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Goblin Squad Member. Organized Play Member. 85 posts (89 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Dark Archive

If the spell in the wand is on your class spell list then no UMD is necessary.

If the spell in the wand isn't on your class spell list then it's a DC 20 UMD check each time you try to activate it.

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Jessica the Grey Maiden gets my vote.

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mrshawn wrote:
About Zorek's template, The book mentions Advanced Bestiary 60 but I can find no such book. I wanted to use the template for a different campaign.

It's not a Paizo book, it's published by Green Ronin (and technically it's a 3.5 book rather than PFRPG). Not sure if it's still in print but PDFs of it can be found at DriveThruRPG here.

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Jim Cirillo wrote:
How prominently does it play in the AP? The reason I ask is a player created a back story for his character where he followed a monk of Irori and a few of his disciples to Branthlend from his home town of Restov to begin a monestary (it's currently a log cabin). Returning to Restov to visit family, gather supplies, etc... he discovered the charter and believed it would help his fledgling monestary's future to join the expedition. I've only read Stolen Land (we've just finished the first two sessions of the campaign) as I try to not go too far ahead in preparation to keep things fresh for me. So I was wondering if his back story could be problematic for me down the line or could it be fodder for some good story elements as the AP continues forward? Any help would be greatly appeciated. Thanks in advance.

It gets a paragraph of description in part 5, but there's nothing specific there according to that text. So it should be easy enough to pop a log cabin/monastery there somewhere. The only possible fly in your ointment is that the description says that the peak has been scoured of life and vegetation. Then again, no life or vegetation means nothing to disturb the monks' peace!

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Saurstalk wrote:

Moreover, in comparing the beta Summoner's List, it seems that the intent was not to give a 3rd level summoner access to typically 4th level spells.

Remember, though, that the summoner is only on a 6-level spell progression. So he gets those 3rd-level spells at 7th level, i.e. the same time a wizard of the same level would be getting his 4th-level spells.

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Scipion del Ferro wrote:

Yeah I rolled 2 on it's Fort save. My dice never fail me on save or suck spells UNLESS it's the BBEG.

...the Stag Lord fell pray to glitterdust.

Yup, my cursed dice do the same. My most recent example was the party cleric taking down a certain dragon inside Scarwall with a Command (to fall). Got through its SR and it rolled pathetically low on its save. By the time it got back on its feet it was in single figure HP.

Earlier in that AP, the same cleric effectively took out a certain Rakshasa with Blindness!

He's a relatively new player and is constantly amazing my other players (who've all been gaming for decades) with creative uses for low level spells that they'd dismissed as useless beyond about 4th level.

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CapeCodRPGer wrote:

I came into Kingmaker late. I got part 3 at my FLGS. 4 and 5 came with my first AP sub. I am getting the other 3 parts shipped next.

Does part 1 have a map of the whole area that the PCs are exploring?
I am having issues figuring out how the area maps border each other in each part.

Yeah, pages 58 and 59 of part 1 have a complete map of the Stolen Lands, although there's a tiny sliver missing between them that make them not quite join up correctly if you extract the images and try to join them in a graphics editing program.

Basically the area in part 3 is the farthest east of the regions, the area in parts 1 & 2 is immediately west of it, part 4 is immediately west of that and part 5 (and 6) is the furthest west. They should all join up pretty easily if you lay them out like that.

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Phil Ridley wrote:
The stats for the Wardens on p17 are out by 2 on everything compared to their stats on p11-12.

Of course, that's probably because they're drunk as well all the other competitors.

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Erik Freund wrote:
Critic of the Dawn wrote:

I have a question about the joust.

As written, Stage 1 looks likely to last a very very very long time if it is actually run as written.

From my reading of the event, each competitor takes turns jousting against Pitax Wardens until the Wardens have eventually defeated all but 2 competitors, correct?

