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Okay, it's possible I'm imagining things, or experienced some sort of bizarre reality shift, or... Not gonna spoil Return just for a joke: ...but I vaguely recall reading on a blog or forum post about running all three adventure paths at once in some fashion. Like, if you had a group that hadn't played any of the APs yet, one of the writers or developers talked about having an outline in the works for weaving them together so it doesn't take you forever to get to Return. (I'm assuming something like the Machete Order, but with AP modules)
...Alaznist's history manipulations are Just That Good... Am I imagining that? (feel free to tell me if I am) And if I'm not imagining it, did that ever get posted anywhere?
How much detail do you get when you use 'identify technology' to identify a ship with Engineering? I've been assuming that by default, a basic success gets you the name of the model and a rough description of what they're built for, and beating the tier gets you a rough listing of what their default weapons and defensive capabilities or not. Maybe getting it high enough lets you pick out custom modifications and the like. Does that sound about right, or have I missed something?
I got the shipping authorization for order #5023110 on May 14th. It was supposed to ship in two packages, and I got the first package (the Pact Worlds Pawn Collection), but the rest has yet to ship and the whole thing is still listed as 'pending' on the website. Any idea on when I can expect the rest of my shipment?
I'm certain I read an official answer to this somewhere, but for the life of me I can't find it now. But what applies first: bonuses or penalties to rolls or effects? One of my players stumbled onto a combination of mechanics that would provide both a 50% increase and decrease to a particular effect. Now, mathmatically, they generally come out to about the same regardless of which comes first, but because of the nature of rounding and such there is a difference (albeit a subtle one). So when you have multiple bonuses or penalties in a situation, what's the protocol for sorting out which comes first?
As worded, the 'When Permanently Closed' text on the Wishing Well suggests that only the character doing the closing gets to remove the Haunts they've accumulated. Is this correct? If two players team up on the Wishing Well (say, one person needs the boons more but the other can actually make the checks to close the location), is one of them just screwed for the rest of the scenario?
Is there any sort of guide or list of which location cards from the Adventure Decks are never re-used after the appropriate adventure, for the purpose of setting aside and clearing up space? Or are only the base set locations re-used and I just haven't noticed? This is more for RotL but an S&S guide couldn't hurt either.
Unless I misunderstand something, I'm missing a couple of promo cards in my order. When I was picking things up at Gencon I wasn't able to get the Ranzak or Mogmurch promos because there weren't enough copies at the convention. I was told at the time I checked out that I'd eventually get them but I'm not seeing them in my subscription email. I think I might have been marked as having picked them up at the convention but I never received them. I only got the Goblin Weidling and Goblin Keelhaulin'. (In fact, I'd even started to go ahead and pick up the Ranzak card off the rack at the convention because I didn't know that the promo one was supposed to come out of a different supply, but I was told that unless I wanted to buy an extra one that I should wait.) In addition, I pre-ordered one of the class decks after I got home from Gencon (Order 3252887) and thought I'd set it to ship with my next possible subscription. Is that going to be able to ship this month, and if so would it be possible to combine it with my subscription order?
Now, this question may be the unintentional result of our playstyle. When one of us plays Holy Candle, since the cards selected are random, we shuffle the Blessings discard pile, deal out the 1d6 cards face-down, shuffle them in, and put the discard pile back as we found it. Assuming we're doing this right, does/should this effect the top card of the Blessing discard pile for the purposes of, say, the Lycanthrope cards? Because unless I'm misreading something, all that matters is which card's on top and not necessarily the same card flipped at the start of the turn.
It's been a couple of years since I've remembered to set myself up for Gencon pickup, and I can never keep it straight... I know they can look up your account at the registers, but I can't remember if you grab the stuff that should be in your subscription and indicate it as such or if you just tell them at the counter and they've got someone who takes care of that.
In a campaign I'm running, I happen to have the perfect opportunity to work this particular module into the narrative. However, one thing I'm not sure will go over well with my party is the group being able to pick exactly one item (which would probably have to be part of a Macguffin my party's been questing for). So I'm considering doing a bit of handwaving and letting them each get something. What would be an appropriate value of item to divide up among a group of players? Or is there enough stuff in the module (particularly with Huyanwo's hoard) that I could just make the Macguffin the sole reward and they won't be shafted on loot?
You know what I think would be nice? An app (web-based or whatever) designed to automatically produce/print a full class progression chart for an archetype that includes all of the adjustments to class features/spell slots/etc. Sure, it sounds lazy, but I imagine there are a lot of groups that would appreciate something to cut out the 'looking up the archetype to see what's changed' part of the leveling process. I've made my own before with some copy & paste action and a word processor, but surely there has to be an easier way. Anybody know of one, or have any suggestions as to how one could be put together?
The kitsune Change Shape ability is described as being more or less like alter self, minus the ability score changes and such. Since it doesn't have any sort of per day limit, then that means it can be used at will. But does that mean that if a kitsune wanted to maintain a long-term cover identity as a human, they have to sneak off to a convenient closet/phone booth/elevator to spend a standard action changing back? Or is there any support for an interpretation of just handwaving the duration for playability's sake?
The Taldor book makes a reference to some Azlanti ruins underneath the city of Oppara, and bits of those ruins sometimes protrude above the surface and cause the dead to rise. Has anything popped up to describe what's down there in more detail? I'm going to be devoting some attention to it in my own game and just wanted to check first.
Long story short, it's recently occurred to me that sometimes the loot that comes up in an AP needs to be scaled up slightly if you have a larger group than the assumed 4 people. It seems obvious but sometimes it just doesn't 'click' right away that you're spreading 4 players' worth of equipment across 5 players until, say, someone has to switch characters for some reason and there's the inevitable comparisons between standard assumed WBL and what the rest of the group has (never mind that the others have bypassed opportunities for monetary gain earlier on and some of them insist on spending gold frivolously and then complain they're broke). So, other than some of the obvious easy solutions (scale up the amount of coin), does anyone have any good suggestions for ways to adjust AP treasure for a slightly larger group without throwing things off?
In a number of gaming settings, the developers deliberately leave some stuff 'open' for GMs to freely play with without fear of having a supplement contradict their home game. Stuff like the cause of a certain explosion, where a particular NPC was hanging out during some time off-camera, etc. Does the Pathfinder/Golarion setting have any of these? For instance, is it established anywhere how/why Aroden died?
The Gravewalker archetype gains an ability called the 'Aura of Desecration,' replacing their first-level Hex. The wording of it is the Gravewalker 'can create at 20-foot-radius aura of evil power,' and then there are associated effects. Is the aura always inherently on? The ability doesn't describe a means of turning it on or off, but the description (which, to emphasize, says 'can create') doesn't suggest that the Gravewalker is constantly broadcasting it.
So, for reasons that may or may not constitute spoilers, reading through Trial of the Beast has me wondering exactly what options there really are for single-class alchemists to create golems, given their formula list doesn't exactly allow for the sorts of required spells. With a proper Golem Manual it can be done, technically, but is that it? Or is the answer "Wait till Ultimate Magic comes out?" |