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![]() I'm starting the campaign up with a group that usually play Call of Cthulhu and loves that world, and the Lovecraft Mythos. I've only read book one of Dead Suns so far. Is there Any reason I should not change the Cult of the Devourer to the Cult of Azathoth ? Will it ruin anything further on in the campaign? ![]()
![]() I'm starting the campaign up with a group that usually play Call of Cthulhu and loves that world, and the Lovecraft Mythos. I've only read book one of Dead Suns so far. Is there Any reason I should not change the Cult of the Devourer to the Cult of Azathoth ? Will it ruin anything further on in the campaign? ![]()
![]() I subscribe to Pathfinder Adventure Path, and get them sent to Denmark every month. But every time a package is caght by customs, I get charged an extra $32 (In Denmark we pay 20% of the value of the content, plus a flat $25 per package), and even though I love my Adventure Paths, its getting too expensive. Can anything be done about this? - Could it be feasible for Paizo to ship from within Europe? - Could you offer a subscription option, where your sent a bundle of six books every six months, so I only have to pay for customs once? . - have you heard of any other clever workarounds for this problem? ![]()
![]() Instead of just having the teams of the rebellion be names on a rebellion track sheet, I would like them all to be flavourfull groups that the players can relate to, that they can love or hate, and for the players to care when the teams are successfull or in jeopardy. So, I would love to beinspired by what others did to add colour to your teams. I like the bonus teams that already appear in the books, especially the tengu sisters, but I need more ideas. My own ideas are: Advisors: A group of destitute actors, who were banned form the Opera after spoiling a live performance by altering the script, turning a harmless (and rather dull) play into a scathing, seditionous criticism of House Thrune. They are masters of both disguise and sedition, but prone to heavy drinking and a tendency to create drama within their own group. Outlaws: A holistic gnome detective agency that has met hard times, because their lack of focus made long-term stakouts impossible, and they always tended to get trailed off when their investigations came upon more interesting crimes (think Dirk Gently). Might be imprisoned because they came close to uncover one of Barzillai Thrune's secret plots. Rebels: A group of elderly citizens, all retired spellcasters, who have agreed that something has do be done, and that the spoiled youth of the city is woefully inadequate for the task, and need ste advise of their elders. At least on is a deaf Oracle, at least one is a paladin in a wheelchair, and one is an alchemist with some seriously shaky hands. There might be a coven of Terry Pratchett-inspred witches. All are grumpy. Traders: A group of street sausage vendors who have spent their entire lives competing furiously, but have now united behind the flag of the rebellion after Old Owen was arrested by the opressive regime for selling spoiled rat-meat hotdogs. To their surprise they discover that they have the capacity to be succesfull entrepreneurs, now that they don't spend all their energy competing, but they still bicker and argue furiously with one another. Bring your own ideas :) ![]()
![]() You can either gain access to summon Pugwampis from the feat Summon Evil Monster (not legal for PFS), or from the First Worlder summoner archetype. Add some Witch lvls for the Misfortune hex. Add on the spell Ill Omen, and the magic item Pugwampi Braid. It's ridiculous, but anyone with a luck bonus ignores it completely. ![]()
![]() CorvusMask wrote:
Maybe people are aiming to annoy? ![]()
![]() My group is periodically degenerating into competing about making the most annoying character - from a gamemaster perspective. It's not about making overpowered characters who can eat any opponent your GM sends your way for dinner, but more about shutting down his thunder in annoying ways. I want to end this by bringing a character so annoying that noone can beat me. So I need your advice. What is the most annoying character you can create. It's PFS, and we're not talking just annoying personality. I was thinking Pugwampi-summoning Witch/summoner with Ill Omen for endless bad luck, but i believe we can do better. Give me your best shot. ![]()
![]() But, why isn't Dodging Panache fully resolved before the opponent gets his attack? It's an immediate action that interrupts the opponent's attack, but after the immediate action, which grants a move and a dodge bonus, is fully carried out, the opponent gets to attack as if you had never moved. If Dodging Panache was worded "The Swashbuckler can spend a panache point as an immediate action to get a dodge bonus equal to his charisma bonus against the attack. After the attack is carried out, the Swashbuckler can move 5 feet.", then I would agree that the move is carried out after the attack. But it is not. It is worded "when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier". Why, then, should Dodging Panache be split up to be carried out partially before the triggering attack, and partially after? Why even state that "This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square" if the movement is not to be carried out until after the triggering attack? In my take on the ruling, this is the sequence: 1) You get attacked by bad guy 2) The attack prompts Dodging Panache. You get a 5 foot move which grants a dodge bonus. This move provokes AoO from other bad guys, which are resolved now. 3) The attack resolves as if you were still in the original square 4) Snake Style resolves in response to his attack. If the tiny monk moved into reach, he can get an AoO. If Donald the non-tiny monk moved away from reach, he doesn't get an AoO. Also, the second attack from Snake Strike is not really relevant, as you have already spent your swift/immediate action on Dodging Panache. ![]()