With a ride check of +6 and opponents all well over +10 for ride checks, the Pitax Wardens are unlikely to get opportunities to roll their bull rush attempts to eliminate competitors very often at all. And with a CMB of +8, it looks like 2 of the competitors have CMDs that can only be beaten if the Wardens roll a natural 20, with the easiest requiring a roll of at least a 17. This adds up to make it extremely unlikely that the Wardens will win any given joust, which means that there will likely be a very large number of them.

Am I missing something, or is it really assumed that the first round will likely consist of dozens of easy cakewalk jousts until the vastly inferior Wardens get a few lucky 20s in a row against 3 of the assumed 5 competitors (4 NPCs and 1 PC)? Are the competitors supposed to start jousting each other in Stage 1? As written, it looks like there are no jousts between the competitors until Stage 2, but perhaps I am reading it wrong?

Eric "Critic of the Dawn"

I had the same thought. Especially since the text points out "this makes it an advantage to go last." And while that's still true even with the above analysis, it sounds like the Wardens were intended to be a little bit more competent.

The stats for the Wardens on p17 are out by 2 on everything compared to their stats on p11-12. They should have a Ride check of +8 and a CMB/CMD of +10/20. Against the listed competitors who take part in round 1 (i.e. not Koth) their "opposed" Ride checks are at -6 to -9 and, if they get a chance to Bull Rush their opponents, they'll need a minimum of 15 with one opponent still needing a 20 to unseat.

Even with those stats it looks like being a long joust so, when I get to this in my campaign, I'd be tempted to give them another +2 (or even +4) on everything. If I get time this weekend, I may try running a couple of trial jousts just to see how many cycles through the competitors it takes to whittle them down to 2.

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Beek Gwenders of Croodle wrote:

I have read most of the GMG but still can't find it.

Am I totally blind?

pages 204-209.

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chopswil wrote:

I believe Villamor Koth p. 16 has an incorrect Will score

Wis bonus +1
barbarian rage +2
barbarian 15 +5
Iron Will +2
total +10

SB has +11

At 15th level he'll be doing Greater Rage, which is a +3 bonus.

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chopswil wrote:

I believe Ilora Nuski p. 24 has an incorrect CMD score

29 = 10 + 13 (BAB) + 3(Str Bonus) + 2(Dex Bonus) + 1 Dodge

SB has 31

You missed the Ring of Protection +2 (+2 deflection bonus).

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chopswil wrote:

I believe Gedovius p. 49 has an incorrect CMD score

31 = 10 + 12 (BAB) + 4(Str Bonus) + 4(Dex Bonus) + 1 Dodge

SB has 32

His +1 Deflection from the RoP +1 also counts to CMD.

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chopswil wrote:
King Castruccio Irovetti p. 43, I'm not seeing where the +3 deflection bonus is coming from.

He has a Ring of Protection +3 listed in his other gear on p44.

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chopswil wrote:
Troll Guards p. 42, battleaxe damage is listed ad 2d6 but damage vs Medium is 1d8

Trolls are Large and presumably have Large battleaxes, so 2d6 damage is correct.

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Kor - Orc Scrollkeeper wrote:
Could you please reference in the rules where it indicates that Trap Sense also adds to your Perception and Disable Device traps skill checks. I can't find it.

Trap Sense doesn't add to Perception and Disable Device - it's the Rogue Trapfinding ability that does this. Core rulebook, p68, 1st column half-way down.

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iwatt wrote:
7: A rune signifying Hell (7 layers)

Erm, doesn't Hell have 9 layers/circles?

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Tiger Lily wrote:

Major spoilers, so you have been warned in case I can't get the little spoiler thingie to work.

<spoiler>I'm missing something in how Neolandus knows specifically about Fangs and their link to Kazavon. I get that he knew about her little trips to the treasury, and the poisoning, and that he noticed her behavior changing, but I'm missing where got to the SPECIFIC information about the Fangs existence.

