In Australia, we only recently (in the last 2-3 years) started rolling out the Visa and Mastercard Debit cards. Most of the cards I see now are visa or mastercard, however there are a few out there that don't have a symbol. It's not necessarily a credit card, but can be used as one. No matter how you use it, as a debit or credit card, it still takes funds out of your bank. The only difference is that with credit, it can take a few days to process.
Wow DGRM44, that is a bit of an uncalled for underhand comment. You basically just called anyone who doesn't hold the same opinion as you, poor and paraded yourself around like a peacock. First off, selling a bundle containing every pdf for $500 would be roughly a 75% discount, which is a huge slap in the face for subscribers, who subscribe to get that discount they get. Then, each year that bundle would need to get more expensive for first time buyers, i'd estimate roughly $150 a year, or else that discount just keeps increasing. When should it end? And I have a feeling it would have an effect on their subscriber base, as it would be dumb to not pick the bundle option over subscribing. As many people have stated in this thread, subscribers don't necessarily get their packages before non-subscribers. So what would be the point? I'm getting the feeling you're feeling and acting a bit scorned for us shooting down your idea...
Okay, I've just had a look. There are currently 11 adventure paths currently out, with 6 books a piece. At 13.99 a pop, that'd be roughly $924. Lets say Paizo offers a 30% discount for bulk purchasing every PDF they have released. That would be a discount of roughly $277, meaning you'd be paying $647 for just the APs. That's about 10 bucks a pdf at the moment. This is just for the APs unfortunately. Imagine if you added the hundred or so other PDFs they have released. It just wouldn't be a viable option.
Here's an example of typical Queensland weather (queenslander here) Over the weekend, specifically, on Sunday. We had a huge thunder and lightning storm in the morning, finished up around 11. Then, by 12, everything was hot and bothery and dry. Then in the afternoon, starting at like 4pm, we had a huge storm, thunder lightning and golfball sized hail. All in one day!
I don't know how viable this would be in other countries, but this is what I do in Australia, when using my debit card (i do have a CC though). I have a separate sub-account set up under my main bank account, which is linked to a debit visa card, when I want to use this card to purchase something online, I simply need to transfer money between my account. Having it set up this way means if someone does get access to my debit visa card details, they can't go spending all my money - just what is currently in there.
Bit of a slight oriental theme with my party - no idea why though! Two new pathfinder players, must have taken a liking to the alternate oriental classes in UC. We have: Neo Wu - Half-elf Samurai
So far we have had 1 quite short session, introduced each other, did the burial stuff, found the hidden crypt, and when we left off they had just gotten caught.
MendedWall12 wrote: Okay, next time you play tell your GM you want your character to move three times their movement speed and then make a full-attack. When he/she says you can't do that, just say, "sure I can, none of these rules are binding." Well in that example, what if the GM says "Sure thing, everyone can now move at 3 times the speed listed on their sheets and make a full attack action in the same round". I have to side with TriOmega here
Levels don't necessarily indicate age, you can start as a 80 year old level one character, but you take the physical penalties as well as the mental bonuses. There's no way around this unfortunately as that would be ridiculously unbalanced. Edit: Keep in mind that someone with an 18 in a stat is considered quite skilled in that stat. Your typical NPC will have between a 9 and an 11 in most stats. Therefore, an 18 or 20 in Wisdom would give your character Wisdom beyond his age, in theory. It depends on how you play him :)
I have a bit of gaming ADD, I'm the GM for my group, and we have yet to finish an adventure path. We usually get to the end of the first book before I lose interest and start trying to get them to play either a different AP or different RPG system. So far we have completed book 1 of the following APs:
We are just starting Carrion Crown, and I have pledged to the group that we WILL finish this game.
Odea, you're right, that is a strange feat that does nothing. From the SRD wrote:
I have a drow character playing in my campaign. I decided that because he was raised by elves who didn't really know any different, and that it was far enough away from the events in Second Darkness, he could play the Drow. I ruled that the drow wouldn't know the normal drow proficiencies, and would have the elven proficiencies, but keeps his inherent spells. He still has his inherent evil-ness, but he doesn't realise it yet. He finds himself trying to "do good", but accidentally "doing evil". For example, pushing a burning character off the side of the ship and into shark infested waters to put them out.
