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Really looking forward to this. Anyone know when this is supposed to be released?


I would like to cancel my Pathfinder subscription after I receive volume 12.

Thank You


Hello,

I recently picked up some PDF downloads from your store. I personalized them,then downloaded them, but then when I went to open them there was nothing in the folder.

This happened with the following two products:

City Builder Volume 2

Quirin Campaign 1: The Temporal Key

I'm not sure if this is a product problem or some technical snafu.

Thank you for your attention to this matter.


Hello Customer Service,

I am trying to switch the credit card associated with my Pathfinder subscription but the change doesn't seem to want to stick.

I click on the "change" button and enter in my new info but when I check it again under "my subscriptions" the old card is still listed as the payment method.

Am I doing this wrong, or have I encountered some website snafu?

Thanks


Anyone remember this one? I loved it back in the day, and my girlfriend recently tracked down the complete series for me on DVD.

The design a magic item competition got me thinking about slipping a Curious Goods store into my campaign, along with a few cursed objects. . .


I was wondering if there were going to be certain areas in the new Pathfinder world that you guys (James, Eric, and company) had no plans on developing in future products - areas that we as DMs could freely flesh out without running into conflicts with future official development of said areas.

I for one would like to see a few forests, a couple towns/cities, and a mountain range or two left untouched by the official products so that I could go to town on them.


Looking for either players to add to my group or a group to join as a player.

I run D & D 3.5, would also like to get into the D20 Modern Dark Matter game.

My group games late nights but as a player my hours are very flexible.


I was wondering if anyone had ever run these. I just bought the PDF versions of them and was thinking about converting them to 3.5 if they're good modules.

I know that Return made it onto Dungeon's top 30 list, so I'm defenitely going to convert that one.

These came out in my non-gaming stretch so I have no real knowledge of them, so I'm wondering what other's experiences are with these modules - especially the Rod of 7 Parts set.

Thanks for the input.


I was wondering how DM's handle spells like gate - do you allow PC's to call forth any creature they wish, or do you limit their selection based on alignment, deity, or on which creatures they've made deals with for aid when gated?

I was thinking about instituting such guidelines for my next campaign (as well as the idea of summoning spells bringing forth specific creatures) and I was wondering if anyone else has tried this and how it works in their campaign.

Your thoughts are appreciated.


Would a character with this running see an area warded by an alarm spell, or see the aura from other magical traps?

Specifically the trap in question has true seeing as its trigger, followed by two spell effects - greater dispel magic followed by finger of death.

Would arcane sight allow the PC to see this trap?

I've searched through the traps section of my DMG but can't find an answer.

Thanks for your help!


I'll be starting the SCAP sometime in February and what I am planning to do is replace the first four adventures of the SCAP with other adventures, either modified ones from Dungeon or of my own design.

I want to incorporate the info given in the STAP into these adventures. I also want to give these adventures a real "adventure" rather than "action" feel. Rather than endless monsters I am going for exciting rooftop battles, chases through the Cauldron streets, etc. To facilitate this type of adventure I am currently building a mini's reproduction of a fair chunk of Cauldron - buldings, streets, trees, parks, etc. and a 3D replica of the Lucky Monkey.

I am also looking for my players to get involved with the various organizations to be found in the area, and I would like them to have conflicting goals that involve the characters, and for them to have to make difficult choices as to who to ally themselves with.

I'd like a strong plot and storyline that hooks up nicely with the rest of the published SCAP.

I'm making all the characters strangers to Cauldron and we'll start with the journey there. I would like them to get involved with Lavinia and her brother when they pulled the Love potion trick (mentioned in the STAP info).

Another thing I've toyed with is having Jenya be the real villian (taking Emril's place). The Wee Jas followers are trying to stop Jenya, but she keeps framing them and making the Wee Jas followers look like the bad guys.

Any ideas from you all would be greatly appreciated. Thanks.


Have not received this yet, just wondering if it was returned (I just moved and am having some issues with my mail).

And I just received my other order and wanted to say thanks for the excellent products and the Christmas present. You guys are awesome and I really appreciated it.

Thank you!


I'm looking for my respected board members' opinions on a new house rule for evasion that I am thinking about instituting.

My problem with evasion as it stands is that the rogue (for example) can stand right in the middle of a fireball's blast and take no damage. This seems a bit silly to me.

What I would like to do is add a rule that if said rogue uses evasion he would, as an immediate, free action that provokes no attacks of opportunity, move to the closest square that takes him out of the fireball's blast area.

To me this makes evasion more realistic and makes the character decide between using evasion and possibly giving up his tactical positioning, or taking the damage (still allowing a save for half damage) and retaining his position.

I've run the idea by my players and they like it, so I'd like some feedback from all of you as to any possible problems you could see with it.

In situations where evading the blast is impossible (fireball in a small room, etc.) I would use my discretion as to how exactly the evasion ability would work - maybe a jump above the area of effect or using cover, etc.

Thanks for your thoughts!


My players and I are just finishing up the Library of Last Resort, and I was just looking for any advice or problems with the next adventure from veteran DM's of it. Any help would be appreciated. Thanks.


I'm curious as to how other DM's handle introducing new material into their campaigns; new equipment, spells, etc.

I give my players free access to all items and spells from the Players' Handbook, but I limit their access to the non-core rulebooks.

In an attempt to add flavor to my campaign I have gone through all of the non-core rulebooks and made certain equipment and spells available only to members of certain races or organizations. Some equipment and spells are also only available in certain regions of the world I use.

I also limit the number of spells that can be added to the divine spellcasters' lists. I give my players the base list from the PH and allow clerics and druids to pick three spells per spell level from the non-core books to add to their spell lists. This selection is permanent. I allow rangers and paladins to add two spells per spell level to their spell lists, and again the selection is permanent.

And again I also deem that certain spells, both arcane and divine, are available only to members of certain races or organizations. I also limit equipment and spells on a regional basis. I find this makes my players excited to explore the world that they are in, for they never know what unique items may be available in other areas.

I've found this works well in keeping under control the ever-expanding options for characters. It's also nice to be able to challenge my players with a bad guy who has spells they've never encountered before.