outlined in the module. We really, really enjoyed the under-world beneath the fort. The PCs wound up taxing almost all of their resources to the limits, without ever reaching the point where they had no choice but to back out to rest. Thanks to access to a large plotter, the entirety of the Hurricane King's Residence and the Filthy Lucre was presented on the table in a single evening. Because of the dynamic nature of the combat, I think this supremely helped to make the final showdown memorable. The PCs really felt like combatants could come from anywhere, instead of feeling like they would only come from the parts of the battlemap that had already been drawn. I wish I'd noted Hypatia's role as Kerdak's silent but ever-present companion far, far earlier in the campaign. It would have been far more interesting if she'd been sitting in the council meeting at the beginning of Price of Infamy, for instance. When Jackaw got killed just before the final battle, that player took over Tessa Fairwind, and had her join from the surface assault. And then Tessa died too. Thanks to a well-timed dispel, Kerdak wound up in the lagoon, and, well, Tessa's body was used to lure the dire sharks right to him. He got out, but by the skin of his teeth. A minute later, it was over, and the PCs joined the Shackles senate...

So that's kind of my take-away from this adventure path, the most successful I've ever been part of. I hope folks here can benefit from my little retrospective.


Hi Paizo
Flip mat classics are pretty awesome, but I seem to have gotten carried away with preordering. Can you adjust the order above and my side cart so that I am only going to get one of each flip mat classic?
Thanks!


Hi Paizo,
I have a problem, and I hope it isn't TLS related.
Whenever I attempt to access secure.paizo.com in any form (message boards, my account, my subscriptions...) on my tablet, I get:
secure Connection Failed
The connection to secure.paizo.com was interrupted while the page was loading.
- The page you are trying to view cannot be shown because the authenticity of the received data could not be verified.
- Please contact the website owners to inform them of this problem.

This is happening on a Microsoft Surface Pro 2 running Firefox v40.0.2.

I'm able to do things from my iPad, like this post, but it's less convenient.

Any idea?


Hello Paizo,
I admit, this is probably because of the way I did things.
After I received the advanced warning about the above order, I added several things to my sidecart. Though several of the things are releasing this month (bigger flipmat, flipmat classics ship and tavern), they didn't show up on the "on its way!" email that I received last night, and they're still showing in my sidecart.
It's no problem to me if these don't ship until the July subscription shipment now, but I want to make sure that there won't be an issue with the "preorder to get the PDF free" promotion.


I sincerely love the concept of ambient gaming music. I'd love to experiment with this. However, can someone help me understand how the pricing model for Syrinscape works? As soon as I see the word "subscription", I get nervous, particularly with something gaming related.
You see, my group are all approaching dreaded midlife, and while we try to make our game take place every second week, we have young children, jobs, significant others, extended families, and any number of other things that cause us to miss sessions, sometimes several in a row. I don't want to start a subscription and then continue to pay when I'm getting no use out of the product. I see something about "keeping" packs, so I think there must be some aspect I'm not getting. Can anyone clarify for me what I get for what I pay?


So excited to get this! By amazingly fortuitous timing, my players will be starting the 6th module in Skull and Shackles tomorrow night. One of these maps is going to make Abrogail's Fury a flagship to remember!


Hi Paizo,
I replied to your email a few weeks ago, but I gather it got lost in the shuffle. Please cancel my Adventure Card Game subscription, and ensure that the Wrath of the Righteous base set does not ship as part of the above order. Thanks!


Hi Paizo,
Please cancel my adventure path and module subscriptions.
Woe is me.
I'd like to keep my card game and map subscriptions going.
Yay!


Hi Paizo,
Can I get the above orders (one is my monthly subscriptions) combined to save on shipping? I had some issues during checkout (a blank screen at one point?) so I never had the option.
Thanks!


So if I understand my history, it went something like this:

For the Rise of the Runelords, a Chinese printing company was contracted. Some players noticed issues with the cards from different print runs being noticeably different. It was sometimes possible to tell the set a card came from by minute differences in colour and such on the card backs. Paizo decided to switch to an American printing company who would allow them tighter control over the colour palette used on the cards. This, of course, caused an even more noticable difference in cards, between those printed in China, and those printed in the US. However, by single sourcing Skull and Shackles to this American outfit, the cards would be extremely uniform, satisfying those gamers to whom it mattered.