![]() Sorry for not being more thorough in my explanation of the situation. You were right in your assumptions, though. To clarify: I agree that in any other situation, an attack of opportunity triggered by movement is carried out before the movement occurs. My question attains to the wording of Dodging Panache, though. It states that I make the move before the opponent attacks, but that the opponent carries out the attack as if I had not yet moved. The movement happens before the attack, though, and the AC bonus is dependant on the move, so it must be carried out before the attack. Therefore, I am already in the opponent's square when he attacks. My movement into his square (from Dodging Panache) provokes AoO form other opponents, but not from the opponent whose initial AoO triggered the Dodging Panache. Those other opponents could, for instance, chose to trip me, thus negating my movement from Dodging Panache. But that's beside the point. After I move into the opponent's square as an immidiate action, the opponent makes his AoO, as if I had not yet moved from the original square. Any conditions, such as reach, flanking or standing in a Grease spell, that applied to my former position, still applies to the attack. However, at the moment when his attack misses me, I have actualy already moved. I am already in his square, even though his AoO is carried out as if I had not yet moved. Am I then not in a position to utilise Snake Strike? Or is my counterattack also carried out as if I had not yet moved? To clarify, we can use a slightly different example. Imagine a normal sized monk/swashbuckler, Donald, who has normal 5 foot reach. He is attacked by an opponent, and activates Dodging Panache to move 5 feet away from his opponent, bringing him out of reach. The opponent's attack is carried out as if Donald was still next to it, but it misses, and Donald activates Snake Strike. Is he still within reach, or has he already moved out of reach? ![]()
![]() I need some sharp eyes on this rules conundrum. I play a halfling monk/swashbuckler, who uses various magic to become tiny. This means that, most of the time, i have reach 0, and can only attack foes by entering their squares. My problem is with the combination og Dodging Panache, Snake Strike (from the Snake Style)and 0 reach. Dodging Panache:
(Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. Snake Strike:
While using the Snake Style feat, when an opponent’s attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make another unarmed strike against the same opponent. If I enter the square of an opponent, I provoke attack of opportunity. When the opponent attempts to strike me, I activate Dodging Panache and move 5 feet, into his square. My question is this: Where am i when he attacks? If I'm in his square, and he missis me, I get an attack of opportunity from Snake Strike. If I'm not yet in his square when he misses me, I can't reach him, and don't get an AoO from Snake Strike. It's all in he wording of Dodging Panache, and I can see it ruled both ways. ![]()
![]() As always, wonderful maps. Keep up the good work. Am I right to assume that you've mate the maps with Campaign Cartographer? I dabble a bit with it, but I'm far from being at your level. You have a lot of symbols that I haven't been able to find anywhere, like the Anubis statues and the isometric pillars and doors. Are they available anywhere that you could point me to, or are they your own creation? ![]()
![]() I usually make battlemaps by enlarging the maps from the pdf of the scenario I'm running to 1''/Square size, printing them on A4 labels and glueing them to haevy cardboard. Sometimes, however, the maps are not suited for this, if the solution is too bad, the grid is 10', og other obstacles. I need some cartography software that lets me easily and quickly make homemade versions of the maps in Paizo's scenarios for printing as battlemaps. I don't need a complex program that lets me do anything I can imagine, but rather something quick and simple but versatile. I also need to be able to do anything from boats to deserts to forests to dungeons. What program should I get? ![]()
![]() I absolutely love this, and I will definitely be donating, both for this and for future Works. Hell, I'dd pay for this kind of map for any Paizo product. I have one request, though. Could you make the pages in the pdf overlap a bit? I print them out and glue them to cardboard, and I find it a bit difficult to make them fit precicely, but a bit of overlap would help tremendously. I could probably do it myself from the .png, but I'm not that tech-savvy. ![]()
![]() mdt, i like the way you think, and your interpretation makes sense. However, having studied the target for three rounds also provides the information from having studied for two round and one round. The information gained for first round reads: "Presence or absence of evil". No mention of auras, just presence or absence of evil. I take that to mean that besides the power of any potentially present aura, The Paladin can also detect if evil is present. ![]()
![]() I agree that the lvl 1 commoner is not quite the threat, but that was not my question. And I need an answer for Organized Play, so even though the views on the way of the world will help me in my home game, it won't stand up for a GM rulig in PFSOP. The ability says the paladin can "concentrate on a single item or individual within 60 feet and determine if it is evil". Not "determine if it is evil and quite the threat". That indicates that there is no HD minimum on evil, only on evil auras. ![]()