Please note, I am not asking for suggestions on how to make up the connection. I can see some very clear ways to do that on my own. For example, I can assume as seneschal he knew about the secret room, and as it IS specified that he knows the Shoanti were guarding something I can take it a step further and say he knew exactly WHAT they were guarding. However, if there IS a place where it's laid out how he knows about the fangs and what I laid out contradicts that, it can bite me later in the AP. So if someone can point me to where I'm missing the magic text, or whether I'm not missing anything and we're supposed to make some logical assumptions, I'd appreciate it.</spoiler>

There's no mention in EfOK about where Neolandus got the information from, but p10 of A History of Ashes gives more background on what Neolandus did in OK and where he found the information he knows. In case you don't have that available, the short story is that he did some digging through old records at Endrin Academy.

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Justin Sluder wrote:
How much XP would a CR 30 creature give out?

Looking at the table on p398 of the core rulebook, XP awards double with each increase of 2 CRs. Therefore, if you take the XP award for a CR 24 creature and double it 3 times, you'll get the award for a CR 30 creature.

By my reckoning, that would be 9,830,400 XPs!

Edit: Ninja'd! A slightly different way of doing the calc, but the same result.

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Name of PC: Tuan
Class/Level: Monk 7
Adventure: Escape From Old Korvosa
Catalyst: Fighting two fungal guardians on his own.

Story: The party were heading down toward the Vivified Labyrinth and were in the upper caves. The fungal guardians were invisible and breathed when the monk and rogue got near. The rogue ran off leaving the monk to fight two of them. On round 1 the guardians landed every attack and dropped Tuan to -14.

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Mikaze wrote:
Andrew Betts wrote:
Amusingly enough I think there was also a "Liberator" prestige class in the CC writeup in SD
Chevalier, IIRC. Pathfinder #14.

The Liberator prestige class is in the Second Darkness Players' Guide.

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Name of PC: Korpi
Class/Level: Rogue 5 (it's a party of 7 so I held them back a level)
Adventure: Seven Days to the Grave
Catalyst: Rolth
Story: The party had really come to hate Rolth so when they found him they charged straight in. One of the priests landed a meaty blow with his scythe on poor Korpi and Rolth followed that with an Ice Storm which caught the whole party. Korpi failed his save and dropped to -14.

And when they bring him back from the dead, there's still the slight issue of the wererat bite that he failed his save against...

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Jay Fisher - LSJ Coordinator wrote:

Okay. I just got the latest version. Moving and an online convention has kept me pretty busy and this is the first opportunity to check things in a while. :-)

Had a problem initially inputting stats on the Character Options tab. I had to resave the sheet in 2007 (actually, I'm working in 2010 Beta).

You have to actually input feats and stat ability increases. These used to be drop down menus.

On the front page, the drop down menu for conditions_1 is appearing as a Character_Name option. You can't input your character name. Likewise with conditions_2 and Player_Name.

Can't seem to get the "Not Wielded" words to change to the proper Total Attack Bonus. Is there a check box or something that I'm missing here?

On the back page, same problem with the armor special materials drop down appearing for the XP_Total.

Some of the feats and class abilities no longer wrap on the Abilities & Feats page.

I know you are working hard on the Beta Test stuff, but I was curious as to what I could do to move along the rest of the LSJ stuff into the sheet (Prestige Classes, cleric class adjustments, etc.).

Thanks! :)
Jay

Feats and stat ability increases are still dropdowns for me in v0.7.7.

Feats and abilities wrap correctly for me on the A&F page.

I also don't see the same bugs you're getting with the condition dropdowns and armour special materials. I'm using Excel 2007 so I wonder if you're seeing a bug caused by using Excel 2010 beta?

To get the "not wielded" wording to be replaced by the attack bonus you need to pick a value in the first combat option dropdown under the weapon (the one that defaults to "wielded as?").

Hope this helps.

Phil

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Laddie wrote:
Now I'm wondering what sort of improvised weapons they could wield two-handed.