Now, the American company seem to be overwhelmed trying to meet the demand for Paizo's fabulous game. Decks are showing up just in time for GenCon, not arriving at all for subscribers, and having significant issues making it through to distributors (still haven't seen a base set at my local shop; their distributors haven't gotten any). Along the way, it appears that the printer has made promises to Paizo that they have relied on and trusted. These promises seem to have been broken.

Going forward though, Paizo are essentially committed to these guys for the next 6 months, minimum, aren't they? What does this mean for the rest of the AP? Should we anticipate Raiders of the Fever Sea being pushed back another month? And what happens to Organized Play? And the worst of it is, Paizo really don't have the ultimate recourse: "We're taking our business elsewhere", until Wrath of the Righteous begins in (tentatively) February. The printers seem to have them over a barrel, eh?


Hi Customer Service,
Now that the August shipping window has closed, can you please provide some update as to what's holding things up?
I have to say that I've been rather perplexed this month. I'm very familiar with Paizo's history of generosity, openness, and transparency. The issue with the class decks comes to mind as an example of how quickly Paizo step up and share what's going on. That's why I find the previous week, when Customer Service appear to have avoided any kind of discussion on the holdups that seemed to be common to so many people, to have been... uncharacteristic.
Cheers.


File on my OneDrive
I've been working on this since the late days of 3.5. I made the transition over to Pathfinder because, well, it wasn't very sophisticated when the time came to choose. Over the years, it's evolved into a generator I'm pretty fond of.
I've usually used AP volumes and bestiaries to be confident that it's "up to snuff". As I'm unclear about the legalities of sharing AP NPC stat blocks, I have included the Bestiary entries (available freely on the PRD), but not AP characters.
I've also tried to stick exclusively to content in the PRD, but I'm pretty sure I've missed a few things that aren't Open Content.
There's an instruction file in the zip that explains basic character creation and leveling up, but there's a heck of a lot of more sophisticated stuff in there, so I encourage people to push the envelopes and see what they can get out of it.
And of course, I realize that in a few weeks the Advanced Class Guide will render this obsolete. I'm hoping to get any bug/feature feedback from users and regularly update, and slip in the ACG content as I move forward.
Please, enjoy it and let me know what you think!


Paizo,
Please cancel all of my subscriptions except Adventure Paths immediately.
Can I arrange to have my AP subscription terminate after the current AP is finished? Or shall I contact you again once it is sent?
*sigh* Contract work is a bad lot...


Hi Paizo,
This order shipped in two boxes which somehow arrived on the exact same day after almost a month lost in Canada's postal service. However, neither box contained the "Set of 7 Dice: Lustrous - Shadow/Gold". I searched thoroughly.
I did, however, find 2 copies of Demon's Heresy inside the white envelope usually used for mailing. Shall I arrange to return one?


Hi Paizo,
Please cancel my roleplaying game subscription, and remove the NPC Codex from this shipment.
I would like to continue my Adventure Path and Maps subscriptions.
Thanks!


1 person marked this as FAQ candidate.

Can this be right?
If I want to create a clay golem, I have to have the craft construct feat and spend 21,500 (per the bestiary).
OR
I could buy a manual (12,000) and construct the body (1,500) for a total of 13,500.

Flesh golem
by feat: 10,500
by manual: 8,500 = 8,000 (manual) + 500 (body)

Iron golem
by feat: 80,000
by manual: 45,000 = 35,000 (manual) + 10,000 (body)

Stone golem:
by feat: 55,000
by manual: 27,000 = 22,000 (manual) + 5,000 (body)

Stone shield guardian
by feat: 100,000 = 55,000 (stone) + 25,000 (premium) + 20,000 (amulet)
by manual: 69,000 = 44,000 (manual) + 5,000 (body) + 20,000 (amulet)

Now if I had the Craft Wondrous Item feat and all the appropriate spells available to me, I can cut the costs of the manuals in half yet again!

I suspect that I'm misreading these passages:

PRD wrote:


A golem manual contains information, incantations, and magical power that help a character to craft a golem.

