EnragedHalfling's page

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Player X is playing a ninja, wants to execute a "swift action." His initiative is after a monster (i.e. monster goes first and then the character). Can the PC execute his swift action before the monster's initiative or does the PC have to wait until it is his (the PC) turn?

Example: Evil magic user goes first in initiative order. She wants to cast a magic missile at the party and chooses to target the PC ninja. As a swift action, the ninja can turn invisible for 2 rounds. If he can execute his swift action at anytime, she would have to target another party member. Is this accurate or does the ninja have to wait until it's his turn to execute his swift action?


And that's what I like about VoH; novice level. It gives a good feel of a backwater village, but there are all manner of opportunities for a group to grow and experience different feats from the bad guys. I just didn't want to overlook something I should have normally prepared for ahead of time. My big issue is handling...the boss if you will. He'll get several feats that might cause him to be a party killer. I look forward to running it so that the players really have to depend on their skill checks, feats and CMB/CMD (go Paizo!). One fighter can have a totally different feel from another and it will give my players the opportunity to say, 'gee, I didn't like how I built this guy. Can I change some things?" Of which i will say, "Of course!" But again, I didn't want to retool the adventure so that it inadvertently kill the group off. So any advicde about anything I should stay away from in the core rules would be appreciated. :-)


Oh very good then! I kind of had the same thoughts (handle the big things first). I didn't expect them to have any real issues with the bigger NPC's and was going to focus on the "lil" guys. Giving a bandit leader a few nifty feats really changes the gaming dynamic. My hopes is that they'll enjoy the village that they will want to go off to the ToEE or head off and away and do Against the Giants. I'm trying to stay as true to the original AD&D foundation as possible.


I think I blame the GM. Yep, betrayal. The GM should have stepped in as the divine power not to let the paladin kill the wererat. Or he/she could have said, "Why don't you take a moment to pray to your deity and see what they want you to do with Yelloweyes."

Now while I believe the paladin didn't do right, she certainly didn't do wrong. This is a fantasy world where monsters eat human babies, for reals! :-) So yeah, on a purely racial tone, the paladin was within bounds, but is this how the GM has previously set up the game world? Even if it isn't, the paladin will get a "shame on you letter" and get back into good graces, which shouldn't be hard because of this one time offense.

Being the paragon of chivalry and justice through divinity on the planet is only applied to intelligent races worthy of respect. Orcs, goblins, monsters, in laws, they're all fair game cause they enslave, kill and eat humans. The paladin needs to walk the fine line because they are the direct representations of the finest qualities of their respective gods. if they fail, they make up for it. If they quit striving, then they fall.


I am going to run The Village of Hommlet (the old school AD&D classic) using Pathfinder rules. I have a few years of Pathfinder under my belt, so I feel moderately secure in retooling the adventure. I know, I just gave "karma" an opening to screw me. Anyway, have any of you DM's done this and do you have any suggestions of what worked or didn't work well using Pathfinder rules? Much obliged.