Goblins work well as two-handed improvised weapons. In the first part of Burnt Offerings the barbarian in my party picked up a dead goblin and used it to attack all the others.

...and his first attack was a confirmed critical!

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dm4hire wrote:
Am I missing how to select armor and shield? I thought you just chose them on back page, but it's not letting me do that. I don't have an older version available right now to check.

dm4hire,

There are a few locked cells that need to be unlocked. You'll need to unprotect the "back" tab and unlock the dropdown lists in the armour and shield sections. There are 3 dropdowns to do for each - 2 on the top line of each block and 1 on the bottom line of each block (the bottom right-hand cell of the block).

Excel has a nasty habit of locking cells so, as a general rule, if you can't select a cell that you think you should be able to, unprotect the tab, select the cell and have a look to see if there's a formula in it. If there is, then leave it alone unless there's something you want to change. If there's no formula in the cell, then it's generally safe to unlock the cell.

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Eric,

I've spotted a few errors with the latest release (0.6.5). They're getting harder to find these days, which is a good sign!

The new ones I've spotted are:

1. Racial bonus on saves is wrong, the lookup is currently pointing at column 24 of the races table, but needs to use column 25. It currently results in humans getting +1 on all saves but halflings not.

2. I created a cleric. Spells/day on the A&F tab showed under Druid heading - on the DataClasses tab the CL_Cleric and CL_Druid labels are the wrong way round and need to be flipped.

3. Cleric class skills are wrong - Bluff, Disguise, Stealth and a few extra knowledge skills are all flagged as class skills for a cleric, which they shouldn't be.

4. I created a Human Rogue lvl 1 with City Born as his 1st level feat - the text for the feat appeared twice on the A&F tab.

5. I levelled the same rogue up to lvl 3. He took Shingle Runner as his 3rd level feat. The A&F tab showed Run as a selected feat, plus it duplicated the text for Shingle Runner. Renaming Shingle Runner to Shingle Jogger got rid of the Run feat so I think you've got something looking for "Run" in the feats known list that's getting confused by other feats that have "Run" in their name.

Cheers,

Phil

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erian_7 wrote:
Phil Ridley wrote:
Some excellent testing!
Great stuff, and very thorough! All issues have been confirmed and corrected. Shoot me your email address and I'll give you a prize...

Thanks!:
philridley at yahoo dot com
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Following your mention earlier that issues previously reported may not have been fixed, I've done some testing with v0.6.4 and found a few things that I've mentioned before are still wrong/missing. They are:

1. I added a custom race via the Customization tab. The custom race abilities didn't appear on the Feats and Abilities tab. The race abilities summary needs to populate through to the Ability Summary cell (BI12) on tables tab.

2. I entered a custom feat and selected it as the character's 1st level feat. It didn't appear on the Feats and Abilities tab.

3. I reordered the Skill list on Front tab to combine the general skills and the trained-only skills into a single ordered list. The skills all still worked OK but the Senses box above it showed "#NA" for the perception skill. I don't think the VLOOKUP it uses works when skills are reordered.

4. A bard can make all knowledge skills untrained and also gets a bonus of half his level to knowledge skills. Any chance of including that in the skill list?

I've also come across some new bugs most of which seem to have been introduced in 0.6.4:

1. When I open the file I get a security warning about missing links. It's looking for PFRPG_CS_v_0_6_3.1.xls in a folder that looks like your desktop. Sounds like you've fixed that in 0.6.4.1.

2. I created a 1st level paladin. The "Front" tab showed a channel energy level of 1st - should be N/A until level 4.

3. I created a Bard - it gave him heavy armour proficiency instead of light armour proficiency. Also gave him martial weapon proficiencies.

4. I created a Monk and levelled him up a few times. The monk speed increase is mentioned on the Feats and Abilities tab but is not added into the base movement on the front tab.

