Ninja

Eli Feitelberg's page

Organized Play Member. 25 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Can someone please give me a breakdown of all the auxiliary products that
are sold by Paizo that will add gaming flavor to my group for the Pathfinder, Rise of the Runelords and Curse of the Crimson Throne adventure paths?
I mean anything.. specific minis, maps i.e any product that is not one of the actual six adventuring modules. It must tie in directly to the adventure path though. By way of example, maps of cemeteries is not what I'm looking for. But a map of a cemetery that is in one of the above mentioned modules is. Same goes for minis ect

I'm calling from South Africa and the 001-425-250-0800 number just seems to go to a message service after I select the "0" to speak to Paizo customer service. This message board appear to be all I've got left :-(


A friend of mine has the following house rule in place:

"3E core has optomized certain options, e.g. 2-handed power attack at the expense of others, e.g. archer and sword&board. One of the reasons I house ruled Combat Expertise as well - to make it at least as effective as Power Attack (if you use a shield you gain two points of dodge bonus to your amour class for each for each -1 on your attack rolls.)."

I believe the above change breaks a major game rule that a trade in "to hit" must give an equal bonus in "AC", or the other way round. Is there any feat in in SRD that allows this 2 for one swap, either way?

Now, Power attack is different, swapping damage for to hit is often not an even trade. However being up against a 10 level fighter means he is atleast at a +14-18 to hit you. So swapping to hit for AC is often a good idea.

I have told him that I quote, "if you have a problem with Power attack then fix the problem. Change power attack. Don't try reinvent the wheel by creating an entirely new option to a feat. One that breaks with the basic rule that AC = to hit. That complicates things." end quote

Here is the quote from EN world I recieved from him,
"The following is from Hong's web site (he's a regular contributor on EN World and knows what he is talking about):
"First, I believe 3.5E D&D Power Attack went too far in making Power Attack attractive to 2-handed weapon users; it went from being a marginal feat to a must-have. A 1.5x multiplier would be more appropriate than 2x."

So what is the opinion on the games rules experts. Is his tweaking of Combat Expertise flawed or not. Further if you qualify for combat Expertise then rather take Improved Combat Expertise.

Please advise.


If I want a party of adventures to stay in one geographical local
such as Andoran, and to use low to mid level Paizo modules, what would I go with?
I believe the three modules bellow are in the same region and are low level adventures(correct me if I'm wrong please):

Module D0: Hollow's Last Hope (OGL) Level 1-2
Module D1: Crown of the Kobold King (OGL) Level 2-4
Module E1: Carnival of Tears (OGL) Level 5-6 (?)

Are there any other modules I missed out? Are these module locations all fairly close together? Even if a module is scheduled to still be released let me know about it so I can pre-order in necessary.

For a campaign source book for this region I would have to purchase
Pathfinder Chronicles: Guide to Darkmoon Vale correct?
Are there other source books for this region?
Are further source books scheduled to be released on this region, let me know about it so I can pre-order if necessary.

I also like the idea of the island (even smaller area of travel)of Absalom
what adventures and source books are availble for this region. I saw a number of city based adventures. Are the cities themselves well fleshed out?

Someone please help.


Before I rule I thought I'd open this question up to the floor.

A fighter has a heavy flail, he also has weapon focus in it, monkey grip and improved disarm. When said tin can attempts to perform a disarm attempt with a *heavy* flail in *one handed* (other hand to hold a large shield to try stop the @#$ being smack out of him) against an opponent wielding a longsword, do you rules as follows:

+3 base attack, +2 strength, +1 weapon focus, +1 masterwork, +0 size modifier, + 4 improved disarm, *+4 two handed weapon*, -2 monkey grip

or do you say:

"No, in order to receive the two haded bonus the weapon must be wielded in two hands (taking away a solid benefit of Monkey Grip)"?