![]() This question came up in last night's game. It's been asked here before, but a fulfilling concensus or ruling has never been provided. Let's say a Paladin uses his Detect Evil spell-like ability (http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Detect-Evil-Sp-), focusing on a target Commoner. The Commoner has 1 HD, and is Neutral Evil. The Paladin's Detect Evil Spell-Like ability states "At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range." However, according to the actual spell (http://www.d20pfsrd.com/magic/all-spells/d/detect-evil), creatures with 5 or less HD and are not Outsiders, Undead, [Anti]Paladins, or Clerics will not have an Aura of Evil. However, the spell itself does allow the caster to detect the "Presence or absence of evil" with no reference to auras. So basically, here's what I want to know. If a Paladin targets a Neutral Evil Level 1 Commoner with 1 HD, does the Paladin see the Commoner is evil or not? ![]()
![]() Two of my friends would like to try out roleplaying, so I figured I would run a lvl 1 module for them, with them playing pregens, before running an AP for them. The have no experience with RPGs, but they have heard a lot about it, and they are both avid boardgamers. I haven't tried any of the lvl 1 modules except Crypt of the Everflame, so I need your advice: Which one should I run for them? ![]()
![]() On page 444 in the Core Rulebook, it says that: Core Rules wrote: Lava or magma deals 2d6 points of fire damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of fire damage per round. Would you take this to mean that a character that falls into a 3 feet deep river of floating lava would take 2d6 points of damage, but if she falls prone and becomes immersed [for instance, from taking damage from the fall into the lava) she would take 20d6 per round until she can get back on her feet? It seems odd, btw, that you only take 2d6 point of damage from walking though waist deep lava, but that's another discussion. ![]()
![]() The second action the Half-fiend Water Elemental in the final scene takes is to use Blasphemy on the players. The spell description says: Quote:
The question is: Is the Half-fiend Water Elemental on it's home plane? You could argue that it was created on thye Prime Material Plane, and that it is native here. You could also argue that both water elementals and fiends are native to other planes, and that the creator, Nicoroux, is extraplanar, and created the thing as an extension of itself. What do you people think? Also, am I right to assume that, if the Half-fiend Water Elemental is native to the Prime Material Plane, that the Blasphemy spell would banish an eidolon? ![]()
![]() What if the players destroy the loot. What if they burn down the entire house the Bad Guy was residing in, along with all his magic items, his scroll collection, his valuable paintings, his collection of rare erotic dwarven literature and the deed to his banana plantation. Is that any different than the Bad Guy destroying his equipment by using it? ![]()
![]() When a bad guy in a scenario has, say, a potion of Fly, the scenario assumes that the players loot it after disposing of the bad guy. The potion appears on the cronicle sheet, and it's value is part of the GP reward for the encounter, and thus calculated in in the final GP reward on the chronicle sheet. But what happens if the Bad Guy drinks the potion before his inevitable encounter with the Lady of Graves? Do I cross it off the chronicle sheet and subtract (1/12) it's value from the GP reward? And what happens if the players drink it during the scenario? ![]()
![]() Reading all this really made my day. I've been skimming the boards for month, hoping to some day find this exact thread, with the good news that things are finally turning for you, Nic. And to have it spiced up with the outstanding actions of Lou just helps me recover a bit of my faith in humanity. I always had a feeling that it was a bad trip to some personal hell that got the better of you, Nic, and not disregard for the fans and the community. Here's to hoping that those long gazes into the abyss will some day be turned in to yet another soul shaking Logue-adventure, that will once again shatter my faith in humanity. ![]()
![]() I'll second the notion that the Viking Lodge Game Days, planned for July 28–29, are the best for foreigners to visit, as they are the easiest to to combine with a night out in Copenhagen. The tradition was actually started because Joshua J. Frost wanted to visit us, so it's been foreign friendly from the start, and it would be awesome to have foreign guests become a regular part of the Viking Lodge Game Days. As a side note, it was at the Game Days i 2010 that I managed to become the only GM ever to kill off Joshua J. Frost's character in a PFSOP game. The first thing he did when he got back to Seattle was to retire the scenario (The Third Riddle) :) You think you could do better in Copenhagen, Michael Brock? (nudge, nudge, dare, dare) ![]()
![]() I have to say I'm inclined to disagree with you here. I'm well aware of the PFSOP rules when it comes to change the rules or the scenarios, but that doesn't mean that PFSOP GMs are not expected to interpret the rules. That's one of the GM duties. That's how the game is meant to be played. In this specific case, if the GM is not to interpret the rules as to what spells function differently under water, then I guess spells like Obscuring Mist, Gust of Wind, Sleet Storm, Gaseous Form and Acid Fog would produce perfectly normal effects to. That would just be plain silly. But that discussion wasn't the intend of this thread. I just wanted to know if there are any clarifications on this subject that I have missed, and it seems that there isn't. So, thank you for helping me out. ![]()
![]() In the Core Rulebook, it is stated on page 432 Fire spells are subject to specific rules when cast under water, but how about the other elemental spells? All it says is that "Some spells might function differently under water, subject to GM discretion". But are any guidelines presented anywhere? How does electricity function in water? Does acid dilute in water? Does frost freeze it up in solid blocks? I know it says GM discretion, but I'm playing PFSOP, so I have to know how it works in RAW. |