5. I created a 1st level Paladin. The class abilities box on the Feats and Abilities tab shows #REF!. I've tracked the problem down to the coding of the Aura of Good ability on the Class Abilities tab. You seem to have a few "IF" statements under construction for that ability.

And finally, one that may have been around for a while:

I've been messing around trying to get the spells per day & spells known boxes on the spells tab automated. I've managed to get them all working but I noticed that on the "Tables" tab, you've got the bard spells per day and spells known tables the wrong way round. Both the titles on the tables and the named ranges need to be swapped over.

Thanks for your efforts so far. My CotCT campaign kicks off this weekend, using your sheet for my party of 8 PCs. Keep up the good work!

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Erian,

I'm keeping up to date with all the new versions you're releasing and I like what you're doing with the feat automation and layout tweaks. I've spotted a few very minor errors in the latest version. Some of them have been around for a few versions but I haven't had a chance to let you know about them.

1. I added a custom race via the Customization tab. The custom race abilities didn't appear on the Feats and Abilities tab. The race abilities summary needs to populate through to the Ability Summary cell (BI12) on tables tab.

2. I entered a custom feat and selected it as the character's 1st level feat. It didn't appear on the Feats and Abilities tab.

3. For a Neutral cleric the "Chaotic, Evil, Good and Lawful Spells" description on the Feats and Abilities tab reads "Cannot cast spells with these descriptor(s): FALSEFALSE". This text works fine for LG, CG, LE and CG clerics but any neutral element in the alignment causes one or two "FALSE"s to appear.

4. I reordered the Skill list on Front tab to combine the general skills and the trained-only skills into a single ordered list. The skills all still worked OK but the Senses box above it showed "#NA" for the perception skill. I don't think the VLOOKUP it uses works when skills are reordered.

5. A bard can make all knowledge skills untrained and also gets a bonus of half his level to knowledge skills. Any chance of including that in the skill list?

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erian_7 wrote:


Phil Ridley wrote:

Erian,

I've spotted one more error. You have the dice for the cleric channel energy ability coded as 1+FLOOR(level/2). This works for odd-numbered levels but not for even-numbered. I think the calculation should be FLOOR((1+level)/2).

I'm not sure what you mean for this one? At even levels, there is no increase. The formula--1+FLOOR((Turning_Level-1)/2,1)--would thus give a 1d6 at 1st level, 2d6 at 3rd, etc.

1+FLOOR((Turning_Level-1)/2,1) and FLOOR((Turning_Level+1)/2,1) should give the same results. When I looked at the forumula you had in v0_5_8_1, though, it was 1+FLOOR(Turning_Level/2,1). As a result, it was giving a 10th level cleric 6d6 instead of 5d6.

Version 0.6 has the same problem. It displays OK on the front sheet, but the text on the Abilities and Feats tab is 1d6 higher for when the turning level is even.

Dark Archive

Erian,

I've spotted one more error. You have the dice for the cleric channel energy ability coded as 1+FLOOR(level/2). This works for odd-numbered levels but not for even-numbered. I think the calculation should be FLOOR((1+level)/2).

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erian_7 wrote:

Just noticed I hadn't included the Bloodline Arcana in the sorcerer class ability summary. Fixed.

I also cleaned up the feat and trait summary displays a bit--they're not automated but they do at least (for the most part) display okay on the Back tab.

OK, 1 more issue that I've found. I created a 1st-level half-orc fighter with 7 Int. The skills table showed 0 skill points. It should be capped at a minimum of 1 per level.

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erian_7 wrote:
Phil Ridley wrote:

A great update but I've spotted a few bugs:

1) Monk Wis bonus should't add to flat-footed AC (only to normal and touch ACs).

2) The Monk AC bonus is adding to all classes, rather than just the monk.

3) Paladin channel energy level should be 0 until 4th level - at the moment it shows the paladin level at levels 1-3.

4) CMD should be formatted without the + as it's a DC not a modifier.

I've tested with a number of class/race combinations and those are all I've found so far.