I ran our first foray into the Skull and Shackles adventure path this weekend. It went very well! Characters:
Skull and Shackles Spoiler Potentially Second Darkness too:
The story behind the drow is that he was raised by a small enclave of elves who didn't hate his guts. He just sees himself as an elf with black skin, and apart from his innate drow magic, I've changed a lot of the defaults to that of the elves (Elven weapons = martial, longswords and bows are fine, etc). I figured the enclave is far enough away from the events in Second Darkness that the council never caught wind of this drow child. The actual adventure went well, they started by waking up on the ship. They took to being pressganged quite well, no one tried anything particularly stupid on their first few days. They started befriending everyone they could, and had most of their equipment back by the 6th or 7th day. During the fight with Owlbear, the Barbarian scored a critical with his first punch, doing over half of Owlbears HP in one hit. Owlbear retaliated with a critically placed punch of his own, Almost knocking the Barbarian right out. The barbarian countered with another punch, which left Owlbear reeling with tears in his eyes. He tried to back away from the fight, but Mr. Plugg pushed him back into the fight. The group was split, half of them wanted to end the fight there, the other half (well, the drow and the barb) wanted to end the fight properly, Then the barbarian ended the fight with another critical punch. Owlbear didn't even have time to grab up the club that Plugg had been trying to hand him. I had the alchemist fall off the side of the ship during the storm (instead of an NPC), as he had pulled Lookout duty and failed his climb check miserably (his total skill check roll was 1). Luckily one of the other PCs spotted him splashing about and tossed him a rope and helped pull him in. We finished up just after the storm cleared.
Overall, this has to be the best adventure path I've played or ran. Can't wait for more!
I'll be starting this AP pretty soon. One of my players is going to be playing a "Grenadier" Alchemist. Throwing bombs and such. From the description in book 1 of the AP, it seems like it's fairly difficult for a ship to catch on fire. The ship would be constantly covered in sea spray / water splashing up from the sides. So the wood would constantly be wet. I'm really looking forward to seeing how it works out. I imagine the alchemist using his bomb making skills to modify siege weapons later on in the game. I'll pop back in after our first game to let you all know how it went.
Ryan Dancey wrote: You chose to focus on mental type abilities which was an interesting idea. I don't know what "Read the Ripples" does. In combat, isn't my surface thought going to be "try not to die?" In a social situation, won't my surface thoughts be too complex to distill into anything useful? If you meant this to be "detect lying", you should have just used that instead. Also, how long does it last? Forever? Just wanted to point out that there is a spell that does exactly this; Detect Thoughts, which allows you to detect surface thoughts, yet the spell doesn't elaborate as to what "Surface Thoughts" entails - I'd assume that the contestant was thinking of this spell when creating this ability. I like this entry, it's nice to see a Monk with some non-combat abilities.
Wow that seems a bit dodgy - they don't let you delete the content you posted, cause they want to make money off it.. Doesn't this go against the OGL or something? You can use it so long as it isn't used for profit. Sounds to me as if this Wikia website is using it for profit.. Although i'm not a law student, so i don't know exactly!
Oh okay then, i found that writing in the light pencil i like to use made it impossible to read the text unless i was looking straight onto the sheet. So i've used a pdf editing program to erase the text in areas where i write numbers down. I really like the look of these sheets, can't wait to use it in my next game.
Just wanted to elaborate on my previous question On the character sheets, where ever there is a box to input an ability modifier, instead of being a blank box, the ability's shortened name is there (str, dex, etc). Having that there makes this very hard to use, asi can't write over the top of the text without it looking confusing. Just wondering if this is a design feature, or if i have done something wrong? It's on ther CMB and CMD boxes as well, stopping you from writing down the sum of your CMB and CMD bonuses.
I'd like to see some variant Summoner, Alchemist, Oracle, Inquisitor, Cavalier and Witches ;) Specificially, a summoner whos eidoleon comes from the abyss, not an alien...
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