The Monkey Grip feat does allow you after all to attack with a large weapon (and remember a large weapon, {large relative to the character wielding} it is always two handed, unless he has a feat or ability to off set that rule). Disarm is just another attack option available to a character.

I believe the answer is obvious but perhapses someone has a compelling argument either way??
Please, all rules experts speak up.


Does anyone know the exact location of where module D0 is set?
Sorry if this is a repeat post of a previous question.I did do a search on the message boards, couldn't find anything, but I may have missed it.

I even tried looking on the map of the Player Guide to RoRL but no luck on the big map. Does D0 even have an official location? I imagine it should have if its part of the Pathfinder Campaign. Hate to run it in one place and then find its officailly somewhere else in the world.

Please advise.


I see that the iconic PC's for RotRL have a point buy before Racial Mod's of 25. We are in the process of creating a group on four player for RotRL is 30 points to high or should the DM rather opt for 28. He wants to open this group question to the Paizo floor?

We are still waiting for the modules to arrive (living in South Africa)
so the DM has yet to see the strengths of the main protagonist.
Still it would be great to start working on the group already.
We have the RotRL Player Guide (the free Pdf) so far.

Could those who have played/are playing or DM'ed (even better) RotRL please advise.

Filler: Our DM is exceptionally good at roleplaying NPC to the *hilt*, having been D&Ding since 1988. He is also very much of the "the dice fall as they fall" approach. On top of that he has studied squad level tactics and ambushes. I think he hates having to play Chaotic NPC's. We often see hobgoblins at early PC levels.


General question to the floor.

If I recall correctly 3.5 discourages players from playing more than one character in a specific campaign arch (?). Obviously a player can have more than on PC just not in the same group.

Does anyone recall anywhere were this is discussed at all in a 3 or 3.5 Core or expanded rules source book? *Please* quote chapter and verse if possible. I'm looking mainly at texts from WotC products specifically.

Does anyone know if Skip Williams, Monte Cook, Jonathan Tweet or Eric Mona themselves say anything on this subject? Their opinion would also carry a lot of weight.

Many thanks Eli


Hi,

i have a general question.
I have downloaded the RotRL pdf for PC's, describing Sandpoint and the general history of Varisia. However I have not seen the modules (I'll be playing them) and the Religion section of the PC's pdf while detailed appears a bit ambiguous in regards to the demi human deities.
I wish to create a dwarven cleric orgionaly from Janderhoff, who is now living in Sandpoint.I want to take the War and Glory Domains but am unsure, are the deities mention on page 9 on the PC's dpf for *all* demi human races or is there still a place for Clandigan Silverbeard in the world of Glorian? I want to stick to core game rules here, so does anyone know what Paizo's official game line is on this issue?

Please advise


How does the Vanishing work, to me it's a bit ambiguous?

a) If a PC makes contact with (or does it require use of the item {I know it says contact})an infected item, then that PC makes an initial Fort save. If he saves is he then unaffected? If the fails,is he then infected and must make that same DC save everyday just to resist its continued effects, but while still carrying the "disease"?
If he is unaffected, but it's a reusable item that has the Vanishing (wand - J7, bag of tricks - J11 ect) then I assume that everytime he uses it he must make a save?

Or is it:

b) Is he automaticaly infected and must just make the Fort save just to resist the continued effects (very harsh as that's an automatic loss of 1d6 Charisma)?


I make use of the Greyhawk setting. I would like to place the module in the Crystalmist mountains near Verbobonc and Celene. However this module needs mountains and forest together. Any ideas for an out of the way Greywhak setting that is geographically suitable?


I like to be totally fair and use the point buy system. As my modules are(so my player tell me)on the whole well though out and much detail is given (were appropriate) to NPC tactics, I tend to be generous in terms of points. I normally allow a 32 point buy system. From what I have read in the Module (this is my third read through it) the NPC's are hard core. Perhapes 35 points for this one?

What if any is the overall consensus amongst the players, the play testers and designers on this issue? Did the PC used by the play testers have high scores?