Keep up the great work!

Thanks. I've corrected the Wis bonus adding to all classes. For the Monk AC bonus, it actually is supposed to appy to flat-footed AC. He only loses it when immobilized, wearing armor/shield, or carry more than a Light load.

The CMD display will be an easy fix, and I'll set an exception in the channel energy formula.

Thanks!

Yep, my bad. I've just checked the rules again and you are correct about the monk Wis bonus.

Dark Archive

A great update but I've spotted a few bugs:

1) Monk Wis bonus should't add to flat-footed AC (only to normal and touch ACs).

2) The Monk AC bonus is adding to all classes, rather than just the monk.

3) Paladin channel energy level should be 0 until 4th level - at the moment it shows the paladin level at levels 1-3.

4) CMD should be formatted without the + as it's a DC not a modifier.

I've tested with a number of class/race combinations and those are all I've found so far.

Keep up the great work!

Dark Archive

It's looking great and is saving me a ton of time making one of my own.

I've spotted a few issues so here they are:

1 The "starting gold" cell on the "back" tab needs to be unlocked. Likewise the "current experience" cell and experience point progression drop-down list.

2 I like the new tab for class features. There's an error on it when you create a low-level monk, though. I think it's in the formula for calculating how many bonus feats the monk has. With only limited testing I can see that it works OK for a lvl 4 monk, but not for a lvl 1 monk.

3 The human stat bonus doesn't seem to work correctly. I created a human character, allocated all the point-buy stats and then picked strength as his bonus. It didn't add 2 to his strength so I had to up the point-buy stats, which then complained that I'd spent too many points

4 Also for monks, his AC and CMD should include his wisdom bonus as well as his dex bonus.

5 On the subject of AC, dodge bonuses should be included in Touch AC.

6 On the spell tab, the calculation for long-range is wrong. It should be 400 ft. + 40 ft./level.

Those are the main issues I've found so far. Keep up the great work!

Cheers,

Phil

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Joey Virtue wrote:

Im trying to get my PCs to know more about Golarion and Varisia. So I was going to print some things out from Differnt Pathfinder books here was the stuff I was going to print out and give them what do you guys think?

Pathfinder Chronicles: Campaign Setting pg 52-53, 144-147

Pathfinder #3 Pg 60-70

Rise of the Runelords Players Guide

Is this to much or is there anything else I should give my PCs?

Sounds about right to me. That's about all I gave my players when we started Runelords.

The only thing I gave them extra was the Sandpoint article from PF #1. I made sure at least half of the party were natives of Sandpoint so it made sense that they would know most of what's in that article anyway.

Of course, once they've started to pick races and religions, there are all sorts of other articles you may want to make available to them (Shoanti and Varisian articles in PF #7 & 10 spring to mind, as do the full deity write-ups from Pathfinder #2, 5, 8, 11, 14, 17, 20, etc.).

On the whole, though, I think it's best not to give them too much but reveal things gradually throughout the campaign.

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Thantrax wrote:

So, my old lap top has decided to imitate the parts that make up the wall, namely the bricks. I type this to you on my new, more powerful, much sexier laptop running Windows Vista 64 bit. This is mostly pleasing me, but there is one critical miss in this whole set up.

Dundjinni does not install on my 64 bit architecture.

I'm currently just finishing up Foxglove manor and have need for battle mats for the remainder adventures. Has anyone got any solutions they can offer to me? To make the solutions more complicated, I don't have the PDF versions of the adventure path. I opted to buy it through my local gaming store in an effort to support them and Paizo. I now have no PDF versions. This makes me sad, but I made my own bed there.

Hmm, I've got Dundjinni running OK in 64-bit Vista Ultimate. I don't recall having too many problems getting it to run. What errors are you getting when you try to install/run it?

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Bidmaron wrote:
Does anyone know what the picture is on p. 12 of the Player's Guide? It shows what I believe are the ruins of some ancient Thassilonian city, but there is no caption or anything by which to identify it.