The cost of the book does not include the cost of constructing the golem's body.

I want to say that the second sentence isn't meant to say "the cost of the book includes all costs except constructing the golem's body", but then why call out the body as not covered? If the intention was to still have the constructor pay the full construction costs, why isn't the language more explicit. Something like: "The constructor still needs to pay all costs associated with constructing the golem, including assembling the body" would be much clearer.

Is it really cheaper to buy a manual than to build your own? Please, someone help me justify this in my own mind.


I don't know about you, but I absolutely hate letting my players capture enemy combatants alive. The dialogue usually goes something like this.

Player 1: We know you're working for someone from the city down the bay. Who was it? Tell us everything!

Player 2: If you don't tell us, I'll break your nose!

Player 3: If you don't tell us, I'll chop off your thumbs!

Player 4: If you don't tell us, I'll kill your whole family!

Me: Alright, whomever has the best Intimidate check, make a roll. I'll give a +5 to this since these sound like terrifying prospects.

Player 1 (who really is the best for making this check): Aw darn! I rolled a 2! Since I have no ranks, that becomes a... 8!

Me: He spits in your face and says "I'm not telling you anything!"

Player 2: That does it! I punch him in the face!

Me (starting to get squeamish because I see how this is going to go...): Blood pours freely down his face. Make another Intimidate check.

Player 1: A 1?! I can't catch a break here.

Me: He laughs through his bloody nose "Is that the best you can do? You'll have to kill me!"

Player 3: I cut off his thumbs!

Me: Uh... ok, make another Intimidate check...

Player 1: Finally! A natural 20! He starts spilling his guts now, right?

Me: Um... no... You failed so many prior checks that the DC is now too high to beat even on a 20.

Player 4: So I can go out and kill his whole family, and he still won't talk?

Player 1: That's so unrealistic!

Player 2: I start breaking more limbs!

Player 3: I start burning parts of his body!

Player 4: I'm killing his family just out of spite!

Obviously I'm using a bit of hyperbole to describe this, but you get my point. How do you handle captured enemies in your game in a way that doesn't suspend disbelief or devolve into intricately described torture methods? My players have no problems sitting on the Jack Bauer line between torture being good or evil, so alignment threats don't hold much merit.


Hi Paizo,
As of tomorrow evening, the workers of Canada Post are likely going to be on strike. I was wondering if you know if any of the shipping options I have available to me bypass CP? I'm not clear if USPS would use a courier, or just enter our current postal system.
Thanks!


UC Playtest II wrote:

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger

gains an uncanny knack for getting out of the way of
ranged attacks. When a ranged attack is made against the
gunslinger, she can spend 1 grit point to move 5 feet as
an immediate action; doing so grants the gunslinger a +2
bonus to AC against the triggering attack. This movement
is not a 5-foot step, and provokes attacks of opportunity.
Alternatively, the gunslinger can drop prone to gain a +4
bonus to AC against the triggering attack. The gunslinger
can only perform this deed while wearing medium or light
armor, and while carrying no more than a light load.

Was the intention that an unarmoured Gunslinger cannot perform this deed? I assume that was meant to be "... while wearing medium or lighter armor..."


Hi there,
I subscribed to pick up the Kingmaker adventure path, starting with #31, Stolen Lands. It arrived, but was rather late. I noticed that #33 is out, and I haven't even been notified #32 shipped yet! I went in and checked my subscription, and it says the following:
Most recent shipped = #31
Next shippment = #34
What's going on?


2 people marked this as FAQ candidate.

I apologize if this has been covered. Searching for the various terms has so far yielded nothing of value to me.

The party basher has DR10/adamantine.
The party cleric throws Shield Other on the basher.
The basher gets hit for 20 damage.
Does the damage break down to:

Solution 1
Cleric takes half of 20, thus 10 damage
Basher takes half of 20, then applies DR, thus 0 damage.

Solution 2
Basher's DR reduces 20 to 10, then Shield Other reduces it to 5.
Cleric takes the other 5 through Shield Other

I've been leaning toward Solution 1, the cleric's player been leaning toward solution 2.

Thanks in advance!