The image on page 12 is the Storval Stairs. See Pathfinder #4 adventure part 2 for details.

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wraithstrike wrote:
What levels does this and the other Paizo AP's stop at, assuming the party has four people?

Rise of the Runelords stops around level 16/17. Curse of the Crimson Throne and Second Darkness both finish around level 16.

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lastknightleft wrote:

One perform slot and three profession slots really?

I mean c'mon I don't think I've ever played a bard without at least two perform skills, but I can't think of a single time I've ever had a class with more than one profession skill with ranks in it.

okay I take that back my current new character has ranks in two profession skills, but that's specifically because I modeled him after myself.

Anywho can we please switch it up and have split the difference and have two of each?

The current rules require a bard to maximise at least 2 Perform skills so this request seems reasonable to me.

I spend 99% of my game time GMing and I can't actually remember the last time one of my players put a single rank into a profession skill!

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Zaister wrote:

Thanks for the bug report, we will fix those issues in the coming days!

Cheers. Just spotted another couple when I examined the characters a bit closer.

The half-elf bard (10th level) took skill focus in Perform(Act). He's got 10 ranks in Perform(Act) but is only getting +3 from Skill Focus instead of the +6 that he should get.

The human ranger (10th level) has favoured enemies of Giant (+6), Dragons (+2) and Fey (+2). The text that appears on the output sheet for the favoured enemies has the correct titles, but the accompanying text for Fey refers to Humans and the text for Giants refers to Fey. Probably just cut'n'paste errors in the list file.

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Just downloaded the latest beta of PCGen and input my RotRL party. Found 2 issues:

1. Half-Elf didn't get a free Skill Focus feat. I could get round this by just upping the number of feats available and adding Skill Focus.

2. Fighter armour training didn't increase the max dex of the armour. I had a fighter with 14 dex wearing +1 full plate but after 2 bumps of armour training, it showed an armour bonus of +11 (correctly) but even though the fighter has 14 dex, it still only factored a +1 dex bonus into his AC.

Apart from the above issues, I was able to add in a 7-PC party (plus 1 familiar, 1 animal companion and 1 cohort) and didn't hit any other problems. Looking great!

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trellian wrote:

As a clue to my players, I am having them find a body with a series of numbers on it. This code is actually a latitude/longitude code (followed by a date). It's up to the PCs to figure out the code and to be at the right place at the right time.

Does anyone have a clue to what the latitued and longitude for Darkmoon Vale is? It doesn't have to be very specific, but I have a couple of very smart people in my group, so if I come up with some numbers that clearly are arctic or sub-saharan, they'll comment on it.

Longitude is going to depend on where the prime meridian is drawn. On earth, that's Greenwich in London but on Golarion Absalom seems most likely. Darkmoon Vale is about 250 miles west of Absalom so, assuming an earth-sized world, that'll give you a longitude of roughly -4 degrees.

As for lattitude, it's not clear where the equator is but if you assume Avistan is a similar lattitude to Europe/North America, then somewhere between 45 and 50 degrees north would probably be about right.

Dark Archive

Illessa wrote:
Fire spells are covered in the underwater combat rules in the DMG (don't have a page number unfortunately, I'm at work).

Page 93 of the DMG has the rules you're referring to. They're pretty much identical to the wording in the SRD.

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Rob McCreary wrote:
Additionally, I think it would be good to add some crossbow feats as well, for those rangers wanting to specialize in crossbows over traditional archery...

It would be good to add some thrown weapon feats as well. I have a Shoanti ranger in my RotRL group who's picked the Archery style but prefers javelins over a bow.

Dark Archive

The 6th level combat-style feat choices for an archery-style ranger in the beta include Careful Targeting and Exact Targeting. While both of these feats were in the Alphas they seem to have been removed from the Beta, but left in the Ranger class description.

I only noticed this at the weekend when my alpha campaign became a beta campaign and the ranger in the party happened to hit 6th level and had no available feat to select.

I'm guessing Far Shot and Improved Precise Shot are the feats that probably need to be added to the 6th level choices to balance things up again.

Anyone else come across this and fixed it a different way?

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Name: Ganelon
Class/Level: Paladin 3
Adventure: Burnt Offerings
Catalyst: Nualia

Story:
Down in level 2 of the Thistletop dungeon the party rogue stumbled into the slashing cage trap, setting it off and alerting Nualia. The rogue survived but only just.

After retrieving the rogue from the pit, the party opened the door to Nualia's room and charged in. After a few rounds of combat, Nualia landed a critical hit on Ganelon. I'm using the Critical Hit deck so pulled a card out. Leg Swipe - double damage and knocked prone. That reduced him to 3 hit points. It was his go next and he decided (against the advice of the rest of the party) to stand up. Attack of Opportunity for Nualia, who hit and did 14 damage, dropping him below -10.

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Vic Wertz wrote:
Not exactly a bug. When you have one copy, you can use standard shipping (which is relatively cheap). When you add a second, the order goes over the weight limit for standard international shipping, so it has to switch you to Priority Mail, which is more expensive. Then, when you remove the extra copy, you can go either standard or Priority, but since you had most recently "selected" Priority, that's what it defaults to. If you check the shipping method popup, I think you'll find that you can choose standard shipping for the lower price again.

Fair enough. I hadn't kept an eye on the shipping method. I guess that means that if I want multiple copies of the beta at the best shipping price I need to place multiple orders of 1 each.

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So, I just placed an order for the PFRPG Beta plus a couple of other items and the postage came out at $20.34. Fair enough.

I then decided to place another order for a second copy of PFRPG Beta for my players and the postage showed $17.20. Seemed reasonable so I upped it to 2 copies. The postage changed to $40.88. Wow, too much, so I changed the quantity in my cart back to 1. But the postage only dropped to $33.53. Err, looks like there might be a bug in the code there.

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F. Wesley Schneider wrote:

So, what makes you love the drow. You know, aside from the creuly, dark sexiness, white hair, and pointy ears. Where do you think they've been done right? What drow stuff in the past has pissed you off? What's your favorite drow city? Overall, what turns you on (or could turn you on) about the drow?

Well, I just finished running Mongoose's Drow War campaign. It was tough when RotRL was sitting there on the shelf playing creepy banjo music and violating all my other campaigns but I made my Will save and got through to the end.

Now their drow were a lot more LE than the usual CE that drives most drow campaigns. Indeed, Mongoose's advice was to think of 1940s Berlin for how to play the drow, and that worked a treat. That didn't stop them from being devious and sneaky and my players took great delight in working out all their schemes and thwarting them at every turn.

I think the key to that was keeping the drow fresh. In a 30 part campaign, the drow really only featured in about 8 or 9 episodes. Throw in some other drow who claimed (truthfully) to have rejected the beliefs of the other drow (the party didn't believe them) and the party ended up not knowing who to trust (and they loved it!).

Essentially the drow were the puppet masters behind most of what was going on but the party didn't get to fight them most of the time. Occasionally they'd stumble across a drow agent but a lot of the time, the drow were working behind the scenes.

Part of the problem with the drow was that they had poor hit points, poor AC and didn't do an awful lot of damage in hand-to-hand combat. Their tactics relied on their wizards being protected for long enough to use their best spells but drow guards weren't up to the task. The only time we had a close fight was right near the end of the campaign when the 27th level party fought a group of 28-30th level drow commanders.

In conclusion, the drow were an excellent sneaky, behind-the-scenes villain but I struggled to put together many challenging combats against them. In Second Darkness, I think they'll need an enslaved race of guards/cannon fodder to give their spellcasters a chance to shine. And play up the treachery and different factions. When the party don't know who to trust, they seem to love it!

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